The Sims 4 Update May 12 2026 Brings Massive Infant Fixes, New CAS Layers, and More

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The Sims 4 Update May 12 2026 adds huge Infant fixes, new CAS Base Layers, backup save upgrades, and over 150 bug fixes.

SnootySims Sims 4 Update May 12 2026

If you’ve been waiting for a patch that seriously improves everyday gameplay, The Sims 4 Update May 12 2026 might be one of the biggest quality-of-life updates we’ve seen in a while. EA just dropped a massive new base game update packed with Infant and Toddler improvements, Create-a-Sim upgrades, autonomy fixes, and over 150 bug fixes across the game.

A lot of these changes come directly from community feedback too, especially from players frustrated with Infant caregiving chaos, Sims constantly picking babies up and putting them back down, and strange autonomy behavior. This patch clearly focuses on making family gameplay smoother and far less stressful.

The Sims 4 Update May 12 2026 Patch Notes

Update: 5/‌12/‌2026

PC: 1.124.54.1030 / Mac: 1.124.54.1230

Console: Version 2.33

Dearest Simmers, 

With the arrival of May, some of the season’s most anticipated improvements and bug fixes are making their grand entrance into The Sims 4. It is with great pleasure that we share a snippet of what is yet to come, sure to delight even the most discerning members of the Sims community.

Foremost among these, are dedicated improvements to Infant and Toddler gameplay, influenced by your gracious feedback and ever-helpful reports. We hope you find the caregiving experience most improved. Whispers also speak of a charming new basegame Infant Playmat, for all players, which I hear includes a variant adorned with the most fashionable motif – dainty little sheep.

To guard against the loss of any cherished stories, we’re implementing new save redundancy options for your Backup Saves, including day, week, and monthly options to better protect your Households and your progress.

In the realm of Create a Sim, a most fashionable Base Layers feature now allows for more fashion expression and truly splendid ensembles.

Over one-hundred and fifty bugs have been dutifully vanquished, with dozens of troubling infants and toddlers bugs gone forevermore! The Sims will now find their sleep more restful, thanks to refined autonomy improvements and bug fixes. And, of course, more than ten vexing issues from the community’s top twenty bugs list have also been addressed.

Finally, this Season brings news sure to set games aflutter. A collaboration most grand, as two new Kits, Lady Bridgerton’s Masquerade Ballroom & Fashion, and a log-in event have entered the game, ensuring your Sims may dress and dwell in the height of regency splendor. And as a most delightful bonus, those who acquire Lady Bridgerton’s Masquerade Ball Bundle – featuring both kits – shall be rewarded with three exclusive items including the Bundle of Joy bassinet, a cradle fit for the tiniest debutante or young duke, and an elegant gazebo.

Thus, dearest Simmers, prepare yourselves for an experience most improved, and delight in the season’s remarkable bounty.

Yours truly, The Sims Dev Team

What’s New?

The Sims 4 Lady Bridgerton’s Masquerade Ball

Lady Bridgerton’s Masquerade Ball – Login Event 

Prepare for the social event of the season! Running May 12 – July 7th, a limited time login event that brings a bit of the Ton to The Sims 4! Earn exclusive rewards as you log in week by week like the Heart on Your Sleeve trait, Daytime Stroll Gown, Gallant Wool Coat, and more! New rewards will be unmasked on specific days, so return throughout the event to unlock rewards that transform your Sim into the greatest host!

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Based on your feedback from the last Login Event, we’ve made improvements to the Event Menu! You’ll now see a counter showing how many weekly check-ins you’ve completed while rewards are available to unlock. We’ve also segmented the weeks, added a countdown timer for when the next week begins, plus a subtle highlight showing what rewards will be available to claim the next time you log in! You can start earning rewards on May 12th, but be sure to log in no later than June 25th so you do not miss the chance to earn all available rewards with subsequent logins!

Two New Kits and a Dazzling Bundle 

For players looking to bring the decadence and grandeur of Lady Bridgerton’s Masquerade Ball all in a single bundle, there are three exclusive items alongside the two enticing new kits: 

The Digital Content … Yes, Lady Bridgerton’s Masquerade Ball experience is complete with the iconic Bridgerton House Gazebo, the beautiful Bridgerton House Piano, and well, as we know, sometimes balls can lead to … ahem, rushed nuptials and so, a Bundle of Joy bassinet, for those looking to expand their family. Make sure you get the bundle before August 14 for these most splendid gifts. 

The Fashion Kit, inspired by the season’s most talked about event, Lady Bridgerton’s Masquerade Ball. With costumes and masks to hide one’s true identity. But of course, you can find even more dresses and accessories to play out the most perfect ballroom fantasy.  

The Ballroom Kit, provides decor and objects that will have builders swooning, like the Ballroom Banquet Table, floral wall adornments, and the Elegant Macron Display. Recreate the ballroom that set the season in motion inspired by Lady Bridgerton’s own delightful decor.

Looking for a more singular experience? Well, have no fear, you can get all the latest fashions direct from Lady Bridgerton’s Masquerade Ball or all the delightful decor from the Ballroom, by getting individual kits directly from the in-game store or on your preferred platform.

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A Basegame Infant Playmat

To celebrate this release’s bundle of Infant fixes and updates, we’re giving away a free Infant Playmat in basegame. You can find the Lil’Wiggle Playmat in Build Mode’s Kids’ Room Category in the Infants and Toddlers section. 

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Create a Sim Base Layer Feature

We’re adding a new accessories category to Create a Sim! Base Layers give your Sim a new way to customize their outfits, make any top more weather-friendly, and find comfort and confidence in extra coverage or undergarments like the layerable binder. There are 8 Base Layer options for Adults, 4 for Children, and 2 for Toddlers, all in a variety of colors and sleeve lengths!

With 380+ new Base Layer swatches, your Sims never have to wear the same outfit twice! The new accessory works just like the tights accessory that you layer with pants and skirts, or wear on their own. These pieces layer under any Top or Full Body CAS asset as well as any other accessory like bracelets or necklaces.

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Day, Week, & Month Backup Save Versions

We’ve made additions to the Backup Save feature for players with this patch! In the previous rendition of this feature, the game would automatically generate a series of Backup Saves that pulled from your last five previous game sessions. These Backup Saves can be loaded to recover past game states if your main save is in a state you don’t want – such as your main save experiencing a form of save corruption. This functionality is still available.

With this update, we’ve added three new types of states for Backup Saves to help you recover more options for previous versions of your game. This menu now retains old saves from over a Month, Week, and Day ago. This means if you load your save six times in one day, you won’t just have six Backup Saves from that day. You’ll also still have older options available to you.

We know it’s very frustrating when you lose your saves or experience a game breaking bug, and we’re working to address these sorts of issues. However, we hope this quality of life improvement will be a useful fallback in case these situations do occur. Please check out our blog on Backing up Saves in The Sims 4 for more information on how to use this system.

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Bug Fixes

We have over 150+ Bug Fixes coming with this patch, which include major improvements to Infants, autonomy, and sleep, as well as a wide range of highly voted community issues across the Base Game and packs. Here’s a list of the Top 5 Most Voted Issues.

Top 5 Most Voted Fixes:

  • “Black Photos”:  6 fixes for different causes of texture loss, plus extensive QV testing on paintings and photos to catch any unreported cases. At time of writing, all tracked “black photo” bugs will have been resolved, but  we’ll continue monitoring any new reports.
    • [EA Forums] A “black photo” issue could occur when a filter was applied during capture, the photo was placed, and then another filter was applied. This has been fixed to prevent future occurrences, including in old saves when taking new photos. Existing black photos cannot be restored, but photos that had only one filter applied (and not changed again) are now fixed in old saves and can safely have a new filter applied.
    • [EA Forums[EA Forums] Custom paintings (Paint from Reference) created off-lot could appear white on the easel. The game now correctly checks for textures even when the Sim isn’t on the current lot. This fix is compatible with old saves, and existing paintings will still resolve when the lot is loaded.
    • [EA Forums][EA Forums][EA Forums] Custom “Paint from Reference” paintings uploaded and downloaded from the Gallery now retain their textures correctly, with the related assert and “System Issue” when placing them on a lot issue also resolved. This fix is retroactive and applies to affected Gallery uploads. 
    • [EA Forums] All wall and surface Photos should now be able to properly retain data when being uploaded to the Gallery. This fix is retroactive and should no longer occur when downloaded from a Gallery upload where the bug was occurring. 
    • [EA Forums] Medium and Large Photos captured with the in-game camera will no longer appear blurry. This fix is not retroactive and will not fix photos that were already taken in past saves. 
    • “Paint from Reference” no longer turns white when a Sim resumes a painting after traveling. This fix is partially retroactive: incomplete paintings in old saves can now be resumed and finished correctly, but completed paintings already stored in inventory will still appear as white canvases when placed. 
  • Sims putting down Infants before picking them up [EA Forums]
  • Sims will no longer receive the “Secret Witness” Sentiment when a married or engaged Sim is witnessed WooHooing with their partner by another Sim. [EA Forums
  • “Can’t place item”:  Fixed in both new and old saves.  [EA Forums]
  • Sims could get stuck with Scandal and its VFX if the Scandal ended in a different session than when it was revealed. This is now fixed for new cases, and existing affected saves will have the lingering VFX cleared. [EA Forums]
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Infant and Toddler Improvements and Fixes

This patch focuses on improving quality of life for Infants and Toddlers, based on top EA Forums issues and additional feedback from Discord and Reddit. After extensive playtesting, we’ve made significant improvements and are excited to share them with you! 

Infant Gameplay Additions

  • We’re adding a new Infant Playmat to Basegame!
    • Sims are meant to take Infants out of cribs, but placing them on the ground can feel awkward. Sims prefer using Playmats, which provide more gameplay and allow for intentional placement. To support this, all players are receiving a free Base Game Playmat!
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  • We’ve added a new toggleable option in the Options Menu to “Disable Caregiver Autonomy for Infants.” This is located in Game Options under the Gameplay tab.
    • Caregiver autonomy for Infants has been improved, but we added a new option that allows players to disable it entirely for full, manual control. This setting is off by default; when enabled, all Infant care must be handled by the player. If care is neglected, the Infant may be taken by social services.
    • With this option enabled, Sims will still autonomously socialize with their Infant. 
    • With “Disable Caregiver Autonomy for Infants” enabled, the “Check Infant” interaction remains available for manual use. This allows players to simulate uncertainty in caregiving (especially with low Parenting skill).
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  • Infants now gain a buff and show a thought bubble when woken by loud noises, with a one-time TNS tutorial explaining the behavior. This makes it clearer why Infants wake and call for Caregivers, helping reduce repeated pickups by allowing players to address the noise source.
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  • [EA Forums] An issue with the Infant Stand Up Milestone was traced back to a previously fixed problem where Infants needed specific nearby objects to pull themselves up. We’d fixed this previously, and are including it here again. While the Milestone still unlocks as before, clarity was improved with a greyed-out interaction and hovertip guiding players to use a crib.
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  • Hovertips have been added to the “Prefers Breastfeeding” and “Prefers Bottle Feeding” interactions to clarify that choosing a preference restricts autonomous feeding to that method only.
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Autonomy Improvements & Fixes

  • [EA Forums][EA Forums[EA Forums] Frequent Infant pickups and put downs, caregiver conflicts, and Sims freezing during care were major frustrations. This update includes multiple interconnected fixes to address these issues, all available in the Base Game:
    • Caregivers should now need a reason to want to pick up an Infant from a crib (such as the Infant having a dirty diaper, etc.), and Infants will call less frequently to ask to be removed from the crib.
    • We’re limiting the amount of times Caregivers run caregiving interactions autonomously (feeding, changing diapers, etc.).
    • Sims should no longer freeze during “Check Infant, “Give Infant a Nap,” “Tummy Time” while an Infant is sleeping, when an Infant is crying, or while another Caregiver is already holding or interacting with an Infant. If there are other instances of this occurring, please report them, and we’ll see if we can address them for a future update.
    • Sims now place Infants on the floor far less often, and they are also not placed on the floor when attempting to hand them to another Sim. Caregivers may still occasionally put Infants on the floor to adjust positioning for certain interactions (like Tummy Time). This behavior is expected since Infants can’t move. 
    • Infants will no longer get stuck between a Sim’s legs when “Hold Infant” is canceled during “Put Infant Down Here.” This can still occur if the game is paused, which is being tracked for a future fix.
    • Sims can now successfully autonomously give an Infant a bath.
    • [EA Forums] Infants will no longer immediately get taken out of the Back Carrier as soon as they’re put into one.
  • “Check Infant” can now be canceled if it’s the next interaction in a Sim’s queue, though it can’t be canceled if it’s queued behind another action. A full fix wasn’t possible for this Base Game update, but if that’s something you’d like to see fixed still please provide feedback in the EA Forums and give it a vote.
  • Infant care interactions (Bottle Feed, Change Diaper, etc.) should now appear on the first Pie Menu when an Infant’s Needs are low for your ease of access.
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  • Sims will now clean up bottles that were left on the ground. We also decreased how frequently Infants will be hungry. Between these two changes, we hope to have addressed the community feedback around bottles being left everywhere. (Basegame)
  • Sims will now clean up diapers left on the floor after changing an Infant or Newborn (as long as a trash can is nearby). This keeps some of the intended messiness while reducing frustration. (Base Game)
  • Changing an Infant’s diaper at the Changing Table should take about a third less time than it used to. (Base Game)
  • The Infant Hunger Need will now decrease slightly more slowly. We received light feedback on this and we’re hoping this slight tweak will prove the right balance for player realism and fun. (Basegame)
  • Feeding an Infant will now take about fifteen minutes (Sim Time), which is half the time it previously took. (Base Game)
  • Taste Testing baby food in the High Chair now provides a substantial boost to an Infant’s Hunger. (Base Game)
  • The “Rest Time” Moodlet for Infants has been reduced to Strength 1. This keeps the intent of encouraging regular naps while making it less intrusive and allowing other Moodlets to take priority when the Infant is otherwise happy. (Base Game)
  • Care interactions on objects (e.g., Bathtub, Playmat, Changing Table, High Chair) will no longer appear while an Infant is sleeping, preventing failed interactions and reducing confusion. (Base Game)
  • Infant Milestones tied to Tummy Time now unlock twice as fast, addressing feedback that progression felt too slow – especially on shorter lifespans. With reasonable attention, most Milestones can now be achieved by around day 3. (Growing Together)

Other Infant & Toddler Bug Fixes

  • An excerpt from a Sims Butler’s Memoir for your reading pleasure: “Persistence.” A quality they taught me at the Windenburg Butlering Academy. So believe me, when I saw those dirty diapers on the ground, I thought to myself… my goodness, I’m going to vacuum those bad boys up. But today, I was taught a new skill. Using my hands. From now on, I shall endeavor to pick up diapers with my… dare I say it… my hands. A more efficient and actually productive method of disposal. Takes a bow Butlers and Maids will now pick up diapers and throw them away, rather than trying to vacuum them for hours and hours and hours… and you get it. (Basegame & Vintage Glamour Stuff)
    • Butlers will also now properly dispose of pet fur and ash piles by picking them up and throwing them away. (Multiple)
  • [EA Forums] Infant and Toddler Needs will no longer decrease when the Active Sim (and the player) is on another lot, away from them. We hope that this change will make caregiving for Infants and Toddlers more enjoyable. (Basegame)
  • [EA Forums] We’ve addressed an issue where Toddler Sims could be hungry but would remain idle, despite having food. This should no longer occur. (Basegame)
  • [EA Forums] If an Infant is fed finger food and the interaction is canceled, there is now an interaction on the food that will allow the Infant to resume eating the finger food again. (Basegame)
  • [EA Forums] We fixed an issue where caregiver Sims would be standing in the yard next to an empty rug (with no Infant) when switching control between a Sim at Home and a Vacationing Sim in the same Household. Now Infants should remain in their position within the house. (Basegame)
  • [EA Forums] We’ve added a fix that will disable the Cause of Death selection UI for Infants and Toddlers. (Basegame)
  • [EA Forums] We investigated a Top Community issue where interactions with Infants and Toddlers were not available after they returned from daycare. However, we determined that this was already fixed in the November update and not reported. We’re including it here to inform players who might have been tracking this issue. (Basegame)
  • [EA Forums] We investigated the issue where Infant, Toddler, and Children Sims could not be played once merged with other Households after having been taken away. We were able to verify that at some point in the past it was fixed in a previous update. (Basegame)
  • Interactions like “Practice Standing,” “Tummy Time,” and “Practice Crawling” will no longer be greyed out and unavailable while in a basement. (Basegame)
  • [EA Forums] Infants no longer T-pose when swapping from the “Accessories” category to “Bottoms” and back to “Accessories” again in Create a Sim. (Basegame)
  • We received feedback that “reading to Toddlers” wasn’t working well, and we started work investigating these issues. We were able to address a few bugs relating to this, but there are some other reading related bugs that are still open we’re investigating. If the interaction was queued already in a loaded save and Sims are frozen, this also will not be retroactively fixed. Please cancel the interaction in the interaction queue, and it should work going forward in old saves. (Basegame)
    • [EA Forums] Toddlers are now able to successfully run the “Ask to Read Book” interaction on a teen or older Sim.
    • The “Be Read to By” interaction on Toddler Books should now function when selected by an Infant. 
    • We fixed a code exception that could cause Sims to reset when an Adult Sim would select a book and choose to “Read to Children.” (Basegame)
  • We fixed an exception that could trigger when a Sim performs the “Practice Standing” interaction on an Infant that was being held by a Sim. (Basegame)
  • We fixed a typo error in the Infant’s Angry Mood hovertip where it said “a little TLC can go along way.” It now reads, “A little TLC can go a long way.” 
  • [EA Forums] Infants will no longer get a “Controlled Emotions” moodlet when they sleep near fireplaces. Nobody should expect “controlled emotions” from Infants – that’s just silly! (Snowy Escape)
  • [EA Forums] The Holiday Tradition to receive a gift from Father Winter is now completed for Toddlers when they “Ask for Present” and get a gift. (Seasons)
  • [EA Forums] We addressed an issue where the Maxed Movement Milestone wasn’t unlocking for Toddlers after all skills were maxed. This fix will work retroactively in saves where it was occurring. However, it can still occur if mods are used that would cause the Toddler’s movement to jump from 1 to 5 directly. (Growing Together)
  • [EA Forums] Infants Milestones are no longer disappearing or being reset when that Infant’s Household is visited while playing another Household. This is fixed in old saves as well as new ones. (Growing Together)
  • [EA Forums] Infants are now able to act on their unlocked Milestone developmental progress when they are not at their Residential lot. This fix is retroactive in old saves where the bug had previously been occurring. (Growing Together)
  • [EA Forums] The First Time at Daycare Milestone now unlocks for both Toddlers and Infants. (Growing Together)
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  • We fixed an issue where Infants would not acquire or gain Milestones after traveling to another lot and then going to Daycare from a lot that wasn’t the Home lot. (Growing Together)
  • [EA Forums] We addressed an issue where Infant Milestone TNS notifications could appear twice when traveling to another lot and then returning to the Home lot. (Growing Together)
  • [EA Forums] The Fun Need will now properly remain greyed out until an Infant Sim unlocks the Sit Up Milestone. (Growing Together)
  • [EA Forums] Infants no longer display the “Inquire about Local Hauntings” interaction. Though, it must be said, if an Infant in real life started asking about local hauntings… that would be pretty creepy! (Life & Death)
  • [EA Forums] Teen and Adult Sims with the Grouch trait can no longer “Spread Rumor about Others” with Infant Sims. The Infants didn’t really understand the rumors anyways. (Multiple)

Sleeping Improvements and Fixes

Sleeping autonomy has been improved following community feedback, addressing a mix of bugs and quality of life issues. Overall sleep behavior should be more reliable. A rare case of Sims not sleeping could not be consistently reproduced and was not fixed, though reloading resolved it during testing. This issue is still being tracked.

Base Game

  • [EA Forums] Sims woken by a nearby TV or radio will now turn the device off and return to sleep. This keeps the intended wakeup behavior while making the cause clearer and reducing repeated interruptions.
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  • [EA Forums] We’ve added a hovertip to the Nap interaction to clarify that this interaction is meant to be shorter with a boost to Energy (rather than an interaction that fills the Need fully). Sims should not stay in the nap interaction until their Energy is full, but we wanted to help clarify this expected behavior.
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  • [EA Forums] Fixed an issue where exhausted Sims could get into bed but still collapse from fatigue. Sims who fall asleep in bed will now remain there instead of getting up and passing out.
  • [EA Forums] There is an idle interaction where Sims are supposed to “Think About Partner.” This will no longer play while a Sim is sleeping, resulting in them waking up. Finally, Sims can both be infatuated and well-rested! 
  • [EA Forums] There were callouts in the sleeping EA Forums thread where Sims weren’t sharing a bed with another Sim. We believe our other fixes have addressed this issue, though as a note, Sims will only sleep in the same bed when their relationship is high enough.
  • [EA Forums] When a bed is assigned to two Sims and another sim hovers over the “Sleep” interaction it will now show both of the Sims’ names that the bed belongs to, rather than just one of the two Sims. 
  • Players can now assign a side of the bed to Sims when a Sim is Multi-tasking. 

Lovestruck

  • [EA Forums][EA Forums] There was an issue where Sims in a romantic relationship were getting out of bed when told to sleep simultaneously. We added an interaction called “Sleep and Cuddle” which will now allow this gameplay to function properly.
  • [EA Forums] Canceling Cuddle on a sleeping Sim will no longer wake both Sims or interrupt their sleep. If the interaction is canceled after one Sim has joined another already in bed, both will remain in bed. Canceling Cuddle before either Sim is in bed will still result in both Sims getting up, as intended. 

General Autonomy Fixes

While we focused this update on Infant, Toddler, and sleep fixes, we were also able to address a handful of other autonomy fixes. We know “autonomy” is a facet of the game you’re interested in seeing improved, so we’ll be continuing to address more issues in this area in future updates.

Base Game

  • Sims will no longer autonomously drink water, addressing feedback about repeated and disruptive behavior. This was tied to a hidden “thirst” system, and removing it makes actions more predictable and player-directed.
  • [EA Forums] We fixed an issue that was causing NPCs to enter a house to drink water. Unfortunately, this fix was unable to be retroactive for saves in which this gameplay was already occurring.
  • We previously adjusted how frequently Sims would dance autonomously. Based on feedback, we’re further reduced this so that they should only dance autonomously around once a day or so (if they choose to). 
  • [EA Forums] Fixed an issue where Children could be taken away despite not being neglected. New checks ensure a Child must be actively failing (F) before this occurs. The fix is retroactive, but previously removed Children cannot be restored.
  • [EA Forums] We addressed an issue where Children Sims could enter a state where they wouldn’t eat after traveling or when hungry. This is fixed retroactively in old saves. 
  • [EA Forums] Child Sims are now able to eat normally both while traveling and after returning home from a Restaurant Venue. This fix is retroactive. 
  • [EA Forums] Sims with the Jealous trait will no longer get upset when their partner interacts with their own children Sims. 

Knifty Knitting

  • The March updates we made to “dancing happening less frequently” didn’t affect the METAL Radio station. We’ve updated the cooldown to include this station now. 

General Bug Fixes

In addition to Infant, Toddler, Autonomy, and Sleep improvements, we have continued to address highly voted community issues (and also some issues that were easier fixes). 

Base Game

  • [EA Forums] Packs that were disabled in the Properties menu for EA App and Steam will no longer appear in the game.
  • [EA Forums] Photos taken with a camera will no longer get stuck in the inventory after trying to place them on the wall. We are still investigating a wider bug where this is occurring for stacked items and paintings as well. 
  • [EA Forums] Photos taken on phone or camera will no longer be duplicated in a Sim’s inventory. 
  • [EA Forums] We fixed an issue where certain connections on a Family Tree could be overlapping or missing. If there are more cases of this occurring in your saves, please report them. 
  • [EA Forums] We fixed an issue where Spouse Sims could become related if you create a genetic sibling for one of the spouse Sims in CAS and both Sims have a child together.  This doesn’t fully address all instances reported in this forum thread but makes progress.
  • We fixed an issue where it was possible for a Sim to be sorted as both a brother and a son in CAS. 
  • We fixed a deformation issue affecting several clothing assets, specifically causing problems with pants. The issue occurred when a Sim’s gender or physical frame didn’t match the asset’s original “male” setup at the time it was created. The following assets have been updated: (ymBody_HoodieHiphop), (ymBody_CoatShortTrench), (ymBody_ShortsHigh), (ymBody_EP03SuitWideLapel), (ymBody_EP05SuitLoveDay), (ymBody_EP09OverallHenley), (ymBody_EP11SuitMayor), (ymBody_EP11CrittterTender), (ymBody_EP11Suspenders), (ymBody_EP11OverallFarmand), and (ymBody_Tourist). Moving forward, we plan to explore applying similar fixes to additional assets.
  • [EA Forums] We fixed an issue where the game wasn’t able to properly pick a Sim to be a Police Officer, resulting in no Police Officer showing up. When called, Police officers should now show up. 
  • [EA Forums] Stove Hoods can now be replaced with new ones via an interaction after a fire.
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  • [EA Forums] There was a coffee drink appearing in menus that was placeholder and never meant to be available. We’ve removed it. 

Console

  • Marketplace visitors using the virtual cursor input method on a controller would find the Right Stick would not scroll through the Marketplace without toggling input types. Right Stick will now scroll on the Marketplace in all input types.
  • We identified an issue where by scrolling through, then back up in the Marketplace while using Virtual Cursor input type would force the game back into what we call the Snap Cursor (as it snaps between parts of the UI for quicker navigation on a controller) input method. Scrolling Marketplace will no longer force you out of the input type you are using.
  • Simmers who ran into the issue above that went back to the Main Menu would find that the controller was still navigating an invisible Marketplace making it impossible to navigate the Main Menu without restarting the game. Main Menu navigation works again, and we won’t need you to restart your game to use it.
  • While using a controller, Simmers who uploaded their creations to or deleted their creations from the Gallery would find the controller focused on the Main Menu instead of the Gallery. This should no longer happen and the details panel can be closed as usual.
  • [EA Forums] We fixed an issue where the Confirmation button was missing from Schedule Preset UI when using a Keyboard and Mouse on Xbox. (Adventure Awaits)

Gallery

  • [EA Forums] Gallery uploads should experience fewer timeouts, as the upload timeout duration has been increased to better accommodate varying connection speeds. Further feedback is encouraged if issues persist.
  • [EA Forums] The “My Favorites” Gallery category will now load all favorites. It was previously only loading 25 items. 
  • [EA Forums] After receiving community feedback, we’ve updated Gallery default sort order to be “Newest” rather than “Most Popular” again. 

City Living

  • [EA Forums] The “Participate in Hackathon” interaction is now available on festival computers at Geekcon. 
  • A uniquely dressed walkby Sim in San Myshuno is now labeled “Local Weirdo” to clarify that their unusual outfits are intentional.

Cats & Dogs

  • [EA Forums] We’ve greyed out the “Family Dynamic” relationship options for Pets in Create a Sim since they didn’t apply to Pets.

Get Famous

  • [EA Forums] Using the salon chair, hair and makeup will now change properly when a Sim’s skin tone has also been changed. 

Island Living

  • [EA Forums] We fixed a rather silly looking bug where a Sim’s portrait appearance could get distorted after Sunbathing when a Sim was nude or in a Swimsuit. 

Cottage Living

  • [EA Forums] Hens and Chickens will no longer randomly disappear when saving and loading the game. This was caused because they were roaming and their positioning caused the game to delete them. 

High School Years

  • [EA Forums] We fixed an issue where a Teen Sim could age up into a Young Adult and they wouldn’t lose their acne, and there also wouldn’t be a way to cure their acne. This fix is retroactive, so if it was already occurring in a save, it should be fixed now. 

Horse Ranch

  • [EA Forums] The price of Nectar shown in a Sim’s inventory is now the same as the actual selling price for the Nectar. 
  • [EA Forums] Fixed an issue where Nectar bottles sold at food stands displayed incorrect prices. Pricing across unopened bottles, opened bottles, and poured glasses has been reviewed and remains unchanged, with values aligned to intended design.

Lovestruck

  • [EA Forums] Fixed an error that could block Sims from sitting on certain objects when the Lovestruck “Watch Sky/Stars” interaction was available. Also resolved an issue where incompatible Sims could appear as options for this interaction.

For Rent

  • [EA Forums] Fixed an issue where household items could remain on a lot after moving if the lot type had been changed to Rental and back. Items now correctly move to inventory on Residential lots (unless selling furniture), while items on Residential Rental lots remain unless manually moved. Applies to all container items and their contents.

Life & Death

  • [EA Forums] Children Sims are now able to attend Grief Counseling. This fix is retroactive for old saves where they were unable to. 

Enchanted by Nature

  • [EA Forums] We’ve fixed an issue where certain facial features on a Sim wouldn’t match between a Sim’s normal form and Fairy form. 
  • [EA Forums] Fairy Sims with wings will now always have their wings appear in their Sim Portrait at the bottom left of the screen. 
  • [EA Forums] Fairy Sim wings will reappear after a Fairy Sim puts away their book. This fix is retroactive if the wings were missing.

Adventure Awaits

  • [EA Forums] We fixed an issue where Sims with the “Danger Kid” trait would have bladder thought bubbles without having low Bladder Need or needing to use the restroom. 

Royalty & Legacy

  • [EA Forums] We addressed an issue where the “Poor Leadership” sentiment could be added to a Dynasty Head when the player opens and closes the Dynasty Panel without changing anything. It’s still possible (and as working as intended) that Sims can acquire this sentiment by editing information in this panel.
  • [EA Forums] Offspring of pre-made Dynasties are now automatically added to the Dynasty.
  • [EA Forums] Babies born after patch [1.121.361.1020] (Royalty & Legacy’s patch) will no longer be born as a “secret” when the pregnancy started before the patch. This is retroactive in old saves. However, if a baby was already born after this patch and you experienced this bug where the baby was born a “secret,” then the baby is already a “secret” and that is not retroactively fixed as we’re unable to update that without potentially removing real “secret” babies from the game. 
  • [EA Forums] Sims with the “Scholarly” Dynasty Ideal will no longer cancel player queued interactions to read books.
  • [EA Forums] Sims will now arrive wearing the selected dress code to a Grand Ball event (in line with the functionality for Funerals). As a note: any remaining oddities are due to tagging and would need reported and fixed individually. We did a pass and felt that outfits looked good with all packs, while selecting more common combinations. 
  • [EA Forums] The Mask option is no longer disabled after entering Create a Sim to change the Host’s outfit for a Grand Ball event. 
  • We fixed the mask icon in the UI for hosting a Grand Ball event. 
  • We addressed an exception in the code that would happen when a Sim had a scandal due to the game checking to see what age groups were available for this scandal. 

Tiny Living

  • [EA Forums] We fixed an issue where furniture wouldn’t show up in the Household inventory after moving the Household with the “Keep Furniture” option. Upon investigation, we found that this bug was connected with Tiny Homes specifically. 

Multiple

  • [EA Forums] Horses and Cats can no longer unlock the Special Touch Family Recipe when they are sick. 

Events

  • [EA Forums] Teen Sims can now play Chess in both Residential and Community lots when Discovery Quests and Events are active for players. 

Tagging, Text, and Thumbnail Fixes

Base Game

  • [EA Forums] We fixed an issue where male Child Sims would be wearing the feminine styled underwear in CAS by default. Now they’ll wear the boxers by default.
  • [EA Forums] (yfHair_AfroMedium_NeutralBlack) and (yfHair_AfroMedium_Black) will now display distinct swatch colors in Create a Sim.
17

  • [EA Forums] All Jewelry that was in the Everyday category has been added to both Hot and Cold Weather Outfit category as a sorting option.
  • [EA Forums] The Aloe Vera Plant in Build Mode now costs 30 Simoleons. It was previously free. 
  • The (SDX037DressAline) and (SDX037DressPencil) Dresses now sort as Feminine Fashion choices in Create a Sim. 
  • We deleted an extra space in the text description for “Square Fountain” in Build Mode. 

Cats & Dogs

  • [EA Forums] The (EP04ShaggyCatEars_DirtyBlonde) swatch will now show the correct color swatch. 
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Island Living

  • [EA Forums] The (cmBottom_EP07SkirtGrass) skirt asset will no longer cause the texture to apply over certain tops for Children Sims. 

Cottage Living

  • [EA Forums] The (yfHair_EP11MessyPixieBabyBang) hair is now also tagged to sort and appear for Masculine Sims. 
  • The (yfTop_EP11BlouseShirred) top no longer has the texture overlay on nail assets. 

Snowy Escape

  • The (EP10SnowsuitExtremeUnisex) asset will now appear for both masculine and feminine frame Sims. It was previously only appearing for Female frame Sims. 
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Adventure Awaits

  • [EA Forums] The Woodland Lodge Bath and The Cabin Shower are now functional Off-the-Grid and they sort under the Plumbing Off-the-Grid Category in Build Mode.
20

Royalty & Legacy

  • [EA Forums] The (ymHair_EP21GoldDecoBraids) hair asset will now sort properly for Masculine Sims in Create a Sim.

Outdoor Retreat

  • (yfTop_GP01Hermit) has wrong color swatches when applied to Sims.

Realm of Magic

  • [EA Forums] (yfTop_GP08BlazerBow_SolidBlack)’s blazer color texture will no longer appear on shoes.

Strangerville

  • [EA Forums] The Crabby Bottom Armadillo Yellow and Wacky Wonderful Carnival Sock Alien objects have been moved to the Kid’s Decoration Category in Build Mode. 

Dream Home Decorator

  • The (GP10SkinnyJeanFlanel) asset now shows for male Sims with a masculine frame when removing the Masculine Style Preference filter in the catalog.

Backyard Stuff

  • [EA Forums] The (yfTop_SP08TeeBoatNeck_SimlishWhite) top asset and thumbnail are now matching in Create a Sim.

Crystal Creations

  • [EA Forums] The (cuAcc_EarringsSP49GemStuds), (iuAcc_EarringsSP49GemStuds), and (puAcc_EarringsSP49GemStuds) earrings will now sort in the Formal Create a Sim category. 

Business Chic Kit

  • (WristLeftSP56CK001WatchLuxury) now sorts properly for Masculine and Feminine Sims in Create a Sim. 
  • (yuAcc_GlassesSP62CK001Reading), (yuAcc_GlassesSP62CK001CatEye), and (yfAcc_NecklaceSP62CK001Elegant) will now sort proplery for Feminine Sims.

Refined Living Room

  • [EA Forums] The Woody’s Wallpaper wall pattern is now categorized under Paneling in Build Mode. 

Prairie Dreams

  • Prairie Dreams Create a Sim outfit asset swatches will no longer appear more darkened than intended in the thumbnail. 
  • The (ymAcc_NecklaceSP81CK011Daisy) necklace thumbnail image now also includes the pearl. 

Multiple

  • [EA Forums] We addressed some issues where NPC Sims were wearing a headband and sandals for Swimwear. The (yuHeadDeco_EP19HeadbandBoho) headband asset will no longer randomize on NPC Sims. We also removed the (yfShoes_EF63EVRMuckySandals) and (ymShoes_EF63EVRMuckySandals) shoes from the Swimwear category, so they won’t randomize on Sims going swimming. These can still be viewed and manually applied by removing the Swimwear filter if desired for Swimwear attire. This will not be fixed for Sims who already had outfits created using these randomization rules, but it will be fixed in new saves or with new Sims that are created in old saves going forward. 
  • [EA Forums] We’ve updated various wallpapers to appropriately sort as purple color. 
  • We added Hot and Cold weather filters for the following Skirts and Short bottoms in Create a Sim: (cfBottom_GP10Skirt), (yfBottom_GP10ShortsPaperbag), (yfBottom_GP10SkirtMini), (yfBottom_GP10SkirtWrap), (yfBottom_GP10WorkKilt), (yfBottom_SP15MoschShortsLeather), (yfBottom_SP15MoschSkirt), (yfBottom_SP15SkirtFlaredMosch), (ymBottom_GP10ShortsPaperbag), (ymBottom_GP10SkirtMini), (ymBottom_GP10SkirtWrap), (ymBottom_GP10WorkKilt), (ymBottom_SP15MoschShortsLeather), (ymBottom_SP15MoschSkirt), and (ymBottom_SP15SkirtFlaredMosch).
  • We updated around 45 doors to have Style tags for sorting in Build Mode.
  • (sculptWall_EF02GENstockTicker01), (sculptWallRWSpyTactMap), (photoDigitalFramePortrait_SP15GEN), (photoDigitalFrameLandscape_SP15GEN), and (photoCollage_SP15GEN) have been sorted into the Electronics > Miscellaneous Build Mode Categories. 

Technical Notes for Modders

Patch NoteTechnical Notes for Modders
Infants will no longer get a “Controlled Emotions” moodlet when they sleep near fireplaces. Nobody should expect “controlled emotions” from Infants.Adding an age test to buff_SlowExperiences_States_EmotionalControl
Infants no longer display the “Inquire about Local Hauntings” interaction. Though, it must be said, if an Infant in real life started asking about local hauntings, that would be pretty creepy in itself!Fixing an age test on social_Thanatology_Hauntings
The (GP10SkinnyJeanFlanel) asset now shows for male Sims with a masculine frame when removing the Masculine Style Preference filter in the catalog.Added missing ShowInUI BitField to (ymBottom_GP10SkinnyJeanFlanel).
(sculptWall_EF02GENstockTicker01), (sculptWallRWSpyTactMap), (photoDigitalFramePortrait_SP15GEN), (photoDigitalFrameLandscape_SP15GEN), and (photoCollage_SP15GEN) have been sorted into the Electronics > Miscellaneous Build Mode Categories.Added BuyCatEE_MiscElectronics tag to (sculptWall_EF02GENstockTicker01), (sculptWallRWSpyTactMap), (photoDigitalFramePortrait_SP15GEN), (photoDigitalFrameLandscape_SP15GEN), and (photoCollage_SP15GEN).
The Woodlands Lodge Bath and The Cabin Shower are now functional Off-the-Grid and they sort under the Plumbing Off-the-Grid Category in Build Mode.Added BuyCat_OTG_Plumbing to (bathtub_EP20BATH) and (showerBox1x1_EP20CABINpanel). Also added Tooltip_OffTheGrid and Func_OffTheGrid + Func_OffTheGrid_Toggle_UtilityUsage tags to (bathtub_EP20BATH) and (showerBox1x1_EP20CABINpanel)
We addressed an issue where the Maxed Movement Milestone wasn’t unlocking for Toddlers after all skills were maxed. This fix will work retroactively in saves where it was occurring. However, it can still occur if mods are used that would cause the Toddler’s movement to jump from 1 to 5 directly.Removing the prerequisite goals from, lifeMilestone_Toddler_LearnedToClimbStairs, lifeMilestone_Toddler_LearnedToDance, lifeMilestone_Toddler_LearnedToRun, and lifeMilestone_Toddler_MaxMovement
The Holiday Tradition to receive a gift from Father Winter is now completed for Toddlers when they “Ask for Present” and get a gift.Adding socials_Toddler_AskFor_Present to HolidayTraditionGoal_TalkToFatherWinter
Infants Milestones are no longer disappearing or being reset when that Infant’s Household is visited while playing another Household. This is fixed in old saves as well as new ones.Allowed the developmental milestone tracker to load for NPC sims if they are above a certain level of detail threshold, e.g. were previously played. This will ensure unlocked milestones persist for played sims when interacting with them from other households.
There was a coffee drink appearing in menus that was placeholder and never meant to be available. We’ve removed it.Removing a debug recipe from being visible in the restaurant menu
We’ve added a quality of life improvement around radios and TVs waking up Sims. It is intended that if a Sim is sleeping in the same room as a playing radio or TV that these objects will wake up Sims. We noticed that in the EA Forum report thread around Sims not sleeping, this was sometimes the cause and not always being clearly understood by players. We wanted to improve this experience, so we’ve added behavior to the game where if a Sim is sleeping and a Radio or TV wakes them, they will still wake up, but, with this update, they will now turn off the offending object and then go back to bed on their own. We felt this change will make Sims feel smarter and also help indicate what is waking them to players in a more clear manner.Adding a new interaction stereo_LoudNoisesTurnOff that is pushed to Sims when they’re woken up by loud noises
Teen and Adult Sims with the Grouch trait can no longer “Spread Rumors about Others” with Infant Sims. The Infants didn’t really understand the rumors anyways.Fixing an age test on mixer_social_SpreadMeanHistory_grouch_mischief_skills
The Crabby Bottom Armadillo Yellow and Wacky Wonderful Carnival Sock Alien objects have been moved to the Kid’s Decoration Category in Build Mode.Deleted BuyCatEE_KidToy on the Crabby Bottom Armadillo Yellow and Wacky Wonderful Carnival Sock Alien objects.
There is an idle interaction where Sims are supposed to “Think About Partner.” This will no longer play while a Sim is sleeping, resulting in them waking up. Finally, they can both be infatuated and well-rested.Adding a test for sleeping Sims on Idle_RomanceDynamic_PartnerThoughts
Infants are now able to act on their unlocked Milestone developmental progress when they are not at their Residential lot. This fix is retroactive in old saves where the bug had previously been occurring.Allowed the developmental milestone tracker to load for NPC sims if they are above a certain level of detail threshold, e.g. were previously played. This will ensure unlocked milestones persist for played sims when interacting with them from other households.
There was an assert in Build Mode that made new objects unplaceable, disappear, or be unable to be deleted. This was being caused by placement cheats, but we’ve fixed the issue and it should no longer occur. This is fixed in both new and old saves. In old saves, the assert still happens, but objects can still be placed, moved, deleted, and do not vanish.Prevented infinitely load caused by the corrupted footprint when building the navigation system.
The (SDX037DressAline) and (SDX037DressPencil) Dresses now sort as Feminine Fashion choices in Create a Sim.Removed RestrictCrossBodyFrameGender BitField from (SDX037DressAline) and (SDX037DressPencil). Added RestrictCrossGender Bitfield to (SDX037DressAline) and (SDX037DressPencil). Also removed GenderAppropriate_Male tags from child instances of (SDX037DressAline) and (SDX037DressPencil).
Sims who had critically low Energy Need that got in bed at just the last second, would sometimes get back out of bed and then collapse on the floor from exhaustion. This was because they’d already received the exhaustion failure before getting in bed (in the game’s background). We were able to find a creative solution to address this, so that if they were already in bed asleep this wouldn’t occur anymore and the Sim will remain asleep in bed.Prevented Sim_EnergyFailure from interrupting sleep if the Sim is in posture_BedSleep, posture_BedUndercovers, and posture_SleepingBagSleep
We’ve added a hovertip to the Nap interaction to clarify that this interaction is meant to be shorter with a boost to Energy (rather than an interaction that fills the Need fully). Sims should not stay in the nap interaction until their Energy is full, but we wanted to help clarify this expected behavior.Adding a tooltip to bed_Nap
There is a random walkby Sim in San Myshuno that dresses in really wild, wacky outfits. This was intended but wasn’t always clear. We’ve added a role to this Sim called, “Local Weirdo” so it’s clear that this is on purpose when players encounter this wacky Sim.Adding a display name to Jobs_OpenStreets_CityLife_Weirdos
There was an instance of Black Photos occurring when a user applied a filter while taking a photo, then placed the photo on the wall, and then used a filter again. We were able to fix this to prevent it from breaking in the future, including in old saves when taking new pictures. If the black photo issue already occurred in an old save, the texture was not able to be recovered in this case. However, if the filter was changed while taking a photo but it had not been changed a second time yet, then the photo is now also fixed in old saves. A new filter can be applied safely to those photos without it breaking.Save the original photo texture instead of the one with filter to the game save.
Teen Sims can now play Chess in both Residential and Community lots when Discovery Quests and Events are active for players.Removing an unneeded test on Chess_Table_Social
If a custom painting (Paint from Reference) was happening off lot then the painting on the easel would appear to have a white texture. We updated the game to check for the proper textures if the Sim isn’t loaded into the current lot. This would correct itself if you loaded back into the lot with the painting and it still will, so this is compatible with old saves.Distinguished painting object in the open street from the object in the inventory, so that painting can be changed in real-time.
Paintings will not appear white when they are viewed from a different loaded lot than the current lot they are on. This fix is retroactive and if it was previously occurring will no longer be occurring in old saves.Add a new behavior to show the custom painting in neighborhood lot
Photos will not appear black when they are viewed from a different loaded lot than the current lot they are on. This fix is retroactive and if it was previously occurring will no longer be occurring in old saves.Add a new behavior to show the custom painting in neighborhood lot
The (EP04ShaggyCatEars_DirtyBlonde) swatch will now show the correct color swatch.Hair color for EP04ShaggyCatEars_DirtyBlonde dirty blonde variant has been changed to be consistent with other hair assets in this target color.
The (yfHair_EP11MessyPixieBabyBang) hair is now also tagged to sort and appear for Masculine Sims.Solution: Add Gender_Male tag to ymhair_EP11 and delete Gender_Female tag
We’ve updated various wallpapers to appropriately sort as purple color.For various wallpapers: Added Color_Purple tag, Deleted other color tags
If a custom painting (Paint from Reference) painting is uploaded and downloaded from the Gallery it will now retain its texture properly and there is no longer an assert. This was also creating a “System Issue” for some players when placing paintings on a lot. This is no longer happening. This fix is retroactive and should no longer occur when downloaded from a Gallery upload where the bug was occurring.Save the original photo texture instead of the one with filter to the game save.
(yfHair_AfroMedium_NeutralBlack) and (yfHair_AfroMedium_Black) will now display distinct swatch colors in Create a Sim.Hair AfroMedium’s colors Black and NeutralBlack have been changed to be more aligned with majority of existing hair assets in the Black and NeutralBlack colors.
The (ymHair_EP21GoldDecoBraids) hair asset will now sort properly for Masculine Sims in Create a Sim.Replaced GenderAppropriate_Female with GenderAppropriate_Male tag on (ymHair_EP21GoldDecoBraids).
(WristLeftSP56CK001WatchLuxury) now sorts properly for Masculine and Feminine Sims in Create a Sim.Replaced GenderAppropriate_Female tag with GenderAppropriate_Male tag on (ymAcc_WristLeftSP62CK004WatchLuxury).
(yuAcc_GlassesSP62CK001Reading), (yuAcc_GlassesSP62CK001CatEye), (yfAcc_NecklaceSP62CK001Elegant) will now sort properly for Feminine Sims.Removed GenderAppropriate_Male tag from (yuAcc_GlassesSP62CK001Reading), (yuAcc_GlassesSP62CK001CatEye), and (yfAcc_NecklaceSP62CK001Elegant). Replaced GenderAppropriate_Female tag with GenderAppropriate_Male tag on (ymAcc_NecklaceSP62CK004Elegant).
We updated around 45 doors to have Style tags for sorting in Build Mode.Added Basic Style to (Doorsingle1x1_Genrustic), (Doorsingle1x1_SDX027Genbathvenue3tile), (Doorsingle1x1_SDXOOOgenbathvenue3tile01), (Doorsingle1x1_SDXOOOgenbathvenue3tile02), (Doorsingle2x1_SDX037gentileable3tile), (Doorsingle1x1_sdx037gen3tile+set1), (Doorsinglegen1x1x3_01_set1), (Doorsinglegen1x1x3_02_set1), (Doorsinglegenderfemale_EF0gen), (Doorsinglegendermale_EF0GEN), (Doorsinglegen1x1x3_07), (DoorsingleSGLow2x1x3_02), (DoorsingleMlow1x1x3_02), (DoorsingleMlow1x1x3_03), (Doordoublemhigh2x1x3_03), (Doordoublemhigh2x1x3_04), (DoordoubleM2x1x3xhigh_01), (Doordoublesliding2x1_Sdx037buildertileable3tile), (Doordoublearchmhigh2x1x3_02), (Doordoublearchmhigh3x1x3_01), (Doordoublearchsghigh2x1x3_02), (Doordoublearchsghigh3x1x3_01), (Doordoublearchsghigh3x1x4_01), (Doordoublearchmhigh2x1x3_01), (Doordouble3x1_SDX037gentileable4tile), (Doordoubleslidingsingle4x1_SDX037buildertileable4tile), (Doordoublem2x1x4xhigh_01), (Doordoublesliding2x1x4_EF11gen01), (Doordoublearchmhigh2x1x4_01), (Doordoublearchmmhigh3x1x4_01), (Doordoublearchsghigh2x1x4_01), (DoordoublearchSGhigh2x1x5_01), (Doordoublem2x1x5xhigh_01), (Doordoublearchmhigh2x1x5_01), (Doordoublearchmhigh3x1x5_01), (DoordoublearchSGhigh2x1x4_01), (DoordoublearchSGhigh2x1x5_01), (Doorsingle1x1_EP12genteenplain), (Doorsingle1x1_EP03gengrungy_01), (Doorsinglearch1x1_EP16plasterrustlc3tile), (Doorsinglearch2x1_ep16plasterrustlc3tile_set2), (Doordoublesliding2x1_EP16genshowerglass3tile), (Doordouble2x1_sp40gentileable3tile), (Doordouble2x1_SP40gentileable4tile), (Doorsingle1x1_ep08gendorm3tile).
All wall and surface Photos should now be able to properly retain data when being uploaded to the gallery. This fix is retroactive and should no longer occur when downloaded from a Gallery upload where the bug was occurring.The wall and surface photo objects did not have the required tag (BuyCat_Shareable) to save their texture data when uploaded to the gallery.
Medium and Large Photos captured with the in-game camera will no longer appear blurry. This fix is not retroactive and will not fix photos that were already taken in past saves.Compressed the custom textures with higher resolution, from 256256 to 512512.
Fairy Sims with wings will now always have their wings appear in their Sim Portrait at the bottom left of the screen. Previously, the portrait could become stuck in a state where it was drawing information from a time when the Sim purposefully didn’t have wings (such as when they were sitting on a chair).When generating thumbnail, if sim is in occult form, set to force hidden attachments to be visible instead of ignoring hide/unhide checks in LoadLOD for sim.
Fairy Sim wings will reappear after a Fairy Sim puts away their book. This fix is retroactive if the wings were missing.1. Check if the put down is for the proxy wing object when handling pickup. 2. Move the pickup interaction to the same bucket as the super interaction in case it is of CARRY_CANCEL_AOP 3. In FairySatisfyConstraintSuperInteraction, if cancelling the source_interaction for the posture fails, try to cancel the owning_interactions.
Infant and Toddler Needs will no longer decrease when the Active Sim (and the player) is on another lot, away from them. We hope that this change will make caregiving for Infants and Toddlers more enjoyable.Babies motives were already not being lowered automatically when on an active household, and off lot. This now applies to Infants and Toddlers as well
We addressed an issue where Children Sims could enter a state where they wouldn’t eat after traveling or when hungry. This is fixed retroactively in old saves.Made sure the carry fixup check is set back to false if the sim isn’t waiting for a carry fixup.
We’ve addressed an issue where Toddler Sims could be hungry but would remain idle, despite having food. This should no longer occur.Made sure the carry fixup check is set back to false if the sim isn’t waiting for a carry fixup.
Child Sims are now able to eat normally both while traveling and after returning home from a Restaurant Venue. This fix is retroactive.Made sure the carry fixup check is set back to false if the sim isn’t waiting for a carry fixup.
We’ve put in a fix for selling Nectar bottles on the food stand, which will now display an accurate price. We also looked into price comparisons between unopened, opened, and poured glasses of Nectar to determine if we wanted to make adjustments. It was determined that an unopened bottle should be worth the most (which is the case), opened bottles should not be sellable (which is the case), and poured glasses should be worth more than an opened bottle for upselling, but less than an unopened bottle (which is also the case). We believe the pricing for these three states of Nectar is currently representative of the experience we’d like for players to have.Issue: There were previously three inconsistent methods for calculating the price of a craftable multi-serve object. The first method used the base crafting formula with a quality multiplier; the second applied a shelf or food cart price markup to the first method’s result; and the third calculated the total price based solely on the value of a single serving.Resolution: This patch standardizes the price calculation within the gameplay code through the following changes: Added the is_obj_single_serving method to crafting_process to check if an object has the CraftingTuning.SERVINGS_STATISTIC tracker and relevant serving information. Updated the price routing logic to rely on is_obj_single_serving. If the object is a single serving, it returns the single-serving price; otherwise, it returns the default crafting formula price multiplied by the quality multiplier.Modified light_retail_surface_component and payment_cost to use this new, unified price calculation before applying the shelf or food cart price markup. This replaces the previous method of multiplying the single-serving price by the number of remaining servings in the object.
The price of Nectar shown in a Sim’s inventory is now the same as the actual selling price for the Nectar.
We fixed an issue that was causing NPCs to enter a house to drink water. This fix is not retroactive for saves in which this gameplay was already occurring.Changed how commodity_Motive_Thirst works, preventing Sims from wanting to drink autonomously
We’ve heard your feedback around Autonomy when it comes to Sims repeatedly grabbing glasses of water. To help things feel smoother and more intentional, Household and NPC Sims will no longer autonomously drink water.This behavior was tied to a background “thirst” need that wasn’t clearly communicated in-game, which made these hydration breaks seem random or buggy. Since it could also interrupt the flow of your storytelling, we’ve turned off autonomous water drinking for now to create a more predictable and player-directed experience.Changed how commodity_Motive_Thirst works, preventing Sims from wanting to drink autonomously
We’ve added a fix that will disable the Cause of Death selection UI for Infants and Toddlers. This UI is now set to be greyed out unless an existing Cause of Death is slotted, which makes it available for modders to utilize.Issue: The Sims 4 intentionally does not associate any Causes of Death with infants and toddlers. However, the `GhostMoleculeButton` was not disabled for these age groups, which resulted in an empty Cause of Death list appearing when the button was clicked.Resolution: This patch addresses the issue within the UI code through the following changes: Updated the GhostMoleculeButton enable/disable conditions to include a Sim age verification check. Refactored the button’s tooltip system—which previously relied on a fixed localized string—to allow for dynamic injection of localized text when needed.Created a new localized string [UI/Shared/SimTraitsMolecule:NoCauseOfDeathForAge (0xDC111813)] to replace the default tooltip text whenever the button is disabled due to these new conditions.
We’ve addressed an issue where Children were sometimes being taken away, despite not being neglected. We believe this was a mod related issue, where Children’s grades were jumping from F to other levels in a way the game wasn’t accounting for, but we’ve added some new checks to ensure that a Child must be actively receiving an F to proceed with taking them away. This is fixed retroactively in old saves, but if a child was already taken away – that cannot be recovered.Added a test to rescueNeglectedDependent_Child that ensures the child must be a LevelF student before running this interaction.
We fixed an issue where furniture wouldn’t show up in the Household inventory after moving the Household with the “Keep Furniture” option. Upon investigation, we found that this bug was connected with Tiny Homes specifically.Furniture will now be carried over, if selected, when moving from tiny households. The issue was happening because the venue owner was being cleared before the move out setup in the neighborhood service.Fixed it by changing the order and only clearing the venue owner after the move out setup.
We fixed an issue where a Teen Sim could age up into a Young Adult and they wouldn’t lose their acne, and there also wouldn’t be a way to cure their acne. This fix is retroactive, so if it was already occurring in a save, it should be fixed now.Acne is no longer carried over when the sim age up from teen into a young adult. When the aging up happens, the acne is removed.The issue happened due to a missing bitflag for the acne when going through which parts to remove from the sim in the aging up process. Adding the bitflag fixed the issue.
(yfTop_GP08BlazerBow_SolidBlack)’s blazer color texture will no longer appear on shoes.Fixes to the interfering textures that occurred so it no longer happens. The Alpha mask of the asset was incorrectly masked so that it spilled colors into other assets’ texture space, a re-adjustment to the mask resolved the interference.
Hens and Chickens will no longer randomly disappear when saving and loading the game. This was caused because they were roaming and their positioning caused the game to delete them.The problem was that some chickens when bought have a world transform position of 0. Saving with this value, cause an object destruction by near world origin check. The solution is to look for the corresponding home and use that transform, in the case that the animal is not already roaming(pos different than 0).
Sims will now clean up bottles that were left on the ground after feeding an Infant or Newborn. As a different fix, we also decreased how frequently Infants will be hungry. Between these two changes, we hope to have addressed the community feedback around bottles being left everywhere.After a caregiver feeds and infant, they’ll gain an invisible buff (buff_Infant_Caregiver_CleanUp) that pushes them to tidy up autonomously
The Infant Hunger Need will now decrease slightly more slowly. We received some feedback on this, but not so much that we wanted to make a drastic change. We’re hoping this slight tweak will prove the right balance for player realism and fun.Reducing the autonomy modifier for hunger decay on buff_Trait_Infant
Feeding an Infant will now take about fifteen minutes (Sim Time). This is half the time it previously took. We made this change based on community feedback around the time it takes to feed an Infant being too long.Reducing the Goal Completion Time on socials_Infant_CradleHold_BabyFeed_Bottle_Succeed
Infants who are Taste Testing baby food in the High Chair will now get a substantial boost to their Hunger Need. Originally, the intent for this behavior was that it shouldn’t fill Hunger Need. This was because ‘taste testing’ was intended to be more about the realistic experience of preparing a baby for eating food by introducing them to flavor and texture and less about feeding them. However, we understand why there is an expectation that this interaction would feed an Infant (which is the feedback we received). To keep with the original vision, we won’t have this interaction fully fill an Infant’s Hunger Need, similar to how Nap won’t fully satisfy the Sleep Need, but this should be a notable boost nonetheless. If you do have further feedback about this experience, we’d love to hear it!Increasing the Hunger motive gains from HighChair_Infants_FeedInfant
The “Needs Nap” Moodlet for Infants now only has a Strength of 1. This was to address player feedback around an Infant’s Energy bar being Green, but the “Needs Nap” buff remains. We considered solutions for how we’d address this, because this behavior was always intended. We didn’t want the Energy Need to be spikey for Infants, but we still wanted to tell the story of Infants needing regular naps. Our hope in lowering the Moodlet, is that this is now more optional for players. If an Infant is happy, this Moodlet should be overwritten by other Moodlets, making it less necessary to act on if a player doesn’t want to. However, if an Infant is in an upset mood, this is more relevant. As always, we’re open to feedback!Reducing the Mood strength of buff_Infant_AwakeTime
One of the top feedback items was around Infant Milestones taking too long to achieve – especially in a Short or Normal Lifespan setting. When reading the feedback, we noticed that “Tummy Time” was mentioned the most and seemed the primary source of this feedback. We’ve addressed this by making it so any Milestone that is unlocked by doing “Tummy Time” will unlock twice as fast as it was previously.Increasing the milestone unlock rate when running social_InfantMilestones_TummyTimeTogether, social_InfantMilestones_TummyTimeTogether_Playmat and infantMilestone_TummyTime_Solo
The (cmBottom_EP07SkirtGrass) skirt asset will no longer cause the texture to apply over certain tops for Children Sims.Fixes to texture interference that occurred between the specified assets so they no longer happen. The Alpha mask of the asset was incorrectly masked so that it spilled colors into other assets’ texture space, a re-adjustment to the mask resolved the interference.
Sims will now clean up diapers that were thrown on the floor after changing an Infant or Newborn (so long as there is an available trash can nearby). This change was made to address feedback around Diapers being left laying around too often. We wanted to retain the realistic story that Infants can be a little messy, so we didn’t want to remove the diapers all together, but understood the mess was frustrating. Hopefully, this solution will continue to tell ‘messy stories’ with Infants while making the Sims smarter and your experience less frustrating.After changing diapers, caregiving Sims are now more likely to throw away dirty diapers due to an invisible buff (buff_Infant_Caregiver_CleanUp)
Sims no longer become stuck when “Check Infant” is queued autonomously. This fix also stops multiple Sims from trying to run Check Infant on the same Infant Sim if that Infant is already being cared for by another Sim.Added a being held posture checks to “Check Infant” to avoid other Sims trying to run that interaction to an already held toddler.
We addressed an issue where interactions like “Practice Standing,” “Tummy Time,” and “Practice Crawling” would be greyed out when in a basement. They are now available and this fix is retroactive in saves where it was already occurring.Use a negated “WetHere” test instead of Custom floor level interval to check if the area the interaction wants to run is on water.
The (yfTop_EP11BlouseShirred) top no longer has the texture overlay on nail assets.Fixes the Nail color interference for BlouseShirred only. UV space for the Nails is inconsistent but the asset in question had enough safe space to give extra UV texture space in the Alpha mask to the specified Nails without causing problems for the clothing asset.
We fixed an issue where the game wasn’t able to properly pick a Sim to be a Police Officer, resulting in no Police Officer showing up. When called, Police officers should now show up.Stop forcing RankingStatistic filter term to filter for sims that are not famous on templated sims when selecting a sim to be the police officer.
We’ve made some changes to how Infants are picked up which should significantly reduce multiple Sims attempting to care for them at the same time. While one Sim is carrying an Infant another Sim should no longer attempt to also pick up the Infant. If a Sim places an Infant on the ground another Sim should not immediately autonomously pick that Infant back up again.Adding buff_Infant_CheckOn_ClashPrevention and buff_Infant_ShowConcernCooldown to socialSuperInteraction_CarryPickUp_Infant_Autonomous
All Jewelry that was in the Everyday category has been added to both Hot and Cold Weather Outfit category as a sorting option.Added OutfitCategory_HotWeather and OutfitCategory_ColdWeather tags to (yfAcc_WristLeftGP08BraceletLeather), (yfAcc_WristLeftGP04CuffRuffle), (ymAcc_WristLeftSP60WatchBeads), (yfAcc_WristLeftSP62CK004WatchLuxury), (yfAcc_WristLeftSP01Rectangles), (yfAcc_WristLeftEP07Leaf), (yfAcc_WristRightGP07BraceletStone), (yfAcc_WristRightGP08Gems), (yfAcc_WristRightGP08BraceletBicepGemstone), (yfAcc_WristRightGP04CuffRuffle), (yfAcc_WristRightSP24Bangles), (yfAcc_WristRightSP48BraceletSpikes), (yfAcc_WristRightEP07Leaf), (yfAcc_NecklaceEP06Squares), (yfAcc_NecklaceGP07Stone), (yfAcc_NecklaceGP07Stones), (yfAcc_NecklaceGP08Gem), (yfAcc_NecklaceSP18Layered), (yfAcc_NecklaceEP18Bandana), (yfAcc_NecklaceSP24Choker), (yfAcc_NecklaceGP11Laurel), (yfAcc_NeckchokerGP08), (yfAcc_NecklaceGP08Multi), (yfAcc_NecklaceGP10Layer), (yfAcc_NecklaceEP07Whistle), (yfAcc_NecklaceEP14Tassels), (yfAcc_NecklaceSP48Rings), (yfAcc_NecklaceSP66MedAlert), (yfAcc_NecklaceSP62CK004Elegant), (yfAcc_NecklaceSP60Chain), (yfAcc_NecklaceSP66WeddingRing), (yfAcc_NecklaceSP66Glasses), (yfAcc_NecklaceSDX037Scarf), (yfAcc_NecklaceEF14Jade), (yuAcc_NoseLeftSP24Ring), (yuAcc_EarringsEP06Earpiece), (yfAcc_EarringsEP06Squares), (yfAcc_EarringsSP15Mosch), (yuAcc_EarGP08Multi), (yfAcc_EarringsGP10), (yfAcc_EarringsGP10PaintSwatch), (yuAcc_EarringSP24Bell), (yfAcc_EarringGP11Blossom), (yfAcc_EarGP11ConnectingJewelerySA), (yfAcc_EarringGP11Laurel), (yuAcc_EarringsEP13Gemstone), and (yfAcc_RingLeftSP66Multi).
We addressed some issues where NPC Sims were wearing a headband and sandals for Swimwear. The (yuHeadDeco_EP19HeadbandBoho) headband asset will no longer randomize on NPC Sims. We also removed the (yfShoes_EF63EVRMuckySandals) and (ymShoes_EF63EVRMuckySandals) shoes from the Swimwear category, so they won’t randomize on Sims going swimming. These can still be viewed and manually applied by removing the Swimwear filter if desired for Swimwear attire. This will not be fixed for Sims who already had outfits created using these randomization rules, but it will be fixed in new saves or with new Sims that are created in old saves going forward.Removed AllowForRandom Bit from (yuHeadDeco_EP19HeadbandBoho). Also removed OutfitCategory_Swimwear tag from (yfShoes_EF63EVRMuckySandals) and (ymShoes_EF63EVRMuckySandals).
Sims will no longer receive the “Secret Witness” Sentiment when a married or engaged Sim is witnessed WooHooing with their partner by another Sim.Added Actor and Target Sim as Excluded Participants from broadcaster_JealousyUpdates_WooHoo_WoohooExclusivity ‘s loot_ScandalSecret_Witness_Cheating tests
We fixed an issue where Sims with the “Danger Kid” trait would have bladder thought bubbles without having low Bladder Need or needing to use the restroom.Removed Stat Use Multiplier commodity_Motive_Nausea from buff_ChildhoodInspiration_RewardTrait_LiveDangerously. Added decay modifier for BadFood_Buffs to buff_ChildhoodInspiration_RewardTrait_LiveDangerously
We did work to block unnecessary interactions which were causing Caregivers to pick up Infants from Cribs frequently.Caregivers will no longer run socialSuperInteraction_CarryPickUp_Infant_Autonomous on an Infant who is already in a crib
We fixed an issue where it was possible for a Sim to be sorted as both a brother and a son in CAS.Now when this specific case happens in CAS, the son’s blood relationship with the mother’s spouse is removed.
We fixed an issue where male Child Sims would be wearing the feminine styled underwear in CAS by default. Now they’ll wear the boxers by default.Added DefaultForMaleBodyType BitField to (cmBottom_Underwear).
We added Hot and Cold weather filters for the following Skirts and Short bottoms in Create a Sim: (cfBottom_GP10Skirt), (yfBottom_GP10ShortsPaperbag), (yfBottom_GP10SkirtMini), (yfBottom_GP10SkirtWrap), (yfBottom_GP10WorkKilt), (yfBottom_SP15MoschShortsLeather), (yfBottom_SP15MoschSkirt), (yfBottom_SP15SkirtFlaredMosch), (ymBottom_GP10ShortsPaperbag), (ymBottom_GP10SkirtMini), (ymBottom_GP10SkirtWrap), (ymBottom_GP10WorkKilt), (ymBottom_SP15MoschShortsLeather), (ymBottom_SP15MoschSkirt), and (ymBottom_SP15SkirtFlaredMosch).Added OutfitCategory_HotWeather to (cfBottom_GP10Skirt), (yfBottom_GP10ShortsPaperbag), (yfBottom_GP10SkirtMini), (yfBottom_GP10SkirtWrap), (yfBottom_GP10WorkKilt), (yfBottom_SP15MoschShortsLeather), (yfBottom_SP15MoschSkirt), (yfBottom_SP15SkirtFlaredMosch), (ymBottom_GP10ShortsPaperbag), (ymBottom_GP10SkirtMini), (ymBottom_GP10SkirtWrap), (ymBottom_GP10WorkKilt), (ymBottom_SP15MoschShortsLeather), (ymBottom_SP15MoschSkirt), and (ymBottom_SP15SkirtFlaredMosch).
The Woody’s Wallpaper wall pattern is now categorized under Paneling in Build Mode.Replaced WallPattern_Wallpaper tag on (SP61_wall_S_Playwood01CK003) with WallPattern_Paneling tag.
The (cuAcc_EarringsSP49GemStuds), (iuAcc_EarringsSP49GemStuds), and (puAcc_EarringsSP49GemStuds) earrings will now sort in the Formal Create a Sim category.Added OutfitCategory_Formal tag to (cuAcc_EarringsSP49GemStuds), (iuAcc_EarringsSP49GemStuds), and (puAcc_EarringsSP49GemStuds).
Sims with the “Scholarly” Dynasty Ideal will no longer cancel player queued interactions to read books.Added Actor Cone Constraint bookshelf_ReadRandom_Rallyable so it cannot cancel Si interactions
It was possible for Sims to get stuck in a state where their Scandal and Scandal VFX would not go away. This happened when a Scandal was revealed or discovered in a different game session than when the Scandal ended. This is fixed so that the bug will no longer occur in fresh instances, but we also did an additional fix to ensure that if it was happening in a save already, that it will now remove the scandal VFX that was there and fix it in those instances as well. We aren’t aware of other instances of this occurring (and this fix will likely fix it for everyone), but if it is not fixed in your save, please report it so we can investigate those instances as well.In python code, re-populated relevant scandal secret variables when scandal is about to expire so that scandal can be properly ended/cleaned up. Additionally, removed trait_Hidden_ScandalSecret_VFX from sims who had that trait but were not in an active scandal.
The purple and brown swatches for (yfTop_GP01Hermit) will now accurately match the correct textures in Create a Sim.Colors are corrected between asset color and UI color selection variants.
Prairie Dreams Create a Sim outfit asset swatches will no longer appear more darkened than intended in the thumbnail.Added updated thumbnail to thumbnails2.package
If one Caregiver puts an infant in a crib, another Caregiver should no longer come over and pick the Infant up and put it back on the floor.The sleep continuation that needs a pickup is not able to be queued anymore if an Infant is in a crib.
The “Participate in Hackathon” interaction is now available on festival computers at Geekcon.Removed Test from computer_Programming_Festival_LogicFair_HackthePlanet that tested/required the Sim to be on a getaway
The (ymAcc_NecklaceSP81CK011Daisy) necklace thumbnail image now also includes the pearl.Added updated thumbnail to thumbnails2.package
Sims with the Jealous trait will no longer get upset when their partner interacts with their own children Sims.Added Actor and Target Sim age Tests to Socials_Friendly_STC and Socials_Funny_STC’s broadcaster_Reaction_Jealousy_Trait which pushes reaction_Jealousy_Trait_LovedOne_JealousPangs that was causing some of the Jealousy Buffs and Fear of Being Cheated on. Deleted broadcaster_Reaction_Jealousy_Trait from Prototype Socials_InfantToSim_Friendly_AlwaysOn_STC and Socials_Targeted_Friendly_CrossAge_Interactions. Deleted broadcaster_Reaction_Jealousy_Trait from interactions mixer_socials_TellFunnyStory_group_Funny_alwaysOn_toddler and mixer_social_MakeFunnyFaces_Toddler
The Fun Need will now properly remain greyed out until an Infant Sim unlocks the Sit Up Milestone.disallow commodity value to be changed in set_to_auto_satisfy_value if it is locked.
We’ve made additions to the Backup Save feature for players with this patch! Prior to this update, the game would automatically generate a series of Backup Saves that pulled from your last five previous game sessions. These Backup Saves can be loaded to recover past game states if your main save is in a state you don’t want – such as your main save experiencing a form of Save Corruption. This functionality is still available.With this update, we’ve added three new types of states for Backup Saves to help you recover more old versions of your game’s state. The game will now retain an old save from over a Month ago, over Week ago, and over a Day ago. This means if you load your save six times in one day, your won’t just have six Backup Saves from that day. You’ll also still have older options available to you.We know it’s very frustrating when you lose your saves or experience a game breaking bug, and we’re working to address these sorts of issues. However, we hope this Quality of Life improvement will be a useful fallback in case these situations do occur.The existing save backup system remains intact, but this adds additional save backups that are triggered intermittently. Those times are 24 hours after the last daily backup, 7 days after the last weekly backup, and 28 days after the last monthly save backup.
The (yfTop_SP08TeeBoatNeck_SimlishWhite) top asset and thumbnail are now matching in Create a Sim.Added updated thumbnail to thumbnails2.package
We fixed an issue where the Confirmation button was missing from Schedule Preset UI when using a Keyboard and Mouse on Xbox.UI fix: corrected input-mode visibility so the OK/confirm button now appears for keyboard/mouse, while controller legends remain controller-only. No tuning or Gameplay data was changed.
Players can now assign a side of the bed to Sims when a Sim is Multi-tasking.The bed object part from the multi-tasking did not have restrict_autonomy_preference set, so it would result in a None subroot_index, causing preference assignment bugs. The fix is to get the closest part to it that has restrict_autonomy_preference set to True.
We addressed an error that could prevent Sims from sitting on objects with the Lovestruck “Watch Sky/Stars” interaction in their list of possible interactions (e.g., certain loveseats, ottomans, picnic tables, benches, etc). We also fixed an issue for this same interaction where Sims without compatible gender preferences could show up as one of the options to watch sky/stars with.Set Target Participant Type to ‘PickedSim’ instead of ‘TargetSim’ in testSet_SexualOrientation_KnowledgeGate_Romantic_PickedSim’s KnowledgeTest and GenderPreferenceTest
We’re limiting the amount of times Caregivers run caregiving interactions autonomously, reducing unnecessary caregiving actions.Adding buff_Infant_ShowConcernCooldown to socialSuperInteraction_CarryPickUp_Infant_Autonomous, TYAE_CheckOn_Infant_Minor and TYAE_Watch_Infant_Autonomous
We fixed an issue where certain connections on a Family Tree could be overlapping or missing. If there are more cases of this occurring in your saves, please report them.Corrected previously gender specific identification of the grandparent relations when assigning virtual parents to the parentless siblings on loading. As we can legitimately have female in FATHER and male in MOTHER slots in our saves, now it’s properly supported and doesn’t cause introduction of the same virtual parent between spouses.
We fixed a deformation issue affecting several clothing assets, specifically causing problems with pants. The issue occurred when a Sim’s gender or physical frame didn’t match the asset’s original “male” setup at the time it was created. The following assets have been updated: (ymBody_HoodieHiphop), (ymBody_CoatShortTrench), (ymBody_ShortsHigh), (ymBody_EP03SuitWideLapel), (ymBody_EP05SuitLoveDay), (ymBody_EP09OverallHenley), (ymBody_EP11SuitMayor), (ymBody_EP11CrittterTender), (ymBody_EP11Suspenders), (ymBody_EP11OverallFarmand), and (ymBody_Tourist). Moving forward, we plan to explore applying similar fixes to additional assets.Repaired and improved visual glitches on pants for the following assets when used on the feminine frame: (ymBody_HoodieHiphop), (ymBody_CoatShortTrench), (ymBody_ShortsHigh), (ymBody_EP03SuitWideLapel), (ymBody_EP05SuitLoveDay), (ymBody_EP09OverallHenley), (ymBody_EP11SuitMayor), (ymBody_EP11CrittterTender), (ymBody_EP11Suspenders), (ymBody_EP11OverallFarmand), and (ymBody_Tourist).
We’ve made significant changes to improve Sims placing infants on the floor for no reason. This was happening more than intended because Sims were trying and failing to find a crib to place the infant in. We’ve addressed that issue, and they should attend to infant needs directly while an Infant remains in the crib or place an infant in a crib when done attending needs much more often. It is still possible they will put infants on the floor in certain circumstances, but we hope you find the experience much improved.There were a few changes done around this. Tuning wise, the interactions that find the cribs and select them for put downs are a lot more lenient in finding cribs now. The put down interactions now make sure the Sim trying to put down is carrying the Sim. Social SIs can relax the constraints around them if its related to carrying an infant, to alleviate putting down, and another Sim picking them up. When transitioning between postures, we also added special handling for when a Sim has multiple transitions so they keep the path and finish them, instead of only running one, this only happens when carrying Sims.
We fixed an issue where Spouse Sims could become related if you create a genetic sibling for one of the spouse Sims in CAS and both Sims have a child together. This doesn’t fully address all instances reported in this forum thread but makes progress.Fixes the live mode relationship tree in the specific case where Spouse Sims could become related if you create a genetic sibling for one of the spouse Sims in CAS and both Sims have a child together.
There was an issue where Sims in a romantic relationship were getting out of bed when told to sleep simultaneously. We added an interaction called “Sleep and Cuddle” which will now allow this gameplay to function properly.Reworking the interaction super_CuddleOnBed_RandomizeSleepType to be named “Sleep and Cuddle” in game, and changed its functionality to always push Sims to cuddle.
Care interactions on objects (like the Bathtub, Playmat, Changing Table, High Chair, etc.) will no longer appear when an Infant is sleeping. These sorts of interactions weren’t valid while an Infant was sleeping and resulted in a situation where the Interaction would fail without an explanation, which could be frustrating.Adding tests to ensure Infants aren’t sleeping to successfully run interactions like social_Infant_Interim_ChangeDiaper and socialSuperInteraction_CarryPickUp_Infant_ToBathe
Additional Caregivers will no longer attempt to interact and care for an Infant while an Infant is actively performing Tummy Time with another Sim. This was previously resulting in Sims appearing to freeze.Added a posture check to Tummy Time together to avoid Sims clashing by trying to run it when other specific infant states are on the infant.
The “Check Infant” interaction in a Sim’s interaction Queue can now be canceled so long as it is the next interaction in line for the Sim to perform. This was particularly difficult to fix, and if “Check Infant” is behind another interaction in the queue, that still cannot be canceled. Fixing it fully for the patch wasn’t possible (and we think that the remaining use case was less visible), but if that’s something you’d like to see fixed still please provide feedback on our bug forums and give it a vote.Adding new loots to SimCheckOn_Infant that fire a cooldown if canceled while in the interaction queue.
Infant care interactions (Give Bottle, Change Diaper, etc.) should now appear on the first Pie Menu when an Infant’s Needs are low. We received feedback around how many clicks it takes to care for Infant needs, so this will make that much easier.Increasing the Content Score for interactions like social_Infant_Interim_Bottle_Feed and social_Infant_Interim_ChangeDiaper
We fixed a rather silly looking bug where a Sim’s portrait appearance could get distorted after Sunbathing when a Sim was nude or in a Swimsuit.SimService tries to use cached stuff creating incorrect results when a build type sunbath request arrives. So I changed it to make a full build request.
Caregivers picking up Infants frequently was a major player frustration and something we put a lot of work towards addressing. Our fixes in this area were multifaceted, so we have a breakdown of different changes we’ve made in this category of gameplay.Adding Buff_Infant_CheckOn_Cooldown to several interactions including TYAE_CheckOn_Infant as well as socialSuperInteraction_CarryPickUp_Infant_Autonomous. On top of this, a Sim cannot autonomously run socialSuperInteraction_CarryPickUp_Infant_Autonomous on Infants who are already in a crib.
Infants will now receive a buff and play a thought bubble when the Infant is awoken because of loud noises. The first time this happens, an educational TNS that explains this gameplay will also appear. When investigating why infants were being picked up so frequently, we discovered that “Infants being woken up by loud noises” was a contributor. It wasn’t entirely clear visually that this was happening, and it’d cause a Caregiver to repeatedly pick up the infant if the loud noise wasn’t addressed and the Infant kept failing to sleep (since Infants call for a Caregiver after waking). We hope that making this gameplay more visible will give players the information to address the issue so Infants can once again sleep peacefully and not be picked up so much.Adding a new buff (buff_Infant_LoudNoises) and a new notification to Super_Infant_LoudNoise_React, as well as a new buff buff_Infant_RecentlyWokenUp to ensure only recently woken up Infants receive these new features.
We addressed an issue where Infant Milestone TNS notifications could appear twice when traveling to another lot and then returning to the Home lot.Gameplay script fix: corrected the developmental milestone unlock-state check so infant-related TNS notifications are not triggered twice after travel.
We fixed an issue where a Sim could appear to be sleeping but not actually be sleeping, after using the new Sleep and Cuddle interaction and this interaction ended on its own naturally. This bug was caused by one of our other sleep fixes and not an issue that was live for players.Modified super_Social_CuddleOnBed_Cuddle_Sleep so that when this interaction is done, one sim will stay sleeping and the other sim will wake up (rather than having them both stay sleeping). Modified the exit conditions of this interaction so that it is always the sim with higher energy waking & the lower energy one continues sleeping.
Infants no longer T-pose when swapping from the “Accessories” category to “Bottoms” and back to “Accessories” again in Create a Sim.Infants CAS animations now loop correctly while browsing categories.
The Mask option is no longer disabled after entering Create a Sim to change the Host’s outfit for a Grand Ball event.When creating a Grand Ball event, sims will correctly wear masks during the event if the mask option is selected. The issue was happening due to the AppearanceModifier not being passed to the SituationEditData, leaving missing information to be handled when creating the event.Fixed it by passing the AppearanceModifier to the SituationEditData when creating the event.
We fixed an issue where Infants would not acquire or gain Milestones after traveling to another lot and then going to Daycare from a lot that wasn’t the Home lot.Modified the way developmental milestones are saved to the protocol buffer to ensure that milestones get saved before the sim is injected into the inactive zone.
We addressed an issue where the “Poor Leadership” sentiment could be added to a Dynasty Head when the player opens and closes the Dynasty Panel without changing anything. It’s still possible (and as working as intended) that Sims can acquire this sentiment by editing information in this panel.Added a check to see if the values to remove are the same as the values to add. If so, this sentiment calculation no longer occurs.
We addressed an exception in the code that would happen when a Sim had a scandal due to the game checking to see what age groups were available for this scandal. This wasn’t a player reported issue, but was in line with other scandal fixes we were making.In python code, modified a call to one of the age-checking functions to pass in a sim info instead of a sim object (which is what the function expects).
An excerpt from a Sims Butler’s Memoir for your reading pleasure: “Persistence.” A quality they taught me at the Windenburg School of Butlery. So believe me, when I saw those dirty diapers on the ground, I thought to myself… my goodness, I’m going to vacuum those bad boys up. But today, I was taught a new skill. Using my hands. From now on, I shall endeavor to pick up diapers with my… dare I say it… my hands. A more efficient and actually productive method of disposal.Takes a bow Butlers and Maids will now pick up diapers and throw them away, rather than trying to vacuum them for hours and hours and hours… and you get it.Removing the vacuum interaction from object_trash_diaper
Butlers will also now properly dispose of pet fur piles by picking them up and throwing them away.Removing the vacuum interaction from object_HairPile
Toddlers are now able to successfully run the “Ask to Read Book” interaction on a teen or older Sim. There was previously an issue with Sims knowing where to go sit after this interaction had been run, which was causing the interaction to cancel. As a note, there are some other reading related bugs we’re still tracking and investigating.Added posture preferences to make it more likely that sitting on the ground can be selected when trying to read a book.
When a bed is assigned to two Sims and another sim hovers over the “Sleep” interaction it will now show both of the Sims’ names that the bed belongs to, rather than just one of the two Sims.Added a generator capable of providing all (or index specified) restricted sims to a preference tag on the object, while also providing a new Test for the quantity of sims restricted on the object, and adding a “full target” option for the autonomy scoring preference test. Added a new tooltip for when there are 2 sims assigned to the bed using ‘autonomy scoring preference count’ test and ‘From Object Preference’ generator to get both sim names for the localized string, and to change the third localization token to be ‘From Object Preference’ generator, that returns a list of all assigned sims.
We added hovertips to the “Prefers Breastfeeding” and “Prefers Bottle Feeding” interactions on an Infant that helps clarify the intended behavior. If the player chooses a preference, this means the Sims will only ever autonomously feed the infant with their preferred method of feeding. This was to help explain a situation we saw reported where no Sims that could Breastfeed were available so the Infant wasn’t being fed autonomously because they were set to “Prefers Breastfeeding.”Adding tooltips to BabyFeed_Preference_Bottle and BabyFeed_Preference_Body
The (EP10SnowsuitExtremeUnisex) asset will now appear for both masculine and feminine frame Sims. It was previously only appearing for Female Sims.Added GenderAppropriate_Male tag and “ShowinUI” bitfield to yfBody_EP10SnowSuitExtremeUnisex
We fixed an issue where caregiver Sims would be standing in the yard next to an empty rug (with no Infant) when switching control between a Sim at Home and a Vacationing Sim in the same Household. Now Infants should remain in their position within the house.Added a field to sim_info “carrying_sim” that holds the id of the sim that is being carried.
Babies born after patch [1.121.361.1020] (Royalty & Legacy’s patch) will no longer be born as a “secret” when the pregnancy started before the patch. This is retroactive in old saves. However, if a baby was already born after this patch and you experienced this bug where the baby was born a “secret,” then the baby is already a “secret” and that is not retroactively fixed as we’re unable to update that without potentially removing real “secret” babies from the game.Gameplay script fix: added backward-compatibility handling for older pregnancy save data so pre-EP21 pregnancies continue to resolve to the expected partner instead of being treated as secret births.
Photos taken on phone or camera will no longer be duplicated in a Sim’s inventory.Added a check in the inventory panel to prevent an object with the same object_id to be added twice
The March updates we made to “dancing happening less frequently” didn’t affect the METAL Radio station. We’ve updated the cooldown to include this station now.Adding cooldowns to Sims running stereo_Metal_Headbang, and increasing buff_SimPreference_Timer_Dance to one day
Butlers will also now properly dispose of ash piles by picking them up and throwing them away.Fixing affordances on object_fire_ash
Sims will no longer attempt to autonomously run “Tummy Time” while another Sim is actively caring for an Infant. This would cause all of the Sims to freeze in place since the queued interactions couldn’t be resolved.Added a posture check to Tummy Time together to avoid Sims clashing by trying to run it when other specific infant states are on the infant.
We’ve added a new toggleable option in the Options Menu to “Disable Caregiver Autonomy for Infants.” This is located in Game Options under the Gameplay tab.While we invested in improving Caregiver Autonomy for Infants this patch (and we feel that we’ve greatly improved this experience), we wanted to provide players the option to only manually care for their Infants if that was their preferred playstyle. This option is off by default, but when toggled on, Infant Caregiving will now only be handled by the player since autonomous Caregiving behavior is disabled. As a note, this does mean, if a player fails to care for their Infant manually, then the Infant will eventually be taken away by social services.With this option enabled, Sims will still autonomously socialize with their Infant. This behavior didn’t feel as connected with “Caregiving,” so we still wanted to allow it. We’re open to any feedback on this new feature.Adding a new test to all TYAE_CheckOn_Infant interactions, making it so Check On does not run autonomously in game with the Game Option enabled. Also adding a new Check On (TYAE_CheckOn_Infant_OptionDisabled) only when Caregiving is disabled, this interaction is only meant to be run manually and will not run autonomously.
Infants will no longer immediately get taken out of the Back Carrier as soon as they’re put into one. This was happening because Sims wanted to immediately do “Tummy Time” with Infants after putting them in Back Carriers.Adding an autonomous test to Social_InfantMilestones_TummyTimeTogether to ensure Sims do not pull an Infant out of the back carrier to run Tummy Time
We previously adjusted how frequently Sims would dance autonomously. Based on feedback, we’re further reduced this so that they should only dance autonomously around once a day or so (if they choose to).Further increasing buff_SimPreference_Timer_Dance to last a day
Changing an Infant’s diaper at the Changing Table should take about a third less time than it used to. This still allows the animation to play but should make changing a diaper at the changing table feel less punishing time-investment-wise. (Basegame)Ensuring TableChangeDiaper_Infant_ChangeDiaper only lasts 10 seconds
Sims should no longer set an Infant on the ground when trying to hand an Infant to another Sim.Carrying infants have special handling on Social SIs to relax some of the constraints around them, that could derail them and decide to play on the floor, instead of handing over
Using the salon chair, hair and makeup will now change properly when a Sim’s skin tone has also been changed.Tuning fix: updated Actor Career hair/makeup application rules to remove outdated skin-tone gating, and adjusted the shared Hair & Makeup chair socials so makeover changes no longer get canceled or rolled back during the chair interaction.
We’ve greyed out the “Family Dynamic” relationship options for Pets in Create a Sim since they didn’t apply to Pets.The Family Dynamic option is disabled for pets (grey out). Even selecting the Household Member option, the Family Dynamic remains disabled.
The First Time at Daycare Milestone now unlocks for both Toddlers and Infants.Gameplay script fix: adjusted the daycare send flow so daycare state is applied before milestone data is snapshotted, allowing the daycare milestone to register correctly for infants and toddlers.
We fixed an issue where Sims were unable to successfully autonomously give an Infant a bath. This is because other interactions were canceling out the bath interaction in the background.Added a small cooldown to autonomousSimPicker_Infant_Hygiene so it wouldn’t run multiple times in a row & cancel itself out. Additionally, increased the priority of infant_AskForHygiene and social_Infant_Interim_ToBathe (other interactions in the autonomous bathing chain) so that they wouldn’t be canceled out by other interactions.
The “Give Infant a Nap” interaction (where Sims hold Infants in their arms) should now run smoother. We’ve addressed several issues where running this interaction could cause Infants to be placed on the ground, handed to another Sim, or the interaction could become stuck in the interaction queue.Other Sims could derail the Give Infant a Nap interaction, now it should consistently try to finish instead of having another Sim derail it.
Horses and Cats can no longer unlock the Special Touch Family Recipe when they are sick.A test creation that makes Unlock possible only if the birth is of a human
An instance of Sims freezing in place was addressed. This was occurring because Sims would try to run Tummy Time on an Infant while they were sleeping, which caused them to stand there with an interaction stuck in their queue that wasn’t being resolved. Now, the Tummy Time Together interaction should cancel if an Infant falls asleep, so the Sim doesn’t remain stuck.Adding a new Exit Condition on Social_InfantMilestones_TummyTimeTogether that exits the interaction if the target Infant falls asleep
We fixed an issue where canceling the Cuddle interaction on a sleeping Sim would wake up both Sims before their energy need was full. Now, when a Sim joins another Sim who is already sleeping in bed and the interaction is canceled, neither Sim should get out of bed. As a note, if you have two Sims who are not in bed and you choose to have them cuddle and then you cancel the interaction, this will result in both Sims getting out bed. This behaviour is expected and considered as designed.Fixing Continuation affordances on super_Social_CuddleOnBed_Cuddle_Sleep, ensuring both Sims do not exit the bed if one Sim cancels the interaction
If an Infant is fed finger food and the interaction is canceled, there is now an interaction on the food that will allow the Infant to resume eating the finger food again.Adding a new interaction consume_Eat_Infant_HighChair_UserDirected on Object_Food_PeanutButterPuffs, Object_Food_YogurtMelt, object_Food_OatyOs, and Object_Food_BananaSlices
Sims will no longer autonomously queue the “Check Infant” interaction and freeze when another Sim is actively caring for that same Infant.Added posture checks to CheckOn Infant to avoid clashing when other caretakers are already taking care of the Infant
Photos taken with a camera will no longer get stuck in the inventory after trying to place them on the wall. We are still investigating a wider bug where this is occurring for stacked items and paintings as well.Build/Buy fix: corrected failed live-drag cleanup for photos placed from inventory, so unsuccessful wall placement restores the correct held inventory object instead of leaving it stuck or desynced.
We fixed an exception that could trigger when a Sim performs the “Practice Standing Up” interaction on an Infant that was being held by a Sim.Added additional posture tests around Practice Standing.
Infants will no longer get stuck between a Sim’s legs when the “Hold Infant” interaction is canceled during the “Put Infant Down here” interaction. This can still happen if the game is still paused, and we are tracking that as an additional bug we can address in the future if it remains a top community concern.If a Sim holding an infant would route far away for a continuation with the infant, if canceled on route, we would derail the infant’s posture, and the game would default to placing it on the carrier’s feet, we are disallowing this cancel until the routing is done now
Offspring of pre-made Dynasties are now automatically added to the Dynasty.Gameplay script fix: off-screen NPC births now complete through the proper pregnancy-completion flow, so newborn Sims correctly fire the offspring-created event and can be added to dynasties / receive title updates.
Painting from Reference will no longer result in a white texture when the Sim resumes painting after traveling to another lot. This fix is partially retroactive. If the paintings were not complete, then the Sims will be able to now resume and complete these paintings in old saves. However, if the paintings were already completed and stored in a Sim’s inventory then they will still appear as a white canvas when placed on a wall in old saves.state component adds a listener seed to the statistic tracker on the statistic removal callback to guarantee that its statistic change listeners will be re-assigned if the statistic is removed and added back.

What This Means for Gameplay in The Sims 4

This update could make family gameplay feel much smoother overall, especially for players who regularly play with Infants and Toddlers. Sims should stop constantly interrupting caregiving interactions, feeding and diaper changes are faster, and autonomy issues that made households feel chaotic have been heavily reduced.

Meanwhile, Create-a-Sim players are getting more outfit freedom with the new Base Layers system, while the upgraded backup saves add extra protection for long-term saves and modded gameplay. Overall, this patch focuses on making everyday gameplay less frustrating and much more enjoyable.

Final Thoughts

This honestly feels like one of the most player-focused Sims 4 updates we’ve had in a long time. Between the Infant fixes, autonomy improvements, CAS layering system, and upgraded backup saves, there are a lot of changes here that could genuinely improve day-to-day gameplay for many Simmers.

If you haven’t updated your game yet, now’s probably a good time to back up your Mods folder first, check compatibility updates from creators, and then jump in to test everything yourself.

Stay tuned on SnootySims for the latest new gameplay mods and exciting Sims 4 updates. Be sure to follow us on on Patreon and all our social media channels, including GoogleFacebookTwitterYouTubeInstagramTikTokPinterest, and Tumblr. Happy simming, Simmers!

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Sul Sul, it's Keith from SNOOTYSIMS, your dedicated creative social media Simmer, and I'm here to spice up your Simming experience with the hottest daily CC finds! ♡ So, if you've got a favorite piece of CC that you think the Simming world needs to see, drop us a message, and let's make it happen. Snootysims is here to showcase all of your amazing creations! ;)

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