#51
22nd May 2015 at 5:48 PM
Last edited by IamCornholio : 22nd May 2015 at
9:23 PM.
This is fantastic arsil! you are a C# god
thank you a million for the update! with your and icarus allsorts mods combined youve extended the replay value of the sims 3 tremendously for me. I do have some more things to add though:
1) one last feature idea: what if the charisma skill challenge "comedian" (told x jokes successfully on conversation in a lifetime) contributed to your performance evaluation?
2) potential bug: just for shiggles i used nraas master controller to force a charisma opportunity, the one where you get paid to go speak at the business and journalism rabbithole. I wanted to see if it would contribute to the idea of a self employed charisma career. I completed the opportunity and got the money and the total wasn't added which is fine, but directly after that every single time when I went to perform a comedy set the interaction just hung on the que until I reset my sim, I haven't had a chance to check if this is replicatable yet, I'll do some more testing and get back to you, but just giving you a heads up about it if you want to look into the code and see if that might be a potential bug.
3) for those of you who are getting frustrated trying to get an audience and thinking you have to cheat up: my sim didnt get any tips at all until he was charisma level 8. but if you want to make a comedy club in your hood where people go specificallly to hear comedy, open up the mod in s3pe, and find the watchstandupcomedy itun: way at the bottom, add these lines in the commodity list (where you see <output> paste the following:
<Output>
<Change type="Fun" advertised="200" locked="False" actual="0" updateType="ContinuousFlow" timeDependsOn="False" updateEvenOnFailure="False" updateAboveAndBelowZero="Either" />
<Change type="Social" advertised="200" locked="False" actual="20" updateType="ContinuousFlow" timeDependsOn="False" updateEvenOnFailure="False" updateAboveAndBelowZero="Either" />
<Change type="BeInRebelHangout" advertised="100" locked="True" actual="100" updateType="ContinuousFlow" timeDependsOn="False" updateEvenOnFailure="False" updateAboveAndBelowZero="Either" />
<Change type="BeInDiveBar" advertised="200" locked="True" actual="200" updateType="ContinuousFlow" timeDependsOn="False" updateEvenOnFailure="False" updateAboveAndBelowZero="Either" />
<Change type="BeInNerdShop" advertised="50" locked="True" actual="50" updateType="ContinuousFlow" timeDependsOn="False" updateEvenOnFailure="False" updateAboveAndBelowZero="Either" />
<Change type="BeInArcade" advertised="50" locked="True" actual="50" updateType="ContinuousFlow" timeDependsOn="False" updateEvenOnFailure="False" updateAboveAndBelowZero="Either" />
<Change type="BeInCoffeeShop" advertised="100" locked="True" actual="100" updateType="ContinuousFlow" timeDependsOn="False" updateEvenOnFailure="False" updateAboveAndBelowZero="Either" />
<Change type="TraitNoSenseOfHumor" advertised="-100" locked="False" actual="0" updateType="ContinuousFlow" timeDependsOn="False" updateEvenOnFailure="False" updateAboveAndBelowZero="Either" />
<Change type="TraitShy" advertised="-100" locked="False" actual="0" updateType="ContinuousFlow" timeDependsOn="False" updateEvenOnFailure="False" updateAboveAndBelowZero="Either" />
<Change type="TraitCharismatic" advertised="200" locked="True" actual="200" updateType="ContinuousFlow" timeDependsOn="False" updateEvenOnFailure="False" updateAboveAndBelowZero="Either" />
<Change type="TraitPartyAnimal" advertised="50" locked="False" actual="50" updateType="ContinuousFlow" timeDependsOn="False" updateEvenOnFailure="False" updateAboveAndBelowZero="Either" />
<Change type="TraitSocialButterfly" advertised="100" locked="False" actual="200" updateType="ContinuousFlow" timeDependsOn="False" updateEvenOnFailure="False" updateAboveAndBelowZero="Either" />
<Change type="TraitArtistic" advertised="50" locked="False" actual="50" updateType="ContinuousFlow" timeDependsOn="False" updateEvenOnFailure="False" updateAboveAndBelowZero="Either" />
<Change type="TraitExcitable" advertised="50" locked="False" actual="50" updateType="ContinuousFlow" timeDependsOn="False" updateEvenOnFailure="False" updateAboveAndBelowZero="Either" />
<Change type="TraitNaturalBornPerformer" advertised="50" locked="False" actual="50" updateType="ContinuousFlow" timeDependsOn="False" updateEvenOnFailure="False" updateAboveAndBelowZero="Either" />
<Change type="TraitGoodSenseOfHumor" advertised="200" locked="True" actual="200" updateType="ContinuousFlow" timeDependsOn="False" updateEvenOnFailure="False" updateAboveAndBelowZero="Either" />
</Output>
Now flag the lot you want to be your "comedy club" venue to be on as a dive bar, which is pretty realistic. (as a bonus, I think I've found this works equally well on a 'local watering hole' lot, although I can't confirm the effect).
Whenever your sim performs on that lot, or any of the lots mentioned, they will have a better chance of getting an audience. Whether they like the show or not is still dependent on your skills as a comic.
I also added some traits I think that comedy would attract, but if you know how to edit a commodity set, (if you don't google it, there's a god tutorial on both NRAAS site and nonamena's blog/simlogical) and tune away.