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It's also possible that you have player made custom content (CC) baby clothes that are acting up, but players without CC would tend to experience this as well.
Guess I'll try the other suggestions you've made here.
Nevermind, using birthday cake worked and nothing bad occured.
Also there are various other ways to force an age up with cheats. However, don't use CAS to do it.
ok but i was already told that by someone else.
There are also plenty of other cheats to force an age up. Many mods also have such cheats.
I used MasterController originally and that just crashed my game instantly upon trying to save the changes I made when I forced the baby to become a toddler.
Force age up forces the age up function properly.
Editing the age group data on a baby to age it up will basically preserve other stats exclusive to babies and not add the ones needed for a toddler resulting in a game crash.
This is a problem specific to babies. While other characters will glitch, you can just edit their attributes to fix it.
I tend to just set the baby's age to it's birthday, and let it age up naturally, or simply spawn in a cake. Depends if I feel like an actual birthday celebration. Honestly, I wish they would add a little more bonus for actually throwing the party to make you feel like doing it.
But with Overwatch and that other mod, my game should be prevented from crashing to desktop when glitches occur. Weird that it crashed though.
NRaas Overwatch doesn't prevent the game from crashing. It corrects in-game errors (like toddlers wandering away from their households or getting left behind and abandoned, for example) by checking against a very long list of known in-game issues. In some cases without Overwatch the game could become so confused that crashes ultimately occur because of too much conflicting or corrupt data, but it's not an intended crash shield directly. In other words, Overwatch stops a known list of glitches from happening in the first place.
NRaas ErrorTrap, if that one is in play, tries to capture and report on errors that can otherwise cause the game to crash, but it's not always going to be successful. There is no way to stop the game from ever crashing if a condition seems to warrant it and ErrorTrap can't "catch" it.
Most hard crashes ErrorTrap can catch and often nullify common types.
However, this is a "soft" crash type it can't. It would be interesting to see what type of soft crash, to see if ErrorTrap can be made to catch it. It might need to stasis the sim in question and give you the ability to recover it with Master Controller somehow.
I probably should try to replicate the bug and see what exactly is going on. My bet is the Sim is created with certain key attributes as "Null" resulting in an NRE that Errortrap can't catch. This would be a soft crash leading to a hard crash. Since ErrorTrap can only catch the hard crash as it's written write now, the soft crash would still exist, and ErrorTrap would fail.