Simler90 and Nraas mods are really that problematic?

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vaddish
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Simler90 and Nraas mods are really that problematic?

Post by vaddish » April 5th, 2024, 12:19 am

Hi Everyone,

I made another post on a mod from MTS, that reduces the space for interactions sims need, and some people are complaining about the simler90 compatibility issues with that mod in question, and again i just don't understand how everybody seems to complain about the simler90 versus nraas mods. Anyway, I'll paste the post that i made to try to understand this incompatibility, because i'm using almost all mods from nraas for years and I never never detected any flaws, erros, bugs, arising from that combination of mods.

Guys, I don't know if my game is buggy as hell and for me I think it's fine, or I don't have any problems like other people say they have.

I have many mods, the majority modifies the gameplay, so I have basically everything from Savanita (the toddler, baby, pregnancy mods), mods that modifies the interactions, reactions, many mods that fixes the game and etc. And i have many Nraas mod except Story Progression. So, I have Dreamer, Errortrap, Master Controller, Overwatch, DebugEnabler, GoHere, Retuner, Relativity, Traveller, Traffic, tempest, woohooer, etc etc etc. And I have Simler90 Core mod for a WHILE, all together, and i never had any problems like everybody out there said, like they becoming incompatible and conflicting. The one thing I had to do with the Simler90 core mod is to apply some modified files to make the mod compatible with Overwatch and Random Sim Fixes from Lazy Duches. And I have the space fixes, even the guitar option. And my game it's fine, I can travel anywhere, nothing got's corrupted, I don't have crashes, just if I minimize the game, and the errortrap register just some errors periodically when the game itself bugs, from the normal simulation, or when I travel to anywhere, but when I save and reload the game, everything runs fine.

I have more incompatible mods like the acne mod that crashes the sims who had acne in their faces when i make a town reset, and the sim hard reset, losing all the wishes, opportunities and items from inventory. But i don't detect any problems from the combination from simler90 and nraas like eeeeverybody complains.

I'm having the message error DEBUG:Error during Job Update bug I searched and I find that error it's from Moar interactions mod. but it doesn't make nothing to my game, that error don't prejudice my experience in the game, it's just the popup.

In performance, my game runs fine, most 60fps, dropping from 59, 58, and when the clock go by 10am. 12pm, the game starts to lag, but stop moments later. (Tip: I discovered the principal reason from the lag it's the tourists visiting your city, you can reduce to maximum 5 in the nraas register and the lag will decrease). Contradicting that people said, the Less Space mod doesn't conflict with anything, just improves.

And last but not least, that the Delphy Dashboard, the only conflict it's from two objects that are the same, a punch bag from the boroughsburg CC and the same punch bag that I download from ATS3 CC site.Image
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So, please, anybody can tell me what type of bugs do you have with those mods, including the less space mod, that i can't understand? Or my game it's buggy and I'm wrong?

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CardinalSims
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Simler90 and Nraas mods are really that problematic?

Post by CardinalSims » April 5th, 2024, 8:24 am

My understanding is that there is nothing critically incompatible between NRaas and Simler90's Core Mod- the issue as outlined in the announcement is that there is so much overlap from the scale of both mods that it's simply a tech support nightmare to officially endorse using both at the same time. It's nothing to do with bugs or outright conflicts, and everything to do with human limitations.

You're always welcome to mix unsupported mods at your own risk, and if they're working perfectly together that's awesome. That's the best of both worlds- no issues in your game, and that means no issues that the volunteers here have to try and fix for you. Whatever trend is happening in what MTS users are arguing about these days really doesn't matter. If you didn't read an official warning about something from the mod authors themselves, or the developer here, it's all just hearsay.

These are often the same commenters that don't know how to open zip files, so I really wouldn't place too much weight in their bickering :p
(I personally did some of the beta testing for OhRudi's mod and a lot of the conflict reports in those comments are completely random nonsense- from people who meant well, but don't seem familiar with what they are talking about.)

But if you did start encountering errors, we wouldn't be able to help decipher the logs for you with Simler90 in play.
It happened often enough that issues were more frustrating to troubleshoot because of the hundreds of variables a large core mod like that introduced, and now it is officially unsupported. There are no claims here that it is game-breaking or outright incompatible- just that it's unreliable.

This is a massive game that already has a million moving parts, so any one user's experience is only a tiny piece of a potentially giant image. The way you're playing on your system isn't turning up any issues- that doesn't mean all the mods you use on someone else's system, being subjected to the way they play the game, couldn't be run to the ground with problems. And the bigger the net those mods are casting, the more impossible it becomes to tell how to guarantee it's one or the other. NRaas and Simler90's nets simply cast too wide, with too much overlap.

Also worth noting that earlier in the core mods lifetime it was not open source, and the author had no personal plans of addressing compatibility themselves- which seems to have done a fair bit of damage to its reputation. Things have changed since, but some of that likely lingers. When a huge mod is authored by someone who is taking a NRaas-indifferent stance, but all of the error logs referencing their work are getting brought to this forum... a bunch of volunteers end up providing bug testing for something that isn't even hosted here.

I personally have the source code sitting in my projects folder so I can pluck out some of the fixes I want and test them standalone sometime. If I ever released it and started showing up in error logs, I would at least be here to bear the troubleshooting burden myself.

But I digress. Long post vs long post, now joust!

KevinL5275
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Simler90 and Nraas mods are really that problematic?

Post by KevinL5275 » April 5th, 2024, 12:45 pm

The one thing I had to do with the Simler90 core mod is to apply some modified files to make the mod compatible with Overwatch and Random Sim Fixes from Lazy Duchess.
This is why you're not having issues, you fixed the parts that are incompatible.

As CardinalSims said, the issue is that some NRAAS mods and some Simler90's mods both modify the same files and address the same issues, so they're fighting each other depending on which loads last (last-loaded takes precedent).

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igazor
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Simler90 and Nraas mods are really that problematic?

Post by igazor » April 5th, 2024, 2:53 pm

I think in this case it's not so much a matter of priority/loading last. Chain can correct me if I've got this not quite right, but when a Core Mod (Simler90) and a Script Mod (NRaas) are both called upon to address the same issue or accomplish the same thing, they aren't overwriting each other. Instead, they each set about doing what they are programmed to do and both try to change/adjust the same game resources in different ways. Hence the far too often unpredictable collisions. Some variable or other type of value is needed by one mod for what it's doing but it's already been altered, deleted, or drastically changed by the other.

In some cases, Core Mods (and there aren't very many of these out there for TS3 to begin with) such as Consort's 2X Weight/Fitness and even ErrorTrap are so narrowly focused that this is a total non-issue. In others, such as Cmar's XCAS, there are more moving parts but they are of a known quantity to many of us by now and can be worked with/around in order to get their benefits without too much fuss and bother. But Simler90's mod is much more far reaching in that it seems to have MANY more parts all doing things independently of each other. Hence the support nightmare and our declaration that we can't really provide any for players who choose to use Simler's mod anyway.

And yes, as stated, the developer seemingly ignoring us and the large numbers of players who use our mods from the outset has not helped matters in the potential support arena at all.

One last comment, if I may. Dashboard is not relevant to Script and Core Mods. It is not able to detect or meaningfully declare things free of conflicts when it comes to Script and Core Mods. Compiled code is not the same kind of beast as CC objects and Tuning Mods.

KevinL5275
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Simler90 and Nraas mods are really that problematic?

Post by KevinL5275 » April 5th, 2024, 5:50 pm

Ahh yes, I forgot Simler90's mod is a Core Mod, and not subject to the loading first/last issues of package mods. Sorry about that.

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