Overwatch Issues OW122e Issue?

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Crowbar01
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OW122e Issue?

Post by Crowbar01 » March 29th, 2016, 5:10 am

OW is the only mod I can think of that did this - updated it to 122e from 122d 9which worked fine), now suddenly all the Uni sims have started spawning into my neighbourhood outside University - but not spawning into the world, just looking at the friends panel shows them in the world, along with, depending how many people my sim interacted with, ErrorTrap Script Errors for every single one. Not 100% sure on it being OW122e, but It's the only one I used. Chuck me 122d and I'll test with it if need be.

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Post by igazor » March 29th, 2016, 5:26 am

Hi there, and welcome to NRaas. What you are describing is an arrival of tourists in your homeworld and doesn't (shouldn't) have anything to do with Overwatch 122e. Foreign worlds your sim has been to and sims they have met always qualify higher on the list of potentials to become tourists. These are Mini-Sim representations of their full sim selves, not full copies, and there are limited things you can do when you encounter one -- saying hello and inviting them over to the house for a visit are always safe. Marrying one or getting them to move into town permanently when they are in that state, not so much. Other activities can be in between.

Although it would have been a relatively recent trip to Uni that would have made these suddenly more likely to appear as tourists, the mod that controls them is Register. On City Hall or an in-game computer, NRaas > Register > Tourists and you will see options for maximum number at a time, one to shut the whole thing down if you don't want them, and chance of leaving (set to 100 if you want them all to go back home very quickly).

The only puzzling part is those ErrorTrap errors. Perhaps you could zip some together and upload for us to take a look at?
<a href="http://nraas.wikispaces.com/How+To+Uplo ... +Upload</a>

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Post by Crowbar01 » March 29th, 2016, 6:18 am

I had so many ErrorTrap logs I scrapped them, but I'm starting a new sim up, I'll end him to Uni and if it occurs again I'll zip up the ErrorTrap files and up them, starting from scratch basically to get the clean logs, but I'll try it, then try Register, see how everything works, should be able to report in an hour or two

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Post by Crowbar01 » March 29th, 2016, 9:51 am

Well, a new issue arose now, no clue what it is.
http://nraas.wikispaces.com/file/detail ... 01_Logs.7z

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Post by Crowbar01 » March 29th, 2016, 9:52 am

Since I can't edit: Sim goes to Uni, immediately turns around, goes home, errors out.

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Post by J4Ks » March 29th, 2016, 11:03 am

The file you submitted contains 2 scripterrors (you can open them in notepad to read them yourself if you wish):

1. With the topic Correction Log, it's ErrorTraps routinely clean up service that runs whenever a loading screen is involved within after loading a Save. The routine involves cleaning up obsolete code that no longer is needed when an object (incl Sims) are no longer in your world, mostly due to one-time consumed objects (as you can see in the error SnackVampireJuice and used Frying pan), manual deletion of objects (redecorating) and game deletion of Homeless Sims/Strays.
These errors are usually harmless and can be ignored.

Read this section for more info: Correction

2. ScriptError on Sim Crowbar Hall;
It seems the game is trying to affect with an LTR on your Sim your MoodManager, but somehow the value it wants to increment onto your mood but it can't be found in your game.

Most likely caused by an outdated tuning mod that was build prior to the release of EP University Life or the EP's after that affects it. I am not quite sure which Tuning mod could affect the MoodManager in such way, but it would be something either: the MoodManager _XML itself, buffs or any tuning concerning LTR's.

Unfortunately these type of Mods doesn't show on Scripterrors, so you'll have to scan your modsetup for any of these outdated mods that can screw up the flow in gameplay, depending the EP's you have. Try to pull out all your Tuning Mods (not the ones "scripting" listed on the scripterrors under assemblies, cause they should be okay) and move them in a folder on your desktop, clear your cache and retry what you wanted to do.

If that works, than it's something in that folder on your desktop, put half of them back and test it again. If the first half is okay, put them on a new folder named "cleared" on your desktop and put the other half back in, check those.

When it's behaving the way it did and pops out the same Script Error, than you'll need to narrow down the search with half of that, by placing 50% back into the "unchecked" folder and clear cache and try again and repeat the process, it's quite intensive but that's what you need to do (also known as the 50 50 method or the 50% mod dance).

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Post by Crowbar01 » March 29th, 2016, 3:23 pm

Appreciate your time looking at it - as for tuning mods, I have a few(faster painting, writing, sculpting, etc) but nothing I've ever had issues with before, and nothing that should affect the moodmanager at all. All of this is recent, and I haven't added anything except some updated nraas mods which is odd, if that's not what's causing the issue. Seemed to start when I added OW122e and I believe just prior I added Traveler 87 then used MC to just max all the skills instead of doing it the manual way. I'll poke around and see what works/what breaks, etc. I played earlier and it wouldn't even let my sim enrol in Uni, he just grumbled like he rejected a date and that was that. I'm also thinking a corrupt install maybe, but I don't see how that'd be the case.

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Post by Crowbar01 » March 29th, 2016, 3:35 pm

...Although it may be narrowed down, the twoftmama and shimrod tuning mods (speed up ones) aren't under assemblies, good starting point that. Come to think of it they may be for 1.5x, that'd probably be an issue

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Post by Chain_Reaction » March 29th, 2016, 4:31 pm

They wouldn't be under assemblies, they are tuning mods which aren't DLL assemblies but XML.

Not sure the error is due to tuning mods, looks more like it's because the Sim lacks a household... which means the transition process failed somewhere. I would start over before they went to university.

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Post by Crowbar01 » March 29th, 2016, 4:43 pm

I started over when it started pulling the Uni sims into the normal neighbourhood, just started fresh again in a new neighbourhood now without a game restart I can't travel back to the present time, it keeps auto-cancelling, noticed System.StackOverflowException: The maximum stack depth for the interpreter has been exceeded. in one of the ScriptError logs, though I think that's related to an error on a townie

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