AwesomeMod Bug Report Thread
Franziska:
This patch exists, but it does nothing of value. All it does is linking the launcher to Origin, making it impossible to bybass and play with a NoCD mod or FPS limiter. Do NOT want. http://sims3.crinrict.com/en/2015/11/patch-1-69.html
Shiggy:
When trying to use awesomemod's story progression on the newest uploaded version (2016/08/20 14:05:09), the game displays the following errors with a variety of households:
FamilyName failed executing FindHome
FindHome:
Couldn't find house to move FamilyName into!
This is on Sunset Valley without any mods other than awesomemod.
For reference, here is an older version with a working story progression, for the same patch level (upload time: 2016/03/17 02:47, might not be accurate due to timezone differences): LINK
witch:
This is partially my fault. Awesomemod kept moving my robots out from the family they were assigned to. As a temp workaround, put robot rechargers in any houses you want to be available for a pool of housing.
Veranna:
Thanks shiggy and witch; this explains the errors I've been getting with Awesome story progression on.
The only mods I use in the game is Awesome and NRAAS ErrorTrap.
Basically
<sim> failed executing FindHome
<sim> failed executing Split
This has been going on for at least a month, but I've been away from the game since summer.
I'm on patch 1.67.2.024001
It does not matter which world/game I play, as long as Awesome Story is running the errors happen all sim day long,
When NRAAS is turned on ErrorTrap running there seem to be more errors. (attached one)
Keeping Awesome Story turned off, everything else seems to work ok, and EA story progression does its usual thing.
J. M. Pescado:
I don't actually see an error in that log. Keep in mind that if you're turning on the storydebug reports, "mission failed" is actually a normal condition and does not represent an error. Actions are not expected to always succeed. If a sim attempts to find a home or split, for instance, but there are no valid positions into which this can occur, the action fails, and the debug report indicates this. A common cause: Kids are unable to move out of their parents' house because they can't afford to buy any of your homes that suit them. If you were storydebugging real life, you'd see this "failure" message a lot. FindHome tends to fail if a sim wants to move out of his home because his home is inadequate for his needs...but upon checking the housing market, he can't afford any of them. This is normal and realistic. You may, of course, choose to examine this situation in your neighborhood and maybe install some low-income housing...or you could just say "fuck it", and let them live in their parents' basement. There's nothing wrong with simply ignoring the issue, and does not mean the mod is not functioning correctly to get these messages in your story debug scroll. You're not actually supposed to be looking at those messages, anyway.
Error trap is, obviously, not trapping these errors because they are not errors, they are functioning correctly to generate correct failure states. If you don't like seeing actions fail, turn off the storydebug scroll, because actions are supposed to be able to fail.
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