I got the Enchanted by Nature pack yesterday, and have played 5 in game days, with my household of 3 sims, at least 1 sim gets an ailment everyday. I keep them happy. I went into pack settings and di...
Ideas
[EBN] Ailments too frequent
Repeat100
24 days agoNew Spectator
This new feature doesn't play well with other packs one bit, especially thanks to lack of cooldown. So far, I've noticed a frequency issue when it comes to having packs like Werewolves, Life & Death, and High School years ie:
- Werewolf sim woke up with an ailment, cured it, he entered into a fury state, and immediately became unbalanced (due to an unavoidable part of being a werewolf) which immediately gave him a second ailment for the day
- Adult sim's closer relatives died and (possibly due to L&D and harder hit grief sentiments) he immediately became very unbalanced and gained at least three to five ailments in the course of the week as multiple deaths got phoned in- even gaining an ailment during the funeral for his mother due to his imbalance and the lack of cool down/leniency
- Teen sim went to school, gained a mortified moodlet (as teens do), didn't do well on a test (HSY moodlet, I believe), and came home from school with Emotional Void. Sent her to the naturopath, she returned with Sonic Sinuses. Sent her to the naturopath again and she returned with the Luck Magnet. In the course of one day and one afternoon, she had three ailments back to back no cool down.
Being able to turn off balance and luck is all well and good, but ailments either need to be tuned or toggle-able themselves. Seasons has also caused me a problem with ailments because Father Winter- an NPC you can't really control when he shows up- had an ailment that happened to be contagious and, whoops, now the entire family has it. In general, random NPCs seem to get this a lot around funerals and holidays- meaning your sims risk for exposure is up to pandemic levels.
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