April 2021
Product: The Sims 4
Platform:PC
Which language are you playing the game in? English
How often does the bug occur? Every time (100%)
What is your current game version number? 1.72.28.1030
What expansions, game packs, and stuff packs do you have installed? Expansion: All Game Packs: Outdoor Retreat, Spa Day, Dine Out, Parenthood, Jungle Adventure, Strangerville Stuff Packs: Vintage Glamour, My First Pet, Moschino Stuff, Tiny Living, Nifty Knitting
Steps: How can we find the bug ourselves? Create a club. Set the club activity to "do acting routines". Place mirrors and microphones on the lot. Start a club gathering.
What happens when the bug occurs? The Sims will not use the microphones or social to practice acting routines.
What do you expect to see? NPC Sims use both the microphones and socials to practice acting routines.
Have you installed any customization with the game, e.g. Custom Content or Mods? Never used.
Did this issue appear after a specific patch or change you made to your system? Neutral/Not Sure
Save game: https://1drv.ms/u/s!Agz9k3UFAizZih1piG_2CZS3j2ID?e=VMUDNu
From the code, it looks like it is only enabled on the acting studio venue for using the microphone or social. It is not enabled on other lots.
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n="min_time">20</T> </U> </V> </L> <E n="interaction_action">EXIT_NATURALLY</E> <L n="tests"> <L> <V t="location"> <U n="location"> <U n="location_tests"> <V n="is_venue_type" t="enabled"> <U n="enabled"> <T n="venue_type">190058<!--Venue: venue_ActingStudio--></T> </U> </V> </U> </U> </V> <V t="sim_info"> <U n="sim_info"> <V n="npc" t="enabled" /> </U> </V> </L> </L> </U> </V> <V t="list_reference"> <T n="list_reference">40702<!--ExitConditionList: ExitConditionList_EmotionStressed--></T> </V> <V t="list_reference"> <T n="list_reference">40144<!--ExitConditionList: ExitConditionList_EmotionMiserable--></T> </V> </L> <V n="content" t="looping_content"> <U n="looping_content"> <U n="animation_ref"> <T n="factory">195762<!--AnimationElement: actingSkill_Practice--></T> </U> </U> </V> <V n="periodic_stat_change" t="enabled"> <U n="enabled"> <U n="operation_actions"> <T n="alarm_interval">1</T> </U> <L n="operations"> <V t="dynamic_skill"> <U n="dynamic_skill"> <U 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</V> </L> </L> </U> </V> </L> </U> </V> </U> </V> <L n="basic_extras"> <V t="balloon"> <U n="balloon"> <L n="balloon_choices"> <U> <V n="item" t="balloon_category"> <T n="balloon_category">200458<!--BalloonCategory: balloonCategory_ActingPractice--></T> </V> </U> </L> <T n="balloon_delay">1</T> <T n="balloon_delay_random_offset">0.5</T> <L n="balloon_target"> <E>Actor</E> </L> </U> </V> <V t="buff"> <U n="buff"> <U n="buff_type"> <T n="buff_type">200372<!--Buff: buff_Sim_isPerforming--></T> </U> </U> </V> </L> <V n="canonical_animation" t="enabled"> <U n="enabled"> <T n="factory">202543<!--AnimationElement: mic_NoCarry_Canonical--></T> </U> </V> <V n="content_score" t="disabled" /> <T n="display_name">0xB9B0E62B<!--String: "Practice Acting"--></T> <V n="display_name_overrides" t="testable"> <U n="testable"> <L n="overrides"> <U> <V n="new_display_name" t="disabled" /> <L n="test"> <L> <V t="mood"> <U n="mood"> <T n="mood">14634<!--Mood: Mood_Confident--></T> </U> </V> </L> </L> </U> 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<?xml version="1.0" encoding="utf-8"?> <I c="SocialSuperInteraction" i="interaction" m="interactions.social.social_super_interaction" n="si_Touching_ActingSkill_Routines_Practice" s="196037"> <V n="_icon" t="participant"> <U n="participant"> <L n="participant_type"> <E>TargetSim</E> </L> </U> </V> <L n="_party_size_weight_tuning"> <U> <T n="y">100</T> </U> <U> <T n="x">1</T> <T n="y">100</T> </U> <U> <T n="x">2</T> <T n="y">50</T> </U> <U> <T n="x">3</T> <T n="y">0</T> </U> <U> <T n="x">4</T> </U> </L> <V n="_saveable" t="enabled" /> <T n="_social_group_type">16397<!--JigGroup: group_Romance--></T> <L n="_static_commodities" /> <V n="affordance_to_push_on_target" t="push_affordance"> <T n="push_affordance">200562<!--SocialSuperInteraction: si_Touching_ActingSkill_TargetSimRoutine--></T> </V> <T n="allow_autonomous">False</T> <T n="attention_cost">1</T> <V n="basic_content" t="flexible_length"> <U n="flexible_length"> <V n="allow_holster" t="use_default" /> <L n="conditional_actions"> 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n="target_sim"> <E>TargetSim</E> </L> </U> </V> <V t="trait"> <U n="trait"> <L n="whitelist_traits"> <T>125437<!--Trait: trait_Insider--></T> </L> </U> </V> </L> </L> </U> </V> </L> </U> </V> </U> </V> <L n="basic_extras"> <V t="loot"> <U n="loot"> <L n="loot_list"> <T>162659<!--LootActions: loot_Commodity_Culling_GhostAdd_target--></T> </L> </U> </V> <V t="buff"> <U n="buff"> <U n="buff_type"> <V n="buff_reason" t="enabled"> <T n="enabled">0x9C09275F<!--String: "(From Being in a social group with at least 3 Sims)"--></T> </V> <T n="buff_type">125555<!--Buff: buff_Trait_WithMyFriends--></T> </U> <L n="subject"> <E>Actor</E> <E>SocialGroupSims</E> <E>TargetSim</E> </L> <L n="tests"> <L> <V t="social_group"> <U n="social_group"> <V n="threshold" t="enabled"> <U n="enabled"> <T n="value">3</T> </U> </V> </U> </V> </L> </L> </U> </V> <V t="loot"> <U n="loot"> <L n="loot_list"> <T>157124<!--LootActions: loot_Toddler_RemovedLeftBehind--></T> </L> <V n="timing" t="at_beginning" /> </U> </V> 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n="who">Actor</E> </U> </V> <V t="test_set_reference"> <T n="test_set_reference">129700<!--TestSetInstance: testSet_HasMet--></T> </V> </L> <T n="time_overhead">30</T> </I>