AwesomeMod Bug Report Thread

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Sita:
"bless" function doesn't seem to work any more.

columbia:
Quote from: Sita on 2017 October 13, 16:54:19

Flagrant System Error. Very scarey.
I checked; do have the latest AM, and I don't know what's going on.


Did you ever find out what this was? I've been getting the same thing for a few months, too. Seems like it happens after a birthday, although the one I got today was after I adopted a pet and the pet was on the way. The clock stops running but the game goes on. (The time it stops is random.) The household no longer knows when to go to work, school, etc.


<?xml version="1.0"?>
-<FSE> <Error>Sims3.SimIFace.ResetException: Exception of type Sims3.SimIFace.ResetException was thrown.</Error> </FSE>

FYI, I removed Awesome Mod and no problems with the clock. Still have Nraas MC/SP & Tagger, plus some fixes for EA items. This first time this clock issue happened to me was around the end of October '17. I haven't played much since then and certainly not long enough to trigger it. I decided to play a different house in a different neighborhood (an EA house) and the clock stoppage happened (as mentioned above). Yesterday I downloaded the new AM (since I was cursed at when I'd asked about a mod when EA changed something with Origin, I figured the mod would never be updated), and a new MC/SP. Tried again and the house was still dealing with the clock stoppage. That did not fix the problem and I still got the message when I started the game that Awesome conflicts - mentioning the latter simply because I'm here. I removed Awesome and the house that I'd quit playing 4 months ago is now working fine. I, of course, created a new config so wondering if there is something on it that conflicts.

Fierro:
Hello, Awesomemod in my game causes sims not able to Discover potion through Chemical table. They don't even change outfit to Scientific when start working with it. After I remove AM everything works fine. Game version 1.69

Also, somehow aweconfig stopped working for me. I change options via this page but after I delete old config package, download new file and add it to Packages folder, nothing changes from last time, even though Xml files inside package are as they meant to be.

GiLaNg:
Hi. So I just want to report a bug and the fix I made.

The bug:

When my household purchases an additional residential lot, the build/buy action in that purchased lot costs no money. This behavior does not appear on Vacation Homes and Purchased Community Lots/Venues.

After digging through Google, I found a thread at MTS: https://modthesims.info/t/614300, which one of the posters investigated that this bug does not appear in the game without AwesomeMod. I confirmed myself by taking out AwesomeMod, the bug disappeared.

Investigation:
I realized that AM has a feature that overrides the Build/Buy button, which indicates that the mod injects some additional code when transitioning from Live mode to Build/Buy mode. I identified the code in problem begins in Awesome.Main.OnEnterBuildBuy() method, which disable the family funds flag in the LotManager

private static void OnEnterBuildBuy()
{
    Lot sActiveBuildBuyLot = LotManager.sActiveBuildBuyLot;
    Navigation.ClearMaps(sActiveBuildBuyLot);
    if (sActiveBuildBuyLot.Household == null && Household.ActiveHousehold != null
        && !RealEstate.GetOwningHouseholds(sActiveBuildBuyLot.LotId).Contains(Household.ActiveHousehold)
        && (!GameObject.IsBuildBuyRestrictedForStageSetup() || LotManage.IsSettingUpStageForNPC(sActiveBuildBuyLot)))
    {
        LotManager.sFamilyFundsDisabled = true;
    }
    MagicWand.UnhideParkingSpots();
}

In that method, the code checks if the household is the owner of the lot through the method Awesome.Economy.RealEstate.GetOwningHouseholds(). Below is the original code:

public static List<Household> GetOwningHouseholds(ulong oid)
{
    List<Household> list = new List<Household>();
    foreach (Household sHousehold in Household.sHouseholdList)
    {
        if (sHousehold.RealEstateManager == null)
        {
            continue;
        }
        foreach (PropertyData allProperty in sHousehold.RealEstateManager.AllProperties)
        {
            bool flag = false;
            if (allProperty.IsFullOwner)
            {
                switch (allProperty.PropertyType)
                {
                case RealEstatePropertyType.VacationHome:
                case RealEstatePropertyType.Venue:
                case RealEstatePropertyType.Resort:
                    flag = allProperty.LotId == oid;
                    break;
                default:
                    flag = allProperty.ObjectId.Value == oid;
                    break;
                }
                if (flag && !list.Contains(sHousehold))
                {
                    list.Add(sHousehold);
                }
            }
        }
    }
    return list;
}

The code checks the ownership of the lot, however it disregards the PrivateLot property type

public enum RealEstatePropertyType
{
   None,
   RabbitHole,
   VacationHome,
   Venue,
   PrivateLot,
   Resort
}

Fix:
Adding the RealEstatePropertyType.PrivateLot to the switch cases fix the problem. The game no longer grants free build-buy on a purchased residential home in the homeworld. I modified the assembly via dnSpy tools and try to run in game.


J. M. Pescado:
Fixed.

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