I have the try for baby settings set to the default values, which seems to be a 75% chance of success. My sim has tried for baby about 6 times now, and has not been able to get pregnant. She does have the trait of "dislikes children", so I don't know if that has any impact. Oh, she also has the "unlucky" trait, too.
I also have the cmar_PregnancyControllerV5 mod installed, so I don't know if that could cause a conflict, although I don't think that mod does anything unless you choose an option from the menu.
I could always use that mod (or MC) to get my sim pregnant, but it is bugging me that something seems to be messed up in my game.
Problems with Try for Baby
- FreakyRufus
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- igazor
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Problems with Try for Baby
Is it possible that:
(a) the target sim is already pregnant
(b) they are approaching their birthday such that their age-up would be due sooner than the baby
(c) they just recently gave birth and are thus in a cooling off period/not fertile
(d) their household is full (although of course Woohooer has an option to disregard that and overstuff the household)
Otherwise I would have to point out that it is possible to flip a lopsided 75% chance heads coin six or even a hundred times and get tails each time. But you've probably already thought of that.
CmarNYC's mod is compatible with everything NRaas. It wouldn't do any harm to remove it and put it back later, but that should't really be necessary as it has nothing to do with chances of conception by just being present.
What I would probably do is temporarily change the TFB success rate to something like 98 or 100 just to see what happens. If there is still no conception after a couple of tries, then we pretty much know (despite there still being slim chances of failure) that something else is getting in the way.
(a) the target sim is already pregnant
(b) they are approaching their birthday such that their age-up would be due sooner than the baby
(c) they just recently gave birth and are thus in a cooling off period/not fertile
(d) their household is full (although of course Woohooer has an option to disregard that and overstuff the household)
Otherwise I would have to point out that it is possible to flip a lopsided 75% chance heads coin six or even a hundred times and get tails each time. But you've probably already thought of that.
CmarNYC's mod is compatible with everything NRaas. It wouldn't do any harm to remove it and put it back later, but that should't really be necessary as it has nothing to do with chances of conception by just being present.
What I would probably do is temporarily change the TFB success rate to something like 98 or 100 just to see what happens. If there is still no conception after a couple of tries, then we pretty much know (despite there still being slim chances of failure) that something else is getting in the way.
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Problems with Try for Baby
Sim is not pregnant. She is the only sim in the household. She is a YA. She has never had any babies. Since earlier, she has tried several more times, with no success.
I'll try setting the success rate to something much higher and give that a try.
I think that something is wrong with woohooer in my game. If I click on a bed or shower and choose woohoo, the other sim will always accept it, no matter how low their LTR is, although the lowest relationship I have tried it with was only slightly negative. I tried using Total Reset from nraas > woohooer, and it didn't seem to change anything. It is also possible that I have some other mod that is interfering with woohooer.
I'll try setting the success rate to something much higher and give that a try.
I think that something is wrong with woohooer in my game. If I click on a bed or shower and choose woohoo, the other sim will always accept it, no matter how low their LTR is, although the lowest relationship I have tried it with was only slightly negative. I tried using Total Reset from nraas > woohooer, and it didn't seem to change anything. It is also possible that I have some other mod that is interfering with woohooer.
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Problems with Try for Baby
Well, setting it to 100% worked. I do understand that there is a chance that even the relatively high chance of success at 75% could potentially fail several times in a row. However, I had 11 or 12 failures at attempts with a 75% success rate. The odds of 11 failures in a row are 0.0000002384185791015625. So, practically impossible.
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Problems with Try for Baby
Well, setting it to 100% did work, but setting it to 98%, I have had 5 failures in a row. I suspect that another mod might be causing this.
I would like to figure it out, but I have sort of gotten frustrated and am now using Random.org to generate the random numbers, and then if that rolls 75 or under on a TFB, I'm going ahead and using the CmarNYC mod to get my sim pregnant. (Playing a challenge that will require lots of baby sims).
I would like to figure it out, but I have sort of gotten frustrated and am now using Random.org to generate the random numbers, and then if that rolls 75 or under on a TFB, I'm going ahead and using the CmarNYC mod to get my sim pregnant. (Playing a challenge that will require lots of baby sims).
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Problems with Try for Baby
FreakyRufus wrote: ↑August 15th, 2021, 12:21 amI think that something is wrong with woohooer in my game. If I click on a bed or shower and choose woohoo, the other sim will always accept it, no matter how low their LTR is, although the lowest relationship I have tried it with was only slightly negative. I tried using Total Reset from nraas > woohooer, and it didn't seem to change anything. It is also possible that I have some other mod that is interfering with woohooer.
This is the default setting of Woohooer, where the woohoo always succeeds. You can change that with the "Use EA Rule-Set for Woohoo" setting.
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Problems with Try for Baby
The Woohooer Scoring module would be better to use as under EA's scoring you might find that sims will never woohoo.indignantgirl wrote: ↑August 15th, 2021, 8:49 pmFreakyRufus wrote: ↑August 15th, 2021, 12:21 amI think that something is wrong with woohooer in my game. If I click on a bed or shower and choose woohoo, the other sim will always accept it, no matter how low their LTR is, although the lowest relationship I have tried it with was only slightly negative. I tried using Total Reset from nraas > woohooer, and it didn't seem to change anything. It is also possible that I have some other mod that is interfering with woohooer.
This is the default setting of Woohooer, where the woohoo always succeeds. You can change that with the "Use EA Rule-Set for Woohoo" setting.
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Problems with Try for Baby
indignantgirl wrote: ↑August 15th, 2021, 8:49 pmThis is the default setting of Woohooer, where the woohoo always succeeds. You can change that with the "Use EA Rule-Set for Woohoo" setting.
Thanks, everyone, for the suggestions. I'll look into those.sittingbear wrote: ↑August 16th, 2021, 3:58 pmThe Woohooer Scoring module would be better to use as under EA's scoring you might find that sims will never woohoo.
For anyone that cares, I did figure out what was causing my problems with TFB failing. I had a mod (which I didn't know I had) called "Woohoo_org_replace_cly.package". It's main purpose is to replace bed woohoo with a different animation, but it apparently also impacts TFB somehow. With TFB success set to anything below 100%, it always fails for me. With it set to 100%, TFB succeeds.
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Problems with Try for Baby
You had me flipping coins all weekend trying to disprove the laws of probability when I should have been preparing for an incoming tropical storm for this and now you doubt anyone cares?FreakyRufus post_id=84077 time=1629646180 user_id=7383 wrote: For anyone that cares, I did figure out what was causing my problems with TFB failing.
(disclaimer: there isn't much storm prep required other than grocery shopping in advance when one's area is so far elevated that the risk of flooding is near zero and our power lines are all underground...that was just meant to be a guilt triggering mechanism)
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Problems with Try for Baby
I hope you made it through the storm okay.igazor wrote: ↑August 22nd, 2021, 12:19 pmYou had me flipping coins all weekend trying to disprove the laws of probability when I should have been preparing for an incoming tropical storm for this and now you doubt anyone cares?FreakyRufus post_id=84077 time=1629646180 user_id=7383 wrote: For anyone that cares, I did figure out what was causing my problems with TFB failing.
(disclaimer: there isn't much storm prep required other than grocery shopping in advance when one's area is so far elevated that the risk of flooding is near zero and our power lines are all underground...that was just meant to be a guilt triggering mechanism)
I'm sure you probably know this, but figuring out the odds of a continuous sequence of unrelated consequences is just basic math To figure out the chances, for example, of TFB failing X number of times in a row, you take the chances of it failing once, and then multiply that out by the number of times it fails in a row. For example, with 75% chance of success, the chance of failure is 25%. So, the chances of it failing a single time are 25%, for every single time you try. But, the chances of it failing two times in a row are 25% x 25%, or 6.25%. The chances of it failing 3 times in a row are 25% x 25% x 25%, or ~1.56%. Using a calculator that can do exponents, you take the percent chance of a failure, and raise it to the power of consecutive failures. For my case above of 11 consecutive failures, the chances of that happening are 0.00002384185791015625%, which is so small as to be unbelievable.
Of course, it did turn out to be unbelievable, as I had a mod that was interfering with TFB.