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karoschmitz's avatar
karoschmitz
Seasoned Veteran
6 days ago
Status:
Reviewed

[GTW] Retail: Shops lose selling functionality

I play with Retail shops since 4 years intensely on my save, and have nearly 50 retail shops in this save, of which 48 are npc/non-owned. I use them mainly as supermarkets, malls or fashion shops for my Sims, selling a combination of items, food and fashion.

Since 01 November 2025 I experienced a bug for the first time, that first just affected 1 retail, but now I have already 4 affected and it seems spreading over time :( Every time it happens, I'm not saving and restarting the game losing progress on that save, to try to safe the shop. 

UPDATE: Please read the first comment below this post, memory boost can prevent this issue!!

Issue:
When my Sim visits the (fully stocked with marked for-sale items npc-owned) retail as a buyer, 

  • the retail bell doesn't ring,
  • no staff appears
  • and all for sale items are suddenly not for sale anymore.
  • Even mannequins lose the sale hover, but I can still buy the outfit. And when I buy a mannequin outfit and come back to the shop, the outfit is not restocked as it would usually be when the retail is functional.
  • But other items are not buyable anymore.
  • Subsequent visits are always without bell and nothing to buy, it completely loses the retail functionality.
  • If i save this store now to the gallery, or restart the game, it stays without above functionality.
  • When i buy the shop as my Sim, and make items for sale again, it works for 1 visit, and then breaks again the second or third visit.

Way to reproduce it:
Unfortunately it seems to start rather randomly to my shops, but every time it did happen, it happened after I visited several shops in a row and that same shop more than once in the same play session shortly in succession. I always travelled with the "M" button and picked the shop in manage worlds.
It happened with 3 stores in Newcrest and one in San Myshuno, all shops have been well visited in the past by my Sims and are already quite a while in my game (not sure if that matters). I didn't have to buy anything, I just enter the shop, let my Sim walk around for 10 seconds, load into a different lot and come back to the initial shop, and the retail is suddenly broken.

I have a save file that I saved just before it starts happening to 1 of my shops -> It has the shop working at first, and then when visiting the shop next to it and coming back to the first shop the first one stopped working. Happy to share it!

I tried a lot of tests on it as it was so reproducable, but couldn't find a pattern. 
What i tried so far:

  • Everything below i tried and then closed the game, deleted thumbnailcache and restarted, in case the bug stays in memory and spreads.
  • When I alternate visiting the shop with some shops in other neighbourhoods, it did not break even after alternating over 5 times back and forth, 
  • I tried alternate visiting it with a specific shop that it was previously not breaking with and that was in another neighbourhood, but when i moved the same shop right next to it, my shop did break when visiting -> which made me think that the issue is connected to the lot or the fact that they are in the same neighbourhood rather than the contents of the build.
  • I tried alternating my shop with a non-shop that was next to it (a playground) and it broke as well -> so alternating loading into another retail is not required to reproduce this
  • I usually tested with the same Sim visiting, to keep results consistent, but also tested with another Sim in case it is connected to her, but it still broke
  • I checked if just going into the shop through build mode back and forth with another shop, making a small change (deleting a for sale item in that breaking shop) and then going in with live mode afterwards: And indeed when I did that my first live-mode visit in that shop was already broken.. It made it seem like something about loading into the retail (or me deleting an item) already impacts the retail for-sale integrity
  • Using "Modify in CAS" on my Sim while in the retail while it starts off still functioning correctly, did not make it break even when doing that repeatedly (I tried 3 times in a row). But once the shop is broken (which removes the for-sale status on all items), the Modify in CAS can bring back the retail bell if the shop had mannequins -> it somehow restores the recognition of mannequins partially, although they are still missing the sales mouse hover icon even when restored. All other for sale items are not restoring though unfortunately.
  • I tested in a new save with just the 2 retails in the exact same spots next to each other in newcrest, no mods, and i couldn't get it to break even though i loaded back and forth between them 8 times => I wonder if something is saved onto the lots of my long-living save file over time, that makes it break more? Although when i moved the retail to another world that I hadn't played with very much yet (Ravenwood) it was still breaking after just alternating once with another shop in the same neighbourhood.. So unlikely the issue is in the lot location itself..
  • Maybe it is connected to my save file being big -> I have all packs possible and had all lots in all worlds built-out with medium sized builds (0 residential rentals though, never placed them as they scare me), until i reached the protobuf overflow issue with disappearing adjacent builds anywhere i loaded into => i reverted to a save before that issue happened and removed 12 lots and 10 apartments, which moved me into a safe space away from reaching protobuf overflow for a bit (hopefully), but maybe it could be still related to this retail issue starting to happen?

I checked but I did not get any LEs. I tested without mods in the save where everything is fine, and then try to reproduce it with the exact same steps and it happens without any mods as well. 

I'm playing on Windows PC, latest game update version, all possible packs and tested without mods.

9 Comments

  • karoschmitz's avatar
    karoschmitz
    Seasoned Veteran
    6 days ago

    Positive UPDATE / new insights:

    Writing the bug report out made me remember that last time I had protobuf overflow issues I tested the memory boost and it indeed had a positive impact of bringing all my neighbourhood builds back from the previous reverted or empty state..
    -> So now I did the same, and ran my save file with the breaking retails on memory boost => And OMG it fixed it!! It did not break yet and I already alternated 6 times back and forth (usually it takes me 1-2 times to break it). I tried it with several of the problematic retails and could not reproduce the issue anymore!! - YAAAY!!!

    I think it is relatively close to assume that this retail issue has either something to do with the protobuf overflow issue, or at least is being positively impacted by the memory boost function! 

    I hope memory boost will soon come out of its beta state - would be great to hear from the devs or anyone who has more info if it is safe to use now on long term save files yet?

  • karoschmitz's avatar
    karoschmitz
    Seasoned Veteran
    5 days ago

    Thank you so much Crinrict, I just sent it to you over DM, in a working version just before the breaking, with instructions on what I did to break it reproducably. 🙏

  • crinrict's avatar
    crinrict
    Hero+
    5 days ago

    Thanks. Trying this later today. I do have a bit of a backlog of stuff to test but I'll get back to you asap

    Guess for now you can work with the memory boost ?

  • karoschmitz's avatar
    karoschmitz
    Seasoned Veteran
    5 days ago

    Thank you so much, really appreciate it!!

    I'm keeping the memory boost option currently as a backup option, as I'm a bit scared using it on this main save while it is officially still in "Early Access" mode, which usually means it is coming with undiscovered bugs. I'm hoping the dev team will release an update that moves it into an official feature that is safe to use. 

    Did you happen to hear about major or risky issues with it yet?

  • crinrict's avatar
    crinrict
    Hero+
    5 days ago

    I haven't really been following the thread on it but I haven't seen anything blowing up.

    I'd say, keep regular backups and you should be fine.

  • karoschmitz's avatar
    karoschmitz
    Seasoned Veteran
    3 days ago

    Latest UPDATE after a lot of testing and kind help from Crinrict on the way.

    Here is a video I recorded of the issue, how the retail loses it's functionality: https://youtu.be/_nKzbTeN1wI 

    Solutions:
    I have found 2 ways to avoid the retail issue described above:

    1. Turning Memory Boost ON

    2. Or removing my GraphicsRules.sgr that I had in my ConfigOverride folder, which I had created in this forum thread ( Camera movements very choppy since BH patch | EA Forums - 12185589 ) , to solve the issue of the game being extremely choppy and stuttery in camera movements since the BH patch in 2025. Specifically I tested each row I changed and it came down to the OBJECT LOD switching -> My GraphicsRules.sgr override had disabled LOD switching for Objects in the highest graphic settings, which was a huge boost in camera panning performance, but these 2 lines I changed seem to have caused some of my retails to break. (I have a save file to showcase that ready if any of the dev team members want to try it). 

    Below is the exact change I had to revert, to prevent retails to suddenly lose their for-sale items. Unfortunately that means that now all objects are LOD switching again and the performance of camera movements in the game went down a lot again :( I wish the dev team could review the performance change that happened in the BH patch that many people in above thread are mentioning, as it makes us sea sick to play choppy like that even though we are on strong computers. 

    For reference these are my computer specs:

    Windows 11, PC,
    AMD Ryzen 9 5900X 12-Core Processor  (3.70 GHz),
    NVIDIA GeForce RTX 3080,
    32GB Ram,
    2TB SSD

    I had to revert my changes (right side) to the game default (left side).

    I had an older version of my GraphicsRules.sgr override, which was using below change instead for stopping object LOD switching, but that one as well caused the issue:

    Only when I revert object LOD switching to default, my 100% reproducable breaking retail is not breaking anymore. (But camera performance becomes really bad again..)

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