Plumbots losing trait chips

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KevinL5275
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Plumbots losing trait chips

Post by KevinL5275 » August 8th, 2023, 8:17 pm

https://modthesims.info/d/678484/plumbo ... s-fix.html

I didn't realize this was fixable, but yes after using Porter or Mover to move the active household with a plumbot to a new town, most times the plumbot will lose all their trait chips. It also happens if I move a plumbot to the clipboard to move them to a new house.

Is this fix something that can be added to an existing NRAAS mod such as Overwatch or ErrorTrap?

I'm also guessing I can use Retuner to adjust the string mentioned on the mod page? (Sims3.Gameplay.ActorSystems.TraitChipManager::OnSimDisposed )

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CardinalSims
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Plumbots losing trait chips

Post by CardinalSims » August 8th, 2023, 10:33 pm

Retuner can adjust tuneable values, those which are stored in XMLs.
That string is for an EA script that has been modified directly, something beyond the range of pure tuning mods.

I could be wrong, but it should already be compatible with ErrorTrap, the only core mod here, because they overwrite different DLL.
It is incompatible with Simler's core mod because they modify the same one.
Simler's, by extension, is incompatible with NRAAS despite no dll conflict because of the sheer number of changes to the core.

So, if you only use the NRAAS suite, it is fine to use this fix as well.
You would just have to double check it takes effect for Porter and Mover, in case they're not calling on the EA script. The author of the fix says they will look into a pure script version, so that could be implemented into them if so.

KevinL5275
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Plumbots losing trait chips

Post by KevinL5275 » August 9th, 2023, 12:44 am

I meant, would Chain Reaction include this fix into ErrorTrap or equivalent NRAAS mod?

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CardinalSims
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Plumbots losing trait chips

Post by CardinalSims » August 9th, 2023, 3:03 am

I'm sure it's possible and I leave that to him to respond.

My comment was more just long for 'there's no need to roll someone else's work into NRAAS if they're compatible because of XYZ".
Functionally, it would be identical to having them installed separately. It would be the same resource, just living in the ErrorTrap .package. Being added to any other part of the suite would make that part a core mod, which is a bit of a major for one fix.

If the standalone version is developed as I mentioned, then that would be more viable for including with the authors permission.

KevinL5275
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Plumbots losing trait chips

Post by KevinL5275 » August 9th, 2023, 4:12 pm

Oh sure, I just mentioned ErrorTrap as an example of whichever module would be the most appropriate for a fix of this type.

I like having all my fixes in one package, rather than 100 different packages, knowing how Sims3 doesn't like a large mods folder. :) I really need to start combining my packages using S3PE.

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CardinalSims
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Plumbots losing trait chips

Post by CardinalSims » August 9th, 2023, 5:16 pm

CCMagic and Sims 3 Mod Manager also have merging functionality, if you find doing it manually is too tedious :) Even if you don't want to use those programs in the long run, you could rename the merges they create and just install them normally.

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Plumbots losing trait chips

Post by KevinL5275 » August 10th, 2023, 12:57 am

Oh? Guess I need to read up on that. Thank you for the info!!

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