DuckSpeak
Dimwitted Dunce
Posts: 169
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Is there a possibility interactions could be modified so that their base relationship range is changed? Attacking someone, (As in the jumping on them and fight like an insane zergling until the other person falls on the ground sense.) for example requires an extremely low relationship. I have always wanted a hack where one could ALWAYS, no matter what the relationship, beat up anyone to their heart's content. Seriously, what is the point of maintaining a 100/100 relationship eternally? Such things do not happen in real life, or Soviet Russia for that matter.
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« Last Edit: 2005 July 22, 15:05:32 by InfestedTerran »
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lakota
Blathering Buffoon
Posts: 68
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That would work well for siblings. To fight but not really hate each other
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DuckSpeak
Dimwitted Dunce
Posts: 169
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I do that all the time.
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Baroness
cwieberdink
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I'm gonna jump on this bandwagon. JM will probably take my lips if this has already been addressed in the macro, but I couldnt' find the option to make full positive relationship folks have ANY bad interactions, not even annoy. I wanted a couple to fight and had to remove the romance mod, have them cheat in front of each other, and then have other people influence them to fight. But as soon as they fought a little, they immediately went back into hugging and kicky ball. Chris
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Darkerdink -- aide to Dark_Trepie. Now with moar dark!
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J. M. Pescado
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The only interaction available with positive relationship is "argue". Socialize Unfriendly will appear once the relationship drops a bit (it won't appear at max to avoid being accidentally selected) if you have the AutoSocializer installed.
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Grant me the serenity to accept the things I cannot change, the courage to change the things I cannot accept, and the wisdom to hide the bodies of those I had to kill because they pissed me off.
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ZephyrZodiac
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I'd love to see them fall out over such things as "Did you have to leave a mess in the bathroom AGAIN?"" and, "Why do you always leave me to empty the potty?"
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Zephyr Zodiac
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Marchioness
Brynne
Smells Like Pee
Souped!
Posts: 7367
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I would like my enemies to stay enemies. I have to keep making them attack each other because, If left unattended, they will "gossip" and the score will rise.
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ZephyrZodiac
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Yes, that's one of the problems with Gnohmons flamingo - it affects all relationships.
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Zephyr Zodiac
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Ancient Sim
Dead Member
Posts: 1931
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Mine never become enemies. They can be -100 towards each other and still not be enemies. I have no idea why. I don't know if it's because I have the enemiesaccumulate fix, or the fight mod, or what. It's very odd.
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Some favourite Sim thingies: Film: Lord of the Sims; Song: Losing My Sim by SIM; Book: Interview With the Sim by Sim Rice; Smell: Fried Simions; Colour: Simple.
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ZephyrZodiac
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Sounds like one of them. Mine become enemies if they get into a real "dust-up"! But I'd like a mod that allows sims to go beat up a dustbin kicker without having to greet them first - so stupid!!!
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Zephyr Zodiac
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Ancient Sim
Dead Member
Posts: 1931
Back from the dead ...
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Sounds like one of them. Mine become enemies if they get into a real "dust-up"! But I'd like a mod that allows sims to go beat up a dustbin kicker without having to greet them first - so stupid!!! I would imagine you could do that with the "nogreet" mod or whatever it's called. I have that and even visitors can chat with passers-by autonomously, which I don't think they did before I installed it. I'm sure it's Pescado's, but I can't seem to find it. If nobody pops-up with the name of it I'll go through my downloads folder and look. Don't have time now as I have to go out.
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Some favourite Sim thingies: Film: Lord of the Sims; Song: Losing My Sim by SIM; Book: Interview With the Sim by Sim Rice; Smell: Fried Simions; Colour: Simple.
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ZephyrZodiac
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I've got it, but unless they're already outside it doesn't work, and if you stop to get them outside first the dustbin kicker has done a runner! I want something that sends them haring outside like a bat out of hell when they realise what has happened all set to beat the living daylights out of the trespasser!
The hack is called interactwogreet.
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Zephyr Zodiac
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Ancient Sim
Dead Member
Posts: 1931
Back from the dead ...
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I've finally got two people to become enemies now. Sadie the cow mascot (mentioned in one of my other threads) made lifetime enemies with the brother of her intended. All I did was add JM's mod that stops sims resetting when they become enemies. Not that any of mine have reset, because they've never become enemies, but presumably they would have reset if they had ... or something. Anyway, it seems to be working now. Oddly enough they're not daily enemies, even though they went 50/50 on both at the same time.
As for as the no-greet mod is concerned and the outside problem ... maybe if you teleported them in front of the dustbin-kicker they could reach them in time. I've noticed that I need to do that if I want them to greet fellow SS members with the secret handshake, otherwise the passing SS member will just keep walking, they won't stand still like they do if I instruct a normal greet. If I don't teleport them, they have to run to catch them up and don't always make it in time. I think this is a recent thing ... my Uni neighbourhood is totally mucked-up anyway.
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Some favourite Sim thingies: Film: Lord of the Sims; Song: Losing My Sim by SIM; Book: Interview With the Sim by Sim Rice; Smell: Fried Simions; Colour: Simple.
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ZephyrZodiac
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Well, if I used the teleporter, I suppose I could, but I don't use it. And some of the best thumpers are nasty but very outgoing Leos, and try getting them to meditate!
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Zephyr Zodiac
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Process Denied
Juvenile Jackass
Posts: 467
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I had mentioned on a Nightlife thread that when we get Vamps,we need to have the socialization requirements changed so that the Vamps can attack at will and get fun and social from it,even if they were a friend. Vamps would get positive scores for it but sims would still take it negatively. But, I have some Scorpios that would love to have a good fight for fun. Maybe a modded attack that doesn't declare a winner or loser so I is more of a wrestle. An additional option,not to replace the attack that will make an enemy.
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