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(UPDATE 64) Romantic Standards

by simler90 Posted 20th Mar 2018 at 12:25 AM - Updated 5th Jul 2019 at 5:47 PM by simler90 : UPDATE 64
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UPDATE 64: Having a crush or love does not automatically allow the sim to pass the checks of the mod now. Having a crush and love each decreases the threshold by -35, so having both a crush and love decreases the threshold by -70.

UPDATE 63: The chance to get a crush or love now directly depends on how much the romantic interaction in question would increase the sim's STR (for crush) and LTR (for love) towards the other sim. This means that if you are finding it difficult to make a sim get a crush or love, you should make sure that you are initiating high-level romantic interactions. For example, Make Out has a higher chance of causing a crush/love than Charm now. Maxis added many different features that modify how much an interaction increases STR/LTR. For example, in spring, romantic interactions increase STR/LTR more, this effectively makes it more likely for sims to get a crush/love in spring. This is in addition to the 5% extra chance of getting a crush/love that this mod adds. The Blue glasses aspiration reward multiplies the STR/LTR effect by 5, making it a great item to use to get a crush/love. Don't forget that the game has diminishing returns. If you repeat an interaction over and over, the STR/LTR effect is greatly reduced, meaning that repeating an interaction is not a good idea if you want the sims to get a crush/love.

UPDATE 62: This update makes sims care about the feelings of their BF/BFFs when they decide whether to accept or reject a romantic interaction. Before this update, sims only cared about their BF/BFFs when they considered initiating a romantic interaction. Now, the threshold is increased by +50 for non-Romance sims, and by +25 for Romance sims when the sim decides to accept or reject a romantic interaction and when one of their BF/BFFs has a crush or love on the other sim. Don't forget that the threshold is increased by +150 for non-Romance sims, and by +75 for Romance sims when the sim considers initiating an interaction.

UPDATE 61:
- The threshold is decreased by -10 in spring, rather than the earlier -15.
- The threshold is decreased by -5 in summer.
- The threshold is decreased by -10 if the current lot is a tropical vacation lot and if the current season is summer.

UPDATE 60:
- If Sim A is a professor and Sim B a young adult, or if Sim A is a young adult and Sim B a professor, the threshold is increased by +50.
- The threshold is reduced by -5 if the sim has a kiss memory with the other sim, by another -5 if the sim has a make out memory with the other sim, and by another -5 if the sim has a woohoo memory with the other sim.

UPDATE 59:
- Fixed an error from the previous update.
- The threshold is now decreased by -5 if the sim's body temperature is 30 and higher, by an extra -2 if 70 or higher, and by another -2 if 90 or higher. The threshold is always decreased by -3 if the sim is near a lit fireplace.

UPDATE 58:
- There is an interaction called "Cuddle Under Stars" which I forgot to include in the mod. Now, the mod affects that interaction, too.
- In UPDATE 20, I made it so that sims had to have a crush or love in order for the game to increase any negative attraction to 0. In this update, I am making it so that the game will increase any negative attraction to 0 if the sims are BF/BFFs, too. So, BFs and BFFs shouldn't have negative chemistry any more.

UPDATE 57:
- Instead of making sims less likely to initiate romantic interactions on those sims on whom the sim's BF/BFF has a crush or love on, which is a feature that was introduced by UPDATE 14, now the mod simply increases the threshold by +75 for Romance sims, and by +150 for other sims. This also fixes a potential error at the end of dates.
- Sims will no longer care about the presence of babies, toddlers and asleep sims who are in a different room.

UPDATE 56:
- The game only checks Sim A's side of the relationship when the game determines if Sim A is allowed to choose the Romantic option in a photo booth. Now, Sim B's side of the relationship is checked as well.
- Sims' body temperature needs to be below 90 in order to get the threshold decrease from being near a lit fireplace now, instead of the earlier 70.
- If the sim's body temperature is between 30 and 90, the threshold is decreased by -5.
- The chance to get a crush/love is now modified by the following:
+1% if near a lit fireplace while having a body temperature below 90.
+1% for having a body temperature between 30 and 90.
+1% for 50 and higher mood, extra +1% for 75 and higher mood, extra +1% for 100 mood.
+2% if the other sim has 80 and higher reputation, -2% if -80 and lower reputation.
+1% to 5% for being near a violinist.
+1% for being friends, extra +2% for being BF/BFFs.
+3% if the sims are in a committed relationship.
-10% if the sim is furious at the other sim.
-2% if the sim's parent(s) or committed partner is furious at or enemies with the sim.
-20% if the sim is a Zombie.
+20% if the sim is a Lecher.
UPDATE 55:
- When Sim A loses their love towards Sim B, the game still attempts to give Sim A the "Fell in Love with Sim B" memory. This has been fixed.
- The threshold is increased by +10 if the other sim has -80 or lower reputation. The threshold is decreased by -10 if the other sim has 80 or higher reputation.

UPDATE 54:
- I have reverted the new presence threshold feature I added to the mod in Update 50. It works like it did before Update 50, sims will decline romantic interactions if there is a sim they care about in the same room and within 15 tiles, or in a different room but within 7 tiles.
- The threshold is reduced by -5 if the sim's mood is 75 or higher. This is cumulative with other mood effects. Mood now has the potential to decrease the threshold by up to -15.
- Being on a date has no effect on the threshold any more.
- Lechers (Drama professors) now automatically pass the gender preference check.

UPDATE 53: In UPDATE 10, I made it so that the game no longer destroys the relationship between married sims if one of them dies, and I also made it so that the game properly deletes the relationship flags such as Going Steady. Now, I found that the game has a private line of code just for Cowplant death. This update adds the same fixes from UPDATE 10 to Cowplant death.

UPDATE 52:
- I found out that when the game determines whether Sim A can spoon with Sim B in a bed, the game only checks Sim A's relationship towards Sim B, and does not bother checking Sim B's side of the relationship. This update makes it so that sims will only spoon if they both pass the checks of the mod.
- Maxis does not initiate jealousy on Sim B when Sim A and Sim B are spooning in a bed. So, sims who are supposed to get jealous of Sim B can never get jealous. This is fixed.
- The threshold is reduced by -5 if the sim has 50 or higher mood. The threshold is reduced by an extra -5 if the sim has exactly 100 mood.

UPDATE 51: Fixed an oversight related to the presence feature from the previous update.

UPDATE 50:
- Before this update, the presence of certain sims directly prevented sims from initiating or accepting romantic interactions. This update makes it so that the presence of a sim that Sim A or B cares about increases the threshold. Even if the sim has a crush or love on the other sim, the game won't directly allow the sim to pass the checks of romantic standards as long as there is at least one sim who is present whose presence matters to the sims who are interacting.
- The presence of a sim's committed partner, or a sim who has a familial link to the sim's committed partner increases the threshold by +140 if in the same room, or by +70 if in another room.
- The presence of a sim who is not the sim's committed partner, or a sim who doesn't have a familial link to the sim's committed partner, but who is BF/BFFs with the sim's committed partner, increases the threshold by +70 if in the same room, or by +35 if in another room.

UPDATE 49:
- The chance to fall in love is 10% lower than the chance to get a crush now.
- The chemistry threshold to consider the sim to be in love is +10 higher than the chemistry threshold to consider the sim to have a crush.
- Sims now care about the presence of sims who are in the same room and within 15 tiles, rather than the earlier 12.
- Sims now also care about the presence of sims who are in a different room, but if the sim is in a different room, they need to be within 7 tiles, instead of 15, for sims to care about their presence.
- Lecherous sims (drama professors) don't care about the presence of anyone.

UPDATE 48:
- Zombies won't consider the presence of anyone any more.
- If the sim's body temperature is 70 or higher (very hot), then the sim won't get the -3 threshold decrease for being near a lit fireplace.
- I found out some interesting things about the way jealousy works. Whenever the jealousy emitter is created in the game, it forces all the potentially jealous and scolding sims who are in the same room and within distance of the emitter to become jealous or scold. If the attenuation is greater than 13, it also affects sims who are outside the room, but still within distance of the emitter to become jealous or scold. I mentioned this in the fixes section of the original description of the mod: there are only two interactions that have an attenuation of higher than 13, and those are Bed/HotTub Woohoo/TryForBaby interactions. But, I found that after the emitter first checks all the potentially jealous and scolding sims, which happens when the interaction first starts, the game then only allows sims who are potentially scolding to react to the emitter if they are in a different room. So, the jealous emitter is created when Sim A and B woohoo, and Sim C(jealous) and Sim D(scolding), who are in different rooms than Sim A and B, react, but then Sim E comes into the attenuation distance of the emitter while still being in a different room, and then the game only allows Sim E to react if Sim E is potentially scolding, and prevents Sim E from reacting if Sim E is potentially jealous. It looks like this is yet another oversight by Maxis. Up until this moment, if you were using this mod, you should've never seen this inconsistency, because I set the attenuation number for those Bed/HotTub interactions to 12 when I first made this mod. In this update, I went ahead and set the attenuation number on those two interactions to 15, so they can cause sims who are in different rooms to react. I made it so that potentially jealous sims are also able to react just like scolding sims, if they enter the emitter radius later. But, I also added a much more logical chance-based feature to this. Now, if the potentially jealous or scolding sim is in a different room than Sim A and B, the chance that the sim reacts is calculated with the following formula: Logic/25 + 5 - Distance. So, if Sim C has 800 Logic and is 7 tiles away (and obviously in a different room), then Sim C has a 30% chance to react. Sims have multiple chances to react, though, for as long as the interaction continues. Don't forget that only Bed/HotTub Woohoo/TryForBaby is affected. Other types of Woohoo still have an attenuation value of 12, because they all are concealed (Hammocks are counted as beds).

UPDATE 47:
- Zombies can't get jealous or scold anyone any more, and sims won't consider the presence of zombies.
- Zombies are 20% less likely to get a crush or fall in love.
- If the sim is furious at the other sim, the chance to get a crush/love is decreased by 20%.
- The threshold is decreased by -50 for zombies.
- The chemistry threshold is increased by 15 if the sim is furious at the other sim.
- The chemistry threshold is increased by 15 if the sim is in a committed relationship with someone other than the sim they are interacting with.
- When Sim A receives the memory "Caught Sim B Cheating (with Sim C)", Sim B's reputation will be decreased by -20, and Sim C's reputation will be decreased by -10. Don't forget that the game can only modify a sim's reputation on a community lot.

UPDATE 46:
- If the season is spring, the threshold is decreased by -15, rather than the earlier -10.
- The violin effect has been reduced, but now also depends on the sim's Music and Dance hobby enthusiasm. So, sims who have higher Music and Dance hobby enthusiasm will be affected by a violinist more than other sims.
- Sims need to be in the same room and within 7 tiles of a lit fireplace, instead of 5, to get the -3 threshold decrease.
- If Sim A and B are on date, the threshold is increased/decreased depending on the current date score: -15 if Dream, -10 if Great, -5 if Good, +5 if Lame, +10 if Bad, +15 if Horrible. So, it is possible that you may find your sim not able to succeed in any romantic social if the date score is very low, making it more difficult to get a good date score.

UPDATE 45:
- Being in a hot-tub does not affect the threshold any more.
- If Sim A and B are Friends (blue smiley), the threshold is reduced by -5, rather than the earlier -2. If Sim A and B are BF/BFFs (green or gold smiley), the threshold is reduced by a further -15, rather than the earlier -7.
- If Sim A and B are near a lit fireplace, the threshold is reduced by -3, rather than the earlier -5.
- If Sim A and B are on date, the threshold is reduced by -10, rather than the earlier -15.
- The threshold is reduced by -250 if the sim is a Lecher (Drama professors).
- If Sim A and B are in the same room and within 12 tiles of a sim who is currently playing the violin, and the violinist has at least 600 Creativity skill, the threshold is reduced by an amount relative to the Creativity skill of the violinist. If the violinist has maximum Music and Dance hobby enthusiasm, then the threshold is reduced a bit more. If there are multiple violinists, the game picks the best one. The violin effect can only decrease the threshold up to a maximum of -19.

UPDATE 44: Fixed a few more inconsistencies related to an attraction of -25.

UPDATE 43:
- In UPDATE 29, I added a feature which made it so that sims had to pass the checks of Romantic Standards before they could be successfully influenced to initiate a Flirt or Kiss interaction on a sim. I am getting rid of this feature in this update. Whether Sim A succeeds at influencing Sim B to Flirt or Kiss Sim C is not affected by this mod any more.
- I found out that the game considers an attraction of -25 as no attraction in many areas, including what looks like UI attraction icons, yet it considers an attraction of -25 to be repulsion in certain other interactions. It is very inconsistent. This update makes the game consider an attraction of -25 as no attraction in all cases.
- There is an interaction called "Ask for Blind Date" from the Matchmaker. The game uses a private line of code to calculate the chemistry between the customer and the potential date, in which the game does not apply the -50 repulsion penalty to chemistry. This has been fixed.

UPDATE 42:
- Teens who have acne are -5 less attractive.
- When Sim A initiates a romantic interaction towards Sim B, Sim A walks towards Sim B and starts the interaction. The game only checks to see if Sim A passes the checks of Romantic Standards at the moment when Sim A decides to initiate the interaction. It is totally possible that Sim A passes the checks of the mod at the time that Sim A decides to initiate the interaction, but by the time Sim A is next to Sim B and about to start the interaction, Sim A may not pass the checks any more. For example, Sim A queues up a romantic interaction towards Sim B, and starts walking. Sim B is also walking towards another room at the time, and by the time Sim A is about to start the interaction, Sim A and B are in different rooms than where they were when Sim A first started walking towards Sim B. This update makes it so that the game checks to see if Sim A still passes the checks of the mod right when Sim A is about to start the interaction, and if Sim A fails the checks, then Sim A won't start the interaction. This only applies to autonomous interactions, if the player directs Sim A to perform an interaction, then Sim A will always start the interaction.

UPDATE 41:
- Before this update, certain memories that should have had an effect on attraction did not change attraction at all. They have been fixed. In addition, I made it so that romance-related failure memories affect attraction less. So, memories like Rejected for Make Out/Woohoo, Bad Date, Horrible Date and so on now are calculated separately. For each such memory, this separate sum is decreased by -1, and the total of those memories is then divided by 2, and then added to the rest of the gossip memory effect, and then divided again by a value which depends on the sim's aspiration (2 for Family, 3 for Others, 4 for Pleasure and 5 for Romance). Also, some more important, successful memories such as Make Out and Woohoo, or Lifetime Romance memories and so on, decrease the normal sum by -2.
- The chemistry thresholds I added to the mod in the previous updates are different now. The mod now sets the base chemistry to the normal chemistry between the two sims, modifies this value depending on the sim's personality, aspiration, the current season, if the sim is the Diva or not and so on (all of this is similar to the things the game checks when calculating the normal attraction threshold), and then checks to see if the final value is above 40, and if so, considers the sim to have a crush/love for the purpose of determining the result of certain interactions.

UPDATE 40:
- Maxis made a mistake in the Flirt>Check Sim Out interaction by mixing up the two parameters. This leads to some strange behaviour. When the game determines whether Sim A is able to initiate a romantic social towards Sim B, the game checks to see if Sim A is married to Sim C, and if Sim C and Sim B have a familial link, the game prevents Sim A from initiating any romantic socials. But, because Maxis mixed up the values only in the Check Sim Out interaction, the game checks to see if Sim B is married to Sim C. This oversight has been fixed.
- Sims are able to show attraction reactions towards sims who have the Romance aspiration, even if they don't feel attracted to them. This is a base-game feature which Maxis forgot to disable with Nightlife and later. This has been fixed.

UPDATE 39: I forgot to add the crush/love requirement to the Kiss>Suck Face interaction. This update fixes that.

UPDATE 38:
- This update removes all the crush and love requirements when the game determines if the player can direct Sim A to INITIATE a romantic interaction on Sim B. The following interactions had crush and/or love requirements from Sim A: Make Out, Smooch, Serenade, Woohoo/TryForBaby. So, Sim A can now initiate these interactions as long as Sim A meets the STR and LTR requirements.
- In the previous updates, I went ahead and added these crush and/or love requirements to Sim B when the game determines if Sim B accepts these socials. In this update, I went ahead and added crush and/or love requirements to ALL Kiss interactions (except Kiss>Kiss Hand) including all object-based Kiss interactions, Hug>Squeeze/LeapIntoArms, Flirt>Serenade/Goose, SlowDance>LowerHands/Smooch. If Sim B does not have the required crush and/or love, then the chemistry needs to pass the required threshold.
- I also went ahead and added crush and/or love requirements to ALL proposals when the game determines if Sim B accepts the proposal. The interesting thing is that, the chemistry thresholds I added to the mod in UPDATE 36 obviously wouldn't make sense during a proposal interaction, because the thresholds should be higher for Romance and Pleasure sims for such interactions. So, here are the required chemistry thresholds during proposal interactions if Sim B does not have the required crush and/or love:
Romance: higher than 95.
Pleasure: higher than 85.
Family: higher than 55.
Others: higher than 40.
Don't forget that Sim B still needs to pass the separate proposal checks of this mod. So, it's not just chemistry that matters, but also one-way attraction.
- I fixed an oversight Maxis made in Hot Tub Woohoo code. When Sim A initiates a Woohoo interaction on Sim B, if Sim B rejects the interaction, the stupid game gives the "Rejected for Woohoo with Sim" memory to both Sim A and B, but it should only give the memory to Sim A. So, that is fixed now.

UPDATE 37: In an unmodded game, the game requires Sim A to have a crush and love in order to initiate proposals. But, I found out that this requirement is bypassed if Sim A initiates the Get Married interaction on the Wedding Arch. Not only that, but I think sims should be able to propose even if they don't have crush or love, and as long as they meet the required STR and LTR. So, this update allows sims to initiate proposals as long as they meet the required STR and LTR. Don't forget that Sim B still needs to pass the proposal checks of this mod to accept.

UPDATE 36: In an unmodded game, when the game determines the result of certain interactions, the game checks to see if Sim A has a crush and/or love on Sim B. If Sim A does have a crush/love on Sim B, then it passes the test, but if Sim A does not have a crush or love, then the game considers Sim A to have a crush or love on Sim B if the chemistry is higher than 40, for the purposes of determining the result of romantic interactions. This update makes it so that the required chemistry is different depending on Sim A's aspiration:

Romance: higher than 5.
Pleasure: higher than 15.
Family: higher than 95.
Others: higher than 40.

If you don't know when the game uses this chemistry number, then here are a few situations:
When the game determines if Sim A is able to initiate the Smooch or Make Out interactions, it checks to see if Sim A has a crush on Sim B, if not, requires chemistry to pass the required threshold.
When the game determines if Sim A is able to initiate any Woohoo interaction, it checks to see if Sim A has both a crush and love on Sim B, if not, requires chemistry to pass the threshold.
When the game determines if Sim B is allowed to accept a Smooch or Make Out interaction, it checks to see if Sim B has a crush on Sim A, if not requires the chemistry to pass the threshold.

I had removed the requirement for Sim B to have a crush on Sim A while accepting Smooch or Make Out back when I first made the mod, because Maxis automatically allows Sim B to accept the interaction if Sim B has a crush on Sim A, and also because Maxis does not require Sim B to have a crush or love on Sim A while accepting Woohoo interactions. This update makes it so that the game requires Sim B to have a crush on Sim A while accepting ALL Smooch and Make Out interactions, if not, the game requires the chemistry to be higher than the thresholds above. This update also makes the game require Sim B to have BOTH crush and love on Sim A while accepting ALL Woohoo interactions, if not, the game requires the chemistry to be higher than the thresholds above. This is a feature I have been planning on adding to the game for a while. This update effectively makes ALL Smooch, Make Out and Woohoo interactions more difficult to initiate and accept.

UPDATE 35:
- In an unmodded game, when the game calculates how attractive Sim A finds Sim B, the game checks to see if Sim B has certain attraction-boosting benefits such as the Romance Long-Term Aspiration benefit "Massive Attraction", or the Bon Voyage vacation benefit. These two benefits each increase Sim A's attraction towards Sim B by +80. The thing is that this bonus is only applied if Sim B is currently instantiated on the lot. The problem is that sims who are off-lot (at work/school and so on), are also considered to be instantiated. But, practically, the game should not differentiate between being non-instantiated and being off-lot, because at the end of the day, the sim is not on the lot. This update makes the game check to see if BOTH Sim A and Sim B are instantiated and not off-lot, before applying these benefits.

UPDATE 34:
- In an unmodded game, when the game calculates chemistry, the game decreases the chemistry by -50 if at least one of the sims is repulsed by the other, but only when the chemistry would normally be above 0. However, I found out that the UI does not seem to work like that. Even if the chemistry between the sims is above -25, but below 1 (which means no attraction), if one of the sims is repulsed, then the UI still shows a repulsion icon on the sim's thumbnail. Not only that, but the fact that the game only decreases the chemistry when the chemistry would normally be above 0 does not make sense. It should ALWAYS decrease the chemistry by -50 if one or both of the sims are repulsed. This update fixes that and makes the game decrease the chemistry by -50 if there is repulsion.
- When Sim A considers initiating an autonomous Kiss interaction (except Kiss>Kiss Hand) on Sim B, the game will now only allow Sim A to initiate the interaction if Sim A has a crush on Sim B OR if Sim A had previously kissed Sim B. This means that sims now need to flirt to get a crush, before they can start kissing each other autonomously.
- At the end of dates and when sims greet or say goodbye to each other, the game will now only allow sims to kiss each other if the sims had kissed each other previously and they have a crush on each other.

UPDATE 33:
- If Sim A and B are in a committed relationship, the threshold is reduced by -20.
- If Sim A and B are on date, the threshold is reduced by -15.

UPDATE 32:
- Every sim is now able to show loyalty towards their deceased crushes/loves. Family sims show more loyalty than non-Family sims.
- Fixed a mistake I made in the previous update. The game was sometimes not able to check the relationship between the sim and their parents or spouse.

UPDATE 31:
- The threshold is decreased by -2 if Sim A and B are Friends (blue smiley), the threshold is decreased by a further -5 if Sim A and B are BF/BFFs (green or gold smiley).
- The threshold is increased by +20 if Sim A is furious at or enemies with Sim B.
- The threshold is increased by +15 if Sim A's parents or spouse are currently furious at or enemies with Sim B. If both of Sim A's parents are furious at or enemies with Sim B, then that means +30. If both of Sim A's parents and Sim A's spouse are furious at or enemies with Sim B, then that means +45. Sim A cannot be furious at or enemies with the parent or spouse, otherwise Sim A ignores that sim.
- When the game determines Sim A's most attractive crush/love, if Sim A is furious at their crush/love, the base threshold is decreased by -20. So, if Sim A has a crush and love on Sim C, and finds Sim C as attractive as 25 points, but is also furious at Sim C, then the game considers the base threshold to be 25+35-20=40.
- Sims are not more likely to get a crush or fall in love if they are near a lit fireplace or in a hot tub any more. The game still decreases the threshold, though.

UPDATE 30: Fixed an oversight in the previous update.

UPDATE 29:
- In the previous update, I added all the committed relationship proposal memories into the mod, but forgot about two specific memories, and those are the "Married Rich Sim" and "Joined Rich Sim" memories. They are now part of the mod as well.
- There are two categories of romantic Influence interactions in the game, "Flirt" and "Kiss". The only thing that the game checks to determine whether Sim A succeeds at influencing Sim B to interact with Sim C is Sim B's STR and LTR towards Sim A: If Sim B's STR or LTR is higher than -50, then the interaction succeeds. I dislike the fact that there are no proper checks on the romantic Influence interactions, so now in addition to the STR and LTR check, the game also checks to see if Sim B passes the checks of Romantic Standards towards Sim C. However, when Sim A influences Sim B to perform a Flirt or Kiss interaction on Sim C, the threshold for Sim B is reduced by 50. So, let's say that normally Sim B would require Sim C to meet a threshold of 40 to interact romantically with Sim C, but if Sim A influences Sim B, then the threshold is reduced to -10.

UPDATE 28:
- In order for a gossip memory to change Sim A's attraction towards Sim B, now Sim B needs to be the owner of the memory. If Sim A has heard about Sim C kissing Sim B, Sim A won't be affected by this. Sim A needs to hear about Sim B kissing Sim C for the game to decrease the effect by -1.
- The final sum is now divided like this: by 5 for Romance sims, by 4 for Pleasure, by 2 for Family, and by 3 for other aspirations. It now takes longer for memories to affect attraction.
- I have also added all the committed relationship proposal memories into the mod as well. If Sim A hears about Sim B's marriage to Sim C, then that also means -1.

UPDATE 27:
- In UPDATE 21, I made it so that if a sim has an attraction of lower than -24 towards their most attractive crush/love, they can't show loyalty towards that sim. I am changing it. Sims can now always show loyalty towards their most attractive crush/love. What I do is that if their attraction is lower than -24, then I go ahead and set the threshold to -25 anyway.
- Before this update, the game increased the threshold by +35 if the sim had both a crush and love on their most attractive crush/love. This meant that if a sim got a crush or love, but not both, on someone else that they found slightly more attractive, the threshold would actually be decreased, because the +35 threshold increase for having both crush and love would be lost. This update makes it so that the game considers whether this new crush or love would increase the previous threshold, if so it sets the new crush or love as the most attractive crush/love. So, Sim A finds Sim B as attractive as 20 points and has both a crush and love, so the base threshold would be 55, and Sim A finds Sim C as attractive as 25 points and only has a crush. Before this update, the game would consider Sim C as the most attractive crush/love and set the threshold to 25, but now it sees that the threshold would be higher with Sim B, so it sets Sim B as the most attractive crush/love.
- The chance to get a crush/love is increased slightly if the sim is in a hot tub.
- The chance to get a crush/love is increased slightly if both sims are in the same room and within 5 tiles of a lit fireplace.
Memories directly affect attraction now which also means that they also affect chemistry and the threshold. You may also want to keep in mind that the only way to remove a sim's memories is by using the witch spell Tabula Rasa. Here is how it works: when the game calculates how attractive Sim A finds Sim B:
- Attraction is directly increased by +5 if Sim A had their Very First Kiss with Sim B. Attraction is directly increased by +5 if Sim A had their Very First WooHoo with Sim B.
- After the above two checks, the game checks every single Romance-related memory that Sim A has except committed relationship proposal memories. The game adds up all the attraction effects of these memories and then divides the final sum depending on Sim A's aspiration. The final sum is divided by 5 if Sim A is a Romance sim, by 3 if Pleasure, is not divided if Family, and is divided by 2 if any other aspiration. Family sims are affected by these memories the most, and Romance sims are affected the least. I have also put a cap on this memory effect. If the memory effect on attraction is lower than -45, the game sets the final effect to -45. In other words, memories can only decrease attraction as much as a Turn-Off can:
- The game first checks Sim A's personal, visible memories. If Sim A has ever caught Sim B cheating on Sim A, for every such memory, attraction is decreased by -5. If Sim A has ever been left at the altar by Sim B, for every such memory, attraction is decreased by -5. This is the only committed relationship proposal memory that has an effect on attraction.
- The game then checks all the Romance-related gossip memories that Sim A has heard about Sim B. For every memory that Sim A knows about Sim B, attraction is decreased by -1. This gossip memory cannot involve Sim A, either as the owner or the subject. If a memory does not have a subject, then the owner needs to be Sim B. Here is an example:
- Sim A has heard of Sim B having an affair with Sim C, that's -1. Sim A has also heard about Sim C having an affair with Sim B, that is also -1. Sim A has heard of Sim B having a bad date with Sim C, that's -1. But, Sim A has not heard about Sim C having a bad date with Sim B, yet, so no -1 from that, but Sim A may hear about that some time later. Sim A has heard about Sim B having 10 Simultaneous Loves, that's -1. Sim A has heard that Sim B had their Very First Kiss with Sim C, that's -1. Sim A has also heard of Sim B having their Very First WooHoo with Sim A, no -1 from that, because the gossip memory involves Sim A. After all these memory effects are added up, the final sum is -20 and Sim A is a Family sim. Then, this number is not divided, and is directly applied to Sim A's attraction towards Sim B, meaning Sim A's attraction towards Sim B is decreased by -20. If Sim A were a Pleasure sim, it would be divided by 3, meaning the final effect would be -6.

UPDATE 26:
- The threshold is decreased by -35 for Pleasure sims and Tropical vacation locals. The threshold is increased by +35 for Pleasure sims and Tropical vacation locals during committed relationship proposals. Pleasure sims are a bit similar to Romance sims, so this makes sense. Maxis also made Tropical vacation locals more likely to accept romantic socials.
- The threshold is decreased by -5 if the sim is in a hot tub.
- The threshold is decreased by -5 if BOTH of the sims are in the same room and within 5 tiles of a lit fireplace. There is a reason to light fireplaces in this game now, just be careful because fire may break out from a lit fireplace.
- Before this update, the mod only increased the threshold by +35 if the sim's most attractive crush/love happened to be their committed partner. This update makes it so that the game always increases the threshold by +35 if the sim is in a committed relationship. It doesn't matter if the committed partner is the sim's most attractive crush/love, or if the sim even has a crush or love on their committed partner. If the other sim happens to be the sim's committed partner, then the threshold will obviously not be increased.

UPDATE 25:
- Fixed an oversight that prevented Sim A from initiating romantic interactions on Sim B if the sims were in a committed relationship with each other, but Sim A did not have a crush or love on Sim B and Family/BF/BFF of Sim A or B were in the same room and within 12 tiles of Sim B.
- UPDATE 14 added a new feature which makes Sim A unlikely to initiate romantic interactions on Sim B if any of Sim A's BF/BFFs has a crush or love on Sim B. I am adding a very important check to this feature in this update: if Sim A is in a committed relationship with Sim B, then Sim A won't care about other sims' feelings.

UPDATE 24: The values for the age effect on the threshold were reversed, this fixes that.

UPDATE 23:
- Fixed a potential error if the jealous sim had studied anger management.
- Age has an effect on romance now: the threshold is decreased by -10 for teens, -5 for young adults, and is increased by +5 for elders, no change for adults. The chance to get a crush and fall in love is increased by +10% for teens, +5% for young adults, and is decreased by -5% for elders, no change for adults. The younger the sim, the easier the romance.

UPDATE 22:
- When Sim A considers initiating a romantic interaction on Sim B, Sim A considers the presence of both Sim A's and Sim B's committed partner and Family/BF/BFF of the committed partner. However, before this update, when Sim B decided whether to accept or reject Sim A's romantic social, Sim B only cared about Sim B's committed partner and Family/BF/BFF of the committed partner. This update makes it so that Sim B will also care about the presence of Sim A's committed partner and Family/BF/BFF of the committed partner, of course as long as Sim B has met them, and is not furious at or enemies with them.
This update makes the mod work very differently during committed relationship proposal interactions. These are Propose>Go Steady/Engagement/Marriage(including the Wedding Arch interaction) and Propose>Surprise Engagement(dining social):
- Instead of decreasing the threshold by -70, the game increases the threshold by +70 for Romance sims.
- Instead of decreasing the threshold by -140, the game increases the threshold by +140 for the Diva.
- The threshold is still increased by +35 for Family sims, no change for them.
- Playful/Serious personality has the opposite effect during these interactions: the more Playful the sim the higher the threshold, and the more Serious the sim the lower the threshold.
- Outgoing/Shy personality has no influence during these interactions, instead Nice/Grouchy has an influence. The Nicer the sim the lower the threshold, and the Grouchier the sim the higher the threshold.
Do not forget how the mod works. The threshold is only checked if Sim B does not have a crush or love on Sim A. So, the first thing you should do is to get Sim B to get a crush or love on your sim. If you are proposing to Sim B, and if Sim B has no crush or love on Sim A, you are going to need to go over the threshold to succeed, and the threshold will be pretty high for Romance sims. It may be impossible to get into a committed relationship with the Diva without a beauty wish or love potion, considering the Diva is -50% less likely to get a crush or fall in love.

UPDATE 21:
- The threshold is decreased by -10 in spring. The chance to get a crush/fall in love is increased by +5% in spring.
- The threshold is decreased by -140 for the Diva. The chance of the Diva getting a crush/falling in love is decreased by -50%.
- Here is an important new feature: if Sim A's most attractive crush/love (Sim B) happens to be a sim towards whom Sim A has a one-way attraction of -25 or lower, then Sim A will not be able to show loyalty towards Sim B, except if the sims are in a committed relationship, then Sim A will still consider the presence of Sim B and Family/BF/BFF of Sim B, of course as long as Sim A is not furious at or enemies with the sim. You may be wondering how it is possible for Sim A to have negative attraction towards a sim on whom they have a crush/love, because in UPDATE 20, I explained how if Sim A has a crush/love on Sim B, and if Sim A has negative attraction, then the game increases the attraction to 0. There is one single situation in the game in which Sim A may have negative attraction towards their crush/love: if Sim B uses a love potion, the game increases Sim B's attraction by +100 for 3 hours. But, if Sim B uses a love potion while already having a love potion effect active, then there is a chance that the love potion may backfire. If that happens, the game takes away the +100 attraction bonus, and reduces Sim B's attraction by -100 for 3 hours. In such a case, even those sims who have a crush/love get their attraction towards Sim B decreased by -100, and it is possible for Sim A's attraction towards Sim B to go below -24. So, before you use the love potion, make sure that your sim does not already have a love potion effect active.

UPDATE 20: This update fixes quite a few things about the way the game calculates attraction and chemistry:
- When the game calculates how attractive Sim A finds Sim B, the first thing it checks is to see if Sim B has an active beauty wish. If so, it sets Sim A's attraction towards Sim B to 100, and then goes ahead and sets Sim B's attraction towards Sim A to 100. First of all, the fact that it sets attraction to 100 is unacceptable, because a sim can have a higher natural attraction than that, not to mention it does not play well with Romantic Standards. Also, the fact that it sets Sim B's attraction towards Sim A to 100 does not make any sense. Only sims with the beauty wish should be found beautiful, the sim with the beauty wish should not find others beautiful, unless of course other sims also have a beauty wish. This update fixes all of that stuff. Now, if Sim B has a beauty wish, the game increases Sim A's attraction towards Sim B by 100, which is the same amount of attraction increase as a love potion. Don't forget that you can combine the two effects: Beauty wish + love potion means +200 to the sim's attraction. In my opinion, this update makes the beauty wish a very attractive option. If you are playing a Romance sim, you will definitely want to select this wish.
- When the game calculates Sim A's attraction towards Sim B, if Sim A happens to have an attraction of lower than 0 towards Sim B, and if Sim A is in a committed relationship (steady/engaged/married) with Sim B, OR if Sim A has an LTR of higher than 70 towards Sim B, OR if Sim A has a crush or love on Sim B, then the game increases Sim A's attraction towards Sim B to 0. What I dislike here is how the game allows the player to circumvent the attraction/chemistry feature by getting any sim's LTR to higher than 70, or by getting into a committed relationship. In my opinion, the game should only increase Sim A's attraction towards Sim B to 0 if Sim A happens to have a crush on or be in love with Sim B. That makes sense, but the rest doesn't. This update makes it so that Sim A needs to have a crush or love on Sim B for the game to increase Sim A's attraction towards Sim B to 0. This means that you can now have committed couples with negative chemistry, which will lead to more rejected interactions. Woohoo/Try for Baby may be impossible for such sims. So, if you care about the two sims and their relationship, make sure that they don't have negative chemistry.
- There is a little problem with the way the game calculates chemistry. Chemistry is basically this: the game adds together the one-way attraction values of the two sims and divides it by half. There is one more thing it does: if one of the sims has a one-way attraction of lower than -25, and if chemistry is above 0, then the game decreases the final chemistry by -50. The problem is how the game checks for an attraction of lower than -25. It should check for an attraction of equal or lower than -25, because -25 or lower means repulsion. Basically, the game skips -25 itself. This has been fixed.
- I found similar problems with the Check Sim Out and Scope Room interactions. Instead of using equal or higher, the game only checks for higher than 1 attraction values, skipping an attraction of 1, which should not happen, because an attraction of 1 also means that the sim is attracted.

UPDATE 19:
- The severity of Kiss>Kiss Hand has been reduced to 45. This is now the only Kiss interaction that has a severity lower than 60, because this is the only Kiss interaction that does not give a Kiss memory.
- The mod did not have any effect on the Kiss>First Kiss interaction, because of an oversight. Now it affects that interaction, too.
- Date reward jealousy had some problems: if a potentially jealous person performs the View interaction on the pink love letter in an unmodded game, the game gives an "Invalid Constant" error, because whoever created the pink love letter, set the Instance number of the Tuning BCON to 1001, rather than 1000 which is what the other date rewards (flowers etc.) use. This has been fixed.

UPDATE 18:
- Before this update, the mod had almost no effect on those sims who have no crush or love on anyone. The only thing that those sims did was to consider the presence of their committed partner (and family/BF/BFF of their committed partner). That was more or less it. I am changing it in this update. Now, the mod affects everyone, and here is how it works: if the sim has a crush or love on anyone, then the game sets the base attraction threshold to how attractive the sim finds their most attractive crush or love. But, sims with no crush/love obviously do not have a highest attraction. So, I went ahead and made it so that the game sets the base attraction threshold to -25 which is the highest attraction value for mild repulsion (-24 and higher means no repulsion). Then, just like in other cases, the game modifies this threshold based on the sim's aspiration and personality.
Here is an example: Sim A initiates a romantic social on Sim B. Sim B has no crush or love, so the game sets the base threshold to -25. The threshold is then modified thus: +35 if Sim B is a Family sim, -70 if Sim B is a Romance sim. +5/-5 per 100 points of Shy/Outgoing, +5/-5 per 100 points of Serious/Playful (Outgoing and Playful sims find it easier to engage in romance). So, if Sim B is a Romance Sim, has 600 Outgoing and 700 Playful, then Sim A will need to be as attractive as -109 points for Sim B to be allowed to accept the interaction.
Here is another example: Sim A initiates a romantic social on Sim B. Sim B has no crush or love, so the game sets the base threshold to -25. Sim B is a Family Sim, has 300 Outgoing and 500 Playful, then Sim A will need to be as attractive as 21 points for Sim B to be allowed to accept the interaction.
- I realized that teens in a steady relationship were unable to receive the Had an Affair memory. This is because Maxis only checks for engagement/marriage. I'm sure this is an oversight, because to me it looks like the steady relationship was added after engagement/marriage, it is always overlooked. Now committed teens can get the memory.
- I found that Maxis allows sims to autonomously initiate the Love Talk and Hot Smooch interactions as long as the sims are already cuddling on a dining booth. The problem is that the Cuddle interaction is non-autonomous. Worse yet, the game doesn't check for the sims' relationship. The game simply pushes these interactions randomly (after two coin flips) on the sims. It is really stupid. This update gets rid of this half-finished feature.
- UPDATE 14 added a new feature which makes it so that if a sim is in love, then the threshold is increased by 35. I am changing it a bit in this update. Now, sims need to have both a crush and love in order to get this extra +35 threshold increase.

UPDATE 17: I have found a few more interactions that make sims kiss each other if their chemistry is 40 or higher. This update prevents sims from kissing each other in those interactions if they don't have a crush or love towards each other and if they don't pass the checks of this mod.

UPDATE 16:
- In an unmodded game, whenever two sims greet or say goodbye to each other, the game pushes the sims to kiss each other as long as their chemistry is 40 or higher. The game doesn't care if the two sims are in a committed relationship with other sims, and when they kiss, it doesn't cause jealousy, which also looks ridiculous. The sims also get Kiss memories. Now, the two sims will only kiss each other if they have at least a crush or love towards each other and if they pass the loyalty checks of Romantic Standards.
- There is a unique Greet interaction which works just like above, and that is the host/hostess's "Show to Table" interaction on the Dining Podium object. When sims perform the "Be Seated" interaction on a Dining Podium, and if the chemistry between the customer and the host/hostess is 40 or higher, they kiss each other. They get Kiss memories and all that, it makes no sense at all. Now they will only kiss each other if they both have at least a crush or love and if they pass the loyalty checks of Romantic Standards.
- At the end of dates, depending on the date score, the game pushes the sims to kiss each other. From what I can see, this kiss can cause jealousy and it also gives sims Kiss memories. Now, the sims will only kiss each other at the end of dates if they pass the loyalty checks of Romantic Standards.

UPDATE 15: Fixed an oversight which prevented sims from considering the presence of their target's committed partner when initiating romantic interactions.

UPDATE 14:
- The severity of Hot Tub>Cuddle>Massage has been decreased from 65 to 50.
- Sims now care about the feelings of their BF/BFFs when initiating romantic interactions. When Sim A considers initiating a romantic interaction on Sim B, and if Sim A does not have a crush or love on Sim B, the game checks to see if any of Sim A's BF/BFFs already has a crush or love on Sim B. If Sim A is not furious at that BF/BFF, Sim A will be much less likely to initiate a romantic interaction. If Sim A is a Romance sim, then they won't be affected as much as sims of other aspirations.
- The mod now distinguishes between crush and love. The threshold is increased by a further 35 if the sim is in love. This effectively makes romance more difficult than it already was before this update. Sometimes you may come across sims who cannot successfully be romanced even with a love potion.

UPDATE 13: Fixed an important oversight which prevented sims from initiating romantic interactions even when they should've been allowed to.

UPDATE 12: Fixed an error related to Ask On Date - Phone.

UPDATE 11: I found that, for some reason, Maxis sets the relationship between certain sims to be familial, but sets the type of familial relationship to "none". This seems to be the case for almost every single pre-made, playable sim in Maxis neighbourhoods. Before this update, when Sim A initiated a romantic interaction with Sim B, Sim B would also consider the presence of every sim who had a "none" familial relationship with Sim B's committed partner, and then Sim B would reject the interaction. This update makes the game check to see if there are sims around who truly have a familial relationship with Sim B's committed partner.

UPDATE 10: This is a very important update.
- Fixed an important oversight. Before this update, your engaged/steady sims were not able to get a commitment bonus. Everything should be fine now.
- Found out that when a sim in a joined/married couple dies, Maxis actually completely destroys the relationship between the ex-spouses. If Sim A and Sim B are married, and Sim A dies, then Maxis removes all relationship flags (Friend, BF, BFF, Marriage, Enemy, Crush, Love etc.) and then goes ahead and sets STR and LTR to 0, and then sets the "Never Met" relationship on the sims. Engaged couples don't suffer from this incredibly stupid design, so if a sim in an engaged couple dies, ONLY the Engaged flag is removed, the rest of the relationship is preserved. Here is one more thing: if a sim in a steady relationship dies, the game does not bother removing the Steady relationship flag, but everything else is preserved. This update fixes all these problems. Now, when a sim in a committed relationship dies, ONLY the committed relationship flags(steady/engaged/married) will be removed. Everything else will be preserved.
After fixing the relationship issues above, I then went ahead and added two new features to Romantic Standards:
- Family Sims are now able to show loyalty towards their deceased crushes/loves. I am very happy about this addition.
- Before this update, the only part of this mod that had an effect on Romance sims was the feature where the sim considers the presence of their committed partner or Family/BF/BFF of their committed partner when they initiate or accept romantic socials. I deliberately designed it like this, you can read the original description below to see how it was. But, I am changing it in this update. This mod now affects Romance sims just like it affects sims of other aspirations, but there is one difference. You know how sims need to go over a certain attraction threshold in order to successfully romance other sims? If the sim is a Romance sim, then the threshold is decreased by -70. Romance sims find it much easier to engage in romance than others, even if they have a crush/love on others. Here is an example: Sim A initiates a romantic social on Sim B. Sim B has a crush or love on Sim C, and Sim B finds Sim C as attractive as 40 points. That's the base threshold. The threshold is then modified thus: +35 if Sim B is a Family sim, -70 if Sim B is a Romance sim. +35 if Sim C happens to be the committed partner of Sim B. +5/-5 per 100 points of Shy/Outgoing, +5/-5 per 100 points of Serious/Playful (Outgoing and Playful sims tend to be slightly less loyal). So, if Sim B is a Romance Sim, has 600 Outgoing and 700 Playful, and the most attractive crush/love happens to be their committed partner, then Sim A will need to be as attractive as -9 points for Sim B to be allowed to accept the interaction.

UPDATE 9:
- Completely rewrote parts of the mod. I realized that using "Set to Next Neighbor" in a mod like this is not a good idea, because I think if you have 10000 or more sims in your neighbourhood, you will get the "Too Many Iterations" error. This update fixes all of this. In addition, performance should be improved on weaker machines.
- When Sim A initiates a romantic social on Sim B, and when the game checks Sim B's gender preference, if Sim B happens to have more than 0 gender preference for BOTH genders, Sim B will automatically pass this gender preference check. The game will only check "permanent gender preference" (as detailed in the original description) if Sim B happens to have more than 0 gender preference for one gender and 0 or lower for the other.

UPDATE 8:
- Sims now need to have a crush (pink heart) before being allowed to fall in love (red heart).
- I found that Hot Smooch and Love Talk had jealousy already, but their severity values seem to have been mixed up. Hot Smooch has severity 50, while Love Talk has severity 70. It should obviously be the other way around, so now Hot Smooch has severity 70, while Love Talk has severity 50.

UPDATE 7:
- Streamlined some of the scold code.
- Found that Maxis put an interesting "Trigger - Romance - Strong" line to the Goose interaction which makes all sims teen and older react to it. The problem is that this interferes with jealousy reactions, even in an unmodded game. In short, this line does not belong in the game. Keep in mind that this is the only romantic social that I've found to have this line. Even an interaction like Make Out doesn't have it. This update gets rid of that unnecessary line.

UPDATE 6: I found that Bed>Kiss and Hot Tub>Kiss>Tender interactions were coded just like the Make Out/Smooch/Leap Into Arms/Squeeze/Romantic Hug interactions that I mention in the Fixes section, in that they only check for crush/love. This update fixes that, now they check STR/LTR like the rest of the romantic interactions in the game.

UPDATE 5: I caught another small mistake where I forgot to update the Local Var Count (Ask... On Date - Phone). This update fixes that.

UPDATE 4: This is a very small update. Today, I found out that Maxis set the Social Category of "Wolf Whistle" to Category 3, Severity 70, Attenuation 10. When I was making the mod, I didn't even bother looking at the category of this interaction, because I was sure they must have set it to Category 1, but apparently not. This update changes its category to Category 1, Severity 45, Attenuation 6.

UPDATE 3: I made a small mistake in UPDATE 2 (forgot to update the Local Var Count), which was caught by Essa in the comments section. This update fixes that.

UPDATE 2: This update improves the mod by covering two rare situations:
- When the game checks to see which sim Sim A has the highest attraction for, it doesn't consider those sims that Sim A may have an attraction of 0 for. But, the game has a feature in which if Sim A has a negative attraction for Sim B, and if Sim A has 70 LTR or higher, crush or love, or a committed relationship with Sim B, then the game automatically sets Sim A's attraction for Sim B to 0, that is, it increases the attraction. This is because Maxis didn't want sims being repulsed by those sims that they are close to. So, if Sim A had 0 attraction for their spouse (on whom they have a crush or love), for example, and no crush or love on anyone else, the mod treated Sim A as if Sim A had no crush or love for anyone. Now, the mod covers this case. Your sims who have 0 attraction for their crush/love will now act accordingly.
- The second situation is similar to the first one. If Sim A feels equal attraction for Sim B (their committed partner) AND Sim C (random sim), then the game would consider the sim who had a lower neighbour ID to be the "most attractive crush/love". Again, a very rare issue as you can see, but it had to be covered. So, this update now makes the mod check to see if one of those sims that Sim A feels equal attraction towards is their committed partner, thus it chooses the committed partner as the "most attractive crush/love".

UPDATE 1: This is a fairly small update.
- In an unmodded game, chemistry effectively increases the STR and LTR of the two sims in order to make certain interactions available earlier to initiate and accept. However, Maxis set a limit on how high Chemistry can boost STR and LTR, which is 80 STR and 60 LTR. The problem is this prevents chemistry from affecting most Woohoo interactions. The word "most" is the problem. If chemistry was not allowed to affect Woohoo at all, this would make sense. This is why in an unmodded game, chemistry can allow a sim to woohoo in the photo and changing booth, but pretty much nowhere else. Now, the highest level chemistry can influence all romantic interactions.
- The attenuation problem with Woohoo that I talked about in the Fixes section was not in the original release. I have added it back in.
These additions were already in my game, but they were separate package files, hence they weren't in the original release. Now they are.

ORIGINAL DESCRIPTION

This is a mod that I have been working on for some time now. It is a massive mod that modifies every single romantic interaction in the game. Romance in Sims games is one of the most underdeveloped gameplay elements. In fact, there is not much difference between friendly and romantic socials. The worst thing is that Sims do not have any kind of romantic standards, and they also do not understand the concept of romantic loyalty. Note that every single Sims game has this flaw, it has not improved one bit. This mod fixes that by giving Sims proper AI in romance situations. In addition, it fixes numerous mistakes and oversights by Maxis. Here is what this mod does:

Below, Sim A is the Initiator of the romantic interaction, and Sim B is the Target. Also, "committed relationship" means steady/engaged/married. In addition, after a Sim passes my checks, they still have to pass Maxis' relationship checks. In other words, this mod adds to the number and type of checks that a sim has to pass in order to engage in romance, because romance is very easy in these games.

FEATURE 1: AUTONOMOUS BEHAVIOUR

Whenever Sim A considers initiating a romantic interaction on Sim B:
- The game checks to see if Sim A is in a committed relationship. If Sim A's committed partner is in the same room and within 12 tiles of Sim B, and Sim A is not furious at or is not enemies with their committed partner, then Sim A will not initiate the interaction.
- Then, the game checks to see if there are any sims in the same room and within 12 tiles of Sim B who have a familial or BF/BFF relationship with Sim A's committed partner. If Sim A has met them, is not furious at and is not enemies with them, then Sim A will not initiate the interaction.
- Then, the game checks to see if Sim B is in a committed relationship. If Sim B's committed partner is in the same room and within 12 tiles of Sim B, and Sim A has met that sim before, is not furious at or is not enemies with that sim, then Sim A will not initiate the interaction.
- Then, the game checks to see if there are any sims in the same room and within 12 tiles of Sim B who have a familial or BF/BFF relationship with Sim B's committed partner. If Sim A has met them, is not furious at and is not enemies with them, then Sim A will not initiate the interaction.
- If Sim A has passed these checks, then the game checks to see if Sim A has a crush or love on Sim B. If so, Sim A can initiate the interaction.
- If not, then the game checks to see if Sim A is a Romance sim, if so Sim A can initiate the interaction. If not, then the game checks to see if Sim A has a crush or love on anyone else in the game. If not, Sim A can initiate the interaction. If Sim A has a crush or love on anyone else, then the game checks how attractive Sim A finds the crush/love that is the most attractive to Sim A. This attraction value is the base attraction threshold that Sim B needs to pass in order for Sim A to be allowed to initiate the interaction. Basically, sims who already have feelings towards others will not initiate autonomous romantic interactions on those sims who are not as attractive.

Example: Sim A has a crush or love on Sim C, and Sim A finds Sim C as attractive as 40 points. That's the base threshold. The threshold is then modified thus: +35 if Sim A is a Family sim, +35 if Sim C happens to be the committed partner of Sim A. +5/-5 per 100 points of Shy/Outgoing, +5/-5 per 100 points of Playful (Outgoing and Playful sims tend to be slightly less loyal). So, if Sim A is a Family Sim, has 600 Outgoing and 700 Playful, and the most attractive crush/love happens to be their committed partner, then Sim B will need to be as attractive as 96 points, which is not easy at all to achieve.

FEATURE 2: ACCEPTANCE

Whenever Sim A initiates a romantic social on Sim B:
- The game checks Sim B's gender preference for their preferred gender. If Sim A happens to be Sim B's non-preferred gender AND if Sim B's gender preference for their preferred gender exceeds Sim B's gender preference for their non-preferred gender by exactly 300 or more, then Sim B will not accept Sim A's romantic interaction, because Sim B is not interested in that gender. This effectively adds "permanent gender preference" into the game. For example, Sim B has a gender preference for females at 250 and a gender preference for males at -125. The difference is 375, meaning that Sim B will not accept romantic socials from males, no matter what. You as the player will need to make Sim B initiate romantic socials with their non-preferred gender in order to get them into non-permanent gender preference range (which is 0 to 299).
- Then, the game checks to see if Sim B is in a committed relationship. If Sim B's committed partner is in the same room and within 12 tiles of Sim B, and Sim B is not furious at or is not enemies with their committed partner, then Sim B will not accept the interaction.
- Then, the game checks to see if there are any sims in the same room and within 12 tiles of Sim B who have a familial or BF/BFF relationship with Sim B's committed partner. If Sim B has met them, is not furious at and is not enemies with them, then Sim B will not accept the interaction.
- If Sim B has passed these checks, then the game checks to see if Sim B has a crush or love on Sim A. If so, Sim B will be allowed to accept the interaction.
- If not, then the game checks to see if Sim B is a Romance sim, if so Sim B will be allowed to accept the interaction. If not, then the game checks to see if Sim B has a crush or love on anyone else in the game. If not, Sim B will be allowed to accept the interaction. If Sim B has a crush or love on anyone else, then the game checks how attractive Sim B finds the crush/love that is the most attractive to Sim B. This attraction value is the base attraction threshold that Sim A needs to pass in order for Sim B to be allowed to accept the interaction. Basically, sims who already have feelings towards others will not accept romantic interactions from those sims who are not as attractive.

Example: Sim B has a crush or love on Sim C, and Sim B finds Sim C as attractive as 40 points. That's the base threshold. The threshold is then modified thus: +35 if Sim B is a Family sim, +35 if Sim C happens to be the committed partner of Sim B. +5/-5 per 100 points of Shy/Outgoing, +5/-5 per 100 points of Playful (Outgoing and Playful sims tend to be slightly less loyal). So, if Sim B is a Family Sim, has 600 Outgoing and 700 Playful, and the most attractive crush/love happens to be their committed partner, then Sim A will need to be as attractive as 96 points for Sim B to be allowed to accept the interaction.

FEATURE 3: JEALOUSY

Below, Sim A is the jealous sim, Sim B is the sim that sim A has a crush or love on, or is on date with:

In an unmodded game, Sim A can get jealous of Sim B if Sim A has a crush or love on or is on date with Sim B. Whenever Sim A witnesses Sim B engage in a romantic interaction, Sim A gets a "Caught Sim Cheating" memory and Sim B gets the "Got Caught Cheating" memory. The "Caught Sim Cheating" memory also makes Sim A furious at Sim B and the other sim. In addition, the memory and fury effect is also given if Sim B rejects the romantic interaction, which is one of the most ridiculous things I've seen in this game. As if that's not enough, Sims who are not in a committed relationship also get these memories, despite the fact that crush/love are one-sided in Sims 2, not to mention the memory icons imply the presence of a committed relationship. Also, there is a scolding feature to jealousy, where sims can scold cheaters for cheating if they have a familial relationship with the cheated-on sim. Unfortunately, it does not work very well, because if the to-be-scolded sim rejects the social, then sims do not bother getting angry at the sim who initiated the interaction, which is unrealistic. The entire thing is lazily designed really, and needed attention. Here is how jealousy works now:

Main Jealousy

Sim A still needs to have a crush or love on, or be on date with Sim B in order to be jealous. Then, this happens:
- If Sim C that Sim B is romantically interacting with happens to be a sim that Sim A has a crush or love on, then Sim A will not get jealous at all in that situation.
- If not, then the game checks to see if Sim C is Sim B's committed partner. If so, and if Sim A has already met Sim C and is not furious at or enemies with Sim C, then Sim A will not get jealous.
- If the above checks are passed, then jealousy happens, but it is more detailed. First of all, know that if Sim B accepts the social, they become the target of Sim A's anger, if Sim B rejects the social, Sim C becomes the target. If Sim B initiated the interaction, obviously Sim B becomes the target. This is how it already works, but it lacks detail.
- Now, if Sim A has Nice <= 200, then they outright slap the cheater just like in an unmodded game, but instead of crying like a baby, they show an angry facial expression.
- If Sim A has 800 Nice or higher, they will never slap the jealousy target, but they will still experience the normal relationship decrease. Then, if Sim A has 800 Outgoing or higher, they will yell at the jealousy target. If 200 Outgoing or less, they will watch in distress. If they have Outgoing between 200 and 800, then they will do an angry animation.
- If Sim A has Nice between 200 and 800 then the game checks to see the severity value of the romantic interaction (every romantic interaction has a severity value). If it is 60 or higher, Sim A slaps the jealousy target, their facial expression will be the "horrified" animation that Maxis uses already, so they will cry a bit. If the severity is lower than 60, then Sim A will not slap the jealousy target, but they will still experience the normal relationship decrease. If Sim A has 800 Outgoing or higher, they will yell at the jealousy target. If 200 Outgoing or less, they will watch in distress. If they have Outgoing between 200 and 800, then they will do an angry animation.
- When jealousy occurs, the "Caught Sim Cheating" memories are only given if the severity of the romantic interaction is 60 or higher AND Sim A is in a committed relationship with Sim B. If Sim A is not in a committed relationship with Sim B, Sim A will still get furious at the cheaters. In other words, it all depends on how severe the interaction was (I will talk about severity later).

Scolding

When Sim A performs a romantic social on Sim B, Sim C who witnesses the interaction can scold. In an unmodded game, the game checks to see if Sim C has a familial relationship to the cheated-on sim who is either married to or in love (red heart) with either Sim A or B. If so, Sim C scolds the cheating sim for cheating on a sim Sim C cares about. The stupidity here is how the game only checks to see if the cheated-on sim is the married partner or someone who just happens to be in love with Sim A or B. This is why your sims do not scold anyone for cheating on their steady or engaged partner, because there is no such check. This whole thing is base-game code which has remained untouched forever. Worse yet, why are they scolding someone for "cheating" on someone who is in love but not in a committed relationship? Love is one-sided in this game, that sim who is to be scolded may not even have any feelings for the sim who is in love with them. Also, how does the scolder really know the cheated-on sim is in love? They should only know if there is a committed relationship. So many problems, here is how it works now:
- Sim C will only scold Sim A or B if that sim is cheating on their committed partner (steady/engaged/married), AND as long as Sim C has a familial relationship or BF/BFF relationship with the cheated-on Sim (yes, BF/BFFs can now scold sims for cheating on their beloved friends). However, for Sim C to scold, Sim C also needs to be NOT furious at or enemies with the cheated-on sim. If Sim C witnesses Sim B cheating on their relative, but Sim C hates that relative, they will not scold.
- The oversight I mentioned at the beginning where scolding code does not function when Sim B rejects the romantic interaction has been fixed. Now, sims will react against Sim A if Sim B rejects the interaction, of course as long as Sim C has the relationship requirements as mentioned above.

Severity and Attenuation

Every romantic social has a severity and attenuation value. Severity increases the more extreme the romantic social is. Attenuation refers to the jealousy emitter radius. However, all romantic standing socials have the exact same attenuation: 10 tiles which makes them all feel the same. Object-based interactions have their own severity values and are fine. Normal socials like Flirt>Charm, or Kiss>Tender, on the other hand, have severity values depending on something called "Social Category". The categories are:
- Category 1: Severity 50, Attenuation 10.
- Category 2: Severity 65, Attenuation 10.
- Category 3: Severity 75, Attenuation 10.
The way Maxis divided the romantic socials into these categories is very wild, and sometimes they do not make much sense. I guess Maxis realized that their simplistic romance code didn't make much difference anyway, so severity and attenuation didn't make much difference and hence were ignored. This mod makes it so that:
- All Flirt interactions are Category 1, Severity 50, Attenuation 6. So, they cannot trigger the Jealousy memories (Caught Cheating etc.)
- Romantic Hug is Category 1, Severity 50, Attenuation 6. Squeeze and Leap Into Arms are Category 2, Severity 65, Attenuation 8.
- Most Kiss interactions are Category 2, Severity 65, Attenuation 8. Exceptions are Dance Kiss, Smooch and Make Out which are Category 3, Severity 75, Attenuation 10. Kiss>Peck did not have jealousy code, despite the fact that it is a romantic kiss on the lips. Now, it is Category 2, Severity 65, Attenuation 8.
- Talk>Smooth Talk is Category 1, Severity 50, Attenuation 6.
- Classic Dance is Category 1, Severity 50, Attenuation 6. Slow Dance is Category 2, Severity 65, Attenuation 8.
Additionally, Sims will only get the "Had an Affair" memory if the romantic social had severity 60 or higher.

FEATURE 4: CHANCE-BASED CRUSH/LOVE

- Sims will not get a crush or fall in love right away with others when they perform a romantic social and if their STR or LTR is above 70. It is now chance-based, here is the formula: (Attraction/2) + (Nice-500)/25 + (Playful-500)/25. This is a percentage chance. This allows for some really cool situations where you can toy with people and get them to fall in love with you, while you are not attracted to them at all and thus won't have romantic feelings for them.

FEATURE 5: FIXES

- Maxis set the attenuation value of the Bed/Hot Tub Woohoo/Try for Baby to an incredible 25/20. The jealousy code actually checks to see if the attenuation is above 13, if so it affects not just the sims in the room, but pretty much everyone on the lot. This is an extremely obnoxious design decision Maxis made in order for their stupid Pleasant household "Woohoo with the Maid" scenario to function. If you do not know what I am talking about, base-game lots (some of them) have stupid scenarios. One of them is in Pleasantview in the Pleasant household. There, the father wants to woohoo with the maid. There is a special script running in the background in that house. When the wife goes to work, the maid comes and if the player takes the maid to a bed and then clicks Woohoo, the game automatically brings up a Job chance card for the wife and if you choose anything other than Ignore, she gets a demotion and comes home. Because the attenuation of the Bed Woohoo is set to a number higher than 13, it affects the entire lot, and she catches her husband cheating even though she is still in the car and she hasn't even properly appeared on the lot. Maxis never bothered to fix this. Now, it is fixed. Bed/Hot Tub Woohoo/Try for Baby have attenuation values of 12, just like the rest of the Woohoo/Try for Baby interactions. Edit: I have added new checks and rules to this feature in UPDATE 48.
- Food romantic socials, added to the game by Nightlife, do not have jealousy code. Blow Kiss, Feed a Bite and Hold Hands did not have jealousy code. Now, they do.
- When Maxis released Bon Voyage, they introduced Beach Lots. These lots have a sea area, but also a very special sandy beach area. This area is different from the normal ground you see everywhere else. If you click on it, you'll get unique options like "sunbathe" or "comb for seashells". Now, have you ever seen jealousy right on that beach area? I bet not, because jealousy code does not function properly in that area. If Sim A performs a romantic social on Sim B anywhere within that area, Sim C who would normally get jealous, will not even lift a finger. This is because the emitter object which initiates jealousy is not allowed to be placed on that area. In fact, no emitter object is allowed to be placed there. Emitter objects are very important to the gameplay, because without them sims would not react to anything. Maxis forgot to put a placement flag on the emitter semi-global Function-Init. The flag is called "Place on Lava". I have added the necessary flag, so it is fixed now.
- Maxis introduced Attraction/Chemistry with Nightlife, and updated most of the interactions with that new feature. But, they slacked with object-based interactions. The vast majority of object-based interactions are not enabled for attraction in an unmodded game. I have enabled them all.
- Make Out/Smooch/Leap Into Arms/Squeeze/Romantic Hug had acceptance code which was very different from the rest. Basically, Maxis had the idea back in base-game that having a crush/love on someone should make acceptance easier. The problem is that they coded only these interactions in that way, the other interactions are not coded like this which leads to inconsistency. Also, Nightlife introduced Chemistry, which does precisely that, make romantic socials available earlier both to initiate and accept. The game does not check STR or LTR when it checks for these interactions. It only checks crush or love. But, there are situations where this code looks just stupid. For example, Sim B can retain their love on Sim A even if they get furious at Sim A (the fury effect cannot remove relationship flags on its own). In such a situation, if Sim A initiates any of these interactions on Sim B, Sim B will accept, because Sim B still has love on, even though Sim B is completely furious at Sim A. Note that Sim B would refuse all other romantic socials in such a case (except Smooth Talk which is also coded like this, BUT that makes sense, because it is supposed to remove Fury, that is the only social that makes sense in this situation, the others don't). I have fixed this: Make Out/Smooch/Leap Into Arms/Squeeze/Romantic Hug do not require crush/love to accept, now they check STR and LTR when the game decides if Sim B accepts the social or not.
- The "Do You Like What You See?" interaction, which tells you how the target feels about the initiator's attractiveness, is not coded properly. This is why Sim B would swoon at Sim A randomly on the street, but then you go and initiate the "Do You Like What You See?" interaction and they tell you that they are repulsed by you or they shrug at you. I've fixed this.

COMPATIBILITY

- I have all EPs and SPs, so I can only guarantee that my mod will work properly if you have all EPs as well. You will at least need Nightlife, but will most likely need Seasons, Bon Voyage, Freetime and Apartment Life, too.
- THIS MOD IS NOT COMPATIBLE WITH ANY OTHER MOD THAT MODIFIES THE ROMANTIC INTERACTIONS IN THE GAME. I have received many questions from people asking if this mod is compatible with other mods that modify the romance in the game thoroughly. The whole idea behind this mod is that it modifies everything, as if it has always been there. I also think that there are no mods out there, except this one, that improves sims' AI in romance situations this much, which is the most overlooked area by Maxis. The main reason why I made this mod was because I couldn't put up with the simplistic AI in this game. So, if you have any other mod that modifies the romantic interactions in the game, but you want to try this mod, then this is what you do: Pull all those other mods out of your Downloads folder. Put my mod in. Make sure there are no other mods that may conflict with this mod. Then, go into the game and start playing. You may choose to play in a test neighbourhood, it's up to you. After playing for a while, see if you like this more. If so, keep it in, and delete the other mods. If not, do the opposite.

OPTIONAL DOWNLOAD - No Closet or Sauna Romantic Socials: Apartment Life Closet and Bon Voyage Sauna have some romantic interactions. Romantic Standards does not modify them. The reason is because they are completely unfinished objects. The Woohoo/Try for Baby (Closet and Sauna) and Make Out (Closet - Teens Only) interactions on these objects lack reject states, meaning that if a sim can initiate those interactions, the target of these interactions cannot refuse them, no matter what. Maxis obviously ran out of time and could not finish them. There are no reject animations, either. Ever wondered why you get the "Woohoo in a Closet" Want, but there is no "Be Rejected for Woohoo in a Closet" Fear? It is because of this. In short, these interactions do not belong in the game. This optional download hides those interactions and their related wants.

You need the latest version of 7zip or WinRAR to unrar this mod.

Resources: Check the attached image, there are too many to list here.
Download files
Key: - File was updated after upload was posted
Filename - Tip: You can click the magnifying glass to see the archive contents Size Downloads Date
OPTIONAL DOWNLOAD - No Closet or Sauna Romantic Socials.rar 653 Bytes 1,556 20th Mar 2018
RomanticStandards-UPDATE64.rar 26.9 KB 148 5th Jul 2019
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Expansion/Stuff packs required:
Nightlife Open for Business Pets Seasons Bon Voyage Free Time Apartment Life + 1 SPs

51 Comments / replies (Who?)

6,733 Downloads

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Type: Fixed Social Mods Global Mods

Tags: #Relationship, #Romance, #Romantic, #Love, #Crush, #Marriage, #Engagement, #Steady, #AI, #Artificial, #Intelligence, #Social, #Interaction, #Redesign, #Fixes