AwesomeMod Bug Report Thread
ElectricSimmer:
When in doubt, nuke from orbit?
bowrain:
I keep getting the control panel/hud missing upon loading neighborhood. It had happened on 2 separate neighborhood now, both are appaloosa plains. It appears that the save is basically corrupted, as the entire household is missing. And if I tried to forcehud using mastercontroller and choose other households, the hud would be missing again. How can I stop this from happening? I didn't even "save and quit", just save.
Death-Jester:
I recently started a new sim in a new town, and just went abroad with him for the first time, to Egypt. I collected all the items from egypt (camera/tent/shower-in-a-can/food/skill books etc.), and also got a load of gems from exploring the Great Sphinx (I was cursed by a mummy).
However, when I got back to my home town, a load of the items I had gathered had gone. All the gems/rocks, moneybags and artifacts, the storage chests, cherries, pomegranites, and crocodiles, the skill/food books, and I think all 3 cameras (I bought all 3 types of camera to test if the camera stuck bug affects all of them). Some stuff didn't dissappear, like the mummified teddy. The only error ErrorTrap recorded was the 4 crocodiles I tried to bring back:
Code:
System.NullReferenceException: A null value was found where an object instance was required.
#0: 0x00014 ldfld.o in Sims3.Gameplay.Objects.Fishing.Sims3.Gameplay.Objects.Fishing.Fish:OnStartup () ()
#1: 0x000b1 callvirt in Sims3.Gameplay.Abstracts.Sims3.Gameplay.Abstracts.GameObject:Init (bool) (549768E8 [0] )
#2: 0x00029 callvirt in ScriptCore.ScriptCore.ScriptProxy:SetLogic (Sims3.SimIFace.IScriptLogic,bool) (5D80E618 [549768E8] [0] )
#3: 0x00006 call in ScriptCore.ScriptCore.ScriptProxy:SetLogic (Sims3.SimIFace.IScriptLogic) (5D80E618 [549768E8] )
#4: 0x0004c call in ScriptCore.ScriptCore.ScriptProxy:CreateLogic (string) (5D80E618 [5D8EEC00] )
Object:
Name: Unknown Fish
Type: Sims3.Gameplay.Objects.Fishing.Fish
Object id: 0x56100044474c0490
Position: (0.0000, 0.0000, 0.0000)
Room id: 0
Level: 0
Flags: InWorld, IsUsed
Lot: Sims3.Gameplay.Core.WorldLot
Lot Name:
Lot Address:
World: AppaloosaPlains
OnVacation: False
Counter: 6
Sim-Time: Wed. at 2:13 AM
Real-Time: 10/23/2011 14:09:23
I am running Awesomemod (And it's config file), MasterController, MCIntegration, and ErrorTrap, as well as a few CC.
I posted this here as well as on the NRaas site because I don't know the cause.
Vertiginious:
I seem to be experiencing an aging problem with the latest version of AwesomeMod. I wanted to point this out because other users seem to have dismissed it as an Eaxian problem, but I don't have it without AM or with an older version of AM.
Basically, when I place a new family, they're almost totally done with their current ages instead of being near the beginning. Adults have about 17 days left (and I set it at 60), young adults have 0 (also set to 60) and indeed will age up the next day.
I do not have this problem with the un-modded game. Unmodded, it still starts a few days into the life stage, but only 2 or 3 so it doesn't bother me, whereas with AM it is almost completely done upon starting. It should be noted that the 10/19/11 8:09AM version of AM does not cause this problem for me. That version had no CTD issues for me, and no aging problems. Unfortunately, it had the bug of pet motives dropping in about 2 seconds, so I had to install the most recent one which seems stable in every way except for the age issue.
I don't know what exactly is causing this but how bad the bug is seems to vary depending upon the age lengths you set. Specifically, it seems like somehow the game is reading the % along the bar that you are, rather than the number of days you set. Here's what I mean:
When I select long sim lifespan and max all the bars out, as in Figure A, I get more days than when I set the sliders like in Figure B, despite the fact that Figure B is set to be more days than Figure A is.
When set like in Figure A, my adults start with around 37 days and young adults start with similar. Not terrible considering I only asked for 45.
But when I select epic sim lifespan and set my ideal numbers, as seen in Figure B, my adults start with around 17 days and my young adults start with 0! Which is pretty terrible considering what I tried to set it to. So I don't know if this makes sense from a programming standpoint, but it seems like somehow lifespans are determined by how maxed out the life bars are, rather than by the actual number of days you set.
When I max out epic lifespan, it is also not perfect but closer, giving me several 100 days, just not the full amount. It's not game breaking but it is pretty frustrating that right now I can only play with less than 45 days or more than 180 and nothing in between.
Vertiginious:
This problem occurs in exactly the same way with pets, ftr.
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