Conclusions from the discussions of the Modding Community (in this case involving mostly Lot51, adeepindigo, myself and MizoreYukii):
This is a patch issue and not a mod issue.
It affects all "temporary commodity" buffs, EA's and mods'.
It is not only a cosmetic problem (moodlets disappearing upon reload), it is also a GAMEPLAY problem.
Indeed, _loot_on_removal of buffs DO NOT run due to this, if a player saved and exited before buff expiration.
This means that various processes will never happen properly if a user leaves the game before the moodlet / buff runs out of time.
There are over 500 EA moodlets which are temporary commodities AND use _loot_on_removal.
Some are very short, BUT a significant amount of those have durations between 120 and 10000 sim minutes. This makes it easy for a player to save and exit before the buffs are gone and therefore have gameplay issues / things not firing.
Here are examples of things that can break therefore (I'm not going to list 500 buffs, just a few to give a sense of the problem).
If player saves and exits during these, their stuff won't work:
- Investments from the business career: their results appear as a loot on removal on temporary commodity buffs that last 2880 sim minutes (two days). This will be broken.
- Grounded sims will be stuck with grounding-related elements if the player saves and exits during the buff_Grounded_Controllers_xx buffs (1440 sim hours / 1 sim day)
- buff_Fear_BeingJudged_Tracker lasts for 2160 sim hours (close to 2 days) and then removes the tracker bit of the fear. This will be broken and never removed
- buff_FoodPoisoning_Recovery normally lets sims know they're recovering by triggering another moodlet. This will be broken.
- buff_Fear_Ghosts_Effects_GhostProximity will actually not have a chance to load its effect
- buff_OwnableBusiness_Employee_Quit_Cooldown lasts 10080 sim minutes (many sim days) and removes a trait at the end, which will not be removed with this bug.
Like said, there are over 500 of them, so it's not just this.
Needless to say, this is also a problem for mod stuff, but this is not really relevant to the scope of EA bug fixing threads.