simgirl1010
2 months agoHero
Base Game Update 10/22
For all broken mods issues please refer to luthienrising Broken /Obsolete/ and Updated Sims 4 Mods thread on AHQ.
Patch Notes: Boo-tiful Changes Await! | EA Forums - 4991244
For all broken mods issues please refer to luthienrising Broken /Obsolete/ and Updated Sims 4 Mods thread on AHQ.
Patch Notes: Boo-tiful Changes Await! | EA Forums - 4991244
Infant, Toddler, Child Sims taken by Social Workers go to Household Menu in Manage Worlds, rather than being deleted.
HUZZAH! really hope this works so tired of mean aunties taking my sims out of universe just cause they got bad parents
Ghosts can now be created in Create a Sim for Child through Elder ages.
ah so close I so wish they would have included toddlers and infants on there so I could have whole family of ghosts from cas hopefully I'll still be able to cheat them at least
It's bugging me a bit that they're not treating ghosts the same as other occults. I've loved every occult in this series so much and find them all much improved from TS3. But these ghosts are a little disappointing. I think the improvements made in this patch are awesome, but the fact they're not available for all ages of life and you can't try for ghost babies makes me sad...I miss that from TS3 and I was really hoping we'd see the return of that with this update...my occult baby mama needs ghost babies :( lol
Lets start a petetion to give us the option to have ghost babies.
The picture with the listed death types is interesting because they are in another order than in my game. They seem to be sorted alphabetically. In the English version they start over at some point, so two alphabetically sorted lists. But the dutch version is very consistent in the alphabetical order.
I also noticed the option to switch between different occults is not available for sims created with the story book. I guess it is because the 10 questions we get have opportunities to get an occult. But I wish it was possible for sims created with a story as well
It leaves out one important thing:
The choice of the death type is dependent on sim's age and occult status.
For example, for sims, Death by Old Age wasn't listed there. That's because only one age was looked at. If the sim is made into an elder, Death by Old Age becomes available. Not to mention that children can only have either fire death or drowning death (even though they can also die by steam, pufferfish, freezing, and overheating).
With occults, Death by Sunlight and Death by Overcharge wasn't mentioned. These need the sim to be a specific occult first (vampire and spellcaster respectively). In addition, occult status blocks out some deaths for sims. For example, vampires cannot die by broken heart.
And... Other thing that also wasn't mentioned is that death by old age not only got its description changed, but also new interactions.
But to the description. This was the old description:
This Sim died when their time was up.
And this is the new description:
No need for sorrow, this is the result of a long, long life.
Interesting to see old age ghosts see some new gameplay...
My vampires have died hundreds of broken hearted deaths...and they still live to feel the deal.
It's a horrible curse to never stop loving your beloved...even after death.🤒😪
I agree. 😭
Good news: Ghost pet's gravestone will be found in the household inventory.
Not impressed yet.
I mean Occult Selector came the first time with TS3 EP07 Supernatural, 3 years after TS3 has launched so TS4 does nothing new and is very late.
This patch will probably update all the objects (Heirloom system and Ghost woohoo animation).
Didn't see this mentioned in the patch notes, good to see they are updating older EPs features with subsequent EPs content!
Also, never in my life would I have expected them to update/enhance such basic base game features such as reactions to a sim dying, this is so cool.
Just a small pet peeve of mine though, it's about the inconsistency in the game's iconography. For example, the different occult icons in CAS are standardized and visually homogeneous with a few elements around the same sim silhouette for each icon, whereas the "cause of death" icons are widely different from each other. Nothing major lol but I couldn't help but notice this.
Another pet peeve is the bad UX in the occult selector. "Human" should be its own icon instead of the "default", because once you have an occult selected you have no way of knowing that to go back to Human you have to hover over the currently selected occult state to display the X icon and effectively cancel it and go back to the "default" human state. This is how the "accessories" section work but I'd argue that this isn't the same typology of user behavior here.
Overall a really great patch and welcome additions/tweaks, 10 years into the life of the game this is unheard of, so props to the Sims team for living up to the "Sims 4 is forever" claims and enhancing base game (both front-end and back-end) for better longevity and sustainability for the years to come.
Another pet peeve is the bad UX in the occult selector. "Human" should be its own icon instead of the "default", because once you have an occult selected you have no way of knowing that to go back to Human you have to hover over the currently selected occult state to display the X icon and effectively cancel it and go back to the "default" human state. This is of the accessories work but I'd argue that this isn't the same typology of user behavior here.
I agree. I expected human sims to be their own category. Now human sims are just the absence of a category. Similarly I think living sims should have an icon like a heart icon where you can select the death cause. The question mark makes it look as if their profile is incomplete.
Of course, nice catch!
The reason why I haven't done turn-on and turn-off thread is that all the traits that affect it are neatly listed in the description. I hope that also means that Sim Characteristics also get updated. And Self-Discovery moments.
I can't check it myself right now unfortunately though.
Well, perhaps the UI should be updated. Yes, it's a trait panel: you can remove traits by hovering over them and pressing the X button, but... Even I at first didn't come at that idea. Either add a tooltip, show the X button when a selection is chosen, or put a separate Alive and Human buttons.
I didn't see this posted till after I updated my thread or I wouldn't have posted.
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