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puzzlezaddict's avatar
7 years ago

A few lingering questions

So I have a few questions about my games. Some of them may have been answered before, but not that I've seen. Some are probably bugs, and others are merely minor quirks or irritants... but I'm curious as to what's going on. I don't have any CC, and my only mods are from nraas (ErrorTrap, MC, Mover, Overwatch, PortraitPanel, and one other). Any input would be greatly appreciated.

1) Has anyone found a fix for the criminal career's glitch where the sim can't actually work until midnight? (The one where it says "going to work" at the start of the shift, and the job experience bar stays at zero, but if your sim doesn't show up or leaves, the bar starts dropping.) I kind of know why it happens—something about the game assigning the new shift improperly when the sim gets promoted at the end of the previous shift that morning—but I'm tired of having to use nraas MC to credit my sim with the proper experience for those missing three hours. I know there's a related issue with the work shifts leading up to Rock Star, but that's a more limited problem.

2) In my current game, one of my sims had a baby before I married her off and moved her out with her new husband, but I decided to keep the kid (her husband isn't the father, if that matters). The mom kept trying to pick up the kid as a baby and especially as a toddler, even though the mom wasn't on my home lot. I could cancel the action in the kid's queue, but sometimes it would reappear right away, and the mom would drive all the way across town in the middle of the night to try to pick her up. A command-console reset did nothing to stop this, and I'm not sure if MC resetting did anything, as the kid in question aged up to child soon after I used it. Does anyone know why this kept happening?

3) On a related note, why do sims sometimes try to pick up a baby (or occasionally a toddler) without the action appearing in the adult's queue? When this happens, the adults will walk across the lot with no way for me to intervene; the only thing that stops them is for me to cancel the "be picked up" action that appears in the baby's queue, and even that doesn't show up until the adult is a few steps away. This can happen any time an adult has a free moment with no assigned action, but I think maybe the most common time is when a pregnant sim is about to throw up. She'll get the "vomit" action, but instead of running for the toilet, she'll walk over to the baby, pick it up, put it down again, and then groan and hold her stomach. I think this also happens a lot more with some kids than others, and maybe a few kids are entirely unaffected, although I don't have the spreadsheets to prove it.

4) Is there a way to permanently change a sim's hairstyle so that it doesn't revert when that sim ages up? Specifically, some of my sims have rolled the most awful hairstyles when they become teenagers, and that hair reappears when they age up to YA, although any recoloring stays. Some of the girls' makeup disappears during the transition as well; I think they keep the eye shadow and liner but lose the blush and lipstick.

5) Also, is there a way to preempt the game's assigning YA sims certain kinds of clothing? I can always change it, but I was hoping I could just eliminate certain possibilities from their wardrobes, preferably for my family alone (but it would be okay to just remove it from the entire town). A couple of games ago, my family had twin boys who were both snobs, and I was mortified on their behalf when the transition to YA put the aspiring businessman in overalls and the future professional athlete in a hospital gown. I had actually pulled them into CAS as teens to change their clothes and hair, and I used that to age them up, assign their YA clothing, and put them back as teens again (all in one CAS session), but that didn't affect the wardrobe (or hair) that the game assigned during their age transitions.

6) When the games rolls a genetic inheritance, is there a legitimate chance that the child will receive a hair or eye color that doesn't appear anywhere in the family tree? Or is my game losing some information, or maybe just being difficult? I don't care that much, as I can use MC to adjust the kid's features, but I'd feel better about doing so if I knew that I was fixing something that wasn't supposed to happen. I especially enjoy giving my CAS sims custom eye colors (using the color wheel), so I've wondered if the game was somehow rejecting a color that was causing problems. But this happens with hair, too, even though I almost exclusively use the EA suggested colors, with no highlights or tips, at least in the first generation.

I'm sure I have more questions I'm forgetting, but this post is probably long enough as it is.
  • karritz's avatar
    karritz
    Seasoned Rookie
    Regarding 12. I have made many sims in my time playing Sims 3 and my sims have had numerous babies. Unless I give them fertility treatment, or really push them to do all of the things they need to do to get multiple births, twins or more are almost non existent in my games. However, I have one sim, I've put her vanilla in numerous games and she almost always (I can't remember a time when she hasn't done it) has twins with her first or second pregnancy. So it'd be interesting to find out if there is something in them somewhere that triggers this sort of thing.

    I rarely get her to continue having more as I tend to stop playing a lot of games before they progress very far.

    It has got to the point now where I expect her to produce twins at least once in any game she is in if she is going to have pregnancies - I don't always let her get pregnant as I often am not interested in babies in all games.
  • @TreyNutz @igazor Thank you for again appearing with so many answers. So, to review: I have a new mod to try, spawners are gonna do what they do, and never, ever mess with the Grim Reaper. I have to admit, that last one makes me sad.

    Regarding the medical career, I'm surprised you haven't seen a hit in the rate of experience gain when the metrics aren't completely maxed out. I'm kinda OCD about promotions, so I tend to use MC to check the numbers at least once a shift if I'm at all worried. Two games ago, I had a level 9 military man who was one notch down in handiness (perfect mood, athletic, and boss relationship) and he gained exp at 20.5 per hour while working hard, instead of 22 (he was ambitious and brave as well, but I didn't buy him the multi-tasker LTR). This didn't ultimately matter, as he had a 5-hour shift, but I still noticed the difference—I've had a few astronauts in my games, as I like the single shift followed by six days of free time. In my current save, one of my founding sims is a 5-Star Chef, and the game rolled her a new boss the night before she had to go back to work after four days off. Since the new boss was merely a friend, the metric was either normal or nice, and she only wound up with 48/100 exp over a four hour shift while working hard; normally, she gets 56/100 while hanging with coworkers (she's ambitious with the multi-tasker LTR). And her mood was maxed, as usual.

    But whatever the case, if I can't get my doctor sims past "good" on the research metric, then so be it.

    As far as the plants' growth goes, I actually looked for the nraas discussion I started but couldn't find it. It's a moot point, though, since nobody had any good suggestions, and I can repeat what I said then, which is that every plant progresses into its next stage every morning at 5am no matter how many days it's supposed to require to hit maturity. The only exception is something planted before my sim harvests anything. I actually did a test back then where I made my sim read skill books to hit level 5 gardening, just so she could plant uncommon seeds, and those progressed the way they used to in my original game, or at least they didn't sprout the next morning. But when she harvested from other lots, everything she planted going forward progressed to harvestable in four days.

    I don't have the Swift-gro Gardening Station or any other store content that has to do with gardening, or any CC at all. I thought that the change might have been due to the patch that came with Seasons because it happened right after I patched my game to that level; I'd neglected to do so for a while but wanted to install nraas mods for the first time. I guess that would put it at the end of 2012, or maybe early 2013, as I tend to procrastinate. The plants don't seem to be borked, and they never grow at any other time of day. The only reason I asked (then and now) is that I never understood why this change suddenly appeared and wondered if there was anything I could do to make it revert.

    My last question was more idle curiousity than anything else. I definitely notice patterns that shouldn't be there, although I readily concede that most of them could be explained away by statistical variance. Like two writers in the same household who have the same (lack of) relavant traits, eat the same food and get the same environment moodlets, and are otherwise controlled in exactly the same manner, yet they have starkly different rates of hits and bestsellers. If no one knows for sure whether any hidden metrics exist, I don't really need an answer. It only really becomes a potential issue for me when my supposed master sculptor refuses to make masterpieces, and I start to wonder if making a fresh sim in CAS would get me better results. I would never say that to the sculptor, though. Unless I was really mad.
  • @Karritz In all of my games, I've had twins by accident exactly once, and of course it was with a single mom who was just starting out. I never used her again though, so I couldn't tell you if it was her or just a coincidence. But I do wonder if there's a hidden metric. I might end up asking over at nraas, as igazor suggested above. If I knew how to read code at all, or even do the advanced testing needed to sort this kind of thing out, I would be down the rabbithole by now, but alas, I have no skills, so I rely on the experts.
  • 7 - @TreyNutz is correct, except that the (coughs) enhanced attraction system add-ons that no one asked for and many if not most of us over the age of twelve do not want are from the patch that came out alongside of Seasons, not the EP itself. I use the same mod to stop those and the random date calls because...well, just no, thanks. The potential attraction indicators ("So and so thinks your sim is hot no matter what anyone else says") and all that nonsense were part of the same patch and Shimrod has a mod to suppress those as well. I've left them in, they are only a little annoying by comparison and some of them are funny. Recently my sim was attacked by a mummy guarding a tomb in Al Simhara but the mummy had enough time to remark on how much they like sims like mine who are perfecting their craft or something with little hearts flying across the screen just as he proceeded to beat the tar out of the poor guy.

    8 - As I recall, yes that one only goes up and down one notch in either direction. You are confusing not getting a more substantial gain out of the metric (there isn't one to be had) with working against a penalty. By the time there are three or more metrics to worry about in most careers, they don't all need to be maxed out all of the time to get the highest possible job performance gains.

    9 - While I'm a little surprised that the game itself didn't generate a new Grimmy when one was needed, yes fiddling around with the status of that sim is never a really good idea. The same goes for Emit, the Time Traveler from ITF. That one seemed more appealing to me to play around with in some test games for some reason when I first got the EP and that never worked out well -- in one game I ended up with two Emits (who looked very different from each other), in another my sims kept getting stuck in Oasis Landing forever, and finally when I reported all of this I got (good-naturedly) scolded by our lead developer at NRaas and was told to just leave him alone or make a sim who looks like him if I really wanted to.

    There was a time and there are still stories circulating around about this where we could mate our sims with the real Grimmy. That's only in totally unpatched games now, EA locked that down before or right around the time that WA came out as that could be game-breaking as well. The imposter Grim Role Sim from the Door set Trey mentions is a much safer bet.

    11 - I haven't experienced that either but would be happy to review the NRaas discussion about it if it's still there (how long ago was this?) and if you can help me find it. Maybe not for everyone, but for most of us the current version of Overwatch handles improper plant stage gains and borkage rather well.

    12 - Chances are that if MC Cheats is unable to reveal these metrics as hidden traits or hidden skills, then they aren't really there. I've had this strange feeling that sims who come from families with lots of multiple births or were part of one themselves tend to have twins and higher more easily than others for example, but it's probably just my imagination. This is something you might ask Chain at NRaas about if you are still curious, though. He could at least tell us for sure if fields to hold such data even exist anywhere in the game.