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1  TS2: Burnination / Oops! You Broke It! / Re: M&G jump bug - no other hacks or CC on: 2009 November 25, 20:51:07
[That sounds like a personal problem to me, soldier.

That it is.  But I'm happy with the configuration up to FT, and appreciate the help sorting out how M&G works and all.  I am glad to get back to playing with Awesome hacks--the constant "What's this?" and bed-making were such annoyances that it reminded me just how much I rely on the sanity-maintaining qualities of the Awesome hacks.  Again, thanks for the help. Smiley
2  TS2: Burnination / Oops! You Broke It! / Re: M&G jump bug - no other hacks or CC on: 2009 November 25, 06:02:28
I see.  *sigh*  I don't want to install AL because of the magic/witchcraft stuff.  I am not comfortable even playing with it (or not) on a fake level, and have gotten the impression that it's rather intrusive to the expansion.  Short of a hack that keeps all of that stuff locked up/not used in regular play, I don't know that I really want to install AL.  Otoh, I was looking forward to experimenting with the M&G stuff, but doesn't sound like that will work (and it's not so extensive that I can't live without it--I was enjoying my FT install).  I guess the easiest thing would be to uninstall, since I still have the whole set of hacks I had from before (and they didn't have any weird bugs that I can remember), and I think I backed up my old game data OK as well.

Thanks for the explanation of how the M&G code works and all--that's the first real concise explanation of why you might (and might not) want to use AL-compatible hacks with M&G, and all the complicatedness involved in that.
3  TS2: Burnination / Oops! You Broke It! / M&G jump bug - no other hacks or CC on: 2009 November 24, 21:36:19
I have all the EPs up through FT, and recently installed M&G so now I have all the SPs.  To start playing it, I took out all hacks but left in CC like walls and floors and stuff, and I had no issues or bugs of any sort playing with those.  However, as I started adding hacks, little by little, I ran into a major jump bug involving social interactions.  I can direct each person to do one action to someone else, but as soon as I try to queue another action, it cancels the whole queue and makes them jump.  Even trying to interact with anyone makes the currently selected sim change his or her face orientation entirely (they turn left or right in the little headshot pic that shows who you're controlling).  The only thing I added between when I didn't get the bug and when I did was the FFS collection.  So to double-check that it is indeed the FFS hacks and not some other CC, I took out *everything* CC, hacks, collections, clothing, floors, etc.  Then I put in only the FFS hacks--the AL set, as I'm hearing that M&G requires AL-compatible hacks due to using that game's engine.  (I put in most, left out a couple I knew I didn't want to play with--let me know if I need to list the ones I *didn't* use.)  I restarted the game with only those hacks and got the same error.  (I double-checked when it started and scrolled down the list of the content with warning flags to make sure that the FFS hacks were the only things listed, which they were.)  Forcing it to debug tells me that there's a problem executing the "SocialTestConstants" script.  It complains about sending a bad GUID, and the error always happens with the object being whoever I'm trying to direct to do something.

To the best of my knowledge, my game is fully patched, and I know it doesn't have any issues when I remove all CC and hacks.  Any ideas on this one?  More testing I should do?
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