Simulations utilizing virtual humans, or computer controlled agents, are more predominant now than ever. Many of these simulations suffer from a lack of effective, stimulating, and natural emotion-based behaviours in the interaction among the non-personal-characters, as well as with the human users. This lack of appropriate behaviour with emotion is caused by the fact that the structures driving the agents' behaviour are normally linear, cyclic, and not derived from any believable model. This project aims to develop an easy-to-use, portable, diverging, and adaptive behavioural model based on psychological and sociological research, for simulation designers to utilize easily in their virtual world.