The problem of a wayward sim

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Sara_Darkees
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The problem of a wayward sim

Post by Sara_Darkees » October 19th, 2020, 1:36 am

Hello everyone. I doubt there is a solution to my problem, but what if...? The situation is as follows. I got a wood-burning stove from the store and it works great. This stove fits perfectly into my medieval interior and it serves as the only food source. I wanted to order the character to cook dinner, but I couldn't because "Sim isn't in the mood to do this". I'm sorry, but what?! Actually the mood of my ward was excellent, he experienced only a slight hunger and a slight drowsiness. And this is not my first time in this ridiculous situation. I remember that I couldn't serve tea from the store. I also couldn't go to the hospital for treatment when I used Vector. In the last two situations, the character's mood was really at zero, but it's still strange. I suspect that somewhere there is a restriction on certain actions, depending on the mood. So is there a way to remove or change these restrictions?

P.S. What a wonderful holiday design! Orange pumpkin perfectly fits into the style of the site. I wonder if it will be as festive here on other holidays?

KittyTheSnowCat
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The problem of a wayward sim

Post by KittyTheSnowCat » October 19th, 2020, 8:35 am

Hi Sara,
yes there is. Have you ever done an XML Mod before or feel confortable following the instructions on ModTheSims to make one? If you do I can tell you how to change this.
Here is a short version:
Open up the ITUN of the interaction in s3pe and change the

<Exit funExit="False" stressExit="True" interruptible="False" />

line to

<Exit funExit="False" stressExit="False" interruptible="False" />

export the itun to a new package and save that package in your Mods folder.

If you have never done this before read this: https://modthesims.info/wiki.php?title= ... ng_Modding first and then feel free to ask me questions.

Have a nice day
Snow

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igazor
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The problem of a wayward sim

Post by igazor » October 19th, 2020, 10:32 am

I believe what would be causing the original problem though is not individual moodlets tanking, which they are apparently not, but the overall feeling of well or poor being that the sim has. The overall score is seen by the colored meter and Sim is Feeling (Elated, Happy, Stressed, Miserable, etc.). Yet these actions still fail even though the sim has a high overall score showing?

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Sara_Darkees
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The problem of a wayward sim

Post by Sara_Darkees » October 19th, 2020, 10:05 pm

KittyTheSnowCat, I've looked this issue, but if possible I prefer to do such operations using Retuner. Anyway, I'm wondering what I'll get as a result. I mean, I don't mind if a sim refuses to do something when he is really stressful, but it doesn't have to look absurd, like in the situation described above.

igazor, yes, in the case of the wood-burning stove my character had a "green" mood, but he also had neutral moodlets of hunger and drowsiness. These buffs were never forbidding to do anything. So this case was as strange as possible. Sim feels quite well, but suddenly the game tells me that he isn't in the mood to do this.

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Chain_Reaction
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The problem of a wayward sim

Post by Chain_Reaction » October 20th, 2020, 1:17 am

KittyTheSnowCat wrote:
October 19th, 2020, 8:35 am
Open up the ITUN of the interaction in s3pe and change the

<Exit funExit="False" stressExit="True" interruptible="False" />

line to

<Exit funExit="False" stressExit="False" interruptible="False" />
This actually controls the exit of the interaction once it's running, it doesn't gate the pie menu. These gates are hard coded into the interaction and cannot be changed with tuning or Retuner.

If any motive is low, the interaction is blocked. It's not about mood despite what it says.
Sara_Darkees wrote:
October 19th, 2020, 1:36 am
P.S. What a wonderful holiday design! Orange pumpkin perfectly fits into the style of the site. I wonder if it will be as festive here on other holidays?
Thanks. These were present last year actually. We have a Christmas design as well. Whether I do others depends on how taxed I get with code as I often use design as a mental break. I do like dressing the site up as looking at the same old logo gets boring.

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Sara_Darkees
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The problem of a wayward sim

Post by Sara_Darkees » October 20th, 2020, 1:33 am

Okay, this time my ward wasn't quite hungry yet, but he was dirty and a little sleepy. And again, "Sim isn't in the mood to do this". It seems that at least two low needs forbid serving him dinner. I definitely don't understand this logic, because the sim can do a lot of other things until it gets really hungry or tired.

Ah yes, can I use this topic for a slightly different question? I suspect that this character is a little corrupted, because he often refuses to perform set interactions, and he also wakes up in the middle of the night. There is no specific time when he does this. Sim doesn't reset, error trap is silent. What are these disturbing symptoms?

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igazor
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The problem of a wayward sim

Post by igazor » October 20th, 2020, 3:22 am

Some holidays are going to lend themselves to custom festive icons more than others. Can't wait to see some new ones... :P

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The problem of a wayward sim

Post by KittyTheSnowCat » October 20th, 2020, 3:52 am

Chain_Reaction wrote:
October 20th, 2020, 1:17 am


This actually controls the exit of the interaction once it's running, it doesn't gate the pie menu. These gates are hard coded into the interaction and cannot be changed with tuning or Retuner.
I thought that as well, but I was very annoyed that my Sims could not use the Changing Station, when the Mood was too low (often because the Baby was crying) so i played around with the ITUN and changing that line removed the "Your Sim is not in the Mood to do this" for that interaction. Maybe it is just that interaction scripted to check the Stress exit before running and it does not work for others, but in the case of the Changing Station, this is what did it.

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The problem of a wayward sim

Post by KittyTheSnowCat » October 20th, 2020, 4:13 am

Hmm so the ITUN already has that line for me, so that would not help.#
I loaded up my game to see if I could think of anything else and I noticed I don't have the original interaction on the Stove and the replacement made by icarus_allsorts seems to be usable everytime. So maybe just download this Mod? :
https://modthesims.info/d/523004/update ... tible.html

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Sara_Darkees
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The problem of a wayward sim

Post by Sara_Darkees » October 20th, 2020, 4:21 am

igazor wrote:
October 20th, 2020, 3:22 am
Can't wait to see some new ones...
I'd love to see any holiday design, because I missed everything last year. Btw, I remember that I had a strange fad to make my characters celebrate some kind of real-time holiday. I hope I'm not the only one... But last year I really missed everything.
KittyTheSnowCat wrote:
October 20th, 2020, 3:52 am
Maybe it is just that interaction scripted to check the Stress exit before running and it does not work for others, but in the case of the Changing Station, this is what did it.
If it works, it's great, but how and why are secondary details. I'd like to know if these changes only apply to a specific object, or if they will affect the entire gameplay?

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