[FIXED] Moodlets disappear from sims upon loading a save
Product: The Sims 4 Platform:PC Which language are you playing the game in? English How often does the bug occur? Every time (100%) What is your current game version number? 1.105.332.1020 Wh...
I decided to compile bits of info into one reply after reading all the replies. I hope this helps with finding a solution. I'm also including a link to the mod that should fix this, but I haven't tested it personally. Judging from immediate responses, this mod does appear to be a temporary solution for pc players that can use mods.
I still have the console version of the game on my PS4 and will see if I can get that booted up, updated and see what I can find out for the console players that can't use mods. I do not have an eta on that.
@thunder11433 From what I can tell, this issue affects any buffs that are not tied to traits,statistics or the sim_info (so basically, any buff that gets added via a loot, for instance loot_on_removal in buffs, but there's many others). This will cause many things that rely on buffs to not function correctly (both EA stuff and mods - I of course don't expect EA to care about it breaking mods, but it likely will break EA's own stuff in weird ways. This is a big problem, as there are many buffs that have a long duration, and therefore easily risked being saved and exited while it is active.
@Creeper545548 I noticed it too. New saves as well. I kept wondering since my sims had loads of moodlets and reloading causes them to disappear. I was gonna make a post myself after the last few tests but you made it. So I pressed me too and gave xp to the original reporter. In my tests it seems to an old and new save issue. Not a mod issue after doing a clean folder. Hopefully my info is good.
I know the plant sims are a relatively secondary feature, but I noticed this bug mainly because of my plant sim loosing his dedicated moodlet upon loading the save and whenever he would leave or come back to his home lot, so I have always either to feed him a new plant sim fruit (before the normal expiration time of the plant sim form, and those plants are quite rare/take long to blossom) or cheat it.
I have all the packs, game packs and stuff packs
I play with mods, but I've been updating all the updatable ones since the Crystal Creations release and patches
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 isnot onlya cosmetic problem (moodlets disappearing upon reload), it isalsoa 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 processeswill never happen properlyif a user leaves the game before the moodlet / buff runs out of time.
There areover 500EA moodlets which are temporary commodities AND use _loot_on_removal. Some are very short,BUTa 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 areexamples of thingsthat 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 simswill never be un-grounded if the player saves and exits during the buff_Grounded_Controllers_xx buffs (1440 sim hours / 1 sim day) -buff_Fear_BeingJudged_Trackerlasts 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_Recoverynormally lets sims know they're recovering by triggering another moodlet. This will be broken. -buff_Fear_Ghosts_Effects_GhostProximitywill actually not have a chance to load its effect -buff_OwnableBusiness_Employee_Quit_Cooldownlasts 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
It's probably best to play through pregnancies before turning off the game.
Good Luck Crin
The best thing to do for everyone is to not touch any legacy saves and just play around with some features you've been waning to try out for a long while but never got around too
Also keep backups.
Good Luck Crin
This Mod Appears to fix this for a few different people last I checked. If you have a PC, this is a temporary fix.
I can also confirm that my pregnancy moodlet wasn't affected.
I had a sim get pregnant, confirmed by the moodlet:
I then saved, quit, closed the game and then reopened the game and my save and you can see the moodlet is still there, though most of the rest are gone.
This is since the update, playing with my mod folder out, all packs but Modern Menswear, game version PC 1.105.332.1020, game repair/clear cache done after each update and after adding the pack (localthumbcache deleted after most play sessions, though not this time).
Best regards, Jennifer
It will take me a while to identify anything new, but I'll try to do my best. Like Crinrict, I'm a volunteer trying to help out.
Upon opening an old save to test things, I can confirm that quite a few moodlets have disappeared.
I decided to test things in the save where I had Alex make a deal with a sea witch because there were several things I wanted to test. This is currently fully modded with MCCC, the Expanded Mermaids Mod, Occult Preferences, and Sea-Nery Stuff. So, Mods by Deaderpool and SpinningPlumbob are the most in use. I tested a pose by Serinion to see if the pose player was affected.
Upon opening the save, these are the moodlets that still remained:
Initial Load of the Save before Creating a New Mod Test Save
Immediately after unpausing the game, Ukupanipo posed exactly as he was supposed to, but all my sims in the same room also got an immediate moodlet from their surroundings. Oddly, the object that grants the inspired moodlet comes from the Sea-Nery Stuff pack by Spinning Plumbob. I did not have the aura enabled, so they should not have gotten the inspired moodlet.
The next thing I tested was the Sea Witch Contracts from the Expanded Mermaid's Mod. First, a Moodlet is connected to Sea Witch Contracts that lets you know how long you have to repay your debt. Second, a sea witch spell, Poseidon's Luck, grants a Confident Moodlet that disappears over time. My instincts told me this was worth checking out once I started to see a pattern. When I started the contract interaction, I also noticed that Damion got a moodlet from the Island Decor. That turned out to be an important detail.
So, I had Alex make a deal with the Sea Witch and everything worked exactly as intended:
Signing the Sea Witch Contract and Initiating the Deal
Upon reloading the save after saving it, I noticed something very interesting. Many different moodlets related to traits and hidden traits connected to aspirations remained. The moodlet for the Sea Witch Contract also remained but the confident moodlet from the Poseidon's Luck charm was gone. I could still track how long Alex had to repay the Sea Witch's Debt, but he was no longer benefiting from the spell the Sea Witch cast.
Damion on the other fin was still being affected by the decorated moodlets. The impeccable taste moodlet comes from him liking Island Decor. That moodlet is not connected to traits, but he remained affected by it. He also got a different moodlet he didn't already have when I loaded the game that was also connected to the environment he was in.
Now, one of the things that are worth noting about the Child of the Ocean Trait and Merfolk is that they get a happy moodlet from swimming and that is a moodlet they get from their environment. This is true for the Console too. The expanded mermaid mod does affect the Child of the Ocean trait so the exact manifestation of moodlets could be affected in some way by that mod. But the one common element is that it comes from the environment.
All the moodlets that remained after reloading the same save were influenced by the environment. The decorated moodlets never went away.
The Sea Witch Contracts are also actual objects in game tied to the moodlet.
Now, when I un-paused my save, I noticed another emotional aura moodlet trigger. All my sims in the same room suddenly got energized despite the emotional aura not being active.
Now, I'm not a programmer and I did not create the Expanded Mermaid Mod, so I can't explain everything that happened. But from what I can observe, the Crystal Creations Stuff Pack does stuff with items that come with emotional auras that are also tied to moodlets sims get when they are in a room with an active emotional aura. The crystal is from EA and the shark tooth is from custom content, both can have emotional auras.
I suspect the items inside the game that influence moodlets might be connected to the bug in some way. Crystals and Metals are the big thing with Crystal Creations.
The fact that the Sea Witch Contract Moodlet remains after reloading a save is interesting to me. I would definitely take a closer look at the conclusions the modding community made because they definitely caught a lot of important details.
It was purely by chance that I picked a save with sims in a room with items that had emotional auras in them. The fact that my sims were getting the energized and inspired buffs despite the auras not being active and the fact that each time I loaded the save and un-paused the game they got a different buff from an emotional aura, I would take a closer look at that.
The easiest way to look more into the emotional auras is to have a sim with the impressionist trait from the painter aspiration create items that influence emotional auras since they don't need to have the moodlet to create items that grant a desired moodlet. I do feel like actually build mode objects with an Environment Value and the objects with Emotional Aura might be closely tied to this bug. These moodlets seem to be the things that aren't working the way they are supposed to, sims influenced by auras that aren't active, and the moodlets that remain after a save reloads.
I don't have a lot of time to continue testing things, but I think the next thing I'll test is the actual gameplay with crystal creations. I'll also see what I can identify with the console.
Emotional Auras don't seem to be working properly, and they are triggering at random each time the saves get loaded.
Environment Values from Build Mode items do seem to yield moodlets unaffected by the bug.
Moodlets from Decor Likes and Dislikes are not affected by the bug.
Moodlets from Sim Traits are not affected by the Bug, as shown with the Child of the Ocean trait and the Home Turf Trait from the Island Living Aspiration
For the Expanded Mermaid Mod, the Sea Witch Contract Moodlet for the signer still works, but the Poseidon's Luck Charm Confident Moodlet does not.
As soon as I have more time, I will try and identify more details if the bug isn't fixed before then.
To be clear, however - from a code perspective, we know which moodlets are affected. It's the ones which use "temporary commodities". So, further testing is not required in that regard (but it is an option for those who want to see themselves if specific elements are impacted in their game, of course)
From a user perspective, you can't really know which moodlet is linked to a temporary commodity or not (it takes being familiar with the moodlets in code), but what matters most is for EA to be able to tell, and for that, EA already knows everything they need 🙂
I advise anyone who can use mod to use Turbodriver's fix mod for this until it's officially fixed.
@Lumpinou Thank you! Testing and documenting the information for others to see with visuals was my objective.
I figured that the modders had enough information documented.
When I read through the comments I felt that clear documentation with visuals would be helpful.
I’m hoping there is a fix soon. 😅 And, I’m happy EA has what they need.
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