Abour nrass traveler

The only mod stopping your Sims from traveling to the abyss. Did you end up there anyway? We'll try to help.
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igazor
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Post by igazor » November 3rd, 2018, 8:31 pm

Afraid I have no clues as to why the portrait panel would be getting stuck like that. Sometimes script errors happen but it takes a short while for them to form, which in turn requires the game clock to be running for a bit. And sometimes we get on-screen notifications of such errors but nothing shows up in the script logs again until at least a few more sim minutes pass by. But with no indications of any errors at all, and you are certain the current game session hasn't been running too long (as in 12 real time hours or more) without saving, quitting, and reloading, then this becomes difficult to troubleshoot.

deedee_828
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Post by deedee_828 » November 5th, 2018, 3:15 am

Well, I had read on the forum that it could possily be an error with pets, horses in particular, so I went in game and unchecked horses from my advanced demographics options panel, because that's what it said to do.
But since I have Nraas mods, I also went into animal control and put horses at 0.
Then I checked my population by species and it said I had 17 cats, 11 little dogs, 7 big dogs, and 21 horses! 
I checked my population limits that I had set previously, several weeks ago, and I had set cats at 10, dogs, big and little at 5 each, and horses at 5.
So I'm not sure why there's so many pets when I have them limited.
Or is that just the setting for strays?

But my game played relatively well for several hours, got from @ 5 am to 11 pm in game until the portrait panel glitch showed up!
I played for a bit longer waiting to see what error messages I would get, but I didn't get any.

But Crinrict's blog had mentioned something about missing portraits possibly being caused by a duplicate sim in the neighborhood.
Now I don't actually have any missing portraits but I did get a SP message about two sims in a relationship.
And the male sim looked suspiciously like my active Sim Adam! 
Do you think this could be the issue?
 

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Post by igazor » November 5th, 2018, 3:35 am

Register's Animal Control is for strays only. On the 21 horses, where are these showing up exactly? If they aren't on an MC Demographics > Population report, some of them could be the ones in the breeding pool at the Equestrian Center and the pets awaiting adoption at the shelter (not really a shelter, the lists that show up on Adopt Pet in the newspaper and on computers). These don't count as resident animals, the SP caps are for owned pets. The non-resident never on the screen animals don't add any real overhead to the game, they are just tiny bundles of data standing by in case they are ever needed.

I have no idea on the duplicate sim issue. If it's one that spawned from genetics using a sim in the Hosuehold Bin as can be seen in Edit Town, that would be annoying but harmless. You could TA them with MasterController as a test to see if that helps.

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Post by deedee_828 » November 5th, 2018, 10:37 am

I think they were listed under MC>Demographics>Population>Species>Horses.
Is there an Equestrian Center in Twinbrook when you go there via Traveler?
I don't remember off hand and have only added the Elixir store to this particular game.
But I can check on both when I go back in.

And I still have 42 tourists. I tried going to a communtiy lot and inviting some over via NRaas but when the invite over list comes up, none of them are tourists, just Twinbrook residents. 
Right before the portrait panel issue, I had moved a motive mobile from Sasha's inventory into Sophie's inventory for her to use to go back home. And then portrait panel got stuck on Sasha's information.
So I had another odd thought.
Should the motive mobile only be in the inventory of the sim that purchased it with their happiness points and used by that sim exclusively?
I have purchased multiple motive mobiles with all of the older sims in the active family, including dead ones now, and moved them around to other sims. 
I had just moved a newly purchased one from Sophie's personal inventory over to Crewe's inventory right before the portrait panel glitch. And it was Sophie's info that everyone had that time!
Is that something that could cause issues?
 

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Post by deedee_828 » November 9th, 2018, 10:44 pm

Still 21 horses and 42 tourists. Game is lagging a bit more so I got out and am just now going back in.
And I confirmed that the number of horses was through the above. MC>Demographics>Population>species>horses

Since I moved the Motive Mobile that was assigned to a specific sim back into their own inventory, then moved it to a parking space before letting someone else use it, it seems to have rectified the portrait panel issue of getting stuck on the previous person.

Could you have a duplicate of sim in town that doesn't have a copy in the library, but that has traveled?

And I keep getting a script error for the same sim in town, not the duplicate above, I've tried resetting him but still get the error again a few minutes later.

I've been trying to keep caches clean and recently cleaned out my library so I think that's been helping a bit as well.



 

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Post by igazor » November 10th, 2018, 12:43 am

We can't actually help with script logs unless we get to read what they say by them being zipped together and uploaded to this site (use the Upload button up top on all of the site's web pages) or to a third party file host with a link provided.

The Library does not affect game performance. It can be an unexpected source of immigrant genetics if that is not controlled or sims who shouldn't be used for such purposes blocked from being so by way of SP if SP's immigration is being used, but that doesn't create duplicates. It could create new sims who happen to look like existing ones.

Honestly, pending seeing these recently mentioned sim errors and getting them explained, I would be considering it time to cut my losses with this one instance of Twinbrook and moving the sims I cared about already in it elsewhere.

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Post by deedee_828 » November 10th, 2018, 10:05 am

Yes, I agree. Last game session was moving day! I survived into week 8 day 2 of Twinbrook and my heir turned YA! Thanks for all your help with that! I know I wouldn't have been able to get through it without all the great help and advice from this site.

But next town up is Isla Paradiso! I'm using EllaEnchanted's fixed world, plus I'll be implementing a lot of ciane's fixes.
I've kept my NRaas settings for Register and Traffic to no animals or trucks of any kind. 
And I have Tourists set for false, with 100% return home, and 0 allowed in town.
I set # of pets for households in SP to 0 as well.

I will be moving families and deleting the following houses: Icatcha, Scott, Los Amigos, Medina, The Romantic, and The Prince.
Deleting all of the house boats and making the resorts no visitors allowed per ciane's instructions.

Can you think of anything else that can cause lag or issues that I missed?

I will be checking ciane's fixed page again to double check on issues, but there's so much information, I could miss something important!
 

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Post by puzzlezaddict » November 10th, 2018, 1:20 pm

In addition to the houseboats, there are a couple of houses that need to be edited or bulldozed.  (ciane's page lists those as well.)  Some of the objects in the houses are inaccessible and will cause routing fails for sims living there—think a toilet pushed up against a bathtub.

Even if you think you've fixed all the problems, it's probably a good idea to set Overwatch to not reset the stuck sims it finds, at least for the first few days.  Then you can focus on any stuck sim as soon as Overwatch reports it and hopefully find and correct the issue.  Otherwise, the sims will be reset to just inside their front doors, and you'll have no way of finding out what caused them to get stuck in the first place.

To prevent Overwatch from automatically reseting stuck sims, click on City Hall or a computer, NRaas > Overwatch > Settings > Stuck Check Auto-Reset > False (default is True)

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Post by igazor » November 10th, 2018, 1:20 pm

Everyone has very different experiences with Isla Paradiso, but it sounds like you have the most commonly reported issues covered or at least have descriptions of the them at your fingertips. I started playing there way before ciane came onto the scene with her ready to play game save and pages of documentation. For me, using EllaCharmed's fixed world as a starting point, zapping the four most problematic houses and one houseboat after unsuccessfully trying to fix them myself with no instructions to follow, and moving all of the other houseboat inhabitants inland (this might have been overkill on my part) except for the one that consists of playable ghosts, together with the usual NRaas mods in play of course, all helped to make the world function fine. A few inactive residents still have trouble getting into their houses, but I can see that's because there are doors on those buildings that are closer to roads than their intended front door is. Seeing them run all around their lot to get in and out is a bit silly and wastes time (for them, not for me), but that kind of thing just makes them late for work and everywhere they have to go as opposed to grinding the game engine down to a halt like the other more serious flaws do.

The next steps based on other players' observations at the time would have been to remove or deactivate one or two of the three stock resorts and removing the fog on the hidden islands, but I never had to go that far or any further. Then again, I never really played Isla P as a homeworld, only a vacation destination for a sim week or two at a time here and there.

Good luck with your version of it!

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Post by deedee_828 » November 10th, 2018, 6:04 pm

Thank you both for the additional information! I will definitely make that change to Overwatch for the stuck sims----I had no idea you could even do that!

And I will keep in mind the steps of totally removing the resorts if deactivating them doesn't work, and removing the fog on the hidden islands.

I'm usually in a world 7 to 8 weeks, so I need to make it as habitable and error free as possible!

Since it's Isla Paridiso, I changed the seasons to only two, with 3 days for Spring, and 25 days for Summer!
I disabled weather as well as it seems to cause a lot of lag for me. No hail, rain, or snow, but I can't remember if I turned off fog.

With fog off would the hidden islands still have it?

Heading in game now to get the town set up.
 

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