WEEK 3: Object Behavior Modification and Adding Motives

Author: Grapholina


Within the past two weeks we have made some significant changes to our Cheap Chair, but there is still room for improvement, and that is what we will be working on this week. Currently, our beloved chair improves room score and comfort scores, but the advertisement for hunger has not been touched, and our Sims still do not like the chair very much. We've worked hard on that chair, so we're going to make the Sims like it whether they want to or not. I think it's only fair. Before we begin, make absolutely certain that you have a good copy of the chair in your safe folder.

ADDING MOTIVES

There is more than one way to add motives, and in this lesson we will cover at least two of them. In future classes we will become somewhat more creative. Open your chair in IFF and go to the BHAV section. When adding motives, we can do so from just about any "action" point, but in the beginning, the easiest point for adding is to attach the new motives to existing ones. Our comfort motive is found in Behavior #4113 but we are going to practice on Behavior #4112 first.

Enter into Behavior #4112 now, and let's examine the lines to determine how and where to add our lines for hunger.


Fig. 1.0

Your "Test Object Type" containing your chair (determined by the GUID) should be on line 1. Notice that line 1 goes to line 7, and line 7 goes to line 13 whereupon it ends the run for the behavior (T/E). We want to add the hunger lines unobtrusively and neatly inside that behavior run. We can manually add the lines, but for now we're going to make do by copying the necessary lines of comfort and changing them to hunger lines.

 

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