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canelacaliente's avatar
canelacaliente
Seasoned Ace
18 hours ago
Status:
Reviewed

[AA] NPC Sims ignore "Fight" activity on Getaways

Issue Description:
When "Fight" is set as an activity on a Getaway (either as the main activity or a role activity), NPC Sims completely ignore this interaction. They will not autonomously initiate fights with other Sims, acting as though no combat-related activity has been assigned. This occurs regardless of the Sims' traits, relationships, or the presence of other Sims on the lot.

Expected Behavior:
When "Fight" is assigned as a Getaway activity (either in the schedule or as a role activity), NPC Sims should autonomously initiate fights with other Sims on the lot—similar to how Sims can have a "Fight Club" in the game where "athletic Sims can spar and get pumped for a fight" . Sims with the Mean, Hot-Headed, or Evil traits should be particularly inclined to engage in fighting behavior when the activity is encouraged.

Steps to Reproduce:

  1. Plan a Getaway using the Getaway Planner.
  2. Set "Fight" as an activity in the schedule or assign it to a role.
  3. Place multiple Sims on the Getaway lot (including some with Mean, Hot-Headed, or Evil traits).
  4. Start the Getaway and observe NPC behavior over the duration of the getaway.

Actual Result:

  • NPC Sims do not autonomously initiate fights.
  • They behave as if no fighting activity is assigned.
  • Other assigned activities (eating, sleeping, exercising, etc.) work normally.
  • The issue persists across multiple Getaway attempts with different Sim configurations.

Affected Activities:

ActivityWorks?
Fight❌ No
Eat/Sleep/Exercise✅ Yes (normal behavior)
Woohoo/Kiss❌ No (known related issue) 

Additional Notes:

  • This appears to be part of a broader pattern where complex autonomous social interactions are failing on Getaways. A similar bug has been reported where NPC Sims ignore "Woohoo" and "Kiss" activities on Getaways, with the same behavior—other activities work, but romantic physical interactions do not .

Impact:
Moderate to High. This bug undermines Getaway types that involve competition or conflict, such as a "Fight Club" style event. Players cannot rely on the Getaway system to create autonomous hostile scenarios for their NPC guests, forcing manual intervention for every fight interaction. The issue is consistent with other reported autonomous social activity failures in the Adventure Awaits pack, suggesting a systemic problem with how the Getaway system handles complex social interactions .

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