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Field Researcher
Original Poster
#1 Old 25th Oct 2024 at 1:04 AM
Default NPC makeovers: possible/safe?
I know we can take NPCs into CAS using MCCC or cheats, but do the changes stick? Is it safe to edit them in this way?
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Test Subject
#2 Old 25th Oct 2024 at 12:23 PM
In my experience, NPCs altered by MCCC are indeed somewhat different than game created changes. But yes, the changes stick, and can be edited. But now, since this new update, I don't know. I'm testing, like I suppose everyone else is.
Field Researcher
Original Poster
#3 Old Today at 2:18 AM
Thank you! Coming from TS2 I'm always paranoid about messing with NPCs :p
Smeg Head
#4 Old Today at 4:53 PM
Editing them in Cas is no problem. Their work uniforms are issued via a different mechanic so there's nothing you can do to them in Cas that would mess that up.

Most of these NPCs are issued with a unique hidden career and a unique hidden trait that ties them to that career. Moving them into a residential to play them normally will break that for most NPC workers, though not all. The hidden trait and career is coded to be removed, meaning they will be replaced with a new NPC sim to fill the job.

The jobs are coded for the NPC sim to be on call 24/7, so they would be a pain to play normally as they will always be sad for missing work and if you dared send them to work they will never come home again due to 24/7 work shift. Hence hidden career and hidden trait needs to be removed if trying to play the sim normally.

The worst one of the bunch is the NPC Hermit from the camping GP, such that all that sim needs to do to lose their hidden career and hidden trait is to turn up on any lot. If you do see them randomly visiting a community lot, know the next time you go to the hermit lot it will be a new NPC there to replace them. Mods can fix this.

Even so, you can still take the hermit into Cas and make changes without any problems of them losing their job.

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Find all my TS4 mods and lots here: Main Website - simsasylum.com My Section - coolspear's Mods & Lots
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