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Several things:
Ghosts are hidden unless they've been invited to join your household. If you resurrect a ghost without inviting them to join your household first, they remain in the hidden households. They should show up in your Sims Relationship panel.
Resurrecting a ghost does not destroy their urn. If they die again they'll have another urn.
Urns from resurrected Sims don't seem to have the "destroy" option, but if you place them on another object you can usually "destroy" them by deleting that object. (Or you can make a Cemetery lot and start depositing them there.)
Resurrecting a ghost with Ambrosia works "on the spot." If the ghost is part of your household they'll reappear. If they're not, they'll remain in the hidden households.
Necrocall seems to summon the ghost to the neighborhood spawn location. They may leave before you can Dedeathify them.
Dedeathify brings a ghost back to life. If the ghost is in your household they should become a normal Sim. If they're not in your household they'll remain in the hidden households.
Dedeathify seems to both fail with repercussions or just not work. I don't know it the "not working" is a bug or intended. If intended, it seems there should be some signal to let us know.
- CGrant566 years agoHero+
@LisaLadybirD82 I can't still see the picture. I just keep getting an error in the viewer so evidently format doesn't matter.
@DizzyDee-K Thanks. You gave me a bit there that I didn't know on putting them on an table and deleting that since the destroy option is gone. I don't know if you've read my earlier posts in this thread or any of those I posted in other threads where the issues were similar to mine but I've come to believe that a connection remains between the urn and the resurrected sim after using Dedeathify. You cannot delete them in live mode nor directly in build mode. But I hadn't though of trying to delete the object they were sitting on so I'm going to try that and see if it works to fix my problem of death not working. One thing though that I have noticed is that the urns of sims that haven't been released are the same as those left behind belonging to dedeathified sims. Neither can be deleted directly in either live or build modes, neither have the destroy option and both still have the leave a sugar skull offering option. Based on what you said about them creating another urn should they did again, leads me to believe that I may be looking in the wrong place to fix my problem and need to look elsewhere. Thank you for the extra info.
- LisaLadybirD826 years agoNew Ace
@CGrant56 imbeded
All spells have a chance to fail or curse the caster...be aware of the charge meter
- CGrant566 years agoHero+
@LisaLadybirD82 Oh, I am very aware of that, believe you me. I've seen a lot of backfires and curses along the way too and the effects can be very entertaining to say the least.
Anyway, I went into my game and took a look. The option to cast a dedeathify spell is found by clicking on the ghost and is under the Magic and then Spells menu so I what I said earlier was wrong. It shows on the ghost, not the spellcaster. But I did find it there and was able to dedeathify the ghost. The spellcaster I used is one of my older ones and has all the spellcaster perks.
Success, I have found, sometimes depends on the spellcaster level, perks they have, magic buildup level and random chance at times. Even though a spellcaster can cast a spell, I think there might be some sort of a learning curve and maxed out spellcasters (top level, all perks) tend to be more successful but still have failures and backfires. Same with the potions. Spellcasters who are not maxed out tend to have more failures just as they lose more duels and have problems producing excellent quality potions at times. Though, for a spellcaster to have that spell, I think they have to be at least a Master if I recall correctly. Anyway, while in my case, it worked the first time, it hasn't always and I've had to try casting it a few times in one case before it worked and that has side effects every now and then. There might be some type of cooldown period too but I can't remember atm. It worked in the end, just took longer.
So back to your problem. From your picture, I think the ghost is a child. And the menu I see appears to be the Magic menu of the spellcaster since it shows the transporiate spell. So as I said, above, I found the Dedeathify spell by clicking on the ghost. But I have never tried anything where the ghost was a child. I've only used it on an elder, a YA and a teen. To be honest, I have never had a child ghost in my game so, and this is entirely a guess, it may be something to do with the child being a ghost if nothing else presents itself. It is pretty rare occurrence for most I would think so maybe the devs didn't think of that particular circumstance.
Since the ghost is part of the household. One thing you could try is going to manage households and aging him up to a teen via the CAS.fulleditmode cheat and then checking to see if you can get the Magic options on the ghost back in live mode. I have absolutely no idea if that will work or even if you can change the age on a ghost. But if it does and you are able to resurrect him, then you can go back and make him a child again and play on from there. There is an option in MCCC to change the life stage as well, but again, I don't know if that will work on a ghost but if it fails in CAS that is another alternative way to try if you use that mod.
<grin> I am going to see if I can replicate your pool episode next time winter rolls around. Never seen one die that way. Had one die of hysteria while in a pool once but not freezing. Mine sank to the bottom, her clothes magically changed from swim to everyday and then when Grimm showed up the body magically teleported to the hard surface around the pool. Little weird. I just wonder if they'll float or sink or what when they're frozen.
Anyway, I hope what I've said here helps you.
- CGrant566 years agoHero+
@DizzyDee-K Ok. I tried placing the urns on several different surfaces and then deleted the surface object. All the surface objects got deleted. The urns just got sent to the family inventory in build mode. At least for me, that doesn't work. So in my case at least, it's going to take a more radical option to get rid of the things. Thanks though
- DizzyDee-K6 years agoSeasoned Ace
@CGrant56 wrote:@DizzyDee-K Ok. I tried placing the urns on several different surfaces and then deleted the surface object. All the surface objects got deleted. The urns just got sent to the family inventory in build mode. At least for me, that doesn't work. So in my case at least, it's going to take a more radical option to get rid of the things. Thanks though
Ah. I'm not sure what the secret is. It works or it doesn't. Maybe after enough time has gone by in game? My other strategy has been to deposit them at my Cemetery.I haven't tried the *inventory.purge* cheat. Might work if you've taken everything else out of personal inventory.
Different issue than the Spellcaster issue, but it seems to me that urns should not be indestructible.
- CGrant566 years agoHero+
@DizzyDee-K Well, I spent a few hours in my test game trying various things and have come to the conclusion that urns of any type cannot be deleted in build mode at all. The only way I didn't test was a putting a lot that has one on it from an earlier game into a new game. Didn't have one. The only way I found to get rid of them was to delete the sims that the things were attached to. After doing that, the destroy option comes back and they disappear altogether when you do that but that also requires you put a sim on the lot. And then go through the headache of putting a copy of them back in the game. Reestablishing the relationships is the hard part doing it that way. On an old game like mine, it's almost impossible since sims have died, alien pollinators have changed, etc.
I was also testing dedeathify too. And have to agree that killing a sim, bringing them back with the spell and killing them again generates a new urn. I did it several times. Of course then you're stuck with 2 urns that you can't delete or destroy. I think I may owe an apology to Vivian, Dennis, Eleanor and Akram for killing them so many times. Unlike my main save where Grimm quit working and doesn't generate new urns, I never had that issue in the test save even though I did have all my mods and cc installed. I didn't use any of the cc though. I did get a bunch of LEs though. Started when I asked the first sim to join the household. In that case, I didn't wait for Grimm to leave and the first one showed when Alice asked Dennis the ghost to join the household. At the time, Dennis was standing in front of the house but still in the world. Just as soon as he agreed I got the first LE. After that, every time I left and reentered the lot, I kept getting them until the urns had finally been destroyed. With that lot, I saved a copy of the lot to my library and bulldozed and replaced with the copy. That broke the connection and the urns got the destroy option back. Reading the LEs afterwards, I found nothing that indicates a mod involved but from past experience, it might not anyway. Anyway, I tried dedeathify on Dennis who was asked to join the household as a ghost and Vivian who I didn't. But I did catch her before she left the lot when I dedeathified her and once she was solid again, asked her to join the household so I tried both ways. For further reference, if you ask to join first, the ghost just turns solid. If you dedeathify before the ghost joins the household, you get the standard move window to transfer the sim in.
On the Elderberry lot, after killing both of the elders, moving them in and casting the spell on both and bringing them back to life, I split up the household in manage households and deleted the elders. Upon rentry to the lot, both urns had the destroy option and went away as they should. So deleting the sim appears the quickest way to break the connection to the urn so you can rid of them. A lot of drawbacks doing that though.
One other note. I put Vivian's and Dennis's urns in Eric's personal inventory to see if I could delete them. Nope, that doesn't work. But had a hard time getting them out. One came out and I was able to put it on the lot but it wouldn't let me do it with the second. Might be a stacking issue with the things. I had to exit the lot and reenter before I could get the second one out of Eric's inventory.
To tell the truth, I wanted the death cycle to fail so I could narrow it down to the connection remaining or a bad cc object but that didn't happen so now I am back to square one.
But I do think after doing all this that there is still something wrong with the urns of dedeathifed sims. Logically, once the sim comes back to life, the urn should be just like those of ghosts released to the netherword but they are not. They are like urns of ghosts that have been strengthened and are still attached. I really don't think that's the way it should work.
Anyway, thanks for the info you provided. And I agree that the things should not be indestructible.
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