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KW Invalid NPC SimDescription msgs


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Posted

My apologies if this is covered somewhere and I just can't find it but I'm at a loss of what happened. I spawned all the KW NPCs into my game and worked to place them in houses. Everything was fine until I reloaded my save then I'm blasted with that post title msg. It just keeps repeating over and over for several of the KW NPCs.

  • 2 weeks later...
Posted

Define "spawned'.

 

If I want to use any of the KW npc's, I find them in the CAS Library and go from there.

 

I know there are role sims made by KW that are not in this library. Anytime I wanted to use one I must see it in game, then I take it into CAST and make a copy. Unfortunately these Sims are often given random if not inappropriate traits, too few, etc. to be used by that game. I found out by customizing a taxi driver, and then saving it for use as a Sim - it even had a PET trait.

 

When I say make a copy - it's for appearance only because of the issue I described above. What I do is take another Sim which has been put into the game already and has gone 'live', then return them to CAS, they now have normal traits, etc. which are now part of that Sim and by choosing any other Sim in the library, I get only their appearance and wardrobe ( 1 each type ) applied to a working Sim. 

 

This is why KW does NOT recognize NPC's in many of it's applications such as using 'Set attractiveness' for example.

 

I hope my experience helps.

  • 1 month later...
Posted
On 1/23/2025 at 8:59 AM, landess said:

Define "spawned'.

 

If I want to use any of the KW npc's, I find them in the CAS Library and go from there.

 

I know there are role sims made by KW that are not in this library. Anytime I wanted to use one I must see it in game, then I take it into CAST and make a copy. Unfortunately these Sims are often given random if not inappropriate traits, too few, etc. to be used by that game. I found out by customizing a taxi driver, and then saving it for use as a Sim - it even had a PET trait.

 

When I say make a copy - it's for appearance only because of the issue I described above. What I do is take another Sim which has been put into the game already and has gone 'live', then return them to CAS, they now have normal traits, etc. which are now part of that Sim and by choosing any other Sim in the library, I get only their appearance and wardrobe ( 1 each type ) applied to a working Sim. 

 

This is why KW does NOT recognize NPC's in many of it's applications such as using 'Set attractiveness' for example.

 

I hope my experience helps.

Thank you so much. So apparently when a KW sim is put in game, it's only for that running instance and can't be reloaded from save without modifying them first in CAS?

Posted
On 2/25/2025 at 4:07 PM, S3Xlover said:

it's only for that running instance and can't be reloaded from save

 

You've proven that it can, but as implied - these NPCS aren't handled the same as Active/Inactive Sims allowing for the game to become confused - especially if they are flagged by a program to do a specific task but now appear in a different capacity. Kinda like when you change a lot description for a rabbithole - the game mentions for something to work properly, the flag you just set needs to be changed. We know that it CAN still work but the warning is there to let you know with the many dots it needs to connect, that's not possible with one or more specific functions. 

 

We can only attach 'so much' nitrous, turbochargers, headers, racing cams, and other upgrades to this old lawnmower and expect them to make a difference -   :) 

Posted
10 hours ago, landess said:

 

You've proven that it can, but as implied - these NPCS aren't handled the same as Active/Inactive Sims allowing for the game to become confused - especially if they are flagged by a program to do a specific task but now appear in a different capacity. Kinda like when you change a lot description for a rabbithole - the game mentions for something to work properly, the flag you just set needs to be changed. We know that it CAN still work but the warning is there to let you know with the many dots it needs to connect, that's not possible with one or more specific functions. 

 

We can only attach 'so much' nitrous, turbochargers, headers, racing cams, and other upgrades to this old lawnmower and expect them to make a difference -   :) 

Proven that what can? Reloading KW spawned sims in save without them having issue? That's when they do. Adding them to my family works without flaw but they create a problem on the save after reload. I'm curious why KW isn't loaded and implemented like NRAAS mods. Maybe they are but don't seem to be since we must start the game regular, save and then reload and then activate KW. Otherwise it appears severe chaos happens with constant errors and messages. I've managed to greatly minimize conflict between KW and NRAAS per the mods I use.

Posted
On 2/25/2025 at 4:07 PM, S3Xlover said:

Thank you so much. So apparently when a KW sim is put in game, it's only for that running instance and can't be reloaded from save without modifying them first in CAS?

Spawned through the KW debug menu. They periodically just show up though. Why would KW sims be in CAS library? I've tried saving copies via CAS but they don't work for me like regular pre-created or self created sims 

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