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I've got the same problem. No coworkers for the science career. I did manage to get a receptionist and one lab tech to show up by visiting a community lot in the desert and forcing the game to spawn in a bunch of new AI sims. But, beyond that, no one else has shown up. It's a bit frustrating. I have Get to Work, Seasons, and Cats and Dogs only. No cc or mods, no game packs or stuff packs.
- simvasion7 years agoHero
From what I can see in the tuning files, the game is set to exclusively use unemployed NPCs as co-workers at the science lab.
If you don't have any spare unemployed young adult/adult/elder NPCs available, then you won't get any co-workers, because the game isn't set to generate completely new sims just to fill the job - only reuse existing ones that have never been met by your played sims before.
If you can get the game to generate new townies in any other way and fill up the unemployment pool, then it should be able to hire science lab co-workers from those.
You can also just make five or so sims of your own in CAS or download some from the Gallery and put them in the Other Households tab as unplayed sims in Manage Households and it should use them.- Shaere7 years agoSeasoned NoviceSorry, can't agree that the favorites tab has something to do with it.
Whenever I first send my sim to the Police station or the Hospital for the first day of work, the game immediately generates a bunch of new folks as soon as the sim enters the lot. This is how the co-workers have always been generated, indeed existing one townies can be used by the game, but basically it should auto-create them with no problems when everything works as intended.- simvasion7 years agoHero
@Shaere wrote:
Sorry, can't agree that the favorites tab has something to do with it.
Whenever I first send my sim to the Police station or the Hospital for the first day of work, the game immediately generates a bunch of new folks as soon as the sim enters the lot. This is how the co-workers have always been generated, indeed existing one townies can be used by the game, but basically it should auto-create them with no problems when everything works as intended.Using the other active careers as examples isn't comparable.
The tuning files for hiring of police and hospital co-workers include a sim template, so that if no unemployed townies are available, it will generate new ones right there to fill the roles. But the scientist file I looked at does not include any template at all - it exclusively only wants to reuse sims that the game has already. It doesn't have the ability to auto-create.
This is the bottom of the police officer NPC filter: It includes a line with a template chooser that lets it auto-create sims if needed. If it can find a compatible unemployed unimportant townie, it will repurpose that instead of creating a new sim.
<T n="_template_chooser">109427<!--templateChooser_DetectiveCareer_Officer--></T> <V n="repurpose_terms" t="use_specific_sims"> <T n="use_specific_sims">113938<!--filter_Unimportant_NoCareer--></T> </V> <T n="use_weighted_random">True</T>
This is the bottom of the scientist co-worker filter: It has no template for auto-creation of new sims, only the ability to repurpose unimportant unemployed townies.
<V n="repurpose_terms" t="use_specific_sims"> <T n="use_specific_sims">113938<!--filter_Unimportant_NoCareer--></T> </V> <T n="use_weighted_random">True</T>
This is either how it's always worked and nobody noticed until now, or something changed. The game should always have unemployed sims available - the tuning indicates that there's a 80% employment ratio that the game tries to maintain, and always leave 20% of the population unemployed. But either people are using mods to supress townie generation or they keep deleting townies from Manage Households because they don't like them. Or there's so many sims in the game these days that culling kicks into overdrive?EDIT: or the townies are invalid - if they've been met by other sims and have been around for a while, then the game ignores them. It only likes hiring complete new strangers for some reason.
To fix this, they can probably just add a basic sim generation template for scientist co-workers. Or, if someone with this issue can test it, go visit a few bars the night before your scientist has to go to work, and see if any of the new barflys the game generates at bars end up being hired as scientist co-workers / download a bunch of gallery sims and put them into the other households tab / create five unplayed sims in CAS.
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