ErrorTrap Many sudden errors

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igazor
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Post by igazor » June 9th, 2017, 11:26 pm

Putting them apart? No, that's not quite the reasoning behind the strategy step (3) that I outlined.

it's that NRaas mods are a known quantity to us. We know which ones you have (we can see them in the script logs) and we know that they are stable and do not conflict with each other. We do not know what other mods you have as they do not all get listed there, tuning mods for example never do, we don't know if they are up to date or if any never got updated by their developers, and we don't know if you have undisclosed conflicts as tools like Delphy's can't find those on script mods. Further, we can't help solve the errors that NRaas mods are reporting if we take the NRaas mods out of the mix -- obviously they cannot report errors if they aren't there, but that doesn't mean the errors aren't still happening.

This is all standard troubleshooting procedure here when we don't yet know the cause of game misbehavior. If you have a more logical way to proceed, then please by all means do so. :)

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Post by BlackjackGabbiani » June 9th, 2017, 11:32 pm

Well it seems like everyone talks about NRaas as though its it's own thing. I was shocked to find that it was just a site for mods!
How can I identify mods? I'm going down my list and a lot of names look like they could be anything, and I'm not going to know what every single .package file is.

I tried removing as many as possible and there were still some that snuck in. Also when I ran the test the guy not only errored right out of the dream pod, he also errored all the way down to the previous floor in the house! However, he could interact with another sim. There were more error trap messages this time. Should I include them?

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Post by igazor » June 9th, 2017, 11:51 pm

They are just mods made and maintained by professional programmers, with support provided. But yes, they are "just mods," not really different from any other in the end. Let's set aside misconceptions and the (sometimes absurd) things others say for the moment and focus on your game if we could, we can get back to those other things later. :)

On (2), I asked how things behave if you didn't change anything but just started a new game. No better, I take it?

On (3), yes I understand. If you don't already have your package files separated out by function, that's fine. Then just remove all of them, custom content package files as well, so that the only ones left in Mods\Packages are the NRaas mods you already have and clear the scriptCache.package file. This isn't meant to be permanent, it's just a test. Does the game behave any better with no mods, no package files other than NRaas, can your sims interact, do the dream pods work better, and at that point do you still get a lot of script errors? If so, those are the ones we need to see.

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Post by BlackjackGabbiani » June 10th, 2017, 12:27 am

No better with the bed. Even worse, since he got teleported to a completely different floor. But it was LOADS better with the interactions!

I took out everything except NRaas, and FINALLY AFTER SO LONG I was able to get a sim to sleep in the frickin dream pod! So what do I do now? Should I still show you the errors from the prior attempt?

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Post by igazor » June 10th, 2017, 12:37 am

Nope, forget the prior errors. We're in a much better place now.

The trick is going to be to identify what package file(s) that you no longer have in place are causing the interactions and dream pod issues. This is what we call the 50/50 dance.

Put back half of your removed package files, clear the scriptCache (I'll stop saying this part soon, just that it needs to be cleared whenever the contents of Mods\Packages changes in any way) and repeat the test above, for interactions and dream pods.

If still clear, add in half of what remains. If the problem returns, remove half of what you had just put back. Proceed backwards and forwards by remaining halves until you have isolated the problem(s). As you can see, the set you are putting back in or taking out each time gets smaller and smaller until there's (hopefully) only one or two items left to test.

Even if you have hundreds or thousands of package files to work with, this method, really called a binary sort, shouldn't take very long to pinpoint the issues because you have a known to be clean plate to start from.

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Post by BlackjackGabbiani » June 10th, 2017, 5:55 pm

Moving the files I've narrowed it down to something starting with N. But I've moved everything back and forth and the results seem entirely random! And almost everything in there is stuff I've collected since AFTER getting the future expansion, and thus after the bed wouldn't work.

I attached more error logs.

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Post by igazor » June 10th, 2017, 6:27 pm

Well, it's the same script error repeatedly although on different sims and being thrown by different mods if that's any comfort.

Just to make sure I understand this, with all package files in place except those in your set that begin with N, the dream pods work with no errors, no randomness, this is reproducible and you are clearing the scriptCache.package file after each change to the contents of Mods\Packages? If so, then it has to be one of those items or mods that is causing it or the combination of one of those items and something else you already have in play.

I'll have to ask my colleagues here, though. What's this?
System.ApplicationException: Could not parent object Sims3.Gameplay.Core.Blank instance dreamPodForceField to object Sims3.Gameplay.Objects.Beds.BedDreamPodPoor
#0: 0x00071 throw in Sims3.Gameplay.Sims3.Gameplay.GlobalFunctions:CreateObjectParentedToSlot
(string,Sims3.SimIFace.ProductVersion,Sims3.Gameplay.Interfaces.IGameObject,Sims3.SimIFace.Slot,string,Sims3.SimIFace.Simulator/ObjectInitParameters) ([339592A0] [1048576] [32A441C8] [-1474234206] [00000000] [00000000] )

I mean, what is BedDreamPodPoor? As opposed to one that isn't Poor?

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Post by igazor » June 10th, 2017, 6:31 pm

By the way, totally not related to dream pods, but I notice that upon J4K's recommendation you installed Register. If you are going to play without either/both of Ambitions and LateNite, I would recommend updating that one already to v81, even though it's still in beta testing. The current fully released version has a bug that shows up for players without either/both EPs through which far too many homeless sims get spawned for no reason, the newer version fixes that.
<a href="http://nraas.wikispaces.com/Register+Te ... Testing</a>

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Post by BlackjackGabbiani » June 10th, 2017, 7:37 pm

Things have just gotten more confusing. I added everything but the stuff in the N section (well, plus the NRaas stuff and some stuff that's tested fine before), only to have the same issue happen again.

What had happened the first time was that I split the alphabet in half and just used the second half, found the glitch, and narrowed it down to the N section. I assumed that the glitch wouldn't happen in the first part of the alphabet then. Great, now it's anyone's guess. Should I keep testing A-M or just keep testing the N section? Should I work with the stuff that's tested ok before? It's got some low-level mods in it but as I said, they've been included in successful runs before.

Why are those expansions so special? I think those and Supernatural are the only ones I don't have.

Oh yeah, and what about .sims3 folders? Will I have to test them too?

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Post by BlackjackGabbiani » June 10th, 2017, 7:38 pm

Oh wait crap I was looking at the wrong folder. I thought I was using stuff in N that had tested ok but I wasn't, just the NRaas stuff. Is there a way to edit posts on here? I don't see any.

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