Career outfit multiplication issue

Discuss how installing this mod should turn your sky orange here.
Post Reply
User avatar
babele44
Reactions:
Posts: 162
Joined: April 26th, 2012, 6:00 pm

Career outfit multiplication issue

Post by babele44 » May 23rd, 2018, 7:07 pm

I just encountered an issue that may perhaps be a new task for Overwatch.

Sims in the lifeguard profession have two career outfits, one with a t-shirt for beach duty and one without the t-shirt for saving Sims in water. The one with the t-shirt is the main career outfit and appears as such in MC and at dressers, the second one is hidden, but can be seen in MC under Remove Outfit. There it is called Ui/Caption/ObjectPicker:AuxCareer.
Now the issue is that whenever I switch household, this second career outfit is duplicated. A few minutes ago I deleted 44 of these outfits, then switched from my household to another three times and I have now regained three more.

I dimly remember that Overwatch already fixes a similar issue. Is it possible for it to fix that, too?

User avatar
babele44
Reactions:
Posts: 162
Joined: April 26th, 2012, 6:00 pm

Post by babele44 » May 25th, 2018, 2:52 pm

ETA: In fact this outfit gets duplicated every time a Sim in that career is loaded, i.e. also on save load-up. Something I noticed just now that I monitor this issue during my playtime.

User avatar
Chain_Reaction
Site Admin
Reactions:
Posts: 7568
Joined: December 30th, 2011, 6:00 pm
Answers: 81
Contact:

Post by Chain_Reaction » May 26th, 2018, 12:39 am

I see the code doing it but it looks proper to me. Nevertheless I've learned properly written code in this game means nothing. I'll see about cleaning them up.

User avatar
babele44
Reactions:
Posts: 162
Joined: April 26th, 2012, 6:00 pm

Post by babele44 » May 26th, 2018, 3:39 am

Ah, thanks.

But if this is a proper function of the game, what possible purpose could it serve? Given that EA didn't intend for us to switch households during a game it still is basically a tracker that tells me how often I play or rather load the game.
After deleting the initial 44 outfits and then deleting every newly created one afterwards I didn't notice any difference in gameplay other than that every change in a Sim's everyday outfit is then reflected in the new AuxCareer one (like adding or removing accessories in Everyday 1), while the proper career outfit remains unchanged.

User avatar
babele44
Reactions:
Posts: 162
Joined: April 26th, 2012, 6:00 pm

Post by babele44 » May 26th, 2018, 3:41 am

There is also a slight difference in the numbering convention. Usually the game lists the most recent outfit as the first one and pushes a previous one back to no. 2. But with these the most recent one is the one with the highest number.

User avatar
Chain_Reaction
Site Admin
Reactions:
Posts: 7568
Joined: December 30th, 2011, 6:00 pm
Answers: 81
Contact:

Post by Chain_Reaction » May 26th, 2018, 2:12 pm

It's not normal game function. What I meant was the code bugging out doesn't look improperly written but it obviously is in some way.

User avatar
babele44
Reactions:
Posts: 162
Joined: April 26th, 2012, 6:00 pm

Post by babele44 » May 26th, 2018, 4:45 pm

For completeness' sake I just ran one other test in a different world and without Awesome, which is the mod I use for switching households.
With both MC's Make Active and the household switch option by EA via Edit Town produced the same result: both the household change and the reload of the save adds another outfit to the test Sim. And it happens indeed when the household become active again, and not when it becomes inactive.
I haven't done a completely vanilla test yet, however, as this requires a bit more preparation time.

Post Reply