ErrorTrap Issues For BlackjackGabbiani

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igazor
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For BlackjackGabbiani

Post by igazor » December 1st, 2017, 4:59 am

Hi there. This is a message board post. What you did was create a new wiki page; please do not do that. We use the message board system to communicate. Here is what you posted:

I loaded a save that I've been using in the past few days but now it's full of error notices! One character ended a conversation with a Woohooer error (he was trying to ask someone to study with him!), and the same thing happens whenever I try to have a sim interact with someone else. I'm also getting all sorts of errors for characters I don't control and some unknown items (it won't tell me what they are but one has a picture of a weightlifting apparatus). While there are already a few error logs there, I was getting literally HUNDREDS of errors, dozens of them in seconds! It's so weird!

There about three repeated types of errors there, coming from many of the different NRaas mods. Suggested courses of action:

1 - Update Register (to v81) and Traveler (to v87) to current, you are one version behind on each, and clear the scriptCache.package file. Not entirely sure, but I think what you have there might be the known glitch when the now older version of Register meets up with a game that does not have Ambitions and LateNite in play and the new mod versions fix that. Note that these two mod updates are co-dependent, that is if you have them then you must have the current versions of both for them to function properly.

2 - If the errors persist, run a test session by pulling all non-NRaas mods (that is, all non-NRaas package files), again clear the scriptCache.package file and report back. Any better? If so, you have one or more mods from other sources in your collection that are acting up and are possibly also in need of updating or permanent removal.

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Post by Chain_Reaction » December 1st, 2017, 7:35 am

Those are usually indicative of a mod injecting a bad interaction. I'd go with pulling all non NRaas mods and see what happens.

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Post by igazor » December 1st, 2017, 7:39 am

I notice that most of the repeated errors seem to involve stereos. What made me think of the old Register glitch is a possible repeated call for a dancer Service Sim to be spawned, even if the player had no interest in doing that (and certainly not on all stereos in town). But guess it could be almost anything from other sources if it's not that one.

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Post by BlackjackGabbiani » December 1st, 2017, 10:00 pm

Ah sorry, I saw how to upload a file and followed that. I didn't see any sort of "message board" function. Did the files not transfer? I don't see them here.

I wasn't running Ambitions or Late Night in this save. Actually I don't have either of those. So why would this suddenly be an issue? Yeah I moved them to the University town but they've also been there for a week and literally nothing has changed at all in my gameplay. No new mods, nothing.

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Post by igazor » December 2nd, 2017, 1:00 am

Yes, we have your script log files. That is what Chain and I are commenting on and how we know what your errors are and which NRaas mod versions you have. There are message boards associated with each of the mods, this is the ErrorTrap one, and the general one called Chatterbox. I know we haven't seen you for a while, but you have successfully used these message boards in the past.

Our recommendations remain the same (for now, pending more info). In particular, NPC sims are trying to spawn all over the place, wherever there is a stereo, and failing. This is admittedly very strange.

But speaking of strange, now I have to add an additional question. You've "moved" your sims to Uni World or you had one (or more) sims register for a one- or two-sim week term at Uni? Uni World, meaning the stock one that comes from EA with Sims University in it, isn't structured to be played as a homeworld. It's meant to be a place to go for one or two sim weeks at a time (the term length is adjustable up to a point with Traveler in play), but your actives' homeworld and permanent residence would still be wherever it was they came from. I didn't even realize sims could move there and become permanent residents, if this is what you really meant, but would have to defer to Chain as to what kinds of problems this might cause. There will be the fellow students who come and go each term as well as some inactive residents who stay put in their off-campus homes, aka the "townies," but that's not the same thing as having an actual active household living there.

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Post by igazor » December 2nd, 2017, 1:07 am

And, regardless of the above, I will say it again (please, there's really no point in debating this part). The version of Register you have even if it's not at fault right now is going to at some point, in some world, cause problems with Ambitions and LateNite not in play. This was a glitch that was discovered a while back and fixed with new versions of Register and Traveler that passed through beta testing and were fully released in August of this year. It's fine to play without those two EPs, it's fine to play with or without whichever EPs you like, but this was a bug with Register v80 that was not discovered until after it was released a long time ago.

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Post by BlackjackGabbiani » December 2nd, 2017, 4:40 pm

No, they're not permanent residents. They're there for right now. They "moved" as in they are staying there and that's their current world for the time being. Like you "move away to college".

I'll update those mods.

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Post by BlackjackGabbiani » December 2nd, 2017, 7:03 pm

Ok I did that and now I got literally over four thousand errors. I can't even attach the log here because it's too big. Can I email it to someone?

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Post by igazor » December 2nd, 2017, 7:35 pm

It doesn't really matter how many thousands of errors are logged if they are all the same ones, something is caught it a loop and won't let go.

We did think that those two mods not being updated were not necessarily the cause of the problem but that had to be ruled out. So the recommendation would be to move onto step 2. What happens in a test session of this game when all non-NRaas mods are removed and the script cache cleared?

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Post by BlackjackGabbiani » December 2nd, 2017, 7:56 pm

This same save file? As it is right now? I can't remove some of the mods without there being massive changes to the characters and the dorm building.

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