[COL] NPC roles assigned to multiple Sims (Sometimes duplicates)
When playing in Henford on Bagley, I noticed that every NPC that comes with the pack (The Grocer, the Mayor, The Garden Stall Owner, The Pub Keeper, and the Creature Keeper) were doubled. Two sims with the job title above their names were appearing around the world. Both sims offered the errands, meaning my sim could complete two rounds of every errand from every NPC. Some of the duplicates were copies of the original NPCs, for example, the mayor, Lavina Chropa, had two versions of Lavina, both listed as Mayor, and both offering the same errands and rewards. Other NPCs had randomized townie versions and the original townies in Cottage Living, for example, the grocer sims were the original Kim Goldbloom, and a randomized townie just with the job title and offering errands. No complication arose from this, it honestly just allowed my sim to do more of the errands, but it does break the immersion a little when every NPC has a twin or is a completely different sim half the time.
Edit By Crinrict: Added Tag to Title, Adjusted Title
Got it. I thought you posted here directly, but actually, your post was merged here, right?
If it's done by the forum moderator, I think the reason is to bring your bug get attention together with similar bugs. (As the vote and responses will matter)
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If you suspect that it's Adventure Awaits specific bug, you may test with all of other NPCs in this EP. For example, I copy NPC list from The Sims Wiki
Toshie Akamine (Storyteller)
Raheel Kunal (Lost Explorer) (You tested this)
Laxmi Kunal (Butterfly Conservationist)
But these below NPC may be more special, not sure
Buddy Scoop
Pruella Preener
If they have the same issue as you got from Raheel, you could report here, too. And also confirm in the comment that "It's an unmodded game, PC". So, people who have the same problem will be able to reach this post, too.
coloncocon You are absolutely correct. My post was reported as a separate bug. Someone (not me) merged it into this thread incorrectly. I have seen this thread's bug in my game myself and upvoted it long ago. My bug report is different, which is why I reported it in a new bug report thread. I can't control when an admin merges my report into this one.
My report is exactly the result of "make a new unmodded save and move Raheel to the played household".
Test the mod and it works too. Michael Bell finally appears instead of a random sim.
For anyone interested in bugfix mod, search "Keep Premades - Townie Overhaul Less Fame"
However, this bug should be fixed by the official anyway because console players can't use the mod. And not all people can access mods or feel secure using them.
fungussn If the game made a new random sim with Raheel's look after original Raheel move in to played household, it might be another new bug. (This thread's bug is about the game make new NPC even the game already have one)
Your case shouldn't be intended because Father Winter will be replaced with a new sim who isn't a clone of Clement Frost (original Father Winter).
I don't have Adventure Awaits in my game right now, so I can't check this in my game. But if you want to report this case, you may make a new unmodded save and move Raheel to the played household, then wait to see if a new NPC still looks like Raheel or not.
o-RayeGunn-o Sorry for answering 2 months late. I think I might miss the notification of this post (it's hard to track comments in the current forum system unless you use @ )
Recently, I found mod "Keep Premades - Townie Overhaul Less Fame" made by sims4me in CurseForge. This seems to fix this bug directly. I will try the mod today and update here.
As this bug isn't in 150+ bugfixes, we might have to solve it ourselves until it gets pick.
After moving "Raheel Kunal" the Lost Adventurer into my household after marriage. A new sim is generated with the exact same appearance as Raheel with a new randomized name.
I expected a new sim to be generated to fulfill the role of Lost Adventurer, but I expected a different appearance, like most other non-immortal NPCs in other packs. (e.g. Creature Keeper).
It worked. I added the mod, did not assign any of the roles manually, and Michael is back at his cottage:
And yes, he works fine:
Take it back off, and it goes back to a random sim. So. Gauntlet doesn't create new traits/jobs for most of his role mods, (there are a few exceptions but this isn't one of them) he just edits them. And one of the things he does with most of them is remove most filters/requirements for roles. So my thinking is that it is as i first suspected, the roles are too restrictive, and something is happening to these sims that gets them filtered out of the role somehow. I don't know what exactly it is, but...
Well, it does technically make the careers playable, but some of them are just traits you can have a sim take so they will appear in the world doing a role. the mod just makes the hidden/temporary traits/jobs.... not hidden. They must also remove some of the requirements like being homeless/unplayed etc. or some of them would not be able to work, which may be why they make the roles more permanent, and may be why Celine loses her role again (but keeps the trait) if the mod is removed but some others with more lenient requirements keep them. Also, He straight up says on his mod description page that he changed how the bartender role functioned, so it could be assigned to a smaller pool of sims.
checked the traits of that guy and he does still have the living statue trait
And as mentioned before, nothing has happened with him, i disabled Neighborhood Stories for him, he's exactly the same as the last time he performed his role. So yeah it is like i said before. a valid sim for the role exists, but the game is choosing to generate a new one anyway.
Also, oddest role replacement yet: Skillful Sleep projection. One of my characters with the Skillful Sleep perk is a ghost Johnny Zest. (he died of laughter on me, which was pretty fitting, so i rolled with it) It means his Sleep Projection is also a ghost, (i mean, they all appear as ghosts, but they're not actually) and so it has always shown up in a mod i use to let me be able to retrieve the urn of any ghost in the game. Sleep projections are clones of the sim at the time you first activate it, and when I did that, he had a different haircut. I was trying another hair out on him but he didn't feel like himself so i changed it back. His sleep projection kept the old hair though. So i was a bit surprised when his projection had his OG/current hair.
Checked the ghost list at the urn and.... there are two of them. (some of the portraits lacking the ghost filter is just a visual glitch that happens sometimes, they are all ghosts)
also yes, I know this is all happening on a modded game, but the roles being reassigned does happen unmodded as well, and the mods fixing the issue for the roles help reveal what is happening. I never downloaded it, because i had no interest in reassigning their roles, I like the vanilla ones, but he does have mods for the Hendford on Bagley roles. I am wondering now if i should install it and see if that fixes the Creature Keeper role, even if i don't manually assign it to Bell.
I see, this modder made many NPC role mods and added the code to control this. The main goal of Gauntlet's mod is to make these roles "playable". I also want to try this mod someday to see how it will be after removing the mod later (You said they can keep the role, I hope it can work in my game too).
DJ can be assigned with using the console cheat. I assigned them to existing townies, and they can come to work in any lot, not like the bartender and gym trainer, who are locked with the lot and time shift.
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For Living Statues, did you check that this guy still has NPC hidden trait or not (if he's still Living Statue, he will be immortal too). He may have lost it in some case.
If he still has the trait but is never picked for the role, this is beyond my understanding, too.
Bartender seems to be a hidden job rather than a trait, same as with the Gym Trainer and, partially, DJ, so it's harder to assign just by editing their traits with MCCC or something. I am not sure what it is about assigning them it manually that makes them stick better, but so far it's working for vendors, Gym Trainers, and bartenders, haven't seen a new one spawn in quite a while.
I tried deleting the new Living Statues but the game just spawned a new guy.
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