Traveller bugging out all over

The only mod stopping your Sims from traveling to the abyss. Did you end up there anyway? We'll try to help.
Nobody_Important
Reactions:
Posts: 53
Joined: May 15th, 2017, 6:00 pm

Post by Nobody_Important » June 15th, 2017, 7:31 pm

Alright, so now i'm doing things as you prescribed.
-Deleted The Sims 3 folder.
-Ran the game until main menu to create all folders
-Added the Mod framework
-Added fresh installs of Overwatch, Traveler, ErrorTrap
-Moved in the Martinez family in SV and created a save without any EPs,
-Restarted the game with all EPs
-Bought the Time Gate and inspected it.
-BUG

It seems that the first time traveler is installed it works fine, and on the second run, it bugs out.

User avatar
J4Ks
Reactions:
Posts: 2580
Joined: September 7th, 2013, 6:00 pm
Location: SomewhereNearYou:-)

Post by J4Ks » June 15th, 2017, 7:50 pm

I really don't get this this sequence (BOLD) at all:
-Moved in the Martinez family in SV and created a save without any EPs,
-Restarted the game with all EPs
-Bought the Time Gate and inspected it.
-BUG

Why would you create a game without any EP's checked in, while knowing you're going to play with ITF?
- If you create a game and then save, it will deactivate all Non Base Core Tuning, from hence forward you will need to play this game without any EP's activated, especially playing with mods.

Try again, create a save from the start with EP's activated you wish to play for that save. Do not switch the EP on and off during the continuation of that gameplay with each save.

User avatar
J4Ks
Reactions:
Posts: 2580
Joined: September 7th, 2013, 6:00 pm
Location: SomewhereNearYou:-)

Post by J4Ks » June 15th, 2017, 7:55 pm

;Correction on earlier post;

Needed some time to process the queries of posts.

First off, Traveler doesn't modifies anything in your Mods folder, the in-game settings you may adjust in City Hall>NRaas> Traveler are stored in the SavedGame folder in one of the files.

So from what I understand:
>A; The travel sequence works properly on a clean run (without mods/cc)
>B; The travel sequence works properly with ErrorTrap/Overwatch/Traveler installed
>C; The travel sequence breaks when having ErrorTrap/Overwatch/Traveler and CC installed
>D; Your game has been specific modified by Origin due to some OS/GPU issues

Comments:
- A and B; should for everyone having these mods in play work properly without any misbehaving, with exceptions of some worlds without an unique ID (though think this is solved).
- C; If something is not corresponding well between your CC and our NRaas mods, try to figure out what that type of CC is (CAS outfit, Objects, Other Tuning Mods). By testing the compatibility between these NRaas mods and the CC using the 50% method, having identified which CC it is might explains if it uses the same resources and why your game freaks out while having the current setup your using.
-D; This will be even harder to check out, since the game is specific changed to run on your system. What were these changes, game only, system only, both?

Main reason why we said it would be difficult to replicate the situation on someone else system/game.
I would suggest that you focus on C; to figure out which CC is stagnating Traveler to work properly.

Nobody_Important
Reactions:
Posts: 53
Joined: May 15th, 2017, 6:00 pm

Post by Nobody_Important » June 15th, 2017, 8:09 pm

-I did yet another clean install,
-now on the first run i did not have traveler installed but i had all the EPs, and saved in SV immediately after moving in,
-i bought the portal to test it in vanilla and apart from the arrival animation not being accompanied by camera shaking, it worked fine
-then i installed the mods and framework cleanly again, and restarted
-curiously enough the EPs got unselected, so i quit before the game loaded and restarted
-now the game popped up with "new EPs found!" and i selected all again and started
-placed gate, examined it
-BUG

Nobody_Important
Reactions:
Posts: 53
Joined: May 15th, 2017, 6:00 pm

Post by Nobody_Important » June 15th, 2017, 8:16 pm

Alright to clear up some stuff:
-Right now it seems Traveler does not work anymore whatsoever if i load a savefile that did not have traveler installed when the savefile was created.
-C was adressed above. Even in my very first post. It has nothing to do with CC, since even with all cc disabled traveler still bugged out. I suspected that it might have been a cache file that was hidden somewhere, either in the traveler mod itself or somewhere else but this isn't accurate.
-Nothing was modified about the game or my system. It's just that i'm running this on a laptop with switchable graphics. This means that if Traveler somehow tried to access some rendering features on its own, that might be a reason for caution but it doesn't. The other thing is folder access with the OS (Win7). For some reason i sometimes get errors that specific programs don't have the rights to write into specific folders, whereupon i have to take ownership of said folders and correct it or run the thing as admin. Sims3 however *does* have write permission into both my docs and program files.

All the trial runs in this thread were WITHOUT CC.

Nobody_Important
Reactions:
Posts: 53
Joined: May 15th, 2017, 6:00 pm

Post by Nobody_Important » June 15th, 2017, 8:17 pm

The only weird thing is that as soon as i put the mods folder in place the game starts up without recognizing the installed EPs at first.

Nobody_Important
Reactions:
Posts: 53
Joined: May 15th, 2017, 6:00 pm

Post by Nobody_Important » June 15th, 2017, 8:39 pm

Oh never mind, the mods not being recognized is just due, to the game starting with "freshly created user files" for the first time when i restart it after the folder was created.

Nobody_Important
Reactions:
Posts: 53
Joined: May 15th, 2017, 6:00 pm

Post by Nobody_Important » June 15th, 2017, 10:02 pm

So now:
-I have made yet another completely new game folder.
-I started the game with all EPs
-I saved a family in SV
-I put the gate down > it worked
-I put a fresh framework and fresh versions of the 3 mods in
-I restarted the game from the start with all EPs enabled (last two times i quit during loading)
-I loaded the previous save and put the gate down
-Examine gate > BUG

User avatar
igazor
Organizer
Reactions:
Posts: 17151
Joined: April 8th, 2013, 6:00 pm
Answers: 206
Location: Everyone should strive to find their inner platypus.

Post by igazor » June 15th, 2017, 11:31 pm

Acting on a hunch here, but can we see (or be directed to if we've done this already) the first 40 lines of your most recent DeviceConfig.log file? Not the long lists of game options, the device info that comes before it. Also, if the log isn't reflecting this accurately, what is your dual GPU combo?

Nobody_Important
Reactions:
Posts: 53
Joined: May 15th, 2017, 6:00 pm

Post by Nobody_Important » June 16th, 2017, 7:03 am

If there's a hardware problem it's more likely that the low memory capacity is causing issues.
I mean since all the EPs are installed i cannot get Traveler to work properly *at all* even though previously i somehow could once.
So my suspicion is that because of the long response times thanks to storing some memory contents on the HDD, something might cause a timeout error in traveler and thus force it to play the arrival animation, breaking the scripted sequence.

Regardless here's the log.
<h3 id="toc0"><a name="x--Application info"></a> Application info </h3>
Name: Sims3
Version:
Build: Release
<h3 id="toc1"><a name="x--Rating info"></a> Rating info </h3>
GPU: 5 GPU Memory: 4 CPU: 3 RAM: 4 CPU Speed: 2660 Threading: 3
Adjusted CPU: 3147 RAM: 3893 Adjusted RAM: 3381 Cores: 2
<h3 id="toc2"><a name="x--Machine info"></a> Machine info </h3>
OS version: Windows 7 6.1.7601 Service Pack 1
OS prod type: 0
OS major ver: 6
OS minor ver: 1
OS SP major ver: 1
OS SP minor ver: 0
OS is 64Bit: 1
CPU: GenuineIntel
Brand: Intel(R) Core(TM) i5 CPU M 480 @ 2.67GHz
Family: 6
Model: 5
Cores: 2
HT: 1
x64: 0
Memory: 3893MB
Free memory: 1568MB
User: Cody
Computer: HP-PAVILION-CVT
<h3 id="toc3"><a name="x--Graphics device info"></a> Graphics device info </h3>
Number: 0
Name (driver): Radeon (TM) HD 6470M
Name (database): Radeon (TM) HD 6470M [Found: 0, Matched: 1]
Vendor: ATI
Chipset: Vendor: 1002, Device: 6760, Board: 1669103c, Chipset: 0000
Driver: aticfx32.dll, Version: 8.17.10.1059, GUID: D7B71EE2-2420-11CF-AF77-6336BEC2C535
Driver version: 1059
Monitor: \\.\DISPLAY3
Texture memory: 2704MB
Vertex program: 3.0
Pixel program: 3.0
Hardware TnL: 1

Post Reply