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Lab Assistant
#26 Old 26th Oct 2014 at 4:25 PM
I had a look at it and the important XML file for the WooHoo itself is pretty similiar. I raise the chance if both sims are in an active relationship but on the other hand I have my WooHoo a little bit less attractive and I don't use hidden fun advertisement. So you are right, mine would probably be a little more balanced while with yours the sims would WooHoo more often. I would suggest you make a pregnancy-only mod and people who want more WooHoo in their game can always your first version and override mine with it.
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Lab Assistant
#27 Old 26th Oct 2014 at 9:10 PM
Interesting developments here, I am excited by combining the mods. I am curious if either/both work on NPC or previously played sims? Would be nice to see a few pregnant sims walking around the neighborhood.
Lab Assistant
#28 Old 26th Oct 2014 at 9:23 PM
My mod works for previously played sims, so should pixel's. He is pretty much using the same technique. While both *could* work for NPCs I believe right now they don't because NPCs have special overrides on their own. Several interactions are blacklisted for them so that they would actually work instead of having fun all the time.

Oh but I don't think they would get pregnant when they are hidden. The simulation for sims that are not on the current lot is simplified. But this is also something I like to address at some point in the future if I can figure out how.
Lab Assistant
#29 Old 27th Oct 2014 at 3:54 PM
Hey pixel!

I think you should remove the XML file "generic_BedWoohoo" from your mod. That one caused a weird cancellation issues in my mod. And they still do it without setting the autonomy there to "true" at least my sims do.

Cheers!
Instructor
#30 Old 27th Oct 2014 at 4:47 PM
Hi everyone.

I have been trying to make woo and tryforbaby autonomous. (It is already, but not enough for my taste).
Last night, after some dirty edit, something happened. It's not clear to me at this time, but it seams that game generated NPC (Not in World), and generally every household, either playd, no playd or not in world sims (EVERY ONE) is asking to move in, asking for date.

I have (Fill empty houses OFF) AGING is also OFF for every one.

It could be a happy conflict situation (example: combination of other tuning (other mod not made by me)). (StoryProgression ish, random rate, random everything)
Next step is to remove every other mod and leave only mine, to confirm if the situation persists, then study the files carefully.

I've tried various autonomous woohoo and tryforbaby mods, but none seams to be controlable.

Thanks to moders for doing great work.
Lab Assistant
#31 Old 27th Oct 2014 at 5:08 PM
I haven't had anonomous move in and ask for date yet. Would you mind uploading your test mod here? I am interested to see what you did and I am sure pixel is as well. Also we could then help you with your question because without knowing what you did it's hard to provide you with an answer.
Test Subject
Original Poster
#32 Old 27th Oct 2014 at 7:27 PM
For Aislynne and everyone else who wants to test it, here's just risky woohoo. I briefly tested in my game with Florian's mod, and the larger households mod, and it seemed to work fine in my household of 8 sims. She was able to get pregnant. I set the base chance at 10% but when I release the mod I can upload various flavors--tell me what you'd like to see!

Other improvements/changes/discussions will take a little longer for me to dig into at the moment, but thanks again to everyone giving suggestions here!
Attached files:
File Type: 7z  riskywoohoo.7z (4.8 KB, 4711 downloads) - View custom content
Lab Assistant
#33 Old 27th Oct 2014 at 7:33 PM
Maybe you should also release one with fake fun advertisement. I am not touching this so both mods should be compatible. But when I browse through the comments in my post some people really seem to like to see more WooHoo. I suggest I leave mine as it is (maybe only tweak it a little more - depending on what the people say about it) and you continue your work as WooHoo specialist!
Lab Assistant
#34 Old 28th Oct 2014 at 1:03 AM
Quote: Originally posted by pixelsolipsist
For Aislynne and everyone else who wants to test it, here's just risky woohoo. I briefly tested in my game with Florian's mod, and the larger households mod, and it seemed to work fine in my household of 8 sims. She was able to get pregnant. I set the base chance at 10% but when I release the mod I can upload various flavors--tell me what you'd like to see!

Other improvements/changes/discussions will take a little longer for me to dig into at the moment, but thanks again to everyone giving suggestions here!


Oh I'm totally trying this one in conjunction with Florian's mod. I love the idea of unexpected pregnancies happening autonomously. I would use the mod that allows for pregnancy in full houses, but I hate the fact that hardcoded CAS restrictions prevent you from being able to plan outfits without reducing the household back down to 8 sims. Now if someone could figure that one out, I'd be golden!
Test Subject
Original Poster
#35 Old 28th Oct 2014 at 7:03 AM
Quote: Originally posted by FlorianPTME
Maybe you should also release one with fake fun advertisement. I am not touching this so both mods should be compatible. But when I browse through the comments in my post some people really seem to like to see more WooHoo. I suggest I leave mine as it is (maybe only tweak it a little more - depending on what the people say about it) and you continue your work as WooHoo specialist!


Sounds good! But I tried adding back in just the fake fun ad today and realized that by itself it isn't really enough to push woohoo more. My test sims had high needs in every other motive except for fun so that I could see if that situation would make them choose woohoo, but I think because in your mod sims are pretty much required to be feeling "flirty" before they'll woohoo (whereas in my version I think I tried to set mood preferences so that sims would want to woohoo during other moods too), my test sims remained woohoo-less and low on fun. So then I made them both take steamy showers to get them in the flirty mood--this did make them woohoo once, but only once over a long period of time in a house with nothing else to do except talk to one another! It's difficult in general to get sims to autonomously arrive at the "steamy exchange" stage of conversation and that probably had something to do with lack of woohooing. After woohooing once they didn't choose to woohoo again, though they did quite a lot of other romantic interactions. I think that if some people really do want slightly more woohoo than we currently have then that'll require more tweaking than just upping the fun ad. It's kind of a conundrum. I like the way you implement woohoo because it requires realistic situations--sims feeling flirty, maybe with certain specific traits, in a specific context--but then it seems that during gameplay these realistic situations don't come by often enough without the player directing the sims. I'm not sure what the solution would be. Make romantic interactions even more attractive/persistent so that sims will keep trying to build up to woohoo?

Since your mod is already pushing sims to go complete these more "extreme" situations autonomously, I suppose one simple thing to try would be to increase the subselection weights again just a tiny bit if you do intend to make a version of your mod with slightly more frequent woohoo--the subselection weights seemed to affect frequency the most when I tested in game. Or like you said we could try merging just my woohoo files into your mod and see how that plays.
Lab Assistant
#36 Old 28th Oct 2014 at 12:03 PM
Ok, so in my mod I don't even try to handle the *frequency* of something occuring so far. The only thing I am doing (see my other thread for technical questions) is altering the probability of interactions in certain moods. Also so far I don't try to tell a story with these interactions yet like NRaas ore Awesome Mod did. Although this is something I'd like to try in the future (to push some kind of story on selected sims) it's nothing I can start right now. I first should make my current system stable and although people seem to like it so far there still might be some issues. Also I like to finish the object use tuning first.

What I could do though is increasing the bonus on WooHoo when you are with your partner and see how this plays out or even alter my mood preferences a bit. I'll consider this for the next update. While tuning subselection weights sounds like being worth a try it's something I don't want to touch at the moment because the whole system is pretty complex anyway.

If you have some time you can just try to merge both mods. If this is any better than I can make a flavor of mine and you get the credit for the WooHoo part of the mod. Because WooHoo is not really my main focus with the mod it just happens to be enabled with it.
Instructor
#37 Old 28th Oct 2014 at 11:31 PM
Quote: Originally posted by FlorianPTME
I haven't had anonomous move in and ask for date yet. Would you mind uploading your test mod here? I am interested to see what you did and I am sure pixel is as well. Also we could then help you with your question because without knowing what you did it's hard to provide you with an answer.


Ok
Right now only testing autonomy by it self, without overcharging mod, and I confirm the moving in, date, woo, try, ask to be boy/girlfriend, get.engaged, marrying, ask to leave wife/husband.
Almost every interaction is autonomous.
Even first kiss.
Most of the tests are overridden, so it's pretty wild.
Don lothario got ten girlfriends, some are Teen married a couple times, and presently there are over 20 sims in that household. Some are descendent.
Somehow he seems to prefer the Kim-Lewis teen.
Às soon as I go to computer I'll upload
Lab Assistant
#38 Old 29th Oct 2014 at 4:57 AM
Quote: Originally posted by azoresman
Ok
Right now only testing autonomy by it self, without overcharging mod, and I confirm the moving in, date, woo, try, ask to be boy/girlfriend, get.engaged, marrying, ask to leave wife/husband.
Almost every interaction is autonomous.
Even first kiss.
Most of the tests are overridden, so it's pretty wild.
Don lothario got ten girlfriends, some are Teen married a couple times, and presently there are over 20 sims in that household. Some are descendent.
Somehow he seems to prefer the Kim-Lewis teen.
Às soon as I go to computer I'll upload


Now this I gotta try!
Lab Assistant
#39 Old 29th Oct 2014 at 8:13 AM
Sounds weird. Everything he is describing is disabled by default. There should be no way this gets magically enabled without actually modding it. But we'll see.
Lab Assistant
#40 Old 29th Oct 2014 at 9:55 AM
Sadly nothing like that is happening for me.
Lab Assistant
#41 Old 29th Oct 2014 at 12:46 PM
A little bit offtopic now because this is pixel's thread about autonomous WooHoo but:

I can also confirm now that making sims move in together autonomously is absolutely possible. The only problem is that without proper handling they would move in together without a reason whatsoever because this is a social interaction and they would just ask that out of nowhere. Also you would get this notification whenever one sim asks another to move in and you would then switch to that household. So I have not included that in my mod for the moment.

But something like story progression seems definitely possible. It's gotta be done right though. Just enabling that action causes more trouble than it helps in my opinion.
Instructor
#42 Old 2nd Nov 2014 at 4:03 PM
Quote: Originally posted by FlorianPTME
A little bit offtopic now because this is pixel's thread about autonomous WooHoo but:

I can also confirm now that making sims move in together autonomously is absolutely possible. The only problem is that without proper handling they would move in together without a reason whatsoever because this is a social interaction and they would just ask that out of nowhere. Also you would get this notification whenever one sim asks another to move in and you would then switch to that household. So I have not included that in my mod for the moment.

But something like story progression seems definitely possible. It's gotta be done right though. Just enabling that action causes more trouble than it helps in my opinion.

Making solid test sets takes time but doable.
Too busy professionally at the moment.
Lab Assistant
#43 Old 16th Nov 2014 at 10:37 AM
Default wooohoo
sims are not woohooing enough
Test Subject
#44 Old 17th Nov 2014 at 6:42 AM
Can I please pay you guys? I already paid EA $50...I'll gladly pay y'all to give me an actual game worth playing. If you won't take my money, take my everlasting love and affection.
I'm one of the people frustrated by the fact that the town won't reproduce on their own. Downloaded Florian's mod a few days ago, haven't played too much but definitely see the affects, just discovered this - I'll add it to my game and hope for the best.
Lab Assistant
#45 Old 18th Nov 2014 at 11:35 AM
Unfortunately, the town still won't exactly reproduce. That is because all the sims that are not on the active lot are not very simulated. They are just in a very simple autopilot mode. To make the town actually grow (like get babies and move to new houses etc.) you would need an actual story progression feature.
Test Subject
#46 Old 20th Nov 2014 at 10:49 PM
Oh this is great, I'm glad I found this!
Test Subject
#47 Old 24th Nov 2014 at 4:38 PM
Cannot wait to get in game and test it out for you. I just hope it doesn't conflict with any of the other mods I have installed. Here goes. cx
Surprise pregnancies are the best, imo. I just love when my sims woohoo on their own, so it's more of a HEY IM PREGNANT AND YOU DIDNT PLAN ME thing. ghdiofhg;

also in ts3 i used to have my risky woohoos set to around 15% or 20%, sometimes 30%! just for alternate flavor suggestions.
Instructor
#48 Old 25th Nov 2014 at 2:23 AM
Hey pixelsolipsist, I've linked to the just risky woohoo mod on my blog here.

Hope this is okay. I've tested it myself just shortly; my sim got pregnant on the second woohoo. Noice.

Thanks for this mod.

Cass, 22, Australia
My Simblr
Test Subject
#49 Old 25th Nov 2014 at 11:28 PM
Curious, so what are the results of the people who used Emotional Overcharge + Risky Woohoo? Have you noticed an increased chance to woohoo on their own and have unexpected pregnancies? I have been running that and haven't seen any autonomous woohoos yet, or pregnancies but it could just take more time.

How about people who have used the WoohooTest alone. How much autonomous woohooing and pregnancies?

Or how about anyone who has tested them both, which works better as far as unexpected pregnancies go? Has anyone had a family that they weren't currently playing get pregnant?
Pettifogging Legalist!
retired moderator
#50 Old 25th Nov 2014 at 11:48 PM
Quote: Originally posted by Hellkittenn
Has anyone had a family that they weren't currently playing get pregnant?


Sims that aren't being played are not being simulated at all. This mod would have no effect on them.

Stuff for TS2 · TS3 · TS4 | Please do not PM me with technical questions – we have Create forums for that.

In the kingdom of the blind, do as the Romans do.
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