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GoHere Notifications

Posted: April 27th, 2018, 4:54 pm
by brappl
I thought we had a setting somewhere to disable GoHere Notifications. Does anyone know where it is? I don't want to stop error reporting, just the notifications in game.

Posted: April 27th, 2018, 6:44 pm
by Chain_Reaction
What notifications? GoHere doesn't really produce many notifications.

Posted: April 27th, 2018, 7:24 pm
by igazor
Hey brappl, I was puzzled by this question as well. Are you saying that you want GoHere to log routing errors but not display notifications about those errors? It's usually OW or the game itself yapping about unroutable sims, but I guess some GoHere notifications that say essentially the same thing in its own unique way sometimes accompany them. I don't know any way to suppress those.

Or maybe the mod is being more chatty with you at other times than the rest of us?

Posted: April 27th, 2018, 8:20 pm
by brappl
Don't know what to say guys. Definately are not OW errors. GoHere has been very chatty lately generating lots of script errors and for each I get a pop up notification. Usually around 15-20 or more; I delete them from the game folder and they pile up again. They are routing errors with this type of dialogue: Sims3.Gameplay.Routing.PortalAnimateThroughAction. I know what those are and what is causing them. I am not having any in game problems, no lagging, stuttering, etc. It's just that those notifications pile up and I have to go through those to get to other notifications that have popped up.

I stopped zeroing in on the sim pic that shows in the notification as by the time I zero in on the sim pictured on the notification my sim is on his way to where ever.

Posted: April 27th, 2018, 8:43 pm
by Chain_Reaction
That would be something occurring in your game, not a normal GoHere function. Is there anymore to these logs?

Posted: April 27th, 2018, 9:35 pm
by brappl
It is something in my game and not a GoHere function. GoHere is just reporting it. I've been playing in a new world for the past few weeks. It came with these neat stations that had stairs to an underground Portal. Those portals are nothing but trouble and I replaced them with Subway rugs. Some I put down the stairs and a few with the rugs above. I could have missed a portal or perhaps the placement of the rugs in those basements are causing problems. I also suspect those stairs were also clogging up incoming and outgoing traffic. In any event I am building new stations. That should stop it.
Just as an FYI I uploaded one of the error reports.

Thank you Chain and Igazor.

Posted: April 27th, 2018, 10:09 pm
by brappl
What I meant by Portal. It is the Lighting Leap Automic Molecular Aranger from SN.

Posted: April 28th, 2018, 12:47 am
by igazor
GoHere and those SN LLAMA booths, or however else the portals may be disguised, have been battling it out for decades. It only takes one LLAMA in a world, which of course by itself would be useless anyway since there wouldn't be anywhere to transport to, for the mod to have heartburn over it. I predict the mod will win the battle someday.

In the meantime, I would suggest some MC > Object Info (to focus) or Object Stats (to flush) searches run from City Hall, then filtered to Local, Global, or Non-Inventory to help find and flush the remaining critters.

Posted: April 28th, 2018, 2:41 am
by Chain_Reaction
That particular error is the mixing of the subway rugs with subway rabbit holes but yes the llama booths would also be an issue.

Posted: April 28th, 2018, 8:56 am
by brappl
Thanks again Chain and igazor. I did use MC to flush. Also found I had put a subway rather than a rug in one location. I made a new station and saved it to my library last night and replaced all. Seems to be fine now. Always wondered what LLAMAs were. Guess I found out the hard way. :) Again, Thank you.