My game is generating npc humans who look like Plumbots

The original catch all. General game help, banter, things you should probably put in the correct forum, This is the place.
Post Reply
KA957
Reactions:
Posts: 98
Joined: May 17th, 2012, 6:00 pm

My game is generating npc humans who look like Plumbots

Post by KA957 » December 26th, 2016, 7:34 am

A number of the npc's the game recently generated (whether by Register, StoryProgression, or plain old EA-- I don't know what's doing it), to staff registers, look like Plumbots-- which is really annoying to me.

Which, btw, they aren't Plumbots: I can use MasterController to see "occult status" and they aren't Plumbots. But they look exactly like them. They aren't "bot fans" in traits, either...so it isn't even meant to be a human sim in "bot mode."

It gets fixed if I "edit in CAS" and change them from Adult to Young Adult, but I tend to get E12's after doing that (it does cause memory usage to spike, but not to the point that the spike would alone lead to that).

So...how does this happen, and how can I stop it?

User avatar
brappl
Reactions:
Posts: 4790
Joined: July 13th, 2013, 6:00 pm

Post by brappl » December 26th, 2016, 12:52 pm

Hi KA957 - The only explanation I can think of as to "Why" is that those bot outfits are set to be allowed for random. I use to see sims in those get-ups and it was annoying. I used <a href="http://nraas.wikispaces.com/Blacklistin ... r">Kuree's EasyCASP Editor</a> to Hide in CAS as well as unticking the Random option.

Rather than going into CAS you could try using MC>Basic>Remove Outfit and see if that helps.

User avatar
Chain_Reaction
Site Admin
Reactions:
Posts: 7620
Joined: December 30th, 2011, 6:00 pm
Answers: 82
Contact:

Post by Chain_Reaction » December 26th, 2016, 1:28 pm

Do you have sim from bin enabled in immigration and have plumbots in your bin?

KA957
Reactions:
Posts: 98
Joined: May 17th, 2012, 6:00 pm

Post by KA957 » December 26th, 2016, 2:07 pm

It's supposed to produce all immigrants from "mating" two sims in the game (no EA random, and no bin). Come to think of it...it may have chosen a Plumbot to use as one of the mates.

However, I seem to have found a workaround, by having a sim in the active family "transfer outfit" (or whatever it's called) to the plumbot-looking sim. It's somehow an outfit, it seems. I then have to get rid of the current outfit and have it change into one of the ones passed over from the sim. I'll try the EasyCASP Editor, as well, though.

User avatar
Chain_Reaction
Site Admin
Reactions:
Posts: 7620
Joined: December 30th, 2011, 6:00 pm
Answers: 82
Contact:

Post by Chain_Reaction » December 26th, 2016, 2:29 pm

Do you have plumbots in your town?

KA957
Reactions:
Posts: 98
Joined: May 17th, 2012, 6:00 pm

Post by KA957 » December 26th, 2016, 4:17 pm

Yes. I have Plumbots in my town ( I originally visited the future, bought a Plumbot, and came back with it-- the "realistic" way to do it-- but I liked Plumbots so much I put up a Plumbot shop in the present, because visiting the future and going back takes real time on loading screens) so it's conceivable whatever engine (Story Progression, I'm guessing?) may be choosing them to reproduce to make the townies...although that wouldn't explain why the game seems to treat the Plumbot look as clothing, and that thus it can go away when I force them to wear copies of other sims' outfits.

User avatar
Chain_Reaction
Site Admin
Reactions:
Posts: 7620
Joined: December 30th, 2011, 6:00 pm
Answers: 82
Contact:

Post by Chain_Reaction » December 26th, 2016, 8:28 pm

The plumbot parts are clothing. Sounds like SP is missing a check to not use them. I'll have a look.

Post Reply