Dead Sims...

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JohnL83
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Dead Sims...

Post by JohnL83 » October 13th, 2018, 11:30 am

Chain_Reaction wrote:
October 12th, 2018, 8:38 pm
They need to be related and have a high relationship with the deceased (bar more than half filled). Is that the case?
Hi Chain  Yes, they have high relationships with all involved. As I stated it does seem that the moodlet propagates if I use the Force Kill option, but not if one of them die within the active family or lot.  My play style is to keep family close, so grams and gramps visit the kids and grandchildren often, most of them are above 75% status. Same with other family members and I also have SP set so that family vists often with my non-active sims to keep the families close. I often get reports that brother, sister, cousins etc are visiting.
I will work around my issue for now. I am not as impatient as my prior post may seem. Just frustrated because I play so often. Which will happen more now that winter is soon upon us. Thanks for all you do here Chain, no pressure. I'm very new to the Sims, I've been playing for a year now this month!  I have my life spans extended quite a bit, but not maxed, so my first gen of sims will be passing away soon, my very first couple in Sunset Valley only have about 40 sim days left so I'm not playing that game to often, but they do have a couple of death flowers in their inventory so life will be extended a bit further. :-)
 
Igazor - I noticed the "views" a few days ago and then forgot all about them. LOL Probably has the most of all my posts.  I am still getting used to the new site and how it all works, I'm liking it very much so thanks to all involved. To that,  I just found the spell check option yesterday! I'm not bad at spelling, but more of a fast typer so I transpose letters often and still need that. HAHA  

Tropical Insomniac -  Thanks for the info, I also just realised that you can access the pages from the title thread and that helps too. There was an issue with text over-lapping on this site for a bit there so I missed a few items. :-)

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Chain_Reaction
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Dead Sims...

Post by Chain_Reaction » October 13th, 2018, 7:57 pm

Ok after reviewing the code a bit it does look like twallan initially intended this only for inactives but then tried to make it for actives without fully changing things. Unfortunately it's tangled with other death code, some of which I know shouldn't run on actives so I'd have to review all of that. Not an easy fix. Noted for the future :)

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JohnL83
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Dead Sims...

Post by JohnL83 » October 13th, 2018, 8:24 pm

Chain_Reaction wrote:
October 13th, 2018, 7:57 pm
Ok after reviewing the code a bit it does look like twallan initially intended this only for inactives but then tried to make it for actives without fully changing things. Unfortunately it's tangled with other death code, some of which I know shouldn't run on actives so I'd have to review all of that. Not an easy fix. Noted for the future :)
Thanks for reviewing. I kinda figured as much.  I think what I may do for now is just switch houses once the elder sims reach their full lifespan (to a close friend so I get the notification) and keep a close watch for when they pass and then make them active once it's been added to everyone. Or I can force kill them by old age once they are old enough while I'm in another active home so it propagates. 
Or just have everyone over for a party and they can all see them die, which seems kinda horrible. :cry:   LOL 
But hey, one has to make concessions for the llimitations we deal with right?  Thanks again. Love the work you've done so far. It's very much appreciated. 

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