a few of several hundred script errors uploaded

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ritaxis
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a few of several hundred script errors uploaded

Post by ritaxis » April 13th, 2017, 12:07 am

(is there a way to preserve more of the script error files?) I think I know what caused this but I don't know what caused that. I had to choose expansions again & apparently it didn't take? because one of those says I have only 4 of them in play. I quit without saving when the script errors surpassed 400.

How can I prevent the launcher from refusing to believe I enabled all my expansions?

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igazor
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Post by igazor » April 13th, 2017, 12:43 am

I don't know of any way to tune the number of script logs the game holds onto. In this horrible case, having more wouldn't have helped because the exact same errors are repeating hundreds of times.

I think you've answered (most of) your own questions, though. If the game was supposed to have more than 4 EPs in play, and now suddenly does not, a lot of things are going to break; all of your uploaded script errors only list 4 EPs. Many of these errors are from the various mods reporting that they are unable to form proper menus on lots (I think); many of them are on Role Sims probably whose roles are no longer defined. One of them is ErrorTrap getting rid of leftover data now that EP specific objects are suddenly non-existent but yet you still somehow had WA and Gen furniture objects (for example) in your game. That kind of cleanup we don't need, of course one would want to just quit without saving or trying to play such a broken session forward.

But how to stop the 1.69 Launcher from messing up the loading of your checked off EPs? That's a good question. I've only ever had it happen once, other players are seeing this more often. Is Origin all up to date on your end? Sometimes a computer reboot helps (at least until it happens again).

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Post by igazor » April 13th, 2017, 12:45 am

Ooh, and Pets items. Lots of Pets items. I don't even know how your game managed to startup with that EP not loading.

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Post by ritaxis » April 13th, 2017, 9:26 am

I had just recently updated Origin. It didn't happen over again: the next time it loaded right. But I forgot to choose the save I wanted, and it was getting late, so instead of sending the younger generation to University I built another little adobe house in the desert in the new town. (which by the way continues to try to place houseboats nw and then when I'm shutting down, but we established this is fir some reason a harmless error. But hilarious since it's a desert town & I don't have IP).

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Post by TreyNutz » April 14th, 2017, 4:59 pm

I'll share what I've been trying in order to prevent the Launcher from forgetting that I've checked everything in the Expansion and Stuff Packs tab. I'll stop short of recommending this as I don't think I've tested it long enough.

I went to crinrict's blog post about the FeaturedItems folder:

http://sims3.crinrict.com/en/2011/12/tu ... tures.html

On that page crinrict details how to set security permissions so your Windows account cannot write to the FeaturedItems folder. I followed her procedure with the Load Option.ini file. This file is in the Documents\Electronic Arts\The Sims 3 folder and (I believe) stores your EP/SP load choices. Since changing the write permissions for that particular file, the Launcher cannot save changes to that file. Note that I changed the security permissions only after I was sure my packs were all selected and being loaded by the game. The LoadOption.ini file has 2 lines. I think the "selectedflags" line stores the packs you've selected. Whenever the Launcher 'forgot' my choices that line read "00000000" instead of the number it usually is set to.

My experiences so far after making that change:

1. I cannot change which EPs and SPs are loaded via the Launcher. I mean, I can uncheck packs, but the changes aren't saved in the LoadOption.ini file, and the game loads with the packs I tried to uncheck anyways. The packs also appear checked the next time I run the Launcher. I consider this promising since I blocked the current account from writing to this file. Any changes made to which EPs and SPs load up with the game cannot be saved. This is what I wanted.

2. After several months I haven't had the Launcher load the game without all my checked EPs and SPs. That didn't happen very often for me anyways which makes things hard to test. I haven't been looking at the Expansions and Stuff Packs tab every time I start the game either, so I don't know if the Launcher still tries to uncheck things. But since it (theoretically) can't save those changes it shouldn't matter what it tries to do.

One potential downside to this approach is that I cannot uncheck EPs and SPs to load anymore. That isn't an issue for me, personally. If I ever do need to change which EPs/SPs load at launch I can always reverse the permission changes on that file, or delete the file and let the Launcher regenerate a new one which won't have the same denied write permissions.

So far nothing bad at all has happened to my game or the Launcher. And, like I said, I haven't had any problems with packs unchecking themselves. Yet.

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Post by ritaxis » April 14th, 2017, 5:21 pm

Interesting! I may try that after I solve the current problem, whatever it may turn out to be.

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Post by ritaxis » April 15th, 2017, 11:04 am

The "current problem" was that the last 2 saves of Point Ouerbacker where my large family of aliens & imaginaries was living were both unplayable. It wasn't the missing expansion packs, that didn't happen again. There were a couple of script errors with a role sim trying to get to work ("out of argument" which is an amusing name for an error) one time, and no script errors when I tried another time. There was no obvious problem-everything just moved so slowly that in 20 real time minutes I got two or three game minutes of action. Now, I knew it was bad: that was why I had undertaken the project of moving them all to Lucky Palms in the first place--but I didn't remember it being this bad.

Anyway, I'm obviously not going to preserve this world, so I just merged the households of this family and put them in the bin for moving to Lucky Palms. I wanted tom make sure the Nraas settings were up to date and imported to the new world, so I did that. And then it was bed time, so when I quit I didn't reload and settle my family & import my settings, that'll be next time. I didn't go back to even earlier saves because there's no point.

And no, the world is not overpopulated, and also it's not just the family--I made another, single sim household, and he was just the same. For comparison, Lucky Palms is smooth and fast, though it is also severely underpopulated at the moment (my test sim, and the role and service sims the game has generated, and the wishing well baby I had my test sim get just to see how that works).

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