Scoring\percentage system?

🔥🔥🔥👅👅👅👀👀👀‼‼ Enough said.
Post Reply
Learkun
Reactions:
Posts: 6
Joined: June 10th, 2019, 8:38 pm

Scoring\percentage system?

Post by Learkun » August 9th, 2019, 4:52 pm

How do these numbers work? What does base scaring mean? I can't seem to find anything that explains how changing the numbers changes the settings. Help please!

User avatar
igazor
Organizer
Reactions:
Posts: 17102
Joined: April 8th, 2013, 6:00 pm
Answers: 203
Location: Everyone should strive to find their inner platypus.

Scoring\percentage system?

Post by igazor » August 9th, 2019, 6:38 pm

As I understand it, Whoohooer Scoring begins with the game's own attraction formula/system. I can show you what that looks like (in code), if you haven't seen it before.
http://modthesims.info/showthread.php?p ... ost4052680
(that's post # 13 on that thread it case the link doesn't take you there directly)

From there, the Scoring module adds in elements for things like trait-based scoring. It's actually all quite complicated and sophisticated.

Generally speaking, when the base score of something is mentioned, that means the starting point to be used before further adjustments. So if you were to use a mod to raise (or lower) the base attraction score, then all sims would start out with a mutual attraction score that much higher (or lower) before other factors are applied to it. But we also talk about base chances of things like privacy and jealousy, which again are the chances of these things being significant before other factors like traits are added to them.

To see how attracted a sim is towards others, put them in a room together and use the Scan Room function on the target sim. You likely won't get the same sets of scores twice as there is a (relatively small) element of randomness applied and some of the factors within the game's attractions formula are ever-changing, like sims' moods, specific moodlets, and hygiene levels. Basically any score of 100 or higher means there at least some attraction there. A 0 means no chance of any attraction at all. At around 700, and things can get that high with committed couples who are wealthy celebrities and have very high KamaSimtra skill scores so let's say around 400 if KamaSimtra is not in play, you may as well lock them in a room together and let them live happily ever after. :)

Learkun
Reactions:
Posts: 6
Joined: June 10th, 2019, 8:38 pm

Scoring\percentage system?

Post by Learkun » August 9th, 2019, 7:40 pm

I understood none of that... How can I make it so it's easy to woohoo with anyone? Gonna "pollinate" the whole town.

User avatar
igazor
Organizer
Reactions:
Posts: 17102
Joined: April 8th, 2013, 6:00 pm
Answers: 203
Location: Everyone should strive to find their inner platypus.

Scoring\percentage system?

Post by igazor » August 9th, 2019, 8:13 pm

Perhaps we could have saved some time if you had asked the question that way originally. You know, it takes time to draft and post these answers. I mistakenly thought you were seeking a deeper understanding of how the attraction system works and how Woohooer Scoring interacts with it.

For something more resembling a free-for-all, or perhaps we could say more liberally distributed interests in physical displays of affection and woohooing...

NRaas > Woohooer > Woohoo > Species: Human > ...

Cooldown Between Woohoos > (default is 60, turn this down to have sims become interested in a second helping after fewer than 60 sim minutes have passed)

Liking Gate for Autonomous > (default is 40, turn this way down; even negative numbers but no lower than -100 are okay if you don't mind sims woohooing who cannot stand each other)

Woohoo Base Chance Scoring > (default is 25, turn this way up but no higher than 100 to give sims a boost in the starting point on their respective interests in woohooing with another)

Woohoo Base Chance Scoring: Teen > (the same if you allow teen woohoo, the default is 50)

Woohoo Count Score Factor > (default is -20, change this to 0; this is the effect provided after a sim has already woohooed as to how interested they will be in another session that day)

Then do the same for the options that have counterparts under Species: Human for Risky and Try for Baby, and again for all three kinds of woohoo for the other species if you wish to have dogs, cats, and horses change their behavior similarly.

Finally, to increase the chances that sims will actually be attracted to each other and then be more likely to flirt and act romantically which can then in turn lead to more woohooing and "pollination," adjust the base chances upward (but no higher than 100) under Woohooer > Romance > Species.

Learkun
Reactions:
Posts: 6
Joined: June 10th, 2019, 8:38 pm

Scoring\percentage system?

Post by Learkun » August 9th, 2019, 8:27 pm

I was trying to understand, but it's too complicated. Sorry.

Chad6o
Reactions:
Posts: 1
Joined: September 27th, 2019, 1:47 pm

Scoring\percentage system?

Post by Chad6o » September 30th, 2019, 7:58 pm

Thanks igazor op might not have wanted that much detail but, I found it interesting and informative so thanks!

User avatar
igazor
Organizer
Reactions:
Posts: 17102
Joined: April 8th, 2013, 6:00 pm
Answers: 203
Location: Everyone should strive to find their inner platypus.

Scoring\percentage system?

Post by igazor » September 30th, 2019, 9:44 pm

Glad to hear someone liked my explanations. Never did figure out exactly what the OP may have been looking for on this one. :|

Post Reply