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Emotional Inertia

by roBurky Posted 5th Mar 2017 at 10:41 AM - Updated Yesterday at 1:50 PM by roBurky : v11 released
64 Comments / replies (Who?) - 10 Feedback Posts, 4 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.

Conflicts and compatibility
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

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 my mods, I have a patreon where you can support me in making more of them and keeping them up to date with patches.


Changelog

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: 1.37.35

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 114.9 KB 4,575 18th Dec 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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64 Comments / Replies (Who?) - 43 Feedback Posts, 19 Thanks Posts
Hide Thanks Posts for this thread (Show only feedback)
Lab Assistant
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, I have a patreon where you can support me in making more of them and keeping them up to date with patches.
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, I have a patreon where you can support me in making more of them and keeping them up to date with patches.
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, I have a patreon where you can support me in making more of them and keeping them up to date with patches.
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, I have a patreon where you can support me in making more of them and keeping them up to date with patches.
Field Researcher
#59 Old 3rd Dec 2017 at 8:47 PM
Good to know!
Lab Assistant
#60 Old 6th Dec 2017 at 6:00 PM Last edited by MattBrancher : 6th Dec 2017 at 6:36 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?


I noticed a problem with Toddler's giving Last Exceptions too. Seems like they weren't gaining the skills and it was causing issues.

EDIT: I seem to be getting some simulation lag using your mod, I've tested without any other mods and after clearing my cache. Not sure what else to try.
Lab Assistant
Original Poster
#61 Old 18th Dec 2017 at 6:14 PM Last edited by roBurky : 19th Dec 2017 at 12:42 PM.
The mod now has a little in-game menu with web links to the mod's download page so you can check for updates.
If you have any requests for settings to be made configurable in this menu, let me know.

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, I have a patreon where you can support me in making more of them and keeping them up to date with patches.
Lab Assistant
THANKS POST
#62 Old 22nd Dec 2017 at 10:08 AM
Would you like this mod to be translated into other languages?
I could offer German.
Lab Assistant
Original Poster
#63 Old 23rd Dec 2017 at 8:48 PM
Quote:
Originally Posted by Armilus
Would you like this mod to be translated into other languages?
I could offer German.

I have been intending to start seeking out translators for my mods soon, so I would be very appreciative of your help! Thank you! I'll get in touch with you soon.

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, I have a patreon where you can support me in making more of them and keeping them up to date with patches.
Test Subject
THANKS POST
#64 Old 24th Dec 2017 at 4:08 AM
Love difficulty mods such as this. Thanks for making Sims 4 feel more like a real game with challenges instead of just dollhouse!
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