Quick Reply
Search this Thread
Replies: 61 (Who?), Viewed: 4080 times.
Page 2 of 3
Test Subject
#26 Old 20th Sep 2014 at 9:09 PM
Haven't noticed a problem in my games but here's hoping MasterDinadan gets his mod working! I will surely be installing that one.
Top Secret Researcher
#27 Old 20th Sep 2014 at 9:23 PM
I stopped playing out of paranoia. I get easily attached to my sims and if they disappeared on me, I wouldn't know what I'd do. ; n ; Playing TS2/TS3 for the time being, checking EA's website for patches every single day.

Not-so-daily TS2 downloads @ my simblr.
Lab Assistant
#28 Old 20th Sep 2014 at 9:40 PM Last edited by MasterDinadan : 21st Sep 2014 at 12:16 AM.
This mod should theoretically turn off the genealogy pruning which is fundamentally flawed and can kill player sims.
The max population pruning is still enabled, but as far as I can tell this doesn't kill player sims and should be safe.
If a playable Sim disappears while you are using this mod please let me know.

Disclaimer: I haven't done a lot of testing on this, but it's a pretty simple change. It is entirely possible that removing the genealogy pruner could break something else, but I doubt it as the entire function seems totally pointless and kills sims for basically no good reason.

If some of you guys try it out and confirm you aren't having any issues after a few weeks in game, I'll be comfortable submitting it to the download pages.

Thanks!

Edit - Forgot to mention, this is a tuning mod, so you have to make sure you have an "unpackedmod" folder in your Mods folder, and that you have this line in your resource.cfg:
DirectoryFiles unpackedmod autoupdate

If you are not sure if you have correctly enabled tuning mods, please download and verify another tuning mod (such as Work in Everyday Clothes). If this doesn't work, it will be hard for me to tell if you installed it wrong or something wrong with the mod, but if you have other tuning mods working then I'll at least know your files are set up correctly.

Edit 2 -
The download has been moved to the following feedback thread:
http://www.modthesims.info/showthre...d=1#post4539042

Build a man a fire, and he'll be warm for a day. Set a man on fire, and he'll be warm for the rest of his life.
Test Subject
#29 Old 20th Sep 2014 at 9:45 PM
I haven't had any problems but I'll put it in and see if it causes any.
Lab Assistant
#30 Old 20th Sep 2014 at 10:14 PM
Quote:
Originally Posted by Phoenixfire88


So far no vanished Sims. Is this the Sims 4 version of the "Jumping Bug"?


Oh god, I had forgotten about that!
Lab Assistant
Original Poster
#31 Old 20th Sep 2014 at 10:15 PM
Thank you, MasterDenadan, I'll give it a try too.
Mad Poster
#32 Old 20th Sep 2014 at 10:17 PM
The families I have played in my test world, I saved some of them and I hope they keep their progress. I will try your mod MasterDinadan in my test world after that. I won't be playing until later tonight. Thank you for looking at the issue. I am in the process of starting a new game with all the premades wiped from it and new build for homes, don't want to start it until we get issues fixed.

Resident member of The Receptacle Refugees
Let's help fund mammograms for everyone. If you want to help, Click To Give @ The Breast Cancer Site Your click is free. Thank you.
Lab Assistant
#33 Old 20th Sep 2014 at 10:20 PM
Quote:
Originally Posted by MasterDinadan
This mod should theoretically turn off the genealogy pruning which is fundamentally flawed and can kill player sims.
The max population pruning is still enabled, but as far as I can tell this doesn't kill player sims and should be safe.
If a playable Sim disappears while you are using this mod please let me know.

Disclaimer: I haven't done a lot of testing on this, but it's a pretty simple change. It is entirely possible that removing the genealogy pruner could break something else, but I doubt it as the entire function seems totally pointless and kills sims for basically no good reason.

If some of you guys try it out and confirm you aren't having any issues after a few weeks in game, I'll be comfortable submitting it to the download pages.

Thanks!

Edit - Forgot to mention, this is a tuning mod, so you have to make sure you have an "unpackedmod" folder in your Mods folder, and that you have this line in your resource.cfg:
DirectoryFiles unpackedmod autoupdate

If you are not sure if you have correctly enabled tuning mods, please download and verify another tuning mod (such as Work in Everyday Clothes). If this doesn't work, it will be hard for me to tell if you installed it wrong or something wrong with the mod, but if you have other tuning mods working then I'll at least know your files are set up correctly.


I'll give it a shot!

So just to understand, the problem is with having too many related sims? That would make sense I supose, as my vanishing act occurred when moving out adult kids and having them marry other adult born in game sims...Sucks though cause that's typically how I always play. I wonder if there were family trees would they just vanish from it the same as they do from memories?
Lab Assistant
#34 Old 20th Sep 2014 at 10:45 PM
Quote:
Originally Posted by AndreaSim24
I'll give it a shot!

So just to understand, the problem is with having too many related sims? That would make sense I supose, as my vanishing act occurred when moving out adult kids and having them marry other adult born in game sims...Sucks though cause that's typically how I always play. I wonder if there were family trees would they just vanish from it the same as they do from memories?


That's basically it. Every time Sims get married or have a baby for the first time, everyone they are related to gets one (or more) steps closer to being deleted. (Additional babies after the first aren't really a threat, unless those babies eventually grow up to do things like get married and have babies, in which case the family is pretty doomed!)

Build a man a fire, and he'll be warm for a day. Set a man on fire, and he'll be warm for the rest of his life.
Lab Assistant
#35 Old 20th Sep 2014 at 10:52 PM
Quote:
Originally Posted by MasterDinadan
I'm looking through the scripts for story progression and I see a few possible defects with it. If my suspicions are right, this should be fairly easy to fix with a mod. But, if I can't reproduce the issue then I can't test that a mod is working.

To help me better understand the issue, can those of you affected please let me know the following:
-Can you estimate how many played Sims are in the neighborhood? Are you just a few houses or do you have a large rotation with dozens and dozens of Sims?
-If a Sim disappeared from a game-created initial household (like the Landgraabs or Goths), had you ever played in that household before?
-Did the Sims that disappeared have a broad family tree with distant relatives such as great grandparents or second cousins? (I know this is weird, but it actually looks like Sims with distant relatives are more likely to be deleted than those with few or no relatives at all)


I had Alexander Goth marry the girl from the house next door (Araceli, but can't remember what her last name was.) She lived with her brother, and the brother came to the wedding and came over a couple of times. Then he disappeared and the house was empty. I had never actually played him or his house. He didn't die, he's not in her relationship panel as a dead sim, and they had a pretty good relationship. He just vanished.
Lab Assistant
#36 Old 20th Sep 2014 at 10:56 PM
Quote:
Originally Posted by kmoore61
I had Alexander Goth marry the girl from the house next door (Araceli, but can't remember what her last name was.) She lived with her brother, and the brother came to the wedding and came over a couple of times. Then he disappeared and the house was empty. I had never actually played him or his house. He didn't die, he's not in her relationship panel as a dead sim, and they had a pretty good relationship. He just vanished.


This definitely sounds like the Genealogy Pruner.
Did anyone else in the Goth family get married or have children?
Did Araceli and Alexander have children?

Build a man a fire, and he'll be warm for a day. Set a man on fire, and he'll be warm for the rest of his life.
Mad Poster
#37 Old 20th Sep 2014 at 11:45 PM
What I am getting about the Genealogy Pruner, EA has instituted how we can have families in this series and so what you have cultivated and grown the family members, that is too bad because the Sims team can't figure out how to optimize the game without deleting/removing regular Sims game features? Yet they keep saying the team is listening to us. Hogwash!

Resident member of The Receptacle Refugees
Let's help fund mammograms for everyone. If you want to help, Click To Give @ The Breast Cancer Site Your click is free. Thank you.
Lab Assistant
#38 Old 20th Sep 2014 at 11:51 PM
Quote:
Originally Posted by MasterDinadan
If some of you guys try it out and confirm you aren't having any issues after a few weeks in game, I'll be comfortable submitting it to the download pages.

Testing it right now! I am so happy you've attempted this as I have been bereaving being unable to play my favourite sims. I promise to come back and let you know how it goes.
Lab Assistant
#39 Old 20th Sep 2014 at 11:52 PM
Quote:
Originally Posted by lewisb40
What I am getting about the Genealogy Pruner, EA has instituted how we can have families in this series and so what you have cultivated and grown the family members, that is too bad because the Sims team can't figure out how to optimize the game without deleting/removing regular Sims game features? Yet they keep saying the team is listening to us. Hogwash!


I don't think it is an issue of not listening to us or trying to force a certain playstyle, as much as a simple mistake. It seems clear to me that the Genealogy Pruner does not work the way that they intended to.
Really, it says more about the quality of their QA process which definitely should have caught this.

Build a man a fire, and he'll be warm for a day. Set a man on fire, and he'll be warm for the rest of his life.
Sesquipedalian Pisciform
retired moderator
#40 Old 21st Sep 2014 at 12:02 AM
MasterDinadan - I have pm'd you regarding the file I have removed

More downloads by Leesester, BoilingOil and others at Leefish.nl | My Stuff at Leefish.nl | LeeFish RSS | Sims4 News Blog | TumblinLeefish
Lab Assistant
#42 Old 21st Sep 2014 at 12:30 AM
Initial result is successful. The game has progressed further than before from my pre-deletion event save, without any of the deletions which always occurred beforehand. My entire town remains complete.

I will keep testing though it's late here and I will need to go to bed soon.
Lab Assistant
#43 Old 21st Sep 2014 at 2:00 AM
Quote:
Originally Posted by MasterDinadan
This definitely sounds like the Genealogy Pruner.
Did anyone else in the Goth family get married or have children?
Did Araceli and Alexander have children?


Yes, Cassandra also got married. She moved out of the house with her wife, who already had two children (the Lu family, townies.) Araceli and Alexander also had a child. I am going to try testing your mod as well, thanks so much for working on this issue!
Lab Assistant
#44 Old 21st Sep 2014 at 3:35 AM
Not sure if this is the same bug as everyone is talking about, the BFF family, Pancakes, Zest, and a few others all died of old age while playing other families as I have non played sims age on. I moved new families into those houses and everything was fine. However I checked today and noticed the deceased families where showing up in my unplayed families window, the description of the family was there but it showed no sims at all. So I simply deleted them. Then went in to play one of my families and noticed the house they lived at was empty. Take for example the BFF family. The neighborhood view showed no plumbob over the lot, and I could click to make a new family. The family that was living there was still in my played family tab, clicking on them to get them to move into the same house kept telling me they were living there yet I couldn't play them. Moved them to a new house and they were exactly how I left them, moving them back to the original lot worked but it was empty and all their belongings were in the house inventory.

Same thing happened to the other families houses that I deleted from the unplayed families window. Had to move them somewhere and move them back. I could still play them, but had to put all the furniture back.
Forum Resident
#45 Old 21st Sep 2014 at 4:46 AM
Quote:
Originally Posted by AliceSacco
I didn't have this problem. I always played with aging off, and I don't have intention to play with aging on, not even if there was no bugs.


It can happen regardless of aging. Basically if you don't play one family, it can still happen to you.
Forum Resident
#46 Old 21st Sep 2014 at 4:49 AM
Quote:
Originally Posted by MasterDinadan
This mod should theoretically turn off the genealogy pruning which is fundamentally flawed and can kill player sims.
The max population pruning is still enabled, but as far as I can tell this doesn't kill player sims and should be safe.
If a playable Sim disappears while you are using this mod please let me know.

Disclaimer: I haven't done a lot of testing on this, but it's a pretty simple change. It is entirely possible that removing the genealogy pruner could break something else, but I doubt it as the entire function seems totally pointless and kills sims for basically no good reason.

If some of you guys try it out and confirm you aren't having any issues after a few weeks in game, I'll be comfortable submitting it to the download pages.

Thanks!

Edit - Forgot to mention, this is a tuning mod, so you have to make sure you have an "unpackedmod" folder in your Mods folder, and that you have this line in your resource.cfg:
DirectoryFiles unpackedmod autoupdate

If you are not sure if you have correctly enabled tuning mods, please download and verify another tuning mod (such as Work in Everyday Clothes). If this doesn't work, it will be hard for me to tell if you installed it wrong or something wrong with the mod, but if you have other tuning mods working then I'll at least know your files are set up correctly.

Edit 2 -
The download has been moved to the following feedback thread:
http://www.modthesims.info/showthre...d=1#post4539042


omg thank you! I can play again!
Lab Assistant
#47 Old 21st Sep 2014 at 3:55 PM
Quote:
Originally Posted by MasterDinadan
I don't think it is an issue of not listening to us or trying to force a certain playstyle, as much as a simple mistake. It seems clear to me that the Genealogy Pruner does not work the way that they intended to.
Really, it says more about the quality of their QA process which definitely should have caught this.


In Sims 2 if you kept say a founding legacy sim long enough they stopped recognizing later generations as family, so perhaps that was the intent here, it just went terribly wrong?

I'm scared to play now too. I restarted my neighborhoud after my sims started vanishing, and my first born in game sims are now teenagers so I guess they can't move out and marry or I'm going to have the same problem again.
Forum Resident
#48 Old 21st Sep 2014 at 5:27 PM
@ MasterDinadan with the awesome Squall avatar.

Thanks for creating that mod, have it in my game now as well. I had not experienced have any disappearances beforehand, but still....better safe than sorry. So far my 8 (now 9) households have remained complete.

....so says the Phoenix! ♥ Receptacle Refugee ♥
Test Subject
#49 Old 22nd Sep 2014 at 9:06 PM
Quote:
Originally Posted by MasterDinadan
This mod should theoretically turn off the genealogy pruning which is fundamentally flawed and can kill player sims.
The max population pruning is still enabled, but as far as I can tell this doesn't kill player sims and should be safe.
If a playable Sim disappears while you are using this mod please let me know.

Disclaimer: I haven't done a lot of testing on this, but it's a pretty simple change. It is entirely possible that removing the genealogy pruner could break something else, but I doubt it as the entire function seems totally pointless and kills sims for basically no good reason.

If some of you guys try it out and confirm you aren't having any issues after a few weeks in game, I'll be comfortable submitting it to the download pages.

Thanks!

Edit - Forgot to mention, this is a tuning mod, so you have to make sure you have an "unpackedmod" folder in your Mods folder, and that you have this line in your resource.cfg:
DirectoryFiles unpackedmod autoupdate

If you are not sure if you have correctly enabled tuning mods, please download and verify another tuning mod (such as Work in Everyday Clothes). If this doesn't work, it will be hard for me to tell if you installed it wrong or something wrong with the mod, but if you have other tuning mods working then I'll at least know your files are set up correctly.

Edit 2 -
The download has been moved to the following feedback thread:
http://www.modthesims.info/showthre...d=1#post4539042


Never edited a file before.
I have downloaded the file and placed it in my Mods Folder, I also created a new folder and named it unpackedmod.
Now, I also have a file called: resource.cfg DirectoryFiles unpackedmod autoupdate
Is the above correct? Or should I have opened the resource.cfg and placed the words DirectoryFiles unpacedmod autoupdate at the end of what is in the file?
This is in the file (Priority 500
PackedFile *.package
PackedFile *\*.package)

Thanks!
.
Alchemist
#50 Old 22nd Sep 2014 at 9:33 PM
Quote:
Originally Posted by Kiki50
Never edited a file before.
I have downloaded the file and placed it in my Mods Folder, I also created a new folder and named it unpackedmod.
Now, I also have a file called: resource.cfg DirectoryFiles unpackedmod autoupdate
Is the above correct? Or should I have opened the resource.cfg and placed the words DirectoryFiles unpacedmod autoupdate at the end of what is in the file?
This is in the file (Priority 500
PackedFile *.package
PackedFile *\*.package)

Thanks!
.

I don't think that's right. I gave up trying to figure it out. Sorry I can't be more help.
Page 2 of 3
Back to top