AwesomeMod Bug Report Thread

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Nec:
Quote from: vorpal on 2014 October 14, 17:47:05

Quote from: Nec on 2014 October 14, 14:55:44

Vorpal: Make sure AM story progression is enabled even if you have story progression (game config) disabled. There will be no story progression unless you have both enabled.

Unfortunately, this has nothing to do with Story Progression. I tried it with and without and the effect is always the same. My guess is that it has more to do with the moving around of roommates in University Life and the need to house descendants in the future world. AM messes up there and deletes the Sims instead.
Last time I test travelled to the future the world lost 75 Sims, both residents and homeless.
This is with an AM config of UseAwesomeStoryDriver set to True but story mode disabled in the game options.



Gotcha. I had both disabled and it caused all kinds of random weirdness until I turned it back on in AM and started a fresh hood.

Running without issues at this point as far as I can tell. I'm not missing Oasis Landing or Uni residents. All of my vacation hoods are fine, too.

witch:
Quote from: J. M. Pescado on 2014 October 15, 01:23:14

I will investigate.


Would you please have a good look at robot behaviour while you're poking around in future code?

J. M. Pescado:
Quote from: vorpal on 2014 October 14, 17:47:05

This is with an AM config of UseAwesomeStoryDriver set to True but story mode disabled in the game options.
Well, if you set Story Mode in-game to off, then Nothing Happens, period. The first toggle selects WHICH driver you want to use, the in-game option is for turning story progression on and off, period. I am not sure why this would result in a peculiar interaction in general, given that no story progression would be occurring, though...

vorpal:
Quote from: J. M. Pescado on 2014 October 15, 06:36:05

Quote from: vorpal on 2014 October 14, 17:47:05

This is with an AM config of UseAwesomeStoryDriver set to True but story mode disabled in the game options.
Well, if you set Story Mode in-game to off, then Nothing Happens, period. The first toggle selects WHICH driver you want to use, the in-game option is for turning story progression on and off, period. I am not sure why this would result in a peculiar interaction in general, given that no story progression would be occurring, though...

Yes, I know. The issue has nothing to do with story mode, I'm pretty sure of that. I tried in the past with and without it toggled on and the results were the same and I tried it with and without my config file, so it's nothing in there either.
It happens during the transitioning process between worlds and as it happens in both the Uni and the future world my guess is that it is caused by how these wolrds initialise during transition. When I travel there without AM and add it back after I've arrived everything is as it should be and nothing like that happens during my stay. My conclusion is that AM conflicts with the way how these worlds initialise: in both worlds the final setup of residents is not fully predetermined until you actually travel there.

-1- In the Uni world the inmates of the dormitories and fraternity and sorority buldings are not really residents before the world has materialised (noticeable when you enter that world in Edit Town before any Sim has been sent there). They become permanent only after travelling there for the first time. It is only during this transition that the game will determine which Sim will stay in dormitories and which ones will make space for your active Sim(s) and become homeless instead. Other roommates are also replaced by former homeless. Once initialised the population will remain stable for the whole term. When you go for a second term or start a new course the rerolling of roommates, fellow students and professors will start anew and with AM this will cause another wave of Sim deletions.
The actual permanent residents in the Uni world are not affected because the game doesn't move them around during transition.

-2- In the future world residents have to make room for the travelling Sim's/Sims' descendants. If you play multiple but unrelated Sims in a household then it is one descendant family per Sim. The families that vacate their house for the descendant families are always deleted when AM is installed instead of rendering them homeless. But as other residents are subject to possible deletion, too, my guess is that during the transition the game is undecided yet where to place the descendants and moves residents in and out before settling down for the final situation. But instead or readding some of the residents they get lost when AM is installed.
In the case of the deleted homeless my guess is that this is caused by the way the base camp is set-up. In the World Adventures base camps the explorers there are either generic fresh Sims or residents from the other two worlds if you've visited them before already. The base camp in the future world is populated by Sims from the homeless pool instead but it takes a while for the final group to form. In the first hours and days some move out again and others join instead. Every further trip to the future world is likely to cause a rearrangement of the base camp dwellers and when I played the future world for the first time I noticed that the more I travelled there the more the base campers got replaced with generic Sims with mismatched clothes and green hair and the usual features you get when AM is set to randomise their genetics. When I travelled there multiple times without AM the base campers have always been from those groups of Sim that are listed as pre-made homeless at the wiki site.

wizard_merlin:
Not sure if this is some kind of bug or not, but while playing last night, my plumbot had a birthday and aged to elder and promptly had his body disappear, all that was visible was a grey haired wig, really weird, I would have expected an older plumbot to simply breakdown and be unrepairable.  I turned the debug interactions on and was able to click on the wig and select a death option to get rid of him.  Is this normal behaviour or is/was something screwed up?

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