Help, one of my sims isn't aging

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Gwill:
I guess a golden rule of thumb is; never touch anyone in the default household.

Zazazu:
...or don't touch anyone you don't see on your screen/can't naturally flirt with. IIRC, you can't flirt with the Social Worker or the Repo Man. I know you can't with Grimmie, Crumplebum, hulas, drivers.

jolrei:
I have noticed that if I "cheat" to make a townie selectable and move him/her into a household, that newly playable sim does not age, although everyone else in the house ages normally.  I got around this by adding or subtracting a day from the age of the sim (using InSim), and then resetting age (back to day one of the adult stage, for example).  After doing this, the sim aged normally with everyone else.  Hope this helps.

In my experience, the "newly selectable sim does not age" thing happens consistently and I always have to fix their aging as described above.

phyllis_p:
Quote from: Zazazu on 2007 June 04, 17:21:15

...or don't touch anyone you don't see on your screen/can't naturally flirt with. IIRC, you can't flirt with the Social Worker or the Repo Man. I know you can't with Grimmie, Crumplebum, hulas, drivers.


One of my Sims got a Social Worker as a blind date once (this was several expansions ago -- may not be possible anymore, don't know).  They hit it off great, so I went into SimPE and gave her a real name (it was just "Social Worker").  They married and had several highly attractive Simlings. 

Sorry, I'm procrastinating at work and just felt like sharing that  :D

syberspunk:
Quote from: Gwill on 2007 June 04, 11:29:48

I sometimes wish the sims community had a clearer set of definition.  We tend to refer to Townies (regular non playable sims) and NPCs (maids and gardeners), but the only true NPCs, in the way most RPGs (which is where the term comes from) use it, are the Grim Reaper, the Hula Zombies, the Shrink, the Pollination Technitian, Mrs. Crumplebottom, Ideal plant sim, and if you have the holiday packs; Santa, Father Time and Toddler New Year.  The Social Bunnies are somewhere inbetween NPC and Worker, and so are the Social Worker, Drivers and Repo Man, I think.


Well, I think the only "definition" that matters is what the game considers an NPC.  PCs are basically sims that were created in CAS, born in-game from families that originated from CAS sims, or other sims that were made playable via marriage or moving in.  Townies are potentially playable sims.  Auto generated by the game and mostly fully functional as PC sims, except they are "immortal" or at least ageless (until they are married or moved in).  NPCs are similar to townies, but many of them have some kind of "special" job that they perform, and they have "special" uniforms and "special" additional programming to do whatever jobs they are assigned.  In some cases, there are NPCs that you can't interact with unless you cheat or there is some loophole (like the OFB business perks or using hacks to summon/teleport sims in).  Then there are the "special" and "unique" sim types like the Grim Reaper, Hula Dancer, etc. which you shouldn't be able to meet and don't have "full" sim character data.

As jordi points out, there are NPCs that are probably "safe" to move in or marry, but due to additional programming, they are kind of annoying and appear to be buggy, since they have a tendency to revert back to their NPC behaviour in often unpredictable ways.  This may not necessarily break your game or turn it into a BFBVFS, but it is probably best to avoid them anyways, unless you don't mind the weirdness. :P

Quote from: Gwill on 2007 June 04, 11:29:48

Simpe does differentiate between working townies and true NPCs.  I guess I should be more careful in my wording too.


I thought SimPE does kind of differentiate between them.  If you list sims, townies are kinda grouped separately, no? 

I'm looking at Family Ties and Service NPCs have their own group.  I think townies are grouped by whatever townie names they are (I can't remember off the top of my head), or maybe they are alumped all togehter as Default?

Quote from: jolrei on 2007 June 04, 17:29:15

I have noticed that if I "cheat" to make a townie selectable and move him/her into a household, that newly playable sim does not age, although everyone else in the house ages normally.  I got around this by adding or subtracting a day from the age of the sim (using InSim), and then resetting age (back to day one of the adult stage, for example).  After doing this, the sim aged normally with everyone else.  Hope this helps.

In my experience, the "newly selectable sim does not age" thing happens consistently and I always have to fix their aging as described above.


That's the thing is... if you "cheat' and make them selectable, the townie is still a townie.  The "true" way to make a sim playble is by using the Propose.../Move-In or Propose.../Marry options.   Making a sim selectable might not properly set all the sim data that allows the game to properly identify the sim as playable (so Age Controllers can recognize them and make them grow up properly).


Ste

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