StoryProgression Testing Story Progression 269

Tell me what you went and broke with the latest and greatest.
User avatar
sittingbear
Reactions:
Posts: 2362
Joined: January 20th, 2017, 6:00 pm
Answers: 4

Post by sittingbear » August 27th, 2017, 4:59 pm

I've played around with some more but there seems to be something about Everglow Academy, Crestview and the Schimdt Stadium/Annex that's triggering the extra doorway code even tho it's supposed to be dormant and it doesn't seem to be world related either.
And I noticed another small abnormality it doesn't seem to cause any problems but on other rabbithole builds that have more than one door those seem to be getting use I've see sims use those doorways it just looks odd seeing them walk through a door that doesn't open

User avatar
sittingbear
Reactions:
Posts: 2362
Joined: January 20th, 2017, 6:00 pm
Answers: 4

Post by sittingbear » September 9th, 2017, 9:41 pm

Finally got a little more time tried with Careers v88 same thing
But I did play a little longer it looks like Crestview corrects itself after about a day, Schimdt Stadium/Annex clone runs smoothly with no routing problems although strange when they use door entry points that don't exist.
It's only Everglow that doesn't work right with SP Careersv269 and/or Careers v88

User avatar
LoganDownUnder
Reactions:
Posts: 27
Joined: February 4th, 2014, 6:00 pm

Post by LoganDownUnder » December 19th, 2017, 1:39 pm

Well, I somehow missed this post. If it's not too late, I think I can shed some light on what's happening if you haven't been using the Addt'l Entry/Exit mod.

Firstly, the NRaas code changes do run, but they should cause no actual behavioural changes overall and can only find additional routes that aren't in the original files when using the Addt'l Entry/Exit mod as well. Sorry if I explained it poorly before. Without the mod, the code can only find routes that exist in the original files.

With regard to the original combos, Crestview only has one working set of entry/exit door routes in its _RIG/RSLT files. There's no way the NRaas code changes can route to other entrances on this one because they don't exist unless using the Addt'l Entry/Exit mod which is what would actually adds more routes. If sims are trying to enter somewhere other than the main entry, then we have gremlins running amuck.

However, Everglow and Schmidt both have 3 working sets of entry/exit routes in their original files. This makes it possible for the NRaas code to assign sims to all of them even without the mod. That should be a good thing since before the sims would tend to flock to only one entrance and clog things up until they either got inside or finally gave up and went to try a different entrance.

When I saw the pictures that SittingBear linked to, I remembered the exact same thing was happening to me with that particular school. The Everglow Academy has a borked footprint that messes up one of its entrances. I fixed that in my mod, so if you're not using it, you'd either have to edit the FTPT using s3pe, or you could easily just extract and use the one from my mod package. Otherwise, that door is always gonna be a problem.

The UNI business and science schools have 2 original working sets of entry/exit routes, but all remaining schools should only have 1, so if sims are actually going through doors that don't exist, please let me know the specifics, and I'll be glad to take a look for you. :)

Logan

User avatar
sittingbear
Reactions:
Posts: 2362
Joined: January 20th, 2017, 6:00 pm
Answers: 4

Post by sittingbear » January 21st, 2018, 10:33 am

Thank you Logan. When I extract the FTPT do I place in Packages or Overrides?
As for the others I think I had gremlins as I haven't seen it happen again.

Post Reply