GoHere Testing filters vanish when I quit the game

Tell me what you went and broke with the latest and greatest.
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igazor
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Post by igazor » November 19th, 2016, 7:49 am

Don't worry about the 2x upload, when that happens and they both have the same name, the second one just overwrites the first.

And aha! All of the errors point to the same thing. Although it's GoHere throwing them, your filters are surviving a Save (and then Quit), but bouncing by MC on startup. I know that doesn't sound like a big help, you already knew this by seeing the filters were no longer there, but it will be helpful to Chain when he sees this. I bet he'll have a solution within 12 seconds or so once he does (plus or minus a slight margin of error).

One oddity is that MC v134 is still identifying as 133; this is a known issue that I'm seeing too except without the filters bouncing. You are certain that you now have 134 in place and the filters have been created since the new version was put in?

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Post by BlackKatte » November 19th, 2016, 8:40 am

Thanks Igazor! Yes I noticed it was still identifying as 133. It is def 134. I think the filters remain from before the switch from 133 tho. So I'll have a try at deleting and re-creating and see what happens.

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Post by BlackKatte » November 20th, 2016, 11:50 am

Tried deleting the filters and re-making them. No difference sadly. Still losing all filters on exit and reload.

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Post by igazor » November 20th, 2016, 12:23 pm

And still the same GoHere generated errors on loadup? In that case, we should probably wait for a comment from Chain when he makes his next round through the wiki.

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Post by Chain_Reaction » November 20th, 2016, 8:45 pm

It looks like you're creating filters based on SP castes and it's trying to query SP before it has started up. I could fix that but still not sure it will survive as you're going from GH -> MC -> SP -> MC -> GH which is getting close to the upper limit of the engine and probably not helping lag either. Is there something the caste filters have that you can't recreate with criteria in MC?

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Post by Chain_Reaction » November 20th, 2016, 10:21 pm

I did notice you said they work though besides this so if I can get around the startup error I may be able to get it just under the engine limit to still support them. I'll look into it.

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Post by BlackKatte » November 21st, 2016, 10:34 am

Hi Chain, and thanks for taking the time to look at this. To answer your first question - no, there's no specific reason for using castes, I was just playing around to see what you could do with the filters. Having said that I thought that filtering through SP was the only option offered, but I may be completely mis-remembering. I'll take another look and see what's going on in my game.

BTW - It's incredibly kind of you to offer to make those tweaks for me! What you're doing here for us dedicated Sims3-ers is amazing. Thanks - and thanks again.

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