ErrorTrap Issues Sims still reset with Errortrap installed

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Gamefreak_130
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Sims still reset with Errortrap installed

Post by Gamefreak_130 » July 3rd, 2015, 1:41 am

Hi guys, long time NRaas user, first time complaint. :)

Well, not really a complaint per se. According to the changelog for version 100 of Errortrap, resetting of random sims on loadup was stopped. However, when I loaded up my save game with Errortrap V100 installed, numerous sims were reset as soon as the world finished loading. Any ideas as to why it might be happening?

According to the correction logs, it did remove a couple of corrupt inventory objects from one of my sims on loadup, but I don't think that has much to do with the reset of practically the entire town.

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Post by igazor » July 3rd, 2015, 2:15 am

Hi there, and welcome to NRaas (as a poster/complainer anyway). :)

I also still find that some sims get soft reset upon starting up the game with ET v100. By soft, I mean that whatever interaction they were engaged in is interrupted and they jump maybe to one side or maybe end up outside of a commercial venue they were in. It's been so random that I can't definitively say which actions they were engaged in at the time that might be triggering the soft reset, and it happens sporadically and not to everyone on that lot or in that game at the same time.

Sims, both active and inactive, who were out on the world lot en route to somewhere still tend to lose their way and end up standing by the side of the road waiting to get pushed along again. But they don't get reset.

Are you finding that sims all across town are actually getting full resets on loadup? That is, disappearing for a couple of sim minutes and then returned to just outside their home lots with most of their motives reset as well and being pulled out of work/school/bed or whatever in the process? Any error logs in addtion to the correction one mentioned, which is probably harmless?

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Post by Gamefreak_130 » July 3rd, 2015, 3:04 am

Yeah, it isn't a full reset I'm talking about. All of the interactions in their queue are stopped and they're brushed off to the front of the lot. Also, besides the correction logs, there aren't any errors associated with it.

Still, though, I find it quite annoying, and I was just wondering if it was supposed to be happening or not.

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Post by igazor » July 3rd, 2015, 3:44 am

What I described happens to maybe one or two of my actives maybe 20% of the time on startup, if that, and maybe one or two inactives in a large world though usually it's just them losing their way while they were routing somewhere thing. Sounds like you are seeing something much more pervasive and annoying than that even if they aren't full resets.

Do you get different/better results if you quit and reload in the middle of the night, sim time, when most sims would be in hibernation and possibly yours might be sleeping or is it about the same regardless of how busy the world and your sims are?

Also, while we're waiting for a coder to respond, which might take five minutes or a few days, would you be willing to try a few reloads with only NRaas mods in place to see if it's something else causing this? That is, if you have any non-NRaas mods in play.

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Post by Gamefreak_130 » July 3rd, 2015, 2:52 pm

I've done a bit more testing, and it turns out the issue is a bit different than I thought it was.

It seems that whenever I load up a "pre-ErrorTrap" save, ALL of the sims, active or inactive, seem to bounce out of their action queue. However, once that is done, any further saves from that world that are loaded only experience the issue to the magnitude that you described it earlier: an occasional active sim or two, and maybe a couple inactives, depending on how the game feels. :)

I tried this with multiple different saves from multiple different worlds, as well as with and without non-NRaas mods, and they all produced the same result.

I'm starting to think that it's almost an intended feature of ET, like it does some sort of town-wide sim checkup upon its first loadup, and in the process has to reset the interaction queues.

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Post by J4Ks » July 3rd, 2015, 3:41 pm

Quote:- "I tried this with multiple different saves from multiple different worlds, as well as with and without non-NRaas mods, and they all produced the same result."

If you are testing this without any non-NRaas mods installed. Make sure you do the following if you are doing this on an existing save that had codes from other mods:
1.- Make sure the game isn't running
2.- Remove your other non-NRaas mods
3.- clear your Cache files in your Sims 3 userdirectory
4.- start game, load up your save, let it load in Live mode for 2~5 min, then Save As... under a new name
5.- exit game, clear cache, start your game, load up your save

A test like this is better done on a new Town/World, that hasn't been affected by any mods.

Quote- "I'm starting to think that it's almost an intended feature of ET, like it does some sort of town-wide sim checkup upon its first loadup, and in the process has to reset the interaction queues."

It's surely is not an intended feature of ET, everytime you load up your save all your scripting from whatever scripting mods you have installed needs to reconnect with the data that is stored in your SavedGame including NRaas mods.
Are you sure that all your NRaas addons mods (Woohooer/Careers/MasterController/StoryProgression) are compatible with their respective Base Mods? Perhaps the Mod Updater can help you out in this area.

I've been testing solely with NRaas mods recently (including a few tests with ErrorTrap installed) and the issues you pertain, didn't happen on those load up, so its certainly not something that all user experiences.

What we'll need to see from you is a Correction Log that ErrorTrap routinely does after a load up, 3-5 min after that. ET will make a scripterror in your Sims 3 userdirectory (Documents\EA\Sims3\), called ScriptError_<username>_<date>_<time>_<hexcode>.xml. When it does, upload it to this site, following this guide: <a class="wiki_link" href="/How%20To%20Upload#How">How To Upload</a>.
If you have multiple current scripterrors in your Sims 3 userdirectory, put them into one zip file and upload that.

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Post by Gamefreak_130 » July 3rd, 2015, 5:47 pm

Hi J4Ks,

I just got done testing a couple of my existing saves again using the method you provided, and I still got the same issue that I stated in my previous post. However, I did test with a new game, using only NRaas mods, and found that the resetting issue was completely nonexistent, or if it wasn't, I never noticed it.

I uploaded a few of the correction logs for your perusal. In the file I uploaded there should be four ScriptError files. The ones named ScriptError_Gamefreak130<u>07-03-2015</u>15-40-00<u>815CEFAA and ScriptError_Gamefreak130</u>07-03-2015<u>15-40-05</u>9B9E89EB are examples from the existing save that I tested, while ScriptError_Gamefreak130<u>07-03-2015</u>15-50-42<u>44696DBD and ScriptError_Gamefreak130</u>07-03-2015<u>16-14-34</u>5CABAEAD were from the new game that was tested.

The logs looked like nothing out of the ordinary to me, if a bit lengthy. Maybe you can find something out from them.

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Post by J4Ks » July 3rd, 2015, 6:22 pm

Then I can only assume that some sort of code that seeped into your saves still lingers within your saved games. We would need to know what other mods you have installed, maybe put them back in and run the game again, wait till ET dumps a scripterror then upload the file on our board. The NRaas mods are all current what I can see.

I have been on a testing platform with a current game that I am playing with a very large mod setup. There was an instance when my active Sims, jumped out of beds after a reload, though that was due to one of Icarus Allsorts mod the Cook With Any Ingredient mod, whenever you add an action in the queue in a save and loaded up the save the Sim got soft reset. I've reported it too him and he corrected it.
Since then I haven't experienced any soft or hard resets after a load up.

These correction logs don't say much about gameplay, so searching within the zillions lines wasn't really my goal. The list however of your scripting mods was on the bottom of the report, to see if there were any miss matching add ons, which you haven't. So that's something we can rule out.

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Post by Gamefreak_130 » July 3rd, 2015, 7:08 pm

Ok, I just uploaded a correction log from one of my existing saves now. It's basically the same as the other ones from my existing saves, but this time I had all of my mods installed.

Good luck sifting through 'em all...

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Post by J4Ks » July 3rd, 2015, 7:31 pm

Here you go "SimsMxHypochondriasis", read this thread: http://nraas.wikispaces.com/share/view/ ... d=82307674

It adds the Hypochondriac trait to the Sim and causes all sorts of Motives and Buffs errors, since it was build on patch 1.55. Also I would like to point out, to check all of Icarus mods as he had made updates onto his releases, while you at it check all of them.

Good luck ;-)

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