Title: Tuning mods - in testing Post by: Marhis on 2009 June 14, 18:04:55 I'm trying to play a bit with Peter and Inge's TS3 tools and I think I had some success - aka I made a few little mods that seems to work.
So, I thought I would share; some definitely needs further testing, and some are more a test of feasibility, but if you want to try them, you're welcome. All of them should be compatible with Awesomemod, as they're simple XML tweaks.
Title: Re: Tuning mods - in testing Post by: crunk on 2009 June 14, 19:13:36 I am especially happy to have a toddler training mod - potty training especially seems to take longer than it did in TS2. I'm downloading that and the LTR mod. I'll let you know if they do anything bizarre.
Title: Re: Tuning mods - in testing Post by: kiki on 2009 June 15, 07:46:07 Potty training is definitely harder in TS3 because toddlers' bladders also seem to decay MUCH faster. I had a toddler with about 1/3 of a bladder bar, I clicked the toddler and went to potty train them, they'd soiled themselves before I'd had a chance to have my sim pick the toddler up.
Title: Re: Tuning mods - in testing Post by: Ailias on 2009 June 15, 14:28:43 Yes
I'm second for needs decay mod They still decay fast to me - at least - hygiene Title: Re: Tuning mods - in testing Post by: Roflganger on 2009 June 15, 16:23:02 This might be observer error but one benefit to TS3's potty training is that they seem to train for a fixed amount of time, regardless of bladder levels. It used to be that you had to wait until the last second to train if you wanted to get in more than a few game minutes of training in, but now it looks like it fills up about 1/4 of the progress bar regardless.
Title: Re: Tuning mods - in testing Post by: MasterDinadan on 2009 June 15, 21:13:31 Yeah potty training is really done completely differently. In Sims 2 it was best to wait until Bladder was really low before you try to potty, but that's definitely not the case here. As long as their bladder isn't almost full, they will sit on the potty for quite a while before they go, and their training meter increases the whole time.
Title: Re: Tuning mods - in testing Post by: Marhis on 2009 June 15, 22:27:07 I agree on the potty train; to explain what I in fact did:
The time a toddler spends on the potty chair is a fixed amount: 25 sim minutes. The value I altered is the kPottyTrainToddlerGainRate, i.e. skill gain per hour. This value is 550. I raised it to 800. I didn't more because I only wanted to test improvements, not do blatant cheating - it can be raised more, of course, if needed. Doing the math, in default game, toddlers gain circa 230 skill points on every train session; assuming the grand total is 1000, it would need 4 sessions. With the modification, they'll gain circa 333 skill points per session, thus leading to a total of 3 sessions to complete the task, instead of 4. Title: Children can pick up seeds. Post by: Captain Swooptie on 2009 June 16, 00:36:30 No point in making a new thread for this. Now kids can pick up seeds.
Title: Re: Tuning mods - in testing Post by: D_Malachi on 2009 June 16, 01:27:39
Title: Re: Tuning mods - in testing Post by: Marhis on 2009 June 16, 12:21:07 By "interest" do you mean flirting/romantic, or just social interest in general? Specifically, as there's next to no "romance" in my neighborhood- quite dull really- will this change that? I'm not sure about how it works; I tweaked it just for testing purposes (and see if I'll spot something different during gameplay). Basically, this is how that value is described: <kLookAtInterestingnessForFlirtySims value="55"> <!--Range: 0 to 100. Description: How much a flirty sim wants to check out sims of the right gender/age--> My modification raises the value to 70. I think it's , more or less, a probability that a flirty sim tends to choose a sim to interact with. So far, my observations have mixed results, therefore I don't know if I understood this correctly. Title: Re: Tuning mods - in testing Post by: J. M. Pescado on 2009 June 16, 12:35:55 That value has no effect on behavior, it's just a control for the idle-look-at behavior. Increasing it will make sims more likely to randomly rubberneck at some random hideous pudding's ass.
Title: Re: Tuning mods - in testing Post by: Madame Mim on 2009 June 16, 13:27:12 You've created a new trait! For flirty now read pervy. Now if you can just get three 'flirty' females together to ogle the passers by and gossip about them it'll be complete.
Title: Re: Tuning mods - in testing Post by: Fikcija on 2009 June 16, 14:47:11 Am I the only one who thinks toddlers gain their skills faster than in TS2? And even the lifestage is longer, so they have more time! The only annoyance is that the bladder need bar doesn't really show the truthful info. One second it's still yellow and looks like I can wait a little more before clicking to potty-train the toddler (I like to wait as much as possible, so that it takes lesser amount of trainings in total) and just a second after it's already full with hygiene red.
But thanks for this one!
Title: Re: Tuning mods - in testing Post by: McCrea on 2009 June 16, 21:21:25 Am I the only one who thinks toddlers gain their skills faster than in TS2? Faster, I don't know, as you said stage may last longer. Easier is certainly my wording. Only my first toddler didn't score all 5 (if I'm correct to count): walk, talk, potty, pegbox, xylophone Seems I usually have 2 days after maxing them out to let them hump the wall or camp out in the toy box. Feels like I'm cheating if I use more than one parent (or trainer). That is my impression of TS3 base game. But we don't have to hijack his threat. Title: Re: Tuning mods - in testing Post by: anaximander on 2009 June 16, 22:25:28 Easier is certainly my wording. Only my first toddler didn't score all 5 (if I'm correct to count): walk, talk, potty, pegbox, xylophone Well, don't forget about the books - 3 series of them give skills (Painting and 2 others I can't remember offhand.) Buy them at the bookstore and let the toddler read them, they'll skill that way as well. (There doesn't have to be parental involvement, either, as apparently sim toddlers are fully literate before they can speak.) Title: Re: Tuning mods - in testing Post by: McCrea on 2009 June 16, 22:29:40 Well, don't forget about the books DOH! SHAZBAT! SHAZAAM! Guess you do learn something new every... month. :'( Title: Re: Tuning mods - in testing Post by: BastDawn on 2009 June 17, 04:59:29 Well, don't forget about the books - 3 series of them give skills (Painting and 2 others I can't remember offhand.) What are the titles? Title: Re: Tuning mods - in testing Post by: minidoxigirli on 2009 June 17, 06:39:29 I deserve the snark I'm going to get, but I'll ask anyway- where do I install these mods to, the "Mods" folder, or the "Packages" folder, or whatnot? I looked for a readme, but couldn't find one.
Title: Re: Tuning mods - in testing Post by: Gus Smedstad on 2009 June 17, 08:24:07 What are the titles? They're under "child development" at the book store. I fiddled with them once, but gave up when I felt they used too much parental time. I did not realize the toddlers could read them on their own.Logic: "Counting for Those Who Cannot" "Squares are not Triangles" "Being Smart for Fun and Profit" Painting ones are pretty obvious, they're about finger painting and such. There's a series of Harry Potter parodies, but I've never used them. - Gus Title: Re: Tuning mods - in testing Post by: kattenijin on 2009 June 17, 18:48:02 There's a series of Harry Potter parodies, but I've never used them. The Potteresque series appears to be non-functional, as there is no learning bar above a sim as they are read. Using the blocks table as a child will give 3 skillpoints in handyness when they age up. Title: Re: Tuning mods - in testing Post by: anaximander on 2009 June 17, 20:28:36 Re: The books.
The only trick to getting the sprogs to read them on their own is to leave them on the floor - they won't get them out of the bookshelves themselves. Title: Re: Tuning mods - in testing Post by: Gastfyr on 2009 June 19, 19:06:59 The third set of toddler skill books must be for the Writing skill. Had a toddler read all the toddler books and when he aged up and learned the Writing skill, he started with 3 pts. It's the greenish coloured Dr Seuss parody ones: "Oh the Destinations You'll Breifly Visit," "Bluish Eggs With a Side of Pastrami," "And Frank, I'm Not." Correct me if I'm wrong about the skill, but it did certainly seem to give a boost as kid was not a Bookworm or Artistic and a class in Writing yeilded 3pts in the skill.
Title: Re: Tuning mods - in testing Post by: Mandapotpie on 2009 June 21, 16:40:02 Using the blocks table as a child will give 3 skillpoints in handyness when they age up. In addition if your adults have full logic they can tutor kids in other skills they can't learn until teen, such as gardening and guitar. Title: Re: Tuning mods - in testing Post by: JamesNine on 2009 June 21, 21:00:25
Just wondering, thanks. Title: Re: Tuning mods - in testing Post by: Czezechael on 2009 June 21, 21:04:50 I was just wondering, could you make this one with another flavor? Perhaps a 10 day instead of 2. Just wondering, thanks. I hope it's not too forward of me, but I went ahead and modded it myself. Title: Re: Tuning mods - in testing Post by: vincemw on 2009 June 23, 00:05:29 I don't know how much or what kind of tuning you're doing. But one thing I've wanted the most for this game so far is for careers to be harder and/or take longer. More penalty for missing work and not making the requirements such as handy skill, and boss relationship. And so it takes much longer to get promoted. Maybe also so that raises are less. I have the sim life length at long so I have a few elders that are money machines, they just real in the dough and it seems a little to easy to me, especially when they're getting constant raises making more and more.
Title: Re: Tuning mods - in testing Post by: vincemw on 2009 June 23, 00:10:04 Oh and also if bills costed more. Bills are too cheap in the game compared to what sims make, I'd like to think bills would cover imaginary gas and repair costs for vehicles, house heating and water, rent and/or paying off your house costs. It should be harder to make your way in sim-life.
Title: Re: Tuning mods - in testing Post by: edalbformat on 2009 June 23, 07:18:30 Hi Marhis! Got a problem with the mod to train toddlers. Potty and walk are OK, but everytime my Sims try to teach talk they freeze. There is still no way to unfreeze them so I all the time have to evict the family and move them back to solve the problem.
I have only the awesome mod, two textures from Hysterical Paroxysm to replace the darned zzzz and musical notes and a mod from someone at MTS to read books faster. No ccs. Potty training is OK even without mods because it takes a little bit time for toddler to do the job. They make funny faces and sound constipated before all runs out, but gives time to the skill meter to progress even if they are not so in need. Walk and talk teaching is hell boring. Title: Re: Tuning mods - in testing Post by: JamesNine on 2009 June 23, 22:58:07 I was just wondering, could you make this one with another flavor? Perhaps a 10 day instead of 2. Just wondering, thanks. I hope it's not too forward of me, but I went ahead and modded it myself. Title: Re: Tuning mods - in testing Post by: shadow on 2009 August 14, 22:14:22 Does the LTR mod stop the infernal pop-ups 'so and so is no longer a friend?' I get them for people my sims have never met and I don't care if their relationship decays or not.
Title: Re: Tuning mods - in testing Post by: nastar on 2009 August 15, 17:58:48 have these been updated for the latest version of the sims 3 game? my LTR stills gives 2 days.
Title: Re: Tuning mods - in testing Post by: Anach on 2009 August 18, 17:58:17 Potty training is definitely harder in TS3 because toddlers' bladders also seem to decay MUCH faster. I had a toddler with about 1/3 of a bladder bar, I clicked the toddler and went to potty train them, they'd soiled themselves before I'd had a chance to have my sim pick the toddler up. You can still potty train them even if you dont make it in time. They will still learn from it. I dont see what is so difficult about it. I simply sat mine on the potty 4 times and they were trained. After that they have much better bladder control. Title: Re: Tuning mods - in testing Post by: Bababorg on 2009 August 20, 07:35:34 Thank you! I tested the sim tuning mod and I just got my first auto lesbian! It also works with the auto woohoo so I am looking forward to a lot of conflicts and broken homes in my neighborhood in the future ;D
Title: Re: Tuning mods - in testing Post by: Buzzler on 2009 August 20, 16:45:51 Thank you! I tested the sim tuning mod and I just got my first auto lesbian! It also works with the auto woohoo so I am looking forward to a lot of conflicts and broken homes in my neighborhood in the future ;D Am I missing something here? Which of these Hacks is supposed to enable autonomous same sex relationships?Title: Re: Tuning mods - in testing Post by: Bababorg on 2009 August 21, 04:04:59 A flirty lesbian auto flirted with her until she was converted. They were teens so guess no one had flirted with her before.
Title: Re: Tuning mods - in testing Post by: Lion on 2009 December 04, 21:28:00 Hi Mahris,
Using Process Monitor method described at MTS "Package files and WA slowdown" thread, I identified that the computer is reading your marhis-LTRLasts10DaysNot2.package over and over and over again, thus slowing down the game. marhis-Genetics-Mutation1percent.package and marhis-SimTuning.package are not adversely affecting the game, but I haven't really played to see if they actually work. Title: marhis-LTRLasts10DaysNot2.package for WA? Post by: JamesNine on 2009 December 04, 21:32:29 Interesting, I'm using the marhis-LTRLasts10DaysNot2.package file and it appears to be working fine. I haven't really noticed any huge game slowdown but I turned down my graphics before installing WA to preempt such behavior anyways.
marhis-LTRLasts10DaysNot2.package is an essential mod to me, maybe it could be updated for WA if this is the case? Title: Re: Tuning mods - in testing Post by: Lion on 2009 December 15, 19:52:00 Hi Mahris,
Your marhis-SimTuning is preventing sims from changing into martial arts outfit in WA. Title: Re: Tuning mods - in testing Post by: lordqarlyn on 2009 December 16, 07:13:27 I was just wondering, could you make this one with another flavor? Perhaps a 10 day instead of 2. Just wondering, thanks. I hope it's not too forward of me, but I went ahead and modded it myself. Hehe, you know you could open the file with notepad and make the changes yourself. That's what I do with some of these mods.... |