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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. So a cheap shower will make your hygiene raise a little slower now, and a cheap sofa won't be as satisfying for a nap, but a really expensive sofa will now be better for napping than usual, and a really expensive workout machine might actually lower hygiene more slowly! 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. The workout flavor does NOT include Yoga, as Yoga equipment is in a very small range of prices and would not make sense for this mod.

-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.

Unfortunately not being able to get skills to work right has really limited the scope of this mod and I don't know that there's much else to add to it. 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 these may be the last packages added to the mod for now. I think I've covered all the categories of "Stuff with a wide range of prices that raises or lowers motives".