Castes/Pregnancies/Hybrids

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Noir-Echo
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Castes/Pregnancies/Hybrids

Post by Noir-Echo » May 12th, 2019, 9:55 pm

Hi,

I have several questions/issues I could use help understanding.

1) _________________

I wanted to have the Mermaids of my game unable to be pregnant but able to impregnate their partner no matter their sex.
I created a cast "Merpeople" with priority of 1, type:mermaid then set up their pregnancy settings as follows:

Merpeople (Priority:1)
Pregnancy: Allow Can Be Pregnant / False
Pregnancy: Allow Participation / True

I also made sure to change the settings of "Males" and "Females" caste.

Females
Pregnancy: Allow Participation / True

Males
Pregnancy: Allow Can Be Pregnant / True
Pregnancy: Allow Can Be Pregnant Caste / Males, Merpeople
Pregnancy: Allow Participation / True

The "two mermaid can't reproduce" part works but even though a
Male Mermaid can impregnate both a normal Male and a normal Female, a Female Mermaid can't impregnate a normal Male sim.

I decided to test if Male impregnation by Female was possible at all with normal sims. I changed the setting:

Females
Pregnancy: Allow Can Be Pregnant / False
Pregnancy: Allow Participation / True

Males
Pregnancy: Allow Can Be Pregnant / True
Pregnancy: Allow Participation / False

I did the same with 2 Sims by setting it manually in:

Nraas > Story Progression > Sims Option

Didn't work.

I tried to break the link between SP and Woohooer:

NRaas > Woohooer > General > Link to Story Progression > False

The "Try for Baby" interaction is available but it doesn't result in a "viable" pregnancy. There is a pregnancy chime but it seems it's unfortunately the Female sim who gets pregnant until it's "aborted" by SP.

Does it mean Male impregnation by Female just can't be done?

2) _________________

Nest issue is with hybrids. I did found the solution but I'm confused.

Nraas > Story Progression > General Options > Options: Pregnancy >
Chance of Hybrid Offspring 100
Maximum Newborn Occult Types 9

With those settings Hybrids weren’t being born. They always had a single occult state.

I had to go in:

Nraas > Story Progression > General Options > Options:Sim > Option: Immigration/Emigration >
Chance of Hybrid Offspring 0 (Default)

And change the chance to at least 1 for it work.

Why is pregnancy related to immigration here?

​​​​​​3) _________________

I created a caste of Witch-Fairy Hybrids because I wanted them to make magic with their hands instead of their wands.

Nraas > Story Progression > Caste > Witch-Fairy > Trait: Force

Problem is "Magic Hands" isn't in the list of "Trait: Force" yet it does appear in the list of "Trait: Disallow". How come?

​​​​​4) _________________

Other problems include:- Hybrid are never born Plantsim. (Even when Plantsim is set to be able to get pregnant).
- Babies are never born Ghost even from two normal Ghosts.

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sittingbear
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Castes/Pregnancies/Hybrids

Post by sittingbear » May 12th, 2019, 10:08 pm

2. You need to the Hybrid mod installed for Hybrids I believe Hybrid
Nraas > Story Progression > General Options > Options:Sim > Option: Immigration/Emigration >
Chance of Hybrid Offspring 0 (Default) has nothing to do with pregancy it has to do with whether or not an immigrate will have more than one occult state.

3. Magic Hands is an LTR and you need to have Lifetime Happiness points to get it you can't force it due to the requirements needed to get it.

Noir-Echo
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Castes/Pregnancies/Hybrids

Post by Noir-Echo » May 12th, 2019, 11:43 pm

2) I have the Hybrid mod and do have hybrids born in my game but only and only when "Chance of Hybrid Offspring" in " Option: Immigration/Emigration" has a positive value,

My point is it shouldn't influence pregnancies yet it does. It's odd.

3) In my experience LTR can be assigned and forced without the points required. I succeeded at created caste which forced LTR rewards on sims which match the filters I set.

LTR can be forced as long as they are in the list like "Permanent Mermaids", "Immortal", "King or Queen of the Fae", "Eye Candy", "Super Green Thumb", etc.

I can't do that with "Magic Hands" because it doesn't appear in the list. Is there a reason it's missing?

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igazor
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Castes/Pregnancies/Hybrids

Post by igazor » May 13th, 2019, 12:52 am

1 - In your first instance, there must be a logic flaw there someplace although I cannot spot it right away. But one way to test things like this would be to set up your castes the way you wanted originally again, run the game clock for a while, save as and restart the game if you need to, then check on Sim Options for sims who are mermaids both males and females, and those who are not mermaids both males and females to see if the correct settings are flowing down to them from the castes. Inherited settings like these will show up in (parentheses) as opposed to explicit Sim settings that do not.


In your second instance

Males
Pregnancy: Allow Participation > False
(this would make all males sterile, neither able to sire nor be impregnated)

Perhaps this is part of the flaw above? Participation means as either parent, not necessarily the sire.


2 - The immigration settings shouldn't be related, yes that is odd. But there are some other things to check on. First, you are certain that you were checking couplings where both parents were occults of different types? And you are certain that your SP population caps on the occults in question, if you have any, had not been reached or exceeded?

Maximum Occult States: Try setting this to 3 or 4. I don't know that 9 is so large as to be undefined here, but a sim with 9 occult states would likely not be very playable.

The Hybrid mod is not technically required here. What Hybrid does is make the different occult states of sims who are already formed as hybrids playable, whereas under EA standard all but one would go into remission. The mod does not itself foster or inhibit the formation of hybrids. Since you already have it though, this is of course not an issue.


3 - This one I am not sure about but there is an age restriction on Magic Hands -- it is for YAs and older. So are a couple of the others you listed though, but perhaps the Magic Hands one is more forcefully restricted. I will look next time I am in-game to see if it appears for me and which other LTRs do in that context, perhaps others could as well in the meantime.

4 - Same question on the PlantSims and Ghosts as per the others, is it possible that your world is at or over the SP cap on those occults? If not, I think our developer would have to comment on what exactly the Plant Sim Pregnancy setting in Woohooer is supposed to do in the case of parents of different occult types and hybrids.

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Cassie
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Castes/Pregnancies/Hybrids

Post by Cassie » May 13th, 2019, 1:43 am

igazor wrote:
May 13th, 2019, 12:52 am
3 - This one I am not sure about but there is an age restriction on Magic Hands -- it is for YAs and older. So are a couple of the others you listed though, but perhaps the Magic Hands one is more forcefully restricted. I will look next time I am in-game to see if it appears for me and which other LTRs do in that context, perhaps others could as well in the meantime.
I have had it on a teen, and he was definitely able to use it, as shown in the last picture of this blog post. It wasn't assigned through SP though, I bought it for him using points I had awarded in MC.

Noir-Echo
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Castes/Pregnancies/Hybrids

Post by Noir-Echo » May 13th, 2019, 5:16 am

1) I had misunderstood how participation worked, Still it doesn't work.
I created a new town with default settings then reset the castes "Males" and "Females" pregnancy restrictions,

Pregnancy: Allow Can Be Pregnant > (Blank)
Pregnancy: Allow Can Be Pregnant Caste > (Blank)
Pregnancy: Allow Participation > (Blank)
Pregnancy: Allow Participation Caste > (Blank)
Pregnancy: Disallow Can Be Pregnant Caste > (Blank)
Pregnancy: Disallow Participation Caste > (Blank)

Only the Female sim gets pregnant, "Try for Baby" is still available while she's pregnant but the Male just doesn't get pregnant,

If I change "Female" Allow can be Pregnant to False, the "Try for Baby" completly disappears between a Male and Female sims yet two Males sims still have it.

2) You were right, I tried again in a totally new town and hybrids did occurs without touching the immigration settings,
I don't know how I messed it up before. It wasn't the number of occult because it worked with 9.

4) In the new town the only two Ghosts still produce normal sims. It's not the town ratio,
Other occults are born as well as hybrid but Ghost and Plantsim isn't passed down,

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