Game Performance  Edited, Pre-made world crashing to desktop while populating world.

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Chris_J
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Edited, Pre-made world crashing to desktop while populating world.

Post by Chris_J » April 1st, 2020, 3:24 pm

I've spent at least two years editing a map of Bridgeport I downloaded from MTS, basically adding a few more areas complete with residential and commercial lots. Anyway I got to the point of populating the world in game (not in EIG via CAW) I got to about 188 sims before crashing to desktop. I read somewhere that sims and lots can be "hard coded" into the world so I deleted and refreshed lots in CAW and did Master Controller's total annellation in EIG But that hasn't solved it. I've also cleaned the global layer. The game doesn't crash with just the residents only when I used Nraas register to assign the global roles like bar tenders and other modded role giving items. Is there a limit to role sims you can have, I assumed the total sims in town was the only restraint, I've only got 140, is that the maximum?
So basically after spending so much time on this world I'm sad that I just cant seem to get this to work and I was hoping someone could help with suggestions, or even better take a look and see if they can solve it. I'm guessing that ether, the world is just too much with the population added or I'm missing something ether though implementation of the population in game or some CC I have is crashing it. I didn't intend on releasing the world due to the custom content used but if someone amazing modder out there can sort this for me then as long as I get it back working then they could do whatever they want with it. Also if they had a patreon, then I could reimburse them for their time. I'm pretty gutted at this point so any help at all would be appreciated. Thanks.

Best Answer by LisaDKG » April 3rd, 2020, 10:29 am
I too have spent a lot of time remaking pre-made worlds and know your frustration when you have put so much effort in and the game fails to launch!
I play with smaller populations - about 100 with maybe 40 role sims so I'm not sure if it is a question of population size that is causing your world to crash. What mods are you using that might affect populating and immigrating? Are you choosing the population sizes for your residents using SP? Are you using Register to limit paparazzi, University mascots and tourists? They have caused me problems in the past. I also use Blue Genjutsu's NoMascotIntroSituation which I think I got from MTS. All the recurring roles have also cause me problems so I make sure to turn those off when I start a game too.
I'm wondering if cleaning the global layer has done something to the designation of your world being a 'city' rather than a town? Do you see animals being populated? Have you tried limiting their populations too? I generally turn them off and delete the populations completely when I start a new game. I think I've read that cleaning the global layer is not that well understood and may or may not have an effect on re-pre-made worlds. I've exported cleaned and uncleaned worlds and never really noticed an appreciable difference but I know what you mean about the 'hard-coding' effects. I tend to keep the original residents of pre-mades for a little while when I start a new game and then use Total Annihilation little by little. Annihilating everyone at the start of a new game, or annihilating all of my townies has definitely caused crashing every time.
I'm sure if you've spent two years on a map that you've gone over every inch multiple times but have you really, really checked all of your routing? Bad routing from the original games or gaffs that I've unwittingly created seem to be the biggest source of game crashes for me. I try to be meticulous with fixing broken routing webbing - it is absolutely shocking how much lag and glitching and errors in games can be resolved by repairing, which is a massive job but worth it, IMO. When I first open a pre-made world it is shocking to see what passes as a 'finished' and playable world in EA's mind.
I have not ever tried to re-do Bridgeport because from what I know and have read, it is the largest, glitchiest, most troublesome world that EA created, due to elevators, routing, subways etc. Any time I've incorporated these in my games that I've made from scratch, I end up deleting them as they can cause errors.
If no one else chimes in with other suggestions, I guess I would try exporting various versions of your world, at first with small numbers of role-sim generating venues and see if their immigration is the source of the crashing.
I too have never thought of releasing my worlds as I can't be sure I can give accurate credit to some of the CC and lots I've used (I use very little CC but still...), nor do I even know how to share the files. If you know how to export your Bridgeport, I would be willing to try it out too to see if it crashes for me.
Sorry that was so long-winded!

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LisaDKG
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Edited, Pre-made world crashing to desktop while populating world.

Post by LisaDKG » April 3rd, 2020, 10:29 am

I too have spent a lot of time remaking pre-made worlds and know your frustration when you have put so much effort in and the game fails to launch!
I play with smaller populations - about 100 with maybe 40 role sims so I'm not sure if it is a question of population size that is causing your world to crash. What mods are you using that might affect populating and immigrating? Are you choosing the population sizes for your residents using SP? Are you using Register to limit paparazzi, University mascots and tourists? They have caused me problems in the past. I also use Blue Genjutsu's NoMascotIntroSituation which I think I got from MTS. All the recurring roles have also cause me problems so I make sure to turn those off when I start a game too.
I'm wondering if cleaning the global layer has done something to the designation of your world being a 'city' rather than a town? Do you see animals being populated? Have you tried limiting their populations too? I generally turn them off and delete the populations completely when I start a new game. I think I've read that cleaning the global layer is not that well understood and may or may not have an effect on re-pre-made worlds. I've exported cleaned and uncleaned worlds and never really noticed an appreciable difference but I know what you mean about the 'hard-coding' effects. I tend to keep the original residents of pre-mades for a little while when I start a new game and then use Total Annihilation little by little. Annihilating everyone at the start of a new game, or annihilating all of my townies has definitely caused crashing every time.
I'm sure if you've spent two years on a map that you've gone over every inch multiple times but have you really, really checked all of your routing? Bad routing from the original games or gaffs that I've unwittingly created seem to be the biggest source of game crashes for me. I try to be meticulous with fixing broken routing webbing - it is absolutely shocking how much lag and glitching and errors in games can be resolved by repairing, which is a massive job but worth it, IMO. When I first open a pre-made world it is shocking to see what passes as a 'finished' and playable world in EA's mind.
I have not ever tried to re-do Bridgeport because from what I know and have read, it is the largest, glitchiest, most troublesome world that EA created, due to elevators, routing, subways etc. Any time I've incorporated these in my games that I've made from scratch, I end up deleting them as they can cause errors.
If no one else chimes in with other suggestions, I guess I would try exporting various versions of your world, at first with small numbers of role-sim generating venues and see if their immigration is the source of the crashing.
I too have never thought of releasing my worlds as I can't be sure I can give accurate credit to some of the CC and lots I've used (I use very little CC but still...), nor do I even know how to share the files. If you know how to export your Bridgeport, I would be willing to try it out too to see if it crashes for me.
Sorry that was so long-winded!

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Sarah_Sims
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Edited, Pre-made world crashing to desktop while populating world.

Post by Sarah_Sims » April 3rd, 2020, 3:45 pm

LisaDKG wrote:
April 3rd, 2020, 10:29 am
I also use Blue Genjutsu's NoMascotIntroSituation which I think I got from MTS.

That mod is from TFM's Naughty Sims Asylum. :-)
http://simsasylum.com/tfm/index.php?/to ... ent-117587

The same effect can also be achieved with NRaas Retuner but I'm not sure that will help in this situation. Here's the path anyway, just in case.

City Hall/Any Computer > NRaas > Retuner > Settings > General > By Tunable XML > Sims3.Gameplay.Situations > MascotIntroSituation
  • kCameraCenterOnLotTime = 0
  • kDoCameraZoom = False
  • kGlobalMascotTimeout = 100000
  • kHoursToIdle = 0.01
  • kHoursToWaitForGreet = 0.01
  • kInitialWaitTime = 1000000

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Edited, Pre-made world crashing to desktop while populating world.

Post by Chain_Reaction » April 3rd, 2020, 5:36 pm

Are you trying to use register in EIG? If so, that's probably the issue. The game is very unstable when using that. It's usually best to do populating while in the actual game.

Chris_J
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Edited, Pre-made world crashing to desktop while populating world.

Post by Chris_J » April 5th, 2020, 10:37 am

Thank you LisaDKG for your reply, it is long winded but that's exactly what I was looking for :). After reading your reply, I think its helped me identify the problem although I'm still in the process of populating my world fully. Your comment "What mods are you using that might affect populating and immigrating?" prompted me to look into my mods and it was like a light bulb, I cant believe I didn't think of it, I removed misukisu_courtesansPerfume_BETA, and misukisu_tipplersBottle_BETA, (basically custom roles) there from Virtual Artisan's website. I took those out and boom! got to 175 sims no crash. like I say, its still early days. However I did place them in EIG on the lots, so after Chain_Reaction's comment (thanks for your help by the way) I'm now thinking its not the mod its self that's the problem, but maybe that's like using register in EIG, like you say? I'll be placing them back in the world at some point so if it crashes again I'll know.

I am using SP and Master controller to manage the population along with register, although I'm not exactly an expert so I'll need to go over it again to double check my settings. In register's global roles settings, if I set the pool size to 0 will that completely disable that role? I'm sick of seeing newspaper's laying around. As for the routing, I spent a lot of time reading tutorials and applying that in CAW because I used to hate all the non-routable sim messages I got in EA's Bridgeport. I still get message after message about stuck sims, but when I investigate its always in apartments with elevators like you've said. Is there any known solution to this? I've removed most subway stations from the world as I don't really like them.

I've not used Blue Genjutsu's NoMascotIntroSituation or NRaas Retuner but I'll defiantly take a look at them thanks for the link
Sarah_Sims. I would never say no to more help but I'm not sure what I'm doing in regards to exporting worlds with CC and so on, so if I run into considerable problems I'll have to look into it.

Again, thanks to everyone for taking the time to reply. Cheers.

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