Author Topic: Sim bin & genetics  (Read 4542 times)

Offline Noodles

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Sim bin & genetics
« on: July 11, 2012, 01:18:06 PM »
I wonder if the genetics of a sim carry over when you create a new household from a premade sim, which has been saved to the bin?

Until now, I have thought that to save more than the appearance of the sim (genetics, skills, inventory etc) you need to save the household in edit town.
But now I started a new game. I chose a sim I had previously saved to the bin, and in the game made her marry a townie. This townie doesn't have a familytree, so he shouldn't pass over any "hidden" genetics, right? They have had two children and both of the kids have unique hair color, which is very different from mom & dad, the girl is ashy blonde and the boy has unusual brown tips while the parents are a redhead and black haired. :) I'd like to know what caused these haircolors, I assumed it would be either mom's or dad's color as this is the first generation. The mother is from my old game's generation 3 or 4, but is it possible any 'recessive' genetic information is stored in the bin?

TheTripWasInfraGreen

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Re: Sim bin & genetics
« Reply #1 on: July 11, 2012, 02:11:38 PM »
I always thought that the only way genes could pop up from previous generations is if the sim in question has ancestors connected through the family tree in the save game.

Are the hair colors that the kids got saved presets in CAS? There is a rather high chance of mutation in the game that will cause the kids to have a random preset hair color.



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Offline Noodles

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Re: Sim bin & genetics
« Reply #2 on: July 11, 2012, 02:17:08 PM »
I always thought that the only way genes could pop up from previous generations is if the sim in question has ancestors connected through the family tree in the save game.

Yes, I thought that too.

Are the hair colors that the kids got saved presets in CAS? There is a rather high chance of mutation in the game that will cause the kids to have a random preset hair color.

Actually they are not presets. I went to CAS to check and was able to save them both as new colors.
I always have babies in my games, and I *think* I've never had a mutation. It's always from the parents or ancestors if there is a family tree. I know there is a chance of mutation but I guess it's slim as I've never noticed it.

Offline Pam

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Re: Sim bin & genetics
« Reply #3 on: July 11, 2012, 03:00:51 PM »
The chance of odd hair colors definitely exists.  It's fairly random.  I don't know the exact percentage, but my guess would be that there's possibly a 10% chance of getting a hair or eye color that cannot be traced to the parents or grandparents.
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Offline Seabody

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Re: Sim bin & genetics
« Reply #4 on: July 17, 2012, 01:18:07 AM »
Incidentally, I recently got a PM from someone asking about an aspect of Genetics. They had gone into the code and wanted my opinion. In the file was the chance for mutation. It's kind of slim, at 20% for hair color, and 10% for eye color.

Offline Ricalynn

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Re: Sim bin & genetics
« Reply #5 on: July 17, 2012, 01:29:54 AM »
After the discussion brought up on the Children of Original Townies thread regarding freckles, I went into the xml files as Seabody showed us in his guide and tried to find everything I could on Sim genetics. 


Code: [Select]
<?xml version="1.0" encoding="utf-8"?>
<base>
  <Current_Tuning>
    <kSkinColorMaxPercentTravel value="50">
      <!--When choosing skin color, max pct change in parent skin tone.  Valid range [0, 100].-->
    </kSkinColorMaxPercentTravel>
    <kMoodLevelNegative value="-25">
      <!--Pregnancy mood level tuning.  Valid range [-100, 100].-->
    </kMoodLevelNegative>
    <kMoodLevelNeutral value="0">
      <!--Pregnancy mood level tuning.  Valid range [-100, 100].-->
    </kMoodLevelNeutral>
    <kMoodLevelPositive value="70">
      <!--Pregnancy mood level tuning.  Valid range [-100, 100].-->
    </kMoodLevelPositive>
    <kMoodLevelVeryPositive value="120">
      <!--Pregnancy mood level tuning.  Valid range [-100, 100].-->
    </kMoodLevelVeryPositive>
    <kInheritGrandparentTrait value="25">
      <!--Chance to inherit traits from grandparent.  Valid range [0, 100].-->
    </kInheritGrandparentTrait>
    <kInheritParentTrait value="40">
      <!--Chance to inherit traits from parent.  Valid range [0, 100].-->
    </kInheritParentTrait>
    <kInheritBodyShapeShiftAmount value="0.2">
      <!--Max amount to shift around inherited bodyshape.  Valid range [0, 1].-->
    </kInheritBodyShapeShiftAmount>
    <kMutateHairColorChance value="20">
      <!--Chance for mutation when inheriting hair color.  Valid range [0, 100].-->
    </kMutateHairColorChance>
    <kHairColorChooseGrandparentChance value="50">
      <!--When choosing hair color, chance of selecting a grandparent.  Valid range [0, 100].-->
    </kHairColorChooseGrandparentChance>
    <kMutateEyeColorChance value="10">
      <!--Chance for mutation when inheriting eye color.  Valid range [0, 100].-->
    </kMutateEyeColorChance>
    <kEyeColorChooseGrandparentChance value="50">
      <!--When choosing eye color, chance of selecting a grandparent.  Valid range [0, 100].-->
    </kEyeColorChooseGrandparentChance>
    <kMutateHairStyleChance value="90">
      <!--Chance for mutation when inheriting hair style.  Valid range [0, 100].-->
    </kMutateHairStyleChance>
    <kCelebrityLevelPercentage value="0.6,0.8">
      <!--Range: Percentage of the Max Celebrity level of the parents applied to the children.  Valid range [0, 1].-->
    </kCelebrityLevelPercentage>
    <kHaveCelebrityKidChance value="0.5">
      <!--Chance for getting celebrity level for two npc celebrity parents.  Valid range [0, 1].-->
    </kHaveCelebrityKidChance>
    <kInheritDadBodyHairStyleChance value="40">
      <!--Chance of inheriting Dad's body hair.  Valid range [0, 100].-->
    </kInheritDadBodyHairStyleChance>
    <kInheritMomHiddenBodyHairStyleChance value="40">
      <!--Chance of inheriting Mom's hidden body hair.  Valid range [0, 100].-->
    </kInheritMomHiddenBodyHairStyleChance>
  </Current_Tuning>
  <Deprecated_Tuning>
    <kMutateHairColorChooseParentBlendChance value="10">
      <!--When hair color mutates, chance for parent blend color.  Valid range [0, 100].-->
      <!--deprecated on: 4/15/2008 4:25:06 PM-->
    </kMutateHairColorChooseParentBlendChance>
    <kMutateHairColorChooseFullBlendChance value="2">
      <!--When hair color mutates, chance for full spectrum blend color.  Valid range [0, 100].-->
      <!--deprecated on: 4/15/2008 4:25:06 PM-->
    </kMutateHairColorChooseFullBlendChance>
  </Deprecated_Tuning>
</base>

This is the raw XML data from the Genetics file within the Gameplay file.   I'm still learning to read these files but as you can see the only (default) things that a child can get from a parent or grandparent are hair, eye color, skin tone and body shape unless you use a mod or certain skin tones that come with freckles or copy a parents genetics into the children.


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