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(Depression)
(Bad mood states)
 
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{{Era|SO}}
 
{{Era|SO}}
 
[[File:Motives.JPG|thumb|250px|The mood bar and motive meters in The Sims 2.]]
 
[[File:Motives.JPG|thumb|250px|The mood bar and motive meters in The Sims 2.]]
A [[Sim]]'s '''mood''' is determined by the level of their [[Motive|needs]] and, in ''[[The Sims 3]]'', their [[moodlet]]s. In ''[[The Sims 2]]'' and ''[[The Sims Stories]]'', it is also affected by their [[aspiration bar|aspiration level]], as Sim who are in platinum aspiration will have maxed-out mood regardless of their needs. Also in ''The Sims 2'', a Sim can get a temporary mood boost by using a [[Noodlesoother]]. In ''[[The Sims 2: Seasons]]'', drinking [[Juices#Recipes|strawberry lemonade]] will boost a Sim's aspiration level to platinum, thereby giving the Sim platinum mood.
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The '''mood''' of a [[Sim]] is determined by the level of their [[Motive|needs]]. In ''[[The Sims 2]]'' and ''[[The Sims Stories]]'', it is also affected by their [[aspiration bar|aspiration level]], as Sim who are in platinum aspiration will have maxed-out mood regardless of their needs. Also in ''The Sims 2'', a Sim can get a temporary mood boost by using a [[Noodlesoother]]. In ''[[The Sims 2: Seasons]]'', drinking [[Juices#Recipes|strawberry lemonade]] will boost a Sim's aspiration level to platinum, thereby giving the Sim platinum mood. In ''[[The Sims 3]]'' and ''[[The Sims 4]]'', [[moodlet]]s will have an effect on the Sim's mood.
   
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The mood of a Sim affects the color of their [[plumbob]], which will be green if the Sim is in a good mood, and red if they are in a bad mood. Sims who are in a good mood will perform better in their [[career]]s and accept social interactions more positively, which Sims who are in a bad mood may refuse to build [[skill]]s, do poorly at work, or react negatively to other Sims.
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==Mood meter==
 
The bar/meter next to the needs (or moodlets{{Vgversion|TS3}}) indicates mood. Green (which is usually indicated by the upper part of the bar) indicates good mood, and means that the average level of the needs are green or the Sims has more positive moodlets. The higher and greater the amount of the green, the better mood the Sim is in. If there is no color in the bar, that indicates the Sim is in a neutral mood; neither good nor bad. Red (which is indicated by the lower part of the bar) indicates bad mood, and means that the average level of the needs are red or yellow. The higher and greater the amount of the red, the worse mood the Sim is in.
 
The bar/meter next to the needs (or moodlets{{Vgversion|TS3}}) indicates mood. Green (which is usually indicated by the upper part of the bar) indicates good mood, and means that the average level of the needs are green or the Sims has more positive moodlets. The higher and greater the amount of the green, the better mood the Sim is in. If there is no color in the bar, that indicates the Sim is in a neutral mood; neither good nor bad. Red (which is indicated by the lower part of the bar) indicates bad mood, and means that the average level of the needs are red or yellow. The higher and greater the amount of the red, the worse mood the Sim is in.
   
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Sims that are in a bad mood will only do things that will increase their need levels (such as sleeping when [[energy]] is low, eating when [[hunger]] is low, etc.) They will not do anything that will either have no effect or worsen their moods (such as study, exercising, etc.). Sims who are in a poor mood will not automatically go to work when the [[carpool]] comes, but will have to be told to go by the player. Sims in a good mood will be able to do anything that their age group, skills etc. allow.
   
Sims that are in a bad mood will only do things that will increase their need levels (such as sleeping when [[energy]] is low, eating when [[hunger]] is low, etc.) They will not do anything that will either have no effect or worsen their moods (such as study, exercising, etc). Sims who are in a poor mood will not automatically go to work when the [[carpool]] comes, but will have to be told to go by the player. Sims in a good mood will be able to do anything that their age group, skills etc. allow.
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In ''The Sims 3'', if a Sim's mood is in the top section of the bar, they will automatically generate [[lifetime happiness]] points. Sims also learn skills and get promotions faster when they are in a good mood. The Sim's facial expression on its portrait changes with the mood.
   
In ''The Sims 3'', if a Sim's mood is in the top section of the bar, they will automatically generate [[lifetime happiness]] points. Sims also learn skills and got promotions faster when they are in a good mood.
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In ''The Sims 4'', the mood bar is replaced by the Sim's [[Emotion|emotional state]].
   
==Bad Mood effects==
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==Bad mood effects==
When a Sim is in a bad mood, the following can be affected.
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When a Sim is in a bad mood, the following things can happen.
*Prior to ''The Sims 3'', Sims will not build skills while in a bad mood. If the player tries to get them to build skills while in a bad mood, a dialog or message will appear.
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*Sims will not build skills while in a bad mood. If the player tries to get them to build skills while in a bad mood, a dialog or message will appear.{{Vgversion|TS}}{{Vgversion|TS2}}
*Romance socials such as Kiss will fail.{{Vgversion|TS}}{{Vgversion|TS2}}{{Vgversion|TSS}}.
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* Some interactions will be grayed out when the Sim is in a bad mood or when the Hunger, Energy, Fun, or Bladder motive is low.{{Vgversion|TS3}}
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*Sims will do poorly at their [[career]]s, and [[job performance]] may be affected.
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*Social interactions are more likely to be rejected, making it harder to build relationships.{{Vgversion|TS}}{{Vgversion|TS2}}{{Vgversion|TSS}}
 
*The player cannot use any socials on an Urb.{{Vgversion|TU:SITC}}
 
*The player cannot use any socials on an Urb.{{Vgversion|TU:SITC}}
 
*Shaking the Ice Cream machine in [[Kicktail Park]] will result in death.{{Vgversion|TU:SITC}} However, if Fireworks occur or Ice Cream comes out, the Urb will not die.
 
*Shaking the Ice Cream machine in [[Kicktail Park]] will result in death.{{Vgversion|TU:SITC}} However, if Fireworks occur or Ice Cream comes out, the Urb will not die.
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When a [[pet]] is in a bad mood, the following things can happen.
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*Pets may refuse to learn [[commands]].
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*Pets will not autonomously go to [[Career (pet)|work]] on their own, and must be directed by a Sim to do so. If they do go, they may perform poorly at work.{{Vgversion|TS2P}}
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== Mood states ==
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In ''The Sims 3'', the Sim's mood state is displayed by hovering over the mood bar.
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===Good mood states===
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Sims that are "Elated" will receive a steady stream of [[lifetime happiness]] points for the duration of that mood state.
  +
  +
* Happy
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* Very Happy
  +
* Elated
  +
  +
===Bad mood states===
  +
There are four types of bad mood states which is dependent on the moodlets the Sim has. There are two stages of the bad mood. For example, the "Mourning" moodlet will make the Sim feel sad instead of uncomfortable. Being miserable, depressed, stressed, or furious makes certain interactions unavailable.
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  +
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When most needs are low or critical, the sim can be uncomfortable.
  +
  +
* Uncomfortable
  +
* Miserable
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When a sim experiences a death or other loss of another sim or has a low social need, they can feel sad.
  +
  +
* Sad
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* Depressed
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When a sim works hard at school or work, or has a low fun need, then they can become stressed.
  +
  +
* Tense
  +
* Stressed
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Certain social interactions or traits can make Sims angry.
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  +
* Angry
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* Furious
   
 
==Urgencies==
 
==Urgencies==
Urgencies are the common [[Motive|needs]] such as Hygiene, Hunger and Energy that [[Sim]]s must fulfill. When a need becomes too low, a Sim might have a cloud with the image of that need over their head and will make a motion, such as holding themselves if they need to use the bathroom. Sleeping Sims with low needs often have [[nightmare]]s about the low [[motive]]s. Sims with low needs tend to wave at the player and complain, and will not learn any new [[skill]]s until their mood improves. They will also refuse to do several actions.
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{{main|Urgencies}}
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Urgencies are the common [[Motive|needs]] such as Hygiene, Hunger and Energy that [[Sim]]s must fulfill. When a need becomes too low, a Sim might have a cloud with the image of that need over their head and will make a motion, such as holding themselves if they need to use the bathroom. Sleeping Sims with low needs often have [[nightmare]]s about the low [[motive]]s. Sims with low needs tend to wave at the player{{Vgversion|TS}}{{Vgversion|TS2}} and complain, and will not learn any new [[skill]]s until their mood improves. They will also refuse to do several actions.
   
If needs are not met at all, consequences might occur, such as having an accident on themselves, passing out, or even worse, [[death]].
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If needs are not met at all, consequences might occur, such as having an [[Bladder|accident on themselves]], [[Energy|passing out]], or even worse, [[death]].
   
 
==Depression==
 
==Depression==
   
Depression, though not explicitly mentioned by name, appears in ''[[The Sims]]'' and its expansions. It is the result of a Sim's motives not being fulfilled. It is inspired by the real [[wikipedia:Major depressive disorder|life mental disease]] which shares the same name. If a Sim's motives are neglected for long enough, especially [[social]], the Sim's mood will begin to drop into the red area, and the Sim will eventually become depressed. A depressed Sim will refuse to look for jobs, whether it be via computer or newspaper. If a Sim is already employed, he/she will not automatically decide to go to work when the carpool shows up, instead they will have to be prompted. He/She will also refuse to take part in most skill-building activities, such as [[chess]] or reading a skill book. In ''[[The Sims 2]]'' and ''[[The Sims 3]]'', [[nightmare]]s can also be a result of depression. A depressed Sim will occasionally weep and have bad thoughts. An easy, though expensive, way to fix it is to send the Sim(s) on vacation{{vgversion|TS3:WA}} If they become depressed on their vacation, it will be necessary to send them home. Having low funds can also send a Sim's mood plummeting.
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Depression, though not explicitly mentioned by name, appears in ''[[The Sims]]'' and its expansions. It is the result of a Sim's motives not being fulfilled. It is inspired by the real [[wikipedia:Major depressive disorder|life mental disease]] which shares the same name. If a Sim's motives are neglected for long enough, especially [[social]], the Sim's mood will begin to drop into the red area, and the Sim will eventually become depressed. A depressed Sim will refuse to look for jobs, whether it be via computer or newspaper. If a Sim is already employed, he/she will not automatically decide to go to work when the carpool shows up, instead they will have to be prompted. He/She will also refuse to take part in most skill-building activities, such as [[chess]] or reading a skill book. In ''[[The Sims 2]]'' and ''[[The Sims 3]]'', [[nightmare]]s can also be a result of depression. A depressed Sim will occasionally weep and have bad thoughts. An easy, though expensive, way to fix it is to send the Sim(s) on vacation{{vgversion|TS3:WA}} If they become depressed on their vacation, it will be necessary to send them home.
   
If a Sim's mood drops all the way to the bottom, the Sim may simply refuse to do anything, even if directed to by the player. With ''The Sims 2: Nightlife'' or later, this can be addressed by using the MaxMotives cheat.
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If a Sim's mood drops all the way to the bottom, the Sim may simply refuse to do anything, even if directed to by the player.
   
 
===Dealing with Depression===
 
===Dealing with Depression===
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*In ''[[The Sims: Makin' Magic]]'', the '''Get Happy''' and '''Get Happy Jr.''' [[Spells (The Sims: Makin' Magic)#List of spells|spells]] can be used to boost the mood of an individual Sim. The '''Magic Mood''' [[Spells (The Sims: Makin' Magic)#List of charms|charm]] can be used to boost the mood of all Sims on a lot. However, these methods can backfire on the user.
 
*In ''[[The Sims: Makin' Magic]]'', the '''Get Happy''' and '''Get Happy Jr.''' [[Spells (The Sims: Makin' Magic)#List of spells|spells]] can be used to boost the mood of an individual Sim. The '''Magic Mood''' [[Spells (The Sims: Makin' Magic)#List of charms|charm]] can be used to boost the mood of all Sims on a lot. However, these methods can backfire on the user.
 
*Some [[custom content]] creators made hacked objects that could boost the mood of the selected Sim, or of all Sims on the lot, without requiring Sims to actually interact with them.
 
*Some [[custom content]] creators made hacked objects that could boost the mood of the selected Sim, or of all Sims on the lot, without requiring Sims to actually interact with them.
*It is possible to refresh a depressed Sim by enabling the [[Moveobjects|move_objects]] cheat, deleting the Sim, then clicking the Sim's icon in the control panel to cause the Sim to reappear. However, doing this is not recommended, due to the risks of overusing move_objects.
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*It is possible to refresh a depressed Sim by enabling the [[Moveobjects|move_objects]] cheat, deleting the Sim, then clicking the Sim's icon in the control panel to cause the Sim to reappear. However, doing this is not recommended, due to the risks of overusing move_objects. This method only works for ''The Sims'', and not for later series.
   
{{stub}}
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====The Sims 2====
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*Sims can alleviate their motives by using the [[Eclectic and Enigmatic Energizer]] with high aspiration meter. If Sims use it with low aspiration meter, there's a higher chance the machine will deplete all their motives instead.
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*Players can use the <code>maxMotives</code> [[The Sims 2: Nightlife/cheats|cheat]] to quickly raise the motives of all Sims on the lot.{{vgversion|TS2:NL}} Additionally, if the player enables the [[testing cheats]] before loading the lot, they will be able to simply drag the Sim's motives up.
   
 
{{Motives}}
 
{{Motives}}
 
[[ru:Настроение]]
 
[[ru:Настроение]]
[[Category: Simology]]
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[[pl:Nastrój]]
[[Category: Motives]]
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[[Category:Simology]]
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[[Category:Motives]]

Latest revision as of 23:05, June 30, 2019

Create a Sim

Motives

The mood bar and motive meters in The Sims 2.

The mood of a Sim is determined by the level of their needs. In The Sims 2 and The Sims Stories, it is also affected by their aspiration level, as Sim who are in platinum aspiration will have maxed-out mood regardless of their needs. Also in The Sims 2, a Sim can get a temporary mood boost by using a Noodlesoother. In The Sims 2: Seasons, drinking strawberry lemonade will boost a Sim's aspiration level to platinum, thereby giving the Sim platinum mood. In The Sims 3 and The Sims 4, moodlets will have an effect on the Sim's mood.

The mood of a Sim affects the color of their plumbob, which will be green if the Sim is in a good mood, and red if they are in a bad mood. Sims who are in a good mood will perform better in their careers and accept social interactions more positively, which Sims who are in a bad mood may refuse to build skills, do poorly at work, or react negatively to other Sims.

Mood meterEdit

The bar/meter next to the needs (or moodlets[TS3]) indicates mood. Green (which is usually indicated by the upper part of the bar) indicates good mood, and means that the average level of the needs are green or the Sims has more positive moodlets. The higher and greater the amount of the green, the better mood the Sim is in. If there is no color in the bar, that indicates the Sim is in a neutral mood; neither good nor bad. Red (which is indicated by the lower part of the bar) indicates bad mood, and means that the average level of the needs are red or yellow. The higher and greater the amount of the red, the worse mood the Sim is in.

Sims that are in a bad mood will only do things that will increase their need levels (such as sleeping when energy is low, eating when hunger is low, etc.) They will not do anything that will either have no effect or worsen their moods (such as study, exercising, etc.). Sims who are in a poor mood will not automatically go to work when the carpool comes, but will have to be told to go by the player. Sims in a good mood will be able to do anything that their age group, skills etc. allow.

In The Sims 3, if a Sim's mood is in the top section of the bar, they will automatically generate lifetime happiness points. Sims also learn skills and get promotions faster when they are in a good mood. The Sim's facial expression on its portrait changes with the mood.

In The Sims 4, the mood bar is replaced by the Sim's emotional state.

Bad mood effectsEdit

When a Sim is in a bad mood, the following things can happen.

  • Sims will not build skills while in a bad mood. If the player tries to get them to build skills while in a bad mood, a dialog or message will appear.[TS][TS2]
  • Some interactions will be grayed out when the Sim is in a bad mood or when the Hunger, Energy, Fun, or Bladder motive is low.[TS3]
  • Sims will do poorly at their careers, and job performance may be affected.
  • Social interactions are more likely to be rejected, making it harder to build relationships.[TS][TS2][TSS]
  • The player cannot use any socials on an Urb.[TU:SITC]
  • Shaking the Ice Cream machine in Kicktail Park will result in death.[TU:SITC] However, if Fireworks occur or Ice Cream comes out, the Urb will not die.

When a pet is in a bad mood, the following things can happen.

  • Pets may refuse to learn commands.
  • Pets will not autonomously go to work on their own, and must be directed by a Sim to do so. If they do go, they may perform poorly at work.[TS2P]

Mood states Edit

In The Sims 3, the Sim's mood state is displayed by hovering over the mood bar.

Good mood statesEdit

Sims that are "Elated" will receive a steady stream of lifetime happiness points for the duration of that mood state.

  • Happy
  • Very Happy
  • Elated

Bad mood statesEdit

There are four types of bad mood states which is dependent on the moodlets the Sim has. There are two stages of the bad mood. For example, the "Mourning" moodlet will make the Sim feel sad instead of uncomfortable. Being miserable, depressed, stressed, or furious makes certain interactions unavailable.


When most needs are low or critical, the sim can be uncomfortable.

  • Uncomfortable
  • Miserable

When a sim experiences a death or other loss of another sim or has a low social need, they can feel sad.

  • Sad
  • Depressed

When a sim works hard at school or work, or has a low fun need, then they can become stressed.

  • Tense
  • Stressed

Certain social interactions or traits can make Sims angry.

  • Angry
  • Furious

UrgenciesEdit

Main article: Urgencies

Urgencies are the common needs such as Hygiene, Hunger and Energy that Sims must fulfill. When a need becomes too low, a Sim might have a cloud with the image of that need over their head and will make a motion, such as holding themselves if they need to use the bathroom. Sleeping Sims with low needs often have nightmares about the low motives. Sims with low needs tend to wave at the player[TS][TS2] and complain, and will not learn any new skills until their mood improves. They will also refuse to do several actions.

If needs are not met at all, consequences might occur, such as having an accident on themselves, passing out, or even worse, death.

DepressionEdit

Depression, though not explicitly mentioned by name, appears in The Sims and its expansions. It is the result of a Sim's motives not being fulfilled. It is inspired by the real life mental disease which shares the same name. If a Sim's motives are neglected for long enough, especially social, the Sim's mood will begin to drop into the red area, and the Sim will eventually become depressed. A depressed Sim will refuse to look for jobs, whether it be via computer or newspaper. If a Sim is already employed, he/she will not automatically decide to go to work when the carpool shows up, instead they will have to be prompted. He/She will also refuse to take part in most skill-building activities, such as chess or reading a skill book. In The Sims 2 and The Sims 3, nightmares can also be a result of depression. A depressed Sim will occasionally weep and have bad thoughts. An easy, though expensive, way to fix it is to send the Sim(s) on vacation[TS3:WA] If they become depressed on their vacation, it will be necessary to send them home.

If a Sim's mood drops all the way to the bottom, the Sim may simply refuse to do anything, even if directed to by the player.

Dealing with DepressionEdit

Depending on which game is being played, and which expansions are installed, there may be ways to deal with a depressed Sim, even if he or she is not inclined to do anything.

The SimsEdit

  • In The Sims: Makin' Magic, the Get Happy and Get Happy Jr. spells can be used to boost the mood of an individual Sim. The Magic Mood charm can be used to boost the mood of all Sims on a lot. However, these methods can backfire on the user.
  • Some custom content creators made hacked objects that could boost the mood of the selected Sim, or of all Sims on the lot, without requiring Sims to actually interact with them.
  • It is possible to refresh a depressed Sim by enabling the move_objects cheat, deleting the Sim, then clicking the Sim's icon in the control panel to cause the Sim to reappear. However, doing this is not recommended, due to the risks of overusing move_objects. This method only works for The Sims, and not for later series.

The Sims 2Edit

  • Sims can alleviate their motives by using the Eclectic and Enigmatic Energizer with high aspiration meter. If Sims use it with low aspiration meter, there's a higher chance the machine will deplete all their motives instead.
  • Players can use the maxMotives cheat to quickly raise the motives of all Sims on the lot.[TS2:NL] Additionally, if the player enables the testing cheats before loading the lot, they will be able to simply drag the Sim's motives up.
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