An assortment of questions about events/future additions

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kittykatmeow10
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An assortment of questions about events/future additions

Post by kittykatmeow10 » October 7th, 2018, 7:03 pm

Alright, I have quite a few different questions, so I'll put them into groups and number them for ease in answering.

1. Through StoryProgression, I keep seeing sims getting pregnant and sims adopting pets, but no human adoptions ever take place. 
Is there a way to have human adoption events through StoryProgression? I just want to see some variation in the local gene pool, that's all.

2. Do pet pregnancy events ever happen through StoryProgression? I've yet to see one happen. If human pregnancy events are always happening, what about the pets?

3. Do sims ever adopt horses through StoryProgression? Everyone seems to be adopting cats and dogs, but no horses. Do the lots of the adopting sim have to be a certain size, and/or have appropriate horse facilities (as part of the House Inspection checks)? If I were to equip inactive households with horse facilities, will they eventually adopt a horse through StoryProgression?

4. Are there plans to develop occult events/roles for the occult specieses not yet represented (like mermaids, plantsims, robots (both simbots and plumbots), mummies, etc)?  If not, are there events that will randomly change sims into one of the mentioned occults through StoryProgression? (I know testingcheats has an interaction on the mailbox to generate occult sims, but I don't think this includes the occults I mentioned, just Supernatural occults)

5. How does StoryProgression handle homeless Plumbots? Does it treat them like normal sims? Does it still grant them the Sentience trait chip and whatever else EA story progression normally gives them? 

6. Can a plumbot randomly be added to a household via StoryProgression? Especially if it is The Future world or the sim in question has the Bot Building skill? 

7. Do StoryProgression events influence the descendants of inactive sims in The Future? (for example, if an inactive was once single, and then an accidental pregnancy event occurs, will their descendants resemble both parents upon the next visit to The Future?)  If it does, does it happen immediately or the next time the inactive household is played (and the 'Gadzooks! The future has changed!' message appears)? I'm aware that StoryProgression will normally pair a single sim with a random resident sim for the purpose of generating descendants, but how immediate is the gene pool switch for the descendants? 

8. If an inactive resident sim dies through an SP event, do they become a playable ghost, or are they just dead? On a world I once had (on my old hard drive, RIP) I had an inactive resident sim randomly die (I think it was through a role-related event, cause I think he was in one of the vampire-related roles), and he started showing up in StoryProgression events with a ghost icon of his former self. If they are treated like regular dead sims, is one given an opportunity to turn them into a playable ghost the next time a household containing their loved ones is played? Is there a way to set it so inactives who die always become playable ghosts, and/or is there a way to randomize whether they become a playable ghost or are simply dead? 

9. Are there any SP events that influence a sim's sexual preference? Are certain SP events influenced by a sim's sexual preference (such as romance-related ones)? Does SP randomly determine the sexual preference of sims with no preference for the sake of events, or is it always predetermined to be heterosexual by default? 

10. Can same-sex pregnancy events occur through SP if the Woohooer is installed? How would you enable this? Can you lessen the odds of a same-sex pregnancy occuring compared to the odds of a different-sex pregnancy? 

11. Does SP support multi-occults through Hybrid? If so, how do you enable them to happen? If I were to have a vampire-werewolf hybrid inactive, and they got selected for a vampire or werewolf related role, would they still remain as a hybrid, or would SP try to correct it by removing the occult status not associated with the selected role? 

11. Is there ways to script your own custom StoryProgression events? Are there ways to create your own roles (not castes) through StoryProgression as well? Are there tutorials/guides available that explain it? 

If I knew jack about modding in the sims, and I had more experience I might just try to work on some of my ideas myself, lol. Cause by golly, I'm chock full of them. 
 

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An assortment of questions about events/future additions

Post by igazor » October 8th, 2018, 1:02 am

That's quite an impressive collection of questions there and some of them deserve some pretty long answers. Appreciate the enthusiasm, but would like to point out perhaps for future reference that you will get faster answers and more efficient assistance/conversations if you split lists like this up and concentrate on a smaller number of things at a time. I don't mean start 12 threads all at once, but perhaps limit the first one to the most pressing/of interest 3 or 4 then not start the next one until many of those are answered or well on their way to being so.

Let's see what we can do here, though. I'll grab a few of them for now, the rest will have to wait unless someone else wants to grab a few more.

1 - Yes, but you must have the SP Population add-on module for inactive adoptions to work as well as they can. The immigration engine must also be on for any of this to happen, although the Immigration Gauge in this case doesn't need to be set so as to foster entire households moving in if that is not wanted at the time. And the town's resident population cap, if you have one set, must not have been reached.

NRaas > SP > General Options > Options:Lots > Options:Immigration/Emigration > Immigration Gauge > (anything >0).
(so set this for something ridiculous like 500 or 1,000 that will never be exceeded by the pressure score to generate new households moving in, unless you want that too in which case a more reasonable positive number like 20 or 40)

NRaas > SP > General Options > Options:Pregnancy > Options:Adoption > Adoption > True

(same menu) > Chance of Adoption > (default is 30)
(same menu) > Increased Chance of Adoption > (default is 10)

The first value is the chance that an adoption of some/any kind will take place during a cycle of the relevant SP manager. The second value is the increase in chances for an adoption if the first one fails. Consider setting both values higher if you want more than you are getting.

I can't prove this exactly, but the mod seems to favor sims who cannot possibly have children of their own by traditional methods, such as elders and same gender couples (if not allowed to procreate on their own), but I am positive that I see single parents not in any kind romantic entanglements and opposite gender couples occasionally adopting as well.

(same menu) > Cooldown Between Adoptions > (default is 3, meaning sim days)
Set as desired to gate the chances that a household will adopt again soon after having already done so.

(same menu) > Near Death Limit > (default is 20)
How near in sim days to the end of their life expectancy a sim can be while still being allowed to adopt.

2 - They should. Note that for cats and dogs, a pet house is required. Different players seem to experience different things here even on similar settings though. Woohooer offers a lot of options to play with. More woohoo and romantic partnerships among the pet population should, it would seem, result in more pet pregnancies.

7 - I believe that it is Traveler, not SP, that generates your sims' ITF descendants and regenerates them on future visits based on changes that happen in the present no matter how those changes have come about.
Traveler-FAQ

9 - Sims each have two gender preference scores that define their orientation. They can be revealed and changed through MasterController on the Sim > Intermediate menu (MC Cheats add-on module required).  Let's use same gender/opposite gender here.

-500/+500 - This sim is straight and it would take A LOT of interaction effort to change that.
+500/-500 - This sim is gay and it would take A LOT of interaction effort to change that.
+500/+500 - This sim is attracted to both genders and is thus bisexual.
-500/-500 - This is attracted to neither gender and is thus asexual.
-10/+5 - This sim is straight, but they may very well not stay that way.
0/0 - This sim is totally undecided and it won't take much in the way of romantic interactions to persuade them to "go" one way, the other, or both.

Note that a sim can and will act out contrary to their orientations if the other sim is so attractive to them that they can get through the hefty attraction penalty for being the "wrong" gender. Orientation doesn't always strictly define behavior. Also note that the magnitude of the numbers is not an indicator of intense interest in romance; a sim with a +500,000 score towards one gender or another isn't any more likely to get frisky or be receptive than one with a score of +5. The magnitudes indicate relative likelihoods of changing or not changing their minds at some point in their lifetime.

By default, under EA standard, newly spawned sims and those just aging up to teens will have gender pref scores of -1/+2 (ever so slightly straight) or 0/0 (totally undecided). They will be pushed gently by the game itself towards being straight, but with pref scores that low or at 0 to start it doesn't really take much effort for them to end up playing for "the other team" (or both teams). The two score are fluid and change with each positive and negative romantic interaction.

Where SP (finally!) comes in is that it allows us to interfere with the defaults that sims pick up upon becoming of age.
NRaas > SP > General Options > Options:Flirts > Chance of Gay Sim > (default is 1)
NRaas > SP > General Options > Options:Flirts > Chance of Bisexual Sim > (default is 5)

If a sim passes the first dice roll (admittedly the default chance is not very high), they will "start out" firmly as gay.
If a sim fails that one and passes the second dice roll, then they will "start out" firmly as bisexual.
If a sim fails both dice rolls, then they will "start out" firmly as straight.

So then, if we want a world that leans towards let's say being 20% gay, 20% bi, and 60% straight, then the first value should be 20 and the second value should be 25 (because 25% of the remaining 80% would be 20%). Math is fun, right?

There is unfortunately no way to automate sims starting out as asexual, we would have to step in and manage that manually using MC if we want to.

And finally, MC has a command on the Town menu on City Hall that will randomize the gender prefs of all undecided sims in town (after asking for a Chance of Gay Sims) so that you don't have to wait for an entire generation to age up to get out of the default 0/0 rut townwide.

11 - Under EA default, a sim with multiple occult states will have one of them win out over the others. This does not happen when Hybrid is in play. So with Hybrid, a vamp-werewolf will retain both occult states and have both sets of features associated with them. Fairy-witches are my favorite, the power meter for both types of magic gets split down the middle because both apply at the same time for different kinds of actions. SP honors multiple occult states and I do not believe it will remove them just because the sim becomes a personality clan member or leader (if this is what you meant). Others would have to correct me if I've got that wrong.

Both occult states (or rather all of them if a triple, quadruple, etc. hybrid) become possible to pass down to the sim's offspring through SP's genetics. Check the options on SP > General Options > Options:Pregnancy. Note that occult states can also skip a generation, so the grandparents' states are also taken into account.

The Other 11 (let's call it 12) - Script modding requires a working knowledge of C# and .NET programming. That's the hurdle many of us need to get past before we can begin thinking of creating anything in this regard.

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kittykatmeow10
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An assortment of questions about events/future additions

Post by kittykatmeow10 » October 8th, 2018, 4:41 pm

Yeah... it started out as me only have 3 or 4 questions, but as I kept typing I kept coming up with more. That tends to happen a lot when I write forum posts. 
Thanks for answering my questions, BTW. Looking back at it, I did post way too much. 

I do have two more questions, though. I'm a computer science major, and I've been learning C# for one of my classes. How hard is it to pick up .NET programming? Also, is there any way to create custom events for castes and/or personalities through the preexisting NRAAS options (even if it was something like writing your own flavor text to go with preexisting options)? 

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An assortment of questions about events/future additions

Post by igazor » October 8th, 2018, 9:28 pm

Not that I know of on the custom events question.

Afraid you're already way ahead of me on C# and .NET. These things didn't exist when I was in college/grad school, the relative simplicity of the languages we programmed in would probably make modern students and programmers laugh by comparison. It was amazing enough that we had terminals to type into while I was still there, thus marking the end of punch cards and tape to input code and data with everything still running on mainframes.

You might want to get Chain's attention about that for futher comment, when the timing is better and he isn't totally consumed with working on the new site here and its functionality/content migrations. Or that of another script modder, there are fewer of those still active in the TS3 community than there once were, but some do pass through here on occasion and will stay around for a while. They also tend to congregate at MTS.

Bowlady1955
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An assortment of questions about events/future additions

Post by Bowlady1955 » October 30th, 2018, 11:01 pm

Hey Kitty,

I'm not a programmer or anything like that, I'm just a grandma, that has recently fallen in love with Sims 3. igazor has been very patient with all the questions I have had and most of the help has been because I have a hard time trying to figure out how to navigate in forums.

Anyway, thanks to igazor I've been playing around with a poly family of 4 where both sides can woohoo and get pregnant and have a truly poly relationship without jealousy by turning all jealousy to 0 and everything but romance disabled, not allowing marriages, going steady, etc.

Now what I have found interesting was today after playing this family an average of 12-16 hours a day in real time for the last 4 days is that all of a sudden when I try to get them to woohoo all that is coming up is ask to go steady....no matter who I try to get together. I don't know if the game is trying to "fix" itself or what..

I just started a new game about an hour ago and made my whole town bi-sexual. Am curious to see how that goes.

Anyway I know it can be done the biggest thing is to make sure you get "no jealousy from "Lifetime Rewards" and anything that wants a jealousy rating factor is put to 0 in the casting "thingamajig" LOL

Good Luck

Cheers
Bowlady

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