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Field Researcher
Original Poster
#1 Old Yesterday at 7:54 PM Last edited by pinkdynamite : Yesterday at 9:41 PM.

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Default [Solved] No plantsims?
I rarely play with supernaturals (apart from witches) and decided it might be fun to add some plantsims into my neighbourhood. The only problem? No sims are turning into plantsims. I have several families with large gardens but no matter how much I've sprayed for bugs (and I've tested over a two sim-week consecutive period) not one sim has changed. I have a few different plantsim mods but the only ones HCDU detects a conflict with is Cyjon's Plantsim Fix and jfade's Some Chance Of Plantsim. Is this a load order issue or are they incompatible?

The only other plantsim mods I have are a DR skin and sim, Cyjon's Plantbaby Changes, and [Black_Spirit]'s Plantsims Can Turn Other Sims Into Plantsims, if that's relevant.
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Mad Poster
#2 Old Yesterday at 8:44 PM
Yes, first of all JFade's mod will prevent Cyjon's fix from working, and second of all there seems to be a bug in JFade's mod that reduces the chance of becoming a plantsim to zero in at least some circumstances. With Cyjon's mod the chance is already only 10% anyway.
Field Researcher
Original Poster
#3 Old Yesterday at 9:41 PM
Good to know. I'll get rid of the jfade one, thanks.
Scholar
#4 Old Yesterday at 10:35 PM
In the default game without mods it seems you need to spray a plant with pesticides multiple times in the same play session. Spraying adds a memory token that has an invalid identifier. It is then removed on the next load and the counter restarts.
Field Researcher
Original Poster
#5 Old Yesterday at 11:18 PM
That's why I played for two consecutive sim weeks, I even gave plants bugs in debug mode to give extra chances to turn into a plantsim. Nothing. So I'll try it again without the jfade mod and see what happens.
Mad Poster
#6 Old Yesterday at 11:45 PM
Quote: Originally posted by jonasn
In the default game without mods it seems you need to spray a plant with pesticides multiple times in the same play session. Spraying adds a memory token that has an invalid identifier. It is then removed on the next load and the counter restarts.


Yes, that's the issue that Cyjon's mod fixes.
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