Def_TestFailed

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Def_TestFailed

Post by ArthurGibraltarCondino » March 18th, 2019, 4:26 pm

Hello!

So, I've been using the NRaas mods for quite a while now and I had a problem since the beginning which I couldn't find a solution by myself; what happens is that randomly some autonomous actions never are done by the sims: this happens to random objects, at random times, and lasts forever.

What I found is, by using DebugEnabler and going through Options:[object name] => Test Menu Interactions, the following setting for autonomy is logged: 'Autonomous = Def_TestFailed', even if I set it to autonomous in Retuner. (As an example, the fridge, where the sims will never again use the Sims3.Gameplay.Objects.Appliances.Fridge_Have+Definition after some time of gameplay: (I tried reset everything with MasterController with no results either)):


[...]
Object:

Name: Icebox Drawer
Type: Sims3.Gameplay.Objects.Appliances.Mimics.FridgeDrawer
Object id: 0xf296009b43c040d0
Position: (553.5040, 55.9728, 731.4709)
Room id: 10
Level: 2
Flags: InWorld, IsUsed, JustPurchased
Lot: Sims3.Gameplay.Core.Lot
Lot Name:
Lot Address: 123 Nandina Parkway
IsValid: True
World: AppaloosaPlains
OnVacation: False
Season: Summer

Injected Interactions

Sims3.Gameplay.Objects.Appliances.Fridge_Have+Definition
Sims3GameplayObjects, Culture=neutral

Sims3.Gameplay.Objects.Appliances.Fridge_Prepare+PrepareDefinition
Sims3GameplayObjects, Culture=neutral

Sims3.Gameplay.Objects.Appliances.Fridge_OpenFridge+Definition
Sims3GameplayObjects, Culture=neutral
Open
Sims3.Gameplay.Objects.Appliances.Fridge_CleanOutBadFood+Definition
Sims3GameplayObjects, Culture=neutral
Clean Out Bad Food
Sims3.Gameplay.Objects.Appliances.Fridge_EatLeftovers+Definition
Sims3GameplayObjects, Culture=neutral

Sims3.Gameplay.Actors.Sim+DogBark+Definition
Sims3GameplaySystems, Culture=neutral
Bark At
Sims3.Gameplay.Objects.Appliances.MakeGourmetFoodForPet+Definition
Sims3GameplayObjects, Culture=neutral

Sims3.Gameplay.Objects.Appliances.PutGenieLampInFridge+Definition
Sims3GameplayObjects, Culture=neutral
Freeze the Lamp
Sims3.Gameplay.ObjectComponents.SyphonableComponent+SyphonPowerComp+Definition
Sims3GameplaySystems, Culture=neutral
Syphon Power
NRaas.CommonSpace.Interactions.CommonInteraction`2+CommonDefinition`1[NRaas.MasterControllerSpace.Object.IObjectOption,Sims3.Gameplay.Abstracts.GameObject,NRaas.MasterControllerSpace.Interactions.ObjectInteraction]
NRaasMasterController, Culture=neutral
Master Controller: Icebox Drawer
NRaas.CommonSpace.Interactions.CommonInteraction`2+CommonDefinition`1[NRaas.MasterControllerSpace.Interactions.HotkeyInteraction+HotkeyOption,Sims3.Gameplay.Abstracts.GameObject,NRaas.MasterControllerSpace.Interactions.HotkeyInteraction]
NRaasMasterController, Culture=neutral
Master Controller
NRaas.Common+IWasHereDefinition
NRaasMasterController, Culture=neutral
Common
NRaas.CommonSpace.Interactions.CommonInteraction`2+CommonDefinition`1[NRaas.AnimatorSpace.Options.IObjectOption,Sims3.Gameplay.Abstracts.GameObject,NRaas.AnimatorSpace.Interactions.ObjectInteraction]
NRaasAnimator, Culture=neutral
Animator...
NRaas.Common+IWasHereDefinition
NRaasAnimator, Culture=neutral
Common
NRaas.CommonSpace.Interactions.CommonInteraction`2+CommonDefinition`1[NRaas.RetunerSpace.Options.IObjectOption,Sims3.Gameplay.Abstracts.GameObject,NRaas.RetunerSpace.Interactions.ObjectInteraction]
NRaasRetuner, Culture=neutral
Retuner...
NRaas.Common+IWasHereDefinition
NRaasRetuner, Culture=neutral
Common
NRaas.CommonSpace.Interactions.CommonInteraction`2+CommonDefinition`1[NRaas.DebugEnablerSpace.Options.IObjectOption,Sims3.Gameplay.Abstracts.GameObject,NRaas.DebugEnablerSpace.Interactions.ObjectInteraction]
NRaasDebugEnabler, Culture=neutral
Debug Enabler
NRaas.DebugEnablerSpace.Interactions.HotKeyInteraction+Definition
NRaasDebugEnabler, Culture=neutral
Debug Enabler Hot Keys
NRaas.Common+IWasHereDefinition
NRaasDebugEnabler, Culture=neutral
Common
NRaas.Common+IWasHereDefinition
NRaasTempest, Culture=neutral
Common
NRaas.Common+IWasHereDefinition
NRaasHybrid, Culture=neutral
Common

All Interactions

Sims3.Gameplay.Objects.Appliances.Fridge_Have+Definition
Sims3GameplayObjects, Culture=neutral
Mac and Cheese (§8)
User Directed = Pass
Autonomous = Def_TestFailed
Sims3.Gameplay.Objects.Appliances.Fridge_Have+Definition
Sims3GameplayObjects, Culture=neutral
Mac and Cheese (§8)
User Directed = Pass
Autonomous = Def_TestFailed
Sims3.Gameplay.Objects.Appliances.Fridge_Have+Definition
Sims3GameplayObjects, Culture=neutral
Autumn Salad (§5)
User Directed = Pass
Autonomous = Def_TestFailed
[... and 'Def_TestFailed' repeats for every other interaction]


Instead of 'Def_TestFailed', objects that are working correctly show:

User Directed = Pass
Autonomous = Pass

What could be the problem, where should I start looking for a solution? I have S3PE and I tried exporting some fridge XML/ITUN tunnings to packages folder too, with no success. I have Visual Studio, but I don't have the required assembly/DLL to open the mods, but if you show which one I should download/use, I can search inside the mods too for a solution;

but for now, the only workaround I have is, with StoryProgression, to set Vampire Thirst as static as they won't have the plasma juice and they'll die very often when I forget to manually queue an action; and disable autonomy for cleaning clothes from the floor as sims will keep trying to use the washing machine and the action will fail and they'll loop picking them up and dropping them. And changing other settings do adapt to this situation. \o/

Anyway, what does 'Def_TestFailed' could possibly mean? There's no 'Sims3.Gameplay.Objects.Appliances.Mimics.FridgeDrawer' in Retuner, why is that?
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Def_TestFailed

Post by igazor » March 18th, 2019, 6:58 pm

Hi there. I'm going to have to defer to our developer as to the exact meaning of that Def Test failure but I have to wonder if another mod or set of mods from other source(s) might be interfering with these objects and their usage. What you are reporting on is interesting, but not what I would call commonly noted among our members here.

To put it another way, I have enough mods from here and other sources, and enough tuning of my own creation through Retuner and again other sources, to choke a medium sized moose, and I do not have this problem. That's admittedly a sample set of one and not meaningful, but this kind of object use failure sounds really game-breaking and again not really expected.

I imagine it would be really difficult to start a new game with mods removed or different combinations of them in play and wait for such an issue to arise all by itself as it might with more easily reproduced game issues. But do any test games where you have already seen the problem played forward with only NRaas mods and nothing else, with Retuner only on default settings or removed entirely, and possibly with a minimal set of NRaas mods only for troubleshooting purposes (e.g., ErrorTrap, MC, DE, Selector) continue to behave this way?

Speaking of which though, I now notice on re-reading the above that ErrorTrap and Selector aren't even mentioned. Do you have these mods in play and are they not kicking up any interesting script logs when sims do try to use the affected objects?

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Def_TestFailed

Post by ArthurGibraltarCondino » March 18th, 2019, 7:56 pm

igazor post_id=64595 time=1552949895 user_id=6716 wrote: I imagine it would be really difficult to start a new game with mods removed or different combinations of them in play and wait for such an issue to arise all by itself as it might with more easily reproduced game issues. But do any test games where you have already seen the problem played forward with only NRaas mods and nothing else, with Retuner only on default settings or removed entirely, and possibly with a minimal set of NRaas mods only for troubleshooting purposes (e.g., ErrorTrap, MC, DE, Selector) continue to behave this way?
Well, as this problem is really bothering me, because sims stop doing autonomous actions and become dumb until they die; like, suddenly all my sims stopped coming home after work, and I actually noticed that after some sims died (when the autonomously Go Home action was broken too); yes, indeed I tried to start a new game after removing all my mods and I tried adding the mods one by one: I added the mod, set everything, run with it for a while, and the error didn't appear.

At first, everything was ok with all the mods, they still used the fridge, the washing machine, the dishwasher, the hot tub, and everything... But again, after a while, they started becoming dumb again. I really don't know why; it randomly loses the ability to use the object.

If the developers need any help, I can test, I have some spare time; I work at home programming with C#, so I could search for errors too, or learn mod programming; the thing is, yes, you said right, it's really difficult (and boring) restarting a neighborhood with no mods and adding one by one; and I did it, I removed all mods, deleted all my game saves, created a new neighborhood, added only one family, and started adding the mods, and the problem only appeared after all was set, hahaha, that was a waste of time :cry:.

I really want to help to find the culprit mod or setting; and I'd gladly help with anything you need, but there's the thing that The Sims should be a game and it should be fun, but now for me it's more like a second job trying to search ITUNs, test XMLs, like crazy, trying to find the problem. I even tried to duplicate the Mini Fridge ITUN and change it to be used in the fridge (with no success).
igazor post_id=64595 time=1552949895 user_id=6716 wrote: Speaking of which though, I now notice on re-reading the above that ErrorTrap and Selector aren't even mentioned. Do you have these mods in play and are they not kicking up any interesting script logs when sims do try to use the affected objects?
Sorry I forgot to list my mods, I'll do it now! That was dumb of me. And by re-reading your post too:
igazor post_id=64595 time=1552949895 user_id=6716 wrote: but I have to wonder if another mod or set of mods from other source(s) might be interfering with these objects and their usage.
I'll try to remove all others except NRaas.

EDIT: while writing this post I removed the other mods, tried restarting the game only with NRaas, changed active family, and the problem persisted (fridge showed 'Def_TestFailed'); but I need to do a 'deep' reset and test again with a new neighborhood.

So currently I am using:
A. Non NRaas:
1. Buzz_BuildBuyRestrictionChoker.package (I've just searched I can achieve its function (buy community lot items in residential lots and vice versa) with Traveler so I'll replace it with Traveler for testing)
2. nointro.package (from Mod The Sims mod installation guide)
3. NoBuildSparkles.package (from Mod The Sims mod installation guide)
4. awesome.package (AwesomeMod, I'll remove it right now to test (aside I actually already had this problem even without AwesomeMod, just with NRaas))
5. aweconf.package (just the AwesomeMod's XML settings)
B. Nraas:
1. NRaas_Animator.package
2. NRaas_DebugEnabler.package
3. NRaas_Decensor.package
4. NRaas_Dreamer.package
5. NRaas_Dresser.package
6. NRaas_ErrorTrap.package
7. NRaas_GoHere.package
8. NRaas_Hybrid.package
9. NRaas_MasterController.package
10. NRaas_MasterControllerCheats.package
11. NRaas_MasterControllerIntegration.package
12. NRaas_MasterControllerProgression.package
13. NRaas_Mover.package
14. NRaas_Overwatch.package
15. NRaas_PortraitPanel.package
16. NRaas_Register.package
17. NRaas_Relativity.package
18. NRaas_Retuner.package
19. NRaas_Saver.package
20. NRaas_SecondImage.package
21. NRaas_Selector.package
22. NRaas_Shooless.package
23. NRaas_StoryProgression.package
24. NRaas_StoryProgressionCareer.package
25. NRaas_StoryProgressionCopsAndRobbers.package
26. NRaas_StoryProgressionExtra.package
27. NRaas_StoryProgressionFairiesAndWerewolves.package
28. NRaas_StoryProgressionLovers.package
29. NRaas_StoryProgressionMeanies.package
30. NRaas_StoryProgressionOthers.package
31. NRaas_StoryProgressionPopulation.package
32. NRaas_StoryProgressionRelationship.package
33. NRaas_StoryProgressionSkill.package
34. NRaas_Tempest.package
35. NRaas_Traffic.package
36. NRaas_Woohooer.package
37. NRaas_Woohooer_Scoring.package
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Def_TestFailed

Post by igazor » March 18th, 2019, 8:19 pm

In case this helps at all (possibly not), I have all of the mods you do except for Awesome and Dresser, although I was an Awesome user many years ago. Our Retuner settings will of course vary. I find that Buzzler's Choker mod is still valuable in many circumstances and doesn't cause any issues (for me).

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Def_TestFailed

Post by ArthurGibraltarCondino » March 18th, 2019, 9:52 pm

igazor wrote:
March 18th, 2019, 8:19 pm
In case this helps
Well, it kinda helps, thank you! It gives me the thinking it may not be mod related (maybe my game is corrupted, probably not, but worth a repair tryout in Origin?) I know that The Sims 3 Showtime causes some Late Night Apartment Building's doors become a blank cube.

Maybe some interactions break sometimes and we don't notice because we are more worried controlling the sims manually giving tasks. I like seeing them doing things automatically, like, I like 'creating a city' and seeing it 'live by itself': I won't be able to achieve this then, only if start modding myself and bugfixing;

I really love The Sims franchise, I really wish Bonehilda could babysit again, and I'd be willing to develop mods in my free time; do you know where should I start: I have only the knowledge of opening ITUNs and XMLs through S3PE; when trying to open a DLL inside the mod, S3PE asks for Sims3GameplaySystems or SimIFace?

off-topic, I wish I can complete my own sim game and do not repeat what EA did to this once beloved title. I hope my Unity project grows to a good playable prototype and then to a full game where I can resurrect some sort of sims 1 Tragic Clown and Bonehilda because I miss so much Tragic Clown :cry:
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Def_TestFailed

Post by igazor » March 18th, 2019, 10:06 pm

Script and Core Mods are compiled code. You require the source code to work with those, not S3PE. That would be kind of like trying to edit the contents of a zipped file without having any way to unzip it first. That's a weak comparison, but the best one I could come up with at the moment.

Uhh, that's about as far as I can take this conversation without starting to make things up (I just "work" here), but I am certain our developer will catch up with this thread when he gets a chance and point you in the right direction, or at least a better one. :)

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Def_TestFailed

Post by Chain_Reaction » March 19th, 2019, 6:47 am

I wouldn't be looking in code and ITUN's, I am fairly confident if this issue were in the mods or the game it would have been reported by now. It has to be something unique to your game.

Def_TestFailed means the interactions test function failed. For Fridge_Have, this means the fridge inventory is missing, the fridge is in use, the Sim is a robot or the Sim can't make any recipe. If none of this seems true, maybe the fridge is stuck in use. Try resetting it and the neighborhood and see if it resolves.

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Def_TestFailed

Post by ArthurGibraltarCondino » March 19th, 2019, 12:50 pm

igazor wrote:
March 18th, 2019, 10:06 pm
Script and Core Mods are compiled code. You require the source code to work with those, not S3PE.
Thank you for the clarification! I was confident the source code was open for the mods; that'd be great since everyone could edit in their own ways. It's kinda sad we can't, then, though.
Chain_Reaction wrote:
March 19th, 2019, 6:47 am
Def_TestFailed means the interactions test function failed. For Fridge_Have, this means the fridge inventory is missing, the fridge is in use, the Sim is a robot or the Sim can't make any recipe. If none of this seems true, maybe the fridge is stuck in use. Try resetting it and the neighborhood and see if it resolves.
Okay, thanks for the reply! :D
So, I'm gonna test some things:
1. if the inventory is missing, what could I do to fix it (I actually can see it with the 'open' interaction, and there are items inside it)? Resetting the whole town with MasterController doesn't seems to solve the problem;
2. if the fridge is not 'visually' in use, how could I search for the sim which is trying to use it? I'm gonna try change Retuner's setting for the fridge for not allowing queues for the fridge, something like that;
3. the sim is not a robot, but there are robots in the lot;
4. well, the basic recipes are known by the sim, it can do Mac and Cheese if I command it
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Def_TestFailed

Post by igazor » March 19th, 2019, 12:59 pm

The mods are open sourced, they have been since Twallan's retirement in Jan 2014. But that doesn't mean the uncompiled code is part of the regular mod downloads.

Creating-an-NRaas-project

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Def_TestFailed

Post by ArthurGibraltarCondino » March 19th, 2019, 2:22 pm

igazor post_id=64623 time=1553014777 user_id=6716 wrote: The mods are open sourced, they have been since Twallan's retirement in Jan 2014. But that doesn't mean the uncompiled code is part of the regular mod downloads.
Nice, I just found the link Creating-an-NRaas-project
and I'm starting to read it. I got a GitHub account already (but I'm not too familiar with it, I have my Unity game project there too but I only commit and push changes to a branch, I'm not sure how to merge the branch to the origin yet)

So I'll read the code and see if I can understand it (lots of lines to read). \o/

About the 'Def_TestFailed', it only seems to happen on my active lot which has more than 8 sims and more than one kitchen/fridge; I don't know yet if that's the reason for the problem. There are a lot more of possibilities, but that's a start.

EDIT: ok! I have GitHub desktop, I cloned the repository, now I'm gonna try some things; I don't know if it's possible; but I'll try to reset the fridges every night and sort their inventories, or create an AlarmOption that makes the sim use the fridge every 12 hours, something like that.
I'm really newbie on modding, please excuse me if I say anything dumb or non sense :oops:, I'm just learning this now; is Chain_Reaction available sometimes so I can ask for help; where/when is it better for him to I post my questions?
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