Forum Discussion

simsontherope's avatar
simsontherope
New Spectator
9 years ago

Getting rid of those autonomous relationships forming across my neighborhood.

A cougar secret agent forming an amazing friendship with some random kid.
A nice looking young men developping two new crushes out of nowhere, including one with an elderly lady.
A married girl being suddenly in love with a second man.

If you are a rotational player, I'm pretty sure you faced these kind of awkward surprises when switching your active family.

I was consequently wondering if there was a way to erase, or at least reduce the importance (I mean, if my secret agent become an acquaintance with a random child, that's okay, I like my sims meeting new people) of those newly generated relationships ?

From my observation, I have the feeling those relationships are created when two sims interact for the first time in the world when both of them are unplayed. So it might be caused either by a specific interaction unplayed sims have with each other, or a different outcome for interactions when Sims are not played.

I know it will be hard to create a mod for that, but as I created a full neighborhood I'm playing, I'm very tired of that and I really want to find a way to avoid being forced to look through every relationships when I'm playing another family.

So here is the start of a reflexion. If I can manage to find the origin of those relationships, I might be able to know which files to alter to change this.
Any observations on that phenomenon, or informations about the causes can be helpful.

Thanks in advance
(And sorry for my english)
  • I'm pretty certain from having watched whole neighbourhoods for a while precisely for this that the relationships that start out at a half-full bar when you see them are not created because Sims met each other in the background of your gameplay but rather by a separate game mechanic entirely.

    There are two mod options for deleting them:
    MC Command Center (you only need the base module, I believe)
    UI Cheats Extension

    Haven't found anything out there that prevents them, but I'd be your biggest fan if you can, as a rotational player who wants to have full control.
  • I've found something that is most likely related to the issue at hand.

    There's a new mixer_social_NPC_greetings in the interactions, which I assume is used when two NPC Sims are meeting, it's available autonomously but not to the player.

    This new interaction is granting a new Loot_Relationship_NPC_Initial_Social which have different potential outcomes, like setting the friendship relationship at various levels (-50, 40) and the romantic one at 40. So it looks like it would match what has been reported.

    It's all in the XML, so assuming there's not another mechanism elsewhere too, it should be easily moddable, by editing the Loot_Relationship_NPC_Initial_Social so I can give it a try.
  • "pbox;14475448" wrote:
    Maybe it would be interesting to look at scrumbumbo's Variable Default Relationships. I don't really know about relationships with NPCs since I tend to not have any, but in the upload description it says "This Mod will vary the starting sim relationships when a new household is created" so that sounds like it'd deal with the NPCs too.


    I've used that Mod before not too long ago, doesn't it only affect the relationship within the Played Household after being generated?

    At least from my observation from the past, whenever I'm on rotate play and see my main Played Household Sim greeted a random Sim using the Funny/Friendly/Cheerful somehow the game still registered them as Lovebirds/Despised after going back to the Household.

    I've paired that Mod with Egureh's No Autonomous Greetings to at least slow the R.O.A's (Random Occuring Affairs) in my game. It does show some small changes when I go back on rotate :) yet the R.O.A's do happen at times but not like the way they used to.
  • Thanks for your answers :)
    Especially to you Neia, it's exactlly what I've been looking for ! I will give it a try too, see how I could adjust that, as I'm not against the fact that sims meet, I could changes the outcomes to less exagerated things :)
  • Thanks for your observation ! Maybe they are two distincs way there are created : the meeting way (I observed it happen, so it might apply sometimes), and this other game mechanic you are talking about, that also makes perfect sense.

    I looked for moods, but like you, I know how to delete them manualy, but not how to prevent them.
  • That's what I'm thinking to. Anywhere that I'd seen new Sims talk together in the background, I found either no relationship at all (culled? not sure - but not strong enough to not be culled, anyway) or a tiny one. Meanwhile, my Sims were making these great "relationships" with NPCs I'd never seen, new ones!

    If you try anything and need a tester, I'm happy to help! At least after then next week and a half is over. (Forcing myself to end my lunch break now :/ )
  • Maybe it would be interesting to look at scrumbumbo's Variable Default Relationships. I don't really know about relationships with NPCs since I tend to not have any, but in the upload description it says "This Mod will vary the starting sim relationships when a new household is created" so that sounds like it'd deal with the NPCs too.
  • I believe the romantic relationships come from sims running around chatting (and flirting) in the world outside the lot, while you play a household. At least I've never seen sims have romantic relationships right after they had been created, that usually takes a little while.
  • I published a test version on my tumblr some days ago : I didn't received much feedback but it seems to work fine :
    http://down-in-simsland.tumblr.com/post/137175553410/you-cant-hurry-love-no-more-random-friendships

    If someone is willing to test it out in the long run, that would be great :)