So many reported issues upon save load!

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gingerxyz
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So many reported issues upon save load!

Post by gingerxyz » June 6th, 2017, 7:11 pm

I'm gonna copy what I wrote on MTS, if there's any more information that would be helpful just let me know!

"On a similar topic, in most of my save files, Overwatch reports a fairly low but steady amount of error correction (mostly only reporting up to 5 issues, with infrequent but regular-ish reports of around 20, and occasionally up to 35), but one of my saves nearly always produces a report of over 1000 issues when loaded. During gameplay it follows a fairly normal rate, but getting an initial report of over 1000 is standard, and anything under 600 would be very unusual. I think it's gone up as high as 2000-ish? None of my other saves have anything even remotely like it. I'm assuming the world is to blame in some way, but I'm baffled (and curious) as to what on earth could possibly cause that effect! (The save is also prone to encountering errors around taking things in and out of inventories (both personal and household) during long play sessions, along with some other bugs that really interfere with gameplay. Save-quit-reload tends to solve the issues, (presumably that's part of what's being sorted in those initial checks?) but it's a bit of a strange nuisance)."

Basically, the mod does seem to be doing its job, for the most part, in that this save that clearly has issues is actually very playable as long as you don't try to play it for many hours at a time, but I am curious as to what it is about this save that makes it so different from my other ones, and if there's anything I could be doing to prevent some of the issues.

I only seem to have one error log from this particular save, as it's been a couple of weeks since I was in it and most of the logs have been replaced by newer ones, but even based just on the size of it compared to the other logs in the folder, I have a feeling it might be interesting to those in the know about these things?

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igazor
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Post by igazor » June 6th, 2017, 7:49 pm

Hi there, thanks for joining and bringing the issue over here.

I believe the reason you are getting this report on loadup is that, for this ongoing game anyway, you have Overwatch's debugging function switched on. That's not recommended for general usage, but I like that report and keep in on myself. The setting is saved game specific and can be found here: NRaas > OW > Settings > Logging > (is False by default). But it does reveal a few unexpected things in this case.

You are on Patch 1.67, but many of your NRaas mods are outdated. Is any of this intentional?
MC/MC Cheats you have v130 of each, current is v133.
Overwatch you have v113, current is v122 (yikes!)
Traveler you have v85, current is v86 (but I would recommend v87 from the beta testing menu)
Woohooer/Woohooer KamaSimtra you have v127 of each, current is v129. (also check the other add-ons for freshness)

We can't see versions of tuning mods from other sources, but it would be well worth checking those to make sure none of them are outdated as well. I know that's a lot, but out of date tuning mods can cause all kinds of more difficult to troubleshoot issues.

You have SimsMX Hypochondriasis mod in play. This mod was made for Patch 1.55 and is known to cause all kinds of issues beyond 1.57. Unfortunately the developer dropped out before the game was complete and there is no current version. Popular though it is, we usually recommend finding all of the sims with the custom trait already, using MC to get rid of it/change it to something else, and finally getting rid of the mod.

You have a fair number of sims slated to age up that day, more than one would usually expect. A lot of them are wild animals, possibly many of the others are Role/Service Sims? This isn't game breaking, but if these sims are really age-stuck and have been for a while, they may use up unnecessary game resources trying to age up when they need to be on-screen at the same time and in the case of human Role/Service Sims may not be able to perform their assigned functions properly. I would TA the ones I don't recognize or use MC Cheats to set their ages back within what is supposed to be their current stage at least for now.

The huge and scary list of Zero Size Commodity Dropped entries is totally normal, it's just that most players never see this log. Some of mine have as many as 25,000 entries, or something like that, if the prior session had gone on for a very long time.

That's what I see initially, maybe our coder will see something else I've missed when he gets to this thread.

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igazor
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Post by igazor » June 6th, 2017, 8:07 pm

And, to add, you might want to consider adding (the current version of) ErrorTrap to the mix. It performs a fair amount of ongoing game cleanup of a different type on its own, the equivalent of what is often referred to as garbage data collection.

gingerxyz
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Post by gingerxyz » June 6th, 2017, 8:25 pm

Thank you for that information! That explains a LOT. Though idk how that got switched on for that save? I must have done it accidentally while fiddling with the settings or something.

Yeah, I fell out of playing for a few months, and ended up amassing an awful lot of downloaded but not yet installed CC, which I've been trying to wrangle into something organised, but it does mean that even the mod updates I have downloaded haven't been installed yet, because wading through all the new files to pick them out is a challenge, and I definitely haven't been actively checking for mod updates. Thanks for letting me know about those updates!

(I didn't start playing TS3 until at least patch level 1.63, (I think?) so I never developed a habit of regularly checking for mod updates. It's poor practice, I know, but unless I'm actually encountering problems, I rarely check to see if there's an update. It's clearly something I need to work on).

RE: the Hypochondriasis mod, I was actually aware of that issue, and have been avoiding assigning it to sims as a result, but because I can't remember who (if anyone) I assigned the trait to before I knew about the issues, and I have a lot of save games to wade through, I've yet to remove it because of the sheer amount of work involved in checking all my saves for potentially affected sims.

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Post by gingerxyz » June 6th, 2017, 8:26 pm

Hmm, I was pretty sure I had ErrorTrap. That's strange.

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igazor
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Post by igazor » June 6th, 2017, 8:28 pm

Understood on the trait mod, but isn't it the case that some newly created sims and those just aging up on you might pick up the trait on their own if given a chance?

gingerxyz
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Post by gingerxyz » June 6th, 2017, 8:35 pm

That is true, but something I hadn't considered as it's very rare that I don't get to pick the traits my sims get, and it just didn't occur to me! I guess I really will need to get around to doing all those checks then :(

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