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BrickLion_Emotions2.0.zip 5.5 MB
September 22, 2023

Emotions 2.0 (Better and Balanced Emotion System)🎭

The broken and overpowered emotion system that was heavily marketed at the launch of this game and was a tremendous flop in the end pissess me off so much but I made it more "strategic" and fun to play with, also thanks to the Balance System we got in Enchanted by Nature which adds consequences for having Sims in a bad mood (if you play with it vanilla it doesn't actually do much, because positivity prevails most of the time + balance increases while sleeping for some reason, so here's an improvement). So, positivity is very easy to achieve in this game because:

  • Happiness boosts all other positive emotions.

  • You can easily manipulate positive emotions by doing random things like talking to a mirror, take a shower or eating a Krabby Patty (INSANE HAPPY +4 BUFF😬).

  • There are so many ways to increase durations of positive moodlets like living in a tiny house or from certain traits or with family recipes etc...

  • You can easily overcome negative emotions by calming to a mirror or crying in bed, by having certain traits etc... which drastically reduce the durations of those buffs.

But let's have a look at the vanilla emotion system so I can explain it better:

Like, I even have to imagine their emotions under certain circumstances because the game's system is flawed. Anyway as you can see negativity buffs are too weak, don't have any "bonus" or better yet "malus" effects, so I made this mod which enhances negativity and halves positivity and also does a bunch of other stuff which makes the game more balanced, fun, and again works pretty well with the Balance System. So let's start listing it's features:

  • It adds a PERMANENT invisible Fine +2 (from Teens through Elders) or a Fine +1 (for Children) buff that halves the weights of ALL positive buffs by 0.5 so positivity will not get instantly achievable by just drinking or by other random minor stuff, and increases Angry, Sad, Tense, Uncomfortable, Embarrassed and Bored buffs by 2 (+1 buff is actually a +2, a +2 is a +4 etc.), while Scared and Dazed buffs are increased by 4 (+1 buff is actually +4 etc.). Child Sims will start having a positive mood when they reach a total of 1.5, Teenagers have to reach 2, while Adults and Elders 2.5. For negative moods a +1 buff (which will be +2) will be enough to be in a negative mood.⚖

🧛‍♂️Vampires will have this buff too, but right after you purchase the "Emotional Dampening" perk my buff will be removed, same thing will be applied for Sims with the "Emotional Void" Ailment. Those buffs have their own mood mappings which reduces ALL the buffs both positive and negative + Vampires will now have proper mood mappings of 0.75, 0.5 and 0.25 for the Scared emotion when the perks are unlocked (EA forgot to update it).

  • It increases/decreases the intensity thresholds of ALL emotions. Negative Emotions will "level up" when you have an overall of +8 & +16 buffs. Positive Emotions will "level up" when you have an overall of +6 & +8.🆙 (All ages except Infants and Toddlers)

🚨TEENAGERS HAVE THEIR OWN MOOD MAPPINGS WHICH INCREASES THE WEIGHTS OF ALL EMOTIONS, SO, TO "LEVEL UP" THEY REQUIRE AN OVERALL OF +4 & +6 POSITIVE BUFFS OR AN OVERALL OF +6 & +12 NEGATIVE ONES.🚨

  • Gets rid of the emotional walkstyles in lower emotion intensities which means no more angry/panic/sad/confident/energized walkstyles when sims are just angry/scared/sad/confident/energized. I left those for higher intensities only and added the patient walkstyle when sims are Dazed.🚶‍♂️ (All ages except children)

  • Scared and Terrified sims will now have a harder time learning skills. EA probably forgot to add those tunings in there (like they forgot to add scared buffs mood mappings to vampires) because ALL other positive and negative emotions have skill multipliers.🙀 (All ages)

  • Some negative emotions will be more impactful than others if they have the same weight/total. Scared>Dazed>Angry/Sad/Embarrassed>Uncomfortable/Tense/Bored.

  • Adds decay modifiers to ALL negative moods except Bored and Dazed. This means that, for example, if a sim is in the "angry" or "very angry" emotional state, all positive buffs will decrease faster. I also made sure to create some sort of "gameplay loop" where not all the negative emotions are bad for some of the positive ones. In fact, if your sim is currently Sad, all positive buffs will decay faster EXCEPT for the Inspired ones! So, if you have a Sad sim, be sure to Inspire them, if you have a Furious sim be sure to make them Playful or Energized. (All ages)

The higher the emotion intensity is, the faster those buffs will decay, you can check Limited Positivity Mod to see which positive emotions are affected when being in negative emotions.⏫⏬

  • When Sims are asleep, their balance will not increase.

  • Werewolves in Rampage mode will be immune to balance reductions (Enchanted by Nature & Werewolves🍃🐺).

  • Off-lot Sims will be immune to balance changes. This excludes hidden Sims (Sims who are at work, school or rabbitholes).

  • NPC's will also be immune to balance changes.

  • Added need decay and autonomy changes when sims are in certain emotions:

    1) A Sad Sim's Energy will decay faster, they will socialize, take care of their hygiene and have fun much less than normal.

    2) An Angry Sim's Hunger will decay faster and will want to have fun much less than normal.

    3) An Embarrassed Sim's Fun will decay faster and will socialize much less than normal.

    4) An Hysterical Sim's Bladder will decay faster.

    5) A Scared Sim's Bladder will decay faster and will want to sleep much less than normal.

    6) A Bored Sim's Fun will decay faster.

    7) A Dazed Sim's Energy will decay faster and will want to take care of their hygiene much less than normal.

    8) A Tense Sim's Fun will decay faster and will want to socialize much less than normal.

    9) Uncomfortable Sims will just want to socialize and have fun much less than normal.

    And that's not all, I also made 2 optional addons:

    📑OPTIONAL ADDON 1: CHECK BUFFS/MOODLETS

    This mod addon let's you see the current active moodlets and tells you the new moodlets weights so you don't get confused with weight changes when looking at the moodlets UI or you simply don't want to do math in your head, it filters moodlets in groups and tells you the totals of the current mood moodlets and highest positive or highest negative moodlets (depending on the mood). The interaction is available from infants (infants and toddlers will display the vanilla weights) through elders by clicking on your Sim and you can also check moodlets of any other Sim, not just the active one!

    This menu is simple on purpose. No icons, no names, no descriptions. Again, the main purpose of this addon is to see custom weights and totals without any additional info. If you want to know more about your Sim's current buffs you can use MCCC or Lumpinou's Sim Info Manager along with this. Why would you want to do that since you can already see the buffs in the UI? Because of this next addon (you can also just use this):

    🐱‍👤OPTIONAL ADDON 2: INVISIBLE BUFFS/MOODLETS

    This addon hides ALL....yes, ALL buffs. Why? Look at this:

    I wanted to do this for a long time, I simply hate the UI overlapping the moodlets, of course, this happens mostly if you have large UI scaling but I like having a big one and also dislike not being able to see my Sim's portrait fully because is always cluttered with the moodlets, unlike in Sims 3 which had it's own separate panel to display them. Also, it's great because you will not be able to see durations of the moodlets making the game more unpredictable instead of already knowing the next emotion your Sim will go through! Unfortunately this HEAVILY overrides ALL moodlets, so any other mod that modifies visible buffs will conflict. Also, custom moodlets from other mods will remain visible of course, unless you edit them yourself in Sims4Studio. Again, this is a HEAVY override, but hey, it's optional!

    🚨Only install packages from the packs you have!

    Now let's see how everything works in game by picking up the initial example:

    As you can see he ended up having a +12 angry mood total...Insane! You can strategize to help him get into a good mood again by, for example, drinking a happy potion that will make him Happy +50 and then do everything it takes in the few hours you have to gain the "Controlled Emotions" Fine +10 buff from the Snowy Disgrace pack and cumulate neutral buffs so the Fine emotion takes over the Angryness (Fine buffs have the normal vanilla weights + the controlled emotions buff cannot be obtained while already in negative emotions except for boredom and dizziness, so that's why you have to make them in positive mood first), or spend the entire day calming down to a mirror or meditating or wathever else you come up with. And btw if you find it too difficult you can always disable the balance system entirely anyway!

    🗣CONCLUSIONS

    I'm actually having fun and hope you'll have fun too with this, it reminds me of the gameplay loop of Sims 2 in a way. While in Sims 2 you have to complete wants to keep a high aspiration bar and avoid fears to not go into "insanity mode" and let the therapist visit your Sim, in Sims 4 you need to take care of your Sim's emotions by avoiding negative moodlets to not have the balance bar decay at the point you get ailments, otherwise you have to visit the naturopath (which actually costs money). It's like a 7th need to take care of by doing random routine things to make them playful, confident, or wathever you want to keep them balanced.

    Sims 4's primary focus shouldn't have been on the emotion system, it's simple, boring and predictable, it's focus should have been on autonomy, personality, wants and aspirations as primary gameplay features, the emotion system should have been a secondary thing, like the moodlet system in Sims 3 (Sims 3's focus was more on traits, open world and customization) because in the end, all Sims experience the same emotions!

    ✅CHANGELOG 24/05/2026:

  • Made the new moodlets from the new Bridgerton event trait invisible.🆕

🚨THIS MOD REQUIRES LOT51 CORE LIBRARY TO WORK.🚨

IT IS ADVISED TO REMOVE ANY MOD RELATED IN CHANGING THE EMOTION SYSTEM!

THIS MOD IS BASE GAME COMPATIBLE BUT IF YOU WANT MORE CHALLENGE I HIGHLY RECOMMEND USING IT ALONG WITH ENCHANTED BY NATURE AND TURN ON THE BALANCE SYSTEM!

STILL NOT ENOUGH? TRY USING THIS MOD ALONG WITH LIMITED POSITIVITY!

Comments (16)

R
RandaleLulu · July 29, 2026

Thank you for making this — it feels so much more natural the way my Sims deal with anger, sadness, fear, and so on. I do have one small suggestion: the sweater curse from the Nifty Knitting pack normally causes a fear with +2 intensity, but with your mod it’s +8. The problem is that it lasts constantly for seven days, and there’s almost no way to get rid of the buff except with potions. My Sim is already pretty imbalanced because of the constant bad mood (Enchanted by Nature), and that’s only because they gifted a sweater to their boyfriend :D It’s actually pretty funny.

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BrickLion's Workshop · July 29, 2026

Oooh so evil, I like It😈. I love to hear stories like that and I'm glad you are enjoying the mod. For things like the sweater curse buff having that intensity, well, it's doing it's job, it's a curse, finally it makes sense, so yeah I think you are stuck buying potions but you could also gain a bit of balance by meditating in nature with the Natural living skill, purchasing or creating the elixir that restores balance or cure ailments, taking care of the living houseplants or, of course visit the naturopath. Those days will be challenging in keeping your Sim's balance up!😂

A
Aurélien Cvl · March 23, 2026

Hi! Thanks for this mod. I was wondering why the intensities were changed? I feel like it's now difficult to have Sims very angry etc... (sorry for the spelling mistakes, I'm not an English speaker)

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BrickLion's Workshop · March 23, 2026

The intensities needed to be changed because this mod doubles negative emotions weights, and halves the positive ones. If I kept the original intensities with increased negative mood weight, then a simple +2 angry buff would instantly make your sim "Very Angry" because the buff is now +4 with the custom negative mood weights. In the unmodded game if you have +4 tense, your sim becomes "very tense". This mod retains the same EA logic, so if you have +4 tense (which will actually be +8) your sim becomes "very tense" because it levels up at 8. Nothing has changed, if I didn't increase the intensities and you had a +2 tense (+4 with the doubled weights), the sim would have been instantly "very tense" because in the unmodded game negative emotions level up at 4, so, since I doubled the mood weights I had to double the mood intensities too.

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Maria Skoll · March 1, 2026

Thank you so much, I love this mod!

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Vittoria · March 1, 2026

ура, вы вернулись!

C
CeeChalla · February 28, 2026

Oh this looks/sounds good! Thank you so much!

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LuciaSims · June 6, 2024

I like the green happy UI design more, but the smiling seems better, if someone could make it green Happy and with the Sim just smiling, it would be perfect. But idk if its just me, I'm sorry for being nit picky but I like it that way better.

B
B · June 4, 2024

I know that the fine buff shouldn't affect toddlers or children, but are infants included in that list too? Because, for some reason, the one in my current household is always "fine" unless the emotion score hits 3 or goes past it.

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BrickLion's Workshop · June 4, 2024

Infants along with toddlers and children will not receive that buff, yes. I just tested it and got a Happy +1 buff which made my infant Happy. The buff is also permanent and visible so it's definitely another mod that it's causing this, maybe you have the "Stay Fine" mod by chingyu?

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Nicole puiia · March 28, 2024

Any chance you could take a peek at RoBurky’s “Meaningful Stories” mod and see about people using that plus this? They seem quite similar so I’m wondering if 1 They will conflict and 2 if using both together would be too much in the game. Or not needed since maybe they are too similar?

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BrickLion's Workshop · March 28, 2024

Hi! While Meaningful Stories doesn't pose any conflicts with this mod, they do share quite similar scopes. Hence, I strongly suggest opting for either one to avoid any potential clashes in gameplay. Should you opt for this mod, I also suggest you to explore my other emotion mods. By doing so, you can compare and choose between the ones I've created and those by RoBurky that suit your preferences best.🥰

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Viniciusvill · September 26, 2023

Hi, I loved this mod but there's one little thing bothering me. You used an icon from the Vampires game pack in the permanent moodlet and for those who don't have this pack (like me) the icon doesn't appear. Could you PLEASE change the icon to one from the base game?

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BrickLion's Workshop · September 27, 2023

That's actually an icon from the Spa Day pack. Thanks for letting me know, I just put the icon in the package, see if it's working now.😉

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Waffle's Mix-Ins · September 22, 2023

How did you modify satisfaction point gain rates? I have a mod that adds satisfaction gain/loss when sims are doing activities they like/dislike, but any modifications I made to the rate did not apply properly. It appears to be a fixed rate of TEN per second when applied incrementally instead of via loots. What did you do to get 1 and 2 per second instead of 10 per second? https://www.patreon.com/posts/70193356

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BrickLion's Workshop · September 23, 2023

I really don't know what to say about this. I did the exact same thing you did and it worked on score interval and rate of 1&2 too. Maybe they updated the code of the game? Was probably a bug before? I also tested with different intervals of 15-12-13-20-5 etc... and they all seem to work. Rates too!