AwesomeMod Bug Report Thread

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femsuii:
Quote from: witch on 2015 November 04, 01:04:51

You're using the launcher that comes with the game, aren't you?


Me? No. I have the reloaded version and use the .exe from the bin directory.

Cyron:
I am using the latest build of awesomemod from 10.02. and I always get this NullreferenceException right after spraying the neighborhood with dew (to create an eutopian future):
System.NullReferenceException: GlobalFunctions.CreateObject: Object was created but unable to get proxy.  Possibly the medator instance is specifiying a script that does not exist.  Resource key for created object was 319e4f1d:00000000:00000000000008fe, guid was 0x0000000000000000

#0: 0x001a1 throw      in Awesome.Awesome.Motivator:Update (Sims3.Gameplay.Autonomy.Autonomy) ([8D17B700] )
#1: 0x00003 ret.void   in Sims3.Gameplay.Autonomy.Sims3.Gameplay.Autonomy.Autonomy:Update () ()
#2: 0x00294 ldthis     in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.SimUpdate:Simulate () ()
#3: 0x00027 leave.s    in ScriptCore.ScriptCore.ScriptProxy:Simulate () ()

J. M. Pescado:
This error would seem to indicate that you broke something which wasn't supposed to break, since it's a re-throw from an EAxian function that takes no arguments to break.

spontaneite:
I'm going to assume that the non-critical core mismatch messages and the terrible terrible bugging I've had are due to the fact that I have version 1.69, while Awesomemod only seems to be up to 1.67 in terms of compatibility. Any idea of when the next version will be out? Reverting to 1.67 is unfortunately not on option; I only have the game on Origin and it refuses to install anything other than the sparkling new version.

upsidedowntubesteak:
You and I are fuck out of luck. Origin did this and the denizens of this site don't use it, ever. So no update and no more awesome for us.

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