GoHere and NPC Subway mod conflict?

Bossy discussion in here.
User avatar
brappl
Reactions:
Posts: 4790
Joined: July 13th, 2013, 6:00 pm

Post by brappl » July 4th, 2016, 12:13 pm

Not sure if or what would be considered too many. I've got well over 10 subways in a couple of my worlds and am not experiencing any kind of routing or other problems.

User avatar
deesim
Reactions:
Posts: 317
Joined: December 28th, 2011, 6:00 pm

Post by deesim » July 4th, 2016, 12:22 pm

@ icarus, great, I'll set them as 'No Visitors Allowed' :)
@ brappl, thats encouraging to hear! I'll add 11 lol :)

User avatar
namaradus
Reactions:
Posts: 1600
Joined: May 23rd, 2015, 6:00 pm

Post by namaradus » July 4th, 2016, 4:50 pm

@deesim you could set them as a park and it really wouldn't matter the rabbithole will override any lot setting or zoning. I once had alot of sims crowding Hogan's Diner in SV all the time and even after setting the lot to No Visitors it didn't change anything removing the picnic tables did

User avatar
deesim
Reactions:
Posts: 317
Joined: December 28th, 2011, 6:00 pm

Post by deesim » July 5th, 2016, 7:43 am

Okay, I still got some script errors today (GoHereScriptErrors_DeeSim_2ndBatch_5July).
I reinstalled the rugs that namaradus linked to, rebuilt all the subways, following the instructions making sure there was enough space around the rugs as suggested. I did follow a couple of non-active sims as they were pushed to travel by subwayand watched the scipt error notices build up. The sims seem to be stuck in the subways! Something is causing them to get stuck and I have no idea what it is :(
Active sims travel okay to all subways, no route fails.
I'm currently using TFM's Route Fix Flavor 4 v9 (the one with subway edits) but I think I'll install the normal route fix version and make the edits I want in Retuner. The reason is because I have done this already together with the route fix flavour 4 v9 but these script errors keep happening, and I'm sure they're different to yesterdays ones lol. What I'd like to know is, aren't these mods both doing the same thing? I know Igazor says the Route Fix is for active sims, but there is a part at the bottom that edits 'kNPCSubwayUseChance', same as Retuner. So should I use Retuner for this or let Route Fix do the honours?
edit: I reset Retuner to default, and left Route Fix alone, there are no more errors. But I want to use Retuner for the subway edits, not the Route Fix. So I'll take out the Route Fix and use Flavour 2 (no subway edits) and edit Retuner instead, see what happens :)

User avatar
namaradus
Reactions:
Posts: 1600
Joined: May 23rd, 2015, 6:00 pm

Post by namaradus » July 5th, 2016, 7:58 am

I got the link for those rugs from here so the they should be good
Are they getting stuck like their moving under ground and then get reset back in front of the subway?
Do you have any venues like the Prosper Club, Sports Bar, Vargs Tavern? I learned some time ago that if a the subway routes them under venues like those and there not open at the time sims get stuck and it looks like their traveling around under ground I've avoided putting subways any where near those types of venues

icarus_allsorts
Reactions:
Posts: 213
Joined: March 8th, 2012, 6:00 pm

Post by icarus_allsorts » July 5th, 2016, 9:00 am

Speaking from some experience from trying to mod the subway system (key word being "trying"), I don't think the problem lies with any of the mods you are using or any of their settings at all. If you switched to just using the default subways instead of the rugs, it's likely that the subway routing errors will stop.

Technical-ish explanation: when a sim decides to route from point A to point B and decides to use the subways closest to each point to route through, the game will only "memorize" the location of the enter and exit slots of the respective subways instead of memorizing the subways themselves. So once the sim routes into the first subway, the game has to relocate the second subway using the memorized location of its exit slot and it does this by checking the objects intersecting that exit slot that the sim would have to route through.

With the default subways, there isn't a problem since the whole subway object itself basically envelops that spot and once the sim is repositioned there they have no choice but to route through the subway itself.

But what the errors are indicating is that the game cannot find the subway rug to relocate the sim to. My guess has been that because the rug is flat, if the sim is repositioned there it is possible for them to route away from it without going "through" the object, which makes the game not consider the presence of the rug for the route it seems.

User avatar
namaradus
Reactions:
Posts: 1600
Joined: May 23rd, 2015, 6:00 pm

Post by namaradus » July 5th, 2016, 9:04 am

I don't have GoHere and I'm having the same problem with them in Glenvale County could it be the world is not compatible with subways?
I'll try the EA ones be right back

User avatar
namaradus
Reactions:
Posts: 1600
Joined: May 23rd, 2015, 6:00 pm

Post by namaradus » July 5th, 2016, 9:31 am

Okay using just the Route fixes mod no problem with the EA subways
Using both GoHere and the Route fixes mod no problem with the EA subways
It must be the subways rugs like icarus said

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

Post by J4Ks » July 5th, 2016, 9:35 am

Thought it was only me who had this issue with those Subway RH Rugs and already changed all of them into EA default Subways RH Buildings, so I pretty much let the issue go. But after reading Icarus explanation that could be the reason why Sims get lost within a subway transition. Either way the rugs seemed to be flawed with any mod that changes to the subway routing system.
Custom Worlds shouldn't be an issue as there been plenty made with this typical transportation merged into it and without.

If you want to try something other than the EA default Subway stations or the Subway Rugs. Jinx did made Subway Doors, since this one isn't flat it might work, though haven't tried it myself. But you are welcome to try, you can get it from here: http://www.mediafire.com/download/05f68 ... etsFix.zip

User avatar
deesim
Reactions:
Posts: 317
Joined: December 28th, 2011, 6:00 pm

Post by deesim » July 5th, 2016, 9:53 am

Wow, thanks guys for all your help, good information here :)
@ namaradus, the other rabbithole rugs from Jynx are working okay, so I assume these are fine. These subways are just acting weird thats all. Yes, the NPC sims I've been following seem to move back and forth underground (the camera moves with them) then they just appear at the entrance again after a couple of seconds.
I have no venues like those clubs placed. Actually I have no clubs yet.
re: Glenvale Country, I'm sorry but I have no intention of giving up G.County at the moment lol, I love it too much and have done a lot of work on it building it up - if I really have to use another world, it would be Glenvale City, which is the same but has more concrete terrain as far as I know :)

@icarus, Hm, ineteresting info about the rugs. So this is a common problem? I don't particularly like the look of the EA subways, so maybe I should add basements and hide them down there.
@J4Ks, ooh there's doors? I'll go and try them now. Thank you for the link! I'll let you all know how it goes :)

Post Reply