Story Progression, Traveler, Aging and Death Notices

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Astra M
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Story Progression, Traveler, Aging and Death Notices

Post by Astra M » April 4th, 2019, 8:20 am

This isn't a game breaking problem, just an annoyance (I think), but still thought I'd ask...

I've been progressing to different towns in the challenge game I'm playing. I've been using Story Progression from the start. Ever since town #2, the nightly death notice conga line from the sims in town #1 got so aggressive that I turned off the phone. No problem. But what was really weird were the death notices of sims who shouldn't have been near enough to the point of death when I left them (I noticed this because they were relatives of the family I am playing.) I decided to move those relatives from town #1 to town #2 and see if that calmed down the death calls. (Answer: sort of.)

I've now moved on to town #3, making peace with the fact that I am not going to port half a neighborhood just because aging gets wonky. But I've been paying more attention to the death calls, and it blows my mind that sims I know I've buried in towns 1 and 2 still have death calls coming in! Heck, I just got a death call about Mortimer Goth, who died before I even left Sunset Valley, and I'm now in Twinbrook. Also, when I look at my family tree and trace back some of these sims, their portraits may at times show them as a baby, or as a living elder - basically, not the grayed out portrait that should be.

There is a part of me that is just curious to know how more crazy the aging/death gets but at the same time I don't want to ruin my challenge game. Should I be worried that there is a growing pool of "kinda sorta dead" sims in my game file? Any suggestions as what I could do (short of taking out Story Progression that is. I would like to keep that in if at all possible.)

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igazor
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Story Progression, Traveler, Aging and Death Notices

Post by igazor » April 4th, 2019, 8:50 am

These are more Traveler issues/side-effects than that of StoryProgression. SP is not designed to affect sims in worlds other than the currently active one. Sims in foreign worlds may age or not by way of Traveler's Ageless Foreign settings on City Hall of the world currently being played. That kind of aging increments their total age by +1 every sim night at midnight. The sims aren't really aging or dying, sims in foreign worlds are held in suspended animation and cannot do anything until they are simulated again either by having them visit or returning active play to their world. The foreign sims are staged to catch up to their newly calculated ages the next time they are activated.

What can happen though is that the data on foreign sims held pending in the TravelDB file gets out of sync with reality. The repeating foreign death notices are usually bogus, no one has really aged that far when they are false, and no one is dying a second time if that had already happened. The same out of sync condition is what causes adults to still appear as babies/toddlers, for example, as thumbnails in a different world. All of these things usually sort themselves out again the next time the foreign world is simulated and the data catches up again. It's generally annoying, but harmless.

Astra M
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Story Progression, Traveler, Aging and Death Notices

Post by Astra M » April 4th, 2019, 1:49 pm

Thanks, igazor. That's all I really need to know, that it isn't a serious issue. Traveling through towns this way has been so interesting that it would be a shame not to be able to continue on.

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