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Mods+cc not working. Help!
So I bought a new computer and downloaded Sims 4 again and started to download cc and mods. I made Mods folder in Sims 4 folder and made sure zip files were unpacked as u should and I also enabled everything in the Sims game menu. Cc and mods are not showing up. What's up with that? I've opened and closed the game ten times already. Help?Solved84Views0likes2CommentsBE Exception Error
Hi! Every time I'm loading into the game, I get this exception. I also get it when trying to travel as well. Exception in <function c_api_set_object_location_ex at 0x00007FF3E114F560>, args: (524412672017066711, 524412672017066912, {747168BF74A6AD7,0,World}, Transform(Vector3(272.695099, 163.394592, 443.100922), Quaternion(0.000000, 0.906212, 0.000000, 0.422823)), 0, (0, 0), 0), kwargs: {} KeyError('Unable to find joint b__subroot__9 on object_bedSingleGENTeenSC_01:0x0747168bf74a6ba0[7]') (KeyError: 'Unable to find joint b__subroot__9 on object_bedSingleGENTeenSC_01:0x0747168bf74a6ba0[7]') I don't have any teen beds that match this description, so I'm confused what it's picking up.Solved25Views0likes1CommentA gameplay design spec for an epilepsy condition mod — feedback welcome
Hey all, I've been working on a design spec for an epilepsy condition mod for Sims 4 and I wanted to share it here before I commit to building. This isn't a "Sim falls down sometimes" gimmick — it's a full hidden-condition system with appointments, medication, recovery, heritability, and long-term consequences. Sharing it in summary form below. Would genuinely love feedback before I start the actual implementation. Where this comes from Before I get into the design, I want to be upfront about where it came from, because I think it matters. This mod isn't the result of research. I didn't read a Wikipedia article on epilepsy and decide it would make an interesting gameplay system. I've had epilepsy for over 20 years. Every mechanic in this spec is something I've lived — the appointment cycle, the prescription dependency, the auras, the postictal nausea, the activity restrictions in the hours after a tonic-clonic, the disclosure conversations with friends and partners, the way a bad week of sleep and stress will stack until your body decides for you. The cheat-dismissal layer exists because I know what it's like to want to step out of the condition for a while, even if you can't actually do that in real life. Dr. Feldman is named after my actual neurologist. The popup voice I'm trying to write is hers — the way she actually talks to me. That's why her name, gender, and tone aren't open to revision. She's a real person who has done real care for a real patient, and the character is a small private thank-you to her. I'm sharing this partly so the design choices make sense (the realism isn't ornamental — it's lived), and partly because I think it's the most honest way to invite feedback. If something in here reads wrong to other people with epilepsy, I want to know. If something reads off to people without epilepsy, I want to know that too. This is one person's experience trying to become a system that holds up for other people's stories, and that needs other eyes on it. The core idea A Sim can be assigned epilepsy randomly at age-up (~1.2%, matching real prevalence) or via cheat. Once active, they enter a recurring care loop: Schedule appointment → attend appointment → prescription renewed → refill medication → take meds daily → risk stays low. Break the chain and risk climbs. Neurologist appointments Every two in-game weeks, always with Dr. Feldman — a single named NPC who only appears through popups and notifications. No provider variety, no "find a new neurologist" interaction. She's competent, warm, plain-spoken. One consistent medical voice across every household running the mod. This is deliberate. It mirrors how a lot of people actually manage epilepsy long-term — you find a neurologist who works for you and you stay with them. It also kills a huge amount of implementation overhead (no NPC generation, no relationship stats per provider, no provider-variant popup tables). Medication Daily action that maintains a med_level stat (12hr half-life decay). Four medications with real mechanical differences: Topamax — long half-life, strong protection, cognitive side effects Vimpat — balanced, low side effects, common switch target Clobazam — short half-life, strong acute protection, drowsy Lamictal — longest half-life, most forgiving, slow 5–7 day onset These aren't arbitrary picks — they're the medications that have actually been part of my own treatment over the years, which is why I know the half-life curves and side-effect profiles well enough to model them. Dr. Feldman recommends switches based on the Sim's seizure history via popup. About 30–40% of appointments fire a decision-based popup; the rest are routine renewals. Popups — where Dr. Feldman actually lives Since Dr. Feldman never appears as a visible Sim, her whole character comes through popup text. Two categories: Informational (no decision, just dismiss): "Reminder: appointment with Dr. Feldman tomorrow at 10:00 AM. The clinic asks that you arrive ten minutes early." "You missed your appointment with Dr. Feldman. Your prescription will expire soon — please call to reschedule." "[Sim Name] had a seizure at school today. The nurse called — [she/he/they] is on the way home to rest." "[Sim Name] had a seizure at work today and was sent home. Their manager has been notified; no action needed." "Your prescription has run out. Schedule an appointment with Dr. Feldman to get a refill." "[Sim Name] is feeling off today. Something doesn't seem right — keep an eye on them." (soft pre-aura warning) Decision-based (Yes / Cancel, real mechanical consequences): "Dr. Feldman reviewed your seizure log and would like to increase your dose. The medication you're on isn't holding the line right now. Try the higher dose?" "Dr. Feldman is pleased — no breakthrough seizures in a while. She wants to try lowering your dose to reduce side effects. Step down?" "Dr. Feldman looked at your latest EEG and wants to switch you to a different medication. She thinks it'll suit you better. Make the change?" "Dr. Feldman wants you to come in for a follow-up EEG next week. It'll take about an hour. Schedule it?" "Dr. Feldman is concerned about how long you went without medication. She wants to start an emergency stabilization plan — daily check-ins for a week. Begin treatment?" Yes branches generally improve protection but may add side-effect risk or simoleon cost; Cancel keeps things as they are, and Dr. Feldman may bring it up again at a future appointment. She doesn't badger and she doesn't moralize. She just keeps offering. That's how my real neurologist actually operates, and I wanted that captured. The voice rule across all of it: competent, warm but not saccharine, plain clinical language, respectful when the patient declines. Not a comic character, not a villain. A good doctor. Seizure events Two types, assigned per-Sim (60% Grand-Mal tonic-clonic / 40% Complex Partial focal): Aura: 8–15s of rapid emotion cycling. Player's window to react. ~15–20% chance the aura resolves without progressing. Tonic-clonic: 10–15s, full collapse, locked queue Focal: 8–14s, Sim freezes/wanders/repeats motion Postictal: 1–2 in-game hours of Dazed + Exhausted, autonomous rest-seeking The implementation trick I'm most proud of: the tonic-clonic event reuses the existing death-by-collapse animation, bypassing the death system itself. Need drains (Energy, Hygiene, Social) replace the actual death. Zero custom animation work. The animation is already rigged, already uninterruptible by design, already does exactly the right visual. Game speed drops to normal automatically when an aura starts — a seizure at speed 3 would be 4 real seconds and unreadable. Risk calculation Multiplicative, not additive. Base 0.5% per hour, modified by medication coverage, prescription lapse, low needs, negative emotions, and acute emotional spikes. A well-managed Sim sits near 0.2%/hour and almost never has events. A neglected Sim — no meds, all needs low, sleep-deprived, multiple negative emotions stacked — can hit 30%+. The multiplicative model comes from how my own threshold actually works. It's not that any one bad factor will set off an event; it's that they compound. Bad sleep alone is usually survivable. Bad sleep plus a missed dose plus a high-stress week is the combination that gets me. This is the part I most want feedback on. Does multiplicative stacking feel right in a Sims mod context, or is it going to produce weird edge cases where one specific combination is wildly over- or under-tuned? Postictal recovery After tonic-clonics specifically: Postictal nausea (~50% base, up to 70% if recently eaten). Sim rushes to nearest toilet, reuses the existing vomit animation. This is realistic and I don't want to gloss over it — it's a real part of recovery that almost never gets depicted in media, and leaving it out felt like sanitizing the experience. Next-day excused absence from work/school. Doesn't consume PTO, doesn't ding grades. Fully automatic medical accommodation. Activity restrictions for 6–8 in-game hours: no stove cooking, no showering (baths OK), no swimming, no ladders, no power tools. Soft limits on screens. The activity restrictions create real interdependency in multi-Sim households — aware household members can autonomously cook for and check on the postictal Sim. I like this a lot as emergent storytelling, and it reflects how my own household actually works on a bad recovery day. Extended systems (the parts I'm least sure about) Heritability — One epileptic parent → ~6% child risk. Both parents → ~15%. Inherited condition stays dormant from birth; activates probabilistically at child (30%), teen (45%), or young adult (20%) age-up. Carriers who never activate can still pass it on. Creates legacy-save continuity. Comorbidities — ~20% of epileptic Sims develop hidden Comorbid Depression, ~25% Comorbid Anxiety. They don't get their own appointment loops — they're modifier layers on emotion autonomy and risk. Dr. Feldman can refer to a counselor or prescribe anxiolytics via popup. Including this layer was important to me because the comorbid mental-health side of epilepsy is real and rarely talked about. A mod that pretends epilepsy is just seizures would be missing most of the actual experience. Social disclosure — Other Sims learn about the condition via voluntary disclosure or witnessed seizure. Reactions are trait-based: Good/Family-Oriented/Geek react positively, Mean/Snob/Hot-Headed react negatively, most traits land neutral-to-mild-positive. The world isn't hostile by default — that's a deliberate design choice. Awareness reduces Embarrassment from future public seizures. Non-disclosure to a serious romantic partner who later witnesses a seizure carries a relationship penalty. Long-term consequences — Hidden Workplace Resilience stat affects career advancement. Some careers soft-cap at mid-tier (military combat, pro athlete, surgeon). Caregiver Bond stat builds with supportive household members and unlocks deeper interactions, but long-term solo caregivers risk burnout. Personality biases at age-up: rough childhood with the condition pushes slightly toward introspective traits; well-managed history pushes toward Responsible-coded traits. Elder Sims who reach old age with the condition unlock a unique Resilient reward trait. Player comfort Everything except earned positive outcomes can be cleared with cheats. Any long-term penalty, accumulated seizure history, social fallout, comorbidity, or the whole condition itself — all dismissible. The Resilient trait stays if earned. Negative consequences are always reversible. I want this to be a system you can lean into as deeply as you want, or back out of completely, with no save-state regret. What I'd love to hear from you all Does the overall loop feel like a Sims mod, or have I over-engineered it into something that belongs in a different game? The death-animation reuse for tonic-clonics — clever, or going to read as broken to anyone who recognizes it? The Dr. Feldman approach (one NPC for every household) — does that work, or are players going to expect provider variety? The extended systems (heritability, comorbidities, social disclosure, long-term consequences) — necessary depth, or scope. Anything in the risk math that looks like it'll produce weird edge cases? Anything missing that you'd expect from a mod like this? And the bigger ask: I'm a designer, not a modder. I can write specs, balance numbers, and write Dr. Feldman's popup voice all day, but I can't write the Python or wrangle the XML to actually build this. If you're an experienced Sims 4 modder — especially anyone who's worked with custom traits, hidden conditions, interaction injection, or rabbit-hole career integration — and this project speaks to you, I'd genuinely love to talk. Whether that's a full collaboration, mentorship while I learn, or just a sanity-check on which parts are realistic to build vs. which I should drop, any level of engagement is welcome. The full spec is about 30 pages and I'm happy to share it with anyone seriously interested. DM me or comment below. Thanks for reading. This one matters to me.Solvedgreenred21r8 days agoNew Novice111Views1like6CommentsMy game is drinking me crazy!
I'm getting back into the Sims after not playing for a year and my game is causing nothing but problems. I updated everything and even reinstalled the game twice to try and get it to work. Today I was playing with some cc that was doing good in the game, but when I try to download mods that I know are updated it makes it so my game wont open. I take them out and it wont open still. It seems to be super tempermental on what will work or wont work. I just want to play with my mods again and open my game without a rainbow wheel of doom saying my app isnt responding. I have enough room on my computer and nothing else is running so I dont know what could be causing this problem to pop up randomly. Any help?Solved46Views1like3CommentsNew to MCCC, not fully working
Since I've been getting into the Sims over the last year or so and even getting a few packs, I decided to try out recommended QoL mods. I downloaded the most recent versions of MCCC and MC WhoHoo directly from Deaderpool's Patreon, moved the files into my Sims 4 Mod folder, extracted the files, then deleted the original ZIPs. They're at the correct depth of 1, not in a subfolder or anything. Then I made sure in my game settings, script mods were enabled, all that jazz. At first I thought everything was up and working. The game pop up for mods and CC popped up and I saw all my MCCC & WhoHoo files displayed. I see the MC Command option come up when I click on a sim and the mailbox, however, not the computer. I've since restarted my game, cleared cache, redownloaded MCCC, etc , but without any luck accessing the MC menu from the computer. D: Besides that, MC is working. I was able to adjust relationships, for example. I'm not sure if this is happening because of the recent mini update from the other day or if I missed something. Any help is appreciated. :)SolvedSpookySeaGoat10 days agoRising Newcomer50Views0likes1CommentError Code 102:2e366d48
hello all, for some reason when I try to enter a save game i downloaded there's a popup which says error code : 102:2e366d48:e59300f2, and I cannot enter any households. I can view the worlds and maps just fine, it's only when I try to actually enter the world that's the problem. I know that an error code 102 is usually associated with outdated or broken mods/cc, but I've already combed through them all and the problem has not been fixed. does anyone know how to proceed in this situation? Edit By crinrict: Adjusted TitleSolved123Views0likes9Commentscannot load saves, already checked mods but issue still persisting
hello all, for some reason when I try to enter a save game i downloaded there's a popup which says error code : 102:2e366d48:e59300f2, and I cannot enter any households. I can view the worlds and maps just fine, it's only when I try to actually enter the world that's the problem. I know that an error code 102 is usually associated with outdated or broken mods/cc, but I've already combed through them all and the problem has not been fixed. does anyone know how to proceed in this situation?Solvedconsistentduck10 days agoNot applicable43Views1like1Comment- 1108f0be6987e9d011 days agoRising Newcomer42Views1like1Comment
New cc not appearing in game
Hello, so after this May 12th update I downloaded some new cc(skin overlays,hairs) and before this I had never experienced anything like this. At startup all cc downloaded prior to this update showed up but new cc didn't. I tried deleting it, then downloading it again(new cc), used mod manager, repaired the game, did everything I could think of and it still wouldn't show up. I would be thankful if anyone has some kind of an idea how to fix it :)Solvedcallmebrigita11 days agoSeasoned Newcomer86Views0likes2CommentsEye color change
Hi. I also have this issue and its super annoying! I've only had it with the 'new' eye colours. They change back to 'normal' eye colours when exiting CAS into livemode. I didn't experience it before now, I have no idea whats causing it either. No occult in my family. Happens to the children with two different occult eye swatches. They go from the occult swatches to a random normal one as soon as I exit CASSolvedNorway21211 days agoRising Novice96Views0likes4CommentsHelp Please
Hello all, I’d really like to play sims 4 again but recently this happened. The home menu appears to be glitched and I cannot press anything/continue the game. I have a lot of CC/Mods but I’ve never ran into an issue like this before. I even deleted some but the issue still persists. When this happens, I cannot exit/close the game—the only way is to restart my pc entirely. Please help if you can. Any advice is appreciated. Thank You in advance.SolvedKelleyC211 days agoNewcomer97Views0likes2CommentsInfinite Household Funds in Build/Buy
When I load into the game & choose a household to play, if I go into build/buy mode, it shows the infinity sign where my household funds should be, and I cannot access my household inventory because it thinks I am in Free Build Mode. The only way to fix it is if I have my sim travel to another lot & then go back home.Solvedtannne11 days agoSeasoned Newcomer61Views0likes3Comments#mccc_include When looking in The Gallery...
What does "#mccc_include", mean? I was looking at some great looking sims to possibly download to my game. But the "#mccc_include", many people put into the comments section for the sim keeps me from downloading them as I don't know what that means? Is it the same thing as the mod, "mccc"? How can a sim have a mod? Or does it mean that the sim was made using something within that mod? If anyone knows these things, I'd really appreciate finding out! - title edited by Luth so this will be findable by others fasterSolvedserendipity3811 days agoSeasoned Ace72Views0likes2CommentsCan’t play this household
The mods and cc are working for my game. But this household I can’t play at all. So I might of leave sims 4 running and they give birth to triplets. Now when I want to play that household it doesn’t work. I don’t know how to debug it.SolvedAlaska556213 days agoRising Traveler75Views0likes2CommentsCC not showing in CAS, but shows on Sims in game
This is my first time playing in a while, and I've updated the game, repaired it, deleted the localthumbcache, bought extra storage to sync all of my CC on OneDrive, yet the game while in CAS will only show a limited amount of CC when I know clearly that I have much more. Then, whenever I open one of my old save files, I can see that my sims are wearing the CC, but when I go into CAS it's just not showing up there, and I have no idea what to do because its clear that my CC is in the game itself, yet it's not in CAS?Solved32Views0likes1Comment
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