elelunicy
10 years agoNew Spectator
Gender preferences and how to make them more effective
So I've always noticed that gender preferences aren't very effective in TS4. Sims sometimes positively react to romantic interactions from Sims of a gender they clearly don't prefer. Here are some issues I encountered while trying to make them more effective.
For starter, some romantic interactions don't even have a fail state. For example, both Enchanting Introduction and Beguile seem to be always successful, regardless of the target Sim's gender preference (according to the XML files, Enchanting Introduction doesn't even test gender preference). I assume these are easily moddable by adding fail states to them and reuse some annoyed animations from elsewhere for the target Sim. I've never made a mod like that, so I could be wrong by assuming it's that easy.
A more serious problem is that failing the gender preference test does not seem to always cause romantic interactions to fail, even though these interactions clearly could have failed. It happens very often when the target Sim is in the flirty mood or something.
From my understanding, gender preference works by running a gender preference test whenever a romantic interaction is performed. If the target Sim has an incompatible gender preferennce, the test fails and the get_score_modifier function in SocialMixerInteraction returns the value of GENDER_PREF_CONTENT_SCORE_PENALTY (which is -1500 by default). The total score should be negative and the interaction would fail as a result.
However, during my testing, even if I replaced the get_score_modifier function entirely so that it always returns a large negative value, romantic interactions could still be successful. Clearly something else is preventing these interactions from failing, and I'm not sure what it is. I feel like I missed something very simple here, and it'd be appreciated if someone can point this out.
For starter, some romantic interactions don't even have a fail state. For example, both Enchanting Introduction and Beguile seem to be always successful, regardless of the target Sim's gender preference (according to the XML files, Enchanting Introduction doesn't even test gender preference). I assume these are easily moddable by adding fail states to them and reuse some annoyed animations from elsewhere for the target Sim. I've never made a mod like that, so I could be wrong by assuming it's that easy.
A more serious problem is that failing the gender preference test does not seem to always cause romantic interactions to fail, even though these interactions clearly could have failed. It happens very often when the target Sim is in the flirty mood or something.
From my understanding, gender preference works by running a gender preference test whenever a romantic interaction is performed. If the target Sim has an incompatible gender preferennce, the test fails and the get_score_modifier function in SocialMixerInteraction returns the value of GENDER_PREF_CONTENT_SCORE_PENALTY (which is -1500 by default). The total score should be negative and the interaction would fail as a result.
However, during my testing, even if I replaced the get_score_modifier function entirely so that it always returns a large negative value, romantic interactions could still be successful. Clearly something else is preventing these interactions from failing, and I'm not sure what it is. I feel like I missed something very simple here, and it'd be appreciated if someone can point this out.