M&G jump bug - no other hacks or CC
Doranwen:
I have all the EPs up through FT, and recently installed M&G so now I have all the SPs. To start playing it, I took out all hacks but left in CC like walls and floors and stuff, and I had no issues or bugs of any sort playing with those. However, as I started adding hacks, little by little, I ran into a major jump bug involving social interactions. I can direct each person to do one action to someone else, but as soon as I try to queue another action, it cancels the whole queue and makes them jump. Even trying to interact with anyone makes the currently selected sim change his or her face orientation entirely (they turn left or right in the little headshot pic that shows who you're controlling). The only thing I added between when I didn't get the bug and when I did was the FFS collection. So to double-check that it is indeed the FFS hacks and not some other CC, I took out *everything* CC, hacks, collections, clothing, floors, etc. Then I put in only the FFS hacks--the AL set, as I'm hearing that M&G requires AL-compatible hacks due to using that game's engine. (I put in most, left out a couple I knew I didn't want to play with--let me know if I need to list the ones I *didn't* use.) I restarted the game with only those hacks and got the same error. (I double-checked when it started and scrolled down the list of the content with warning flags to make sure that the FFS hacks were the only things listed, which they were.) Forcing it to debug tells me that there's a problem executing the "SocialTestConstants" script. It complains about sending a bad GUID, and the error always happens with the object being whoever I'm trying to direct to do something.
To the best of my knowledge, my game is fully patched, and I know it doesn't have any issues when I remove all CC and hacks. Any ideas on this one? More testing I should do?
GelatinousSubstance:
I use all FFS, and all EPs and SPs with no problems. I'm curious as to whether you actually have AL though. Regardless of what engine M&G uses, I highly suspect that you should not use hacks for an EP that you don't actually have.
Mootilda:
You are correct that M&G uses the AL game engine and that the AL hacks should be the correct versions. However...
Pescado does not recommend using M&G without AL, since there is no way for hacks to identify this situation:
http://www.moreawesomethanyou.com/smf/index.php/topic,16846.0.html
Note that some of the hacks may work correctly, but this configuration is unsupported.
Quote from: J. M. Pescado on 2009 September 25, 04:03:01
Yeah, you appear to be running a peculiar corner-case install. By "all SPs", you mean you are also running MGS, yet lack AL, yes? Unfortunately, MGS is actually a more advanced engine than OFB, so overrides the object code, but the detection for engine requires AL to be able to detect the engine properly. Unfortunately, MGS has no detectable symptoms without AL installed, so it does not appear to be possible to catch this particular corner case and the configuration you are running is therefore cannot be supported.
Here are the possible solutions, in approximate order of recommendation:
1. Install AL, avoiding all the engine-detection corner cases.
2. Remove MGS.
3. Handpatch this particular hack by deleting Node 5 in the 0x04E1 BHAV using the "Pescado's Delete" button in SimPE to bypass the problem in this particular hack.
If you use option 3, be warned that other hacks may similarly misbehave because it appears to be entirely impossible to detect an MGS install independently of AL without blowing up in other games, because MGS and AL are expansion that basically should never have happened, exceeding bit-16 of all the expansion-bit fields, so EAxis opened an entirely new bitfield that doesn't exist in any older games. It is impossible to probe this bitfield because any attempt to access it will error in any game that doesn't have it, and therefore, the solution used is to probe for the existence of a global controller, which came with AL. Then to be annoying, EAxis released MGS, which has no real code changes, so all the hacks involved were written in AL, but this is a completely undetectable expansion that will foul the works if run without AL.
Doranwen:
I see. *sigh* I don't want to install AL because of the magic/witchcraft stuff. I am not comfortable even playing with it (or not) on a fake level, and have gotten the impression that it's rather intrusive to the expansion. Short of a hack that keeps all of that stuff locked up/not used in regular play, I don't know that I really want to install AL. Otoh, I was looking forward to experimenting with the M&G stuff, but doesn't sound like that will work (and it's not so extensive that I can't live without it--I was enjoying my FT install). I guess the easiest thing would be to uninstall, since I still have the whole set of hacks I had from before (and they didn't have any weird bugs that I can remember), and I think I backed up my old game data OK as well.
Thanks for the explanation of how the M&G code works and all--that's the first real concise explanation of why you might (and might not) want to use AL-compatible hacks with M&G, and all the complicatedness involved in that.
Tarlia:
If the witches really bother you that much (it's completely cartoony and has very, very little to do with... "real magic", but whatever), use TwoJeff's Visitor Controller, ban the head witches from the community lots, thus never see any witches or warlocks or magic of any kind, and problem is solved.
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