Chatterbox Can you turn off ErrorTrap messages?

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Cororon
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Can you turn off ErrorTrap messages?

Post by Cororon » November 14th, 2016, 11:45 am

My sims are on a holiday in a custom world,and it doesn't surprise me that some apartment building have problems with sims getting stuck. Is there some way to disable the ErrorTrap messages? Not only do they report of sims I don't care about being stuck, but it also reports that it made a scripterror file. So I get double messages for these idiotic stuck sims I don't care about.

I don't want to bother finding where the NPC's live and fix the building, because I'm not going to play in this world for long. Instead I have killed these sims off, but the game creates new ones. -_-;

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igazor
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Post by igazor » November 14th, 2016, 12:43 pm

There is theoretically a way to do this with an ET tuning file, but I'm not going to recommend it. So many players who tune out ET notifications regret doing so because they are then not notified of more serious things when they happen (whether or not they meant fewer things to be silenced than they really did silence). If you really don't care about these sims who are getting stuck or why they are getting stuck and have no interest in fixing or replacing the apartment buildings with better working models, may I ask why you don't just zap the buildings away?

Or, if that would make a downtown area look ridiculous due to the sudden lack of tall buildings, you could somehow arrange it so that no one can live there? Disallow the lot for progression (if you are running SP), pull the fridge out of the usable residential unit, zap away the NPC doors if it has any, nice little touches like that.

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TS3Dreams
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Post by TS3Dreams » November 14th, 2016, 1:31 pm

Maybe someone could make an ErrorTrap module that turns the error notifications into a story from the NRaas News Service. Then the error messages would sort of blend in with Story Progression.

"In other news, Sim McSims felt really embarrassed for locking himself in his closet today..."

You could even go one step further and dispatch one of the fire department sims to "rescue" the stuck sim. Or perhaps get stuck, too...

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igazor
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Post by igazor » November 14th, 2016, 2:05 pm

@TS3Dreams - Clever. I like the idea of making the script errors more pleasant or blending them in with the storylines. Not sure some players who occasionally get 2,550 trapped script errors looping all at once will share that opinion when they have to clean up after all the suddenly spawned fire trucks and additional Service Sim staff. :)

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TS3Dreams
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Post by TS3Dreams » November 14th, 2016, 2:43 pm

igazor: It would definitely have to be more intelligent than just translating all the error messages into stories. You could blame all the thousands of errors on a single Simzilla attack on the city! Or a plague of locustsims! Or something boring like an earthquake. Perhaps a simquake? Sounds too much like a drink.

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Cororon
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Post by Cororon » November 14th, 2016, 4:31 pm

Thanks!

I guess I can set those lots to "no visitors" or something to make them unhabitable. That would be a quick fix. =)

But maybe there should be an option in ErrorTrap to turn off at least some of the notifications? It can always be turned back on if needed. And I like the idea with more pleasant script error notifications!

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