Role motives

Role Sims, homeless, service Sims, oh my. Something tells me we're not in Sunset Valley anymore.
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sittingbear
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Post by sittingbear » April 12th, 2018, 4:05 am

Oops almost forgot these guys the Barista Bar and Hobby Shop Merchants in UNI, and the Waiter in Oasis Landing also have the same problem as the Elixir Shop

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babele44
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Post by babele44 » April 12th, 2018, 10:25 am

I remember from the time before I used Register that in the vanilla game the same happens: once a role Sim gets reset by one way or another their static motive lock breaks and will remain broken. (I remember this from the WA registers - books, food, relics, general)
Un-assigning with Register, then resetting the register with DE and re-assigning the role Sim is the only way that I know to fix this.

I don't know where you placed your registers but you will have the problem recurring if you place registers on lots with closing times. The nerd shop is a big problem in this respect because the register is supposed to be manned 24/7 while the shop has closing times. This will break their motive lock constantly.
I had a lengthy thread here, but I don't know whether it still exists where I reported the various tests I ran with regard to that. The main result is that this happens in both vanilla games and games with Register. The fixes added to Register afterwards improved the situation though.

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sittingbear
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Post by sittingbear » April 12th, 2018, 1:26 pm

Thank you babele44 I only use the Elixir Consignment Shop and Festival Grounds in my game I was only testing the others as Chain wanted to know if anymore where like that and speaking of the ones in WA I did notice that no matter how many times they got reset they never lost their motive lock.

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sittingbear
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Post by sittingbear » April 13th, 2018, 1:57 am

I don't think it having closing times on the lot that breaks their static motives permanently as the Pro Bars are supposed to be manned 24 hrs as well but those don't break permanently when placed on a lot with a closing time when they get reset.

I didn't notice it at first but the Time Traveler and the Future Hobo's are supposed to have their Temperature Static when in Oasis Landing that breaks when they get reset.
So in short the ones that have their Static Motives permanently broken after a reset are:
Elixir Consignment Specialist, Barista Bar workers, Hobby Shop Merchants, Waiters, Time Traveler and Future Hobo's

I didn't check the deer, raccoon, Pet Store or the Uni Mascot (couldn't find that one when at Uni and the deer and raccoon wouldn't spawn for some reason)

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sittingbear
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Post by sittingbear » April 14th, 2018, 1:11 am

The Pet Store and deer are fine but the raccoon's motive lock get busted when it gets reset (totally forgot I had Pets disabled with Game Selector)
The Uni mascot it's only motive is to be a mascot so I can only guess that one fine too.
Well that's all the ones I noticed.

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Chain_Reaction
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Post by Chain_Reaction » April 14th, 2018, 1:45 am

Thanks for testing. I'll look into this when I have a moment.

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sittingbear
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Post by sittingbear » April 15th, 2018, 9:59 pm

You're welcome I found a temporary work around I can use I give each of the affect Roles positions a start time and end time which fixes there broken motive lock when they come back into the world.

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babele44
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Post by babele44 » April 23rd, 2018, 1:16 am

Quote sittingbear: "I don't think it having closing times on the lot that breaks their static motives permanently as the Pro Bars are supposed to be manned 24 hrs as well but those don't break permanently when placed on a lot with a closing time when they get reset."
This is not entirely correct as the pro bars are never manned 24/7. When they are placed on a community lot without closing times, like a Hangout or Big Park, for example, the mixologist will only arrive at noon and leave again at 4am.
Pro bar mixologists seem to be more flexible than the role Sims you mention because no matter how you set the opening times in Venues.xml and/or Bars.xml, they will comply. You can easily confuse them, though, when you set the times in Venues.xml to different values than in Bars.xml (like it happens in vanilla with the Supernatural Hangout). However I have never tested whether this does have any effect on their motives when one tuning pushes them out and the other pushes them back.

This, btw, is the old thread I was referring to above: http://nraas.wikispaces.com/share/view/66063258

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