MasterController CAS Glitches!

The original SuperComputer. The one that started it all. Master your controller here. The x button is jump by the way.
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Chain_Reaction
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Post by Chain_Reaction » March 25th, 2016, 5:09 pm

I'm not sure MC has any influence over bin validation. What bin are we saving? Sim bin/household bin? How exactly are we loading these Sims back into the game? If you save them to the household bin then plop them in a house, they don't look like they are meant to?

JulietElysa
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Post by JulietElysa » March 25th, 2016, 10:06 pm

@Chain_Reaction: I haven't saved these Sims to the household bin yet, I'm trying to save them to the premade Sim bin in CAS and it's not working. When I reload the premade Sim in CAS the outfits, makeup, and hairs are all messed up.

@brappl: A couple mods are creating script errors, one appears to be unrelated to NRaas mods but I'll include it just for completion's sake. Files have been uploaded following the upload page instructions. :)

@MUZZIAH: I'll give 1b a try, it sounds like the least complicated. :)

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Post by brappl » March 25th, 2016, 10:16 pm

Hi JulietElysa .. I see your upload. The error with the destroyed objects is just clean up. I believe the Kinky Mod has been known to cause all kinds of problems but wait for Chain, igazor or J4Ks to take a look at that and your other script errors. Reading those more often than not is beyond me. Hang in there...I'm sure we'll get to the bottom of all this :)

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Post by igazor » March 25th, 2016, 10:40 pm

Indeed, the kinky mod is not compatible with several NRaas mods including ErrorTrap. But I only see startup logs for that one, it's not even in the ET logs so I'm going to guess that you are putting the mod in only to play specific saved games with it and then taking it back out again?

The one mod I do see that can cause problems is SimsMX Hospital Overhaul. That one was developed on Patch 1.55 or so and sadly the developer never returned to update it for the later patches on which it is not compatible. I would recommend removing it for other reasons, but don't see how it could be causing CAS issues in particular.

The other logs are routine correction logs and of no concern as brappl said, except one is a routing error on the world lot that's also not critical if it doesn't happen very often.

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Post by JulietElysa » March 25th, 2016, 11:03 pm

I haven't gotten far enough into gameplay to get to KW related things. Are the potential problems arising from KW and NRaas mod conflicts serious enough that I should choose one or the other, or can changing enough settings make things work reasonably well? Good to know about the Hospital Overhaul mod, I wasn't using that one anyways so will remove it ASAP. :)

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Post by JulietElysa » March 25th, 2016, 11:05 pm

(I'm not being sarcastic about the hospital mod, I actually forgot I had it installed. LOL)

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Post by igazor » March 25th, 2016, 11:18 pm

It's a moving target on the kinky one because new versions keep coming out. I'm afraid, for the most part, it really does come down to one or the other. Note that the prospect for long running ongoing games with that one is slim because reportedly the developer insists everyone start their games over whenever there is a mod update.

ErrorTrap, Woohooer, and Register are probably impossible to use, not sure about Overwatch, can see where SP would cause issues. But my info is not up to date as I don't have that mod and all we can really do is repeat that its use is not supported on this site.

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Post by Chain_Reaction » March 26th, 2016, 12:02 am

I have no idea how MC interacts with the Sim bin in CAS (I will look into it in time) but I do know that hospital could have been causing the EA version of CAS to load along with a host of other problems as it kills any code after it loads. It really should be taken down for download.

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Post by JulietElysa » March 26th, 2016, 12:03 am

The KW site's discussed issues with Overwatch and (I think) SP, and I remember seeing something somewhere about ErrorWatch having issues with it too but can't find that again. None of the others are mentioned anywhere, but there's probably a lot of stuff that nobody's found and/or haven't brought up yet. All in all I'm super glad I found an option that can enable and disable KW in game, hopefully that will be enough to keep the problems (and unwanted features...) at bay.

I'm trying MUZZIAH's method of making Sims now, so far so good. :) Though whatever generates the Sims in-game isn't very good at picking outfits (in my opinion, and I'm super picky :P), thank goodness it all can be changed. LOL

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Post by brappl » March 26th, 2016, 9:58 am

Hi JulietElysa... glad to see things are working better for you :)
Many of us in here black list items in CAS so they do not appear in CAS and/or to prevent the game to use them at random. Check out <a href="http://nraas.wikispaces.com/Blacklistin ... r">Kuree's EasyCASP Editor</a>.
There is another work-around and that is to completely hide entire EP/SP's in CAS using Master Controller. I actually have a few EP's completely hidden. It does mean that even the few outfits/hair etc. you might like are hidden but for what I like to see in CAS I haven't minded "cutting my losses" to get rid the items I never want to see in CAS or my game :)

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