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PLEASE DO NOT FIX THIS :
if we are unable to delete random new generated NPCs, the game will still churn them out every time we start the game and play for some time and they will quickly reach the max number of allowed households, resulting in the dreaded culling process that still plagues the game and that is only manageable if you delete newly created households at the start of each playthrough .
Actually, please make ALL NPCs that are in a household (rabbits maybe? not sure if they are an household) visible and manageable.
Not everyone wants to use mods (MCCC) to fix the game and there are no signs that the culling mechanic will ever be reworked. This unfortunately means the game will start deleting NPCs you cared for and even have relationships with, unless they were saved in the favorite menu, which has a 200 limit that barely saves every "official* household from every pack.
I'm not gonna have the Calientes get thrown into the abyss so that the game can spawn 30 different foxes everytime I go forage in Bramblewood, or the ghosts to get sent to afterlife because the game can't reuse the same NPCs but insists on generating them just for the occasion, boating your save data
- xochiquetzl_xkvn4 years agoSeasoned Ace
<irrelevant comment>Based on the subject line I was going to call this THE CUTEST BUG EVER, but based on the images provided, no, it's NIGHTMARE FUEL.</irrelevant comment>
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