Script Error

A null value was encountered where this forum description was required.
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igazor
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Script Error

Post by igazor » December 14th, 2020, 2:20 pm

Can we see a copy of this script error if you still have it? It may actually appear to be the same as the OP's here but be slightly different and might have been complaining about something else.

Or you may have had a mod in play that uses exactly the same code. As we learned earlier on this thread, another mod developer borrowed the code to make their mod and it became a collaborative project between them; since then, there could be others that have been produced like that.

The thing about the script log that started this thread is that we could see it was actually another mod throwing the error, not an NRaas mod -- it only became NRaas Selector throwing one after the other mod(s) were removed.

ginseng14
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Script Error

Post by ginseng14 » December 14th, 2020, 4:28 pm

<?xml version="1.0" encoding="UTF-8"?>

-<ScriptError MaxRecursionDepth="0" Type="MiniScriptError" Version="6">

<ExceptionData>simulating object is null unable to obtain an interaction object A null value was found where an object instance was required. #0: 0x00011 callvirt in Sims3.Gameplay.Autonomy.Sims3.Gameplay.Autonomy.InteractionObjectPair:Equals (object) (35DC8270 [35C24588] ) #1: 0x00028 callvirt in Sims3.Gameplay.Abstracts.Sims3.Gameplay.Abstracts.GameObject:AddInteraction (Sims3.Gameplay.Interactions.InteractionDefinition,bool) (35C6FC00 [29EDCA20] [1] ) #2: 0x00008 callvirt in Skydome_EveryoneCanCarryChild.Skydome_EveryoneCanCarryChild.CarryChildren:AddInteractions (Sims3.Gameplay.Actors.Sim) ([35C6FC00] ) #3: 0x0001e call in Skydome_EveryoneCanCarryChild.Skydome_EveryoneCanCarryChild.CarryChildren:OnWorldLoadFinished (object,System.EventArgs) ([29E788A0] [2A95B398] ) </ExceptionData>


-<GameData>

<BuildType>Release Mono</BuildType>

<CommandLine>C:\Program Files (x86)\Origin Games\The Sims 3\Game\Bin\TS3.exe</CommandLine>

<Game_Version>1.69.43.024017</Game_Version>

<Code_Version>0.XL-2.0.32</Code_Version>

<Content_Version>1.Content.rl.41</Content_Version>

<Thumbnail_Version>1.Thumbnail.dl.933</Thumbnail_Version>

<TCC_Version>1.TCC.dl.1209</TCC_Version>

<Build_Version>0.2.0.32</Build_Version>

<Type>Release</Type>

<Timestamp>2015-1-6-0801</Timestamp>

<CPU_Level>Low</CPU_Level>

<GPU_Level>Uber</GPU_Level>

<Game_Start>2020-12-13 22:25:19</Game_Start>

<Data>C:\Program Files (x86)\Origin Games\The Sims 3\/GameData\</Data>

<Overrides>(none)</Overrides>

<Exe_Path>C:\Program Files (x86)\Origin Games\The Sims 3\Game\Bin\</Exe_Path>

<User>[my name]</User>

<Host>DESKTOP-J7P3EOR</Host>

</GameData>

</ScriptError>

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Script Error

Post by igazor » December 14th, 2020, 5:25 pm

ginseng14 post_id=79231 time=1607973446 user_id=22319 wrote: But again, why would the script error mention the child carry mod if I never had it?
ginseng14 post_id=79233 time=1607981304 user_id=22319 wrote: #2: 0x00008 callvirt in Skydome_EveryoneCanCarryChild.Skydome_EveryoneCanCarryChild.CarryChildren:AddInteractions (Sims3.Gameplay.Actors.Sim) ([35C6FC00] ) #3: 0x0001e call in Skydome_EveryoneCanCarryChild.Skydome_EveryoneCanCarryChild.CarryChildren:OnWorldLoadFinished (object,System.EventArgs) ([29E788A0] [2A95B398] ) </ExceptionData>
(added bold for emphasis)

The code has to be coming from somewhere. Skydome was the original screen name (or still is the NRaas screen name) of the mod's developer. So if you don't have either mod being discussed outright, you must have a mod that contains this code and that's the part that is calling for a variable or value of some kind that does not exist, on startup.

I can guarantee you that NRaas mods do not contain code with Skydome's name embedded in them -- well, not that such would be a horrible thing in itself, but what I mean is they haven't produced an NRaas development project for us.

Quite possibly the too long of a play session contributed to a "bad" save being created and that error being thrown, but I'm not familiar enough with how this mod (code) operates to be able to say for sure. It's good that you can now play forward, though. :)

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Script Error

Post by Chain_Reaction » December 14th, 2020, 10:41 pm

It should also be noted that script errors are typically not the source of crashing though they certainly should not be occurring under most circumstances. Crashing is more of a data corruption, memory exhaustion or bad programming thing.

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