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Retuned Attraction System (1.67 compatible)

by Fentonparkninja Posted 1st Dec 2012 at 2:37 PM - Updated 10th Apr 2014 at 10:53 AM by Fentonparkninja : Patch 1.67
126 Comments / replies (Who?) - 13 Feedback Posts, 12 Thanks Posts
Picked Upload! This is a picked upload! It showcases some of the best talent and creativity available on MTS and in the community.
Updates
  • 10 April, 2014 - Patch 1.67
    As far as I know, no game files were even changed for this patch, so barring any further patches, this should be the final version of the mod.
  • 15 January, 2014 - Patch 1.66
    This patch only changed two unrelated files, so the mod shouldn't need an update.
  • 18 October, 2013 - Patch 1.63
    Despite 950 files in GameplayData being changed, the two XMLs I use for this mod were left untouched. No updates should be necessary.
  • 17 October, 2013 - Easier Purity
    This is a retuning of Purity where the non-moodlet attraction methods have scores similar to those used in Easy Variety. More details in Mod flavours below.
  • 5 September, 2013 - Patch 1.57
    This patch hasn't changed any of the XMLs used here, so they should still be fine.
  • 20 June, 2013 - Patch 1.55
    Neither of the resources used in this mod appear to have been changed in this patch, so the existing versions should be compatible.
  • 30 March, 2013 - Easier Variety flavour
    Although tuning these files yourself is easier than falling off a log, I appreciate that not everyone is comfortable using modding tools or aware of the nuances (like never saving on your original GameplayData or other package). Therefore, I've retuned the Variety package for those people who want an easier time getting attractions. Check the Mod flavours section below.
  • 26 February, 2013 - Purity retuning
    Adjusted the moodlet score on this package to keep the potential score from exceeding 3 digits after reports of weirdness.
  • 24 February, 2013 - Patch 1.50/New flavour
    The patch made some minor changes to the default tuning: chance of date calls are now 5%, down from 10%, and it takes 2 rejections to stop sims calling back, instead of 3 (my own tuning had the date call chance set at 5% already and needs 1 rejection to stop callbacks). Nothing else appears to have been changed, so this mod should be fine for 1.50. I've also added a new flavour of tuning called 'Purity', see the Mod flavours section for details.
  • 20 February, 2013 - Patch 1.50
    This patch adjusts the XML dealing with date calls, so I need to check out what they changed and then update the packages if necessary. This will probably happen around the weekend sometime. It may be possible to continue using this mod until I've updated, but for safety's sake, you should probably take it out until then.
  • 23 January, 2013 - Patch 1.48
    At the moment, I'm attempting to minimize some sporadic crashing issues (such is the risk when you use unsupported graphics cards), so I haven't been able to patch or test anything yet, but it seems that none of the XMLs used here were touched - so I'm going to presume no update is needed.
  • 9 January, 2013 - Patch 1.47
    This patch hasn't altered the XMLs used in this mod, so no update should be necessary.
  • 9 December, 2012
    After testing, I've decided to eliminate the bonus to chance of romantic socials completely, as a +50% and even the default system's +30% chance makes any town with a lot of attractions (which is highly likely under the default system) skew too heavily towards romantic interactions. Sims should now choose their socials as they would under normal conditions, though any romantic socials they do choose will still have a much better chance of succeeding than if they were not attracted. Secondly, I've added a new type of attraction based on traits, as well as including this type of scoring in the 'Variety' version of the mod. Lastly, I've tuned some of the packages to make it slightly harder for attractions to happen.
  • 2 December, 2012
    Initial release.
Compatibility
Though you don't need any SPs or EPs installed, the Attraction system came with patch 1.42, so you'll need to be patched at least that far to get any use out of this mod.

About the mod
If you're like me, you might think the attraction system EA included with the 1.42 update is poorly implemented, but at the same time, worth fine-tuning rather than shutting off altogether. So I've gone and made this XML tuning mod, which revises a bunch of the parameters that control the attraction system, changing it to something I think is a little more selective, or at least, makes more sense than a Can't-Stand-Art-er going weak in the knees at the sight of someone's painting skills.

There are eight variations of this mod, but some changes are common to all of them, so I'll list those first.
  • Normal chance that attracted sims will choose a romantic social (by default, the chance is increased 30%).
  • "Liking" bonus of 50 for attracted sims when determining "suitability" of romantic socials (originally 20. I believe this figure is added to the long-term relationship when determining the relationship's influence on whether romantic socials will succeed).
  • Your sim will only need to refuse one date call to deter the other sim from calling for dates (it takes three rejections normally) .
  • Attraction gifts/love letters are only sent when a relationship is between 50 and 100, i.e. between half and full green (the default range is -10 to 50 ... in other words, a sim who DISLIKED your sim could potentially send them a letter or gift!).
  • The maximum chance of receiving a gift per day has been cut to 5% (10% chance normally).
  • Skill levels, celebrity levels and wealth no longer have any bearing on attraction (originally all of these contributed a varying amount to the score).

Mod flavours
Now, the mods themselves. Some of them rely on one single method of attraction, while others combine them, to a degree. Just in case it isn't clear, the term 'threshold' refers to the score required to get an attraction.

Zodiac Attraction
This version requires only that the two sims have compatible zodiac signs. Update: 'Compatible' for the attraction system appears to be when the zodiac signs are the SAME as each other (Cancer-Cancer, Leo-Leo etc). Thanks to those people who pointed this out! With that in mind, Zodiac can be 'harder' to score an attraction with, since you have a 1/12 chance of getting someone with the same sign as your sim, but it does make zodiac signs mean something.

Reward Attraction
This one requires that either of the two sims has the 'Attractive' lifetime reward purchased. Since this can only happen via player input (unless your town's premades have rewards on them starting out), this lets you control which sims get attractions. Drawbacks: this is like a floodgate: once you have it, anyone your sim meets who can possibly be attracted, will be. Might be fun if you want them to be swarmed by suitors/groupies though.

Mood Attraction
This attraction setup is based on a few specific moodlets being present on the sims when they meet. For each corresponding positive moodlet, they get 35 points and for each negative moodlet, they lose 35. If the final tally scores at 100 or more, the sims will be attracted. Be aware that the moodlets are counted on BOTH sims when determining this score.
MoodletSourceScoreEP
Attractive'Gussy Up' in a mirror+35
Minty BreathBrushing teeth or bubble bar+35Late Night for the bubble bar
Feeling LuckyHaving Lucky trait+35
Love Is In The AirFrench incense burner+35World Adventures
In The MoodRomantic drink at a bar+35Late Night
Nice NailsDay Spa+35
Eye CandyEye Candy lifetime reward+35World Adventures
Feeling UnluckyHaving Unlucky trait-35
Out Of SortsHaving Grumpy trait-35
EnemyEnemy sim nearby-35
Bad Spray Tan moodletsSpray tan booth-35Seasons
Garlic BreathEating garlic or roasting food at fire pit-35
Heart BrokenBreaking up or death of loved one-35

Note that neither Late Night, World Adventures or Seasons are required for this system to work - having them merely adds extra moodlets to the consideration.

Trait Attraction
The default system also considered traits in its calculations. I've tuned this back into my packages, so now the Variety Attraction uses it, as well as this standalone version, which uses only traits to determine attraction. The way traits work with the attraction system is that matching ones between sims add to the score, while opposing ones subtract from it - in this setup, the threshold is still 100, and traits add/subtract 35 points. So, Sims need to match at least 3 traits without being counteracted by opposing ones in order to be attracted.

Variety Attraction
Variety combines the above methods of attraction to determine a score, with the individual scoring for each being less than the dedicated flavours above. The threshold for attraction is still 100.
Attraction typeScore
Moodlets+20 for positive -20 for negative
Compatible zodiac signs+40
Attractive lifetime reward+40
Traits+20 per matching trait -20 per opposing trait

Easy Variety Attraction
This is the Variety Attraction tuning as above, at the same threshold of 100, but with increased scoring as follows:
Attraction typeScore
Moodlets+35 for positive -35 for negative
Compatible zodiac signs+70
Attractive lifetime reward+70
Traits+35 per matching trait -35 per opposing trait

If you like the attraction methods used for Variety, but feel it is too 'hard', try this flavour instead.

Purity Attraction
This tuning is a variant of the Variety version above, in which the 'Faithful' and 'Eternally Faithful' moodlets give a -200 hit to the attraction score. The intention of this is to stop sims who are ostensibly faithful to their partners from being attracted to others.

There are a few caveats to this however. First is that the moodlet 'In The Mood' was retained in the positive moodlet list in order to avoid the possibility of the game reacting badly to an empty positive moodlet list. Having that moodlet under this attraction setup is pretty much guaranteed to cause attraction; however it is almost completely at the player's discretion. Inactive sims only seem to order regular drinks at bars, so the only way they can drink a romantic one is if it's given to them by an active, or if an active makes a tray of them and leaves them on a bench for them to take. Avoid making romantic drinks and you should be able to avoid any unwanted attractions.

Secondly, sims who are 'hard' reset usually lose their current moodlets. Even though the Faithful/Eternally Faithful moodlets have no expiration time, they won't be reapplied if a reset causes them to be lost, so you'll need to use a mod such as NRaas MasterController to restore them to your sims.

No moodlets apart from those mentioned above will affect the attraction score, though all other attraction methods work as in the Variety verison.

Easy Purity Attraction
Like Purity, this setup will subtract 200 from the attraction score when a sim has the Faithful or Eternally Faithful moodlets. However, the other methods of attraction will have a stronger effect than in Purity, akin to the tuning in the Easy Variety variant. At the moment, it is possible that sims who are highly compatible with each other (zodiacs, attractive reward and most traits matching) can overpower the negative scoring from the moodlets, especially since University Life added two more trait slots to qualified sims. I can change this if it becomes problematic, but honestly ... if you get two sims who are that compatible with each other, why not let it play out for drama's sake?

Conflicts
  • Relationship_0x5da0f93630ce52d4
    XML that controls all the variables used to calculate attraction.
  • AttractionNPCBehaviorController_0xc192d24b58f73168
    This XML contains the settings for gifts sent from sims who are attracted to yours.
Any mods that utilize these XMLs will be in conflict with this one.

Notes
  • Be aware that the attraction system appears to be checked only between sims who meet each other for the first time. In other words, these mods will have no effect on your sims who have met each other already, unless you are loading a game that was saved before the 1.42 patch.
  • I've tested all these packages and they have all worked as expected in new games. They should work fine in existing games, though as with anything EA, back up your saves first.
Okay that's it. Happy simming ninjas!


Additional Credits:
  • The elites who made S3PE, thanks guys!
  • notepad
  • River McIrish, Jamie Jolina and some other noobs for being in my screenshots

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 3
Built with Game Version: 1.42

This is a multi-part download:


You can only use ONE of these packages at a time.
Key: - File was updated after upload was posted
Filename - Tip: You can click the magnifying glass to see the archive contents Size Downloads Date
EasyPurityAttraction.7z | Easier version of Purity Attraction

Size: 2.3 KB · Downloads: 12,657 · 17th Oct 2013
2.3 KB 12,657 17th Oct 2013
EasyVarietyAttraction.7z | Easier version of Variety Attraction

Size: 2.4 KB · Downloads: 18,985 · 30th Mar 2013
2.4 KB 18,985 30th Mar 2013
PurityAttraction.7z | Attraction setup with large negative scoring for Faithful/Eternally Faithful moodlets

Size: 2.3 KB · Downloads: 11,940 · 26th Feb 2013
2.3 KB 11,940 26th Feb 2013
ZodiacAttractionV2.7z | Attraction based on zodiac signs

Size: 2.3 KB · Downloads: 8,386 · 9th Dec 2012
2.3 KB 8,386 9th Dec 2012
VarietyAttractionV2.7z | Attraction based on traits, moodlets, zodiac signs and Attractive lifetime reward

Size: 2.4 KB · Downloads: 75,601 · 9th Dec 2012
2.4 KB 75,601 9th Dec 2012
TraitAttractionV2.7z | Attraction based on traits only

Size: 2.3 KB · Downloads: 9,988 · 9th Dec 2012
2.3 KB 9,988 9th Dec 2012
RewardAttractionV2.7z | Attraction based on Attractive lifetime reward only

Size: 2.3 KB · Downloads: 7,333 · 9th Dec 2012
2.3 KB 7,333 9th Dec 2012
MoodAttractionV2.7z | Attraction based on moodlets only

Size: 2.4 KB · Downloads: 10,522 · 9th Dec 2012
2.4 KB 10,522 9th Dec 2012
Don't forget to Thank the creator after downloading! Use the Thanks button located above the screenshots above.
Basic Download and Install Instructions:

See: Game Help:TS3 CC Basicswiki for a full guide!
 
126 Comments / Replies (Who?) - 80 Feedback Posts, 40 Thanks Posts
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Field Researcher
#2 Old 1st Dec 2012 at 3:50 PM
This looks very interesting & I think I'll try it out. I do like some aspects of the new EA system, but like most new things they give us, it's in need of tweaking/working out the kinks. The current system is grating on my last nerve with all the calls to my HAPPILY MARRIED sims for dates from near strangers! And the gifting system is totally out of control!

I expect (hope) we will see a better attraction system with another game update soon, but until then, and maybe even beyond then, your mods look "attractive" enough to try out, lol. Thank you for your efforts & sharing!

Not having a sig IS my sig. Oh wait, this is a sig, isn't it? Nevermind...
Scholar
THANKS POST
#3 Old 1st Dec 2012 at 3:53 PM
Agreed with all Mimi said. I bet this mod will make the lame attraction system actually good, thank you!
Field Researcher
THANKS POST
#4 Old 1st Dec 2012 at 4:04 PM
Forgot to add: Congrats on your first mod upload! I'll make this one a "thanks"!
Lab Assistant
THANKS POST
#5 Old 1st Dec 2012 at 5:36 PM
Any idea if this is compatible with Twallan's mods? I don't think he's tweaked anything within the attraction parameters, but one never knows.
Test Subject
THANKS POST
#6 Old 1st Dec 2012 at 6:10 PM
many thanks for this looks like it will be very useful like mimi says great work
Test Subject
THANKS POST
#7 Old 1st Dec 2012 at 6:19 PM
Wow, thanks! This mod will definitely make my game more interesting. :D
Test Subject
#8 Old 1st Dec 2012 at 7:15 PM
Have any idea if it's compatable with either Twallan's mods or Darkpool's Inteen mod? I've used both mods in the past (not at the same time heh) and this mod sounds wonderful ... so I'd like to see if I can use it or not. The way that I get all those date calls and random gifts drives me INSANE. Thank you so much!

Ángel Quebrado

You have the look of a fallen angel ... An angel
does not stop being an angel merely because they
fall from grace; their wings are not so easily taken
Test Subject
THANKS POST
#9 Old 1st Dec 2012 at 11:42 PM
Awesome...I thought I was the only one PO'd about the shady attraction system....I am a detail-oriented simmer and need for things to jibe just right...good one!!!
Scholar
Original Poster
#10 Old 1st Dec 2012 at 11:44 PM
If you mean Twallan's Woohooer, I believe it has its own method of scoring attraction. This mod doesn't appear to cause errors with it, but I've noticed that the scores (that you see with 'Scan Room') can exceed the limit possible with this mod, so I'm guessing there are other factors considered. You'd have to ask at the Nraas site as to the extent it uses the XMLs in this mod for calculating attraction.

I haven't heard of the Inteen mod sorry, though if that mod doesn't override the same XMLs as this one, there's a good chance they will work fine together.
Test Subject
THANKS POST
#11 Old 2nd Dec 2012 at 9:19 AM
Thank you, thank you, thank you!
I hated the fact, that my sim was attracted to everyone... just so annoying!
Lab Assistant
#12 Old 2nd Dec 2012 at 12:36 PM
Yes very annoying! Is it possible to make a version that takes away the attraction just for married couples? And thanks for a lovely mod

-I Hate being obvious. All fangs and "grrr"! Takes the mystery out. Spike "Buffy The Vampire Slayer"
Lab Assistant
THANKS POST
#13 Old 2nd Dec 2012 at 11:30 PM
Thanks for the upload and the designing of the MOD.

I installed it and I am getting some weirdness? I don't understand how this is happening?

Every one of my married Sims are reduced to "best friends" status. I would go and remarry them and it will stay that way until I go back into the game on another day. Then again, back to best friends??

I took out the MOD, and they stayed married.

I'm not sure what's messing up on my end (and I'm sure it's my end), but I don't have anything new added other than the latest patching.

I was so looking forward to this MOD.
Lab Assistant
THANKS POST
#14 Old 3rd Dec 2012 at 2:15 AM
Will try out this mod. Thanks a bunch!
Scholar
Original Poster
#15 Old 3rd Dec 2012 at 5:28 AM
TezaG76: Unfortunately there isn't a field in the XMLs that looks at the partner status of sims. Might be some other indirect way of accomplishing it though, so I'll see if I can figure out anything.

deblake60: Not sure what would cause that. It's possible that one of the fields is tuned to something the game isn't expecting (or is misspelled), but I've not experienced your issue in any of my test games (with and without other mods). Do all the variants do this or just one in particular?
Lab Assistant
#16 Old 3rd Dec 2012 at 6:50 PM
Quote:
Originally Posted by Fentonparkninja
Do all the variants do this or just one in particular?


I'm not exactly sure what you mean here? This is happening to all my married couples in each of my worlds. EXCEPT that it's not happening to my Human Sims (both spouses are human).
Instructor
#17 Old 3rd Dec 2012 at 8:52 PM
@Fentonparkninja
I have a question about the Moodlet based. The attraction system is just calculated only at the first met, right? So when a sims don't have the moodlet at the time, they will be ignored forever, right? Even if later they add it for the second meeting, it won't change anything, right?
Inventor
THANKS POST
#18 Old 3rd Dec 2012 at 10:39 PM
Thank you Sooooo much, I was very sick of seeing the insulting "Compliment" I don't care what anyone thinks, I think you're hot! it's like saying I think you're hot even though everyone else thinks you look like Quasimodo
Test Subject
THANKS POST
#19 Old 4th Dec 2012 at 12:52 AM
This was an absolutely amazing idea! Can't wait to install it!
Scholar
Original Poster
#20 Old 4th Dec 2012 at 5:02 AM
deblake60: I mean which of the packages are you using (Zodiac, Mood, Reward or Variety) and does it happen with any of them or just one? Though if it's only happening to your occult marriages, that's pretty strange and I'd be inclined to think one of your other mods might be in conflict or outdated in some way.

Celebriton: That's been my experience so far. Once sims interact, they get their attraction score and are stuck with it.
Test Subject
#21 Old 4th Dec 2012 at 1:53 PM
Quote:
Originally Posted by Fentonparkninja
deblake60: I mean which of the packages are you using (Zodiac, Mood, Reward or Variety) and does it happen with any of them or just one? Though if it's only happening to your occult marriages, that's pretty strange and I'd be inclined to think one of your other mods might be in conflict or outdated in some way.

Celebriton: That's been my experience so far. Once sims interact, they get their attraction score and are stuck with it.


Could you make a version of this mod where only married couples are attracted to each other. Maybe you could also work on a no more alien abductions mod.
Lab Assistant
THANKS POST
#22 Old 5th Dec 2012 at 7:39 AM
Oh wow, thank you so much. This should help tune down all the heartness going on in SV right now. I'll try the Variety...variety. 8D Thanks!!
Test Subject
#23 Old 6th Dec 2012 at 2:21 AM
Thanks for sharing this! Something needed to be done with the horrible new attraction system! I was wondering, would you be able to make a trait attraction version? So the attraction is more about personality compatibility than about mood?
Test Subject
#24 Old 6th Dec 2012 at 2:58 AM
I agree with papayapie. Do traits factor into any of your attraction mods? Originally in base game, Sims were always attracted by traits (personality), then zodiac signs were added to that later. I would prefer Sims to keep that attraction combination overall (traits/zodiac). The other attraction factors like reward or mood are less important to me (but still good for variety). So if trait attraction could be added to the "Variety" flavor package file, that would make this mod perfect! :D

Oh, btw, would these mods interfere with Severedsolo's Romance Reputation Recombulator mod (this site)?
Scholar
Original Poster
#25 Old 6th Dec 2012 at 7:55 AM
papayapie/Pamhamlet: I haven't used trait attraction in any of my tuning, but it's one of the parameters the default system uses, so it's easy to put in. Will look at doing so later on.

I'm fairly sure that this mod will work with romance reputation adjusters, as some of my own personal tuning adjusts the romantic reputation without causing issues when my attraction mods are also installed.
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