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Heating in the school!
It’s been driving me absolutely nuts that I can’t set the heat in the school. My poor sims have to wear their winter gear to class sticking out like sore thumbs while their classmates wear their everyday clothes. I don’t want to manipulate the weather or make my sims resistant to heat or cold because I prefer to play the most realistic way as well as avoid cheats and mods. Is there a trick to this that I don’t know about? Or is there something the sims team can do to fix this issue?4Views0likes0Comments[Traits] Add, Update/Refresh or Overhaul?
I have my starting notes, but feel free to add your own. Also, note a concept of making some pack traits, cross-pack traits so you can get from other packs as well. Generally, I think all older traits could use a refresh/update—as many of the newer traits like Lovestruck and newer have some really great traits. I also think that the new default trait should be 6 slots. I know people usually ask for 5, and that there is a mod for 5, and that GRO allows up to 5. But in CAS up to 6, because weird enough I think it looks cleaner/balanced in the Simology panel, and dynasty panel as they both as set up for 2-3 columns. As mentioned in the comments Vegetarian, Lactose Intolerant, etc. should be in a separate dietary panel. As well as likes/dislikes tab for cuisine types. Also, add the Sim Characteristic Mysterious, as with occult Sims and traits like Macabre/Mystical are Mysterious Ideals, also if Medium skill and Tarot could be likes/dislikes, and Thanatology skill (they could be Mysterious). For both likes/dislikes and turn ons/offs. Existing Traits: Wanted Traits: Things that should be tied/locked to Sim Characteristic, Ideal, Emotional and/or Trait Types:866Views22likes26CommentsWoodworking should be it's own separate skill
I think handiness and woodworking should be two separate skills rather than the way it currently is with woodworking being governed by the handiness skill. Just because you can sculpt a convincing-looking owl, that doesn't mean you know how to fix a broken toilet, and vice versa. Along similar lines, I think Royalty & Legacy ought to have a blacksmithing skill so that Sims can forge their own swords. Give us a forge and smelter. Metals and elements already exist in the base game anyway. I know there's already a blacksmith in Verdemar where you can have a sword crafted by paying with money or the right materials, but the selection is limited, and it would be nice if a player could take this up as a skill and perhaps make a business of it (crafting and selling swords).18Views2likes0CommentsHarry Potter sims pack for the upcoming series
I feel like it would be a good idea for the sims 4 developers to make a deal and do a collaboration with the Harry Potter franchise, they could make a magical school and add a bunch of quest, add some iconic characters, amazing clothing and places to bring them into the series through the game, it could potentially bring more audience and attention to the new series and new Harry Potter game coming itself along with bring back some more attention to the sims 4 along with some profits! From shopping at diagon alley to securing funds at gringots bank it could unlock lots of fun for the sims 4 community, especially if they implemented more clothing and CAS options and maybe even adding in making sims cooler by speaking pastltongue, using ancient magic or having a duel to the death with some tricky unforgivable curses!Kawaiikkgirl8 hours agoSeasoned Newcomer74Views2likes2CommentsExpanding eligibility for dynasty membership
When playing the Thebe family in R&L, I found that the Thebes/Laurents from MWS were not able to join Cordelia's dynasty, even though they descended directly from Cordelia I. My suggestion is to allow any sim who you can see from the head's family tree to be eligible for dynasty membership. This way, sims don't suddenly become ineligible when the dynasty head changes and the dynasty remains stable. An alternative would be for dynasties to be split into houses, where sims can create cadet branches and have their own leadership, but still have an overall head.172Views3likes2Comments[BH] Several classes/lectures don't work
List of affected Classes: Fabrication List of affected Lectures: Fabrication Robotics Research and Debate I tried to start a Fabrication class using the whiteboard, and I noticed that my customers were not using the objects around, and I was only able to teach Rocket Science at the whiteboard after launching it. It's a pretty easy to see the issue when I look at the tuning: the interaction to start the class launches a Rocket Science class situation instead for the instructor. There is also an other issue while trying to hold a Fabrication Lecture, that I tested with no other mod installed other than the Better Exception: the interaction that is used to make sims join the class causes an issue (the issue is thrown every time a Sim joins the class): Exception during call to test method on <class 'sims4.tuning.instances.simPicker_HobbyClass_Whiteboard_LectureFor_Fabrication'> (AttributeError: 'SimInfo' object has no attribute 'is_part') Traceback (most recent call last): File "T:\InGame\Gameplay\Scripts\Core\sims4\utils.py", line 179, in wrapper File "T:\InGame\Gameplay\Scripts\Server\areaserver.py", line 222, in c_api_server_tick File "T:\InGame\Gameplay\Scripts\Server\zone.py", line 529, in update File "T:\InGame\Gameplay\Scripts\Server\broadcasters\broadcaster_service.py", line 560, in update File "T:\InGame\Gameplay\Scripts\Server\broadcasters\broadcaster_service.py", line 634, in _update File "T:\InGame\Gameplay\Scripts\Server\broadcasters\broadcaster.py", line 545, in apply_broadcaster_effect File "T:\InGame\Gameplay\Scripts\Server\broadcasters\broadcaster_effect.py", line 104, in apply_broadcaster_effect File "T:\InGame\Gameplay\Scripts\Server\broadcasters\broadcaster_effect.py", line 569, in _apply_broadcaster_effect File "T:\InGame\Gameplay\Scripts\Server\broadcasters\broadcaster_effect.py", line 555, in _select_and_push_affordance File "T:\InGame\Gameplay\Scripts\Server\sims\sim.py", line 4148, in push_super_affordance File "T:\InGame\Gameplay\Scripts\Server\interactions\aop.py", line 237, in test_and_execute File "T:\InGame\Gameplay\Scripts\Server\interactions\aop.py", line 166, in test File "T:\InGame\Gameplay\Scripts\Server\interactions\base\interaction.py", line 2919, in test File "T:\InGame\Gameplay\Scripts\Server\event_testing\tests.py", line 767, in run_tests File "T:\InGame\Gameplay\Scripts\Server\event_testing\resolver.py", line 147, in __call__ File "T:\InGame\Gameplay\Scripts\Core\caches.py", line 296, in wrapper File "T:\InGame\Gameplay\Scripts\Server\objects\object_tests.py", line 1574, in __call__ File "T:\InGame\Gameplay\Scripts\Server\objects\components\__init__.py", line 202, in __getattr__ AttributeError: 'SimInfo' object has no attribute 'is_part'rtim=0 Client Session Time: 39.70 Num Save Errors: 0 Num Load Errors: 0 Current Game State: 0x96d01090 LoadingScreenActiveFlag: 1 Origin Version: 10,5,96,47512 Modded: True SystemInfo: Windows 11 10.0.26100 GPU: NVIDIA GeForce RTX 4070 Laptop GPU 32.0.15.6094, GUID: 49E2F77F-BCD1-11EF-90AF-A695C4C6CAA4 I don't have this issue with other classes, so I don't know what is different here. Tested on multiple lots. I found the cause: contrary to other hobbies classes broadcasters, the one from the fabrication class uses the "imPicker_HobbyClass_Whiteboard_LectureFor_Fabrication" interaction instead of the "sI_HobbyClass_ListenToLecture_Fabrication" interaction. So it's also a quick fix 🤩 Edit By Crinrict: Added pack tag to title.Down-in-Simsland12 hours agoSeasoned Hotshot2.8KViews2likes25CommentsSims should use headphones with synthezisers for no noise rule violation
Make it possible to use headphones with synthezisers (always headphone use as default) to be able to give sims living in residential rentals an option to use a musical instrument without violating the no loud noises rule.NennaRC19 hours agoSeasoned Hotshot10Views1like0CommentsLet downloads and favourites in the gallery count towards the original creator
A lot of people reupload other people's creations in the gallery against their will. I have experienced it too and there's a lot of reuploads of my creations in the gallery, which I have reported, but nothing has been done about it yet. This behaviour would likely stop or go down to a minimum if you change how the gallery works. I suggest that if someone download or favourite an item in the gallery, the count should always go towards the original creator's original build. So every time a person likes or downloads a reuploaded original, it should only benefit the original creator and never the violator. Much fewer would be interesting in reuploading other's creations and hopefully instead focus on creating themselves. I guess you could also make a tick box where creators must tick if we allow reuploads or not when we upload a new build. If we untick that box, it shouldn't be possible to reupload it. Creators and the game developers might have different ideas regarding this, but please, let it be an option for each creator to choose. The fact is that a lot of us creators are spending time on creating. Of course we enjoy it but it is unfair that other's can benefit from reuploading which might have taken hours or days to create. Creators generate more gameplay as people download and play with our creations, which is good for the whole gaming industry, so I think you should listen to our wishes too.NennaRC20 hours agoSeasoned Hotshot24Views2likes0CommentsGhosts block ultra speed while household sleeps
Issue Description: When a tombstone or urn containing a ghost is placed on a residential lot, the automatic ultra speed (speed 3, triggered when all Sims in the active household are asleep) does not activate. The presence of a non-playable ghost on the lot prevents the game from speeding up through the night, even though the ghost is not a member of the player's household and does not require active management. Expected Behavior: When all Sims in the active household are asleep, the game should automatically increase speed to ultra (speed 3) regardless of non-playable entities on the lot. Ghosts generated from tombstones/urns are not controllable Sims and should not block ultra speed, similar to how pets, visitors, or NPC service Sims do not block it. Steps to Reproduce: On a residential lot, have a Sim die and place their tombstone or urn on the lot. Wait for night time (approximately 11:00 PM to daybreak) when ghosts typically appear . Ensure all Sims in the active household are sleeping in beds. Observe the game speed. Actual Result: The game does not automatically increase to ultra speed. Speed remains at normal (speed 1) or must be manually increased. The non-playable ghost roaming the lot is treated as an active entity blocking speed progression. This occurs consistently on any night the ghost appears. Additional Notes: Ghosts in The Sims 4 can appear on residential lots between 11:00 PM and daybreak when remains are present . The ghost is not part of the player's household and cannot be controlled without cheats or specific gameplay (e.g., Ambrosia). The game's ultra-speed trigger appears to check for any Sim on the lot rather than only household members. This issue may affect both tombstones and urns equally. Impact: Moderate. Players with deceased Sims on their lots cannot use the convenient auto-ultra-speed feature during nighttime hours. Night cycles take significantly longer to pass, requiring manual speed management or removal of tombstones/urns. This discourages players from keeping memorials on their lots, which conflicts with storytelling and legacy gameplay.canelacaliente1 day agoSeasoned Ace14Views0likes0CommentsRandom Sims coming onto property to rummage through or Knock Over Trash Bin
Is it just me??🤔 I was noticing random Sim/NPC trespassing onto my property and knocking over the trash and making a mess, then walking away again. I'd send my Sim to clean it up and keep playing another day away, next thing, I see another stranger passing through the backyard uninvited again... Not even attempting to come to my front door, just bee-lining straight to the trash next to my back door. How rude! There's a BABY in the house! And with another mess left for me to clean up, I decided to build a fence around the raised platform it was on. You know what happened? They still kept trying to get to it! 😱 They just walked as close to it as they could get, or to the entrance of the gate (until the NPC realised it was locked) and just stood there for hours ....waiting to scratch that itch for trash destruction. I play rotationally - and forgot about this incident. Played another household that I have holed-up living in a lighthouse on what I like to envision is mostly an isolated little island. Nuh uh. Here comes the local townie eye-balling that stray trash bin I have tucked away around the back of the house, ready to make a mess. I tried searching to see if any other reports, no luck, but it does seem to be very peculiar (and annoying!) behaviour! I'll be back with screenshots/clips/more details of timing etc so I can help flesh out the report - especially if I'm definitely the first reporting. Thanks in advance Crinrict for any adjustments/fixes you make to my thread 📣 Our local legendDevineNightmare1 day agoSeasoned Traveler3.5KViews12likes42Comments(Most) occults keep gaining points but we cant spend them
I have a vampire, grand master. Several (actual) years old by now. Takes 156 ability points to unlock all abilities. Got over 100 vampire points left right now after unlocking most abilities I wanted. I have a fairy, radiant level. It takes 28 ability points to unlock all abilities. I spent 25 ability points to unlock what I wanted but already got 55... 56 points left. Gained another point while writing this. I have a spellcaster, virtuoso. It takes 25 ability points to unlock all abilities. 4 talent points left, one ability not taken. And they are still gaining more. Especially fairies. The point gain is insane! The spellcaster has been a occult for months and the fairy since release of the pack but the leftover ability points are totally out of balance. It took my fairy less than two months to gain half the points my vampire gained over a much longer time and already gained more than ten times the amount of my spellcaster. I have werewolves, apex'es, and they can convert overflowing ability points into satisfaction points. Spellcasters too. Why cant all occults have something like this? Why is there no cap for the other occults because they cant use points after maxing out the occult abilites? The experience gain is eating game resources too. The more occults the more resources on all maxed out occults. They dont all have to be the same. But some consistancy is really not too much to ask for when it comes to expansion packs.160Views5likes6Comments[Idea] Occult Stuff Pack
RoM, V, W , IP, L&D, EbN and GtW all have occults with limited occult specific CAS and Build/Buy. I'd love a stuff pack to flesh out and fill in the blanks for occults. Some of the occult CAS and Build/Buy are merely themed such as Victorian for Vampires and nature inspired for EbN for example. However, the occults themselves could have a larger range of occult specific themes. Add missing occult ability trees for Mermaids and Aliens. PlantSims be a permanent occult with an ability tree. More traits that would help occult synergy (Mystical, Disruptive and Macabre are the closest occult friendly traits, if you want to discount the basic Good/Evil traits) Lot traits that encourage each or every type of occult to visit and a trait disallow all occults! Feathered and bat wings for Fairies or even Vampires (but be great if it could be any occult). Missing single bed, fridge, stove, etc. for EbN nature theme. RoM's The Iron Counter needs a cabinet counterpart (drives me nuts I don't have matching cabinets for my favourite counter). Small appliances for various occults/themes. Non-plant/flower nature themed CAS and Build/Buy. Air, fire and water/ice fairy themed attire and Build/Buy would be nice to have different elements Fairies. But these could also transcend to other occults such as Mermaids and Spellcasters. Something to do with Spellcaster all occult extra talent points! Edit, Mar 3rd, 2026: Practical Spellcaster's with Scruberoo use in when Hygiene is low (and/or use instead of "clean up/throw away"), Delicioso when Hunger is low, Floralorial for bugs/weeding, etc. autonomously. Mischief Spellcaster use Mischievous spells ons on disliked/despised Sims autonomously. I am not sure how easily Untamed spellcasters can use their spells autonomously. But at least Chillio for Fires! and Zipzap on disliked/despised Sims autonomously. More occult recipes and foods. I mean there is Soul Soup but it is from Level 5 Thanatology and Level 5 Cooking. As well as Curious Pizza and Alien Fruit Tarts for alien/U.F.O fruit recipes. But really more fantasy cuisine would be helpful for occult themed players. The ability to safely have Hybrid Occults without breaking the game, having multiple ability trees (at least 2). It be really nice if RoM had Glimmerbrook expanded to a 3 neighbourhood world. Maybe even for Vampires and Werewolves too. Alchemy, Herbalism and Apothecary recipes should be abled to be used in both the Cauldron and Apothecary Table. And ALL ingredients should be abled to be stored-linked to storage properly (having insects, frogs, metals, crystals (at least link the CCSP Gemology Table to pull from as recipes pull from the fridge), etc. not linked/stored together is very annoying to pull out of other storages). Familiars could be expanded, that they can change their moodlet buff, have interactions, etc. Add small pets fantasy creatures such as baby dragons. The ability to make any occult Immortal and stop aging. As a special trait. The ability to add the Grim Reaper or Father Winter to family tree (as parent) without breaking the game. More fantasy/alien plants. I love these and really cannot get enough of them. Edit, Apr 21st, 2026: Second form for Spellcasters. As they are suspected to be "disguised", and more Spellcaster type CAS/BB items. Vampire sire family trees (and the ability to edit them). Fairy option/quest/trait to be able to eat normal food to help emotional force. Or at least certain foods like honey, fruit, milk, or even flowers! etc. Turn off werewolf animal form (have have a secondary humanoid form instead to manipulate), I am sorry but the animal form weirds me out to no end, and can't play this occult because of it (I am sure there are mods but I'd prefer a official version so to not worry about game break mods when out of date mods are no longer kept up). If you are not going to add/update your packs where there is missing/wanted features CAS/Build/Buy. Just put it in a pack to expand the occult themes :)180Views10likes4Comments[EbN]+[OR] Add Herbalism to Apothecary Table
I think that for cross compatibility sake Herbalism should be an option for the Apothecary Table. edit: also RoM not all alchemy ingredients fit in the table (like apples/angelfish/etc.) It really be nice for all Alchemy/Apothecary/Herbalism stuff would be branched/umbrellaed under cauldrons/apothecary tables and ingredients in the table/storages.139Views12likes5CommentsLock Skill/Career Gain Progress Type Feature
I use Lock Skill Gain Progress by TriplisSims to make the game (IMHO) playable. This allows me to have my Sims unique and stops from unwanted skill gain (like comedy, mischief, etc.) Before this mod, I would get so frustrated when my Sims autonomously do interactions they disliked like comedy, mischief, etc. and they'd gain the skill—that I'd stop playing. This honestly saved my sanity for Sims 4 (or I couldn't play), but it looks like it is no longer maintained, and I think it should be a base game feature. Prevent skill gain from select/unwanted skills. Lock skill gain for select skills to keep Sims at the desired level. Keep Sims unique/different from one another. edit: if possible Remove locked skills from pie menu (for example if Singing is "locked" at lvl 0/null from skill gain, when you select your Sim you will not get the Practice Singing option). Or if I lock/no learn Natural Living Skill, none of those interactions show up. Stop Sims from using items that would gain locked skills (at lvl 0/null) autonomously (excluding cooking). edit, edit: Since R&L I am completely in love with the fact you do not get promotions automatically. I'd love this for all careers!282Views13likes5CommentsAn Alien Town World - Alien Pack
I’d love to see an Alien-focused pack that expands alien gameplay and gives them a real place in the world instead of just being hidden away. New World – Alien Town: The pack could include a brand-new world that anyone can move to, but it’s mainly an alien town: Most NPCs in the world are Aliens The town has alien culture, shops, events, and lore Normal Sims can live there, but they feel like outsiders at first Research & Progression System: Regular Sims shouldn’t instantly understand aliens. Instead, they would need to research aliens by: Reading alien-related books Researching aliens on the computer Possibly doing Scientist career tasks Higher research levels could unlock: New friendly and social interactions with Aliens Hidden lore, discoveries, and story events Faster relationship gain and special trust-based interactions Living in the Alien World: Anyone can move to the alien town Aliens feel like the locals and may get special buffs or moodlets Human Sims can get moodlets about feeling out of place until they build knowledge and relationships New Create-a-Sim Content: New clothing and accessories made specifically for Aliens Sci-fi themed outfits for regular Sims (futuristic streetwear, visors, space-inspired looks) New Build/Buy Content: Sci-fi furniture and decor Alien plants, glowing lights, futuristic doors/windows, and tech Items to build secret labs, alien apartments, and futuristic homes Why This Would Be Fun: Makes aliens feel more immersive and meaningful Adds progression and long-term goals Creates strong storytelling potential Gives builders and CAS players a full sci-fi theme to work with I think this kind of pack would make aliens feel deeper, more mysterious, and way more fun to play in The Sims 4.91Views4likes3Comments
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