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2014-03-15 - Compatible with game version 1.67. No changes.
2012-11-18 - Compatible with 1.42. No changes.
2012-09-16 - Compatible with 1.38. No changes.
2012-07-16 - Compatible with 1.36. No changes.
2012-06-10 - Ensured compatibility with game version 1.34.
2012-03-12 - Updated to game version 1.32.
2012-03-02 - Updated to game version 1.31.
2011-12-15 - Updated to game version 1.29.
2011-10-25 - Harder Mood now only affects teens and above. Babies, toddlers and children are ignored and so are pets.
2011-10-18 - Updated to game version 1.26. I didn't check whether the bug exists anymore; I will keep supporting the mod for the harder mood at any rate.
2011-07-26 - Updated to game version 1.24.
2011-06-01 - Updated to game version 1.22/2.16/3.12/4.9/5.7/6.4/7.2/8.0.
2011-03-07 - Got rid of the delay between mood borkage and mood fix.
2011-02-16 - Changed the low social fix so it doesn't depend on the proximity to active sims anymore. It seems to be less straining as well. The kPulseRadius field from the Tuning package is obsolete now, but you can still use the LessGreedyTuning to make the fix pulse less.
2011-02-01 - Version header changed to current code version. No code changes were needed, thus classifying this update as facultative.
2011-02-01 - Kinda forgot to make the code actually use the kUseLowSocialHotfix field in the LowSocialHotfix tuning package. Only matters if you want to disable the fix by altering that field in S3PE, though.
2011-01-31 - Low social hotfix is now default on as I don't consider it experimental anymore. Related enabler package removed, alternative tuning for low social hotfix added that uses up less computing power, but might in turn be less effective.
2011-01-29 - Added experimental poor man's social drop hotfix.
2011-01-28 - Added optional harder mood flavor.
Supported for game version 1.67. Should work with game versions from 1.31 upwards, though.
borked moodlet hotfix
scope of this mod
EA managed to totally screw up the "Well Rested" moodlet with the LN patch. For every sleep cycle sims would get a semi-permanent mood impact in the amount of buff value minus 25. So for the cheapest bed, the mood would drop by 15 per day. The "Well Rested" moodlet is only the most obvious case by the way, but not the only one. This mod will fix that issue for you.
The code becomes active every time a sim gets a buff, recalculate the correct mood for that sim and correct the mood if the actual mood is borked.
Buffs get applied very often. In my test game, the code became active about 5,000 times per day and corrected about a dozen moods in that time. I have noticed no perfomance impact on my rig. I'd appreciate feedback from users with low-end machines whether the mod causes perfomance issues for them. If it does, I'll make a low-end-friendly version.
Remember: Not using this mod makes nerdy girls cry!
social drop hotfix
Twenty or so interactions - including pretty much all baby/toddler interactions and most of the adult cuddling-related interaction - cause a hefty social motive drop in inactive sims. The social drop also occurs everytime any social "situation" starts.
There is no subtle non-core way to get a hold of the issue, so this fix monitors the social motive of all sims that run full autonomy. By default the overseer code fires every second. I noticed no perfomance impact on my rig, and there is little room for improvement anyway. If you notice perfomance issues - especially in crowds - give the LessGreedyTuning a try. Feedback appreciated.
harder mood flavor
So you actually want to make nerdy girls cry? Then you sir and/or lady are a butt! I feel nothing but contempt for you. I could totally understand if you wanted to make smarmy douchebags cry. E.g. the roommate of the nerdy girl above made her sleep on the couch the other day so he could board Diana Jones' loading ramp in the common bedroom. What an ass. If you want to make guys like him cry, use ONE of the harder mood tuning packages which will enable the harder mood flaver of this mod. Only affects sims belonging to the active household and comes in three types:
permanent -20 mood impact
positive buffs 20% less effective
negative buffs 25% more effective
permanent -33 mood impact
positive buffs 33% less effective
negative buffs 50% more effective
Painful aka "Oh my gawd! It's like having children, and they're all in puberty!"
permanent -50 mood impact
positive buffs 50% less effective
negative buffs 100% more effective
This is a scripting mod and as such the possibility for conflicts with other mods, no matter what kind, is next to non-existant. I can't think of any kind of mod which could possibly interfere with this mod.
Follow the regular installation instructions for packages. Seriously, if you do that, the mod will be functional. If the mod doesn't work for you, you didn't follow the installation instructions. Don't ask me for installation help or don't be pissed if I simply show you the way to the Package Tutorial.
Rip it out whenever you like.
I support my mods. I appreciate bug reports. I don't support mods or custom content in general. It's not an issue with a mod if it doesn't even show up in the game.
Might lead to a serious case of squished brain. Your game should be safe, though. Use for rocket fuel. Don't use for stomach ailment.
Apparently the bug of good night sleep is still here and sims are always stupidly happy so I couldn't wait for the update and tried the mod with SN, it seems to work.
Not perfectly though: sometimes there's a hiccup and a sim seems to get stuck with red mood (despite having no bad moodlets) until he sleeps, or the other way around: stuck with green mood when he's riddled with awful moodlets. But these issues are rare enough, I prefer to have these than all-time elated sims. *facepalm*
Having an odd result when using this in a 1.38 patched game: the thought bubbles and "Zzzzz"s and things follow their respective Sims around at quite a distance, and are often (if not always) empty. I am using some of Twallan's mods; might there be a conflict between this and something there?
Im using this with 1.50, there is a problem that sometimes a Sim get stuck with moddlets icons that expired already, but the value isn't applied. Despite this effect the mood calculations seems to be working right.
Does this mod fix the sim's motives filling for no reason? I've been having that problem ever since I downloaded some store content. I wonder if it's from that super-sleep bed from the Futureshock set.
Thanks. I feel like there are just too many (or too highly set) positive moodlets that make the negative moodlets obsolete. They cancel them out so much, they might as well not exist. And this tuning mod can really make it more difficult to make them happy.