Travel Major Meltdown

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hirikosaunders
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Travel Major Meltdown

Post by hirikosaunders » April 29th, 2018, 1:42 am

So normally I just move my sims to the family bin when I decide to move them, but I decided to try moving to another world in game just to experiment. So I had three families (separate saves to move) that I wanted to do this with. First two families went off without a hitch (though still backed up in family bin just in case).

The third family however was another story. When I moved them I could change active sim, all portraits were empty, and they had no money. I tried twice before giving up and taking them from the bin. It happened again, but one fix I found was to switch households. This worked however error trap went crazy for the most day I played. I was an idiot and didn't save script errors, but I will if it happens again.

The script errors stopped after I took two imaginary friend dolls out of a teen's and a young adult's inventory.

Apparently the switch households may not be a permanent fix so I'm keeping my eye on that, but I've never had this happen before so I am very confused.

Details: There is a genie and a half-genie (both with the skin) and a sim that has a percentage of alien DNA. So do this things maybe give a clue or was this a major travel explosion that I will have to keep an eye on?

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Post by hirikosaunders » April 29th, 2018, 1:43 am

Sorry for the typos.

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Post by igazor » April 29th, 2018, 3:05 am

Genies and partial genies (actually, a sim is either a genie or they aren't so not quite sure what this means...perhaps a hybrid?) should not be problems with respect to travel. IFs in inventory were known to be for a long time, am pretty sure that current recommendations are to not travel/move sims the Traveler way with IFs in inventory. If your game has calmed down since having removed them, it's entirely likely things might be okay again from that point forward. Depending on what you did with the IFs, I guess. But I would be more tempted to replay the whole move without the IFs, if possible.

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Post by hirikosaunders » April 29th, 2018, 3:18 am

She has a genie parent and a human parent.

The ifs are tricky things, aren't they? Though I have moved from the family bin for years with them and not had this happen before. I might have a backup of the save, but I don't know when it would have been made.

I played through them sleeping after moving the dolls and not one error, though again more time might be needed to make sure. I didn't do anything with them other than remove them from the inventory. I had first put them where I thought no sim could get to, but then they moved to a room. I don't delete anything if I can help it. I still have Sims 2 paranoia about data getting corrupted easily. I know it doesn't apply at all to Sims 3 but then I don't even save if all of my family members aren't home because of the years playing the Sims 2.

I didn't use traveler. I used the in-game move, as I said just to see what it was like. I do have traveler so if I should decide to do something like this again I will use it and get rid of IFs before I do, though as I said I've done this like ten times now and they'e never caused a travel issue so I don't know why now of all times. What could possibly be different?

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Post by igazor » April 29th, 2018, 3:47 am

Sorry to be stubborn about this, but the child of a human and a genie is either a human or a full genie (not yet taking grandparents into account). There is no such thing as a half-occult. Aliens are the only ones who are dependent on % of DNA to achieve their occult status.

(confused look) You do or you do not have Traveler in play?

If you use the in-game Move (to a new world) command without Traveler in play, then the world they came from and the sims left behind are gone, they are no longer in your game. The EA way is just a shortcut for starting the game over, the same as storing a household in the bin and placing them in a new game.

If you use the in-game Move (to new world) command with Traveler in play, then you are using Traveler to move to a new world. It happens without your intervention. It's just not the recommended method and doesn't always work out well for everyone. The way this is supposed to work is that if you move to a new world with Traveler in play, the world your sims came from remains in the game, relationships with the sims left behind also remain, and it is possible to travel sims back and forth between the two worlds. We recommend the older, full vacation, buy a vacation home, move into it, Change Hometown, save as, quit, and reload method over this one as outlined in the mod's FAQ page to achieve these results.
<a href="http://nraas.wikispaces.com/Traveler%20 ... r%20FAQ</a>

Travel with IFs in inventory is risky, no matter what kind of travel or for what purpose. Would not recommend that unless Chain comes in behind me to say this has already been fixed and wants more information about what went wrong there.

IFs can be safely deleted by the underlying sim being Totally Annihilated (TA'ed) using MasterController and the doll deleted with a testingcheatsenabled shift-click or (better) by using MC to flush the doll object. What is not safe is deleting the doll but leaving the underlying sim behind in the game, even if it can no longer be seen.
<a href="http://nraas.wikispaces.com/Imaginary%2 ... 0Friend</a>

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Post by hirikosaunders » April 29th, 2018, 3:55 am

No problem about the stubbornness. *grins* I totally get it.

Oh Oh! Yes then I have traveler. I didn't know that it worked like that. I should have though since other traveling is like that. Okay. Still, I used the bin before with traveler and had no IF problems so I don't know what is different. Let me be super specific here: The time that 'stuck' that I saved and continued with was them being in the bin. So traveler wasn't involved in it. The problem was still there so I that is what I'm confused about. Like I have had IFs in the inventory from the family bin before so it's odd to me. Unless I was just lucky all of those times before.

Okay, I will try to remember to save that if I have any more problems. I will try to play for a while tomorrow and see if the game is going to continue to behave.

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Post by hirikosaunders » April 29th, 2018, 8:52 pm

I have done some thinking and I may have figured out why even moving them from the bin messed up. I was an idiot and should have known better but a possibility might be that when I saved them to the bin I was already pushing the game to the max (I have moved two families and saved both to the bin from different saves in the session and just went back to the main menu) so it is possible that caused the process to mess up. Would this make sense?

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Post by igazor » April 29th, 2018, 9:37 pm

Partially that, I do think you are onto something but let's take it a step further. When we switch game saves or leave one game save and start up a new one, by far the best procedure is to quit the game entirely to the Desktop (or Origin) and load up a new session. Switching to an existing or new save from the Main Menu without a quit and reload causes no end of problems. The issue is that TS3 doesn't release all of the data it is holding onto in RAM as it should by a retreat to the Main Menu like quitting it entirely does, so data from one (or more) worlds can end up superimposed on the next one.

Traveler doesn't cause this issue exactly, it's a flaw in the design of the game, but its presence is known to make the potential issues much worse.

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Post by hirikosaunders » April 29th, 2018, 9:45 pm

I really think this has to be it, or at the very least a problem was made worse. I should have known better, honestly. Now I'm concerned because I just realized that I did it again while reworking something yesterday and today so hopefully I didn't screw it all up again. Oh well, I know better now at least. Thank you for making me aware how big an issue this can be. I will keep an eye on these saves and see if anything shows up and won't just quit to main menu again.

I played it today and it was calm. Funnily enough the IFs became active. Made one human moved it out. Told the other to 'leave me alone' because I hate the following me around when I don't intend to do something with them.

I have the backup so I could either go back and grab them then (I might just do this as an experiment since I wouldn't want to replay a lot) or I could just resave them from this file and try again to see if the problem reoccurs, but this is sadly stuff for another day since I am needing to rework my horribly messed up sleep schedule. All depending I can try something tomorrow or by the weekend so I can update.

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Post by hirikosaunders » April 30th, 2018, 10:43 pm

Okay update:

So I resaved then to the bin. Redid move. Perfectly fine. Well okay I didn’t make absolutely sure everyone was there, but I didn’t notice anyone missing.

So they are new in bin in more thank likely better shape and in game move worked so whatever it was many resets, getting the Ifs out of inventory, or overwatch fixed the issue it seems.

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