ErrorTrap Issues Sims still reset with Errortrap installed

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J4Ks
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Post by J4Ks » July 4th, 2015, 7:12 pm

For clarity purposes, Chain you do mean this one NRaas_Common_DebugTuning.zip right? Can't see a Master Debug Tuning.

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Post by Gamefreak_130 » July 4th, 2015, 11:27 pm

Hi, Chain_Reaction,

I uploaded all of the logs that came from the ET debugging like you asked. I personally can't get a thing out of them, but you certainly know this stuff better than I do.

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Post by Gamefreak_130 » July 4th, 2015, 11:31 pm

Also, as far as I know, the sims that reset aren't doing any custom interactions. All of the ones that I have seen are doing EA Standard interactions. Some of them aren't even doing anything, and they still somehow get reset.

I do have GoHere installed, so that might be a part of it, but I'm not so sure.

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Post by Chain_Reaction » July 5th, 2015, 12:15 am

@J4Ks, yes, that's the one I meant.

Unfortunately the logs don't mention any Sims it reset.

These mods replace several of EA's interactions so just because they are EA doesn't mean they are running EA code. You're sure this behavior stops if you remove ET?

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Post by Gamefreak_130 » July 5th, 2015, 9:46 am

Yes, I'm sure, because this isn't the first time this has happened. I tried running ET once before, back when the latest version was 98, and I took it out for this very reason. When I took it out, all of the resetting stopped. It's the only thing that's kept me from using it, and I'm a little mad at myself for not bringing it up earlier.

I thought that Version 100 had somehow fixed it, but I guess I was wrong.

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Post by Gamefreak_130 » July 5th, 2015, 12:18 pm

Disregard that last comment. Removing ET only stops sims from resetting in saves that never had ET installed, which is to be expected.

However, in saves that already had ET installed, removing the mod doesn't stop the resetting.

I'm beginning to think that GoHere might be the reason for the resetting, as after the first town-wide resetting, it seems only sims that were routing when the save was made are getting reset. I'll keep looking into it.

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Post by Gamefreak_130 » July 5th, 2015, 5:01 pm

Sorry for triple posting like this, but I have a little report on the issue.

It turns out I've fixed half of the issue by removing GoHere (I wish I had read Chain_Reaction's original post here a little more in detail, lol), but the initial town-wide reset is still happening.

At this point, there are still three questions that remain unanswered, at least to me,

1. Why does ErrorTrap reset almost all of the sims in a pre-existing save when it is introduced to one?
2. Why does GoHere seem to be unable to retain sims' routing information through quitting and reloading?
3. Is there any way to fix any of the previous two issues so I can use ET and GoHere together?

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Post by igazor » July 5th, 2015, 9:43 pm

Don't worry about triple posting as you gather more information to add to a thread. As it's the nature of the wiki that we can't edit our own posts, unlike some other web based forums such is not considered bad manners at all and is perfectly acceptable here.

As has already been stated, (1) is to be expected the first time an already ongoing game sees ET and (2) is a known issue with GoHere. Most of us find the benefits of both mods far outweigh the inconvenience of sims en route somewhere dropping their action queue. The somewhat practical solution for (2) for now is to try never to quit a game on purpose when ones own sims are in transit (although of course the unexpected or unplanned quits are always going to happen occasionally). I prefer to end my game sessions when nothing much is happening anyway such as when they are all asleep or doing low-energy, not very important things like reading or watching television. The unfortunate inactives who happened to be on their way to someplace at the time will get over it.

As for (1), the solution again for most of us is to always keep ET in place. Or alternatively, hate it with a burning passion and never use it. But again, many of us find that the benefits of ET are huge and worth the initial shock that introducing a core mod might have on a saved game. It's about the same as having to do a MC Reset Everything occasionally. No matter how well my games run, I still have to do that for most worlds around every 8-10 sim weeks and of course that's going to be disruptive to the flow of the game at the time chosen. Except with ET, the pain is a one-time thing per game save if you leave it in.

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Post by Gamefreak_130 » July 5th, 2015, 10:35 pm

Alright, that's kind of what I figured. Thanks for the info igazor!

Honestly, this whole thing was a little anticlimactic, testing all sorts of different game situations when the problem was a known issue this whole time.

One last thing I'd like to know, though, before I consider this case closed: is the GoHere issue ever going to be fixed? Or will we all just have to put up with it?

Thanks again to igazor, and to J4Ks and Chain_Reaction for informing me about the GoHere "issue."

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Post by igazor » July 5th, 2015, 11:22 pm

You're welcome. And of course Chain is the one who will need to respond on the GoHere issue, but I do know it's something he's been looking at time permitting as it's been mentioned on various occasions.

As for troubleshooting ending up being anti-climactic, well that's par for the course sometimes. I think we've all been there -- I spent days not all that long ago trying to figure out what was "wrong" with a third party mod that affects bars and venues in a way I didn't like only to finally learn that it was doing exactly what it was supposed to as opposed to what I thought it was supposed to. Not the same thing as this, of course, but the feeling must have been similar in the end. :)

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