AwesomeMod Bug Report Thread

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Kyna:
Quote from: Heidiss on 2013 May 16, 14:59:04

Quote from: Gwill on 2013 April 04, 10:45:24

Sims with Chosen and/or Track on Radar are unable to receive their extra traits from social group influence and degree.


Quote from: J. M. Pescado on 2013 April 04, 12:23:29

Can you elaborate more on this? Apparently some of those traits are supposed to be invisible, so you may not see them. What causes those traits, and what happens if you acquire those traits while Chosen/Radar is not on?


This happens to me also. When a sim gets the extra trait from social influence or finishing a degree, the trait is supposed to be listed with de other traits. The extra traits are not invisible. But the new traits are not showing up on the chosen sims. This problem only occurs with the chosen sims, not the rest.

I have also experienced another weird problem. After finishing the university degree, the sims are supposed to travel back home, but somehow they get stuck in the university world, with no where to live, and nothing to do. They just walk the streets. No car is picking them up and taking them home. If I try "resetsim *" they just disappear, and Im still stuck in university world. I have tried to go to edit town and go back to the neighbourhood but my sim is not there either, and I can't change household because of the moving. This happens 50% of the time, and its really annoying to have to start all over again. Has anyone experienced the same problem? What to do? :)

I have the lastest version of Awesomemod installed.

(Btw, thanks for making AwesomeMod, the game is nothing without it!)

Heidi :)


A workaround for the first problem is to removed the chosen trait from your sims while they're at uni.  They don't need it there anyway, as story mode doesn't apply there.

The second problem is not an AM problem.  I've had it in two neighbourhoods now, both times when a sim went back to uni the second time (or a second sim went to uni).  Try putting Twallan's Traveller mod in your game, and then using the phone to drop the sim out of university after they've graduated and received their extra trait, or after they've received their results for the term.  If that doesn't help, take a look here: http://sims3.crinrict.com/en/2013/03/sim-cant-return-home-after-graduation.html

I no longer send sims to uni because the game glitches out when it's time to leave.

Dea:
<?xml version="1.0"?>
-<FSE><Error>System.NullReferenceException: A null value was found where an object instance was required. #0: 0x000c9 callvirt in Sims3.Gameplay.Core.Sims3.Gameplay.Core.Bill:GetTotalAmountForAllBillsInHousehold (Sims3.Gameplay.Actors.Sim,System.Collections.Generic.List`1,System.Collections.Generic.List`1,System.Collections.Generic.List`1) ([3C76E000] [2185752720/0x8247f090] [4267203358274089080/0x3b3826d88247f078] [-6404181920/0xfffffffe8247f060] ) #1: 0x0000e call in Sims3.Gameplay.Core.Sims3.Gameplay.Core.Bill:GetTotalAmountForAllBillsInHousehold (Sims3.Gameplay.Actors.Sim,System.Collections.Generic.List`1,System.Collections.Generic.List`1) ([3C76E000] [2185752720/0x8247f090] [6765814352387240056/0x5de5004e8247f078] ) #2: 0x0002a call in Awesome.Shiny.Awesome.Shiny.HandOfGod:ClearBills () () #3: 0x000fe call in Awesome.Shiny.Awesome.Shiny.HandOfGod:_OnTimer () () #4: 0x00000 call in Awesome.Shiny.Awesome.Shiny.HandOfGod:OnTimer () () #5: 0x00000 in Sims3.Gameplay.Utilities.Sims3.Gameplay.Utilities.AlarmTimerCallback:Invoke () () #6: 0x000f3 callvirt in Sims3.Gameplay.Utilities.Sims3.Gameplay.Utilities.AlarmManager:Simulate () () #7: 0x00005 callvirt in Sims3.Gameplay.Core.Sims3.Gameplay.Core.Lot:Simulate () () #8: 0x00022 ldc.i4.0 in ScriptCore.ScriptCore.ScriptProxy:Simulate () () </Error></FSE>

I'm sorry if it is hard to read.  I still haven't figured how to take screen caps of my game, all I get is a black screen with FPS ##.  The best I could do was the text outside the game.

I kept getting this right before my sim is supposed to be heading home.  I restarted the game from before he went off to Uni and now when the main hood is supposed to load from coming back home I get dumped back into University and can't play (Just curious is this the same thing you have happen Kyna?).   I have already downloaded the latest awesome mod but haven't yet tested to see if I can move on.  

I found out this is happens in vanilla games too.

RawrFizz:
First FSE ever, I'm really...not sure what to do about it. Happened only once so far. Had just moved a CAS family into a lot and began to play when it occurred. Is there something I should do? How do I go about fixing this? Is it even something I can fix? Do I just have bad files or something? I do have CC, MasterController, ErrorTrap, Overwatch, and a bunch of clothes and hair and stuff. It's all updated, but other than that nothing has changed with my CC recently, although I was using a semi-custom town, (Sunset Valley 7.0 ALGPStSnSs) from Naga over at the Carl's Sims Forums and it was my first time playing in the town.

<FSE>
  <Error>ROUTING ERROR!

Sims3.SimIFace.SacsErrorException: Another thread interrupted this request:
#0: 0x00014 throw      in Sims3.SimIFace.Sims3.SimIFace.StateMachineClient:CheckForException () ()
#1: 0x00023 call       in Sims3.SimIFace.Sims3.SimIFace.StateMachineClient:EnterState (string,string) (34FB8320 [2635C2A0] [25563390] )
#2: 0x00041 callvirt   in Sims3.Gameplay.Actors.Sim+StandingPosture:Idle () ()
#3: 0x00021 callvirt   in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.Sim:PostureIdle () ()
#4: 0x000a4 call       in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.Sim:LoopIdle () ()
#5: 0x00143 call       in Sims3.Gameplay.Objects.Vehicles.Sims3.Gameplay.Objects.Vehicles.Car:GetOut (Sims3.Gameplay.Actors.Sim,Sims3.SimIFace.Matrix44&,bool) (35F9A540 [258CE660] [vt:2D5D6D90] [0] )
#6: 0x00095 ret.void   in Sims3.Gameplay.Objects.Vehicles.Sims3.Gameplay.Objects.Vehicles.Car:GetOut (Sims3.Gameplay.Actors.Sim[],bool) (35F9A540 [25F2D820] [0] )
#7: 0x0000a ldarg.o    in Sims3.Gameplay.Objects.Vehicles.Sims3.Gameplay.Objects.Vehicles.Vehicle:GetOut (Sims3.Gameplay.Actors.Sim[]) (35F9A540 [25F2D820] )
#8: 0x0004a ldarg.o    in Sims3.Gameplay.Objects.Vehicles.Sims3.Gameplay.Objects.Vehicles.CarOwnable:Park (Sims3.Gameplay.Core.Lot,Sims3.Gameplay.Actors.Sim) (35F9A540 [00000000] [258CE660] )
#9: 0x00082 ldthis     in Sims3.Gameplay.Objects.Vehicles.Sims3.Gameplay.Objects.Vehicles.CarOwnable:OnRouteFinished (Sims3.SimIFace.Route,bool,bool) (35F9A540 [2D030F00] [0] [0] )
#10: 0x0008e ldloc.o    in Sims3.Gameplay.Routing.Sims3.Gameplay.Routing.VehicleScriptAdaptor:PostRoute (Sims3.Gameplay.Routing.FollowRouteAction/KillType) (3331D020 [0] )
#11: 0x000df ldthis     in Sims3.Gameplay.Routing.Sims3.Gameplay.Routing.FollowRouteAction:PerformRoute (Sims3.SimIFace.RouteStartFlags) (35229AF0 [3] )
#12: 0x00018 stloc.i4   in Sims3.Gameplay.Routing.Sims3.Gameplay.Routing.VehicleFollowSubPathRouteAction:PerformAction () ()
#13: 0x0011c stloc.i4   in Sims3.Gameplay.ObjectComponents.Sims3.Gameplay.ObjectComponents.RoutingComponent:DoRoute (Sims3.SimIFace.Route) (36389240 [2D030F00] )
#14: 0x00116 stloc.u1   in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.SimRoutingComponent:DoSingleRoute (Sims3.SimIFace.Route,bool) (36389240 [2D030F00] [1] )
#15: 0x000eb stloc.u1   in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.SimRoutingComponent:DoRoute (Sims3.SimIFace.Route) (36389240 [2D030F00] )
#16: 0x0021f stloc.u1   in Awesome.Macro.Awesome.Macro.Nav:NavigateTo (Sims3.Gameplay.Actors.Sim,Sims3.Gameplay.Interfaces.IGameObject,Awesome.NavModes) ([258CE660] [35BA4AF8] [-1] )
#17: 0x00024 stloc.i4   in Awesome.Macro.Awesome.Macro.Nav:NavigateTo (Sims3.Gameplay.Actors.Sim,Sims3.Gameplay.Interfaces.IGameObject,Awesome.NavModes,bool) ([258CE660] [35BA4AF8] [-1] [1] )
#18: 0x0000f stloc.i4   in Awesome.Macro.Awesome.Macro.Nav:NavigateTo (Sims3.Gameplay.Actors.Sim,Sims3.Gameplay.Interfaces.IGameObject,bool) ([258CE660] [35BA4AF8] [1] )
#19: 0x001c9 stloc.i4   in Awesome.Macro.Awesome.Macro.MoveToDestination:Run () ()
#20: 0x000cf stloc.u1   in Sims3.Gameplay.Interactions.Sims3.Gameplay.Interactions.InteractionInstance:RunInteractionWithoutCleanup () ()
#21: 0x00348 stloc.u1   in Sims3.Gameplay.ActorSystems.Sims3.Gameplay.ActorSystems.InteractionQueue:ProcessOneInteraction () ()
#22: 0x0011c stfld.u1   in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.Sim:DoInteraction () ()
#23: 0x00015 br.s       in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.Sim:Simulate () ()
#24: 0x00027 leave.s    in ScriptCore.ScriptCore.ScriptProxy:Simulate () ()
</Error>
</FSE>


Thanks for taking the time to look at this, and I apologize. Just for everything. Ever.

Nightwish:
Hi. I had no FSE from a very long time. Suddenly it appears. I have all EPs and SPs (latest updates installed), no custom mods and packages except Awesomemod from May 9th (this year of course). I have sent my sim to university, he's living in the dorm. I noticed that when I enter build/buy mode and back to living mode, all sims living in this dorm got reset (no matter where they are before, they are suddenly appear next to the dorm main entrance). So I typed "fixall" command and:

<FSE>
  <Error>System.NullReferenceException: A null value was found where an object instance was required.
#0: 0x000b4 callvirt   in Awesome.Careers.Awesome.Careers.Jerb:AllowAsCoworker (Sims3.Gameplay.Careers.Occupation,Sims3.Gameplay.CAS.SimDescription) ([35515380] [36726AA0] )
#1: 0x000d8 call       in Awesome.Careers.Awesome.Careers.Jerb:AddCoworker (Sims3.Gameplay.Careers.Occupation,bool) ([35515380] [0] )
#2: 0x00074 call       in Awesome.Careers.Awesome.Careers.Jerb:CheckCoworkers (Sims3.Gameplay.Careers.Occupation,bool) ([35515380] [0] )
#3: 0x0000a call       in Awesome.Careers.Awesome.Careers.Jerb:CheckCoworkers (Sims3.Gameplay.Careers.Occupation) ([35515380] )
#4: 0x00001 call       in Sims3.Gameplay.Careers.Sims3.Gameplay.Careers.Occupation:CheckCoworkers () ()
#5: 0x0008c callvirt   in Awesome.Awesome.BatBox:FixJerbs () ()
#6: 0x0000d call       in Awesome.Console.Awesome.Console.Debug:OnFixAll (object[]) ([29B82520] )
#7: 0x00000            in Sims3.SimIFace.Sims3.SimIFace.CommandHandler:Invoke (object[]) (2A1966E0 [29B82520] )
</Error>
</FSE>

I'm using "fixall" command every time before saving my game (I'm saving my game every about 20/30 minutes of gameplay) and never had FSE before. After closing FSE message window whole simulation seems to work like before but now I'm not playing this game to do not make any more errors.

Thank you in advance for any info, what went wrong.

P. S.
Sorry for my english if I wrote something wrong way.

soft-n-fluffy:
My game keeps freezing and crashing whenever the trait screen comes up, whether it's for aging up or in CAS.  No FSE screen comes up, the game just freezes and stops responding.  My game worked just fine after deleting awesomemod... It made me really sad that I had to delete it because I love awesomemod :(  
Is there any way the trait aspects of awesomemod could be removed?  I think that might be what's causing my problems. I was disappointed to see there's no trait options for the config tool.
I don't have any other mods or custom content but I do have a bunch of pirated store items in package form, if that makes any difference.

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