ErrorTrap Many sudden errors

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BlackjackGabbiani
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Post by BlackjackGabbiani » June 10th, 2017, 8:50 pm

I took out everything starting with N except Error Trap.

Once I re-added the first part of the alphabet, by the way, the sims can no longer interact. Same when I take A away. I have to keep doing this with every letter, don't I?

Added more records. Some may be from beforehand.

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Post by BlackjackGabbiani » June 10th, 2017, 9:30 pm

I'm starting to suspect that the interaction glitch may have to do with Sunset Valley itself since I didn't run into it at all in "Bigger Builder's Island" which is where I did my tests previous. I ran into plenty of the bed issues but the interaction one just baffles me.

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Post by igazor » June 10th, 2017, 9:35 pm

This isn't how a binary sort works, I'm afraid I have no idea how you are doing this (but I was away for a bit and maybe you have a better handle on it by now).

Let's say you have 1,500 package files total (just as an example). The first run was NRass only and that was clean so those stay in. Put the first 750 in. It can be alphabetical as you did it, that's fine. If that run was clean, then put in the next 375. Then the next 187. This is what we mean by proceeding forwards and backwards by remaining halves, not by letters of the alphabet. Let's say it's that 187 that causes a problem to return. Aha, so take half of those out (94). See, each successive try involves adding back in or removing fewer and fewer records until we're down to like 5 or less. You may be seeking more than one problem so it's not going to be clear exactly when you have a total success until you narrow these batches down to smaller and smaller ones.

If you get goofed up along the way with these batches, it might be time to just start over with the first half again. I've had to do that before, especially when I've had a really strong suspicion where a problem was coming from and turned out I was totally wrong.

Since your game with NRaas mods only runs clean, I don't think we have to worry about sims3pack content here. If it didn't, then we would indeed be going in that direction. Your script logs indicate a strong possibility that it's a mod or two that are causing these problems anyway, not CC, which means they would have to be package files.

On the Register question, these logs indicate that you are running with three EPs only -- Uni, IP, and ITF. Some of them say ITF only, none of the others. Maybe this isn't the way you usually play or is not intentional? It's not that Ambitions and LateNite are "special," it's that the Register mod controls Service and Role Sims. That the currently released version malfunctions when either Ambitions or LateNite, each of which have their own brands of Role Sims associated with them, is a bug in the mod. Again, it has been fixed in Register v81, which is still on the beta testing menu. J4Ks might not have known/remembered this, he has been on a leave of absence for a while. But of course that's really not related to the issues at hand, just pointing out the potential problem for afterwards in case you would like to fix it now. We don't need more unrelated issues getting the way of these tests.

I have no idea why Sunset Valley, a clean new game in it, would behave more badly than your custom world. These are newly formed games, not previously ongoing ones, that you are testing, correct?

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Post by igazor » June 10th, 2017, 9:50 pm

I might be reading this wrong, but wait a minute. Do you have a mod in play that has anything to do with sims dancing together (or not dancing together)? The most recent logs you've uploaded point to that interaction, but I can't tell if that's a symptom or cause of the problem.

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Post by BlackjackGabbiani » June 10th, 2017, 11:40 pm

No I don't and I haven't tried to make them. I had some basic interactions like hugging or telling an inside joke or introductions but that was just to test if they could interact at all.

Crap I thought you meant just to test by sections. I'm never going to be able to keep track of all these numbers. That's why I was going by letter.

Yeah, these are newly formed games. What's weird is that sometimes I would forget to delete the cache but still end up with a different result than the time before.

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Post by igazor » June 11th, 2017, 12:01 am

No, the script errors don't say that you were trying to make them dance, sorry that isn't what I meant. They are choking on injecting the list of allowable interactions on sim menus, and Dance Together is where (that one, anyway) was getting stuck, which indicates possibly an outdated mod of some kind that governs social interactions (such as dancing together).

If you forget to delete the cache in between each batch, then that test is not valid.

The numbers I was blurting out do not have to be exact. The point is to work with a stable set of mods and add ever-increasing or decreasing sets to it. But you can do this by sections if you must, it will just take longer. As soon as you have a failure though (and with the caches having been cleared) that means a potential problem exists in the section you just added.

Maybe you can come with another method that makes better sense to you, but I'm afraid this isn't something we can do any other way than by testing and re-testing batches unless you want to play with no package files or NRaas package files only but obviously that's not really the result we wanted.

And why aren't your intended EPs loading?

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Post by BlackjackGabbiani » June 11th, 2017, 12:07 am

I don't have any mods about dancing together. I know it's an interaction but I haven't tried it.

Since the issue about beds is exclusive to Into the Future, I lowered it to just that expansion. It started with the others because that's what I was playing the game where these issues came to light with.

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Post by igazor » June 11th, 2017, 12:30 am

Okay, fair enough. Back to the drawing board with the batches, then?

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Post by BlackjackGabbiani » June 11th, 2017, 12:35 am

Yep. I have a lead when I added some mods and the interactions went away. I'm using each test to try both interactions and the bed though.

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Post by BlackjackGabbiani » June 11th, 2017, 1:37 am

Rrrrrgh...the conversations are ok but now the beds don't work again!

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