Many resets, Sims and pets help

A null value was encountered where this forum description was required.
Marvelgirl
Reactions:
Posts: 6
Joined: March 28th, 2013, 7:00 pm

Many resets, Sims and pets help

Post by Marvelgirl » September 4th, 2014, 11:08 am

Hello,

Was playing today and started experiencing multiple Sims (of home lot) being rest and caught by error trap.

I added a new mod that allowed female Sims to get abducted by alien and pregnant, when I reloaded the game the pets I have (two adult dog) frequently reset (their puppy is unaffected).

I removed the latest mod hoping that it would help the pet problem at least, however it has continued.

I have many mods so any help finding the solution would be fantastic.

User avatar
J4Ks
Reactions:
Posts: 2580
Joined: September 7th, 2013, 6:00 pm
Location: SomewhereNearYou:-)

Post by J4Ks » September 4th, 2014, 11:58 am

Most of your Errors seems to be this code, that it's trying to run on the Dogs (Otis Qualls, Sophie Oldham-Qualls, your active pets?) in your town, which bounces off your gameplay:

System.NullReferenceException: A null value was found where an object instance was required.
#0: 0x00021 callvirt in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.Sim:
get_BabiesAndToddlersIAmCurrentlyResponsibleFor () ()
#1: 0x00021 callvirt in Sims3.Gameplay.Autonomy.Sims3.Gameplay.Autonomy.Motives:
FunExitCheck(Sims3.Gameplay.Interactions.InteractionInstance,
bool,bool) (3F13C460 [827BAE00] [0] [1] )
#2: 0x00055 callvirt in

Not entirely sure what's causing it or that Alien adbuction for Female, affected your Pets.
A coder should have a look at it later today.


Though as you mentioned, you have a lot of Mods and with that comes a great responsibility to check if the mod runs on your latest patch version 1.67. Not something that others can do for you.

There are 2 mods that gives me slight concerns of being outdated (not sure if there are more, cause some are unknown to me):
- SimsMxHospitalOverhaul (provided with Tuning and XML files that were made on patch 1.57)
- CherryTS3_ToddlerInteractions, not sure if you have gotten Claudia Sharon's version or Cherry. Claudia updated that mod on her blog.


When was the last time you went through all those locations where you got the mods from? And if confirmed 1.67 compatible than its safe to keep.

Also you might want to get <a href="http://nraas.wikispaces.com/Overwatch">Nraas Overwatch</a> to help you out with stuck Sims.
For the other logs, they are correction logs from ErrorTrap. Its a routinely service that's been done by the mod. If you are worried that some many stereo's are missing, that's due to sunbathing scenario thats triggered in IP where a Sim can use a Stereo, after the sim is done, the stereo disappears.
Here's more about it on Correction Logs.

Marvelgirl
Reactions:
Posts: 6
Joined: March 28th, 2013, 7:00 pm

Post by Marvelgirl » September 4th, 2014, 12:20 pm

Thanks, I'll do that. I have removed the female abdication mod and the problem continued, but no other problems have come. I believe last time I checked them (as with the rest of my mods) was when I remastered my computer (after the 1.67 patch and with all packs) and although it has not been updated other users have said that they have found no problem with them, but do keep an eye on them (as their one of my favourite mods)

User avatar
J4Ks
Reactions:
Posts: 2580
Joined: September 7th, 2013, 6:00 pm
Location: SomewhereNearYou:-)

Post by J4Ks » September 4th, 2014, 12:38 pm

... and others had said it didn't work.

This mostly due to mods combination in peoples mod setup.

To clarify if a user use Mod A that was build on patch 1.57 with some of the modified ITUN mod and XML files, it may work for that person with solely that mod.

Another user uses mod B that is build on patch 1.67 with its XML and ITUN files which are the same files but with altered values then Mod A. If that user would attempt to use mod A, the game would error out.

With patch 1.63 there been significant changes done over 900 XML files, source http://sims3.crinrict.com/en/2013/10/patch-1-63.html, it may or may not have affected the SimsMxHospitalOverhaul mod. It will only be noticeable if such interaction within a XML has been used within that mod. If not, you are lucky.

But if that female alien abduction mod did make use of any of the XML, it might have corrupted your dogs, which I am unsure off.

Marvelgirl
Reactions:
Posts: 6
Joined: March 28th, 2013, 7:00 pm

Post by Marvelgirl » September 4th, 2014, 12:54 pm

Oh ok, I'll try and take them out and see how it goes, the errors seem to have stopped now, with the pets at least (without the female abduction mod)

User avatar
J4Ks
Reactions:
Posts: 2580
Joined: September 7th, 2013, 6:00 pm
Location: SomewhereNearYou:-)

Post by J4Ks » September 4th, 2014, 2:08 pm

Hmmm... that mod that I linked above, seemed to be for Sims 2, did you got that one?

Marvelgirl
Reactions:
Posts: 6
Joined: March 28th, 2013, 7:00 pm

Post by Marvelgirl » September 4th, 2014, 2:50 pm


User avatar
J4Ks
Reactions:
Posts: 2580
Joined: September 7th, 2013, 6:00 pm
Location: SomewhereNearYou:-)

Post by J4Ks » September 4th, 2014, 3:04 pm

Ahh.. okay see it now, thanks. This one is a pure scripting mod and will inject code onto your game, after using the interactions.

As said the Overhaul mod, does have some XML files in it that were made for patch 1.57 which might have overridden any files that were updated in 1.63 and 1.67 while loading the game, which newer updated mods might use.

Marvelgirl
Reactions:
Posts: 6
Joined: March 28th, 2013, 7:00 pm

Post by Marvelgirl » September 4th, 2014, 3:15 pm

So the effect of the mod would of only started working once an interaction was made? And could this of effected the pets? (I did not interact with the effects as I was waiting for an abduction however I did have come alien babies already present).

And that mod was only added today, the sims errors have been occurring for a while

User avatar
J4Ks
Reactions:
Posts: 2580
Joined: September 7th, 2013, 6:00 pm
Location: SomewhereNearYou:-)

Post by J4Ks » September 4th, 2014, 3:58 pm

Sorry need to correct it:
There are a few several style of modding, the commonly known are Scripting and Tuning, what I learned is that:
1. Tuning mods (XML and ITUN edits) will load when you start your Sims 3 game. And every game you start will run over any altered tuning mod that it can find and overrides the CORE files (Sims 3 own rules).

2. Scripting (Coding making use of existing loaded ITUN, XML files) will load when you start a world or load up a SavedGame. It will need to assign custom interaction to objects or inject code to values in XML and ITUN files or create them and sync them within the CORE.

I am not that well versed into Scripting but XML/ITUN I dabbled a few. What's important are is that the ITUN and _XML files used in mods are updated with the latest patch. Or just don't patch.

I don't think it has anything to do with The Female Alien Abduction mod, but likely the Overhaul mod. You will have to check everytime you introduce a new mod, when the creator says its compatible with patch 1.67, if its compatible with the overhaul mod, if you decide to keep it.

Post Reply