StoryProgression + Game Glitching

The mod that's bigger than 80's hair. We promise to help tame the beast.
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igazor
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StoryProgression + Game Glitching

Post by igazor » August 4th, 2019, 6:52 pm

ErrorTrap can be very chatty. Some of what it reports on every session will be routine correction and dereferencing logs that are not really errors, but others might be more significant. It's not unusual for it to have some extra things to clean up or "trap" the first time the mod is introduced to an in-progress game.

The "6" is not an error code, it means six things have been logged. We wouldn't know what they are saying unless we can read the script logs.

If Quinton is off the map (hibernating or has just gotten reset), then clicking on his image cannot focus the game camera on him. It also depends on whether the image is in the first or second position of the on-screen notifications. In order for the game camera to focus on a sim in the second position, the SecondImage mod is required. But that's not usually a matter of concern, again it depends on what the script logs say as to what happened to him.

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StoryProgression + Game Glitching

Post by simmys » August 4th, 2019, 7:22 pm

Alright, thank you.

I've been playing my game where the glitching occurred for quite a while now (almost an hour?), and so far there haven't been any problems. My StoryProgression has been working, giving me summaries of things happening in town, and everything's been running smoothly. I downloaded ErrorTrap and Overwatch, are those the reason my game is running well?

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StoryProgression + Game Glitching

Post by igazor » August 4th, 2019, 7:34 pm

They (the mods) should certainly be helping. I mean, that was what they are designed to do.

Did you find out what happened to Quinton, or is he not really important to your storyline? Anyway, at the risk of announcing victory prematurely, it does sound like we have some progress here.

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StoryProgression + Game Glitching

Post by simmys » August 4th, 2019, 8:46 pm

I just mentioned the Quinton notification incase it had anything to do with glitching, but I don't think it does, so I guess it's not that important.

My game did end up crashing later, not sure if it has to do with the previous meltdown and things going on, or if it was just my computer acting out (which has happened in the past, not recently though). I have 3 script errors though, do those generate whenever or just when your game is having an issue?

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StoryProgression + Game Glitching

Post by igazor » August 4th, 2019, 11:37 pm

There will tend to be a small number of script logs from ErrorTrap each game session that are routine and not really errors. We can't tell what your current or more recent ones are saying unless you provide us with a way of reading them, such as by sending them up to an external file share with a link provided as you did with the SP and Career mod ones.

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StoryProgression + Game Glitching

Post by Chain_Reaction » August 5th, 2019, 5:03 am

Peculiar situation as I'm not sure why so many Sims were running that check. It looks like perhaps a student may have gotten deleted and it broke the entire school. I'd say it's probably one of those one off situations that you don't need to worry about. Interesting how many Sims you have with active dream managers though. If you're doing a lot of household switching I'd be careful not to overload things. You can use MasterController -> Town -> Drop Dreams and Promises to stop those managers if that wasn't your intention but beware that will delete any promised wishes inactives have.

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StoryProgression + Game Glitching

Post by simmys » August 5th, 2019, 3:22 pm

By household switching do you mean going into edit town and choosing a new household to play with and keep switching between households? I've never done that for my game, I've been playing with one family the whole time.

Also, what exactly are dream managers? Sorry if this is a dumb question, but are they the wishes sims have that, if completed, give them lifetime happiness/rewards?

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StoryProgression + Game Glitching

Post by igazor » August 5th, 2019, 3:48 pm

To explain what Chain meant, if I could.

Dreams (wishes) are what sims draw to earn LTR points. The actively played household has a Dream Manager running on each sim. The inactive sims in town also have dreams, but under EA standard they are not actively "managed" and when we switch from one household to another their in-progress dreams all get wiped out. There are several mods here that by option allow Dream Managers to run properly on inactives in the sense that the DMs keep running after you switch back into your intended household -- the mods provide the switch mechanism, Edit Town doesn't have to be used. Those would be MasterController, StoryProgression, Selector, PortraitPanel, and Mover. Too many DMs running on too many sims at the same time can be a huge drain on game resources.

If you never switch active households, not even with the game clock paused to check on something in a different household in town, then this wouldn't be relevant at all.

But just to check though, you can find out how many sims in town have DMs running and who they all are by running something harmless like on City Hall, MC > Sim > Basic > Family Tree > (filter to Has Dream Manager). Of course your active household sims should show up there, but are there any others?

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