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TS2: Burnination => The Podium => Topic started by: SnootCB on 2007 November 06, 22:19:57



Title: Portal problem
Post by: SnootCB on 2007 November 06, 22:19:57
One of my sims will likely have to move to a new lot due to a portal issue (I think).  The issue is that the lot lags excessively- and by that I mean that the game will play for a couple of seconds, then pause for a couple seconds- sort of like the lag you get when adopting a pet for the first time in a new 'hood when it has to spawn the adoptable pets.  It is just that one lot.  After I figured that out, I checked with boolprop and saw that the game thought a neighbor sim was on the lot, even though the only visible sim was the single playable that lived there.  I don't know if the visiting sim was trying to arrive or leave, but they are stuck.

At any rate, the only thing I can think of to do is to move the sim to a new lot.  Unfortunately I'm in the middle of making a story/movie about the sim and I need the new lot to be the same as the old one, but I don't have another copy in the lot bin.  So my question is, if I package the lot to a file and use Clean Installer to get rid of the trash, will I be able to move the sim into the copied lot without any portal problems?  Or will the copied lot still have issues?  I don't know if the portals are generated by the game when the lot is placed or if packaged lots include portals already.

All of that is assuming this is a portal problem.  If someone else thinks it sounds like another problem, please don't hesitate to say so.  Or if anyone can think of an easier/faster fix, I'm open to suggestions.


Title: Re: Portal problem
Post by: Emma on 2007 November 06, 22:23:53
Try Pescado's Lot Debugger. RTFM before using.

[edit] See how I good I am to you?

Here is the thread (http://www.moreawesomethanyou.com/smf/index.php/topic,72.0.html). This is the bit that will interest you and possibly fix your lot

Quote
VIII. CLEAR OFFWORLD LOITERERS
     Indiscriminately removes all sims loitering invisibly off-lot. May cause
     undesired side effects if used at the wrong time.

Just make sure you don't use it when walkbys/npc's are scheduled to enter the lot. ;)


Title: Re: Portal problem
Post by: SnootCB on 2007 November 06, 22:33:36
Thank you, I will try that.


Title: Re: Portal problem
Post by: Emma on 2007 November 06, 22:37:18
No problem, just thought though, don't use it while any kids are at school or sims are at work either. Make sure all your sims/pets are on the lot.


Title: Re: Portal problem
Post by: SnootCB on 2007 November 06, 23:47:27
The lot debugger does not give me the option to Clear Offworld Loiterers.  However, after letting the game run for about ten minutes, the stuck sim is still "on" the lot, even though she has not actually shown up.  I checked her lot and she seems fine otherwise.


Title: Re: Portal problem
Post by: dizzy on 2007 November 07, 03:13:55
A sim doesn't have to be visible to be physically present. In the case of a faded out sim still on the lot, they may wander and even socialize invisibly, though you cannot select them. As far as I know, the only fix for that may be to use a deleter (like the Deleter section of Insim or the Delete function on my teleport shrub hack).


Title: Re: Portal problem
Post by: cwykes on 2007 November 07, 08:02:01
If you want to know if a portal is missing, get Crammyboy's portal detector off MTS2.  If it's gone you need Erzengel's tutorial for getting them back.  The things that cause the portal bugs we know about have been fixed by eaxis, so unless you are running base game only or uni/NL unpatched, you don't need any of the fixes for the problems.  Here are the links out of my handy notepad file - they were still valid last time I looked - post back if they've changed please

http://www.modthesims2.com/showthread.php?t=83684  ..prevention and detection by Crammyboy
http://www.modthesims2.com/showthread.php?t=79045  .. fixing missing portals by Erzengel

Of course blocked portals are also a problem and this won't ID them for you.  You can find them with Inge's portal revealer
http://www.modthesims2.com/showthread.php?t=251392

I haven't found the off world loiterers option on recent debugeers.  Is it still there? I use Inge's teleporter shrub to get rid of non-residents.  http://www.moreawesomethanyou.com/smf/index.php/topic,2757.0.html


Title: Re: Portal problem
Post by: Emma on 2007 November 07, 09:07:34
Is it a 'shift and click' in debug option? I can't remember.


Title: Re: Portal problem
Post by: SnootCB on 2007 November 07, 15:34:54
Quote from: cwykes
If you want to know if a portal is missing, get Crammyboy's portal detector off MTS2.  If it's gone you need Erzengel's tutorial for getting them back.  The things that cause the portal bugs we know about have been fixed by eaxis, so unless you are running base game only or uni/NL unpatched, you don't need any of the fixes for the problems.
Thank you for the helpful links.  I do not have access to my game atm, but I shall try those things out when I do.

Quote
I haven't found the off world loiterers option on recent debugeers.  Is it still there?
Quote from: Emma
Is it a 'shift and click' in debug option?
I did check the shift+click options, and it wasn't there.  Perhaps it is one of those options that is only available under certain circumstances?

Quote from: dizzy
A sim doesn't have to be visible to be physically present. In the case of a faded out sim still on the lot, they may wander and even socialize invisibly, though you cannot select them. As far as I know, the only fix for that may be to use a deleter (like the Deleter section of Insim or the Delete function on my teleport shrub hack).
This is entirely possible, esp if it is the case that the lot debugger only shows the option to Clear Offworld Loiterers when ther are offworld loiterers.  I'd rather not download the Insim zeppelin, but I have been meaning to try out your teleport shrub thing anyway.  Thank you for suggesting it.


Title: Re: Portal problem
Post by: Emma on 2007 November 07, 15:40:41
The only other thing I would suggest is, turn off debugging, and force errors on inworld and offworld on the Lot Debugger. Save first though, just in case. As before make sure sims are idle and all at home, and no-one is scheduled to arrive on-lot.