9 Sims Glitch (Accidentally moved in #9 and kid vanished)

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songsmith:
I finished up a long  Uni run with 8 out of 11 kids, so it had been a long time since I played my prime legacy family.

My heiress graduated, so I moved her back into the legacy house. No messages warning about too many Sims appeared.

When I opened the lot, I realized the mistake. The lot originally had 2 adult males, 2 adult females (both pregnant) and 2 toddlers (twins) = 8 Sims.  Post move the lot had 2 adult males, 3 adult females (2 of them pregnant) and ONE toddler. The second toddler was nowhere to be seen.

The grandfather was carrying out the process of preparing smart milk for the vanished toddler. He was holding his arms the way the Sims do when they're carrying a toddler. He went over to the smart milk machine, made the smart milk and put it on the floor.

The toddler's mother had memories of giving birth to "Fir" and "$Subject." (Fir is the existing toddler.)

The Tombstone of L&D didn't show the vanished toddler as a missing family member. I didn't see anything under the lot debugger except "Force errors," and I wanted to hold off on trying that.

The twins were the product of cheesecake, so I'm wondering if that contributed to the glitch.

I can't find the missing toddler in SimPe, so I think she's toast, but I'd welcome comments. This generation has been plagued with weirdness!  :o

J. M. Pescado:
You seem to have exploded your neighborhood in a big fiery ball visible from space.

Mirelly:
I fear the cheesecake thing is the blameworthy factor. I have used it only once -- to see how it worked, oddly enough -- but only within a minor family with only 2 residents.

Prior to EP1 I had 9 sims in one house due to an indeterminate (game) error -- there were no cheats in effect and no hacks apart from JM's earliest creations (the basic phone hack and no cheering hack if my memory serves). All sims remained playable, and we know anyway that the 8 limit isn't graven in stone like in, say, a CP/M based doodad ::)

Given that Maxis just fools around all the time with game structure (most to appease the OMGoids) it's not utterly surprising that the cheesecake and (argh!) the actual twins cheat are bound to be FUBARed beyond all hope of reconciliation.

songsmith:
 :D Yeah, I think I did explode the neighborhood. This family is the backed up version from the old neighborhood where everyone disappeared (never did figure that one out!) but in a new neighborhood.

Someone over at Boolprop asked about the cheesecake. I didn't put the two together until she did so. I'll stay away from it from now on.

Second time in a row I did the 10 kid want thing.

I think I'm going to have to steal J.M.'s post for a signature line. I'm afraid it just about sums up my legacy family.

akatonbo:
I realize that, since I haven't read the code, there could always be weirdness lurking, but I really don't think it's very LIKELY that cheesecake or forcetwins would cause problems later. All that needs to happen to change a single pregnancy into a twin pregnancy is to set a token that tells the game to run the twins routine instead of the single birth routine or something like that, a simple one-time change. It shouldn't be doing anything that could cause any repercussions later.

More likely, either they broke something to do with combining households and checking the number of Sims in the household, possibly specifically when pregnancy is involved, or the neighborhood was already messed up in some less obvious way. The way to test whether it's the first option would be to set up a dummy hood and try moving a single Sim into a truly full house and a full-including-pregnancy house a few times.

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