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The reason this happens is also because the game "repurposes" Sims to avoid generating new ones.
If the game needs a Bartender, it checks for Sims with appropriate Mixology skill first and foremost. Then it checks for sims in the area- bartenders are, believe it or not, localized. Different worlds will try to have different bartenders made of sims who actually live there.
If a Sim exists who fits the mold for a Bartender, it'll use them. If they don't, it will generate a new one.
To avoid endlessly generating sims, some filters for which sims can be given which roles have "repurpose terms". Soemtimes, they are set to "Don't Repurpose"- which means existing Sims cannot be modified to fit the job. sometimes they are allowed to repurpose- which means if no appropriate sims are found, "unimportant" Sims can be repurposed to fit the mold.
So the process here is
You join Acting career -> Game needs several roles filled -> All those roles have terms determining who can fill those roles and why -> This includes coworkers -> Coworker is generated -> Coworker is an "Unimportant" Sim, as in not a played sim or a special NPC or a living-in-the-worl Sim -> Coworker is allowed to be repurposed for other things as well, and their actual under-the-hood identity is thus considered fluid and not a key component of who they are.
If you go into manage worlds BEFORE moving this sim in, it's possible marking them as "played' will prevent this from happening on adding them to your household. I'm not sure on that. But doing that would prevent them from being repurposed in other situations, too. (Have you ever noticed vendors are never sims from your played households? This is why)
It's actually a really complex and IMO pretty elegantly handled system but it does have a few goofy side effects like this. That sim you ended up liking is meant to be a background character and isn't as rigidly kept track of as a result.
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