Script Errors

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JohnL83
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Script Errors

Post by JohnL83 » March 20th, 2019, 11:25 am

I'm having an issue with an old save game of mine and I get a few of these similar script errors each time I open the game. I'm wondering if there my be any info here that I can use to correct something that is glitching my game out. This game, as I said, is my oldest game/town and I'm sure that may just mean too bad so sad for that game, but if I can fix something all the better. Basically I can usually only get one hour of play from this game and only one save. I've not been able to save a second time during one sitting even if I play and save very 30 min. I can usually play for about an hour and save fine, if I try to keep playing and save again, I get the Error 12. I can't get links on my PC to click and drop here so here is my Google Drive link.

https://drive.google.com/file/d/1PaG-hl ... sp=sharing
https://drive.google.com/file/d/1sd5a-f ... sp=sharing
https://drive.google.com/file/d/18lYoZh ... sp=sharing
https://drive.google.com/file/d/1Ig_tZ_ ... sp=sharing

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igazor
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Script Errors

Post by igazor » March 20th, 2019, 11:33 am

These errors all have the same cause. You have started up the game at 8:28 am sim time and these sims are experiencing world lot routing errors trying to get to a school. Their routing instructions may have been left over from the prior game session, but I can't really tell that for sure. Doesn't seem like that would cause the game to crash or Error 12 later on, afraid something else might be going on there. Perhaps not saving/quitting at that hour would help, as might adding in the GoHere mod to improve world lot routing.

Also, I take it you have tried a MC Reset Everything, run from City Hall, on this world by now?

Edit: According to MC Demographics > Population on City Hall (and "X" to dismiss the filter that pops up), how many Resident sims does this world have?

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Script Errors

Post by Tropical Insomniac » March 20th, 2019, 7:20 pm

John, by any chance have you installed a modified world file (such as the ones from EllaCharmed) for the world this save takes place in?

I ask because I've found that after installing a modified world file, if I load an old save that was created when the original version was installed, I get Error 12s a lot.

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JohnL83
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Script Errors

Post by JohnL83 » March 20th, 2019, 8:18 pm

Tropical Insomniac wrote:
March 20th, 2019, 7:20 pm
John, by any chance have you installed a modified world file (such as the ones from EllaCharmed) for the world this save takes place in?
No, it's just regular Sunset Valley, with a few extra venues and personally built homes and lots. I don't have any other worlds but what EA provides, I have Riverview, which is the only, "extra" world I have, and it was direct from the Sims website, but it runs pretty smoothly most of the time. I am pretty good too, at making sure anything I build is made well without little traps for sims or odd things that may get sims caught. Learned that the hard way...LOL. (and I can't say the same for all of EA's builds...)

Igazor, I did a total reset of the town a couple of times over the last couple of months. Generally I always quit around Sim-time of 4-5 am, after Overwatch has done it's thing at 3am. I have nearly always saved at that time since I first got Overwatch, but this particular time I had to quit quickly. So I was wondering if maybe it was just because I caught them all mid-commute. Still thought it was worth checking to see if something bigger was going on. All my towns are set to have a max of 125 sims.

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Script Errors

Post by ArthurGibraltarCondino » March 20th, 2019, 9:59 pm

I don't know exactly what's happening, but it has something to do with

NRaas.StoryProgressionSpace.Interactions.GoToSchoolInRabbitHoleEx+Definition

and

Sims3.Gameplay.Services.Sims3.Gameplay.Services.Service:InitialServiceNpcSetup

for

Sims3.Gameplay.Objects.Vehicles.Sims3.Gameplay.Objects.Vehicles.NpcDriversManager:CreateNpcDriver

the error is

System.NullReferenceException

so it means the game tried to use an object which is null in C#, this might mean the game couldn't create the special NPC for the carpool for going to the school (like the school bus).

I don't know how to solve this, but first try:
if you have Manage Homeless with StoryProgression active or Clean Homeless with Overwatch, disable them as soon as you start playing; see if it solves your problem;
and try vice-versa
if you don't have Manage Homeless with StoryProgression active or Clean Homeless with Overwatch, enable them, and force a Clean Homeless with Immediate with Overwatch

My bet is: or the NPC is broken/missing and the game can't handle to create a new one; or the mod is deleting it and the game couldn't handle it either.

forcing it to be deleted with the mod may fix it, or not deleting if it's being deleted may fix it, or not;

another thing you may try is deleting the school rabbit hole (Crestview School and Stadium) and replacing it with the same or another rabbit hole with the same function (school and stadium); or try to create separate rabbit holes; the neighborhood may be broken because of having more than one rabbit hole with the same function. Maybe StoryProgression can't handle it.

If you want the building because you thing it's beautiful but you don't mind having it disabled, there's a DebugEnabler function called 'Sculpturify'; I don't know yet what it does, I think it turns the object into a decor only version of itself.
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Script Errors

Post by igazor » March 20th, 2019, 10:18 pm

ArthurGibraltarCondino - Look again if you could please at the time the player started up their game and the time at which the errors were logged. The errors thrown are because routing, and yes the spawning of vehicle drivers as a part of that, got thrown off because the game was saved/quit and then later reloaded mid-stream while sims were about to commute to school, not because homeless sims were being managed by SP. The SP mod doesn't actually try to control NPC vehicle drivers, or at least it is not supposed to. They are in a class unto themselves, and are different from other kinds of homeless sims -- basically they are to be considered untouchable and we recommend not messing with them much. The null values are likely due to the vehicle drivers just having spawned during the prior game session but not materializing as they should have upon reload.

Again, GoHere tends to clear this kind of thing up. Mid-stream world lot routing gets interrupted on reload with the mod in play, that's actually more of a side-effect than an intended feature, but the sims left standing on the side of the road or wherever wondering how they got there should get pushed back to work/school again soon enough if the player doesn't notice and use MC to push them instead or redirect them if they are part of the actively played household.

There should be no issues having multiple rabbitholes with the same function in the same world. Many of us have several schools in town, in a few worlds I've added second instances of career lots where much of the town leans towards wanting to be in the same careers for whatever reason. EA did this themselves with the Bistro and Diner rabbitholes, many towns have both but the same Culinary career is hosted by both of them (to be fair, that's the only example I can think of at the moment that EA did this with).

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Script Errors

Post by ArthurGibraltarCondino » March 20th, 2019, 10:51 pm

igazor wrote:
March 20th, 2019, 10:18 pm
The SP mod doesn't actually try to control NPC vehicle drivers, or at least it is not supposed to.
Yes, you are right; I was hoping the mod could handle them, because if they are broken, they are broken for good; they just are visual and we can't interact with them;

In no way I was blaming the mod, I was just wishing it could be that simple; we have to test everything that's possible otherwise we'll get stuck with no solution;

Oh, I forgot to mention these lines: System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index

and
Sims3.Gameplay.ObjectComponents.Sims3.Gameplay.ObjectComponents.RoutingComponent:DoRoute

for
Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.Sim:DoRouteWithFollowers

for
Sims3.Gameplay.Abstracts.Sims3.Gameplay.Abstracts.RabbitHole:RouteOutside


My guess about this one is: 'System.ArgumentOutOfRangeException' means the sims tried to use a route possibility from a list of possibilities, and the index is -1 or above the List.Count; this of course causes the System Exception. As it happens for DoRouteWithFollowers and RouteOutside, maybe the sims are trying to leave the building together for some sort of special situation;

is it GoHere the mod which can disable auto grouping? Maybe that could help? Is there really a meteor situation which causes the sims to leave a building?
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Script Errors

Post by igazor » March 20th, 2019, 11:23 pm

ArthurGibraltarCondino post_id=64679 time=1553136673 user_id=19920 wrote: As it happens for DoRouteWithFollowers and RouteOutside, maybe the sims are trying to leave the building together for some sort of special situation;
Sorry, but I would have to say that's not quite it. Most of these sims were trying to go to work/school in various ways, they hadn't made it there yet. One of them was on their way to group up with others, again left over from the prior game session. One is unemployed and was on their way to a park. And again, this is commonly seen when sessions start up with routing left over from the prior one when GoHere is not in play. The mod is an injection mod that replaces World Lot routing with its own (arguably improved) version. Sims will get interrupted on their way upon loadup, but usually get pushed to where they were going again and without the errors.

Auto-grouping disabled doesn't stop sims from getting together with their friends or going out with the rest of their household, it stops the actively being played sims from forming official formal groups (or dates if they are romantic) just by choosing to go to places together, the official group scenarios possibly being against the wishes of the player. "Get in the car, let's go home (to the laundromat, etc.) together" doesn't necessarily equate to "Let's form a group/date and hang out to see if we have fun together after we get to our destination."

I understand that the OP has having system overload issues with this world that we have not yet identified the cause of, but these startup errors do not look like the real culprits or anything all that serious.

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JohnL83
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Script Errors

Post by JohnL83 » March 21st, 2019, 11:43 am

Thanks to everyone. I played the game last night and everything went fine.

I did have a new issue in another game though, my Riverview game suddenly started sending two buses to pickup the kids and each kid had two icons to go to school. I've never had this issue before. It happened every morning for the 3 sim days that I played that game. IDK if it will happen when I start it back up, but I also didn't get any error reports from that game other than one NA sim routing error, the typical sim going to work or something and that was mid-game. The kids got to school fine and I just deleted the extra school icon thingy for each of the two kids.

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Script Errors

Post by ArthurGibraltarCondino » March 22nd, 2019, 11:13 am

Nice!! :D
JohnL83 wrote:
March 21st, 2019, 11:43 am
I did have a new issue in another game though, my Riverview game suddenly started sending two buses to pickup the kids and each kid had two icons to go to school.
Are you using the latest game version? Try using the Origin's repair functions. My game was skipping the 'do you want to try moving to another neighborhood' when a new game started some time ago, because there was broken file/package with World Adventures expansion. I used the Origin repair all and the game showed me this message next time I started it; nothing serious, but sometimes the game can be fixed with that too.
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