Be very creative about finding ways to hook into the core without interjecting foreign data. It's always best to try to work with what EA gave you, however limited. Then it's just carelessly coded which in the end causes data corruption. There's also the injecting of data into core systems leaving them confused as to what to do with it.
Kinky world interjects it's self too deep into the core by overriding systems the game has no way to reset when the mod is removed like the autonomy managers. It was also never updated for newer patches so those are the only issues I know of.
Hospital Overhaul improperly overrides the world load event listener so all mods that load after it break. I want to make sure this feature won’t damage people’s games the way I’ve read that mods like Kinky World and the Hospital Overhaul do if I get it working, but it’s not totally clear from the warnings I’ve read why that damage happens. That's probably all of it overall I'd say the idea is to add a more nuanced handling of commitment and more "defining the relationship" talks. I’d actually like to ask some questions about that kind of thing if you’ve ever got time I want to make sure this feature won’t damage people’s games the way I’ve read that mods like Kinky World and the Hospital Overhaul do if I get it working, but it’s not totally clear from the warnings I’ve read why that damage happens.Īnd finally I also want to make a third, hidden trait (other 2 and the social/object interactions are done) that gets assigned to sims in committed relationships for as long as some conditions are met, and gives them a heavy attraction penalty with everyone who’s not already at least a romantic interest of theirs as long as they have it, to discourage ruining relationships for no reason without disallowing it across the board. It’s not meant to replace the standard relationships right now it’s just a dictionary of sims and their partners' IDs and what kinds of relationships they have (from a custom relationship types enum). Since the only-one-partner thing is a big limitation on how complex committed relationships can get, I’m also trying to make a parallel method for keeping track of who’s in what kind of committed relationship with who regardless of their official status, based on the SurgeryManager from Sims MX’s Hospital Overhaul. My original intent was just to make sims with my polyamory-handling traits have different conditions for considering an interaction cheating than everyone else does, and add custom socials so polyamorous relationships depend on communication about sims’ traits to not implode. I guess overriding interactions might be a better approach then? Would that interfere with other parts of Woohooer as well? Woohooer will always have control over how the Sims initially react