Travelling game-breaking bugs

The only mod stopping your Sims from traveling to the abyss. Did you end up there anyway? We'll try to help.
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StarkofGenius
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Post by StarkofGenius » September 7th, 2018, 4:03 am

After hours of playing and saving without an issue, something started to make the game lag just as I was on the last vacation day and finishing the Dragon Cave. Just by a bit.
I finished that adventure without any apparent issues (aside from the sudden bit lag that was not RAM related), but when I went to save so I could send them home, Error 12 popped up again. Can someone explain to me how I can have that Error occur while the game is using 1.5~1.8 gbs of RAM?

I kept checking back on Task Manager, I checked the memory usage when I noticed the slight lag and it was still well below 2 gbs, and even during the saving process it never went up close to that. So what am I missing this time? Something else that's broken and the game thinks it's a memory issue, caused by the quest itself? The fact that the keystone remained in my inventory after I finished (which I imagine it shouldn't since the sim was supposed to use it in the cave, and did, so why would he still be carrying it around)? Is it because I haven't added TS3 to DEP as I've seen being suggested in other places (according to this post on MTS by checking the xcpt.txt file it shouldn't be)?

In an attempt to circumvent the issue I sent them home anyway, and though it never showed as using more than 1.5 or 1.6 gbs, it crashed while loading. I still have my original save from before sending them on the trip, if all else fails; and I also have another 4 saves in China at different points. I'm hoping it was somehow caused simply by me playing it for too long in one sitting (and regrettably leaving the game on pause while I had dinner) and not something that's become corrupted yet again. Or maybe the fact that everything was so blindingly white because of the snow that I could barely find my cursor. No clue.
It's far too late for me to boot it up again and retry something to make it work right now, but if anyone has an idea, please let me know.

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igazor
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Post by igazor » September 7th, 2018, 4:18 am

Afraid I haven't been following this thread as closely as I perhaps should have.

At the risk of also being told that I don't need to explain this, an Error12 is an out of usable resources condition. It isn't always RAM, it can be video memory or the commodity that the game calls virtual memory, which from all appearances is not the paging file but something else. I can get there as can many others by doing extremely invasive things in Edit Town or lots of back to back CAS edit sessions without saving (as), quitting, and reloading in between. Could imagine where long tomb related sessions could trigger these as well. Massive amounts of snow can also help get us there. But if you were already over-extended in some way not yet determined on that session and tried to send them home after an Error12 was thrown within the same session, yes I would expect the game to crash as well I'm afraid (if I'm understanding that part correctly) or still be unable to save.

EA fixed the DEP issues with one of the patches around 1.50 something. I believe the article you found is now outdated information.

It sounds to me more like the game was being its charming self on you in that session than there was really a RAM overload issue taking place.

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Post by StarkofGenius » September 7th, 2018, 4:52 am

Ah, so Error 12 isn't just a memory alert. Got it. I'd read a mention to virtual memory too somewhere, but wasn't aware it was a usable resources issue (other than RAM usage).
Thanks for pointing it out. This at least leaves me more at peace. Better than having something actually corrupted and needing fixing.

I'll try it again tomorrow from my last good save, and hopefully having to boot up the game and loading it will have my resources mostly free to finish the quest and send them on their merry way home. I believe this may have been what happened the last time I sent them to France (and my last months-of-break-from-sims inducing frustration). Once I got over the fact that I would have to redo whatever it was I did before the Error popped up and actually did it all again, they got back safely - except for something breaking with my travel worlds, namely France to which I couldn't even travel to or access its Opps from DebugEnabler or MC, but that would be what I fixed with the solution I first linked to, by having the game regenerate all the files in a save from scratch.

And you did understand what I meant, no worries. I hoped against hope that it was a travel-world problem that might go away if they made it back home. Foolish, I know, but it was either let it crash with that last attempt or closing the game myself to return to later. I took a chance.

I've learned I can't get carried away playing for a long time because, one way or the other, this will eventually happen. Guess I was too excited that I got it working again and got a bit carried away :D Thanks for the valuable information, Igazor.

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Post by StarkofGenius » September 15th, 2018, 8:40 am

"Reviving" this topic so I don't post a similar one again.
No Error12 this time, everything runs and saves fine, RAM usually stays under/barely over 2gbs while playing.

But I'm back to not being able to travel and have no clue why. I can load up the save (and play in my homeworld if I want to), I've forced the game to recreate the save files (as linked in the first post), I've reduced almost all settings to their lowest (except reflections and sims at least), I've deleted all the 'safe' files like caches, and yet when in the travel loading screen, it crashes to desktop after a couple of minutes.

From the xcpt file, all I can see is that the free virtual memory is very low at the time it crashes - (63 out of 4095mb). And this:
type: ACCESS_VIOLATION writing address 0x00000000
address: 0x004ebf50 "D:\Games\Steam\steamapps\common\The Sims 3\Game\Bin\TS3W.exe":0x0001:0x000eaf50
If it helps, I'll upload the xcpt file. No ScriptError file being created when it crashes.

Notes: I'm sending them to Egypt at a little before 5am sim-time in the summer, at which time most other inactives and such should be asleep and staying put in their beds. 5am is when all the plants update into a new stage, not sure if I'm doing it too close to that, and I have a garden with at least one of every kind.
They both have opps in Egypt, and I have Memories enabled.
Before trying it the first time, afraid there might be an issue with resource availability, I closed the game and restarted it to prevent this. But still every time I try, the exact same thing happens.
The lot is either 64x64 or 50x50 (can't remember) and the house is huge (four levels including basement, 8 storage chests with many collectables, metric tons of decor and items) and they have more stuff than I can keep track of, in case that's applicable.
Their inventories do have quite a few things, but they are all either travel gear (rations, tent, shower cans, keystones and the things you can buy at Special Merchants like Eye of Horus, Master Thief coin, etc) or things they always have/can't take out (Collection Helper, Moodlet Manager, umbrella, car, and map pieces).

Other than maybe trying with them in a smaller and emptier lot instead of their house, or at another time of day, I don't know what to do to keep the virtual memory usage down because I don't know what's using it in the first place. Any help is appreciated since I would very much like to have them get at least all level 3 visas and relic collections.

[other recent errors, if applicable: Register and the paps, as posted in a different topic; ErrorTrap caught something about omni seeds twice when I had both sims redo the gardening opps with MC because somewhere along the way they lost the ability to plant eggs and cheese; my omniplants never grow anything if I feed them but don't harvest before shutting the game down, like the game forgets what they were fed; the lost ability to plant cheese, eggs, etc as mentioned; there's always a ScriptError file created for Careers whenever I first load the game, but no mention of it comes up other than the careers being loaded and they seem to be working as expected, so I've been ignoring it;]

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Post by igazor » September 15th, 2018, 9:20 am

We do not need to see the crash log. You've already quoted the relevant part of that one, the rest of it would be useless. But you keep mentioning ErrorTrap and now Careers errors. Those are the ones we need to see.

We can't change the sim day, time, and season of the arrival world, only the one we are departing from.

For purposes of troubleshooting, I would also suggest the following:
-- Try this all again but with all non-NRaas mods removed and the caches cleared. This includes your custom career, so you would want to disengage your sims from it first.
-- Try this all again but with personal inventories emptied.
-- Switch active households and try to travel one sim from another less evolved household to Al Simhara with the intent to stay at the Base Camp to see if the same thing happens or if it's only on the currently active household.
-- In a copy of the game save, dump the nhd file for Al Simhara so that the game will spawn a new, totally reset one when travel there is attempted. Any different results, even if this isn't really the solution you are seeking?
(you don't have to save or ultimately play any of these tests forward)

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Post by StarkofGenius » September 15th, 2018, 9:53 am

I'll zip them all together and upload them then, but I feel bad for whomever goes to parse through that Careers ScriptError log, it's long. Still, would be nice to know what's happening with the Careers and/or the Omni seeds, even if I don't have plans to be using the later (pretty much disenchanted with them, and my sims can catch/find plenty on their own to make more than enough money plus what they get from their jobs).

The mention to sim-time was for their homeworld, in case inactives were eating up the virtual memory.

Really don't want to run through that first testing scenario. I have other script mods that aren't Nraas, and I've lost count to the number of things I have in it. Even though I don't have to save, I'm not sure if there are any that would cause other problems by being missing from a save that initially had them, and either crash while loading it or not help at all in this.
The other scenarios are fine, and I did try with them outside of their home a couple sim-hours later to no avail. Would there be a difference if I had a save in which they are already on another lot and therefore the game shouldn't fully load their house when I boot it up? If not, I won't bother.

Lastly, by 'dump' do you mean delete the file? It states it's from october last year (before my break from playing the sims), and since you exposed it like that, I thought that was what you meant. I think if I delete it without the game running, it will probably regenerate it to that point again, so I'm also guessing you mean I should do it with the game running, but I'd like to be positive.

Thanks for all the help, Igazor. Even though this likely means constantly having to load up the game over and over to try it different ways, I'll try them all to see if anything works and helps trace the root of the problem so I can fix it.

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Post by igazor » September 15th, 2018, 10:39 am

If the sudden disappearance of a script or even a tuning mod from another party causes other problems, sorry but why does this matter all that much? This would all be on a test copy of your game and is not meant to impact or hurt the real ongoing one. We are trying to pinpoint the source of the troubles here and the influence of other mods could be significant. We have no idea (and probably don't really want to know) all that you have installed, we can only see what the script logs share with us and sometimes we don't even recognize some of the mods that show up there. This kind of test with NRaas mods only is standard. There are some mods that we know will make the game unplayable if they are removed suddenly and improperly such as AwesomeMod and a very adult one with Kinky in its name, but I didn't see those listed as in play here.

I never said anything about having your sims start from outside of their home lot, although I suppose that was probably worth trying too. I meant to attempt traveling a different household within the same game save, one that didn't have such a history and intricate home lot as the ones you are really playing. The point of this would be to help determine if it's the world being traveled from, the one being traveled to, or the current household only that is causing the resource overload on the travel transition.

If you delete the Al Simhara nhd file with the game not running a new one will spawn with today's modification date that will be as the world was the very first time your sims ever saw it. It doesn't revert to an already played instance of it if that's what you meant. But even if Al Simhara had never really been played in this ongoing game, it's still worth a try on a copy of the ongoing game to help rule out destination world breakage rather than source world.

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Post by StarkofGenius » September 15th, 2018, 11:04 am

Oh no, it's all about me being lazy, Igazor xD I might leave that one for last in the testing, simply because of the amount of mods in the packages folder I have to go through moving from one place to another (and then back). I was hoping to save myself the trouble of moving them, but you do have a point. I want to pinpoint what's causing this so I can fix it (though by now I'd honestly be fine with it mysteriously getting fixed, it gets frustrating fast), and the best bet is to try everything. So just to be sure I know all I should about it, do you suggest moving everything that isn't Nraas-related out of Packages, or can I leave things like hair and clothes that came as a .package file, instead of a .sims3pack file? Not much of a different either way except in the volume of said packages, but still hoping it's not one of them that's the issue.

I don't have AwesomeMod or anything with Kinky in its name, no xD And I do know what you're referring to, I've seen them. No adult mods as far as I recall, unless you count the noMosaic censoring or some lingerie. No other core mods either.

No, you didn't, I suggested it. In any case, shot missed since it didn't work. And I haven't switched households yet, on my way to try that.

As for the AlSimhare nhd file, that was my question: if deleting it before running the game and loading would generate a new one, or a copy of the old one. Thanks for clearing that up.

Also, uploaded both ScriptError zips since you mentioned I should. The OmniSeeds one has two files but I'm pretty sure they're identical and it's likely only one was needed. Forgot to mention but the OmniPlants not remembering what they were fed doesn't throw any errors, only the OmniSeeds did when I had to redo the opps. Didn't see any errors around the time they stopped being able to plant cheese, etc, either. The option just wouldn't show up and the opps were available through MC.

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Post by igazor » September 15th, 2018, 11:12 am

"Oh no, it's all about me being lazy, Igazor"
I realize that, but chose to express it in a slightly more polite way. You caught me on a good day, I guess... :)

It's not adult mods generally that cannot be easily removed, it's that one in particular.

On the Careers log, on City Hall or an in-game computer, NRaas > Careers > Show Debugging. Is this set to True? The log looks more like a debugging utility to me, but I'm just not familiar enough with it to say for sure and of course Debugging should be False for regular gameplay. If that's not it then both that and the Omni Plant errors (that you now don't care about as much) will be supplemental reading material for Chain when he has time for us.

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Post by igazor » September 15th, 2018, 11:14 am

Oh, and on the NRaas only test. I doubt that it's CC like hair and clothes causing such an overload. But for completeness and ease of testing, all you should really have to do is pull your Packages folder out entirely, create a new one, and put NRaas only back in. That has to be easier and less prone to human error than agonizing over each individual package file. Most of us keep our NRaas mods in a dedicated sub-folder in there someplace for better organization.

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