Infants & Toddlers! Share Your Gameplay Pics and Discoveries
A thread to share infant and toddler gameplay. This thread is to share your joys and frustrations as your littlest ones transition from newborn to infant, then toddlerhood. Share pics of your infant and toddler's journey and ask questions when you need childrearing advice or get stuck on those milestones. I'll be adding links to information to help you navigate this fun and rewarding journey with our littlest ones. Infant and Toddler Quirks Infant Milestones Toddler Milestones Infant/Toddler updates coming today! Here's a link to what's expected. Infant & Toddler Updates Important: Tips on avoiding pic deletion. Avoiding Bot Picture Deletion16KViews19likes815CommentsLady Bridgerton's Login Event (Wk 3 Now Available)
From May 12 through July 7, 2026, a free multi-week login event shall unfold, inviting players to return to discover a host of limited-time rewards: 22+ items spanning Create a Sim, Build/Buy items, and even a new Trait. Pray you do not miss a single moment. Society notices everything. The Social Calendar* May 12 marks the beginning of the masquerade festivities, with a limited-time login event. On May 19, the game is afoot! Ton shall gather to revel in the latest trends. Then, by May 26, it is time to prepare for the evening, as the season’s finery comes fully into view. June 2nd, host the event of the season, meet all the most eligible of the ton, and make sure you wear your heart on your sleeve. *For the two weeks that follow, players shall have the opportunity to see the event through to its end. https://www.ea.com/games/the-sims/the-sims-4/news/lady-bridgerton-kits-and-event From the patch notes: Based on your feedback from the last Login Event, we’ve made improvements to the Event Menu! You’ll now see a counter showing how many weekly check-ins you’ve completed while rewards are available to unlock. We’ve also segmented the weeks, added a countdown timer for when the next week begins, plus a subtle highlight showing what rewards will be available to claim the next time you log in! You can start earning rewards on May 12th, but be sure to log in no later than June 25th so you do not miss the chance to earn all available rewards with subsequent logins! Week 1 now available. Week 34.1KViews23likes129CommentsThe Sims 4 Remaster on Xbox Series X & PS5
The Sims 4 has had a long run, I've been playing since it was first released on PC. I was one of the 1st in line to get it one PS4 and Xbox One S. I've been playing a very long time. Now the console versions are the only ones I play since I don't have a PC powerful enough for the new system requirements. I used to happily play on PC, but that was in days of old. Now it is Xbox Series X and PS5. Its time for a remaster or small remake, or maybe a new version all together. The Sims 5 was dead too soon, and The Sims 4 is stretched for years and years. Please figure this out EA. We want a next generation version. All kinds of games are getting remasters now. Its time to keep up with the times. Please keep up with the changing tides. Explore your opinions. Newer Simulation games will soon hit the markets. There will soon be competitors. For example InZoi, just to name one. So please work on remastering this game. I love the game. I've been faithful since the beginning, I own all the packs on Xbox Series S, and over half of them on PS5. I want to see more. And less glitches, like I'm seeing a gallery glitch. But I already posted on that. So let the Sims 4 soar into new horizons. Don't just release new packs or content, actually upgrade the game all together. The console version needs a reboot. Don't just change the designs, change to game. Don't make the game prettier for new user. Develop newer versions of the game. I've been an advocate for this from the beginning, from my first days on the Forums. I still want to see "The Sims 3" on the newer consoles, you did it for MySims. So please, enhance the game. Remaster it, and re-release it. Do it before they retire the PlayStation 4 and Xbox One X. It should not be too hard, a lot of modern games are remastered. I've put a lot of money into "The Sims 4" for PC, PS4 and Xbox One. And I'm not alone. Thank you for your time and consideration. Much love to the Sims 4 Staff and EA.9Views0likes0CommentsA gameplay design spec for an epilepsy condition mod — feedback welcome
Hey all, I've been working on a design spec for an epilepsy condition mod for Sims 4 and I wanted to share it here before I commit to building. This isn't a "Sim falls down sometimes" gimmick — it's a full hidden-condition system with appointments, medication, recovery, heritability, and long-term consequences. Sharing it in summary form below. Would genuinely love feedback before I start the actual implementation. Where this comes from Before I get into the design, I want to be upfront about where it came from, because I think it matters. This mod isn't the result of research. I didn't read a Wikipedia article on epilepsy and decide it would make an interesting gameplay system. I've had epilepsy for over 20 years. Every mechanic in this spec is something I've lived — the appointment cycle, the prescription dependency, the auras, the postictal nausea, the activity restrictions in the hours after a tonic-clonic, the disclosure conversations with friends and partners, the way a bad week of sleep and stress will stack until your body decides for you. The cheat-dismissal layer exists because I know what it's like to want to step out of the condition for a while, even if you can't actually do that in real life. Dr. Feldman is named after my actual neurologist. The popup voice I'm trying to write is hers — the way she actually talks to me. That's why her name, gender, and tone aren't open to revision. She's a real person who has done real care for a real patient, and the character is a small private thank-you to her. I'm sharing this partly so the design choices make sense (the realism isn't ornamental — it's lived), and partly because I think it's the most honest way to invite feedback. If something in here reads wrong to other people with epilepsy, I want to know. If something reads off to people without epilepsy, I want to know that too. This is one person's experience trying to become a system that holds up for other people's stories, and that needs other eyes on it. The core idea A Sim can be assigned epilepsy randomly at age-up (~1.2%, matching real prevalence) or via cheat. Once active, they enter a recurring care loop: Schedule appointment → attend appointment → prescription renewed → refill medication → take meds daily → risk stays low. Break the chain and risk climbs. Neurologist appointments Every two in-game weeks, always with Dr. Feldman — a single named NPC who only appears through popups and notifications. No provider variety, no "find a new neurologist" interaction. She's competent, warm, plain-spoken. One consistent medical voice across every household running the mod. This is deliberate. It mirrors how a lot of people actually manage epilepsy long-term — you find a neurologist who works for you and you stay with them. It also kills a huge amount of implementation overhead (no NPC generation, no relationship stats per provider, no provider-variant popup tables). Medication Daily action that maintains a med_level stat (12hr half-life decay). Four medications with real mechanical differences: Topamax — long half-life, strong protection, cognitive side effects Vimpat — balanced, low side effects, common switch target Clobazam — short half-life, strong acute protection, drowsy Lamictal — longest half-life, most forgiving, slow 5–7 day onset These aren't arbitrary picks — they're the medications that have actually been part of my own treatment over the years, which is why I know the half-life curves and side-effect profiles well enough to model them. Dr. Feldman recommends switches based on the Sim's seizure history via popup. About 30–40% of appointments fire a decision-based popup; the rest are routine renewals. Popups — where Dr. Feldman actually lives Since Dr. Feldman never appears as a visible Sim, her whole character comes through popup text. Two categories: Informational (no decision, just dismiss): "Reminder: appointment with Dr. Feldman tomorrow at 10:00 AM. The clinic asks that you arrive ten minutes early." "You missed your appointment with Dr. Feldman. Your prescription will expire soon — please call to reschedule." "[Sim Name] had a seizure at school today. The nurse called — [she/he/they] is on the way home to rest." "[Sim Name] had a seizure at work today and was sent home. Their manager has been notified; no action needed." "Your prescription has run out. Schedule an appointment with Dr. Feldman to get a refill." "[Sim Name] is feeling off today. Something doesn't seem right — keep an eye on them." (soft pre-aura warning) Decision-based (Yes / Cancel, real mechanical consequences): "Dr. Feldman reviewed your seizure log and would like to increase your dose. The medication you're on isn't holding the line right now. Try the higher dose?" "Dr. Feldman is pleased — no breakthrough seizures in a while. She wants to try lowering your dose to reduce side effects. Step down?" "Dr. Feldman looked at your latest EEG and wants to switch you to a different medication. She thinks it'll suit you better. Make the change?" "Dr. Feldman wants you to come in for a follow-up EEG next week. It'll take about an hour. Schedule it?" "Dr. Feldman is concerned about how long you went without medication. She wants to start an emergency stabilization plan — daily check-ins for a week. Begin treatment?" Yes branches generally improve protection but may add side-effect risk or simoleon cost; Cancel keeps things as they are, and Dr. Feldman may bring it up again at a future appointment. She doesn't badger and she doesn't moralize. She just keeps offering. That's how my real neurologist actually operates, and I wanted that captured. The voice rule across all of it: competent, warm but not saccharine, plain clinical language, respectful when the patient declines. Not a comic character, not a villain. A good doctor. Seizure events Two types, assigned per-Sim (60% Grand-Mal tonic-clonic / 40% Complex Partial focal): Aura: 8–15s of rapid emotion cycling. Player's window to react. ~15–20% chance the aura resolves without progressing. Tonic-clonic: 10–15s, full collapse, locked queue Focal: 8–14s, Sim freezes/wanders/repeats motion Postictal: 1–2 in-game hours of Dazed + Exhausted, autonomous rest-seeking The implementation trick I'm most proud of: the tonic-clonic event reuses the existing death-by-collapse animation, bypassing the death system itself. Need drains (Energy, Hygiene, Social) replace the actual death. Zero custom animation work. The animation is already rigged, already uninterruptible by design, already does exactly the right visual. Game speed drops to normal automatically when an aura starts — a seizure at speed 3 would be 4 real seconds and unreadable. Risk calculation Multiplicative, not additive. Base 0.5% per hour, modified by medication coverage, prescription lapse, low needs, negative emotions, and acute emotional spikes. A well-managed Sim sits near 0.2%/hour and almost never has events. A neglected Sim — no meds, all needs low, sleep-deprived, multiple negative emotions stacked — can hit 30%+. The multiplicative model comes from how my own threshold actually works. It's not that any one bad factor will set off an event; it's that they compound. Bad sleep alone is usually survivable. Bad sleep plus a missed dose plus a high-stress week is the combination that gets me. This is the part I most want feedback on. Does multiplicative stacking feel right in a Sims mod context, or is it going to produce weird edge cases where one specific combination is wildly over- or under-tuned? Postictal recovery After tonic-clonics specifically: Postictal nausea (~50% base, up to 70% if recently eaten). Sim rushes to nearest toilet, reuses the existing vomit animation. This is realistic and I don't want to gloss over it — it's a real part of recovery that almost never gets depicted in media, and leaving it out felt like sanitizing the experience. Next-day excused absence from work/school. Doesn't consume PTO, doesn't ding grades. Fully automatic medical accommodation. Activity restrictions for 6–8 in-game hours: no stove cooking, no showering (baths OK), no swimming, no ladders, no power tools. Soft limits on screens. The activity restrictions create real interdependency in multi-Sim households — aware household members can autonomously cook for and check on the postictal Sim. I like this a lot as emergent storytelling, and it reflects how my own household actually works on a bad recovery day. Extended systems (the parts I'm least sure about) Heritability — One epileptic parent → ~6% child risk. Both parents → ~15%. Inherited condition stays dormant from birth; activates probabilistically at child (30%), teen (45%), or young adult (20%) age-up. Carriers who never activate can still pass it on. Creates legacy-save continuity. Comorbidities — ~20% of epileptic Sims develop hidden Comorbid Depression, ~25% Comorbid Anxiety. They don't get their own appointment loops — they're modifier layers on emotion autonomy and risk. Dr. Feldman can refer to a counselor or prescribe anxiolytics via popup. Including this layer was important to me because the comorbid mental-health side of epilepsy is real and rarely talked about. A mod that pretends epilepsy is just seizures would be missing most of the actual experience. Social disclosure — Other Sims learn about the condition via voluntary disclosure or witnessed seizure. Reactions are trait-based: Good/Family-Oriented/Geek react positively, Mean/Snob/Hot-Headed react negatively, most traits land neutral-to-mild-positive. The world isn't hostile by default — that's a deliberate design choice. Awareness reduces Embarrassment from future public seizures. Non-disclosure to a serious romantic partner who later witnesses a seizure carries a relationship penalty. Long-term consequences — Hidden Workplace Resilience stat affects career advancement. Some careers soft-cap at mid-tier (military combat, pro athlete, surgeon). Caregiver Bond stat builds with supportive household members and unlocks deeper interactions, but long-term solo caregivers risk burnout. Personality biases at age-up: rough childhood with the condition pushes slightly toward introspective traits; well-managed history pushes toward Responsible-coded traits. Elder Sims who reach old age with the condition unlock a unique Resilient reward trait. Player comfort Everything except earned positive outcomes can be cleared with cheats. Any long-term penalty, accumulated seizure history, social fallout, comorbidity, or the whole condition itself — all dismissible. The Resilient trait stays if earned. Negative consequences are always reversible. I want this to be a system you can lean into as deeply as you want, or back out of completely, with no save-state regret. What I'd love to hear from you all Does the overall loop feel like a Sims mod, or have I over-engineered it into something that belongs in a different game? The death-animation reuse for tonic-clonics — clever, or going to read as broken to anyone who recognizes it? The Dr. Feldman approach (one NPC for every household) — does that work, or are players going to expect provider variety? The extended systems (heritability, comorbidities, social disclosure, long-term consequences) — necessary depth, or scope. Anything in the risk math that looks like it'll produce weird edge cases? Anything missing that you'd expect from a mod like this? And the bigger ask: I'm a designer, not a modder. I can write specs, balance numbers, and write Dr. Feldman's popup voice all day, but I can't write the Python or wrangle the XML to actually build this. If you're an experienced Sims 4 modder — especially anyone who's worked with custom traits, hidden conditions, interaction injection, or rabbit-hole career integration — and this project speaks to you, I'd genuinely love to talk. Whether that's a full collaboration, mentorship while I learn, or just a sanity-check on which parts are realistic to build vs. which I should drop, any level of engagement is welcome. The full spec is about 30 pages and I'm happy to share it with anyone seriously interested. DM me or comment below. Thanks for reading. This one matters to me.Hello and question
Hi everyone I've been playing Sims 4 on and off for years. A few months ago I started playing again and am really enjoying it. I'm working on lineage and building a family dynasty. But my question is do any of you have any sims in a successful "Love - hate " relationship? And what are some funny stories if so. I'm seriously thinking of starting a second household that has two hot headed enemies. That hate children. & Get them hooked up and see what kind of household family drama I can have with maybe one or two needy children. :) Any thoughts on this or stories from someone who has done it would be great.66Views1like2CommentsRequest to Restore Rental Unit Cap Cheat
Hello Sims Team, I wanted to discuss a small request regarding the “bb.increaserentalunitcap” cheat. I completely understand the 6-unit limit was added for stability reasons. However, many of us purchased the For Rent Expansion Pack because we were eager to build larger apartment complexes and ambitious rental projects. This limitation feels somewhat frustrating. Would you consider re-enabling the cheat, even with a clear “use at your own risk” warning? This way, players comfortable using mods and experimenting could push the boundaries without requiring EA to officially support more than 6 units. We genuinely appreciate the ideas behind this pack but miss the freedom to experiment and create larger builds as originally possible. Thank you for taking the time to read this.502Views10likes6CommentsWhat is or has your Lothario been up to?
I found these old screenshots of Don being Don. And just for fun I Thought they make a good warning sign of the upcoming summer weather and what may be "out" there. Do you have a Lothario in your game? Doesn't have to be the actual Don. You know the type. Warning: May offend some. J/K307Views10likes15CommentsWhat are you must-have Sims 4 cheats?
Hey everybody, I was just wondering what cheats most people use, be they for building, cas, or just stopping your sims from dying every 10 seconds. Personally I always use: FreeRealEstate On (Cause I don't want my sims living in crick cabana) Money 9999999 (It just makes build mode better) BB.MoveObjects (same as last) BB.ShowHiddenObjects (same as last) TestingCheats on (so I can open cas anytime) cas.fulleditmode (so i can change my sims looks at anytime) Post your favourites in the comments below287Views4likes10CommentsDid the Sims 4 Fix The Caregiving Yet?
I swear I thought I saw that they were going to or already released a bunch of bug fixes for adult sims taking care of infant/toddlers. Did they already do that? Because only starting like maybe a couple days ago, my sims kids are HORRIBLE to take care of. My toddlers ask every 2 seconds to be picked up and no matter what I do or how many times I cancel the action for my adult sim - they will go pick up the kid no matter what. They will literally stop whatever they are doing to pick up the toddler. It is so so so bad. And in my save right now, my sims have 6 TODDLERS!!! I feel like I physically cannot do anything with them around. I have to literally lock them into their play room just so I can cook everyone dinner. I feel like this is a new habit, but I thought they fixed it?? Or have they not released it yet?