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PostSubject: Sims 4 Patch Notes *Pool Patch*   Mon Sep 01, 2014 2:31 pm

Sims 4 Day One Patch
And so it begins! Suspect
Crinrict has posted patch notes at the link above.
Source: EA Patch Notes
Quoted below.
The patch is via Origin.

  • Severe Issues / Crashes:
  • Fixed a crash in Build Mode by preventing the game from thinking fences were rooms.
  • Fixed a crash in Create A Sim that could occur after the you lock and unlock your computer.
  • Bug Fixes / Issues:
  • Fixed an issue with “Shine on Men’s Suit”, “Glitter and Abs”, “Big Hat of Shame”, “Star-Spangled Glasses” and the “Tiki Bar”, not remembering their unlocked state upon reload.
  • Fixed several issues with Sims attempting to go on dates with the Reaper, resulting in non-responsive game states.The Reaper still loves ya baby, he is just too busy to go on a date with every lovelorn Sim that vies for his attention.
  • Fixed several issues where babies were incorrectly hibernating within household inventories resulting in several issues:

    • You can now exit Build Mode when not on your home lot if a baby was incorrectly left in the home lot inventory.
    • Game no longer hangs if you attempt to split a household with a baby on the lot and in the household inventory.
    • Splitting and merging households no longer results in unplayable households due to babies being left in household inventories.
    • Babies are no longer left locked in the household inventory if all the other Sims in the household die.
    • Babies no longer multiply if left in the Household Inventory while editing the lot via Manage Worlds.


  • Fixed an issue where Gallery households that have been merged with another household were preventing Live Mode from loading.
  • Adding a new Sim to a played household via Create A Sim by going from Manage Worlds will now allow you to modify their face and body.
  • Lots with scaled objects (via the shift + [,] cheat) that are shared to the Gallery will now remember their enlarged state for others to enjoy.
  • Gallery Issues:
  • Fixed an issue where the game would become non-responsive when attempting to save a lot to the your library.


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PostSubject: Re: Sims 4 Patch Notes *Pool Patch*   Mon Sep 01, 2014 2:32 pm

Update: 9/9/14
http://help.ea.com/en/article/the-sims-4-updates/
TIP:
If you are not being prompted to download the September 9th patch for The Sims 4, please exit completely out of Origin and then restart the client, this should then prompt you to download the latest patch.

New Adds

  • New decorative object! The High-Rider Gnome has journeyed long from his hidden grotto in the tropics to join you in The Sims 4.  He’s eagerly awaiting your arrival in Build Mode, ready to grace your homes with his feats of stationary flamingo bronco busting!

    • Look for him in Build Mode in the Outdoors or Decorations sorts, or type Gnome in the search box.


  • Sim and object highlights can now be toggled on/off by entering hovereffects on/off in the cheat console (this will eliminate the white border on a Sim or an object when you hover over it to interact).  In addition, you can add -nohovereffects to the Command Line Arguments.  In order to add the argument:

    • Open the Origin client, right click on The Sims 4 game box art, select “View Game Properties”, click “Game Properties”, enter -nohovereffects into the text box, and then click Apply.



 
Bug Fixes / Issues

  • Fixed an issue with some gallery downloads that were causing the game to hang.
  • Fixed several bugs that would result in incorrect relationship states between Sims.

    • For players using the “cas.fulleditmode” cheat to go back and adjust Sims after they’ve been created, note that using this cheat will still allow you to manually select invalid relationships. Please exercise caution when changing relationships while using this cheat.


  • The automated filtering used for Gallery uploads was unintentionally blocking the words “gay”, “homosexual”, or “homosapien”. It has now been fixed and these terms will not be blocked or prevented.
  • Fixed a crash that would result if a block without walls was saved as a room.


Last edited by EuphorialQueen on Tue Sep 09, 2014 8:24 pm; edited 1 time in total
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PostSubject: Re: Sims 4 Patch Notes *Pool Patch*   Mon Sep 01, 2014 2:32 pm

Sims 4 Patch Notes Section
October 1 Patch Notes - SimGuruGnome
Quoted from the post at EA http://forums.thesims.com/ Thread
SimGuruGnome - About Ghosts wrote:
The New
Ghosts! Ready to go and in your game, just jump in and start killing your Sims! Well, I mean, you can… nicely kill them? Or just lock them in a room for a couple days, um, without any food or water. That’s one way to do it, but will take awhile so if you’re really impatient maybe just set them on fire. Oh, this isn’t going well. Look, if you happen to see a ghost, however he or she got there, and we aren’t judging, then you can experience all new interactions like “Ghost Scare,” “Ghost Repair,” or “Pass Through”, new aspirations and whims, and new behaviors as they float happily, angrily, or howeverily about!
• When a Sim dies, they become a non-playable ghost
• Use the “Invite to Household” interaction to make a ghost into fully playable member of your household!
• Ghosts can have relationships, get married, woohoo, hold jobs, build aspirations, earn traits, or just be!
• Ghosts have a unique post life experience based upon how they died…
o Sims that died by hunger seek to satisfy their hunger in the after life
o Sims that died by overexertion and old age find they prefer to take it easy in the afterlife
o Sims that died by fire have a new interaction available to them… when, well, try and not make them angry
o Sims that died by an emotional death can radiate their emotion onto other Sims
o Sims that died by electrocution, when angry, have a unique interaction to break electronic devices. They also seem to really enjoy the “Hand Buzzer” social.
o Sims that died by Cowplant have the desire to harm and help the plant world. They can cause plants to die when in a negative emotion, but will care for plants when in a positive emotion.
• Ghosts can possess objects, and they can repair broken objects when possessed
• Ghosts have new interactions available to them, such as "Ghost Scare," "Pass Through," and "Talk About Death"
• Level 10 Gourmet cooks have a new recipe “Ambrosia”, which can be used to bring a Ghost to life (or give a Sim renewed life)!
• There is a new gardening flower type, the Deathflower, which can be used by a Sim to save themselves or another when visited by the Reaper!
With the addition of ghosts, even the gnomes are not safe from the call of the Netherworld. “The Ghastly Ghostly Gnome” has scared his way into your Build catalog, eagerly awaiting a place in your home!
SimGuruGnome - Cheats and Assets wrote:
Cheats / Assets
• We have added a cheat to show hidden objects, such as the ponds, channel specific stereos for venue use, and many other items. Open up the cheat console ([CTRL]+[SHFIT]+[C]) and type “bb.showhiddenobjects”. You can use the Build Filter pane to find the Debug objects under the Content drop down.
• 5 new eye colors! Dark blue, dark blue hazel, gray brown hazel, olive green hazel, and purple! Create a Sim, go NOW!
• A new Spooky station can be found on your stereos! It’s scary how good the music is! It’ll BOOm… your boxes. It’s funnier if you make the “m” silent in that last one.
• A new Create a Sim clock speed cheat allows you to speed up and slow down your Sim’s animation in Create a Sim. Use the cheat by typing “cas.clockspeed [0-10]” in the cheat console window. 0 is pause, 10 is not!
SimGuruGnome - Crashes / Performance wrote:
Crashes / Performance
• Corrected an issue where the interaction to "Write a Book" was not properly saving, causing the save file to error
• Loading a lot and selecting Sim to play who is off lot now loads to the correct Sim
• Fixed an issue where the UI might forget that a household exists and not allow the player into Build Buy
o This primarily was a result of the player deleting all households in their neighborhood, but could occur as the result through other means
• Fixed an issue that could cause the game to become non-responsive if the user uploaded an unfinished venue from their home lot and then attempted to reenter Build via Manage Worlds from the lot
o The household Sims were incorrectly being removed from the world, leaving the player in a bad state and unable to play
• Some in game circumstances can lead to the product ID becoming lost, resulting in a possible crash. The crash has been fixed by adding a Null Guard (he's a pretty good guard).
• Fixed an issue where the Off Lot actions were not always available after loading an existing save file
• Sims who are reading or eating should no longer reset when changing wall heights of rooms that are nowhere near them
• Lowering the foundation will no longer cause cabinets to be placed into the household inventory in certain circumstances
• Fixed a floating Sim issue that would sometimes occur when the Sim decided that the direct "air" path was shorter than any of the alternate options
• Sims will no longer route fail when attempting to perform the "Sell to the Simsonian Museum" action on an Unnaturally Large Space Rock
• The Sims 4 default refresh rate is now the same setting as the windows refresh rate
SimGuruGnome - Graphical Issues wrote:
Graphical Issues
• ymBottom_PantsLoosePajamas and ymBottom_PantsLoosePajamasSatin were merged into a single asset in Create a Sim. They are now 2.
• Some hair and hat combinations created bad geometry along the Sims scalp, we have adjusted the geometry to correct the issue
• yfBody_CocktailStrap_Red is now a selectable color for the Bombshell dress found in Create a Sim
• "Mega Stairs (Ooh Fancy)" stairs now have color variants that are actually different than one another
• "Stack of Canvases" career reward item will no longer disappear when placed next to a wall and the wall cuts away
• Fixed graphical issues with the highlight and back-facing state of the "Captain Chaz MacFreeling Elegant Mirror."
• "Malva - Square" ground plant will no longer place underground
• The "Barnish Bed" will no longer find that its pillow becomes possessed when a Sim gets in bed - a LOD (level of detail) issue resulted in the pillow bouncing around on its own when Sims went to sleep
SimGuruGnome - Tuning Issues wrote:
Tuning Issues
• Sims now have more painting variety at all levels - high level Sims will paint "beneath" their level at a chance of higher quality
• Sims can now listen to music and play chess at the same time!
• Librarians can now also be young adults and can be either male or female. Previously they were always female elders. Stereotyping… don’t do it!
• The “Enable / Disable Emotional Aura” interactions now have tooltips explaining what they do
• "Try to Calm Down," "Vent," "Complain about Problems," and "Take Bath" actions will now help resolve the "Not Enough Exercise,” "Need Video Games!," "Conception Tension," "Stale Surroundings," and "Cooped Up" buffs that Sims get when feeling tense
• Fixed an issue where Sims with a high Cooking skill were guaranteed to never start fires while cooking. It is true that our Sims are quite intelligent, however it is also well documented that even the best Sim is still a little prone to the accidental setting ablaze of their luxurious mansion. Sims above level 3 cooking skill can once again start fires while cooking... it is just unlikely.
• The final Milestone of the Nerd Brain aspiration now only requires that a Sim read 10 (not 15) books in order to complete
• "Earn Money Turking" was providing a large amount of Simoleons within a short amount of time, this was not the intention and the amount you earn has been reduced
• Toys that say they increase a Childs creativity, now actually do
• "Writing a Jingle" will now pay your Sim for doing so. There was a bug with writing a jingle on the guitar that could result in no Simoleons being paid
• The Serenade’er will no longer get all the buff benefit from the Serenade. The Serenade’ee will now also receive a positive buff from the Serenade when being Serenaded to by the Serenade’er
• Time based achievements and buffs were not always tracking correctly. Fixed a visual issue with the tracking, as well as fixed the "Just Getting Started" and "In the Game" achievements
• The "Fridge of Steel" and "Fresh Maker" upgrades on the refrigerator were completing too quickly, they have been tuned a little slower
• Gym Rats will no longer lose hygiene while doing a "Zero G Workout"
• Science table emotion potions will now provide positive buffs, rather than just make you uncomfortable
• Autonomous Sims were finding it impossible to die by Cowplant because they would, during the moment of death, attempt to queue a Get Comfortable interaction, which, not being compatible with the Cowplants attempt at eating the Sim, would cause the Sim to reset, thus saving the Sim from death (woo!). We're sorry to say, we fixed the issue, once again putting our Sims in jeopardy with the Cowplant digestive desires.
• Intergalactic Growth Pods will no longer be resistant to your attempts to water and weed - the pods have decided life is good. Water and weed as needed
• Sims with unpaid bills will no longer find that the water & power has been shut off everywhere they go - you can properly mooch from your neighbors
• Fishing interactions now correctly display emotional context in the Pie Menu.
• A collectibles rarity will now affect its value
• Adopting a baby will now give all the parents adopting a proper buff for doing so
• Sims with spoiled food in their inventory will no longer find the option to clean spoiled food from the bar... that was just weird.
• Sims were able to feed dead cow plants. While interesting and slightly morbid, it did not actually do anything. We have removed the action.
• Removed fitness gain for digging rocks
• Fixed an issue where bills were incorrectly double counting objects when calculating the household value
• We addressed a negative current issue, where Sims were dying after being electrocuted just one time. It was shocking for us all. Our hair was on end when we learned of the problem. We have quickly zapped the bug with thunderous attention and we're a-buzz with this fix.
• The "Commercial Kitchen" styled room is now unlocked when the user reaches level 10 of the Culinary career while in the Chef branch
• Gardening plants will no longer broadcast their emotions onto nearby Sims. They have been counseled and have learned to bottle up their emotions inside... deep deep inside.
• Repair and Upgrade interactions now correctly display emotional context in the Pie Menu when your Sim is Focused
• Thank you to the community for helping to identify two issues where Child Sims were incorrectly allowed to get into the Flirty emotion, we have corrected both instances.
o Children who had maxed their social skill were incorrectly able to Flirt with themselves in the mirror
o Child Sims with the Insane trait and in the Confident mood, were incorrectly allowed to flirt with themselves in the mirror
• Romance filter option is no longer available for children while traveling (nobody ever showed up in the list, but it was odd that it was there)
• Venues converted to residential lots via Manage Worlds, will no longer prevent you from beginning the action of adding a new household to the lot if the venue value is greater than the starting funds of the new household.
o You still won’t be able to place the family on the lot if they can't afford it, but now you are allowed to create a new household using this flow.

SimGuruGnome - UI Issues wrote:
UI Issues
• Gallery notification timestamps will no longer incorrectly list your last activity as "more than a month ago" when it has been less than that
• Commenting on gallery items with the "<" character, followed by any text will no longer cause the text to disappear
• Event Major Goals now have hover tips with text explaining how to complete the goals
• Fixed an issue with Neighborhood Map context menus appearing off screen in some supported resolutions.
• Corrected an issue where the Build filter panel was being hidden when performing an open search.


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PostSubject: Re: Sims 4 Patch Notes *Pool Patch*   Mon Sep 01, 2014 2:32 pm

Alien Greetings
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PostSubject: Re: Sims 4 Patch Notes *Pool Patch*   Mon Sep 01, 2014 2:32 pm

Alien Greetings
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PostSubject: October 1st 2014 Patch Notes   Sun Oct 05, 2014 7:49 am

Sims 4 Patch Notes Section
October 1 Patch Notes - SimGuruGnome
Did you know that besides Ghosts and Ghostly interactions we also have FIVE New Eye Colors, Star Wars costumes and several fixes in the October 1st patch?
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PostSubject: Re: Sims 4 Patch Notes *Pool Patch*   Wed Oct 08, 2014 5:55 pm

I don't know if this will work for anyone else, but I got the caseditfullmode to work.

1.  testingcheats true (press enter)

2. type CAS.fulleditmode (press enter)  I tried something different and capped the cas instead.

3. push Esc (Escape)

4. shift and click on sim and choose modify in cas

All of the other ways I've tried you could only change the Aspiration



I did save the game under a different name just in case it goes poof Laughing
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PostSubject: Re: Sims 4 Patch Notes *Pool Patch*   Wed Oct 08, 2014 7:18 pm

Good info.! Thanks! Smile
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PostSubject: Re: Sims 4 Patch Notes *Pool Patch*   Wed Oct 08, 2014 11:24 pm

@LadyGee wrote:
I don't know if this will work for anyone else, but I got the caseditfullmode to work.

1.  testingcheats true (press enter)

2. type CAS.fulleditmode (press enter)  I tried something different and capped the cas instead.

3. push Esc (Escape)

4. shift and click on sim and choose modify in cas

All of the other ways I've tried you could only change the Aspiration
[url=http://servimg.com/image_preview.php?i=1157&u=17834782][img]http://i39.servimg.com/u/f39/17/83/47/82

I did save the game under a different name just in case it goes poof  Laughing

Cool! I'll have to try that tonight. Big Grin

.:*~*:._.:*~*:._.:*~*:._.:*~*:._.:*~*:._.:*~*:._.:*~*:._.:*~*:.


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PostSubject: Re: Sims 4 Patch Notes *Pool Patch*   Tue Nov 04, 2014 2:52 pm

Update: 11/04/2014 – Version 1.2.16.10
SimGuruGnome wrote:
Hey S(w)immers!
It’s time to go swimming! November, sunshine, swimming, splashing, the warmth of the su… well, we are international, so it’s sunny for some. Anyway, Pools are here! And your Sims are ready to jump in and splash around!
Jump into Create a Sim to customize your Swimwear!
Choose from the Styled Looks to quickly swim up your Sim; or choose the perfect one or two-piece bikini, swim trunks or budgie smugglers!
Top off your creation with a hat, some sandals, and a dab of sunscreen down the bridge of your nose, and you are ready to go!
Build out your pool in Build Mode by clicking on the Build tab, and the Pools image in the home portrait
You can place pre-fashioned pool blocks (triangle, square, diagonal, or octagon), or you can use the Pool Tool to draw your own pool.
Pools can be built on any floor of your home or venue.
Decorate and enhance your pool with pools lights, install a ladder, customize the wall and floor textures to your liking then plop down some decals or add some windows for that aquarium’esque experience!
Sims can enjoy the comforts of your newly built pool, whether they are socializing as they dangle their digits in the water, splashing the kids, or putting themselves out after being set on fire by an angry ghost who had died from a tragic poolside grilling accident.
Be wary of the hungry and fatigued, a moment too long in the pool has been known to cause a lack of living. The Reaper will gladly accept your pleas, though he may not always oblige them.
Build out your dream home (with pool included) or head to the Gallery to find the wondrous creations of your fellow S(w)immers , and spend the day with your Sims by the poolside!
In addition to releasing Pools in this update, we have also spent time fixing some bugs and continuing to enhance the game:
Our players have been instrumental in helping us track down the small eye, wide jaw issue that was interfering with some Sims as they aged up both in Live Mode and in Create a Sim. Working with the community, and our internal quality assurance group, we have reverted the tuning as Sims changed ages that resulted in a shrinking of the eyes, and a widening of the jaw. It is intentional that Sims change slightly as they age but the tuning we were using wasn’t performing as we expected as of yet. Thank you once again for your patience and diligence in helping us resolve this
*~*
Crashes / Performance
Several performance issues were found and addressed with this release, and we will continue to look into improving performance across the board.
Fixed an issue that could result in the player being unable to place a room from the gallery if it contained a slotted object.
Fixed an issue that would prevent you from loading an older save with an updated version of the game.
Sometimes the game crashes in a completely logical fashion and sometimes…
We fixed an issue that would cause household members to delete themselves, but only if a household of more than one began their existence at the Potters Splay lot, one member of the household then traveled to visit the Pique Hearth or Rindle Rose household, and then returned home to find their other household members have gone missing. The Potters Splay lot has been thoroughly exorcised and made safe for Sim living once again.
On a similar note, there was a counter and an oven at Yuma Heights that could cause a crash, these too have been fixed.
We fixed a freeze that could occur when attempting to move in with a homeless Sim if you changed your mind (having realized they don’t have a home) and attempted to back out of the move-in flow.
Rejoice! You can once again choose to move in with the homeless even though they don’t have a home. You can decide to not move in to their homeless home, but rather choose to move into a new home with them, or move the homeless Sim into your home.
*~*
Tuning / Graphics
Fixed an issue that resulted in a placed counter sink being deleted when the player moved the counter.
You can now search for “TV” in Build Mode, because it turns out nobody uses the word television.
Fixed an issue with newly created Sims made from an older shared household overwriting the original household.
Fixed an issue where Sims refused to clean up books if the action was initiated through the bookshelf. It seems Sims prefer to be told directly, rather than the bookshelf leaning over and whispering "Hey, my books are showing."
Fixed an issue that resulted in elder female Sims forgetting they had two legs, and instead walking with a one-legged stutter step, “Pardon me m’lady, but you have two legs.”
Fixed an issue that could occur during the swapping of the Urn and Tombstone models that would result in the urn/tombstone forgetting what it was and losing all functionality.
On a side note, why use the word “could”? It turns out that bugs do not occur for all people, often due to the complexity of what is happening in the code. In this issue, the reproducible case that allowed us to verify the issue as resolved required you to perform an action an unreasonable number of times in succession, in order to see the issue occur once.
Fixed an issue where Sims were choosing to kneel at improper moments, being socially awkward, kneeling at the dining table, or similarly strange occurrences.
Children will no longer levitate when attempting to blow out the candles of a cake on a counter. Nobody believed the levitation really occurred anyway, and those who “saw” the levitation are no longer available for comment.
Fixed an issue with Ghosts possessing Grills, that would cause them to open the grill, examine the contents, close the grill, and then jump in.  We have informed the ghosts that the contents of the grill will have no bearing upon their dietary preferences, nor will they be viewed any differently for choosing to possess a grill when they just feel like possessing a grill.
Fixed an issue that would result in multiple Sims standing in the same place when they chose to play as sea monster.
It was noted that this bug made them look like a sea monster, so… an internal debate rose regarding the believable nature of the issue. Were the Sims expressing their inner monster as they played Sea Monster?  Should we take that away from them?  Did we even have the right to?  As the producers were busy debating the philosophical merits involved, planning meetings, and contemplating the social ramifications… the engineer fixed it. And well here we are, with our Sims sea monsterly expression ripped from them.
*~*
Build Mode
The simple way to state it:  We fixed an issue where auto counters would stop working correctly after modifying the nearby architecture.
The not so simple way: When placing a counter perpendicular to a wall, and placing a second counter opposite to it, then placing a third counter positioned in front of the second one as if you were attempting to create a corner with auto-counters, then deleting the wall, and then once again attempt to create a corner piece, was resulting in auto-counters losing functionality.  We fixed this.
Fixed an issue that would cause undo and redo to stop working if the undo action undid a foundation doing.
Fixed an issue when deleting an object with other objects slotted to it, with the sledgehammer that prevented undo from returning the slotted objects (or, if you deleted a table with a vase on it, and then chose to undo the action, the vase would not come back).
Fixed a “quick-click” issue. Delete floor, exit Build Mode, Sim is floating!  Ta-dah!
Fixed an interface issue with the remove ceiling button flickering when the cursor hovered over it.
Fixed an interface issue that would result in the Build Mode catalog failing to properly open when switching between Build and Live Modes.
*~*
Learning time: By the way, in case you were curious on the correct pronunciation of Live, simply say to yourself “I Build in Build mode, and I Live in Live mode.”
Thank you for everything
-SimGuruGnome
Source: http://help.ea.com/en/article/the-sims-4-updates/
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