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nabob052

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Posts posted by nabob052

  1. 12 hours ago, coolspear said:

    Take note, that during initial load up to start playing a lot, sims and pets are usually forced into a random activity, either trying to take care of a motive which the game purposely forced to be low, or engaged in a fun activity. All to give the illusion your sims are living entities that do stuff even when you are away, and that you are merely an interloper in their busy, active lives when you load up their lot to join them.

    Thanks. I was wondering why sometimes my decay edits didn't seem to do anything when I left the pet for a while and came back. Though I did notice you use negative decay on some. I'll have to try that. Didn't know you could go into the negative with decay.

  2. On ‎6‎/‎8‎/‎2017 at 4:48 PM, coolspear said:

    Perhaps the game was doing a last minute occult status check right before the birth, and while attempting to confirm that the baby is not going to be an alien, it hit a snag with the pollinator file. Though that might be way off the mark, as I'm pretty sure all those details are confirmed at the conception stage in TS4.

    It's also surprising that no-one else reported same issue if it was this mod. This mod has been quite popular, and having babies in the game is a very popular event, inspired all the more to make babies due to the Parenthood pack. You could imagine that would be a lot of players becoming highly annoyed for it to fail right at the end, so surely someone else would have narrowed it down to this mod and reported the issue this past week, if indeed this mod was ever causing such a glitch.

    Not everyone is going to get today's update immediately, so there might yet be others reporting same issue. But just to be certain, I'm now going to put the old version back in the game and try another birth scenario. I'll report my findings here after the test is complete.

    Edit - Nope, still could not recreate the issue with old mod put back in the game. A human baby born without problems. I even next had Bob abducted by aliens via debug cheat, so he could have an alien pollinator's child. If anything, I thought the old mod might have issues with that scenario. But again, no. The alien baby was born without issues. Last of all I forced yet another alien baby on Bob using the MC command. He had alien baby again without any glitches during birth, or so it seemed. This second alien baby did not look alien, and when I aged the child up to teen, it was 100 per cent human, nothing alien about it. But I'm going to guess that's an issue with MC - if not a random effect of the old version of this mod.

    Anyway, I've done all the testing I can with this mod, and it seems your glitch may have been due to something else. But at least your report made me realise that it needed a Parenthood update anyway. All the best, Kriiks.

    That reminds me now that I read this. The same was happening to me with the old version except if I remember correctly my regular family could have 1 baby, but if it was twins or more the extras would disappear at birth time. I traced it to this mod and just removed it. I never bothered to troubleshoot if it was conflicting with something else and carried on. I will test it again with this version and report back if I see issues again. It wasn't an occult family either, just regular sims.

  3. Love this mod in every way except for one detail. Is there a way or a direction you can point me in the package to turn off the random rays of light that always shoot out of the generator? Very distracting. It  works perfectly for me in every other capacity except for that one tiny detail. Many thanks for the time and effort put into this. (I can edit in the warehouse tab directly in s4s, but I'm not sure which file to check)

  4. I usually go for the focused scent to keep them from grinning like idiots all the time. I tend towards the focused and inspired auras more for that reason alone. Lately I've been using the facial overlay less smiling mod to cut down on excessive smiling. :)

  5. Yep, but I think a lot of people don't upgrade to see those options or don't have the handiness skill maxed. First thing I do when I move to a new location is upgrade everything using your very handy "no instant upgrade delay mod". :)

     

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