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Introducing age filters to ghost traits was a mistake. Here's an Answers HQ report on it (I'll give more info on the third page).
Basically, as you have seen in CAS, children have only two ghost types available:
- Death by Fire
- Death by Drowning
One problem however. These are the ways children can die:
- Fire
- Drowning
- Meteorite
- Steam
- Pufferfish
- Freezing
- Overheating
So, what happens when children die by causes other than Fire and Drowning?
Well, they do the death animation, Grim Reaper comes, everyone mourns, pleading is available... But after reaping, you get the usual question: do you want to make the new ghost playable or freeroaming. I chose playable and got... an alive child. Reacting to becoming a ghost, sad to have died...
What happened here is that due to the newly added age filters, the child couldn't become a ghost. And the game just... ran the usual death functions and then that was it. The child was still alive and not a ghost.
This causes other problems, like adult ghost pets being alive again suddenly (there's even a pre-made adult dog called Captain Whitaker in every game, so guess who's alive now) and Sulani Elementals taking a while to show up and always being an elder (new elementals are generated with a Death by Old Age trait, so what happens is that new ones are generated, failed to be made into a ghost, and don't pass the filter).
And CAS death traits sometimes don't match too. Teens have emotional deaths available in CAS, but they cannot die by emotions.
So yeah, it would have been easier and less save breaking to keep all the ghost traits available to all ages.
Occult filter is fine, this won't prevent ghost trait from being added. Age filter however does.
Ah, very well. I have posted this to Answers HQ.
But knowing my luck, I doubt it will be noticed for a long time... I still have some bugs I like to remind everyone every time a new Laundry List comes out.
- Miataplay2 months agoSeasoned Ace
I can't say what I want to say.
Happy simming! ☺
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