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Emotional Inertia

by roBurky Posted 5th Mar 2017 at 9:41 AM - Updated 14th Sep 2017 at 8:39 PM by roBurky : v9 released
49 Comments / replies (Who?) - 20 Feedback Posts, 5 Thanks Posts
What it does
Sims' moods will have inertia. Moods become more resistant to change, and can last beyond the original moodlets that caused them. It can now take a sustained effort and multiple points of another emotion to change their mood.



Why would you want this?
In the base game, sims' emotions typically flip about on four hour timers like little clockwork goldfish. Nothing affects their mood for long, and once you're familiar with the game, it's not difficult to get the few points needed to change their mood when you want to.

With this mod, once something happens to put a sim in a mood, that mood will likely last at least as long as the effects of the thing that caused the mood, and even after that it will take time and effort to put them in a different frame of mind. The aim is for this to make emotions feel a little more meaningful, to make your sims feel a little more human, and to make managing their mood take a little more planning and be a little more challenging.

Emotional Inertia in detail
When your sim enters a mood, they will be given a moodlet for that mood, the strength of which depends on their age and whether the mood is positive or negative. When that moodlet's timer runs out, it will be replaced by a weaker moodlet.

After your sim enters another mood, the inertia moodlet from the previous mood will be removed.

There are three levels of inertia moodlet:
  • Strong: +3 - lasts 8 hours, followed by
  • Medium: +2 - lasts 8 hours, followed by
  • Fragile: +1
The +1 level has no visible duration but will rarely last long at all because of the way the game handles mood changes. Once a +1 inertia moodlet is the only thing left keeping a sim in a mood, it will be overcome by any more recent +1 moodlet for any other emotion.

Starting inertia levels:
  • Toddlers: no inertia.
    The emotional balance for toddlers is pretty good, so I don't mess with it.
  • Children: +1 for positive moods, +2 for negative moods.
    Children will find it easier to bounce back and change in mood than adults.
  • Teens to Elders: +2 for positive moods, +3 for negative moods.
    These sims are more emotionally stable.
Exceptions:
  • Happy and uncomfortable moods get no inertia.
    You won't get sims stuck as 'uncomfortable' hours after needing a shower.
  • Entering the uncomfortable mood does not remove inertia moodlets from other negative moods.
    Your sim can go right back to feeling sad after they've dealt with their bladder emergency.
  • Unflirty adult sims get only +1 flirty inertia.
    It should be easy to bring them out of the flirty mood after the moodlet that put them in it has expired.
  • Non-currently-played sims: +1 for positive moods, +2 for negative moods.
    NPCs get weaker inertia so that party goals about changing guests' moods aren't totally impossible.
The amount of points needed to enter the higher intensity levels of an emotion has been raised to allow for the inertia moodlets.

Tips for playing
With this mod, managing your sims' moods can become challenging.

Falling into a negative mood is a meaningful problem. If it happens, your sim will likely only be able to be pulled out of it after the moodlet that caused the mood change expires. After that, you'll have to find multiple sources of +happy to overcome the strong inertia for a negative mood. A drink, a nice meal, a deep connection with another sim, or a good workout can be good places to start.

But you'll also need to think about what positive mood they'll end up in when they finally overcome their bad mood. Because if it's not one you wanted them to be in, you might have another problem.

With adults, even an undesired positive mood can take some planning to overcome. To beat a +2 positive inertia moodlet, you'll need either a +2 moodlet or three different +1 moodlets for the positive mood you want them to have. Learning the different ways your sim can gain moodlets for the emotions they want will be important if you want to have control over their mood. Start with viewing an emotional artwork, doing some research on the computer, or taking a particular kind of shower.

Or you can just let their moods flow where they will, and follow your sim's lead for their desires in life.

How this mod came about
I started this as a project to learn to use Zerbu's Mod Constructor tool. Zerbu's excellent old Lingering Emotions mod was no longer working for me, and I missed it, so I started out by trying to recreate its effects. The mod has developed a lot since then, and I feel it has enough differences now from Zerbu's original mod to be distinct and worth sharing.

Known issues
  • Emotion reducing interactions only reduce moodlets that were present when the interaction started. This means if a strong emotional inertia moodlet transitions to a weaker one while your sim is performing an emotion reducing interaction, the new moodlet won't be reduced unless you start the interaction again.

Recommended mods to go with this
  • Uncomfortable Overhaul
    Emotional Inertia was made assuming a mod like this will also be installed. With uncomfortable moodlets sometimes boosting other negative moods, negative emotions can be more of a threat, making emotional inertia more interesting.
  • No Happy Environment Moodlets
    With permanent happy moodlets around, emotional inertia can make it too easy to stay in a positive mood. Disable happy moodlets from decorations for a better balance between positive and negative moods.
  • Variable Emotional Traits
    Random strength moodlets from emotional traits can give another little push towards gloomy and hot-headed sims sometimes feeling sad or angry.

Thanks
  • This mod was inspired by Zerbu's Lingering Emotions mod, which is no longer available
  • This mod was made with Zerbu's Mod Constructor v2
  • I am a bit of a fan of Zerbu 's work, perhaps you can tell
  • Thanks to Sjofn, Dan Lawrence, Apex Pecoris, and Loofofbread for testing and reporting bugs.

Changelog
  • v9, 29 August 2017: A big update!
    - The filename has changed with this version, so you should delete any previous version of the mod before updating!
    - The mod no longer includes Zerbu's Uncomfortable Boosts mod - you can now install my new Uncomfortable Overhaul separately to replace it, with no conflicts.
    - The mod now uses no overrides, so should conflict with no other mods.
    - The inertia moodlets are now applied to all sims, including NPCs. NPCs get weaker inertia than played sims.
    - Played teens now get regular +2 positive inertia again.
    - +3 and +2 inertia moodlets now last 8 hours, down from 10 hours. This feels like the level where emotion-reducing interactions feel useful.
    - +1 inertia moodlets no longer show their duration. I thought this might help lead players to the conclusion that waiting them out is not the best approach.
    - +2 tense inertia given to children and NPCs now has the right emotion tag. It should now be reducible by tense-reducing interactions. Thanks to Apex Pecoris for the bug report.
    - The happy and uncomfortable moods now get no inertia by default again.
    - Becoming uncomfortable will no longer remove inertia moodlets for other negative moods. This is to support my new mod Uncomfortable Overhaul.
    - Emotional Inertia is now ready for and compatible with my upcoming Happiness Overhaul mod.
  • v6, 04 June 2017: Children now get weaker inertia. Teens now get weaker positive inertia. Non-currently-played sims now get weaker inertia. Happy and uncomfortable moods now get only +1 inertia. Unflirty adults now get weaker flirty inertia. Confirmed to work with The Sims 4 v1.30.105 / The Parenthood Patch.
  • v5, 11 March 2017: The +2 stage of positive emotional inertia now lasts 10 hours instead of 15. The happy and uncomfortable emotions now have inertia as well. Inertia moodlets from the previous emotion are now removed instantly when an inertia moodlet for a new emotion is given.
  • v4, 02 March 2017: Initial public release.

Conflicts
This mod overrides no files, and should not conflict with any other mod.

Working for The Sims 4 v1.34.18 / The Toddler Stuff Patch

Type: Other

You must have the expansion, game version or stuff packs listed below installed to use this custom content. Please see the post text for any exceptions.

Sims 4
Built with Game Version: 1.34.18

This is a multi-part download:


If upgrading from a version of Emotional Inertia older than v9, you need to do two things:
1) The filename has changed, so you need to delete the older 'complete' version from your mods folder.
2) Zerbu's Uncomfortable Boosts is no longer included. To retain the uncomfortable changes, you need to download my Uncomfortable Overhaul
Key: - File was updated after upload was posted
Filename - Tip: You can click the magnifying glass to see the archive contents Size Downloads Date
roBurky - EmotionalInertia.zip | Description: Emotional Inertia, on its own. Last updated: v9, 29 August 2017. 91.3 KB 804 14th Sep 2017
Don't forget to Thank the creator after downloading! Use the Thanks button located above the screenshots above.
Basic Download and Install Instructions:
1. Download: Click the File tab to see the download link. Click the link to save the .rar or .zip file(s) to your computer.
Read the upload description for installation instructions. If nothing else is specified, do the following:
No Extraction Required (Script Mods):
1. Cut and paste the .zip file(s) into your Mods folder
  • Windows XP: Documents and Settings\(Current User Account)\My Documents\Electronic Arts\The Sims 4\Mods\
  • Windows Vista/7/8/8.1: Users\(Current User Account)\Documents\Electronic Arts\The Sims 4\Mods\
Script mods need to be placed directly in \Mods or one level below that (e.g. \Mods\Scripts) – sub-folders nested any deeper won’t work.
Extraction Required (Everything Else):
1. Use WinRAR (Windows) to extract the .package file(s) from the .rar or .zip file(s).
2. Cut and paste the .package file(s) into your Mods folder
  • Windows XP: Documents and Settings\(Current User Account)\My Documents\Electronic Arts\The Sims 4\Mods\
  • Windows Vista/7/8/8.1: Users\(Current User Account)\Documents\Electronic Arts\The Sims 4\Mods\


Need more information?
  • Anyone can use both .rar and .zip files easily! On Windows, use WinRAR.
  • If you don't have a Mods folder, just make one.
  • Mod still not working? Make sure you have script mods enabled
 
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49 Comments / Replies (Who?) - 33 Feedback Posts, 15 Thanks Posts
Hide Thanks Posts for this thread (Show only feedback)
Test Subject
#26 Old 17th Apr 2017 at 10:03 PM
I really like this mod and played with it for several game-weeks, but like some other commenters I feel that it could be finessed. From a storytelling point of view, whenever something trivial happens to my sim, she gets a +3 Angry moodlet which I started to feel was unreasonable. Perhaps a milder version of this mod could have only the +1 "lingering thoughts" moodlet after buffs that were only +1 in the first place, and so forth?

Plus I think if I was playing with teenagers and CardTaken's package of Teenage Exclusive Traits , which I'm quite looking forward to, the management of their mood swings might be affected in weird ways. I do want my teenagers to be actually able to vary wildly from one to the next, poor things

But I really do think this mod adds a lot to the game, and I'll probably add it back when I'm not playing a specific challenge
Test Subject
THANKS POST
#27 Old 1st May 2017 at 7:13 PM
Thanks. I'm looking forward to trying this out. I downloaded your no happy environment moodlets mod to go with it.
Test Subject
#28 Old 1st May 2017 at 7:33 PM
Okay, after playing with the mod for a little while, I decided that these moodlets are just too strong. Reason: My sims had some dirty dishes and decided they needed to be upset about it for 10 hours. If the moodlet was +1, that would be fine, because it could be reasonably easily overwritten after the disgusting items were removed, but +3 is kind of ridiculous. So, I decided to uninstall, but if you retune the mod, I'd definitely try it out again. It's a great concept.
Test Subject
#29 Old 22nd May 2017 at 9:11 PM
It would be nice if it had different flavors to choose from, based on the amount of time that the emotions last and their intensity. An "Uncomfortable Boost" standalone would be nice too.
Great mod anyways!
Test Subject
#30 Old 28th May 2017 at 9:52 AM
Really liked the idea of this as the changing emotions every five seconds really bothers me, but (like others) after a while I had to take it out as it just lasts too long To be honest, I just want a simple "moodlets last twice as long" kind of mod, I thought of making my own but have no idea where to start. A slightly less strong version of this mod would be a great addition either way. Thanks for the time you put into this, I'm sure it took many hours!
Banned
#31 Old 30th May 2017 at 10:59 AM
It kind of creates the opposite problem though. I often get stuck with certain emotions just because of one tiny moodlet, and they take a long time to get rid of through interactions.
Test Subject
Original Poster
#32 Old 5th Jun 2017 at 8:33 PM
New file uploaded: v6
Children now get weaker inertia.
Teens now get weaker positive inertia.
Non-currently-played sims now get weaker inertia.
Happy and uncomfortable moods now get only +1 inertia.
Unflirty adults now get weaker flirty inertia.
Confirmed to work for The Sims 4 v1.30.105 / The Parenthood Patch

I'm interested to hear feedback on these changes! Particularly if people think the new inertia levels for children and teens feel right.
Test Subject
Original Poster
#33 Old 5th Jun 2017 at 8:43 PM
Quote:
Originally Posted by pixiejuice
Since uncomfortable happens quite often for all sorts of reasons, and because it works to boost other moods, I don't think it needs to have a lingering effect of its own.

Quote:
Originally Posted by puppypaint
My sims had some dirty dishes and decided they needed to be upset about it for 10 hours. If the moodlet was +1, that would be fine, because it could be reasonably easily overwritten after the disgusting items were removed, but +3 is kind of ridiculous.

Thanks for this! I made the change to uncomfortable inertia because of feedback like this. You were right.
My current thinking is that giving the uncomfortable mood a fragile +1 inertia lets it be a little more resistant to being buried by happy moodlets, to bring the balance of the mood a little closer to the other negative moods, but it won't persist on its own after the cause of the uncomfortable mood has been dealt with, because any +1 happy moodlet will overcome it.
Test Subject
THANKS POST
#34 Old 7th Jun 2017 at 12:06 AM
Thanks for the mod, I just tryed new version and I have to remove the mod for now. My sims keep loosing in LLama game with Embarrassed and sad +1 and then they get Inertia +3! So Inertia becomes the main mood, which is strange... It should be inertia of previous moodlet, so if it was +1, then how can inertia be +3. Same happens to my teen - she came from school tense +1, but with inertia +3.
And as previous comments I would like Uncomfortable Inertia standalone - it's taking way to long to remember whole day, how my sim wanted to pee in the morning.
Will be also good to have inertia + 1 always only 4 hours long, most of in game +1 moodlets only work for 4 hours, so simply double them will be enough. And real long inertia should only be for strong moodlets +3 and more.
Uncomfortable boost Negative standalone will be nice too.
Forum Resident
THANKS POST
#35 Old 19th Jun 2017 at 3:47 AM
I actually really love the original and I am going to put in the newer one to test it out. I don't think the emotions are too strong I really enjoy having the 3+ moodlets, I just think they last too long because they have a stack system. You have to go through 10 hours at 3+ and then another 10 hours at 2+, you could end up with an entire day with a very distraught sim and no real hope of changing that unless a random buff comes flying in. So re-balancing that should improve the feel of it. Cutting that time frame down will still make it impactful, but not have a sim crying for a day about something embarrassing that happened to them. Our emotional issues linger sure, but it becomes less impactful the further we move away from it. I mean when I farted once in the middle of class that embarrassment probably only lasted a few hours and only a few hours after did I think about how embarrassing that was, but by the time I went to bed I had forgotten all about it. So making that cycle take a little less time will make it more manageable for people.

Anyways that's just my suggestion. I will still use this regardless because I really enjoy having moods stick around, but it becomes interesting with my own private traits I've made for myself because I have pretty strong moodlets for them so I end up with inspired artists that can last for 2 days straight with this mod lol. It does make my depressed sims more realistic tho because they are always crying LOL.
Top Secret Researcher
#36 Old 26th Jun 2017 at 11:41 PM Last edited by ShigemiNotoge : 27th Jun 2017 at 6:47 AM.
Actually I like the intense negative emotions. Without the +3 it's impossible to get the negative emotions they need for certain job tasks. I wonder if there is a chance we can get multiple flavours. I think softening it loses the entire point of the mod which is -to keep a sim in one emotion and make it a challenge to change-

Alternatively, is there a link to Zerbu's original lingering emotions mod? it seems to be broken.
Test Subject
Original Poster
#37 Old 27th Jun 2017 at 4:49 PM
Quote:
Originally Posted by ShigemiNotoge
Actually I like the intense negative emotions. Without the +3 it's impossible to get the negative emotions they need for certain job tasks. I wonder if there is a chance we can get multiple flavours. I think softening it loses the entire point of the mod which is -to keep a sim in one emotion and make it a challenge to change-

Alternatively, is there a link to Zerbu's original lingering emotions mod? it seems to be broken.

I would like to one day make this mod use a configuration file like MCCC, so people could tweak some values for themselves.

Zerbu deleted and remade his tumblr blog recently, and has only reposted his most recent mods. Lingering emotions wasn't working entirely right in its last uploaded version anyway, which was why I started work on this in the first place. I suspect he no longer uses it himself, and won't be working on it again. I don't know anywhere else it has been uploaded.
Test Subject
#38 Old 27th Jul 2017 at 6:33 PM
Quote:
Originally Posted by audioromance
Cutting that time frame down will still make it impactful, but not have a sim crying for a day about something embarrassing that happened to them. Our emotional issues linger sure, but it becomes less impactful the further we move away from it. I mean when I farted once in the middle of class that embarrassment probably only lasted a few hours and only a few hours after did I think about how embarrassing that was, but by the time I went to bed I had forgotten all about it. So making that cycle take a little less time will make it more manageable for people.


^ I totally agree with this. I'm finding the 10 hours, 10 hours, 20 hours just way too long. I do want my sims to linger in their emotions, but for more like a few hours at a time, not two days straight. If I were able to do these complex kinds of mods myself, which I'm not, my ideal duration would be +3 for 4 hours, +2 for 6 hours, +1 for 8 hours. That would give the emotion some staying power still, but in a time frame that makes sense. Would you consider making a shorter-lasting version of this?

However, I still wish uncomfortable had no inertia of its own. Not even +1, because all of my sims start their day needing to pee, and I would like them to start off their day being "fine" not uncomfortable until I get them in some other emotion. Considering the way people experience discomfort, once it's gone, a person is usually just elated that it's gone, not remembering how bad it was. In most cases.

Which leads me to one final point, but it was a concern I had in a previous comment. I love the idea of this mod, but I very much miss my sims just being "fine" sometimes. Because of the constant added weight of emotional inertia, our sims can virtually never be just fine. There will always be something to trigger the inertia almost instantly. Fine is a great emotion to be, too. Is there any way you can give the "fine" emotion some weight?

Or perhaps change the inertia system so that it doesn't begin until a sim has reached a cumulative +2 or more of an emotion? <-- That would be really great, actually, if possible. It is rather annoying to have the +3 inertia triggered over some piddly +1 moodlet that doesn't even matter.

So, after all that, what I mean to say is that this mod is a really great idea and I am glad you made it, but I think I may have to take it out of my game for now. The inertia effect is just too strong to make sense for my gameplay.

Unfortunately, now I can't seem to find a current copy of Zerbu's uncomfortable boost stand-alone to go back to.
Field Researcher
#39 Old 20th Aug 2017 at 2:56 PM
Hey, just wanna let you know that Pandora Sims stole your Mod -.- If you want to do something against it read here The more do something the better :P


If you enjoy my Mods and want to support me you can do that on Patreon or Paypal.me :)
~~~ All Mods have been checked with the latest Patch >>> 1.34.18.1020 <<< ~~~
>>><<<
Find more of my Mods and newest Updates on my own Site! Click here
>>><<<
Test Subject
#40 Old 22nd Aug 2017 at 3:09 PM
Quote:
Originally Posted by roBurky
Thanks for this! I made the change to uncomfortable inertia because of feedback like this. You were right.
My current thinking is that giving the uncomfortable mood a fragile +1 inertia lets it be a little more resistant to being buried by happy moodlets, to bring the balance of the mood a little closer to the other negative moods, but it won't persist on its own after the cause of the uncomfortable mood has been dealt with, because any +1 happy moodlet will overcome it.


Thank you! I just came back to TS4, and I looked at my fav mods list to see this change you made. Played with it for a while and it's great.
Test Subject
#41 Old 25th Aug 2017 at 3:18 AM
Does this need to be updated?
Test Subject
Original Poster
#42 Old 26th Aug 2017 at 11:28 AM
Quote:
Originally Posted by tyjokr
Does this need to be updated?

Emotional Inertia is working fine in 1.33.38 / The Toddler Stuff Patch.
I do have a big feature update I will be uploading soon, though!
Test Subject
Original Poster
#43 Old 30th Aug 2017 at 1:24 AM Last edited by roBurky : 30th Aug 2017 at 8:31 PM.
So, with the latest update to v9, I've added some scripting to the mod, which has done a few cool things.
A big one being that it no longer needs to override files, so it won't conflict with other mods. Which means I no longer need to bundle Zerbu's Uncomfortable Boosts mod with it - they could be installed separately and work together fine.
At the same time, I used my new scripting knowledge to make my own spin on the Uncomfortable Boosts concept, and have released it as Uncomfortable Overhaul (itch.io / Modthesims )

If upgrading from a version of Emotional Inertia older than v9, you need to do two things:
1) The filename has changed, so you need to delete the older 'complete' version from your mods folder.
2) Zerbu's Uncomfortable Boosts is no longer included. To retain the uncomfortable changes, you need to download my Uncomfortable Overhaul from https://roburky.itch.io/sims4-uncomfortable or http://www.modthesims.info/download.php?t=599564
Field Researcher
THANKS POST
#44 Old 31st Aug 2017 at 12:48 AM
Thank you. At last I can have difficult and unhappy stories, without my sims smiling in joy ALL THE TIME.
Lab Assistant
THANKS POST
#45 Old 31st Aug 2017 at 7:16 PM
Thank you for keeping this wonderful mod updated!
Field Researcher
#46 Old 31st Aug 2017 at 7:38 PM
I like the idea of having three levels of inertia moodlets but not so much for the negative parts. I love for my sims stay stay in moods that help them when they are working...so i like for my sims to stay focused, inspired, energized and so on. Is it possible to just have your mod in game without the uncomfortable mod? Thanks!
Test Subject
Original Poster
#47 Old 31st Aug 2017 at 7:50 PM
Quote:
Originally Posted by rena2sweet4u
I like the idea of having three levels of inertia moodlets but not so much for the negative parts. I love for my sims stay stay in moods that help them when they are working...so i like for my sims to stay focused, inspired, energized and so on. Is it possible to just have your mod in game without the uncomfortable mod? Thanks!

You can install Emotional Inertia without installing Uncomfortable Overhaul. Which might well end up with the effect you're after, I haven't played much in that configuration. You'll still get the strong inertia if they enter a negative mood, but that might be rare without mods like Uncomfortable Overhaul.
Test Subject
#48 Old 11th Sep 2017 at 6:49 PM
Thank you so much for this mod! It really helps make the emotion system more meaningful and has already made my stories more interesting.

I do have to ask though, is/will there be any way to make the +1 "Still ____" moodlets temporary? At the moment they have a seemingly infinite duration and the only way to calm down is to literally force my sim into another emotion.
I've had sims who take one bubble bath and suddenly they've been playful for 24 hours straight because of the lingering effects, which isn't very realistic.
They never feel just "fine" on their own anymore.
Test Subject
Original Poster
#49 Old 13th Sep 2017 at 3:54 PM
Quote:
Originally Posted by Pocario
Thank you so much for this mod! It really helps make the emotion system more meaningful and has already made my stories more interesting.

I do have to ask though, is/will there be any way to make the +1 "Still ____" moodlets temporary? At the moment they have a seemingly infinite duration and the only way to calm down is to literally force my sim into another emotion.
I've had sims who take one bubble bath and suddenly they've been playful for 24 hours straight because of the lingering effects, which isn't very realistic.
They never feel just "fine" on their own anymore.

I'm glad you're enjoying it!

Making the +1 inertia expire is something that could be done, with a bit of reworking. It's something I've been reluctant to do, though, because it feels like it's going against the original idea of the mod, which I enjoyed, for sims to always be feeling something. I added the multiple levels of limited-duration moodlets idea to Zerbu's concept not so that the mood could be waited out, but so that the sims' constant autonomous desire to perform emotion-reducing interactions would feel useful, rather than annoying.
A sim staying in the same positive mood for 24 hours should only be possible if literally nothing else interesting happens to them in that time. In which case, I don't think it unreasonable for them to still feel the same?

I think it does perhaps require a slight shift in the player's imagination of how you see the moods. Seeing them as something subtler, less intense, than the base game system and the exaggerated portrait poses might lead you to.

Anyway, it's a pretty common request, so I will try it out some time and see how I feel about it. I do also have some other mods in the works that will mess with the 'happy' and 'fine' moods, which should make them more relevant when using Emotional Inertia.

Thank you for the feedback!
Test Subject
#50 Old 13th Sep 2017 at 6:53 PM Last edited by Pocario : 14th Sep 2017 at 3:58 AM.
Quote:
Originally Posted by roBurky
A sim staying in the same positive mood for 24 hours should only be possible if literally nothing else interesting happens to them in that time. In which case, I don't think it unreasonable for them to still feel the same?

I think it does perhaps require a slight shift in the player's imagination of how you see the moods. Seeing them as something subtler, less intense, than the base game system and the exaggerated portrait poses might lead you to.

Anyway, it's a pretty common request, so I will try it out some time and see how I feel about it. I do also have some other mods in the works that will mess with the 'happy' and 'fine' moods, which should make them more relevant when using Emotional Inertia.


Maybe it'd be more appropriate to only make the positive +1 inertia expire?
My reason being that in the game, most of the things that force our sims into Angry or Sad or Tense seem like much bigger issues, even if they're only +1 vs. the positive moodlets, which feel kind of trivial. Hearing a series of jokes, taking a brisk shower, or reading an article on Wikipedia doesn't usually make people feel things for super long periods, vs getting into an argument with a friend, or being super overworked, or having a loved one die.

On top of that, doing interactions that normally reduce certain emotions, like Take a Cold Shower to undo Flirty are only half as useful.

I do understand though, that this way of thinking isn't really feasible to implement because it'd have to take into account so many different interactions and their results.
I'm probably just being lazy lol my playstyle is a mix between being very controlling and sitting back and watching, and so sometimes there are moments where a sim is still in an emotion because I'm not being an active controller.

I will wait and see what you have in store for the future though! I'm excited to see the happiness tweaks.
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