Sim sort of...disintigrated during move.

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indignantgirl
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Sim sort of...disintigrated during move.

Post by indignantgirl » May 12th, 2021, 1:19 am

My sim had a wish to move in with another sim, so I went to make it happen, but after verifying my household, all kinds of weirdness happened and then my sim blipped out of existence on the screen, but was now alone on the panel (there should have been 2 more sims), he couldn't interact with anything, all map tags gone, build/buy mode buttons greyed out, his sim info panels were all blank...he basically didn't exist except his portrait. The guy who lived in the house left like it wasn't his home anymore. The other household member who should have moved with him was still at his home lot like nothing happened.

I didn't save that mess, obviously, but I want to try again and hopefully have moving work properly. I got 2 script error files, one of them from Mover, so maybe there will be something helpful. I updated the Nraas mods to testing mods recently, and added the AussomeDays entry/exit mod, but that's it as far as new mods.

I DID have some stuff in my family inventory that I'm not sure about, namely a full refrigerator, a full storage box, and a full "box of seeds" (buzzler). I've moved many times with the boxes in my sims' personal inventories but I'm not sure about family inventories. Nothing else in their inventories should have been problematic (including the target household's inventory). The boxes had all the stuff you'd expect: produce, collectables, some paintings, books, a laptop.

I very much apologize for copy/pasting this first script error into the post; it kept getting hung up on "processing", but I needed to include it because it's probably the most relevant one.


<NRaas.Mover>
<ModVersion value="28"/>
<BuildVersion value="0.0.0.32"/>
<Installed value="BaseGame, EP1, SP1, EP2, SP2, EP3, SP3, EP4, SP4, EP5, SP5, EP6, SP7, EP7, EP8, SP8, EP9, EP10, SP9, EP11"/>
<Enumerator value="1"/>
<Content>


-- Script Errors --


Object:

Name: Joe MacDuff
Type: Sims3.Gameplay.Actors.Sim
Object id: 0x170000b47f778f00
Position: (949.0649, 49.3127, 513.7474)
Room id: 2
Level: 1
Flags: InWorld, IsUsed
Lot: Sims3.Gameplay.Core.Lot
Lot Name: Quaint House – 2br, 2.5 ba
Lot Address: 127 Wood Street
IsValid: True
World: MoonlightFalls
OnVacation: False
Season: Spring
Posture: Sims3.Gameplay.Actors.Sim+SocializingPosture
No Household
SimDescription:

Name: Joe MacDuff
Age: YoungAdult
Gender: Male
SimDescriptionId: 2184246592848250768
LotHomeId: 0
HomeWorld: MoonlightFalls
Proper Genealogy
Valid: True
Species: Human
No Household
Occult: Witch
Alien: 0
Career: Alchemist (1)
School: <None>
Skill Spellcasting: 9
Skill Athletic: 6
Skill Skating: 2
Skill Consignment: 0
Skill Charisma: 10
Skill Horseshoes: 0
Skill Cooking: 4
Skill Water Balloon / Snowball Fight: 2
Skill Dancing: 2
Skill Fishing: 4
Skill Gardening: 6
Skill Guitar: 5
Skill WildlifeFriend - Hidden: 0
Skill Handiness: 3
Skill Logic: 5
Skill Painting: 0
Skill Drums: 2
Skill Nerd Influence: 9
Skill Chess: 5
Skill Jock Influence: 0
Skill Video Gaming: 0
Skill Arcade Machine: 1
Skill Social Networking: 0
Skill Writing: 0
Skill Homework: 5
Skill Alchemy: 6
Skill Collecting: 5
Skill Photography: 0
Skill Broom Riding: 10
Skill Scuba Diving: 0
Skill Dancing: 0
Trait Good Sense of Humor
Trait Inappropriate but in a Good Way
Trait Loves the Outdoors
Trait Excitable
Trait Genius
Trait Nerd
Trait Spellcasting
Trait Charismatic
Trait Coward

Interactions:
1: Ask to Move In
Sims3.Gameplay.Socializing.SocialInteractionA+Definition
Ask to Move In
UserDirected

Counter: 1
Sim-Time: Fri. at 2:30 PM
Start-Time: 05/12/2021 00:24:51
PreLoadup-Time: 05/12/2021 00:25:30
Loadup-Time: 05/12/2021 00:26:21
Log-Time: 05/12/2021 00:40:23

System.NullReferenceException: A null value was found where an object instance was required.
#0: 0x00026 ldfld.o in Sims3.Gameplay.Core.Sims3.Gameplay.Core.Lot:CanSimTreatAsHome (Sims3.Gameplay.Actors.Sim) (40EAC550 [51939400] )
#1: 0x00014 call in Sims3.Gameplay.Core.Sims3.Gameplay.Core.Lot:GetSharedFridgeInventory (Sims3.Gameplay.Actors.Sim) (40EAC550 [51939400] )
#2: 0x00003 call in Sims3.Gameplay.Core.Sims3.Gameplay.Core.Lot:GetSharedFridgeInventory () ()
#3: 0x00008 callvirt in Sims3.Gameplay.Objects.Appliances.Sims3.Gameplay.Objects.Appliances.Fridge:get_InventoryComp () ()
#4: 0x00001 callvirt in Sims3.Gameplay.Abstracts.Sims3.Gameplay.Abstracts.GameObject:get_Inventory () ()
#5: 0x00008 call in Sims3.Gameplay.Abstracts.Sims3.Gameplay.Abstracts.GameObject:SetOwnerLot (Sims3.Gameplay.Core.Lot) (672D2558 [421FBD48] )
#6: 0x0000f callvirt in Sims3.Gameplay.Inventory+<>c__DisplayClass1b:<SetLotOwner>b__1a (Sims3.Gameplay.InventoryItem) (0169EF40 [41E365B8] )
#7: 0x00000 in Sims3.Gameplay.Inventory+ItemFunction:Invoke (Sims3.Gameplay.InventoryItem) (50FC8F00 [41E365B8] )
#8: 0x00096 callvirt in Sims3.Gameplay.Sims3.Gameplay.Inventory:ApplyFuncToAllItems (Sims3.Gameplay.Inventory/ItemFunction,bool) (4226BE00 [50FC8F00] [0] )
#9: 0x00012 call in Sims3.Gameplay.Sims3.Gameplay.Inventory:SetLotOwner (Sims3.Gameplay.Core.Lot) (4226BE00 [421FBD48] )
#10: 0x00039 callvirt in Sims3.Gameplay.CAS.Sims3.Gameplay.CAS.Household:UpdateSharedInventories (Sims3.Gameplay.Core.Lot,bool) (40B6E700 [421FBD48] [0] )
#11: 0x00039 callvirt in Sims3.Gameplay.Core.Sims3.Gameplay.Core.Lot:MoveOut (Sims3.Gameplay.CAS.Household) (421FBD48 [40B6E700] )
#12: 0x00009 callvirt in Sims3.Gameplay.CAS.Sims3.Gameplay.CAS.Household:MoveOut () ()
#13: 0x00001 call in Sims3.Gameplay.CAS.Sims3.Gameplay.CAS.Household:HandleLastSimsDeath () ()
#14: 0x000a0 call in Sims3.Gameplay.CAS.Sims3.Gameplay.CAS.Household:Remove (Sims3.Gameplay.CAS.SimDescription,bool) (40B6E700 [51429D48] [1] )
#15: 0x0001d call in Sims3.Gameplay.CAS.Sims3.Gameplay.CAS.Household:RemoveSim (Sims3.Gameplay.Actors.Sim,bool,bool) (40B6E700 [51939400] [0] [1] )
#16: 0x0006e callvirt in NRaas.CommonSpace.Helpers.NRaas.CommonSpace.Helpers.HouseholdEx:AddSims (Sims3.Gameplay.CAS.Household,System.Collections.Generic.List`1,Sims3.Gameplay.CAS.Household,bool,bool,bool) ([511128C0] [-7922786927001707400/0x920c9b4440f45c78] [40B6E700] [1] [1] [1] )
#17: 0x003ce call in NRaas.MoverSpace.Helpers.NRaas.MoverSpace.Helpers.GameplayMovingModelEx:Apply () ()
#18: 0x00040 ldthis in Sims3.UI.Sims3.UI.MoveDialog:DialogTask () ()
#19: 0x00000 in Sims3.UI.Sims3.UI.Function:Invoke () ()
#20: 0x0000c ret.void in Sims3.UI.Sims3.UI.OneShotFunctionTask:ExecFunction () ()
#21: 0x00026 leave.s in Sims3.UI.Sims3.UI.OneShotFunctionTask:Simulate () ()


Apply
ABCC1C2C3DD1D2E
Counter: 2
Sim-Time: Fri. at 2:30 PM
Start-Time: 05/12/2021 00:24:51
PreLoadup-Time: 05/12/2021 00:25:30
Loadup-Time: 05/12/2021 00:26:21
Log-Time: 05/12/2021 00:40:23

System.NullReferenceException: A null value was found where an object instance was required.
#0: 0x00015 callvirt in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.Sim:CreateMapTag (Sims3.Gameplay.Actors.Sim) (51939400 [519EBC00] )
#1: 0x0000d callvirt in Sims3.Gameplay.MapTags.Sims3.Gameplay.MapTags.MapTagManager:AddTag (Sims3.Gameplay.MapTags.ISupportMapTags) (93069DC8 [51939400] )
#2: 0x00274 call in Sims3.Gameplay.MapTags.Sims3.Gameplay.MapTags.MapTagManager:Reset () ()
#3: 0x00008 callvirt in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.Sim:ResetMapTagManager () ()
#4: 0x00083 callvirt in NRaas.MoverSpace.Helpers.NRaas.MoverSpace.Helpers.GameplayMovingModelEx:UpdateAttributesForNewSimsEx (bool,System.Collections.Generic.List`1) ([1] [-7922786927001707400/0x920c9b4440f45c78] )
#5: 0x003d3 call in NRaas.MoverSpace.Helpers.NRaas.MoverSpace.Helpers.GameplayMovingModelEx:Apply () ()
#6: 0x00040 ldthis in Sims3.UI.Sims3.UI.MoveDialog:DialogTask () ()
#7: 0x00000 in Sims3.UI.Sims3.UI.Function:Invoke () ()
#8: 0x0000c ret.void in Sims3.UI.Sims3.UI.OneShotFunctionTask:ExecFunction () ()
#9: 0x00026 leave.s in Sims3.UI.Sims3.UI.OneShotFunctionTask:Simulate () ()







Code: Select all

-- Script Errors --


Object:

Name: Joe MacDuff
Type: Sims3.Gameplay.Actors.Sim
Object id: 0x170000b47f778f00
Position: (949.0649, 49.3127, 513.7474)
Room id: 2
Level: 1
Flags: InWorld, IsUsed
Lot: Sims3.Gameplay.Core.Lot
Lot Name: Quaint House – 2br, 2.5 ba
Lot Address: 127 Wood Street
IsValid: True
World: MoonlightFalls
OnVacation: False
Season: Spring
Posture: Sims3.Gameplay.Actors.Sim+SocializingPosture
No Household
SimDescription:

Name: Joe MacDuff
Age: YoungAdult
Gender: Male
SimDescriptionId: 2184246592848250768
LotHomeId: 0
HomeWorld: MoonlightFalls
Proper Genealogy
Valid: True
Species: Human
No Household
Occult: Witch
Alien: 0
Career: Alchemist (1)
School:
Skill Spellcasting: 9
Skill Athletic: 6
Skill Skating: 2
Skill Consignment: 0
Skill Charisma: 10
Skill Horseshoes: 0
Skill Cooking: 4
Skill Water Balloon / Snowball Fight: 2
Skill Dancing: 2
Skill Fishing: 4
Skill Gardening: 6
Skill Guitar: 5
Skill WildlifeFriend - Hidden: 0
Skill Handiness: 3
Skill Logic: 5
Skill Painting: 0
Skill Drums: 2
Skill Nerd Influence: 9
Skill Chess: 5
Skill Jock Influence: 0
Skill Video Gaming: 0
Skill Arcade Machine: 1
Skill Social Networking: 0
Skill Writing: 0
Skill Homework: 5
Skill Alchemy: 6
Skill Collecting: 5
Skill Photography: 0
Skill Broom Riding: 10
Skill Scuba Diving: 0
Skill Dancing: 0
Trait Good Sense of Humor
Trait Inappropriate but in a Good Way
Trait Loves the Outdoors
Trait Excitable
Trait Genius
Trait Nerd
Trait Spellcasting
Trait Charismatic
Trait Coward

Interactions:

Counter: 1
Sim-Time: Fri. at 2:30 PM
Start-Time: 05/12/2021 00:24:52
PreLoadup-Time: 05/12/2021 00:25:30
Loadup-Time: 05/12/2021 00:26:28
Log-Time: 05/12/2021 00:40:23

System.NullReferenceException: A null value was found where an object instance was required.
#0: 0x00060 ldfld.u1 in Sims3.Gameplay.CAS.Sims3.Gameplay.CAS.SimDescription:IncrementLifetimeHappiness (single) (51429D48 [0.425781] )
#1: 0x000a5 callvirt in Sims3.Gameplay.ActorSystems.Sims3.Gameplay.ActorSystems.MoodManager:UpdateMood (single,bool) (514D7E40 [0.425781] [1] )
#2: 0x0006d callvirt in Sims3.Gameplay.Autonomy.Sims3.Gameplay.Autonomy.Autonomy:Update () ()
#3: 0x0028b callvirt in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.SimUpdate:Simulate () ()
#4: 0x00027 leave.s in ScriptCore.ScriptCore.ScriptProxy:Simulate () ()



Loaded Assemblies:
00309326220984
01594630409241
03670287816340
03685541316666
08389175564832
09523141044301
11647013837200
23412367110795
26960278402185
28550087115658
28573011093883
37164889803984
37351194948443
37680742325532
43869708305341
44906083438714
47525740366507
49148900819473
49994633371224
53768715568116
54889630674971
58890925931088
68507896601644
70214830780050
73453418620011
77474863772658
78840102558016
78960707458934
84544601552736
85490203138082
88012566339083
88848621778416
90649076925779
99049848973775
AddingInteraction
AniBusinessAsUnusualBistro
ArsilRestorationSpellFix
Arsil_ToddlerSleepingMat
Arsil_ToddlersExtraActivities
BookOfTalent
Buzz_BoxOfSeeds
Buzz_CleanAllForEveryOne
Buzz_RestrictionChoker
Buzz_ScribblingPad
ClassGardenerMaintenance
MagicWaterPump
MiscStorage
NRaasAntiMagicScroll: Version 9
NRaasCareer: Version 88
NRaasConsigner: Version 22
NRaasDebugEnabler: Version 54
NRaasDreamer: Version 15
NRaasDresser: Version 38
NRaasErrorTrap: Version 100
NRaasGoHere: Version 45
NRaasHybrid: Version 11
NRaasMasterController: Version 135
NRaasMasterControllerCheats: Version 134
NRaasMasterControllerExpandedTattoo: Version 122
NRaasMasterControllerIntegration: Version 134
NRaasMasterControllerProgression: Version 134
NRaasMover: Version 28
NRaasOverwatch: Version 123
NRaasPorter: Version 42
NRaasPortraitPanel: Version 33
NRaasRegister: Version 81
NRaasRelativity: Version 23
NRaasRetuner: Version 10
NRaasSaver: Version 21
NRaasSecondImage: Version 5
NRaasShooless: Version 18
NRaasSleepFreedom: Version 21
NRaasStoryProgression: Version 269
NRaasStoryProgressionCareer: Version 269
NRaasStoryProgressionExtra: Version 266
NRaasStoryProgressionMoney: Version 269
NRaasStoryProgressionPopulation: Version 269
NRaasStoryProgressionRelationship: Version 267
NRaasStoryProgressionSkill: Version 269
NRaasTagger: Version 4
NRaasTraffic: Version 21
NRaasTraveler: Version 88
NRaasWoohooer: Version 129
NRaasWoohooerEiffelTower: Version 125
NRaasWoohooerMassageTable: Version 118
NRaasWoohooerToiletStall: Version 127
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RabbitHoleRigs
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StoreObjectsGalleryShopBase
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StoreObjectsHotTubGrottoGeo
StoreObjectsPhoneTableMidCModsuite
StoreObjectsPriusPlugin
StoreObjectsRollerCoaster
StoreObjectsStaircaseLanding
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indignantgirl
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Sim sort of...disintigrated during move.

Post by indignantgirl » May 12th, 2021, 2:50 am

I tried again, but this time I left the fridge on the lot and placed the storage boxes in my sims' personal inventories. I also initiated the move on a community lot instead of the target lot since that's where the other guy happened to be at the time.

The move happened, and once my guys got checked in at their new house, everything seemed okay and my sim's wish fulfilled and I even saved it because yay! Except then I checked and the fridge inventory was empty and the household inventory was empty; both households lost their stuff in the move. My sims still had their personal inventory items, including their storage box items.

I've never had issues like this during moves. Food always transfers from the fridge and the household inventory is always there. What might be going wrong here?

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Mandelyn
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Sim sort of...disintigrated during move.

Post by Mandelyn » May 12th, 2021, 3:34 pm

They are clearly horrible packers and you should make them hire a moving company. But seriously I have nothing, probably stellar EA programming.

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indignantgirl
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Sim sort of...disintigrated during move.

Post by indignantgirl » May 12th, 2021, 6:20 pm

It really wasn't worth it to hire a moving company, because their lot only had the refrigerator, a tent, and a campfire. (They were supposed to be on a retreat to work on their spellcasting without distractions.) Even their inventory had only a dozen or so things. All I really care about is the refrigerator inventory, all that produce and fish and honey they worked so hard for.

I'm going to try AGAIN and hope it works out. They are bringing their stuff whether they like it or not.

I remembered something else from the first move, the one with all the errors. On the "confirm household" screen, it showed their funds to be about 23,000 simoleans MORE than they should have had, which is the approximate value of the items in the storage boxes that were in their inventory. I wonder if the game was trying to sell the items from the boxes and that's why it borked.

The second time seems more true to EA nonsense, but I'm already wary because of the big borky move.

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Chain_Reaction
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Sim sort of...disintigrated during move.

Post by Chain_Reaction » May 12th, 2021, 9:28 pm

Was the guy you're moving in homeless? It broke because it couldn't find a fridge inventory for Joe MacDuff who seems to be homeless at the time of the script running. That's quite an EA blunder.

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indignantgirl
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Sim sort of...disintigrated during move.

Post by indignantgirl » May 12th, 2021, 10:08 pm

He's not (and has never been) homeless; he's been living with his brother on a brand new lot I placed at that clearing overlooking the waterfall in Moonlight Falls. I did notice that the errors said he didn't have a household, but he definitely did. The lot has never misbehaved before; my sims Go Home, invite people over, pay bills, get gifts, newspapers, etc, so I had no clue there could be something up with it. I've switched households briefly to take care of other things but I play this household actively about 95% of the time.

The fridge was stocked but was in the family inventory. I can't remember if I've ever moved with a fridge in a family inventory, but it shouldn't cause this big of a problem, should it?

Running the move again with the fridge OUT of the inventory (just sitting on the lot) did allowed the move to complete, but still didn't move the inventory (fridge or household) over.

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indignantgirl
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Sim sort of...disintigrated during move.

Post by indignantgirl » May 13th, 2021, 1:11 am

Sorry for another post so soon. I've tried again, leaving the fridge out, putting the boxes in their personal inventories, but also assigning a lot address, doing a sort inventory on my lot and the target lot, resetting the target lot, anything I could think of that might help, before initiating the move. Still the inventories won't transfer.

But there is a weird discrepancy with funds. I mentioned previously that the first bugged move showed them having far too many simoleans for their households. But with the fridge and boxes out of the family inventory, it's going the other direction.

The target household has 61000 simoleans. My sims have 15000 in funds and the lot is worth about 4000. So when moving, the "confirm household" screen should show about 80000. Which it does if I select "sell furniture".

If I select "pack furniture" the combined funds are about 56000. This is actually LESS than the target household originally had. The cost of packing furniture would be losing all of my sim's funds, the worth of their lot, plus an extra 5 grand for the heck of it. How can this be?

Now, the thing is, they have no furniture, not really. A tent, firepit, sleeping bag, a couple of easels, and the fridge are the only things on the lot, maybe like 1500 worth of stuff at the most. Oh, and a few lamps because my sim is a coward who is afraid of the dark.

I always select "sell furniture" when moving so I don't know exactly how packing works, but that doesn't sound right at all. Where does all the money go?

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Chain_Reaction
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Sim sort of...disintigrated during move.

Post by Chain_Reaction » May 14th, 2021, 5:05 pm

indignantgirl wrote:
May 12th, 2021, 10:08 pm
He's not (and has never been) homeless; he's been living with his brother on a brand new lot I placed at that clearing overlooking the waterfall in Moonlight Falls. I did notice that the errors said he didn't have a household, but he definitely did.
Ah, ok. I wasn't sure if he was originally homeless. It's breaking before he's added to the new household. EA has code here that is dependant on the Sim being in a household when it's ran but the moving system is not running it in that order. That's a pickle. Curious no one has found this prior. It doesn't look like it would matter but if you remove Mover, do you get a different result?
indignantgirl wrote:
May 12th, 2021, 10:08 pm
Running the move again with the fridge OUT of the inventory (just sitting on the lot) did allowed the move to complete, but still didn't move the inventory (fridge or household) over.
No script errors then either?
indignantgirl wrote:
May 13th, 2021, 1:11 am
If I select "pack furniture" the combined funds are about 56000. This is actually LESS than the target household originally had. The cost of packing furniture would be losing all of my sim's funds, the worth of their lot, plus an extra 5 grand for the heck of it. How can this be?
Is either lot a rental lot via SP?

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indignantgirl
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Sim sort of...disintigrated during move.

Post by indignantgirl » May 14th, 2021, 10:57 pm

Thanks for helping me with this, Chain. No, neither house is a rental, they've always been regular residential lots. I'll try again without Mover to see if it makes a difference. I remembered I'd made a change to Mover settings at some point to allow unlimited funds to transfer for a rich household. I changed it back to default after the first 2 attempts to move but no luck.

I tried the move again last night, selling all but 2 items from their household inventory, and only leaving one tomato in the fridge inventory just to test. I thought maybe something in their inventory was at fault, but everything happened the same way (including that checking "pack" removed 24,000 simoleans). No script errors either time when I removed the fridge and boxes from their family inventory.

This is a silly question, but it wouldn't matter that he doesn't have a house or anything, would it? Surely the game isn't confused about furniture just because there's no actual structure on the lot?

(On the plus side, I got my first inactive visitor to my active lot! I was really excited when I saw that the updates would maybe bring visitors around, and it was just as fantastic as I'd imagined it. My sim has no house so the visitor just kind of stood in the middle of the lot for a moment, and then walked over and started insulting his home. :D)

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indignantgirl
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Sim sort of...disintigrated during move.

Post by indignantgirl » May 14th, 2021, 11:45 pm

No, nope, removing Mover was bad. xD I've never moved without Mover being in play, so this was...interesting.

It would only let the target sim move in with mine (not the other way around) and he was only going to bring exactly 5000 in funds with him, despite having 140000 in cash and assets.

On the other hand, on the moving dialogue window where it shows the value of the lot they are moving to, my sim's lot showed a value of 0 simoleans though it has about a 4000 value. I didn't bother letting it go through the move because I was frustrated, but maybe I should have because it might have generated a helpful script error.

Literally seconds before the move, I double-checked all funds, values of both lots (furnished and unfurnished), inventories, everything. Not a thing was amiss, that I could see, until the move was initiated.

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