The spread of contagion

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Sara_Darkees
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The spread of contagion

Post by Sara_Darkees » June 20th, 2019, 12:16 am

So, recently I decided to add vector to my mods collection. But, I believe, I don't fully understand how this mod works, and that's why I need help. How it works? Specifically, I'd like to know how fast the contagion is spreading. Is there any frequency between outbreaks? Of course, suffering sims warm my soul, but I was a little shocked when, receiving reports of new cases, suddenly realized that I have for some two days infected half the town. Why do children get sick and, what is more strange, why do npc-services get sick? How will they get their medicine?

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igazor
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The spread of contagion

Post by igazor » June 20th, 2019, 1:14 am

Some diseases are more contagious than others, some are not at all or only by way of specific kinds of contact and they all operate on different "schedules" of progression through the various strains. If a Patent Zero is randomly drawn for a specific strain who is a recluse and never or seldom comes in contact with anyone, then that of course will slow things down.

There are disease status reports available on City Hall/Computers in case those help shed any more light on how things are spreading.

Not sure I understand the children question. They as well as toddlers (and I think babies) can get many of the contagious diseases like any other sims and children can be inoculated and treated by medical professionals the same as older sims. Toddlers and babies can be inoculated for disease strain prevention by having an older sim who is already inoculated give them a hug.

I don't think that NPCs need to get formal treatment like playable sims do since the game tends to take care of their needs for them when they are in hibernation. Though it's a pretty good question as to how maids, babysitters, mail deliverers etc. are supposed to carry out their duties if they are very ill and who is supposed to take over for them.

Others have different takes on the mod, but I see it as adding some realistic challenges to getting things done more than an opportunity to see sims suffer. :)

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The spread of contagion

Post by LBillusion » June 20th, 2019, 1:31 am

Interesting I was going to search about this in a second, but this gives me a good idea. Is the "vaccinate" interaction you get from the medical career integrated with this mod in any way? With the open career mod, I always vaccinate elders if they visit the hospital. It'll be cool if it actually has some effect that I don't know of. In that case, does anyone know if you get a moodlet after being vaccinated by a doctor? I'll have to check it out next time I play.
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KittyTheSnowCat
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The spread of contagion

Post by KittyTheSnowCat » June 20th, 2019, 2:04 am

Yes the vaccinate option does inoculate Sims :) You don't get a moodlet, but you can enable Debug in vector and click on them NRaas-> Vector -> Dump Vectors to get a textfile in your Sims folder with all information about that Sims diseases and vaccination status.
I have made some changes to the Common Cold (for now, I plan do more diseases). And I have been playing an active doctor for the past two days testing it. I plan on doing STBLs today and then I will write a description and upload it for testing. You will need loads of Buzzberry, Peppermint and Ghost Chili in a high quality^^

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Sara_Darkees
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The spread of contagion

Post by Sara_Darkees » June 20th, 2019, 2:12 am

igazor wrote:
June 20th, 2019, 1:14 am
Some diseases are more contagious than others, some are not at all or only by way of specific kinds of contact and they all operate on different "schedules" of progression through the various strains. If a Patent Zero is randomly drawn for a specific strain who is a recluse and never or seldom comes in contact with anyone, then that of course will slow things down.

There are disease status reports available on City Hall/Computers in case those help shed any more light on how things are spreading.
Well, I saw the "Research disease" interaction on the computer. The information is quite interesting and clear, but it seems to me that the spread of contagion has gone too fast. Most diseases are transmitted through contact, and given the fact that the characters have to move without transport around the town, they simply can't be a lot of opportunities for communication. Also, I've seen sims that live on the edge of the map all alone get sick, too. And finally, you said the npc are in hibernation mode, right? I was surprised when I saw the report that the newspaper carriers were sick too! How? Maybe the problem isn't just the contagion that sims get from each other, maybe it's the new epidemic outbreaks happening. But I didn't see how long it would take for new epidemics to start. Can it even be regulated? Ah yes, I remembered the diseases from TSM. Is there anything in this mod that affects the wellbeing the characters? For example, incidents could be reduced if there were several highly qualified doctors and scientists in the town. And conversely: if the town is teeming with criminals who are working on their evil plans, the chances of spreading the infection increase. Or maybe traits have some significance?

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Sara_Darkees
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The spread of contagion

Post by Sara_Darkees » June 20th, 2019, 2:16 am

KittyTheSnowCat wrote:
June 20th, 2019, 2:04 am
You will need loads of Buzzberry, Peppermint and Ghost Chili in a high quality^^
Sorry, but could you make the diseases and some of the innovations compatible with the base game? At least some of them...

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The spread of contagion

Post by KittyTheSnowCat » June 20th, 2019, 2:22 am

Have you enabled all diseases at the same time or only one?
When I first got Vector I enabled all at the same time and my town was overrun by illness.
Try one first, there will be a huge infection rate because the Sims have no resistances against that new disease. Ones the first epidemy is over Sims get sick a lot less. Then you can enable the next one.
Traits and Simtypes have a significance to the chance to get infected.
Take a look here: https://github.com/Chain-Reaction/NRaas ... coring.xml
This is the XML for the Scoring of the Goofy diseases.
The Scoringentry NRaasLaughRiotInfection is for the chance of Sims getting infected with that disease.

Code: Select all

<NRaasLaughRiotInfection>
    <FullClassName>NRaas.CommonSpace.Scoring.AgeGenderScoring, NRaasVector</FullClassName>
    <AgeGender>Baby,Toddler,Child</AgeGender>
    <Hit>-1000</Hit>
    <Miss>0</Miss>
</NRaasLaughRiotInfection>
For example this one only affects Teens and older.

KittyTheSnowCat
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The spread of contagion

Post by KittyTheSnowCat » June 20th, 2019, 2:32 am

Sara_Darkees post_id=67025 time=1561011399 user_id=18005 wrote:
KittyTheSnowCat post_id=67023 time=1561010654 user_id=14270 wrote: You will need loads of Buzzberry, Peppermint and Ghost Chili in a high quality^^
Sorry, but could you make the diseases and some of the innovations compatible with the base game? At least some of them...
I guess it would be possible to choose different moodlets from basegame ingredients as medicine and use food instead of nectar and fireplaces to treat Sims by using icarus_allsorts Bring Food to Mod. ( You also need the Ingredient Moodlets from Meals)
http://modthesims.info/d/520711/update- ... maids.html
http://modthesims.info/d/522420/update- ... place.html

I used only XML modding so it should be easy to change. Some of the symptoms would need to be replaced too. I can help you make those changes for yourself.

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Sara_Darkees
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The spread of contagion

Post by Sara_Darkees » June 20th, 2019, 2:44 am

KittyTheSnowCat, I installed only the following modules: Minor and LongTerm. I've allowed three out of four diseases, and they seem to be occurring at the same time. Diversity must be, but I didn't expect half the town to be infected. It happened in just two sim-days. I suppose if I had installed the Lethal module, I'd have already had to think about whether it is time to build a new cemetery. Ah yes, perhaps I should expect that the cemetery will also be teeming with sick and dissatisfied. Poor dead, I wonder if they have any discounts and concessions...

KittyTheSnowCat
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The spread of contagion

Post by KittyTheSnowCat » June 20th, 2019, 2:46 am

It is normal for a disease to overtake the town at the beginning. Give it some time and it will become less. Your Sims have to develop their immune system first^^

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