My packs are owned but not installed and they aren't in steam or EA to install
I moved my whole sims 4 folder to another drive and now all of my packs say "owned" but they aren't showing up anywhere to install. someone please help me with this i haven't gotten help and haven't been able to play in months.122Views0likes7CommentsLoading Legacy Family Tree freezes game
"Incorrect connection occurs when there are 10 or more wives and 30 or more descendants. Tree Collapse occurs when there are 50 or more descendants." This issue occurred before the family tree update. The new family tree freezes (app unresponsive), possibly because it has more than 100 descendants. The family tree before the update displays without freezing (app unresponsive), but the tree collapses. Possible cause: The field displaying the family tree is not properly expanded. [CM edit - unsupported language] Edit By crinrict: Adjusted Title722Views10likes26CommentsSims 4 packs missing
I reinstalled the sims 4. And after that, of all my 7 packs only 1 was still there. I repaired the app in hopes it would fix it, but then even my one remaining pack was gone. They do not show up in the marketplace and are shown as not owned in the ea app. And I am in the same account where I used the Codes for the packs, I am not in the wrong account. I did app recovery, restarted the app, and cleared the cache. Nothing has brought my 6 packs back. Please help.[HSY] No Graduation message/not in calendar
I have been having an issue where my sim ages up and doesn't get a graduation from highschool, i am requesting a look into this and see what's going on. I did a repair, took out my mods and cc and still nothing. I really want this to work for me so i can actually see what goes on when i play it so i can finally PLAY around with the event 😔😟 Edit By Crinrict: Added missing pack tag to title, adjusted title519Views52likes9Comments[S] [RL] 'Significant Other' Resolution not fulfilled by Kissing Frog
Issue Description: When a Sim sets their New Year's resolution to "Find a Significant Other" (from the Seasons pack), the resolution does not complete when the Sim: Kisses a frog (turning it into a prince/princess with the Royalty & Legacy pack), o The resolution remains incomplete despite the Sim now being in a committed romantic relationship. The resolution only appears to recognize traditional "Ask to be Girlfriend/Boyfriend" interactions as valid relationship starts. Expected Behavior: The "Find a Significant Other" resolution should be fulfilled whenever a Sim enters any form of committed romantic relationship, regardless of how that relationship was initiated. This should include: Accepting a proposal (becoming engaged) Turning a frog into a romantic partner (fairy tale "frog kiss" scenario) Asking to be girlfriend/boyfriend The resolution's condition should check the Sim's relationship status (In a Relationship / Engaged / Married) rather than a specific interaction type. Steps to Reproduce: During New Year's Eve (or by setting a holiday with the "Make a Resolution" tradition), select "Find a Significant Other" as one of the Sim's resolutions . Method A (Frog Kissing): Have the Sim find and kiss a frog (from Royalty & Legacy pack). The frog transforms into a romantic partner, and the Sim is now in a relationship. Method B (Engagement): Have the Sim build a romantic relationship with another Sim. Propose and have the Sim accept the engagement. Check the resolution status after both methods. Actual Result: After both scenarios—kissing a frog to create a romantic partner,—the "Find a Significant Other" resolution remains incomplete. The game does not recognize these as valid relationship initiations for resolution purposes. Additional Notes: The "Find a Significant Other"" resolution is part of the Seasons New Year's resolution system. Resolutions are tracked like aspirations and can be viewed in the Simology pane . This appears to be a cross-pack compatibility issue between Seasons and Royalty & Legacy. The resolution system only checks for the "Ask to be Girlfriend/Boyfriend" interaction, rather than monitoring the Sim's relationship status directly. The frog-kissing mechanic is a feature of the Royalty & Legacy pack, creating spontaneous romantic partners. This is similar to other fairy tale and fantasy content in that pack. If the Sim later gets married, the resolution still will not complete because it failed to trigger at the relationship initiation step. The resolution is intended to be fulfilled automatically once the condition is met—the player does not need to manually mark it as complete . Impact: Moderate. Players who prefer alternative romantic storylines (fairy tale frog princes, sudden engagements, or arranged marriages) cannot complete this resolution through those means. They are forced to use the standard "Ask to be Girlfriend/Boyfriend" interaction, which limits roleplaying options and feels inconsistent with the game's intended flexibility. This is especially frustrating for legacy or royalty-themed gameplay where engagements and magical transformations are central to storytelling.32Views5likes1Comment[RL] All Dynasty members have Encourage/Discourage socials
ssue Description: In the Dynasty system, all Dynasty members have access to "Encourage" and "Discourage" interactions toward other members. According to the official pack documentation, these actions should be restricted exclusively to the Dynasty Head as part of their leadership role in managing family behavior and maintaining the Dynasty's Values. The current behavior allows any member to influence others, undermining the Dynasty Head's authority and intended gameplay mechanics. Expected Behavior: Based on EA's official Dynasty guide, the Dynasty Head has specific exclusive powers: They decide who can join the Dynasty They assign perks They encourage and discourage behavior (emphasis added) They choose their Heir and Outcast Only the Dynasty Head should have access to "Encourage" and "Discourage" interactions toward other Dynasty members. Regular Dynasty members (including Heirs) should not have these interactions available. Steps to Reproduce: Create or join a Dynasty with at least three members (e.g., Dynasty Head, Heir, and a regular member). Select a non-Head Dynasty member (e.g., the Heir or a regular member). Click on another Dynasty member. Look for "Encourage" and "Discourage" social interactions in the pie menu. Attempt to use these interactions. Compare with the Dynasty Head's interaction menu. Actual Result: All Dynasty members (regardless of rank) have access to "Encourage" and "Discourage" interactions. These interactions function when used by non-Head members. The Dynasty Head does not have exclusive control over these behavioral influence actions. The intended hierarchy where only the family leader shapes the Dynasty's direction is bypassed. Additional Notes: The official Dynasty guide explicitly states that the Dynasty Head's role includes handling "encourage and discourage behaviour" (exact wording from EA Help). Developer Q&A materials confirm the Dynasty Head is the "only one" who can set Values, purchase Perks, choose Heirs, and designate Outcasts. While Encourage/Discourage isn't explicitly listed there, it is part of the Head's described responsibilities in the official guide. This issue may relate to broader permission-checking bugs in the Dynasty system, where role-based access controls are not properly enforced. Impact: Moderate to High. This bug undermines the Dynasty Head's unique leadership role and reduces the strategic importance of becoming and remaining the Head. When any member can encourage or discourage behavior, there is less incentive to respect the Dynasty's hierarchy or work toward becoming Head. The intended power structure—where the Head guides the family toward its Values while managing potential rebellion from ambitious members—is weakened. This reduces both gameplay challenge and narrative depth for Dynasty-focused playthroughs.25Views3likes1Comment[AA] NPC Sims ignore "Fight" activity on Getaways
Issue Description: When "Fight" is set as an activity on a Getaway (either as the main activity or a role activity), NPC Sims completely ignore this interaction. They will not autonomously initiate fights with other Sims, acting as though no combat-related activity has been assigned. This occurs regardless of the Sims' traits, relationships, or the presence of other Sims on the lot. Expected Behavior: When "Fight" is assigned as a Getaway activity (either in the schedule or as a role activity), NPC Sims should autonomously initiate fights with other Sims on the lot—similar to how Sims can have a "Fight Club" in the game where "athletic Sims can spar and get pumped for a fight" . Sims with the Mean, Hot-Headed, or Evil traits should be particularly inclined to engage in fighting behavior when the activity is encouraged. Steps to Reproduce: Plan a Getaway using the Getaway Planner. Set "Fight" as an activity in the schedule or assign it to a role. Place multiple Sims on the Getaway lot (including some with Mean, Hot-Headed, or Evil traits). Start the Getaway and observe NPC behavior over the duration of the getaway. Actual Result: NPC Sims do not autonomously initiate fights. They behave as if no fighting activity is assigned. Other assigned activities (eating, sleeping, exercising, etc.) work normally. The issue persists across multiple Getaway attempts with different Sim configurations. Affected Activities: Activity Works? Fight ❌ No Eat/Sleep/Exercise ✅ Yes (normal behavior) Woohoo/Kiss ❌ No (known related issue) Additional Notes: This appears to be part of a broader pattern where complex autonomous social interactions are failing on Getaways. A similar bug has been reported where NPC Sims ignore "Woohoo" and "Kiss" activities on Getaways, with the same behavior—other activities work, but romantic physical interactions do not . Impact: Moderate to High. This bug undermines Getaway types that involve competition or conflict, such as a "Fight Club" style event. Players cannot rely on the Getaway system to create autonomous hostile scenarios for their NPC guests, forcing manual intervention for every fight interaction. The issue is consistent with other reported autonomous social activity failures in the Adventure Awaits pack, suggesting a systemic problem with how the Getaway system handles complex social interactions .19Views4likes1Comment[AA] [OR] NPC Sims ignore 'Brew Herbal Remedies' activity on Getaways
Issue Description: When "Brew Herbal Remedies" is set as an activity on a Getaway (either as the main activity or a role activity), NPC Sims completely ignore this interaction. They will not autonomously brew herbal remedies, regardless of: Whether a grill or stove is placed on the lot Whether NPCs are called to a community grill The activity fails to trigger any autonomous behavior related to the Herbalism skill. Expected Behavior: When "Brew Herbal Remedies" is assigned as a Getaway activity, NPC Sims should autonomously: Approach a grill or stove—the intended appliance for brewing remedies, as noted in the Herbalism skill description: "Click on a stove or campfire and select 'Make Herbal Remedy'" Complete the brewing process to create remedies like "De-Stressing Decoction" or "Nauseously Noxious Concoction" Steps to Reproduce: Plan a Getaway using the Getaway Planner. Set "Brew Herbal Remedies" as an activity in the schedule or assign it to a role. Place a grill or stove on the Getaway lot . Start the Getaway and observe NPC behavior over the duration of the getaway. Actual Result: NPC Sims do not autonomously brew herbal remedies. They behave as if no brewing activity is assigned. Placing a grill does not resolve the issue. Calling NPCs to a community grill does not trigger the behavior. Other assigned activities (eating, sleeping, exercising, etc.) work normally. Affected Activities: Activity Works? Brew Herbal Remedies ❌ No Eat/Sleep/Exercise ✅ Yes (normal behavior) Fight/Woohoo/Kiss ❌ No (known related issue) Additional Notes: This appears to be part of a broader pattern where complex autonomous social and skill-based interactions are failing on Getaways. Similar bugs have been reported where NPC Sims ignore "Fight," "Woohoo," and "Kiss" activities on Getaways . The Herbalism skill is primarily associated with the Outdoor Retreat game pack, where brewing remedies is a core feature. Herbal remedies are crafted using grills or stoves, not the campsite fire pit specifically . Impact: Moderate. This bug undermines Getaway types that involve herbalism, wellness, or nature-themed activities. Players cannot rely on the Getaway system to create autonomous herbalism scenarios for their NPC guests, forcing manual intervention for every brewing interaction. This is part of a larger systemic issue within Adventure Awaits where only basic activities (eating, sleeping, exercising) function correctly while more complex ones fail.31Views5likes1Comment