Trait Scoring

🔥🔥🔥👅👅👅👀👀👀‼‼ Enough said.
Celia73
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Trait Scoring

Post by Celia73 » April 19th, 2024, 3:10 pm

sittingbear wrote:
April 19th, 2024, 11:20 am
Celia73 wrote:
April 17th, 2024, 7:06 pm
Also, there are hidden traits too, which usually are connected with the main traits, and which play an important role.
Hidden Traits are Main Traits. Sims get them in 3 ways inherit them from their parents, reaching certain career levels or through repeated interactions. And none play a part in relationship scoring.
When you create a sim in CAS, (new household), and choose his main traits, that is the 5 traits you manually choose in CAS (not the hidden ones), they have hidden traits too.

So no parents, and before any career (and I have not seen new hidden traits or changed hidden traits after reaching any career level), and before any interaction whatsoever. The hidden traits are there, right at the beginning of the game, when you hit start, before you even move the sim.

The attraction (either in romance, or friendship, or just woohoing) between sims is related to common (that is shared traits, the sims both having a same trait or more). When sims meet and discover traits to other sims, they either "jump in glee" (their relationship raises) when they share common traits, or if they have conflicting traits with the others', then they have the red minus sign (they relationship decreases).
Thus, common (shared) traits play a role (and a significant one) in a relationship (whatever category of relationship) and in the attraction.

That is my experience and opinion, anyway. I might be mistaken ;)

C-Dark, the higher the attraction (higher the score) between a couple, the less likely they will mess with other sims, even with the default parameters in Woohooer and SP, which is "any", that is anything that moves. :D
And the higher the attraction, the more they will autonomously flirt, romance, woohoo, in a couple that is (like there is no tomorrow, if it is high).

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sittingbear
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Post by sittingbear » April 19th, 2024, 10:41 pm

Celia73 wrote:
April 19th, 2024, 3:10 pm
When you create a sim in CAS, (new household), and choose his main traits, that is the 5 traits you manually choose in CAS (not the hidden ones), they have hidden traits too.
The only hidden traits possible in CAS would be the ones for the Occult life states there are no others possible at the beginning of the game.
Hidden Trait gained from Careers and other sources:
Level 7 in the Criminal gets Burgler
Level 3 Law Enforcement gets the Can Apprehend Burgler
Graduates from Fort Starch Military School and Level 4 in Military get Can Salute
Firefighters can get Immune to Fire and children of Firefighters can ironically get Pyromaniac
Maids and there descendants gets Makes No Messes (service sim)
Pizza Deliverers gets Pizza Appreciator (service sim)
Level 7 Music gets Rocker
Asian Culture, Egyptian Culture and French Culture found on sims in the WA Worlds
Level 7 Investigator Profession gets Private Eye
Future Sim found on sims from Oasis Landing
Hidden trait | The Sims Wiki | Fandom
I've played this game since 2009 and I've also made mods for this game.

Celia73
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Trait Scoring

Post by Celia73 » April 20th, 2024, 5:16 am

sittingbear,

I too play the game since 2009. And I admit that I still don't know and I am still not aware of many things, regarding the game mechanics.
I may not have created mods, but I have enough knowledge of coding in general (but this is not the point here).
.
I am sorry but, I just created 3 new sims in CAS. With the random choice too, that is I did not choose anything for the sims, I let the CAS choose everything, traits and all, with the randomize button.

All three created sims, without exception, had all the hidden traits you mentioned (I checked with Nraas / MC/ Advanced/ Traits / Change). Burglar, Can Apprehend Burglar, Pyromaniac, Immune to Fire, Can salute etc. and the jock, nerd, rebel, and all the occult.

I can provide pictures if you like, but I think it is more believable if you check in the same way, creating different sims that is.

And that seems logical, at least to me, to have all the hidden traits, when a sim is created by the player. Created being the key word

Townies on the other hand, which are created by the game, do not have all those hidden traits (burglar, can apprehend burglar, can salute etc. jock, nerd, rebel, occult, etc.), all of them at the same time. So, if the player does not create a sim and chooses to play with an existing household in the town of choice, then yes, the active sims of the player will not have all those hidden traits together.

Furthermore, townies involved in those careers (law enforcement, firefighter, burglar) have those traits mentioned in the MC, as both hidden and "has", that is as a main trait.

When create a sim is the key point, and that is what I mentioned in my previous replies.

Otherwise, we can agree that we disagree, no offense. :)

(On that note I will refrain in the future from replying on other posts than mine :))

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Post by sittingbear » April 20th, 2024, 6:12 am

Celia73 wrote:
April 20th, 2024, 5:16 am
I am sorry but, I just created 3 new sims in CAS. With the random choice too, that is I did not choose anything for the sims, I let the CAS choose everything, traits and all, with the randomize button.

All three created sims, without exception, had all the hidden traits you mentioned (I checked with Nraas / MC/ Advanced/ Traits / Change). Burglar, Can Apprehend Burglar, Pyromaniac, Immune to Fire, Can salute etc. and the jock, nerd, rebel, and all the occult.
You must have a mod installed that's causing that I just made 20 sims and not a single one had any hidden traits. I should point that I pulled out all my mods with the exception of MC when I made them.

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Post by Celia73 » April 20th, 2024, 7:11 am

sittingbear,

Ok, let's see this again. :)

I even used a clean EA folder which I have with only NRaas mods for testing, not playing.

I took them all out, and I kept Master_Controlller V134 and Master_Controller Cheats V134.

Created a YA sim in Barnacle Bay (household) with randomize button. Nraas/Advanced/Traits, sort by type to list the hidden traits at the top and all of those traits were there as hidden traits.

Note: With only the Master_Controller, without the Master_Controller Cheats, the Advanced option does not display the "Traits" option, so you can not see the whole list of traits of the sims, hidden or otherwise. You can only see the 5 traits in the panel of the sim.

Now, I have no idea if the Master_Controller Cheats mod assigns all the hidden traits to a newly created sim.

If MC Cheats does assign the hidden traits to a newly created sim, then I will stand corrected.

If it only displays the hidden traits and they are there assigned by the game, then I will just keep my observations to myself.

In any case, I thank you for the interesting debate :)

(P.S. I apologize for hijacking this thread.)

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sittingbear
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Post by sittingbear » April 20th, 2024, 7:19 am

Celia73 wrote:
April 20th, 2024, 7:11 am
Nraas/Advanced/Traits
Actually the correct pathway is Nraas>MC>Status>Personal that will show all the traits the sim has including the hidden ones if any.

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Post by CardinalSims » April 20th, 2024, 7:21 am

Celia73 post_id=101011 time=1713611482 user_id=25605 wrote: Created a YA sim in Barnacle Bay (household) with randomize button. Nraas/Advanced/Traits, sort by type to list the hidden traits at the top and all of those traits were there as hidden traits.
Seems like a simple case of slightly misinterpreting the MasterController interface in that particular menu :)
The Traits > Change will list all traits in the game (because it's prompting you to select what ones to add or remove), and they'll have 'H' in their type if they're hidden. But unless they say 'Has' in the 'Value' column, that sim doesn't have those traits.

It would be incredibly cursed if they did! I think I'd lose my mind if all my CAS-spawned sims had the ability to set fires, sneak, steal, and pull Oasis Landing future tech out of thin air- as well as being every occult type at once? Honestly, that sounds like a sim that isn't far off from crawling around on the ceilings :p

I think it may have just added to the confusion to add speculation about various other EA systems on a support thread for Woohooer, the function of which is documented and expressly known to the developer, that's all. There are very many moving parts in the simulation, but in this particular case it was specifically about what the mod was doing and that was answered by the developer of said mod.

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Post by sittingbear » April 20th, 2024, 7:28 am

CardinalSims wrote:
April 20th, 2024, 7:21 am
It would be incredibly cursed if they did! I think I'd lose my mind if all my CAS-spawned sims had the ability to set fires, sneak, steal, and pull Oasis Landing future tech out of thin air- as well as being every occult type at once? Honestly, that sounds like a sim that isn't far off from crawling around on the ceilings :p
I actually did that to Nick and Vita just because it's well Nick and Vita. :P:evil:

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Post by Celia73 » April 20th, 2024, 7:34 am

CardinalSims post_id=101014 time=1713612078 user_id=22933 wrote: I think it may have just added to the confusion to add speculation about various other EA systems on a support thread for Woohooer, the function of which is documented and expressly known to the developer, that's all. There are very many moving parts in the simulation, but in this particular case it was specifically about what the mod was doing and that was answered by the developer of said mod.
The thread was asking for help to save the sims' love life :). I tried to help with that. It was never my intention to create confusion.
But since I can understand your point regarding confusion, I will refrain from replying to other threads but my own (can't delete my replies here).
It is my fault anyway for the hijacking of the thread, since I continued to reply.

Thank you both for replying :)

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Post by CardinalSims » April 20th, 2024, 8:04 am

No worries, Celia73, threads inspiring discussion is a good thing :) And hopefully some things got clarified in the process!

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