Moar interaction mod

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igazor
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Moar interaction mod

Post by igazor » February 28th, 2019, 4:35 pm

Buzzler is a former moderator at MTS. He came out of retirement briefly a while back and while at it updated some of his mods, including this one, but that was all over two years ago. We haven't seen him since then, I'm afraid, unless he has been lurking incognito all this time.

I guess I really wouldn't know why the mod is reacting that way for you, but I wouldn't notice it in my own game because my inactives are free to do Risky whenever they please and I don't always let my actives do what they think they want to do. The population cap is being ignored because SP would see the action as player directed even though technically it isn't you who is directing the action. The town caps were never meant to restrict player directed baby making.

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TreyNutz
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Moar interaction mod

Post by TreyNutz » March 2nd, 2019, 10:09 pm

kkaizer wrote:
February 26th, 2019, 3:45 am
I recently found this mod at mod the sims. Seems very useful. Has anyone been using this mod? Doesn’t that cause any problems or conflicts with nraas mods?
The only issue I've had with the mod was with having sims work an extra shift at their rabbit hole career. Doing that caused their work schedule to become offset by a day. The only way I could correct that was to have the sim quit the career and rejoin.

I use the socialize>friendly option quite a bit. I don't have experience with socialize>romantic. The socialize>friendly option can choose any social interaction the sim has available, some of which seem to me to be rather time consuming considering the increase in relationship (snowball fight, for example). If you disallow autonomy with these interactions via Retuner the socialize option won't choose them.

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Moar interaction mod

Post by Chain_Reaction » March 2nd, 2019, 11:46 pm

JohnL83 wrote:
February 28th, 2019, 4:09 pm
I have it set to off in the woohoo mod so that sims won't try for a baby, the only thing sims should be doing autonomously is regular woohoo.
It's just picking any romantic social in the game, risky woohoo being one. The mod doesn't know what you set in woohooer because it's not woohooer.

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Moar interaction mod

Post by JohnL83 » March 3rd, 2019, 12:18 pm

Chain_Reaction wrote:
March 2nd, 2019, 11:46 pm
It's just picking any romantic social in the game, risky woohoo being one. The mod doesn't know what you set in woohooer because it's not woohooer.
So then the "risky" woohoo is not part of the woohoo mod? I only ask because I'd never seen that option prior to using the woohoo mod, which I've only had for a few months. That said: if "risky woohoo" is part of the woohoo mod then why is it appearing when I use the socialize interactions supplied with the Moar mod?

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Moar interaction mod

Post by igazor » March 3rd, 2019, 12:35 pm

I get it, because the romantic interaction is on the list of those available to the sim regardless of how it got to be injected there. The gating is specific Woohooer mod scripting. You can't negotiate things like this, it's like trying to outsmart gravity and other laws of physics and mathematics by reasoning or bargaining with them. Those few who are successful in doing so are probably not playing TS3 right now. :)

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Moar interaction mod

Post by kkaizer » March 10th, 2019, 2:55 pm

I noticed that when having a party, inactives were autonomously “socialize”ing and it made the party really active and social so that was good. (Some of them doing never-ending “socialize - mean”, so that was a little annoying but i guess that’s also realistic...)

The problem was birthday party and wedding party.. Once they start “socialize”ing, they dont stop socializing. They don’t come gather around and celebrate the growing up event and wedding event. It seems these events cannot cancel socialize interactions.
I guess to work around this, we just start these events right away before inactives start socializing...

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Moar interaction mod

Post by igazor » March 10th, 2019, 3:10 pm

kkaizer post_id=64383 time=1552244148 user_id=17748 wrote: I guess to work around this, we just start these events right away before inactives start socializing...
Or watch over what sims choose to do at parties and use DebugEnabler to do a DE Object Reset on them when you want to stop the current action and clear their action queue. This is the gentlest kind of reset and does not send them home or otherwise disrupt situations like parties, sometimes it does make the sims jump to one side if they were interacting with others at the time. This is also how I break up the impossibly long queues for wedding/birthday cake and stop the incessant clapping at weddings when guest sims get stuck in an animation loop after the ceremony is really over.

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Moar interaction mod

Post by kkaizer » March 10th, 2019, 7:45 pm

Oh that’s a great idea! I will keep that in mind and try that later. There is so much greatness with these nraas mods... Thank you so much nraas team!!

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Moar interaction mod

Post by JohnL83 » March 26th, 2019, 3:30 pm

New question?

I just had another set of sims autonomously use romantic social interactions to actually "try for baby" this time. They were two guys who'd just started dating and I would have missed it if it were not for the baby music following their woohoo session! I was able to hover over the icon just in time before it vanished and saw it was "try for baby" this time instead of just "Risky woohoo"! I know Moar's mod isn't NRaas, but I'd really like to find a way to keep sims froml having woohoo babies on their own! I suppose I coudl get rid of the MOAR mod, but I really like it for many reasons. It's certainly made my sims more social in other ways too!

IDK if this try for baby thing is occurring with NA sims yet, or the Risky one, but I do hear them all over town doing it in igloo's, photo booths..you name it! LOL but there's hasn't exactly been a rash of babies either so IDK? Does anyone know how these two mods work? And seriously, has no one else ever had this issue who has both mods?

I'd also like to chill them out just a bit if possible. Can I turn down the frequency in which woohoo's occur somehow? I'm all for woohoo, but geez sims, there are other things to do and they don't even care if they crawl into a double bed next to a sleeping sim!! I had one couple head to a double bed their daughter just got into and fell asleep and the mom got naked and did her lay there and wait thing! Of course it was cancled once dad couldn't find anywhere to crawl in next to mom, but seriously why is this happening? I do have the shoo into next room set for woohoos but it's not working for some reason.

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