However, since he does start as a manageable household this can be fixed by making sure he's "currently not in the world" and then turning off all the neighborhood story settings for him.īasically neighborhood stories needs to be fixed so that it does not include certain NPC's. The same thing can happen with Father Winter in that he'll not actually be Father Winter if he moves into a residence or gets another job and so you can't ask him for presents when he shows up. I'm guessing, because it needs a sim with the hidden "crumplebottom" trait to work those stalls? ![]() So the game just creates clones of them over and over. They'll show up to work in the stall when created but then almost immediately leave. A bit complicated at first, but there seems to be no easier way so far. If you have a mod like this one, you can use RaceMenu to edit a preset with the desired changes, then use Project Proteus to load that preset on the NPC you'd like to change. The game then tries to create new ones but creates them within the household management as "not in current world" residents. Edit: This video shows the NPC editing menu of Project Proteus. ![]() (like how some have the hidden "Weirdo" trait so that they cannot die.) The original Agnes and Agatha that cannot be found in household management move into the world or change jobs because there's nothing preventing that from happening. Some NPC's obviously need to be flagged as other than normal NPC's. ![]() Definitely caused by neighborhood stories allowing NPC's to move in and out and change jobs.
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