I recently started building a save file from scratch. I cringe every time I'm adjusting things and get a phone call like this- because I know I've just damaged the file forever and anyone who plays it won't see that call again. Can confirm that in my main save file I have NEVER gotten a stayover call more than once. I've only had Kyle call me exactly once, too. The drama nodes for these calls are either outright busted, or terribly weighted against the rest, because there are so many calls.
I have been getting other invites (like the Get together bluffs, Festivals, Celebs at Lounges and stuff)
Just specifically the stayover calls (All of them, friendly, kyle, that research genealogy or whatever, the child helper) only show up once at a new save being made and never happen again. Which is likely the cause of this [GRO] Research Genealogy does nothing | EA Forums - 11943056 however I can not say this for sure. Something is defo bugged.
The Clone drama node from Research Genealogy is a simple "Schedule Drama Node" tuning. It should work fine, assuming the node scheduler *itself* is working, which points to the node scheduler being the issue.
Within each Drama Node is a Cooldown group. Stayover Drama nodes have the group "Stayover_Cooldown". The implication there being once you get a Stayover Drama Node, perhaps the cooldown never clears, and so, more calls never come.
This would also explain why the Research Genealogy one fails outright- if you've ever gotten the call for any others, you'll never get this one to work.
So the next step is testing in a brand new game...
And would you look at that, I got the call for the first time ever.
Now I'll load up a save where I've gotten the Kyle call and try the same thing. If my Cooldown theory is correct, it'll never happen.
Took about 8 in-game hours to get the call the first time.
This time I waited 24 hours and got nothing!
Using mods, I can force the Drama Node tuning to run- and it does run, and the stayover itself does function. So my theory is that the Cooldown group is not activating correctly, or the cooldown is tuned incorrectly.
The situation itself has no problems. You can even see here that the clone is an actual clone- he has my custom modded body preset (I have no mods installed in this testing but visual mods/CAS stuff and a mod to force a drama node to run). So the cloning worked and everything.
As another test, I have never seen the new parent stayover happen. So I'm opening a new game again and finding a sim with living parents and having them have a baby REALLY FAST before Kyle calls. Kyle is by default locked to San Sequoia, so it shouldn't be an issue, but I want to be sure this is a fresh scenario entirely.
I load into the Goth Family. I age up Cassandra and move her out. She has a science baby who I instantly age up to infant.
Sure enough... I get the infant call. That I've NEVER seen before in an existing save file.
I ran the same exact test in my save where I have gotten a call before (only once, the save is new-ish), and could not get the infant call to show up. It had been at least two weeks since the last call so the cooldown should not have blocked it.
There's gotta be something blocking the cooldown from ending.
The Stay Over call is like an introduction to the system I assumed, you get it once and then never again. If you are starting in San Sequoia you will get Kyle, any other world you will get a friend or neighbour. It's like Trashly in the new world too, they come to your house once when you start your game after installing the pack or starting a new save, to tell you about businesses and hobbies. I don't think they are meant to happen more than once by design.
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