AwesomeMod Bug Report Thread

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RebelRed:
What would you recommend?  The original neighborhood is Appaloosa Plains.  I'm guessing a complete reinstall.

chillax:
I've been having a problem with sending sims home early while on vacation... I sent 3 people on an 11 day vacation to China and a few days in I sent the son home early and I got an error trap report. I didn't think it was a big deal but by the end of the 11 days when the two parents went back home the son wasn't there. Instead he was listed in my foreign visitors section and I could successfully invite him to my house as a visitor...

Later I sent the two parents back to China and tried to see if I could reproduce the problem and the dad got an error report too. Immediately after they call they disappear into thin air.. Is this a common problem or does my game have some issue?

By the way, when I sent the dad home they were at their vacation house. The time I sent the son home they still lived at the base camp.

<?xml version="1.0" encoding="utf-8"?>
<NRaas.ErrorTrap>
<ModVersion value="55"/>
<BuildVersion value="0.2.0.173"/>
<Installed value="BaseGame, EP1, EP2, EP3, EP4, EP5"/>
<Enumerator value="1"/>
<Content>


-- Script Errors --


Object:

 Name: Jay Mochi
 Type: Sims3.Gameplay.Actors.Sim
 Object id: 0xdff3004c80e11170
 Position: (1347.8330, 105.3719, 698.1456)
 Room id: 5
 Level: 1
 Flags: InWorld, IsUsed
 Lot: Sims3.Gameplay.Core.Lot
 Lot Name: Han's Orchard House
 Lot Address: 1 Central Ancestor Hills
 World: China
 OnVacation: True
 No Household
SimDescription:

 Name: Jay Mochi
 Age: Adult
 Gender: Male
 SimDescriptionId: 16137242191746112080
 LotHomeId: 0
 HomeWorld: AppaloosaPlains
 Proper Genealogy
 Species: Human
 No Household
 Occult: None

Interactions:
1: Return Home
Sims3.Gameplay.GameStates+PerformEarlyDepartureToHomeWorld+Definition
Sims3.Gameplay.GameStates+PerformEarlyDepartureToHomeWorld+Definition

 Counter: 1
 Sim-Time: Wed. at 5:14 PM
 Start-Time: 07/06/2012 09:44:49
 PreLoadup-Time: 07/06/2012 09:45:23
 Loadup-Time: 07/06/2012 09:46:36
 Log-Time: 07/06/2012 09:49:15

System.NullReferenceException: A null value was found where an object instance was required.
#0: 0x0013d throw      in Awesome.Awesome.Motivator:Update (Sims3.Gameplay.Autonomy.Autonomy) ([309C3C40] )
#1: 0x00003 ret.void   in Sims3.Gameplay.Autonomy.Sims3.Gameplay.Autonomy.Autonomy:Update () ()
#2: 0x0026d ldthis     in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.SimUpdate:Simulate () ()
#3: 0x00027 leave.s    in ScriptCore.ScriptCore.ScriptProxy:Simulate () ()



Loaded Assemblies:
 Awesome
 Buzz_ScribblingPad
 NRaasErrorTrap: Version 55
 NRaasMasterController: Version 84
 NRaasMasterControllerCheats: Version 84
 NRaasOverwatch: Version 63
 NRaasSaver: Version 17
 NRaasSleepFreedom: Version 13
 NRaasWoohooer: Version 85
 ScriptCore
 SimIFace
 Sims3GameplayObjects
 Sims3GameplaySystems
 Sims3Metadata
 Sims3StoreObjects
 System
 System.Xml
 UI
 mscorlib
</Content>
</NRaas.ErrorTrap>

J. M. Pescado:
This is one of those mystery errors that, as best as I can tell, really has nothing to do with AwesomeMod since that particular piece of code is pretty much exactly the same as the EAxian version and does not contain anything different that could generate a nullref error, meaning it's the EAxis code that is causing that. The Awesome version actually has far MORE error trapping than the EAxian version, so you'd get this same error without it.

Basically, it means the sim in question is just plain corrupted.

sheenasan:
Hello, sorry to be a bother, but I am experiencing a bizarre glitch since the latest patch. When clicking on a build mode object in the catalog, the details it pulls up have a blank space where the larger picture should be, the word "moodlet" under it, and no color/design options. Buy mode objects display normally. In addition, some newly-placed walls (2nd story and above, 1st story functioned normally) appeared blue and would only show as "up" or "down", not cutaway.

I have removed every speck of custom content from my game except for Awesomemod to no avail; only when I removed Awesomemod did the objects display normally. I tested Awesomemod alone in a new town after deleting all caches but still found the bug.

edit: after additional testing, I found that using the config tool to disable improved object information allows build objects to function normally. However, prior to the recent update, that feature worked fine.

J. M. Pescado:
That was one of the things affected by the patch, so not surprised. Will have it fixed momentarily.

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