Three Traits for Servos: Unemotional, Uncreative, and Incompetent Cook Mod
Three Traits for Servos: Unemotional, Uncreative, and Incompetent Cook Mod
I don’t know about you, but when I have a Servo in the family, I envision it as a robot, which will do work around the house without getting in the way. The idea of a robot having a Fun and Social need just irritates me. I also dislike having the robot autonomously do certain things that I prefer to reserve for my human Sims.
So I created these three traits, which can all be used simultaneously or each by itself. Each trait affects only one aspect of the things I wish to change for robots. I do NOT recommend attaching any of these traits to a human Sim, for reasons that will become clear.
Uncreative
Reward Store cost: 1500
Motives/Needs:
The fun motive will never decay.
Skills:
Creative skills – musical instruments, singing, painting, writing, photography, DJ mixing, flower arranging – will be learned at 5% of the normal rate.
A Sim’s effective skill level at anything in this category is three points lower than the actual skill level.
Autonomy:
Autonomy for either fun or creative actions – playing instruments, listening to music, painting, writing, photography, karaoke, singing – is non-existent.
Buffs:
There are no buffs for this trait.
Unemotional
Reward Store cost: 1500
Motives/Needs:
The Social motive will never decay.
Skills:
Social skills rank up at 5% normal speed.
Reputation ranks up at 5% normal speed, but also ranks down at that slower rate.
Fame ranks up at 1% normal speed.
Autonomy:
Autonomy for most social interactions is non-existent.
Buffs:
Most emotional buffs – Happy, Angry, Confident, Embarrassed, Energized, Flirty, Inspired, Playful, Sad, Stressed, Uncomfortable – will carry only 10% of its normal weight. Any buffs will show the regular weight in the buff, but it won’t be carrying that much weight to the Sim with the trait. Note that this does NOT include Focused, Bored, Scared, Dazed, or Fine. That is deliberate.
The above emotional buffs will decay at 10 times the usual rate. Again, this does not include Focused, Bored, Scared, Dazed, or Fine.
This next trait is optional. (I suppose they all are.) I don’t want my robots trying to cook or bartend; my Sims with Fresh Chef, Essence of Flavor, and the Stoves and Grills traits will do that, thankyouverymuch. Robots, you stay out of the kitchen, stay away from my kids, stay away from my guests. Stick to gardening, cleaning, and fixing things, and otherwise stay out of my way.
Incompetent Cook
Reward Store cost: 500
Skills:
Cooking, Baking, and Gourmet Cooking are all learned at 5% the normal rate.
Baking, Cooking, and Gourmet Cooking are effectively three points lower than the actual skill score. (Meaning that when the Servo has a skill of 10, its success rate will be the same as if its skill was 7.)
Autonomy:
Autonomy for all cooking actions should be completely stomped.
Buffs:
There are no buffs for this trait.
Originally I had based this last trait on the Culinarily Inept trait that homunculus420 had created. In my experience, that trait has been broken since the Snowy Escape patch, and I wanted it in my game. This is now sufficiently different from that trait that I wouldn’t want people getting confused between them. Because I made mine specifically with robots in mind, theirs does some things mine doesn’t do, and mine does some things that theirs doesn’t do.
These traits are not advantageous for a Sim, so I recommend using them only for Servos. Of course, how you want to play your game is up to you; I would personally get very frustrated at a skill taking 20x longer to learn than normal.
I do not want any of these three traits randomly appearing on townies, so I made them reward store traits. I made them relatively inexpensive, because they are not advantageous. If you want them, you should be able to purchase them for your Servos pretty early on. I didn’t want to make them free, because I always need ways to spend satisfaction points that Sims build up, and Servos don’t have much to spend theirs on.
I have tested these now in multiple games, and they seem to do exactly what I intend for them to do. If someone encounters a bug with one of them, please let me know so I can look into it.
Note: There are some packs I don’t own, including all of the kits. If there are specific bugs relating to those packs, I will have no way of testing it. I will try to fix those bugs, but I can never offer any guarantees.
For anyone who has questions about making Durability and/or Charge either decay more slowly or stop decaying completely, I’m working on something separate for those.
Credits:
Zerbu for Mod Constructor. Amazing utility. I don’t think I need to say more.
Scumbumbo and Triplis for XML Injector, and making traits able to be reward traits. If not for this, I wouldn’t be posting these, because they would still have to be applied to a Sim via a cheat.
Missyhissy for helping me A LOT with these. If it weren’t for Missyhissy, I would never have been able to make them reward traits. I’ve made over a dozen traits in the past, but have never posted any of them, because they have always had to be applied by cheats. She pointed me in the right direction, walked me through the XML Injector code that I needed, AND never complained when I bugged her constantly for two or three days with questions and confusions. She was amazingly patient. Thank you VERY MUCH, Missyhissy! If it weren’t for you, I would never have posted these!
Coolspear for his many mods that I still use, including one that brings up a cheat menu that – among many other things – allows a trait to be directly added to a Sim.
homunculos420 for the original Culinarily Inept trait.