May Have Found Partial Reason for Bug...
Hello Everyone,
Last week, I had posted several bugs found in my game. The latest seems to be with townies being uninvited and won't leave our homes, as there the "Ask to Leave" is greyed out. I notice this has become an issue for many players. As a result, my game was so bugged I had to scrap my game and start over.
In so doing, I am following the advice found on our forums and other sites to help try to "reduce" an over flux of sims that seems to really add to this particular issue. It seems during busier times this can occur, especially in over populated areas like San Myshuno.
But Additionally, since I love to redesign my worlds with new homes, businesses, etc. This includes redoing the apartments in San Myshuno. It was here I noticed something I didn't realize before when I was creating my new pads. I was so consumed with what I was doing that I didn't realize that when tearing down and replacing some of the INNER walls that there are green lines that would indicate how it would affect the rest of the structure of the home. It was here I saw they would either stay within the confines of these apartments or... they would stretch out in odd ways that would extend beyond the outer walls of these apartments in ways one would never expect them to.
So, when I was playing 18 Culpepper House in San Myshuno that was corrupted, I had noticed that townies were entering my locked apartments through the walls of the bedroom from an external wall and get stuck.
When I went back and attempted to recreate that lot, I noticed that when I went to place walls to encase the 2x1 small closet that came with Get Together using the original internal wall that was facing the hallway of the apartment to build off of, that the green lines got really wonky and started stretching outside of the internal structure of the apartment complex. Some of these lines that went outside the building were "spikey" with sharp triangular shapes. I realized this is perhaps how and why these townies got in there!
I further noticed we really need to be careful when using the "move object on" cheat. While it is easy to place things near doors and objects that sims can interact with that can throw off the game, this can easily happen too when cluttering on surfaces. I didn't realize how simply placing objects a bit askewed on a surface can affect the area around that surface and lead to complications with routing issues. Even something as small as a tiny plant or toothpaste tube from bathroom clutter can really muck up the works.
So... as disappointing as it is that we may not always be able to place walls, windows, doors, etc.. or objects as we would like in our visioned homes... I can see how this is not only causing routing issues with sim's interactions who live within the home, but also townies as the game will have difficulties reading what we are attempting to do, as it conflicts with the way the game is programmed to function. While I love cluttering my home and having more free reign with how we can design with MOO, I realize this can really impact our game in negative ways. Same goes with placing walls within the structure of any home, more so, premade apartments. Be very careful and look to how these walls affect the rest of the home. Do the lines stay within the confines of the rest of the building or do they stretch outside of these structures?
This may not be the sole cause for townies getting stuck in uninvited lots... but I can assure it will definitely add to it... big time!
Hope this helps EA to fix the issues of placing walls that should not have such a negative impact on these properties and also help players that create lots that are free of obstructions.
A side note for EA.* When placing walls on these lots, I am not using mods, nor am I messing with the integrity of the external walls of these apartments. I am also not putting up walls near the main entrance of these apartments nor am I using any mods that can move the main door of entry. So, when placing my walls within the confines of this space... we should be able to do so without the game reading it so wonky. Thank you.