University Performance Decay

No one knows everything this mod can do. Did you know you can tune the size of your sims nostrils with this mod? I'm kidding.
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tz89722
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University Performance Decay

Post by tz89722 » June 19th, 2014, 8:15 pm

Is it possible to reduce or stop the university academic performance motive from dropping through the tunable XML? I have scoured through the list of obvious places and it's either hiding in plain sight, or it's not there.

Hoping for some reassurance.

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brappl
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Post by brappl » June 21st, 2014, 9:15 am

bump

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Chain_Reaction
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Post by Chain_Reaction » June 21st, 2014, 7:22 pm

Not with Retuner. You will need to edit the Motives XML in Gameplay data. Search for AcademicPerformance and set these two as follows:

<!-- ws:start:WikiTextCodeRule:0:
<pre class="text">decayType=&quot;NoDecay&quot; decayValue=&quot;0&quot;</pre>
-->
<style type="text/css"><!--
/**
* GeSHi (C) 2004 - 2007 Nigel McNie, 2007 - 2008 Benny Baumann
* (http://qbnz.com/highlighter/ and http://geshi.org/)
*/
.text {font-family:monospace;}
.text .imp {font-weight: bold; color: red;}
.text span.xtra { display:block; }

-->
</style><pre class="text">decayType="NoDecay" decayValue="0"</pre>


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J4Ks
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Post by J4Ks » June 21st, 2014, 7:34 pm

Here you go: Academic Performance No Decay

Installation:
Add this in your Package\ folder

Warning:
This will override the S3_0333406C_00000000_08CB212AFA111A92_Motives%%+_XML file in your Game Core. If you have any other tuning mod that overrides this file, these mods will conflict. Either combine those mod together or remove the one which you do not use.

tz89722
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Post by tz89722 » June 22nd, 2014, 12:38 am

I see, thanks. I was already using Nona's mod. Just wanted to cut down on the massive numbers of tuning mods I currently have with Retuner to avoid updating.

Lastly, one last question instead of making a new post. I was attempting to locate the line to prevent Social Influence from decaying and stumbled upon "Sims3.Gameplay.Skills" -> "InfluenceSkill" -> "kDisableSkillDecay". I was under the impression that setting the value to "True" would stop the decay for all social groups. However, influence is still decaying, but it appears to be at a reduced rate (cannot be sure since my sims are at maxed at 10 and it takes a few days for it to drop to 9 with no activity). Now the question is, does this setting actually affect the social group's decay in any way?

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J4Ks
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Post by J4Ks » June 22nd, 2014, 9:43 am

I think the Social Gain is provided by "InfluenceNerd", "influenceSocialite" and something like "influenceJock?", the 3 flavor to gain social influence. Also think the InfluenceSkill is more related by reading books.

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Post by icarus_allsorts » June 22nd, 2014, 11:46 am

In the code, EA wrote this:
[Tunable, TunableComment("For Testing Only - Compiled out in Release : This is a boolean to turn off the skill decay for testing.")]
public static bool kDisableSkillDecay = false;

Meaning to say the kDisableSkillDecay setting you see is something EA probably used for testing but is no longer used by the game at all sadly.

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J4Ks
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Post by J4Ks » June 22nd, 2014, 11:59 am

If that is so, than I do believe that InfluenceSkill is related to reading those books. And which such Skills, they never decay.

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Chain_Reaction
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Post by Chain_Reaction » June 22nd, 2014, 9:24 pm

That tuning value has indeed been compiled out so it's useless. To stop the decay you will need to edit the Skills tuning manually (not supported with Retuner and set CanDecay to false for InfluenceNerd, InfluenceSocialite and InfluenceJock. :)

tz89722
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Post by tz89722 » June 23rd, 2014, 12:43 pm

Thank you all for the clarification.

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