Game doesn't launch again, error with graphic card
Two or one years ago i was playing on this laptop with no issues, I wanted to install the sims 3 again and suddenly i have error every time that the game doesnt recognize my graphic card. I changed some things in two files, graphics card& rules, It didnt worked at first, then i reinstalled my game, did it again and it worked but then after 3 times loading into the game the error appared again. I tried reinstall, changing the files again but nothing works this time. I don't have anything in file DeviceConfig. Ive also tried gpu add on, smooth patches, repairing the game from ea app also didnt worked, reinstall as well. I dont know what to do anymore17Views0likes1Comment[Current Issue] Sims 3 "serious error" when loading save
Overview "A serious error has occurred while loading [world name]. It is strongly recommended that you restart the application." This error happens when the game is unable to load the save. There are three known causes, the first more common than the others. The game can't write to the user folder The world the save takes place in isn't installed properly The save is too corrupt to load properly To distinguish among these types of errors, try to load a new save in the same world as the save that threw the error. If it works, you likely have the third issue. If the new save doesn't load, try starting a new save in Sunset Valley. If it works, you likely have the second issue. If it doesn't work, you likely have the first issue. The short version At the moment, this error is usually OneDrive-related, and pausing syncing doesn't help most players. So you may need to stop OneDrive from touching your files at all. Please see this section of the guide for further information, under the spoiler: How to get rid of OneDrive Workarounds 1. The game can't write to the user folder jump to: OneDrive-related issues jump to: antivirus-related issues jump to: other causes When loading a save, the game needs to copy the save data into Documents > Electronic Arts > The Sims 3 > CurrentGame. If it cannot, it typically throws the "serious error." Common causes of this block are OneDrive, an overly protective antivirus, and other assorted permissions issues. OneDrive Currently, the most common cause of the "serious error" is OneDrive blocking access to Documents and therefore preventing Sims 3 from writing to the user folder inside. This is only possible if your Windows account's Documents directory is inside the OneDrive folder. (Your computer will have several Documents folders, but only one is the directory.) To find the location, search in Windows for Command Prompt, open it, and enter this command: reg query "HKCU\Software\Microsoft\Windows\CurrentVersion\Explorer\Shell Folders" /v "Personal" If the file path includes OneDrive, that may be the problem. (Otherwise, see the Antivirus and Other sections below.) For possible OneDrive issues, try pausing syncing. This is not a proper fix, but it's a useful test and interim workaround. To see the option, right-click the cloud icon in the lower-right corner of the screen, or it may be hidden in the Tray (^ icon). If this doesn't help, or you'd like a permanent fix, you may need to move your Documents folder out of OneDrive. If you don't want to do this, or you'd rather test first, an alternative is to create a new admin Windows account and try playing there. Make it local—don't link it to your Microsoft account or any email address—and OneDrive will not be in the picture. If you can load a new save in the new account, it's fine to keep playing there. Or you can get rid of OneDrive entirely: If getting rid of OneDrive doesn't help, please create a new admin Windows account and try playing there, as described immediately above the spoiler. Antivirus An overly protective antivirus can block a program's access to Documents and everything inside. To find out whether this is the cause of the error, try disabling the antivirus, temporarily of course. If it fixes the issue, set an exception for TS3.exe (for an EA App install) or TS3W.exe (with the W, for a Steam install or a disc install that doesn't require the EA App). You may not see the .exe extension, but that's fine, it's the same file. The default location is one of these, depending on the install type: C:\Program Files\EA Games\The Sims 3\Game\Bin C:\Program Files (x86)\Steam\steamapps\common\The Sims 3\Game\Bin C:\Program Files (x86)\Electronic Arts\The Sims 3\Game\Bin If you don't know how to set an exception, google "set exception [antivirus name]" to find a guide. Or see this article for a few examples: https://crinrict.com/blog/2020/10/add-exceptions-to-anti-virus-programs.html Other Causes The Documents directory could be in an unusable location. Or permissions could be broken on the Documents directory, or a folder inside. For more information, expand the relevant spoiler below. Move Documents to a new location: Broken permissions: ↑ 2. The world the save uses isn't installed properly If you can load a new save in a different world, but not in the world in which your main save takes place, that world is probably not properly installed. For Sunset Valley or a world that comes with an expansion (e.g. Twinbrook, Bridgeport), please clear the EA App's cache: https://help.ea.com/en/help/faq/clear-cache-to-fix-problems-with-your-games/ and repair the game: open the EA App game library, and select Sims 3 > Manage > Repair. For a Store (e.g. Riverview, Dragon Valley) or custom (player-created) world, first uninstall it through the launcher's Installed Content tab. Then open Documents > Electronic Arts > The Sims 3 > InstalledWorlds and make sure the .world file for the world you removed is no longer present. If it is, delete it. Open Downloads, in the same Sims 3 folder, and delete the .Sims3Pack file for the world. You can reuse it if necessary, but installing with a new copy is more reliable. Finally, download a fresh copy of the world, install it, and try to start a new save in that world. If it works, the world is now installed correctly, and you can test your main save again. ↑ 3. The save is too corrupt to load properly If you can load a new save in the same world, but your main save throws the "serious error," that save may be too broken to use, but there are a couple of steps you can try. First, open Documents > Electronic Arts > The Sims 3 > Saves, and you'll see a folder with your save name plus another folder with the same name and a .backup extension. For example, you might see SunsetValley.sims3 and SunsetValley.sims3.backup. Rename the save and delete the .backup extension (e.g. SunsetValley1.sims3), and the save will be available to load from the Main Menu. If you can load the backup save, it could still be corrupt enough to be unusable later. So as soon as it loads, use "save as" to rename the save so that your backup is preserved in case you need it later. I would also strongly recommend seeking out mods, specifically NRaas ErrorTrap, Overwatch, and MasterController, to try to repair any corruption. ET and OW do their work in the background, with no need for player input; MC does nothing unless you use it to issue a command. Once the save loads, let the game clock run for a few sim-minutes, then click City Hall and select NRaas > MasterController > Town Options > Reset Everything. This may take a few minutes, depending on the speed of your computer and the complexity of the save. When it's done, wait a few more sim-minutes, then "save as," quit, reload the game, and continue playing. If you cannot load the backup save, start a new save in the same world, pick a premade household, play for a few sim-minutes, save your progress, and quit. Open the folder for your backup save, right-click the .nhd file for the world the save takes place in, and select Copy. Open the folder for the new save you just created and delete the .nhd file for that world. Right-click and Paste the .nhd file from your backup save. Then try to load the "new" save. The thumbnail at the Main Menu won't update, but if you can load the save, you'll see your previous save, not the new one. If your sims have traveled to other worlds in the previous save, and you would like to preserve that progress, you'll need to copy over the .nhd files from those worlds as well, and the TravelDB.package file. But please test first with only the homeworld's .nhd file. I would recommend the same mods as above in this case as well. Saves that are almost too corrupt to load won't last much longer without help. ↑ If you need further help with this issue, please post in this thread. State which of the three problems you have, from the list at the beginning of this guide, and what troubleshooting steps you've tried already. ↑28KViews9likes502Comments[AA] NPC Sims on Getaways ignore wall mirrors during "Acting Routines"
Issue Description: When "Acting Routines" is set as a Getaway activity, NPC Sims will only use microphones and full-body mirrors to practice acting. They will not use wall mirrors, even when wall mirrors are placed on the lot and are accessible. Only household Sims (the player's active family) will use the wall mirrors. This creates inconsistent behavior between NPCs and played Sims for the same activity. Expected Behavior: According to the Acting skill documentation, Sims can practice acting at any mirror—the game does not distinguish between wall mirrors and full-body mirrors for this interaction. When "Acting Routines" is assigned as an activity, all Sims (NPCs and played Sims alike) should recognize wall mirrors as valid objects for fulfilling the activity, provided the mirrors are accessible and not blocked. Steps to Reproduce: Plan a Getaway and assign "Acting Routines" as a role or schedule activity. Place both a wall mirror and a full-body mirror (or microphone) on the Getaway lot. Ensure both NPCs and household Sims are assigned to the activity. Start the Getaway and observe which objects are used for acting practice. Actual Result: NPC Sims only use microphones and full-body mirrors. Wall mirrors are ignored by NPCs, even when free and accessible. Household (played) Sims will use wall mirrors normally. This creates a discrepancy where the same activity is fulfilled differently depending on whether the Sim is player-controlled or NPC. Additional Notes: The Acting skill is normally practiced at "any mirror" or a microphone. The game's own documentation does not restrict the interaction to full-body mirrors only, which suggests the NPC behavior is unintended. A community mod exists to address obsessive acting practice at mirrors and microphones (adding a cooldown), confirming that the autonomy system for this interaction has been a known source of frustration. However, that mod addresses frequency, not object-type filtering. The Getaway activity system has a documented pattern of failing to recognize certain objects or interactions correctly. Related reports describe Sims refusing to use grills when "Grill" is set (only cleaning them), refusing to bake when "Bake" is set (cooking regular meals instead), and refusing to duel with swords (only using practice dummies). This suggests a broader issue where Getaway activities do not properly link to all valid object types in a category. The discrepancy between NPC and played Sim behavior may indicate that the autonomy scoring for NPCs assigns a lower weight to wall mirrors than to full-body mirrors or microphones. Alternatively, the Getaway activity's object-finding logic may not include wall mirrors in its valid object list for NPCs. Workaround (temporary): Place full-body mirrors or microphones on the Getaway lot instead of (or in addition to) wall mirrors, ensuring NPCs have valid objects to use. Manually direct NPC Sims to use wall mirrors if the interaction is available when clicked directly (though this may not be possible for non-household NPCs). Impact: Low to Moderate. The bug does not prevent the activity from functioning entirely—NPCs still practice acting using other valid objects. However, it creates an inconsistency where wall mirrors placed for aesthetic or space-saving reasons are ignored by NPCs, forcing players to use full-body mirrors or microphones if they want NPCs to participate in the activity. This is particularly noticeable in builds where wall mirrors are the intended practice station. The issue also highlights a broader problem with Getaway activities not fully recognizing all valid objects for a given interaction.8Views0likes1CommentHouses/Lots Disappear
Issue The save game starts to disintegrate itself. Lots start to get deleted, causing endless loading, loading into empty lots. This issue has been around since the very beginning so it’s not tied to any packs. This issue possibly has a lot of different causes and hence is hard to pinpoint. There more info you have, the better. Information to provide Your platform Mod usage (Never, Removed, Yes) This is important info, not mod blaming. Are you using Memory Boost (it's only active if it's set to Enabled) This is now enabled for everyone Are you using OneDrive/iCloud ? Before and after save games. Please DM the link to EA. Does this happen on a save started after Patch 1.125 or on ones from before that ? How large is your save game ? For PC: Your Computer's DxDiag? Press Windows-Key + R Type: DxDiag Click on Save all Information Attach the Text File to your post Similar Issues Please check out this thread for more specialized cases of this issue. Only use this thread if you don't get an Error Code 800/801 and don't use a lot of R-Rentals. : [PLEASE READ] Save Game Corruption Symptoms When you load into the house, the house disappears and when you try to leave ,you get endless loading You get endless loading in all houses in one neighborhood When the houses start to disappear, the whole world is covered in orange/green exclamation marks Some lots are replaced by llama pictures of the map (possibly also incomplete installation - repair your game first)27KViews442likes743Comments[AA] Sims will not autonomously make smoothies on Getaways
Issue Description: When a Getaway role or schedule activity is set to "Smoothie", Sims will not autonomously use the blender to make smoothies. However, they will sometimes make smoothies on their own when they are hungry, indicating that the interaction itself is functional, but the Getaway activity assignment is not triggering the behavior. Expected Behavior: When "Smoothie" is assigned as a Getaway activity, Sims should autonomously use the Smoothietron blender to make smoothies as part of their role or schedule. The activity should override or supplement the default hunger-driven smoothie-making behavior, ensuring Sims perform the assigned activity during the appropriate time slots. Steps to Reproduce: Plan a Getaway and create or edit a Role (or a Schedule time slot). Assign "Smoothie" as one of the activities. Ensure the Getaway lot has a functional Smoothietron: A Blender Experience placed on a counter. Start the Getaway and observe Sims assigned to that role/activity. Compare their behavior to when they are simply hungry without the activity assigned. Actual Result: Sims do not autonomously make smoothies when the "Smoothie" activity is set. They will make smoothies on their own only when hungry, unrelated to the assigned activity. The Getaway activity is effectively non-functional. Additional Notes: The Getaway system has a documented pattern of activities failing to trigger autonomously. A mod exists specifically because the "Hold Lecture" activity in Getaways is "not autonomously functional" in the vanilla game. Another mod addresses the "Campfire Stew Pot" where Sims autonomously place the cooking pot and block the campfire from being used. A related report describes Sims only using practice dummies instead of dueling with swords on Getaways, and another describes Sims cooking regular food instead of baking when "Bake" is set. This indicates a broader problem where specific activities are ignored or overridden by generic alternatives or default need-driven behaviors. A mod titled "Auto Making Smoothies – Gymer Sims Make Smoothies Automatically" exists specifically to make Sims with the Likes Fitness preference autonomously make smoothies when hungry or thirsty. This confirms that autonomous smoothie-making is not a default behavior for all Sims and that the base game does not handle it reliably—which may explain why the Getaway activity assignment fails to trigger it. The "Smoothie" Getaway activity may not be properly linked to the blender's autonomous interactions, or the activity's autonomy weight may be too low to override the default hunger-driven behavior. Impact: Moderate. If "Smoothie" is intended to be a functional Getaway activity (e.g., for a fitness or wellness-themed Getaway), the inability for Sims to actually make smoothies as assigned undermines the activity. Sims perform the behavior only incidentally when hungry, not as part of the Getaway structure. This is consistent with broader Getaway issues where object-based activities fail to trigger autonomously, forcing players to manually direct each action.3Views0likes0Comments[AA] Sims on Getaways only clean grills and refuse to cook
Issue Description: When a Getaway role or schedule activity is set to "Grill", Sims will not autonomously use the grill to cook food. Instead, they will only perform the "Clean" interaction on the grill. The "Grill" activity is available in the Getaway role configuration menu, but assigning it does not result in Sims actually grilling food. Expected Behavior: When "Grill" is assigned as an activity, Sims should autonomously use the grill to cook meals. The grill should be recognized as a valid object for fulfilling the activity, and Sims should prioritize grilling over cleaning it. Steps to Reproduce: Plan a Getaway and create or edit a Role (or a Schedule time slot). Assign "Grill" as one of the activities. Ensure the Getaway lot has a functional grill. Start the Getaway and observe Sims assigned to that role/activity. Actual Result: Sims only clean the grill. They do not autonomously use the grill to cook food. The "Grill" activity is effectively non-functional. Additional Notes: The Getaway system has a documented pattern of activities failing to trigger correctly. A mod exists to fix "Lectures" in Getaways because the "vanilla option is not autonomously functional" . Another mod addresses "Campfire Stew Pot" issues where Sims autonomously place the cooking pot and block the campfire from being used . These suggest the Getaway activity system has systemic issues with object-based activities. A related report describes Sims only using practice dummies instead of dueling with swords on Getaways, and another describes Sims cooking regular food instead of baking when "Bake" is set. This indicates a broader problem where specific activities are ignored or overridden by generic alternatives. The "Clean" interaction may have a higher autonomy weight than the "Grill" interaction, causing Sims to prioritize cleaning over cooking. Alternatively, the "Grill" activity may not be properly linked to the grill's cooking interactions in the Getaway activity tuning. Impact: Moderate. If "Grill" is intended to be a functional Getaway activity (e.g., for a camping or outdoor-themed Getaway), the inability for Sims to actually grill food undermines the activity. Sims perform maintenance on the grill but never use it for its intended purpose. This is consistent with broader Getaway issues where complex object-based activities fail to trigger autonomously, forcing players to manually direct each action.3Views0likes0Comments[AA] Sims won't drink tea from tea kettle during getaway
Issue Description: During a getaway when the role activity is set to "Drink Tea," NPC Sims will use the electric tea kettle (from the Adventure Awaits pack or other packs) but only boil water — they never complete the action to actually make tea. They will, however, successfully drink tea from the tea brewer. The issue affects NPC Sims specifically when the tea-related role activity is active. Expected Behavior: NPC Sims assigned a role activity that includes "Drink Tea" should be able to: Use the electric tea kettle to brew tea (not just boil water) Complete the full tea-making interaction Drink the tea they prepare This behavior should be consistent across both the electric tea kettle and the traditional tea brewer. Steps to Reproduce: Plan a getaway using the Getaway Planner. Assign a role activity that includes "Drink Tea" for NPCs (or set as a general activity). Place both an electric tea kettle and a traditional tea brewer on the getaway lot. Start the getaway and observe NPC behavior. Watch what NPCs do when they attempt to fulfill the "Drink Tea" activity. Actual Result: Electric tea kettle: NPC Sims will approach the kettle, begin the interaction, and boil water — but they stop before brewing tea. No tea is produced, and they do not drink anything. Tea brewer: NPC Sims successfully brew tea and drink it, completing the role activity as expected. The "Drink Tea" role activity is not properly fulfilled when only an electric tea kettle is available. Impact: Moderate. Players who prefer the electric tea kettle (for aesthetic or pack-related reasons) cannot rely on NPC Sims to complete "Drink Tea" role activities during getaways. This forces players to either: Use the traditional tea brewer instead The issue reduces the usefulness of the electric tea kettle in getaway scenarios and limits player choice in lot design.100Views2likes3Comments