I keep track of my Sims' age on a spreadsheet. I am using Nrass to play rotationally and am being very careful to make sure I put the family out of caste rotation when I'm done with them, noting their age. Last time I played this one family, the mom's age was 10 to adult and the dad was 11 to adult. After "checking them out" as
@igazor calls it, verifying their ages and playing them one day, the dad is 10 days to adult and the mom is 17 to adult. I think I can force a birthday on both of them with a cake when the dad reaches adult but why did this happen? What are the possible causes?
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She doesn't have a garden. Is it possible she could have gotten hold of a young again potion without me knowing it? If so, wouldn't she have shown her younger age as soon as I took the family off being on hold?
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MC's CAS and its subsets (Stylist, Plan Outfit, etc.) do not allow the age randomization, but EA's version is still there and it still does this.
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Note that because I rotationally play, it had been probably 25 Sims days since I had played them. So that's a lot of trouble they can get into even with all the proper settings in NRaas. It's always a surprise and sometimes fun to come back to a family and find out what they have done. This family's dad is a thief and he had some stolen loot in his inventory.
I am sure there is a reasonable storyline related explanation for this but am somewhat at a loss as to what it could be if not life fruits as already suggested. Time-delayed elixirs? But usually, certainly for most of us, sims' ages are stable when a stable version of something such as SP is managing aging.
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Very strange. Maybe there's some kind of crazy witch running around town making all the mom's young again. Oh how we would love that in RL!
Age will get out of lockstep if a sim travels to the future through the time portal, but the effect is the opposite: The traveler will age normally in OL, while those at home will stay the same age as before.
What I noticed is that taking sims out of an aging-disabled caste seems to take quite a while to come into effect and sometimes needs a sim or lot reset. I mostly notice that for otherwise caste-restricted romantic actions, or when they are not allowed to use a birthday cake.
@Turjan - Sorry, I must be missing something here. Sims who are not aging should still be able to use birthday cakes. Aging on/off means that they are/aren't incrementing their ages on their own each night at midnight, not that the player cannot direct them to have a birthday and move into the next stage. Although it does tend to take a while for a change in aging allowed to show up on the sims' info tabs, the in-game effects of making the caste changes should happen maybe not immediately but a lot more quickly than that.
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As I said, I often need a reset for the caste switch to go through properly.
By default sims can use and buy some of the Alchemy Elixirs autonomously as well as throw them at other sims I've seen this happen. But they can't use or buy any of the age related ones autonomously the only the ones they can use, throw and buy autonomously are Vial of Bliss, Invigorating Elixir, Vial of Potent Bliss, Potent Invigorating Elixir and Origin of the Tragic Clown.
Although you'd have to have the Elixir Consignment Shop in town for them to get ahold of them.
Okay actually I'm totally and completely nuts LOL
If you "by default" mean it happens in a vanilla game, without some gameplay changing mod in action, I highly doubt it, at least I've never seen it yet in 8 years of playing, and I definitely wouldn't want it to either. When it comes to making, drinking, buying and/or throwing elixirs or potions I want to be the one deciding if, at who, where and when that's going to happen.
I've seen happen without mods. And it was the reason I started using mods cause I didn't want it going on, just because you never seen it doesn't mean it doesn't happen. I also looked in the games core files namely in the scripting.
*Edit*
Right from the games tuning files as you can see it can happen by default
<Interaction name="Sims3.Gameplay.Objects.Alchemy.AlchemyPotion+ThrowAlchemyPotion+Definition" />
<Object name="Sims3.Gameplay.Objects.Alchemy.AlchemyPotion" />
<CodeVersion name="BaseGame" considerCodeVersion="False" />
<Current_Tuning>
<Disallow DisallowAutonomous="False" DisallowUserDirected="False" DisallowPlayerSim="False" />
<BaseAvailability>
<AgeSpeciesAvail AgeSpeciesValue="C,T,Y,A,E" />
Okay actually I'm totally and completely nuts LOL
I've done some Google searching, and so far I haven't been able to find anyone else who's had it happen autonomously, only people saying that they've never seen it in their games, like in this thread for example. So I guess the conclusion must be that if it's possible it seems to be very rare.
Yes it is rare as it lacks the Advertised Outputs to make it more common but still in the realm of possiblity as long as the game engine isn't being stressed. Now if your game is under some stress autonomy is the first thing that goes out the window thus interactions without high advertised outputs are unlikely to be seen.
Okay actually I'm totally and completely nuts LOL