The Sims™ 4
News Article

You Called, We Answered: Fixes & Improvements

June 30, 2026

Key Takeaways

  • Clearing the noise: Players now have more control over live-mode notifications. They can set the festival alerts they want to see. There are fewer repetitive phone calls, fewer unnecessary interruptions, and more relevant social interactions that make more sense story-wise.
  • We've implemented bug fixes for twelve of the most player-voted issues
  • Mac users will enjoy changes addressing Infinite Load issues and graphical flickering
  • This patch is working magic with fixes for visual and crashing issues with occults in three packs

Over 70 general bug fixes improve the player experience, including fixes for window and door alignment across graphics settings, and Gallery issues with thumbnails, endless loading, and Custom Tattoo

Update 6/‌30/‌2026

PC: 1.125.59.1030 / Mac: 1.125.59.1230

Console: 2.35

Sul Sul! Ring ring! Pick up! =)))

It’s me, Callia, your favorite “phone lady” from the Main Menu! I just HAD to call and tell you all about the newest Quality of Life update! You reported them. Voted on them. Kept them at the top of the list. We hear ya! This update tackles 12 of some of the most upvoted reports on EA Forums. The team has also made moves to reduce save corruption for Mac users, along with more fixes for issues you’ve been reporting.

It’s some of the best news I’ve heard since my PHONE <3 started letting me know when I’m left on read. Not that you’d ever do that. Right?

I love it when calls get answered, like your calls for improving live-mode notifications! There’s been a new pass at Live Mode notifications to make everyday gameplay feel more intentional and less overwhelming.

You’re getting more control over festival and phone notifications, meaningful story context for calls, and … wait … fewer repetitive phone calls?

Why would anyone want fewer phone calls?!

Apparently, it’s to cut down on spam and keep immersion front and center. That, I get!

Anyways, keep reading to learn more, and don’t forget that I’m always here. Waiting. Just a phone call away =)

-Callia Maebey

A screenshot of Sim, Callia Maebey, looking very excited, holding a phone in her hand

What’s New?

Fewer Infinite Load Occurrences on Mac

As part of our continued investigation into Save Corruption and following our March 10 update, we moved Scratch files from Documents to AppData for PC players to prevent conflicts with cloud backup services. Since the rollout has completed, we have observed improvements in Infinite Load occurrences. For this June update, we’re making those same changes for Mac users.

Festival Notification Controls

We've added a Festival Notifications section to the Game Options menu that will allow players to determine which Festivals they receive notifications for on a pack by pack basis.

Sims 4 Game Options menu on Gameplay tab, showing Neighborhood Stories and festival notification toggles for multiple worlds.

Fixes & Improvements for Live Mode TNS Notifications & Phone Calls

More Control Over Notifications

  • We’ve updated the “Silence Phone” button to support newer content, which will provide more control over notifications. It should now properly prevent all phone calls. (Base Game)

A screenshot showing the Sims 4 Phone UI and the “Silence Phone” button

Notifications Make More Sense for Your Story

  • Gone are the days when Sims would call for dating advice when they barely knew you! Now, only Friends will do this. (Base Game)
    • Actually... Why not do this for all Neighborhood Stories?! All Neighborhood Stories phone calls will now require your Sims to be at least friends before they reach out. (Base Game)
  • [EA Forums] Sims in the Freelancer Career will no longer receive Gig calls and pop ups from careers they are not in. (Base Game)
  • Sims should now need to be Friendly before they call to invite your Sims to a Festival or Getaway, adding story context to these calls. (Multiple)
  • [EA Forums] Stay Over calls can now happen multiple times. They may occur any time after fourteen days have passed since the initial call. This fix is retroactive in old saves. (Growing Together)
  • Sims that are actively present on the lot will no longer call to ask about your adult Sim's childhood for the Formative Moments feature. It was a little weird. How were they even doing that?! (Adventure Awaits)
  • Good Ol’ Grim is a little pickier on who he'll try to recruit now. He's the Grim Reaper after all - he has options! He'll only call Sims to offer a job if they are Macabre. (Life & Death)

Less Spam

  • [EA Forums] Hey, we heard you just became friends with... JUST KIDDING. We’ve removed some repetitive phone calls in Live Mode based on feedback from Reddit, Discord, and the EA Forums. Players will no longer receive the following phone calls:
    • Hey, I heard you became friends with [SimName]! [He/She]'s pretty cool! (Get Together)
    • Hey, I heard you became enemies with [SimName]. That [guy/girl] is a jerk! (Get Together)
    • Hey, I heard you and [SimName] are good friends now. You're getting more popular - clearly you're a good person to know! (Get Famous)
  • Do you want Earbuds? Great! They are still available for purchase from the computer. We will, however, no longer be reminding you about them.
  • We've decreased how frequently players will get dancing and Bar Night invites from other Sims. (Get Together)
  • Bess Sterling will not call as quickly or as frequently anymore. However, once she does call - if you accept, you are still at her mercy. Good luck. (Eco Lifestyle)
  • We've decreased how frequently players will get Community Closeness Calls. (Eco Lifestyle)
  • We've removed the "Come check out ThrifTea!" TNS notification reminder. (High School Years)
  • We've decreased how frequently players will get romance-related phone calls. (Lovestruck)
  • The Discovery Quest for “Starting a Dynasty” should only occur once per save now. (Royalty & Legacy)
  • In general, we've decreased how frequently players will get invites from other Sims. (Multiple Packs)

More Flexibility on Marketplace (PC, Mac,  and Xbox)

We’re improving price transparency for Maker Packs and Kits in the Marketplace with a simplified purchase flow.

When you click the new "Buy" button in the Marketplace, the nearest amount of Moola will be automatically redeemed for the chosen Kit or Maker Pack. For example, now when you purchase a Maker Pack priced at 300 Moola, you'll be able to spend "$2.99" (or MSRP) directly at check out.

To make this a better experience, “Buy” also provides 9 new Moola offers: 300, 400, 600, 700, 800, 900, 1100, 1200, and 1300.

This is only available for Simmers on PC and Xbox, PlayStation Simmers will get this option in a future update.

Bug Fixes

Fixes for Most Voted Issues:

  • [EA Forums] Windows and doors now display correctly and remain properly aligned with the walls across all graphics settings (Low, Medium, and High), without clipping or glitching into the walls. If occurring during Low Settings load, please follow the prompt and restart your game to see the update.
  • [EA Forums] We fixed an issue where partnered Sims could form an inappropriate relationship upon leaving Create a Sim. This fix isn't retroactive in Saves where the relationship change already occurred, but it is retroactive in old saves where the relationship change hasn't yet occurred. Note: There is still another case of this behavior we’re still investigating.
  • [EA Forums] We addressed an issue where the game could become stuck on the thumbnail UI when a user clicks on a gallery item after changing the filters when navigating with a controller.
  • [EA Forums] We fixed an issue where Simmers on Xbox and PlayStation consoles  would encounter a soft lock when trying to download tattoos from the Gallery.
  • [EA Forums] We fixed an instance of endless loading (save corruption) that could occur when trying to place certain lots from the Gallery. This was happening because these lots had an overuse of placement cheats that were corrupting the lots' footprints. We adjusted how Navmeshes behave to account for these instances.
  • [EA Forums] A top community concern around "Sims performing Mean interactions" was investigated. We found while this was previously happening, these were old bugs that we'd previously addressed in past patches. When we investigated new reports and player saves we found this was being caused by the "Vicious Dynasty Ideal" from Royalty & Legacy and was by design. We wanted to address this feedback however, so Sims with the Vicious Dynasty Ideal will no longer autonomously run Mean interactions. They will still get Prestige Points when a player manually runs Mean socials.
  • [EA Forums] We fixed an issue where Child Sims could be automatically added to a Dynasty, and players would receive the "Joined Dynasty" notification on repeat when entering or leaving Create a Sim. (Royalty & Legacy)
  • [EA Forums] [EA Forums] Fixed an issue where Doctors couldn't perform interactions with their Patients or use the “Deliver Food” interaction. (Get to Work)
  • [EA Forums] Fixed an issue that was preventing Sims from adopting Cats and Dogs. (Cats & Dogs)
  • [EA Forums] Fixed an issue that was preventing Sims from performing the "Feel the Love" interaction properly on a cat or small dog. (Cats & Dogs)
  • [EA Forums] Fixed an issue that prevented Sims from bathing small Dogs. (Cats & Dogs)
  • [EA Forums] Sims are once again able to complete the Hair and Makeup task on an Actor Career gig. (Get Famous)

Mac Update

Base Game

  • [EA Forums] We did some rendering backend synchronization on Mac, which has addressed some graphical flickering issues in game when players manually disabled SSAO in the SGR file.

Occult Fixes

We’ve addressed a handful of visual and crashing issues relating to occults with this patch.

Island Living

  • [EA Forums] We've fixed old saves where Merfolk tails had gone missing. To visually fix the issue on your end, the affected Sims must be taken into Create a Sim once to return the tail.

Enchanted by Nature

  • [EA Forums] Fairy Wings will remain visible after traveling to other lots. This is fixed retroactively.
  • [EA Forums] Fairies with altered skin tone will no longer cause the game to crash after the player swaps forms or appearance modifiers repeatedly.
  • Switching from Fairy form to normal form in Live Mode, while the forms are unlinked will no longer cause the normal Sim form to have the skin tone of the Fairy form. That's a mouthful.

Werewolves

  • [EA Forums] We fixed some issues where User Created Werewolves from existing saves would not be able to apply Nose Swatch Colors in Create a Sim.
  • [EA Forums] Werewolf nose color options will no longer reset when a Teen Werewolf Sim goes to school, returns home, and then enters Create a Sim using a mirror.

Console Update

Base Game

  • [EA Forums] We fixed an issue where Create-a-Sim and Build Mode catalog could not be sorted by pack on PlayStation.
  • Simmers on Xbox will not be prompted to restart their game after purchasing Moola after downloading another pack.
  • Xbox players will be prompted to restart their game after downloading an Expansion Pack or Game Pack. This is required for the new content to be available in-game.

General Bug Fixes

In addition to our notification improvements, occult fixes, and scratch file work, we have continued to address highly voted community issues (and also some issues that were easier fixes).

Base Game

  • [EA Forums] Stacked items will no longer get stuck on the cursor when attempting to move to the Sim's Inventory. This is fixed for: stacked items, photos, and paintings. If this is still observed in other cases, please report.
  • [EA Forums] We’ve also made improvements to various Base Layer assets. These updates include: split gender versions of the Turtleneck to improve texture quality around the neck, split gender versions of the underwear bra asset to improve texture quality, and tweaks to the yfAcc_BaseLayerBodySuit_CapPink, LongWine and TankWhite textures to remove a breast shadow for gender neutrality.
  • [EA Forums] Couple Sims will no longer only perform the "Kiss" interaction autonomously.
  • [EA Forums] We fixed an issue where the New Items icon would reappear in Build Mode on items that had already been seen.
  • [EA Forums] We fixed a situation where Household Sims could get incorrectly labeled as a "Neighbor" and weren't able to use doors.
  • [EA Forums] Fixed a Simulation Error that resulted in Appliances and Sinks breaking repeatedly despite repair, travel, or time passing.
  • [EA Forums] The "Partner" relationship will no longer revert to a general Household member after re-entering Create a Sim.
  • [EA Forums] Fixed an error that would happen between 2 and 3 am at night and resulted in Sims becoming stuck and unable to be swapped between.
  • [EA Forums] We fixed an issue where all UI, Options, and interactions could become inaccessible after exiting Build Mode relating to work schedules. This is fixed in old saves.
  • [EA Forums] Sims will no longer obsessively view Frog or insect collections, including the Noble Frog.
  • We fixed an instance of Infinite Loading which could occur when loading Create a Sim via an unloaded Sim through the Simology Panel.
  • We fixed an Assert that was occurring related to stairs when an object was deleted using the Sledgehammer Tool after buying a Styled Room.
  • When a Sim travels to a Community Lot and enters Plan an Outfit in Create a Sim using a mirror, closing CAS will now correctly redirect the Sim back to the Community Lot, rather than their Home Lot.
  • We added a tiny idle that Active Sims will play once a day before they get their Energized buff. (It’s the Create a Sim Active Trait selection animation). This change isn’t a bug, but it’s cute and was easy to do.

 A screenshot showing a Sim do a little ‘get energized’ idle animation.

Multiple

  • [EA Forums] "There are Sims who can be Duplicated" has been fixed in a variety of ways. If this duplication already occurred this will not be fixed retroactively in those specific instances.
    • We fixed an issue where Rahul could become duplicated as the "Grocery Delivery" Sim. (Cottage Living)
    • The NPCs Raheel Kunal (Adventure Awaits) and Zhaleh Amani (Enchanted by Nature) can no longer be married, moved in, or proposed to. They are unique NPCs that fill a role and doing these things was resulting in duplicates of these Sims.
    • [EA Forums] Buddy Scoop will now follow his schedule (10 AM to 8 PM), and he will not reappear with different names in the Relationship panel. (Adventure Awaits)
    • Other reports in this thread were investigated and appear to have been addressed in past updates previously.
  • [EA Forums] We holistically fixed an issue where multiple objects could get stuck in a Sim's inventory and couldn't be placed back in the world with drag and drop functionality. This also caused a greyed out interaction on "Put in Inventory" on certain objects due to ownership issues - which has also been fixed.
  • [EA Forums] Fixed an issue where worlds could appear twice on the World selection screen.

Events

  • Fixed an issue where the game could get stuck when a Sim performs the "Fan Self" interaction with the "Fluttering Hand Fan." (Lady Bridgerton's Masquerade Ball Event)

City Living

  • [EA Forums] We fixed some visual ceiling issues observed for adjacent apartment ceilings upon using Cutaway/Walls Down view options.

Cats & Dogs

  • [EA Forums] Fixed an issue where pets could receive a Black Texture after spending a day at a Vet Clinic. Unfortunately, this fix is not retroactive in saves where it already occurred.

Seasons

  • [EA Forums] Wants and Fears relating to Father Winter will no longer show up if Wants and Fears are toggled off in the Options menu.

Growing Together

  • [EA Forums] Infants will now properly unlock the "First Visit to a Family Member's Home" Milestone.
  • [EA Forums] Sleep will now reduce the duration of the "Mental Fog" buff (as well as all other dazed moodlets). The "Mental Fog" Buff description has also been updated to say, "[SimName] is starting to feel woozy from his/her/their mental load. Maybe [he/she/they] should get a good night's sleep before things get worse."

Horse Ranch

  • We fixed an animation issue with hands when the Mysterious Rancher Sim tried to close an umbrella during a thunderstorm.

For Rent

  • [EA Forums] Rent information is now properly displayed in the Bills & Utilities panel. 
  • We addressed some inaccuracies with Rent price showing up as 0 for "Current Billing Estimate" for Residential Rentals.
  • Fixed the Rent calculation to be correct and not decrease over time.
  • Objects in Multi-Unit Residential Rentals can now be interacted with properly and the game will not crash after switching a Household.

High School Years

  • Fixed an assert that could occur when clicking on a reaction emoji.

Royalty & Legacy

  • [EA Forums] We addressed a report that "Sims become muscular for no reason." Sims with the "Doctrine of Vitality" are intended to gain muscle over time. We've updated the text to become clearer for this intended behavior.
  • [EA Forums] The Geek trait now only displays a single positive value when compared to the Scholarly Dynasty Ideal.
  • Adjusted the Ballroom dance animation where the Sims' hands could clip when the partner switch section ended.

Outdoor Retreat

  • [EA Forums] We fixed a simulation error that would occur when using the "Put in Inventory" interaction on the Gordian Cot or Airkushn Single.

Tagging Fixes

Base Game

  • (pfHair_SDX033AfroPuffsOmbre) will now sort in the proper hair length category in Create a Sim.
  • (yfAcc_ManiNatural_SolidDirt) and (ymAcc_ManiNatural_SolidDirt) no longer appear duplicated in Create a Sim.

Cats & Dogs

  • Appliances from Cats and Dogs will now appear in both the Misc and Show All categories.

Seasons

  • [EA Forums] The Moarpillaz Love Seat is now sorting under Loveseats in Build Mode.

Eco Lifestyle

  • [EA Forums] (sitSofa3x1_EP09GENslats) will now be sorted into the Outdoor Furniture category in Build Mode.

Horse Ranch

  • [EA Forums] The (cmHair_EP14AfroTapered) and (cmHair_EP14CornrowsLong) hairs for children are now also available for Female Children with the Feminine Filter removed.

A screenshot showing the  (cmHair_EP14AfroTapered) and (cmHair_EP14CornrowsLong) hairs  on a female Child Sim.

Spa Day

  • [EA Forums] The "Relaxo Deluxe Chair by Happy Hands and Feet Co.," "Relaxed Chair by Happy Hands and Feet Co.," and "Relax-N-Go Chair by Happy Hands and Feet Co." will now sort in the Misc Comfort category in Build Mode.

Werewolves

  • [EA Forums] (sitLoveseat2x1_GP12GENmoss) will now be sorted into the Misc Comfort and Outdoor Furniture categories in Build Mode.

Tea Time Solarium

  • (lightwall_SP77GEN) is now sorted properly only in the Lights category in Build Mode.
  • The Botanical Beacon light now sorts under Wall Lights only.

Notes for Modders

Patch Note Note for Modders
We fixed an Assert that was occuring related to stairs when an object was deleted using a sledge hammer tool after buying a Styled Room. Fixed a stair/dropwall cleanup issue in Build/Buy where stair-owned dropwalls could fail to resolve their owner stair during delete overlay, causing an assert when deleting after placing styled rooms.
Appliances from Cats and Dogs will now appear in both the Misc and Show All categories. Added BuyCatPA_MiscAppliance tag to (chemistryLab_EP04GENmedicineStation), (chemistryLab_EP04GENmedicineStationUsed), (foodBowlPet_EP04GEN), (foodBowlPet_EP04GEN_02), (foodDispenserPet_EP04GEN), (stationPetSurgery_EP04GEN), (stationPetSurgery_EP04GENused), (tableExamPet_EP04GEN), (tableExamPet_EP04GEN_used), (touchscreenStanding_EP04GENvet), (PetFeeder_Generic), (PetFeeder_Square), (vendingMachine_EP04GENvetMedicine), and (vendingMachine_EP04GENvetMedicineUsed).
Stacked items will no longer get stuck on the cursor when attempting to move to the Sim's Inventory. This is fixed for: stacked items, photos, and paintings. If this is still observed in other cases, please report. Added guards against None to live_drag_component when applying live drag actions to target object. guarded against a None previous inventory, previous inventory owner, live drag target component from previous inventory owner, and its actions to run on target property
(pfHair_SDX033AfroPuffsOmbre) will now sort in the proper hair length category in Create a Sim. Added HairLength_Medium tag to (pfHair_SDX033AfroPuffsOmbre).
Infants will now properly unlock the "First Visit to a Family Member's House" Milestone. Added a new "Loot on Activate" tunable that fires loots after the role state they're assigned is activated.
Fairy Wings will remain visible after traveling to other lots. This is fixed retroactively. Restore Sim fairy wings on zone restore SI state load step if Sim is in fairy form and if it has travelled or is marked to restore wings. to restore the wings, a generator element is scheduled in the timeline for all Sims that satisfy the above criteria. This generator will create the fairy wing proxy and will have the Sim carry it to show the wings.
(lightwall_SP77GEN) is now sorted properly only in the Lights category in Build Mode. Replaced BuyCatLD_WallSculpture tag with BuyCatLD_WallLight tag on (lightwall_SP77GEN).
(yfAcc_ManiNatural_SolidDirt) and (ymAcc_ManiNatural_SolidDirt) no longer appear duplicated in Create a Sim. Added RestrictCrossBodyFrameGender BitField to (yfAcc_ManiNatural) and to (ymAcc_ManiNatural) as well as missing Opposite Gender Parts.
(sitLoveseat2x1_GP12GENmoss) will now be sorted into the Misc Comfort, Outdoor Seating, and Outdoor Bench categories in Build Mode. Added BuyCatSS_MiscComfort, BuyCatSS_OutdoorSeating, and BuyCatSS_OutdoorBench tags to (sitLoveseat2x1_GP12GENmoss).
(sitSofa3x1_EP09GENslats) will now be sorted into the Outdoor Bench and Outdoor Seating categories in Build Mode. Added BuyCatSS_OutdoorBench and BuyCatSS_OutdoorSeating tags to (sitSofa3x1_EP09GENslats)
The Moarpillaz Love Seat is now sorting under Lovesteats in Build Mode. Replaced BuyCatSS_Sofa tag with BuyCatSS_LoveSeat tag on (sitLoveseat2x1_EP05PATIO), (sitLoveseat2x1_EP05PLUSH), and (sitLoveseatBay3x1_EP05PLUSH).
We fixed an issue where Rahul could become duplicated as the "Grocery Delivery" Sim. (Cottage Living) Rahul Chopra is a teen NPC, meaning he was getting automatically pulled into a school rabbit hole @ 8 am, causing a duplicate grocery deliverer to be created in his place. Enabled 'Participating NPCs Should Ignore Work' checkbox on situationJob_CottageWorld_NPC_GroceryDelivery, so this would not happen.
The NPCs Raheel Kunal (Adventure Awaits) and Zhaleh Amani (Enchanted by Nature) can no longer be married, moved in, or proposed to. They are unique NPCs that fill a role and doing these things was resulting in duplicates of these Sims. Set Raheel & Zhaleh's traits to be immune to culling and unable to die. Denylisted their traits from a variety of travel / romace / propasal / move-in / marry interactions.
We fixed some issues where User Created Werewolves from existing saves would not be able to apply Nose Swatch Colors in Create a Sim. The nose color body part was missing in the outfits, causing the color selection to not show
Players will no longer receive calls that say: • Hey, I heard you became friends with {0.SimName}! {M0.He}{F0.She}'s pretty cool! (Get Together) • Hey, I heard you became enemies with {0.SimName}. That {M0.guy}{F0.girl} is a jerk! (Get Together) • Hey, I heard you and {0.SimName} are good friends now. You're getting more popular - clearly you're a good person to know! (Get Famous) The instances that called these phone calls are straight up gone.
Windows and doors now display correctly and remain properly aligned with the walls across all graphics settings (Low, Medium, and High), without clipping or glitching into the walls. If occurring during Low Settings load, please follow the prompt and restart your game to see the update. Set wall thickness on neighborhood lot back to 0, in low and low-medium graphics settings.
Sims in the Freelancer Career will no longer receive Gig calls and pop ups from careers they are not in. Fixed stale Acting audition drama nodes that could continue sending gig-style calls/popups or resolving audition outcomes after a Sim changed to another career. The node now validates the Sim still has the owning career before showing UI or completing the audition, and invalid stale nodes are cleaned up instead.
A top community concern around "Sims performing Mean interactions" was investigated. We found while this was previously happening, these were old bugs that we'd previously addressed in past patches. When we investigated new reports and player saves we found this was being caused by the "Vicious Dynasty Ideal" from Royalty & Legacy and was "As Designed." We wanted to address this feedback however, so Sims with the Vicious Dynasty Ideal will no longer autonomously run Mean interactions. They will still get Prestige Points when a player manually runs Mean socials. Removing the "Encouraged by Dynasty" test set from autonomously running mean socials (Socials_Mean_STC)
Wants and Fears relating to Father Winter will no longer show up if Wants and Fears are toggled off in the Options menu. Fixed an issue where Wants & Fears could reappear after loading a save even when the feature was disabled in Game Options. Saved whim state is now discarded during load when Wants are turned off, and the tracker initializes from the correct global option state.
We fixed an animation issue with hands when the Mysterious Rancher Sim tried to close an umbrella during a thunderstorm. Fixed the incorrect hand slot assignment in a2o_umbrella_break, a2o_umbrella_break_seated.ma, c2o_umbrella_break.ma and c2o_umbrella_break_seated.ma.The left hand was slotted to umbrella, but re-assigned to Spine slot.
The "Relaxo Deluxe Chair by Happy Hands and Feet Co.," "Happy Hands and Feet Chair," and "Relax-N-Go Chair by Happy Hands and Feet Co." will now sort in the Misc Comfort category in Build Mode. Added BuyCatSS_MiscComfort tag to (sitMassage_GP02GEN), (sitMassage_GP02GENluxury), and (sitMassage_GP02GENportable).
We've fixed old saves where Merfolk tails had gone missing. To visually fix the issue on your end, the affected Sims must be taken into Create a Sim once to return the tail. The tail body part was missing from outfits
Fixed a Simulation Error that resulted in Appliances and Sinks breaking repeatedly despite repair, travel, or time passing. Fixed an issue on the Sentiment system that would cause asserts from object edge cases. We were looping through active Sentiments, so we'd hit an assert if we removed any while doing that, and this would stop other gameplay flows, causing issues with appliances.
Adjusted the Ballroom dance animation where the Sims' hands could clip when the partner switch section ended. Fixed the incorrect hand slot assignment
The Botanical Beacon light now sorts under Wall Lights only. Replaced BuyCatLD_WallSculpture tag with BuyCatLD_WallLight tag on (lightwall_SP77GEN)
We fixed an instance of endless loading (save corruption) that could occur when trying to place certain lots from the Gallery. This was happening because these lot had an overuse of placement cheats that were corrupting the lots' footprints. We adjusted how Navmeshes behave to account for these instances. Some of footprints have very short edges in the user created gallery lot which would interrupt navmesh bulid. Remove those short edge footprints when building the navmesh.
We fixed a situation where Househould Sims could get incorrectly labeled as a "Neighbor" and weren't able to use doors. Fixed an issue where household Sims could be assigned Community Closeness jobs incorrectly. This is a tuning change to prevent household Sims from being considered for Community Closeness jobs.
Rent information is now properly displayed in the Bill & Utilities panel. Fixed an issue where Residential Rental tenant households could fail to display Rent in the Bills Information panel. Rent and Property Tax are now tracked as dedicated persisted housing bill sources, so bill breakdowns and notifications can show the correct housing detail for tenant households.
Stay Over calls can now happen multiple time. They may occur any time after fourteen days have passed since the initial call. This fix is retroactive in old saves. Fixed an issue where the stayover cooldown timer would reset prematurely. Previously, when a Stayover occured, the cooldown timer would reset incorrectly every time a lot load/unload happened. Now, stayover cooldowns stay active properly and allow a second (or more) stayover to occur after the cooldown timer expires.
Objects in Multi-Unit Residential Rentals can now be interacted with properly and the game will not crash after switching a HH. Fixed an issue where objects in a tenant's unit weren't being set correctly when we set the object's household owner. Added a check to ensure that objects in a tenant's unit are set properly when we set the zone object's household owner ID by adding a check to see if the plex_zone_id is the same as the active lot's zone id.
When a Sim travels to a Community Lot and enters Plan a Outfit in Create a Sim using a mirror, closing CAS will now correctly redirects the Sim back to the Community Lot, rather than their Home Lot. Prevent lost of last active Sim ID information during response to MSG_UPDATE_FAMILY_INFO_RESPONSE message
Fixed an error that would happen between 2 and 3 am at night and resulted in Sims becoming stuck and unable to be swapped between. Added a null safety check to avoid execute a command using an invalid data.
The "Partner" relationship will no longer revert to a general Household member after re-entering Create a Sim. Fixed a save/load issue affecting non-married partner relationships when re-entering Create a Sim. The game now preserves partner relationship state correctly so Create a Sim can continue displaying the proper Partner label instead of reverting to Household Member.
We addressed a report that "Sims become muscular for no reason." Sims with the "Doctrine of Vitality" are intended to gain muscle over time. We've updated the text to become clearer for this intended behavior. Adjusted a tooltip on kingdom.kingdom_tuning
The (cmHair_EP14AfroTapered) and (cmHair_EP14CornrowsLong) hairs for children are now also available for Female Children when removing the Feminine filter. Changed Gender field from Male to Universal on (cmHair_EP14AfroTapered) and (cmHair_EP14CornrowsLong).
Buddy Scoop will now follow his schedule (10 AM to 8 PM), and he will not reappear with different names in the Relationship panel. Fixed Buddy's schedule in walkbyDirector_Residential_EP20World_Inland so he doesn't appear outside the correct time. Enabled 'Participating NPCs Should Ignore Work' in jobs_EP20World_NPCs_Collector so Buddy does not get pulled into school / have a duplicate Collector NPC created in his place. Disabled 'Can Be Sent Home In Super Speed 3' checkbox for openStreetsAutonomy_TheCollector_EP20 so he doesn't get sent home / duplicate created if the player enters SS3. Lastly, enabled 'Allow Npc Routing On Active Lot' checkbox for role_EP20World_NPCs_Collector, because having this disabled was also causing Buddy to leave his Collector situation / create a duplicate in order to route over & socialize with the player Sim.
Fixed an issue where pets could receive a Black Texture after spending a day at a Vet Clinic. Unfortunately, this fix is not retroactive in saves where it already occurred. Created cat_chooser template with cat templates and set it to be the template chooser for Filter_SickCat (it was previously set to pet_chooser which only contained dog templates, causing the game to send over dog breed tags for cats, which is why the black texture was occurring). Additionaly, modified animal breed name/key population in code so that we are only assigning each animal one breed tag instead of two.
Fixed an assert that could occur when clicking on a reactions emoji. Fixed a Social Bunny UI issue where closing the reactions emoji popup with Esc could leave stale popup state behind, leading to a later assert during feed refresh. Reaction popups are now cleaned up correctly when the widget closes.
We fixed a simulation error that would occur when using the "Put in Inventory" interaction on the Gordian Cot or Airkushn Single Cot. 'Avoid Participants As Body Target' set to true. This is to avoid using the inventory interaction target as the body target so Put in Inventoy does not retarget from the "air bed root" object to a bed part during posture resolution. When this happened the Sim tried to put in inventory a part of the bed instead the bed itself.

'Apply Posture Cost' set to true. This is to bias posture/path selection away from bed-use posture solutions observed during Put in Inventory on the bed.

'Prefer Clicked Parts' set to false. Unchecked to prevent Put in Inventory from preferring a clicked bed part during posture resolution, which could retarget the interaction from the bed root to a bed part and route TYAE Sims into bed-use postures.

Switching from Fairy form to normal form in Live Mode, while the forms are unlinked will no longer cause the normal Sim form to have the skin tone of the Fairy form. That's a mouthful. Rebuild the Sim for the renderer when switching forms rather than relying on the cache
Fairies with altered skin tone will no longer cause the game to crash after the player swaps forms or appearance modifiers repeatedly. Rebuild the Sim for the renderer when switching forms rather than relying on the cache
Sims that are actively present on the lot will no longer call to ask about your adult Sim's childhood for the Formative Moments feature. It was a little weird. How were they even doing that?! Fixing a caller test on dialogDramaNode_ChildhoodInspiration_DiscoveryPhoneCall
We addressed some inaccuracies with Rent price showing up as 0 for "Current Billing Estimate" for Residential Rentals. The internal setup of a rental unit when it happens after Create a Sim was fixed. Now the rent values are correctly initialized.
We fixed some visual ceiling issues observed for adjacent apartment ceilings upon using Cutaway/Walls Down view options. Fixed a classic-apartment wall visibility issue where Walls Down and Walls Cutaway could incorrectly hide the shared boundary between the active unit and a hidden neighboring unit, exposing adjacent ceilings, dropped walls, or visible seams; the game now keeps those hidden-neighbor boundary walls up while still allowing normal wall-down behavior for interior walls inside the same hidden apartment.
We fixed an issue where all UI, Options, and interactions could become inaccessible after exiting Build Mode relating to work schedules. This is fixed in old saves. Added a null check for those cases where "work_schedule" is null. The issue was happening for those cases where "work_schedule" is null and the code tried to access it. The "null-check" was just for those cases.
Sims should now need to be Friendly before they call to invite your Sims to a Festival or Getaway, adding story context to these calls. Increasing a myriad of Sim Filters (most notably Filter_HasMet_TYAE_AllowGhosts_NotInHousehold_PreferFriends) to only look for Sims with 35 and above friendly rel, up from 5 rel.
Fixed an issue where the game could get stuck when a Sim performs the "Fan Self" interaction with the "Fluttering Hand Fan." Added a new object_EV009_handFan_fanSelf interaction to the object_EV009Reward_HandFan object tuning.
We holistically fixed an issue where multiple objects could get stuck in a Sim's inventory and couldn't be placed back in the world with drag and drop functionality. This also caused a greyed out interaction on "Put in Inventory" on certain objects due to ownership issues - which has also been fixed. Fixed an issue where items placed from a Sim’s inventory into the world could keep stale household ownership, causing live-drag, sell, send-to-inventory, and return-to-inventory checks to fail; the game now uses the carrying Sim’s household as the effective owner and also updates Gardening_put_in_inventory so valid harvestables can still be collected.
Fixed an issue where worlds could appear twice on the World selection screen. This issue was not that Moonwood Mill existed twice as two real worlds. The save could end up with multiple neighborhood records for the same world/region. World Select was reading those records and building a card for each one, so Moonwood Mill appeared twice.What caused it The backend neighborhood creation/update flow could create or keep another neighborhood entry without first resolving whether that region already had one. In practice, that meant a save could contain.
Fixed an issue that prevented Sims from bathing small Dogs. We updated social constraint testing when updating infant gameplay. Modifying the compatibility tests made these interactions not compatible to their existing postures. Fixed these interactions getting blocked when they should be compatible with the Pets state
Fixed the Rent calculation to be correct and not decrease over time. After fix the rental initialization, the way that rents were calculated in Rental Houses (Tomarang world) was fixed as well. Previously the rental price used to descrease as the number of days went by, but now the price increases according to the number of rented week days.
The "Deliver Food" interaction from the Doctor Career can once again complete properly. We updated social constraint testing when updating infant gameplay. Modifying the compatibility tests made these interactions not compatible to their existing postures. Fixed these interactions getting blocked when they should be compatible with the Sims state
Gone are the days where Sims would call for dating advice when they barely knew you! Now, only Friends will do this. Increasing a myriad of Sim Filters (most notably Filter_HasMet_TYAE_AllowGhosts_NotInHousehold_PreferFriends) to only look for Sims with 35 and above friendly rel, up from 5 rel.
Actually... why not do this for all Neighborhood Stories? All Neighborhood Stories phone calls will now require your Sims to be at least friends they reach out. Increasing a myriad of Sim Filters (most notably Filter_HasMet_TYAE_AllowGhosts_NotInHousehold_PreferFriends) to only look for Sims with 35 and above friendly rel, up from 5 rel.
Muting Phone Calls should now properly prevent all phone calls. Any UI Dialog with a phone ring type != NO_RING will be auto answered when the phone is silenced.
Good O'l Grim is a little pickier on who he'll try to recruit now. He's

the Grim Reaper

after all - he has options! He'll only call Sims to offer a job if they are Macabre.

Adding a new Run Test on dialogDramaNode_GrimDrama_GrimCall
The Geek trait now only displays a single positive value when compared to the Scholarly Dynasty Ideal. Fixing tuning on DynastyValue_Ideal_Scholarly
We fixed an issue where Child Sims could be automatically added to a Dynasty, and players would receive the "Joined Dynasty" TNS Notification on repeat when entering or leaving Create a Sim. Offspring repair is persisted so it doesn't repeat when loading a lot.
Fixed an issue that was preventing Sims from adopting Cats and Dogs. We updated social constraint testing when updating infant gameplay. Modifying the compatibility tests made these interactions not compatible to their existing postures. Fixed these interactions getting blocked when they should be compatible with the Pets state
Fixed an issue where Doctors couldn't perform interactions with their Patients. We updated social constraint testing when updating infant gameplay. Modifying the compatibility tests made these interactions not compatible to their existing postures. Fixed these interactions getting blocked when they should be compatible with the Sims state
Fixed an issue that was preventing Sims from performing the "Feel the Love" interaction properly on a cat or small dog. We updated social constraint testing, but this caused unintended issues with these interactions. They now should correctly be ran
Werewolf nose color options will no longer reset when a Teen Werewolf Sim goes to school, returns home, and then enters Create a Sim using a mirror. The fix is to create/update the nose color body part in the current outfit to all outfits
We’ve also made improvements to various Base Layer assets. These updates include: split gender versions of the Turtleneck to improve texture quality around the neck, split gender versions of the underwear bra asset to improve texture quality, and tweaks to the yfAcc_BaseLayerBodySuit_CapPink, LongWine and TankWhite textures to remove a breast shadow for gender neutrality. UV boundaries are different between yf and ym body frames. By separating the assets into two different versions, one for each frame, the texture is adjusted to be perfect for each, without visual bugs. This particular bug came from the ym having a much thicker neck than the yf, which is useful to bare in mind when designing base layers. Some texture changes have also been made to the bodysuit to remove shadows and make sure they work better across both frames.
We fixed an instance of Infinite Loading which could occur when loading Create a Sim via an unloaded Sim through the Simology Panel. Mannequin modes now preserve the requested mannequin id and validate it instead of resolving it through the selected family.
Sims are once again able to complete the Hair and Makeup task on an Actor Career gig. (Get Famous) We updated social constraint testing when updating infant gameplay. Modifying the compatibility tests made these interactions not compatible to their existing postures. Fixed these interactions getting blocked when they should be compatible with the Sims state
We've added a Festival Notifications section to the Game Options menu that will allow players to determine which Festivals they receive notifications for on a pack by pack basis. Now players have the ability to enable/disable Festival Notifications by episode from a new Game Options section inside Gameplay tab. The notifications are enabled by default and players can disable them. Adding new game option tests to instances labeled with FestivalDramaNode (excluding a few exceptions where the FestivalDramaNode is already hidden to the player)
The Discovery Quest for “Starting a Dynasty” should only occur once per save now. (Legacy & Royalty) Tuning it so pivotalMomentDialogDramaNode_EP21_Onboarding_DynastySystem only plays once per playthrough.
Couple Sims will no longer only perform the "Kiss" interaction autonomously if you own Legacy & Royalty. Fixing a rather large set of tests tuned on most mixer romantic socials (such as mixer_social_Flirt_targeted_romance_alwaysOn). Also fixing an incorrect test on testSet_InlawOrStepRelative_RomanticRelationship.
We did some rendering backend synchronization on Mac, which has addressed some graphical flickering issues in game when players manually disabled SSAO in the SGR file. Did a GPU synchronization fix for the Mac Metal renderer. In this way no graphical flickering even if players manually disabled SSAO in the SGR file.
We've decreased how frequently players will get dancing and Bar Night invites from other Sims. (Get Together) We've decreased how frequently players will get Community Closeness Calls. (Eco Lifestyle) We've decreased how frequently players will get romance-related phone calls. (Lovestruck) In general, we've decreased how frequently players will get invites from other Sims. (Multiple Packs) Increasing the time between calls on drama_scheduler-drama_node.tuning
Bess Sterling will not call as quickly or as frequently anymore. However, once she does call - if you accept, you are still at her mercy. Good luck. (Eco Lifestyle) Increasing the time between calls on drama_scheduler-drama_node.tuning
Sleep will now reduce the duration of the "Mental Fog" buff (as well as all other dazed moodlets). The "Mental Fog" Buff description has also been updated to say, "[SimName] is starting to feel woozy from his/her/their mental load. Maybe he/she/they should get a good night's sleep before things get worse." Bed_Sleep now reduces all buffs categorized as "Sloshed_Buffs"

(If it wasn't obvious already what Dazed used to represent)

We added a tiny idle that Active Sims will play once a day before they get their Energized buff. Adding an animation to Idle_Trait_Active
Sims will no longer obsessive view Frog or insect collections, including the Royal Frog. Adding cooldowns to autonomously considering Collectible_Frog_View_generic and Collectible_Insect_View_generic