
The 6 hours flavor can also be shortened by taking one nap. The 3 hours flavor doesn't change anything to the original over-medicated moodlet duration, but might be a bit short for realistic gameplay in any case, your sim can take a nap and get rid of the dazed moodlet sooner this way. It's now more powerful, as its weight has been pushed from 1 to 10, so positive moodlets can't override the dazed moodlet easily.ģ flavors have been made to let you choose how long you want your sims to be affected by their drink. In addition to this, the over-medicated moodlet itself has been modded to give your sims a more realistic experience. Notice however that this moodlet isn't cumulative, and won't change or have different consequences whatever the number of drinks. All bar drinks other than emotional drinks, motive drinks, water and tea will now give your sims a powerful dazed moodlet. This mod exploits the "over-medicated" moodlet that's part of the sickness system in the Get to Work expansion pack. What does this mod change to the sims' behavior ? Move along, there is nothing to see here. They act like plain H2O molecules on your sims' neurons (if ever those pixel creatures have neurons).

Most bar drinks don't provide any special moodlet. In the Sims 4, sims are as innocent as kids.

!!! The following text was copied from CandyD'S original mod post !!! Removed Cream Cola from the beer module and added the "No Cream Cola" version to the downloads list. You can find CandyD's original mod here: Update It works again and it's now compatible with the newest patch (1.).


Since I've been updating CandyD's Natural Metabolism Mod series, I stumbled upon this one and looked into updating it. I've been using this mod regularily but it stopped working for me a few patches ago. The original version of this mod was created by CandyD, who has been inactive for a while.
