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Author Topic: Late Night bugs & annoyances  (Read 285677 times)
J. M. Pescado
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Re: Late Night bugs & annoyances
« Reply #250 on: 2010 November 10, 07:48:17 »
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She is. Because, you know, her father was turned just before she was born.  Roll Eyes

Seriously. This game has very little logic.
That's actually quite comprehensible, when you know how it works. The game retains NO data on the past state of sims. This means that when the check is performed to see what the babby should become, look like, or behave like, it uses the data from the parents, as they exist, right NOW. In 99% of cases, this data does not differ significantly, as sims normally do not radically change their stats, but you're hitting that bizarre, 1% corner case. Obviously, a SMART designer would have anticipated it, but this game was not designed by anyone smart. The good news is that it's certainly FIXABLE, but the bad news is that implementing a fix would negatively affect future compatibility and drastically increase maintenance overhead.

I have 2 sims in my house, one of them works just fine, everything's normal.. but the other can't go downstairs. She will walk downstairs but be invisible, and unable to do anything. Once i set her to go back upstairs, she magically reappears through the floor and heads there.
I have encountered this before: Basically, it's caused by bad stairs. Stairs are evil. To fix the sim, teleport the sim using Shift-Teleport here to some safe place, then demolish the stairs and don't try to build any more stairs there.

In unrelated news, I have a handle on why clubs are unnaturally deserted at times: They're basically suffering a constant DDoS attack from invalid visitors which block out the real visitors. Fix will be in next AwesomeMod.
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Re: Late Night bugs & annoyances
« Reply #251 on: 2010 November 10, 08:35:42 »
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I demonlished the stairs, tried them in the only 2 other places they would fit on my lot, still wouldnt work... ultimately i pulled them all out and put in an elevator, which seems to be working fine ^^ (although it looks a little silly in my tiny house, lol)
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gatopreto
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Re: Late Night bugs & annoyances
« Reply #252 on: 2010 November 10, 11:11:20 »
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The only bug I have notice so far regards the acting career: my level 8 actor sim could not go to work (the action kept dropping from his queue) even though he could enter the building to quit his job.
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Re: Late Night bugs & annoyances
« Reply #253 on: 2010 November 10, 14:35:15 »
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She is. Because, you know, her father was turned just before she was born.  Roll Eyes

Seriously. This game has very little logic.
That's actually quite comprehensible, when you know how it works. The game retains NO data on the past state of sims. This means that when the check is performed to see what the babby should become, look like, or behave like, it uses the data from the parents, as they exist, right NOW. In 99% of cases, this data does not differ significantly, as sims normally do not radically change their stats, but you're hitting that bizarre, 1% corner case. Obviously, a SMART designer would have anticipated it, but this game was not designed by anyone smart. The good news is that it's certainly FIXABLE, but the bad news is that implementing a fix would negatively affect future compatibility and drastically increase maintenance overhead.

Well, it's not exactly game-breaking (for me). I'm having fun with the blood suckers, so would probably have eventually turned her anyway. But it is kind of silly.

I think it's 1000 times worse the way that multiple births are always the same gender unless one jumps through hoops. That ruins any fun I would have had with multiples. But that's back to the base game and off-topic, so, eh, yeah. Derailing.
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Re: Late Night bugs & annoyances
« Reply #254 on: 2010 November 10, 17:34:22 »
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The only bug I have notice so far regards the acting career: my level 8 actor sim could not go to work (the action kept dropping from his queue) even though he could enter the building to quit his job.
Having similar problems with certain opportunities. Some opportunities work, while some don't.
I haven't been able to pinpoint the cause, but I'm suspecting it's something related to the multiple businesses in the same rabbithole.
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Re: Late Night bugs & annoyances
« Reply #255 on: 2010 November 10, 18:08:31 »
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The only bug I have notice so far regards the acting career: my level 8 actor sim could not go to work (the action kept dropping from his queue) even though he could enter the building to quit his job.
Having similar problems with certain opportunities. Some opportunities work, while some don't.
I haven't been able to pinpoint the cause, but I'm suspecting it's something related to the multiple businesses in the same rabbithole.
You're probably in Bridgeport and getting opportunities to go to Sunset Valley buildings. If you see something that tells you to go to "Little Corsican Bistro" for example, you're unable to go there so just cancel it.
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gatopreto
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Re: Late Night bugs & annoyances
« Reply #256 on: 2010 November 10, 18:52:21 »
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The only bug I have notice so far regards the acting career: my level 8 actor sim could not go to work (the action kept dropping from his queue) even though he could enter the building to quit his job.
Having similar problems with certain opportunities. Some opportunities work, while some don't.
I haven't been able to pinpoint the cause, but I'm suspecting it's something related to the multiple businesses in the same rabbithole.

I'm playing a custom hood with Sunset Valley's rabbit holes, so I don't think it applies to multiple-businesses-in-one-hole... I noticed, however, that the Movie Set rabbit hole sometimes changes "scenery" - might it be related to what I'm experiencing?
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HollowClown
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Re: Late Night bugs & annoyances
« Reply #257 on: 2010 November 11, 03:54:38 »
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Wow, this expansion is bugged.  Anyway, a few more I've noticed:

Toddlers (at least in theory) can't use elevators;  however, this seems to be borked with some of their more basic actions.  I can consistently duplicate this by starting with the Hemlock family, taking Belisama into her room, then telling her to 'play with toy' from her toybox.  She'll pick up the toy, walk to the elevator, get in, push the button, then go to the ground floor.  There's no 'push button' animation for toddlers, so this also causes her mesh to briefly distort in a freakish and amusing way.

Sims going to bars with no VIP section (eg Plasma 501) will occasionally roll a want to get into the non-existent VIP section.

The 'heating up' moodlet doesn't seem to trigger when Vampire sims are riding bicycles.  A vampire sim can happily go for a six-hour bike ride without beginning to heat up.

It also appears that many of the issues with Sunset Valley buildings also apply to service rewards.  I've tested with sims in the ghosthunter and stylist professions;  when they finish a few jobs, and get told to go to city hall to receive an award, the award ceremony is apparently taking place in the Sunset Valley city hall rather than the Bridgeport one.
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Inge
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Re: Late Night bugs & annoyances
« Reply #258 on: 2010 November 11, 09:46:46 »
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The game retains NO data on the past state of sims. This means that when the check is performed to see what the babby should become, look like, or behave like, it uses the data from the parents, as they exist, right NOW.

So if the father dies the day before the baby is born, the baby will be a ghost?
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Re: Late Night bugs & annoyances
« Reply #259 on: 2010 November 11, 10:15:59 »
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The 'heating up' moodlet doesn't seem to trigger when Vampire sims are riding bicycles.  A vampire sim can happily go for a six-hour bike ride without beginning to heat up.
That's because sims actually ride inside the bicycles.  I know it looks like they're out in the air and the sun, but they're not.  I noticed this in base game when sims who love the outdoors don't get their "one with nature" moodlet while riding a bike and sims who hate the outdoors don't get "plagued by nature" while riding a bike either.  I imagine it would be possible to fix this, though, since the game already must see a difference between vehicles and bicycles so that Eco-Friedly sims can be aware that they're saving the environment or wasting natural resources.
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J. M. Pescado
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Re: Late Night bugs & annoyances
« Reply #260 on: 2010 November 11, 10:34:08 »
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I have uncovered what amounts to a giant Charlie Foxtrot in the entire skilling modifier system, which, among other things, is why vampires gain skills at insane rates. Other less noticeable accumulator errors occur with the regular game stuff, but vampires make it very dramatic.
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Re: Late Night bugs & annoyances
« Reply #261 on: 2010 November 11, 12:01:30 »
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Nah, actually, I`m interested as well - a mummy kid? Didn`t your game blow up in your face when it was born?
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Re: Late Night bugs & annoyances
« Reply #262 on: 2010 November 11, 13:25:27 »
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I've noticed firefighters are now utterly obsessed with the Fire Station, throwing up sudden interactions to go and visit at all times of the day. Specifically, when they shouldn't be working, like at midnight or something. It's making it impossible to get hold of townie firefighters, and it's annoying having my playable Fire Chief suddenly drop his queue just so he can visit the station and immediately queuestomp to return home again.
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ShinyBitz
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Re: Late Night bugs & annoyances
« Reply #263 on: 2010 November 11, 14:58:31 »
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EAxis forgot an important check in the "ask to go skinny dipping" interaction: under "friendly," adults can ask children to go skinny-dipping.  The option is grayed out, presumably due to the "no skinny dipping when children and teens are on the lot" rule, but it's still a little unpleasant to see it just looming, like a creepy uncle.  EAxis, why don't you take a seat right over there?
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Re: Late Night bugs & annoyances
« Reply #264 on: 2010 November 11, 15:00:25 »
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EAxis forgot an important check in the "ask to go skinny dipping" interaction: under "friendly," adults can ask children to go skinny-dipping.  The option is grayed out, presumably due to the "no skinny dipping when children and teens are on the lot" rule, but it's still a little unpleasant to see it just looming, like a creepy uncle.  EAxis, why don't you take a seat right over there?

How long until some utter creeper comes on here and starts asking about a mod to "fix" this?
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Re: Late Night bugs & annoyances
« Reply #265 on: 2010 November 11, 17:02:33 »
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The game retains NO data on the past state of sims. This means that when the check is performed to see what the babby should become, look like, or behave like, it uses the data from the parents, as they exist, right NOW.

So if the father dies the day before the baby is born, the baby will be a ghost?
Now this has got me curious. I think most likely not if the father just dies. But if he dies and you make him a playable ghost?
And now I want to see what happens if the mom dies when pregnant, if you bring her back will she still be pregnant?
Off to kill some sims, will report back with findings.

Though I am starting to suspect I am a rather twisted individual since this sounds like fun.


ETA
The results are in! And they are...weird

Base run is one male pollinating through Supercomputer 30 females. I don't recommend more than thirty because the one time I tried I got a BFBVFS when all the mothers went into labor.

Run with father killed and brought back as playable ghost after pollinating -  all children normal human.
Run with father as playable ghost (as control) before pollinating - roughly 50/50 normal human or ghost.
Run with father bitten by vampire after pollinating (to see percentage) - all children vampires.

And apparently you can not kill a pregnant sim. Various methods were tried.
Fire - the rugs did not light until I removed her from the room.
Water - She had full red bars and the drowning moodlet for 3-4 sim hours.
Hunger - Repeated dragging down of the hunger bar just sent her to the fridge each time.

Old age and electrocution were not really feasible. May try a meteor at a later date but I suspect she would only walk away singed.

I did find it interesting that the vampire trait is that all encompassing.
« Last Edit: 2010 November 12, 03:59:37 by Fribble » Logged
Jessnova
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Re: Late Night bugs & annoyances
« Reply #266 on: 2010 November 11, 20:13:37 »
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I've hesitated to ask, since it might just be me...

But has anyone else noticed that since the patch/LN you can't que multiple Classes to learn a skill quickly?  I can only seem to get my sims to take a Class now if they are under skill level one for that skill AND they can only take that class once, period now.

I swear I used to be able to take classes at any skill level, many times - it just didn't do much past level 5.

It's kind of bugging me, because it was the fastest way for me to get newly-created sims to a semi-competent level of self sufficiency before I started to 'seriously' play them.
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Re: Late Night bugs & annoyances
« Reply #267 on: 2010 November 11, 20:23:59 »
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I've never been able to take multiple classes in a row.  I've always had a "cooldown" period before my Sims could take another class in the same subject.
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Re: Late Night bugs & annoyances
« Reply #268 on: 2010 November 11, 20:34:51 »
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My sims have only ever been able to take a class once in each skill. I usually saved it for higher levels.
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Re: Late Night bugs & annoyances
« Reply #269 on: 2010 November 11, 20:36:13 »
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My sims have only ever been able to take a class once in each skill. I usually saved it for higher levels.

There's a period of time that passes before you can take it again, but you CAN take multiple classes in a single subject.
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Re: Late Night bugs & annoyances
« Reply #270 on: 2010 November 11, 22:56:42 »
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My sims have only ever been able to take a class once in each skill. I usually saved it for higher levels.

There's a period of time that passes before you can take it again, but you CAN take multiple classes in a single subject.

What sort of timeframe? 

Like witch, I have never been able to attend multiple classes for the same skill.  I have had sims attend a skill class as a T or YA, then add a couple of points through the regular skilling process, then do nothing more with that skill until almost an elder, and yet still have never seen an option for them to attend another class.
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Re: Late Night bugs & annoyances
« Reply #271 on: 2010 November 11, 23:07:41 »
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Not sure if anyone else has had this problem,,

I have 2 sims in my house, one of them works just fine, everything's normal.. but the other can't go downstairs. She will walk downstairs but be invisible, and unable to do anything. Once i set her to go back upstairs, she magically reappears through the floor and heads there.

I don't know why this is happening to one sim and not the other.  Ive tried reloading, resetting, i even evicted her and moved her back in, but she still can't go downstairs. I'm stumped. :/

I've had a similar problem when I've used 'moveobjects on' to move a sim out of the way. They do weird stuff for awhile, like go upstairs but you can see them up there (taking a bath or sleeping sans fixtures) then tell them to go downstairs and they appear downstairs without using the stairs or walk down invisible stairs in the middle of a room. I had to use 'resetsim' 2 or 3 times before they finally acted normal again.
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Re: Late Night bugs & annoyances
« Reply #272 on: 2010 November 11, 23:43:33 »
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My sims have only ever been able to take a class once in each skill. I usually saved it for higher levels.

There's a period of time that passes before you can take it again, but you CAN take multiple classes in a single subject.

What sort of timeframe? 

Like witch, I have never been able to attend multiple classes for the same skill.  I have had sims attend a skill class as a T or YA, then add a couple of points through the regular skilling process, then do nothing more with that skill until almost an elder, and yet still have never seen an option for them to attend another class.

To be honest, I've not timed it, but now I'm curious.  I'll start two new Sims and test it.  On one, I'll have a Sim skill using only classes and incidental skill-building.  On the other, I'll have the Sim actively skilling and taking classes.  That way, I can see if it's time-based, skill level-based, or if I'm just getting senile in my 36's and misremembering the entire thing.
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J. M. Pescado
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Re: Late Night bugs & annoyances
« Reply #273 on: 2010 November 12, 00:17:35 »
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My sims have only ever been able to take a class once in each skill. I usually saved it for higher levels.
There is no benefit to doing so. The rate at which skill is gained is the same whether you take it higher or lower. The rate at which sims gain XP does not depend on the skill level. Things which give levels outright benefit from this, things which simply give XP do not.
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Re: Late Night bugs & annoyances
« Reply #274 on: 2010 November 12, 00:30:19 »
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I'm having another issue. I've looked and haven't seen it mentioned. When my Sim moonlights as a mixologist, although there is a popup saying X amount was earned, that amount is not added to household funds.
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