Home Creators Posts Import Register Favorites Logout
haven't archived this post yet. have a subscription? use the importer!

Downloads

  • 327064375.mp4
  • Waffle_MoreMoneyMoreMotives_ShowersTubs.package
  • Waffle_MoreMoneyMoreMotives_TVs.package
  • Waffle_MoreMoneyMoreMotives_StereosAndSpeakers.package
  • Waffle_MoreMoneyMoreMotives_Computers.package
  • Waffle_MoreMoneyMoreMotives_PunchRunLift_Workouts.package
  • Waffle_MoreMoneyMoreMotives_NappingOnSeating.package
  • Waffle_MoreMoneyMoreMotives_ComfortMotive.package

Missing 1 video, 7 files, as this post has not yet been imported.

Content

Changes motive gain so that cheaper items aren't as effective as higher priced items, and gives a tiny bonus to high-end items.

(Video: SimGuruNInja plays Sims Forever on 4 different computers. One cheap, one low-end, one mid-range, and one high-end. His fun gain is visibly faster as the computers get more expensive, with the first two computers being slightly slower than vanilla gameplay.)


WHAT DO I NEED TO KNOW?

With these mods installed, sims will gain less motive than usual from cheaper items, about as much motive as normal from middle-end items, and slightly more motive from higher-end items.

What you really need to know is, if an item is mid-range now, it's "standard". But if it's low-end, you won't get as much out of it. The bonuses for high-end items are not high as those items usually already feature bonuses. The name of the mod is burying the lede a little bit- while it makes spending more money more efficient, it does so mostly by making lower priced items less efficient.

WHAT ARE THE FINER DETAILS I MIGHT NOT CARE ABOUT?

I've looked through what items are in the game right now, and created a curve based on those item prices. So for TVs for example, the absolute cheapest one comes from the garbage and is 25 simoleons, while the most expensive is 10,000. With this mod, the 10,000 simoleon TV gets a bit of a fun boost, a 4000 simoleon TV gets less of a fun boost, and a 2500 simoleon TV gets no fun boost at all and behaves as normal. But everything lower than 2500 gets more and more of a penalty. The 25 simoleon TV will barely raise fun at all. The penguin TV and an old SD TV will do okay, but not great.

Since these changes are additive and subtractive, they will work on top of anything else. So if you upgrade a computer and it's more fun, it'll still get more fun, but my changes will then be applied on top. So an upgraded 600 simoleon computer will still be worse than an upgraded 4000 simoleon computer, but not as bad. Because this mod works using a "Curve", all values in between are accounted for, and the game will automatically figure out how much to modify an interaction based on the price of the object! That means any modded objects will work with these mods, too.

WILL THIS MOD AFFECT ANYTHING BUT MOTIVES?


The goal of this mod was originally to also include skill gains and things like crafting progress (for computer programming, for example), but I cannot get this system to behave with those things and so I've scaled it back to just motives.

Please note that these changes will be easier/harder to notice depending on a LOT of factors with your sims and their environments and may be very subtle, but trust me, they are there, and will add up (or subtract down!) over time. Like many of my mods, this is very much a "balance mod", and the effects being largely in the background is the draw of the concept.

UPDATE 7/13:
Added packages for the following:

-Hygiene from Showers, Tubs, and Hot Tubs
-Hygiene (decay) from Workout Equipment (punching bags, treadmills, and lifting machines)
-Energy gain from napping on chairs and sofas
-Comfort Motive gain from all Comfort raising sources (Requires Comfort Motive to do anything)

As with the other packages, the focus on these is making cheaper items worse and expensive items a little better, while middle-of-the-road items will be sort of unaffected. Of course, these changes may be subtle, but they affect ALL items with these interactions on them, CC included.

Important Notes:

-Workout equipment has different rates of decay per type of equipment, so comparing a cheap punching bag to a mid-range treadmill won't make any sense.

-The workout flavor INCLUDES push ups and sit-ups sims do on the ground. These interactions will drain hygiene much faster than they used to, since they are FREE. This is meant to incentivize buying and using equipment, making equipment ownership more important.

-Napping is always useless, and now it may feel completely and utterly worthless on cheap furniture, including Lounge Chairs which trend towards lower prices. This might feel imbalanced if you like using naps to get a quick boost of energy, but I like it this way! These modules are all optional, so skip it if you like naps.

-Comfort Motive is already pretty heavily balance tested, so the changes there aren't as severe. Cheaper stuff will simply raise Comfort a tiny bit slower than normal, while very very expensive stuff will raise it faster, but most things will be close to normal.

-Energy gain is already pretty generally handled well by the game, and adding it to beds would only make the game more frustrating I think, so none of these options affect beds!

REQUIRES LOT51 CORE LIBRARY

Comments

Sidsel Pedersen

This sounds like a huge but very very cool project!

Nova Grayson

Will this work on CC items as well or just EA/Maxis items? There are some creators who purposely price their items at 1 simoleon but should really be far higher. If it works with them it's an easy fix for us in S4S. I can't wait for this to hit public <3

waffle_mix_ins

Yes, it will affect all items. If something is priced that low, it'll default to the lowest value set by the mod, so it will get a notable penalty on efficiency, but I don't think the values will try to calculate "closer to zero" than the lowest value I set so it shouldn't make them unusable, at least.

Tcee's World

This is going to be game changing. Have you changed the Eco settings as well? Like a newer toilet or fridge would use way less energy or water than an older cheap one.

waffle_mix_ins

No, the way this mod works uses a rarely-if-ever used built-in system that works on object values, and that system does not apply to that sort of game information, so that would be outside of its scope

RobertAtNyte

This is just so 😎 cool! yayyyyy