Traveler Issues 1.66 (Travelerv.83 testing) notes
- Veiledstar
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- Chain_Reaction
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I appreciate your guy's thorough explanations. I haven't played with the future enough to be aware of how things are meant to be. Apparently I didn't break it, it was already broken. I am having a hard time imagining what could be causing this from a code stand point though. The game only knows when the core changed - it shouldn't care that Traveler was updated.
@Veiledstar - if that save you have spawns a new set, could you upload it for me? It's going to be difficult for me to debug as I don't have any saves from a previous version of Traveler. Everything I test is on fresh saves.
@Veiledstar - if that save you have spawns a new set, could you upload it for me? It's going to be difficult for me to debug as I don't have any saves from a previous version of Traveler. Everything I test is on fresh saves.
- Veiledstar
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- Veiledstar
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THIS JUST IN...using "Total Annihilation" on everyone in an extra descendant household (not in the Almanac list) DOES work but it doesn't hurt to hit "Reset Lot" on the lot they lived once they are gone. (Both are in MasterController.) After that, you can save in either Oasis Landing OR in your homeworld!! (I tried saving in both locations to be sure.)
IMPORTANT NOTE: Leave the ones shown in the Almanac alone--I haven't tried it on them, but since they are replaced if paradoxes occur (and the Traveler mod hasn't changed) or they can actually stay the same if you don't do anything drastic in the present, you are okay to leave these in the game. ONLY use "Total Annihilation" on the extras NOT shown in the Almanac (moving them to clipboard, evicting them, etc. can corrupt your game--believe me, I've tried all of those).
@Veiledstar--if all of your descendants are shown in the Almanac--even if you have 4 households' worth of them--leave them alone. I'm not sure of your Sim family's composition, but if you have a married couple (1 set descendants) with 3 kids (1 set for each) you can have 4 sets without it being a bug. If you have Sims in your household that can marry each other (not related), do it---that will cause a paradox and by "pairing them up" you can reduce the number of sets as couples each have only 1 set. Switching ACTIVE households in the present ALSO deletes descendants--but ONLY the ones shown in the Almanac (not the earlier sets from a previous Traveler version).
**@Chain, "Total Annihilation's" correction of the problem means that broken or not (Traveler), MasterController can be used to remedy the problem. Traveler doesn't really break gameplay, its functionality is quite reliable--but something about switching versions (v.78 to v.80 to v.82 to v.83) confuses the "DescendantService" from the core into thinking you don't have Descendants (blank Almanac), and as a result, it will create more without removing the ones that exist. No biggie...just "Annihilate" 'em and problem solved
(Still hoping one day for Hybrid Descendants--and will gladly help test, pick, and prod at it if it will come with a future version of Traveler Thanks again, Chain, to you and all the other coders on your team who help make these mods so awesome
IMPORTANT NOTE: Leave the ones shown in the Almanac alone--I haven't tried it on them, but since they are replaced if paradoxes occur (and the Traveler mod hasn't changed) or they can actually stay the same if you don't do anything drastic in the present, you are okay to leave these in the game. ONLY use "Total Annihilation" on the extras NOT shown in the Almanac (moving them to clipboard, evicting them, etc. can corrupt your game--believe me, I've tried all of those).
@Veiledstar--if all of your descendants are shown in the Almanac--even if you have 4 households' worth of them--leave them alone. I'm not sure of your Sim family's composition, but if you have a married couple (1 set descendants) with 3 kids (1 set for each) you can have 4 sets without it being a bug. If you have Sims in your household that can marry each other (not related), do it---that will cause a paradox and by "pairing them up" you can reduce the number of sets as couples each have only 1 set. Switching ACTIVE households in the present ALSO deletes descendants--but ONLY the ones shown in the Almanac (not the earlier sets from a previous Traveler version).
**@Chain, "Total Annihilation's" correction of the problem means that broken or not (Traveler), MasterController can be used to remedy the problem. Traveler doesn't really break gameplay, its functionality is quite reliable--but something about switching versions (v.78 to v.80 to v.82 to v.83) confuses the "DescendantService" from the core into thinking you don't have Descendants (blank Almanac), and as a result, it will create more without removing the ones that exist. No biggie...just "Annihilate" 'em and problem solved
(Still hoping one day for Hybrid Descendants--and will gladly help test, pick, and prod at it if it will come with a future version of Traveler Thanks again, Chain, to you and all the other coders on your team who help make these mods so awesome
- Veiledstar
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I am posting a link to the saves you requested CR. The save called "Future bot ut1" probably was using V74 of traveler since I last played it on Oct 23, 2013. The one called "Future bot 4 test" probably had V78 since I played it last on Nov 14, 2013. Link: https://www.dropbox.com/sh/md66yv1nr43b6ba/acolIvK1PX
- Veiledstar
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- Chain_Reaction
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Went nuts buying LTR traits for my parent Sims tonight (Fertility and job-related)...and got the "Great wooly llamas..." message a LOT of times. No new descendant households AND the existing ones WERE NOT changed at all (8-member maxed descendant household). **If my Sims were poorer, or had fewer descendants the last time they went to Oasis, the descendant household would likely have been replaced with a new set under those circumstances.