Forum Discussion
- DonroaAkashu6 years agoSeasoned Ace
I looked at that file @kusurusu , but am not sure I understand it correctly. It seems that it is about the chance of getting the moodlets, and this affected by the Aspiration Reward Traits and CAS traits. If I understand the issue the OP has correctly, it's about the positive and negative moodlets appearing at the same time, from eating just one harvestable.
I added two new sims to the household. I made all of them eat Basil and Sage, bought from packages in build mode, with Normal quality, one at a time, waiting out the moodlet timer in between. They all experienced both positive and negative moodlets, but not getting both moodlets at the same time from just one harvestable.
@SqueamishNerd The one time your sim got both moodlets at the same time from eating just one harvestable, what was the quality of it? What is your sim's traits, all of them?
I agree on the colour of the icon - the stomach image in it looks more greyish than blueish. I looked at some other positive moodlet icons, which are indeed blue tinted; while the negative ones are grey. The stomach for this new patched in moodlet is grey both on the negative and the positive moodlet icon. But I think the idea for the forum is to keep one issue per thread, so if you think it deserves a bug report, make a separate one for that.The thread is labeled Needs Input, so let's see if anyone else experience the issue.
- SqueamishNerd6 years agoSeasoned Ace
@DonroaAkashuThe sage and basil both had magnificent quality.
Lot Traits:
- Off the Grid
- Great Soil
- Creepy Crawlies
CAS Traits:
- Cheerful
- Loves Outdoors
- Vegetarian
- Collector
Ambition Reward Traits:
- Naturalist
- Laid-Back
- Museum Patreon
- Appraiser
Satisfaction Reward Traits:
- Super Green Thumb
- Shameless
- Always Welcome
- Carefree
- 6 years ago@SqueamishNerd : Hold on...
@kusurusu: Where in the game files/tuning can "randomWeightedLoot_OffTheGrid_ConsumeHarvestable" be found?- kusurusu6 years agoSeasoned Ace
@StarryMightBG/action/randomWeightedLoot_OffTheGrid_ConsumeHarvestable (requires XML extractor):
Spoiler<?xml version="1.0" encoding="utf-8"?>
<I c="RandomWeightedLoot" i="action" m="interactions.utils.loot" n="randomWeightedLoot_OffTheGrid_ConsumeHarvestable" s="235125">
<L n="random_loot_actions">
<U>
<V n="action" t="buff">
<U n="buff">
<U n="buff">
<V n="buff_reason" t="enabled">
<T n="enabled">0x23CE1143<!--String: "(From Eating Harvested Fruits or Vegetables)"--></T>
</V>
<T n="buff_type">235233<!--Buff: buff_Object_OffTheGrid_Consume_LivingOffTheLand--></T>
</U>
</U>
</V>
<U n="weight">...</U>
</U>
<U>
<V n="action" t="buff">
<U n="buff">
<U n="buff">
<V n="buff_reason" t="enabled">
<T n="enabled">0x23CE1143<!--String: "(From Eating Harvested Fruits or Vegetables)"--></T>
</V>
<T n="buff_type">235232<!--Buff: buff_Object_OffTheGrid_Consume_NaturesRevenge--></T>
</U>
</U>
</V>
</U>
<U>
<V n="action" t="actions">
<T n="actions">237016<!--LootActions: loot_Buff_EatHarvestable_OffTheGrid--></T>
</V>
</U>
</L>
</I>- SqueamishNerd6 years agoSeasoned Ace@kusurusu Okay, so if I understand the code correctly sims who are Survivalists or One with Nature have a probability multiplier of 4 to get the good buff, and sims who are Freegans, Green Fieds, Loves Outdoors or Clumsy have a probability multiplier of 2 to get the good buff, and sims who are Neat, Perfectionists, Snobs or Squeamish have a probability multiplier of 0.5 to get the good buff. Though, what's the original probability when a sim doesn't have any of these traits? Is it 0.1 (i.e 10%)? That would make the Survivalists or One with Nature a 40% chance to get the good buff, Freegans, Green Fieds, Loves Outdoors or Clumsy a 20% chance to get the good buff, and Perfectionists, Snobs or Squeamish a 5% chance to get the good buff. Though, in the beginning of the code it says something about 1.0, what would that mean? I thought the result should be 0 or 1 for good or bad buff, but it was some years since I programmed anything, so I can be completely wrong.
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