Sims4UICheats

Killing a Sim in The Sims 4, and every other needs, mood and death cheat

The Sims 4 registers no kill cheat a player can run. All three commands with kill in the name, death.kill_many_npcs, death.kill_offlot_npc and fire.kill, are debug-only, so a retail build never registers them. death.toggle is the only death command a player can type.

Verified against game build 1.126.73.1030
The Sims 4 command registry by typeA stacked bar of 1847 registered commands: 547 Live, 86 Cheat, 761 DebugOnly and 453 Automation. Live and Cheat, 633 together, are the ones a player can reach.What the game registers, and what youcan type1,847 commands register on a retail PCinstall. 633 of them answer when a playertypes them.547761453633 A PLAYER CAN REACHLive 547runs in a retail gameCheat 86runs after testingcheats trueDebugOnly 761silently does nothingAutomation 453silently does nothing
Death commands are Cheat-type, so they need testingcheats true first, every session.

The three kill commands, and why none of them runs

All three exist in the shipped Python, and all three are declared debug-only. That is the command decorator's default, and it means the command never reaches the registration call in a build sold to players.

CommandArgumentsTypeWorks in retailRegistered at
death.kill_many_npcsnoneDebugOnlyNoserver_commands.death_commands:26
death.kill_offlot_npc<sim_info>DebugOnlyNoserver_commands.death_commands:54
fire.killnoneDebugOnlyNoserver_commands.fire_commands:9

For the record, what the first two would have done: death.kill_many_npcs walks the household manager and calls set_death_type with a random death type on NPCs it can reach, skipping toddlers and younger. death.kill_offlot_npc does the same to one named off-lot NPC and prints "Sim {} must be an NPC" if you point it at a played Sim.

None of the three is reachable. Killing a Sim in a retail game is a gameplay outcome: you set the situation up and the game's own death interaction fires. The console's part in that is draining needs and removing the buffs that keep a Sim comfortable.

death.toggle: the one death command a player can type

death.toggle false Turns the global death switch off. Cheat type, server_commands.death_commands:16
death.toggle true Turns it back on

The command body calls toggle_death in interactions/utils/death.py, then prints the resulting state back to the console as Toggling death, Enabled: {}. That echo is worth reading instead of assuming: it reports where the switch landed, not what you asked for.

The switch is global. is_death_enabled sits next to it in the same module as a plain module-level read, with no Sim or household parameter anywhere in either function.

Death types: what the code carries and what it does not

DeathType is a DynamicEnumLocked, and the only member declared in Python is NONE. Every real death type is added from tuning as the game loads. So the list of death types is not in the code this site extracts, and this page does not print one.

What the code does carry is the choice the game offers after a death. DeathOption has three members: PLAYER_GHOST, FREEROAMING_GHOST and REINCARNATION, mapped to the three custom buttons of the death dialog.

The death tracker's own signature is also readable: set_death_type(death_type, is_off_lot_death, remove_from_household, set_to_min_lod, process_inventory, is_reincarnation), with remove_from_household defaulting to true. Which is to say the game treats a death as a household edit as much as a state change on one Sim.

Filling needs

These two do the everyday work in this section, and neither needs an internal name typed after it.

stats.fill_commodities [opt_sim] [visible_only] — fills the selected Sim's motives. Cheat type, server_commands.statistic_commands:137
stats.fill_commodities_household [visible_only] — the same across the whole active household. server_commands.statistic_commands:151

visible_only defaults to true in both registrations, which limits the fill to the commodities the motive panel shows rather than every hidden statistic hanging off the Sim. Leave it alone unless you have a reason not to.

fillmotive fills one motive, on the active Sim only

fillmotive <stat_type> — sets one named motive to its maximum. Cheat type, server_commands.statistic_commands:229

Two things about it that other lists get wrong. It has no Sim argument at all: the body reads the active Sim off the client connection, so the Sim you are controlling is the Sim it hits. And it does not top a motive up by a bit; it writes the statistic's max_value straight in.

The stat_type it wants is a statistic's internal tuning name, and the registration does not carry the table of names it will accept. Those names live in the tuning rather than in the Python, so this page does not print a motive-name list.

It is also the strict case. The tuning lookup takes an exact_match flag, and only 23 of the 230 tuning-instance arguments in the game set it to true. fillmotive is one of them, so a fragment of a name will not do: it is the whole name or No names matched. If you want every motive filled, the two commands above do it without needing a name at all.

Moods, and the buff commands that do not work

Mood in The Sims 4 is computed from the buffs a Sim is carrying. There is no set-mood command. Four commands in the whole extraction have mood in the name (mood.show_active_mood_type and three debugvis.mood.* entries), and every one of them is debug-only.

The buff commands split cleanly, and not the way most cheat lists have it.

CommandTypeWorks in retailRegistered at
removeBuffCheatYes, with testingcheats onserver_commands.sim_commands:731
sims.remove_buffCheatYes — the same registration under a second nameserver_commands.sim_commands:731
sims.remove_buff_from_allLiveYes, no testingcheats neededserver_commands.sim_commands:747
sims.add_buffAutomationNoserver_commands.sim_commands:714
sims.remove_all_buffsAutomationNoserver_commands.sim_commands:760
sims.show_buffsAutomationNoserver_commands.sim_commands:691

removeBuff and sims.remove_buff are one registration with two names, so anything true of one is true of the other. sims.add_buff is the one to notice: it is on every mood-cheat list on the web and it is automation type, which means the QA channel drives it and a player typing it gets nothing back.

The buff names the Python actually spells out

removeBuff takes a buff's tuning name. As with motives, the catalogue lives in the tuning rather than in the code, so there is no complete list to publish. What the code does carry is the automation harness's own table of buff references in simulation/automation/constants, and ten of the twelve labels on those references are written as buff tuning names.

Label on the referenceReference field
Buff_Memory_inspiredBUFF_MEMORY_INSPIRED
buff_Death_Electrocution_WarningBUFF_ELECTROCUTION_WARNING
buff_Pregnancy_Trimester1BUFF_PREGNANCY_TRIMESTER1
buff_Pregnancy_Trimester2BUFF_PREGNANCY_TRIMESTER2
buff_Pregnancy_Trimester3BUFF_PREGNANCY_TRIMESTER3
buff_Werewolf_InBeastFormBUFF_WEREWOLF_IN_BEAST_FORM
buff_HighSchool_Active_GotClassListBUFF_GOT_CLASS_LIST
buff_Restaurants_Diner_Player_PreplaceOrderBUFF_READY_TO_ORDER
buff_Weather_Outside_TestBUFF_OUTDOOR_WEATHER
buff_Weather_Indoor_testBUFF_INDOOR_WEATHER

Two caveats, because this is evidence rather than a catalogue. These strings are the description labels attached to each reference field, not the resolved tuning instances, and the other two entries in the same table read "An Okay buff" and "PreventFearTraitAdditions", which shows the labels are not always names. They are still the only buff names on this site traceable to a file rather than copied off another cheat list, and none of them is a mood buff you would want to remove anyway.

All 47 needs, mood and death commands

Sortable, and the column to sort on is Works in retail. 12 of these 47 run for a player. The other 35 are declared across the same nine modules, 23 of them debug-only and so never registered at all, and are transcribed onto cheat lists as though that made them usable.

CommandArgumentsWorks in retailTypeNeeds testingcheatsWhat it doesRegistered at
death.toggle[enabled]YesCheatYesserver_commands.death_commands:16
fillmotive<stat_type>YesCheatYesFills one motive on the selected Sim.server_commands.statistic_commands:229
fire.toggle_enabled[enabled]YesCheatYesserver_commands.fire_commands:17
removeBuff<buff_type> [opt_target]YesCheatYesRemoves a named buff from the selected Sim.server_commands.sim_commands:731
sims.remove_buff<buff_type> [opt_target]YesCheatYesserver_commands.sim_commands:731
stats.fill_commodities[opt_sim] [visible_only]YesCheatYesserver_commands.statistic_commands:137
stats.fill_commodities_household[visible_only]YesCheatYesserver_commands.statistic_commands:151
luck.set_luck_enabled[enabled]YesLiveNoluck.luck_commands:14
sims.remove_buff_from_all<buff_type>YesLiveNoserver_commands.sim_commands:747
spells.generate_spell_book[opt_target]YesLiveNospells.spell_commands:10
spells.generate_spell_book.ui[opt_target] [context]YesLiveNospells.spell_commands:23
spells.mark_spellbook_entry_as_viewed<tuning_guid> [opt_target]YesLiveNospells.spell_commands:37
luck.get_luck[opt_sim]NoAutomationNoluck.luck_commands:26
occult.add_occult<occult_type> [sim_id]NoAutomationNosims.occult.occult_commands:29
occult.occult_form_available[sim_id]NoAutomationNosims.occult.occult_commands:103
pregnancy.force_offspring_count[opt_sim] [offspring_count]NoAutomationNoserver_commands.pregnancy_commands:96
pregnancy.start[pregnant_sim_id] [partner_sim_id]NoAutomationNoserver_commands.pregnancy_commands:32
sickness.add<sickness_type> [opt_target]NoAutomationNosickness.sickness_commands:21
sickness.make_sick[opt_target]NoAutomationNosickness.sickness_commands:9
sickness.remove[opt_target]NoAutomationNosickness.sickness_commands:33
sims.add_buff<buff_type> [opt_target]NoAutomationNoserver_commands.sim_commands:714
sims.remove_all_buffs[opt_target]NoAutomationNoserver_commands.sim_commands:760
sims.show_buffs[opt_sim]NoAutomationNoserver_commands.sim_commands:691
spells.unlock_spell<spell_type> [opt_target]NoAutomationNospells.spell_commands:64
death.kill_many_npcsnoneNoDebugOnlyNoserver_commands.death_commands:26
death.kill_offlot_npc<sim_info>NoDebugOnlyNoserver_commands.death_commands:54
fire.alert_all_simsnoneNoDebugOnlyNoserver_commands.fire_commands:30
fire.killnoneNoDebugOnlyNoserver_commands.fire_commands:9
fire.singe_sim[opt_target] [set_singed]NoDebugOnlyNoserver_commands.fire_commands:39
fire.spawn_at_object<target> [num_fires]NoDebugOnlyNoserver_commands.fire_commands:59
luck.refresh_luck[opt_sim]NoDebugOnlyNoluck.luck_commands:53
luck.set_luck<luck_value> [opt_sim]NoDebugOnlyNoluck.luck_commands:65
luck.test_luck[opt_sim]NoDebugOnlyNoluck.luck_commands:84
luck.test_weightsnoneNoDebugOnlyNoluck.luck_commands:112
mood.show_active_mood_type[opt_sim]NoDebugOnlyNoserver_commands.statistic_commands:83
occult.remove_occult<occult_type> [sim_id]NoDebugOnlyNosims.occult.occult_commands:46
occult.set_all_sims_to_occult<occult_type> [set_occult_form]NoDebugOnlyNosims.occult.occult_commands:80
occult.switch_to_occult<occult_type> [sim_id]NoDebugOnlyNosims.occult.occult_commands:63
pregnancy.clear[sim_id]NoDebugOnlyNoserver_commands.pregnancy_commands:20
pregnancy.impregnate_many_npcs[opt_sim]NoDebugOnlyNoserver_commands.pregnancy_commands:142
pregnancy.roll[sim_id] [seeds ...]NoDebugOnlyNoserver_commands.pregnancy_commands:61
pregnancy.roll_trait_genetics[parent_sim_a] [parent_sim_b] [num_traits] [offspring_gender]NoDebugOnlyNoserver_commands.pregnancy_commands:105
pregnancy.seed<seed> [sim_id]NoDebugOnlyNoserver_commands.pregnancy_commands:47
sickness.clear_diagnosis[opt_target]NoDebugOnlyNosickness.sickness_commands:60
sickness.distribute_sicknessesnoneNoDebugOnlyNosickness.sickness_commands:43
sickness.update_diagnosis[opt_target]NoDebugOnlyNosickness.sickness_commands:50
stats.tank_commodities[opt_sim]NoDebugOnlyNoserver_commands.statistic_commands:165

The split is 7 cheat, 5 live, 12 automation and 23 debug. Not one row declares a pack code, so every command here is base game as far as its own registration is concerned, including the spells.*, occult.* and sickness.* entries, whose names point at packs but whose registrations do not. The pack column on this site reports the tag in the file, not what a name hints at.

No registration in this build ships a description string, for these rows or for any of the other 1,847. A filled cell is our own sentence, written from the code the command calls; an em dash means we have not established the behaviour and will not guess at it.

Two more that are worth knowing

fire.toggle_enabled false [enabled] — the fire equivalent of death.toggle. Cheat type, server_commands.fire_commands:17
resetsim [first_name] [last_name] — resets a stuck Sim. Live type, server_commands.sim_commands:1023

resetsim is one of only eleven commands that also appear in the game executable's own console help table, where the usage string reads resetsim <sim name>. If a Sim is frozen mid-interaction rather than dying, that is the command, and it needs no cheats enabled.

Enabling cheats first

testingcheats true Required before any cheat-type command on this page. Costs nothing to re-enter if one does nothing

Ctrl+Shift+C opens the console, and that is the same combination on Mac: Control, not Command. Command+Shift+C is a macOS shortcut, so the game never receives it, and swapping the two is a common reason a Mac player reports that cheats do not work.

On PlayStation and Xbox, EA documents the cheat box as opening when all four shoulder buttons are held together, and notes that a keyboard attached to a console still uses Ctrl+Shift+C.

EA's cheat FAQ also names the price: cheat codes that need testingcheats true disable achievements and trophies in the save you are playing, other saves keep theirs, and build mode cheats are exempt. Setting Sim needs is on EA's own list of things that require the flag.

Traits change how a Sim behaves rather than what a Sim needs, and those are traits for sims 4. Friendship and romance are the relationship cheat sims 4. If dragging a need bar sounds better than typing a statistic name, sims ui cheats covers the mod route.

Common questions

Is there a kill cheat in The Sims 4?

Not one a player can run. A search of all 1,847 registered commands returns three with kill in the name: death.kill_many_npcs, death.kill_offlot_npc and fire.kill. All three are declared debug-only, and debug commands are filtered out before registration in a shipped build, so typing any of them produces nothing. Death in The Sims 4 is a gameplay outcome, not a console command.

What does death.toggle actually do?

It flips the game's global death switch. The command at server_commands.death_commands:16 calls toggle_death in interactions/utils/death.py and then echoes the resulting state as Toggling death, Enabled: followed by true or false. With death disabled, the death interactions do not fire. It takes one optional boolean and is declared cheat type, so testingcheats true has to be on first.

How many death types does The Sims 4 have?

The shipped Python cannot answer that, and this page will not guess. DeathType is a DynamicEnumLocked whose only member declared in code is NONE; every other death type is added from tuning when the game loads, and the tuning is not part of this extraction. What the code does carry is the DeathOption enum, with the three post-death choices PLAYER_GHOST, FREEROAMING_GHOST and REINCARNATION.

What is the cheat to fill needs in The Sims 4?

stats.fill_commodities fills the selected Sim's motives and stats.fill_commodities_household does the whole active household. Both are declared cheat type at server_commands.statistic_commands lines 137 and 151, and both take an optional visible_only flag that defaults to true, meaning the motives the panel shows rather than every hidden statistic on the Sim.

Why does sims.add_buff not work for me?

Because it is registered as automation type, at server_commands.sim_commands:714. Automation commands are driven through the game's QA channel rather than the cheat console, so a player typing one gets nothing. The same applies to sims.remove_all_buffs and sims.show_buffs. The buff commands a player can actually run are removeBuff and sims.remove_buff, which are one registration under two names and declared cheat type, and sims.remove_buff_from_all, which is Live and needs no testingcheats.

My Sim is stuck rather than dead. What resets them?

resetsim, taking a first and last name, registered at server_commands.sim_commands:1023. It looks the Sim up by name and resets the instance with reason RESET_EXPECTED, printing Sim not found if the name does not match. It is also one of the eleven commands in the game executable's own console help table, where its usage line reads resetsim <sim name>.