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Emotional Inertia

by roBurky Posted 5th Mar 2017 at 10:41 AM - Updated 9th Nov 2017 at 4:43 PM by roBurky : v9 released
58 Comments / replies (Who?) - 6 Feedback Posts, 2 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.

Support and updates
To keep informed of updates to my mods, click the follow button on patreon for email alerts.
You can also follow me on tumblr and twitter.

If you like these mods and would like to support my work on them and other mods like them, please consider supporting me through my patreon page.

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 v1.36.99 / The Cats and Dogs 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: 1.36.99

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 91.3 KB 2,514 7th Nov 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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58 Comments / Replies (Who?) - 39 Feedback Posts, 17 Thanks Posts
Hide Thanks Posts for this thread (Show only feedback)
Test Subject
THANKS POST
#51 Old 23rd Sep 2017 at 7:57 PM
thank you!
Lab Assistant
Original Poster
#52 Old 18th Oct 2017 at 1:48 AM
The Sims 4 update today to v1.35.10 was a minor content and bug fix patch. This mod continues to work with no changes required.

I am roBurky and I make stuff.
To keep informed of updates to my mods, click the follow button on patreon for email alerts. You can also follow me on tumblr and twitter.
If you like my mods and would like to support my work on them, please consider supporting me through my patreon page.
Test Subject
DELETED POST
5th Nov 2017 at 2:24 PM
This message has been deleted by Pocario.
Lab Assistant
Original Poster
#53 Old 7th Nov 2017 at 10:30 PM
The Sims 4 update to v1.36.99 was a major patch to prepare for the Cats & Dogs expansion. Many mods will be broken by it and require an update from their creators. But thankfully, my mods have survived, and continue to work with no changes required!

I am roBurky and I make stuff.
To keep informed of updates to my mods, click the follow button on patreon for email alerts. You can also follow me on tumblr and twitter.
If you like my mods and would like to support my work on them, please consider supporting me through my patreon page.
Test Subject
THANKS POST
#54 Old 8th Nov 2017 at 3:59 PM
I love this mod and am happy it's one of the few mods that don't need replacing with this patch.
Field Researcher
#55 Old 20th Nov 2017 at 3:21 AM
Is this compatible with Zerbu's Experiences mod?
Lab Assistant
Original Poster
#56 Old 20th Nov 2017 at 11:01 AM
Quote:
Originally Posted by drinkmorecocoa
Is this compatible with Zerbu's Experiences mod?

There's no incompatibility between that mod and this mod, but Zerbu's Experiences has not been updated in some time, and is no longer compatible with the current game patch. You should expect problems if you try to use it.

I am roBurky and I make stuff.
To keep informed of updates to my mods, click the follow button on patreon for email alerts. You can also follow me on tumblr and twitter.
If you like my mods and would like to support my work on them, please consider supporting me through my patreon page.
Field Researcher
#57 Old 22nd Nov 2017 at 2:25 AM
Quote:
Originally Posted by roBurky
There's no incompatibility between that mod and this mod, but Zerbu's Experiences has not been updated in some time, and is no longer compatible with the current game patch. You should expect problems if you try to use it.

Really? It's on the "reported working" list at Sims VIP, and I didn't notice it not working. What's broken?
Lab Assistant
Original Poster
#58 Old 22nd Nov 2017 at 12:11 PM Last edited by roBurky : 22nd Nov 2017 at 3:14 PM.
Quote:
Originally Posted by drinkmorecocoa
Really? It's on the "reported working" list at Sims VIP, and I didn't notice it not working. What's broken?

The file on Zerbu's tumblr has not been modified since June last year. I took it out a few patches ago - the experience skills weren't progressing reliably, and I think I had a few other small issues. I see a lot of lastexception error messages getting attributed to it in the Deaderpool discord general support channel, but unless you have MCCC installed, you might not realise those errors are occurring.

I am roBurky and I make stuff.
To keep informed of updates to my mods, click the follow button on patreon for email alerts. You can also follow me on tumblr and twitter.
If you like my mods and would like to support my work on them, please consider supporting me through my patreon page.
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