new 'plan outfit' doesn't 'stick'

Why won't that blasted mod show up in game? Hopefully we know!
ghoti
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Joined: April 20th, 2020, 6:13 pm

new 'plan outfit' doesn't 'stick'

Post by ghoti » April 25th, 2020, 9:27 am

GM all,

igazor, it seems my last post crossed with yours. Thanks again for your help. For the moment, at least, things seem to be working as I'd like. I included part of the most-recent error-log. (The entirety was too long to include here.) I seem to get the error log every time I load a saved game. Is this to be expected? Am I supposed to do something with this?
I converted the log to a notepad format since I could not figure out how to copy the log in its original format (.xml). Anyway, here it is, in part. I put "* * *" where I cut out part. Sorry for the length. I am mindful and will try not to do it again. Many thanks once again, igazor

Object:

Name: Dorie Hart
Type: Sims3.Gameplay.Actors.Sim
Object id: 0xf92500a83ca04aa0
Position: (976.6736, 42.9382, 1085.0350)
Room id: 0
Level: 0
Flags: InWorld, IsUsed
Lot: Sims3.Gameplay.Core.Lot
Lot Name: Central Park
Lot Address: 210 Main Street
IsValid: True
World: SunsetValley
OnVacation: False
Season: None
Posture: Sims3.Gameplay.Actors.Sim+StandingPosture
Household: Hart
LotHome: Primrose - 2br, 2ba
SimDescription:

Name: Dorie Hart
Age: Adult
Gender: Female
SimDescriptionId: 224
LotHomeId: 0
HomeWorld: SunsetValley
Proper Genealogy
Valid: True
Species: Human
Household: Hart
Occult: None
Alien: 0
Career: Bookstore Clerk (2)
School: <None>
Lot: Primrose - 2br, 2ba
Address: 303 Skyborough Blvd
Skill Athletic: 0
Trait Absent-Minded
Trait Insane
Trait Over-Emotional
Trait Loser
Trait Childish

Interactions:
1: Go Here With
Sims3.Gameplay.Objects.Vehicles.LeaderGoHereWith+Definition
Sims3.Gameplay.Objects.Vehicles.LeaderGoHereWith+Definition
Autonomous

Counter: 2
Sim-Time: Sun. at 11:58 AM
Start-Time: 04/24/2020 16:58:11
PreLoadup-Time: 04/24/2020 16:58:19
Loadup-Time: 04/24/2020 16:58:33
Log-Time: 04/24/2020 17:01:55

System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
#0: 0x0000d throw in System.Collections.Generic.System.Collections.Generic.List`1:get_Item (int) (27CCFC18 [0] )
#1: 0x001fc callvirt in Sims3.Gameplay.ObjectComponents.Sims3.Gameplay.ObjectComponents.RoutingComponent:DoRoute (Sims3.SimIFace.Route) (34F2E380 [379099A0] )
#2: 0x00116 stloc.u1 in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.SimRoutingComponent:DoSingleRoute (Sims3.SimIFace.Route,bool) (34F2E380 [379099A0] [1] )
#3: 0x000f6 stloc.u1 in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.SimRoutingComponent:DoRoute (Sims3.SimIFace.Route) (34F2E380 [379099A0] )
#4: 0x00011 ret in Sims3.Gameplay.Abstracts.Sims3.Gameplay.Abstracts.GameObject:DoRoute (Sims3.SimIFace.Route) (3449EC00 [379099A0] )
#5: 0x00066 stloc.u1 in Sims3.Gameplay.Objects.Vehicles.Sims3.Gameplay.Objects.Vehicles.LeaderGoHereWith:Run () ()
#6: 0x000db stloc.u1 in Sims3.Gameplay.Interactions.Sims3.Gameplay.Interactions.InteractionInstance:RunInteractionWithoutCleanup () ()
#7: 0x00348 stloc.u1 in Sims3.Gameplay.ActorSystems.Sims3.Gameplay.ActorSystems.InteractionQueue:ProcessOneInteraction () ()
#8: 0x0011c stfld.u1 in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.Sim:DoInteraction () ()
#9: 0x00015 br.s in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.Sim:Simulate () ()
#10: 0x00027 leave.s in ScriptCore.ScriptCore.ScriptProxy:Simulate () ()



* * *



Loaded Assemblies:
NRaasDecensor: Version 14
NRaasErrorTrap: Version 100
NRaasMasterController: Version 134
NRaasMasterControllerCheats: Version 134
NRaasMasterControllerIntegration: Version 134
NRaasOverwatch: Version 122
NRaasRelationshipPanel: Version 20
NRaasStoryProgression: Version 267
NRaasWoohooer: Version 129
ScriptCore
SimIFace
Sims3GameplayObjects
Sims3GameplaySystems
Sims3Metadata
Sims3StoreObjects
StoreObjectsTreeOfProsperity
System
System.Xml
UI
mscorlib
</Content>
</NRaas.ErrorTrap>

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igazor
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new 'plan outfit' doesn't 'stick'

Post by igazor » April 25th, 2020, 9:46 am

I would suggest trying the GoHere mod to see if that helps stop world lot routing errors generally and on startup.

To share script logs with us, and we do usually need to see them in their entirety, the choices are to drag and drop the file icon of the xml log file onto a response window and let the text editor cope with it or, if that's not going to work out, then upload them (zipped together if more than one) to a third party file host and provide a link to them. Copy/pate is not always going to work as well as it just did above.

ghoti
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Joined: April 20th, 2020, 6:13 pm

new 'plan outfit' doesn't 'stick'

Post by ghoti » April 27th, 2020, 9:23 am

Yep, I still get an error log whenever I load a saved game (after having installed the "Go Here" mod), BUT the logs are much cleaner now -- correction logs (virtually entirely composed of cars destroyed) and a list of "loaded assemblies."

Excellent suggestion! Thanks.:yes:

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igazor
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new 'plan outfit' doesn't 'stick'

Post by igazor » April 27th, 2020, 10:23 am

Oh, the routine correction logs are to be expected. ErrorTrap likes to be chatty and will throw at least three routine logs (for most of us) each game session, more on longer ones. They aren't really errors, the script log mechanism is how the mods communicate with us.

Glad to hear that GoHere solved the one that was really an issue though. :)

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