More Awesome Than You!

Awesomeware => AwesomeMod! => Topic started by: J. M. Pescado on 2010 February 17, 05:42:41



Title: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2010 February 17, 05:42:41
THIS SPACE FOR RENT


Title: Re: AwesomeMod Bug Report Thread
Post by: Death-Jester on 2011 October 19, 08:56:38
I've started to grow a little bored with Sims, so I thought I would try installing Pets to see if it works with AM (and if it doesn't, I'm not bothered at the moment). Although the game started up with no critical mimatch errors, and the new world loaded up fine, I cannot use the Create a Household function. I click the button, and it make a click sound, but then nothing happens. I can still place pre-created sims in houses, and they seem to play fine, but I cannot create any new households.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 October 19, 12:22:29
Nothing, you say? It worked for me in testing on 1.2.6, but no Pets.


Title: Re: AwesomeMod Bug Report Thread
Post by: Death-Jester on 2011 October 19, 12:54:10
I just tried using Pets with no mods, and it worked fine. I am running a handful of 'official' CC, AM, and NRAAS Mastercontroller (purely to fix Mixologists in bars when they stop doing their jobs!). I'll try removing NRAAS and see if that's the culprit.


Title: Re: AwesomeMod Bug Report Thread
Post by: Death-Jester on 2011 October 19, 13:29:59
Okay, it seems NRAAS was stopping the game entering Create a Household, but now I found a different issue, which is caused by AM, I took a screenshot of it:

http://imageshack.us/photo/my-images/171/amcahbug.jpg/

There's no premade Sims showing up, and most of the buttons cannot be clicked. The only clickable buttons are the top set, but clicking them doesn't change what you see (ie nothing!).

The only CC I have is some store content, nointro, and AM.


PS: Sorry for double post, but it won't let me edit my first post.


Title: Re: AwesomeMod Bug Report Thread
Post by: Goggalor on 2011 October 19, 13:39:15
Have the same simbin issue as Death-Jester, default config AM only.

In the new neighborhood I get bombarded with error messages similar to those posted a bit up in the thread, but about a wild horse. Example:

Quote
Stupid EAxis Fail! on Wild Horse System.NullReferenceException: A null value was found where an object instance was required. #0: 0x00058 callvirt in Sims3.Gameplay.Skills.Sims3.Gameplay.Skills.SkillManager:GetPetSkillFatigueRate () () #1: 0x0072e callvirt in Sims3.Gameplay.Autonomy.Sims3.Gameplay.Autonomy.Motive:UpdateMotiveWithDecay (single,single,Sims3.Gameplay.Actors.Sim) (2D77D7C0 [0.0182231] [10.9369] [2C615330] ) #2: 0x00066 call in Sims3.Gameplay.Autonomy.Sims3.Gameplay.Autonomy.Motive:Update (single,single,Sims3.Gameplay.Actors.Sim) (2D77D7C0 [0.0182231] [10.9369] [2C615330] ) #3: 0x0003f callvirt in Sims3.Gameplay.Autonomy.Sims3.Gameplay.Autonomy.Motives:UpdateMotives (single,Sims3.Gameplay.Actors.Sim) (1E34B6D8 [1.09338] [2C615330] ) #4: 0x00060 ldarg.o in Awesome.Awesome.Motivator:Update (Sims3.Gameplay.Autonomy.Autonomy) ([2C582E00] ) #5: 0x00003 ret.void in Sims3.Gameplay.Autonomy.Sims3.Gameplay.Autonomy.Autonomy:Update () () #6: 0x0026d ldthis in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.SimUpdate:Simulate () () #7: 0x00022 ldc.i4.0 in ScriptCore.ScriptCore.ScriptProxy:Simulate () ()


Title: Re: AwesomeMod Bug Report Thread
Post by: Death-Jester on 2011 October 19, 13:48:22
Have the same simbin issue as Death-Jester, default config AM only.


Good to hear. Well, not good for you, but at least it's not something I have buggered up :)


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 October 19, 14:13:56
Issue should be fixed now. Wild Horse Issue is a mystery, since the code that generates it is EAxian in origin and should never do that...but it's EAxian code, so...


Title: Re: AwesomeMod Bug Report Thread
Post by: Slymenstra on 2011 October 19, 16:23:30
While in Create a Household & editing the relationships I crash to the desktop.

I only have awesome mod (the latest with the horse fixes) I have Pets & all the patches.  When I take awesome mod out, I can edit relationships again. I had been making a toddler the child of a young adult at the time if that makes any difference.


Title: Re: AwesomeMod Bug Report Thread
Post by: PA on 2011 October 19, 16:36:08
I had the same issue, crash to desktop editing relationships in CAS.

ETA:  NRaas Error Trap caught nearly 500 of these in Appaloosa Plains on a fresh start of the new town; only mentioning it because it mentions Awesome.

Quote
No Proxy
 Counter: 490
 Sim-Time: Sun. at 10:00 AM
 Real-Time: 10/19/2011 14:45:39

System.NullReferenceException: A null value was found where an object instance was required.
#0: 0x00035 callvirt   in Sims3.Gameplay.CAS.Sims3.Gameplay.CAS.CASLogic:GetRandomBlendAmounts () ()
#1: 0x0001b callvirt   in Awesome.Helpers.Awesome.Helpers.Genetics:ReplacePuddingface (Sims3.SimIFace.CAS.SimBuilder) ([2879DCB0] )
#2: 0x00157 call       in Sims3.Gameplay.CAS.Sims3.Gameplay.CAS.Genetics:MakeSim (Sims3.SimIFace.CAS.SimBuilder,Sims3.SimIFace.CAS.CASAgeGenderFlags,Sims3.SimIFace.CAS.CASAgeGenderFlags,Sims3.SimIFace.ResourceKey,single,Sims3.SimIFace.Color[],Sims3.SimIFace.WorldName,uint) ([00000000] [16] [4096] [vt:4B9E12DC] [0.537141] [188E4D80] [206620013] [-1] )
#3: 0x0003f call       in Sims3.Gameplay.CAS.Sims3.Gameplay.CAS.Genetics:MakeSim (Sims3.SimIFace.CAS.CASAgeGenderFlags,Sims3.SimIFace.CAS.CASAgeGenderFlags,Sims3.SimIFace.WorldName,uint) ([16] [4096] [206620013] [-1] )
#4: 0x00017 call       in Sims3.Gameplay.CAS.Sims3.Gameplay.CAS.Genetics:MakeSim (Sims3.SimIFace.CAS.CASAgeGenderFlags) ([16] )
#5: 0x000a0 call       in Sims3.Gameplay.Services.Sims3.Gameplay.Services.Service:CreateSimDescriptionInternal (Sims3.Gameplay.Services.Service,string,Sims3.SimIFace.CAS.CASAgeGenderFlags,Sims3.SimIFace.CAS.CASAgeGenderFlags,Sims3.SimIFace.WorldName,bool&) ([18157AF0] [00000000] [16]
  • [206620013] [1268650404] )
#6: 0x00015 call       in Sims3.Gameplay.Services.Sims3.Gameplay.Services.Service:CreateSimDescription (Sims3.Gameplay.Services.Service,Sims3.SimIFace.CAS.CASAgeGenderFlags,Sims3.SimIFace.CAS.CASAgeGenderFlags) ([18157AF0] [16]
  • )
#7: 0x00023 call       in Sims3.Gameplay.Services.Sims3.Gameplay.Services.Service:CreateOrUpdateServiceNpc (Sims3.Gameplay.CAS.SimDescription,Sims3.Gameplay.Core.Lot) (18157AF0 [00000000] [00000000] )
#8: 0x00006 call       in Sims3.Gameplay.Services.Sims3.Gameplay.Services.Service:CreateNewNPCForPool (Sims3.Gameplay.Core.Lot) (18157AF0 [00000000] )


Title: Re: AwesomeMod Bug Report Thread
Post by: adelewen on 2011 October 19, 22:03:22
Having the same horse issue as Goggalor, but it's not just wild horses. Using a horse in the household and having them interact with an object that would create fatigue, such as the racing posts, the error will pop up. However, the exercise meter still fills and the thirst goes down. This happens every time a horse interacts with something that will cause fatigue. No idea if fatigue actually works since I haven't tested yet.


Title: Re: AwesomeMod Bug Report Thread
Post by: freckles on 2011 October 19, 22:45:58
I had the same issue, crash to desktop editing relationships in CAS.

ETA:  NRaas Error Trap caught nearly 500 of these in Appaloosa Plains on a fresh start of the new town; only mentioning it because it mentions Awesome.

Quote
No Proxy
 Counter: 490
 Sim-Time: Sun. at 10:00 AM
 Real-Time: 10/19/2011 14:45:39

System.NullReferenceException: A null value was found where an object instance was required.
#0: 0x00035 callvirt   in Sims3.Gameplay.CAS.Sims3.Gameplay.CAS.CASLogic:GetRandomBlendAmounts () ()
#1: 0x0001b callvirt   in Awesome.Helpers.Awesome.Helpers.Genetics:ReplacePuddingface (Sims3.SimIFace.CAS.SimBuilder) ([2879DCB0] )
#2: 0x00157 call       in Sims3.Gameplay.CAS.Sims3.Gameplay.CAS.Genetics:MakeSim (Sims3.SimIFace.CAS.SimBuilder,Sims3.SimIFace.CAS.CASAgeGenderFlags,Sims3.SimIFace.CAS.CASAgeGenderFlags,Sims3.SimIFace.ResourceKey,single,Sims3.SimIFace.Color[],Sims3.SimIFace.WorldName,uint) ([00000000] [16] [4096] [vt:4B9E12DC] [0.537141] [188E4D80] [206620013] [-1] )
#3: 0x0003f call       in Sims3.Gameplay.CAS.Sims3.Gameplay.CAS.Genetics:MakeSim (Sims3.SimIFace.CAS.CASAgeGenderFlags,Sims3.SimIFace.CAS.CASAgeGenderFlags,Sims3.SimIFace.WorldName,uint) ([16] [4096] [206620013] [-1] )
#4: 0x00017 call       in Sims3.Gameplay.CAS.Sims3.Gameplay.CAS.Genetics:MakeSim (Sims3.SimIFace.CAS.CASAgeGenderFlags) ([16] )
#5: 0x000a0 call       in Sims3.Gameplay.Services.Sims3.Gameplay.Services.Service:CreateSimDescriptionInternal (Sims3.Gameplay.Services.Service,string,Sims3.SimIFace.CAS.CASAgeGenderFlags,Sims3.SimIFace.CAS.CASAgeGenderFlags,Sims3.SimIFace.WorldName,bool&) ([18157AF0] [00000000] [16]
  • [206620013] [1268650404] )
#6: 0x00015 call       in Sims3.Gameplay.Services.Sims3.Gameplay.Services.Service:CreateSimDescription (Sims3.Gameplay.Services.Service,Sims3.SimIFace.CAS.CASAgeGenderFlags,Sims3.SimIFace.CAS.CASAgeGenderFlags) ([18157AF0] [16]
  • )
#7: 0x00023 call       in Sims3.Gameplay.Services.Sims3.Gameplay.Services.Service:CreateOrUpdateServiceNpc (Sims3.Gameplay.CAS.SimDescription,Sims3.Gameplay.Core.Lot) (18157AF0 [00000000] [00000000] )
#8: 0x00006 call       in Sims3.Gameplay.Services.Sims3.Gameplay.Services.Service:CreateNewNPCForPool (Sims3.Gameplay.Core.Lot) (18157AF0 [00000000] )

Having the same problem. Fresh town and I have pets installed to.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 October 20, 00:50:24
Are you using the current version?


Title: Re: AwesomeMod Bug Report Thread
Post by: PA on 2011 October 20, 01:17:31
Yes, it's the version as of this morning, 10/19.  Just to be sure, I re-downloaded it and tried again, and within a few moments of playing the new town racked up 115 of the same error, all caught by Error Trap, plus what looked like the Stupid EAxis Fail re: Wild Horses.


Title: Re: AwesomeMod Bug Report Thread
Post by: witch on 2011 October 20, 01:29:43
Wild, wild horses, couldn't drag me away...


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 October 20, 01:52:06
Try new version.


Title: Re: AwesomeMod Bug Report Thread
Post by: blackninja on 2011 October 20, 06:00:52
I just tried playing Pets today with AM, but the game crashes to desktop within a couple minutes everytime.  I'm not using any other mods, but do have all EA released store items in package form.  I just recently got back into Sims this past week, so I don't know how to post errors messages like others did, but will with instruction or direction to where I could find that information. Thanks for help.


Title: Re: AwesomeMod Bug Report Thread
Post by: kjjnesb on 2011 October 20, 06:12:01
I just tried playing Pets today with AM, but the game crashes to desktop within a couple minutes everytime.  I'm not using any other mods, but do have all EA released store items in package form.  I just recently got back into Sims this past week, so I don't know how to post errors messages like others did, but will with instruction or direction to where I could find that information. Thanks for help.

Having this same problem as well


Title: Re: AwesomeMod Bug Report Thread
Post by: Goggalor on 2011 October 20, 06:37:27
Game crashes after a short while here too. No more horse messages, but there's some excessive pet motive depletion when using the "train to hunt" command. The poor dog's motives went from full to depleted in about 15 sim minutes. Does not happen without AM.

EDIT Got another error:

Quote
  <Error>ROUTING ERROR!

System.NullReferenceException: A null value was found where an object instance was required.
#0: 0x00035 callvirt   in Sims3.Gameplay.CAS.Sims3.Gameplay.CAS.CASLogic:GetRandomBlendAmounts () ()
#1: 0x0001b callvirt   in Awesome.Helpers.Awesome.Helpers.Genetics:ReplacePuddingface (Sims3.SimIFace.CAS.SimBuilder) ([2D4A85B0] )
#2: 0x00157 call       in Sims3.Gameplay.CAS.Sims3.Gameplay.CAS.Genetics:MakeSim (Sims3.SimIFace.CAS.SimBuilder,Sims3.SimIFace.CAS.CASAgeGenderFlags,Sims3.SimIFace.CAS.CASAgeGenderFlags,Sims3.SimIFace.ResourceKey,single,Sims3.SimIFace.Color[],Sims3.SimIFace.WorldName,uint) ([00000000] [16] [8192] [vt:2D4F05FC] [0.186489] [1C178E58] [206620013] [-1] )
#3: 0x0003f call       in Sims3.Gameplay.CAS.Sims3.Gameplay.CAS.Genetics:MakeSim (Sims3.SimIFace.CAS.CASAgeGenderFlags,Sims3.SimIFace.CAS.CASAgeGenderFlags,Sims3.SimIFace.WorldName,uint) ([16] [8192] [206620013] [-1] )
#4: 0x00098 call       in Sims3.Gameplay.Services.Sims3.Gameplay.Services.Service:CreateSimDescriptionInternal (Sims3.Gameplay.Services.Service,string,Sims3.SimIFace.CAS.CASAgeGenderFlags,Sims3.SimIFace.CAS.CASAgeGenderFlags,Sims3.SimIFace.WorldName,bool&) ([00000000] [00000000] [16] [8192] [206620013] [760153188] )
#5: 0x0001c call       in Sims3.Gameplay.Services.Sims3.Gameplay.Services.Service:CreateSimDescription (Sims3.Gameplay.Services.Service,string,string,string,Sims3.SimIFace.CAS.CASAgeGenderFlags,Sims3.SimIFace.CAS.CASAgeGenderFlags,Sims3.SimIFace.WorldName,bool&) ([00000000] [00000000] [1BF71280] [1BF30EA0] [16] [8192] [206620013] [760153188] )
#6: 0x00085 call       in Sims3.Gameplay.Objects.Vehicles.Sims3.Gameplay.Objects.Vehicles.NpcDriversManager:CreateNpcDriver (Sims3.Gameplay.Objects.Vehicles.NpcDriversManager/NpcDrivers) (1B7FF060 [-1781525439] )
#7: 0x00009 callvirt   in Sims3.Gameplay.Objects.Vehicles.Sims3.Gameplay.Objects.Vehicles.Taxi:CreateDriver () ()
#8: 0x00009 callvirt   in Sims3.Gameplay.Objects.Vehicles.Sims3.Gameplay.Objects.Vehicles.CarNpcManager:CreateNpcCarWithDriver (Sims3.Gameplay.Objects.Vehicles.CarNpcManager/NpcCars) (1B7849C0 [1014009929] )
#9: 0x0001b callvirt   in Sims3.Gameplay.Objects.Vehicles.Sims3.Gameplay.Objects.Vehicles.Vehicle:CreateTaxi () ()
#10: 0x000a4 call       in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.Sim:GetVehicle (Sims3.Gameplay.Core.Lot) (2C9CF660 [1C745920] )
#11: 0x00059 callvirt   in Sims3.Gameplay.Routing.Sims3.Gameplay.Routing.GetInVehicleRouteAction:PerformAction () ()
#12: 0x00109 callvirt   in Sims3.Gameplay.ObjectComponents.Sims3.Gameplay.ObjectComponents.RoutingComponent:DoRoute (Sims3.SimIFace.Route) (1C977180 [1C343D80] )
#13: 0x000b9 stloc.u1   in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.SimRoutingComponent:DoSingleRoute (Sims3.SimIFace.Route,bool) (1C977180 [1C343D80] [1] )
#14: 0x000eb stloc.u1   in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.SimRoutingComponent:DoRoute (Sims3.SimIFace.Route) (1C977180 [1C343D80] )
#15: 0x001a3 stloc.u1   in Awesome.Macro.Awesome.Macro.Nav:NavigateTo (Sims3.Gameplay.Actors.Sim,Sims3.Gameplay.Interfaces.IGameObject,Awesome.NavModes) ([2C9CF660] [1B502BD0]
  • )
#16: 0x00032 stloc.i4   in Awesome.RabbitHoles.Awesome.RabbitHoles.RomanceInRabbitHoleWith:RouteToDate (Sims3.Gameplay.Interfaces.IGameObject) (1BDCF240 [1BC54660] )
#17: 0x0005f brtrue.i4.s in Awesome.RabbitHoles.Awesome.RabbitHoles.RomanceInRabbitHoleWith:Run () ()
#18: 0x000b4 stloc.u1   in Sims3.Gameplay.Interactions.Sims3.Gameplay.Interactions.InteractionInstance:RunInteractionWithoutCleanup () ()
#19: 0x00337 stloc.u1   in Sims3.Gameplay.ActorSystems.Sims3.Gameplay.ActorSystems.InteractionQueue:ProcessOneInteraction () ()
#20: 0x0010c stfld.u1   in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.Sim:DoInteraction () ()
#21: 0x00015 br.s       in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.Sim:Simulate () ()
#22: 0x00022 ldc.i4.0   in ScriptCore.ScriptCore.ScriptProxy:Simulate () ()
</Error>


Title: Re: AwesomeMod Bug Report Thread
Post by: RebelRed on 2011 October 20, 06:40:17
Running Game Version 1.26.89.013017, using AM only. I do not have PETS.  Game crashes to desktop while editing relationships in CAH also. I am running the version of Am I uploaded at 1:00am this morning.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 October 20, 07:11:11
Should be fixed now.


Title: Re: AwesomeMod Bug Report Thread
Post by: Death-Jester on 2011 October 20, 07:50:19
I think there's something hinky with AM still. My sim couldn't get a taxi to places, the travel action would just drop out of the queue unless it was within walking distance.

I thought it might be NRAAS, but it still persisted when I removed that, so I put it back in, and also added The ErrorTrap.
When running the Sims again, I still had the problem with the taxis, but now ErrorTrap was going berserk, throwing up hundreds of errors. I also noticed the icecream van didn't have a driver, which I think correlates to these lines in the ScriptError file:

Quote
Sims3.Gameplay.Services.Sims3.Gameplay.Services.Service:CreateSimDescription (Sims3.Gameplay.Services.Service,Sims3.SimIFace.CAS.CASAgeGenderFlags,Sims3.SimIFace.CAS.CASAgeGenderFlags) ([23413700] [32]
  • )
#7: 0x00023 call       in Sims3.Gameplay.Services.Sims3.Gameplay.Services.Service:CreateOrUpdateServiceNpc (Sims3.Gameplay.CAS.SimDescription,Sims3.Gameplay.Core.Lot) (23413700 [00000000] [00000000] )
#8: 0x00006 call       in Sims3.Gameplay.Services.Sims3.Gameplay.Services.Service:CreateNewNPCForPool (Sims3.Gameplay.Core.Lot) (23413700 [00000000] )
#9: 0x00013 callvirt   in Sims3.Gameplay.Services.Sims3.Gameplay.Services.Service:CheckIfSimShouldBeAddedToPool () ()
#10: 0x00004 call       in Sims3.Gameplay.Services.Sims3.Gameplay.Services.Service:Simulate () ()
#11: 0x00023 callvirt   in Sims3.Gameplay.Services.Sims3.Gameplay.Services.Services:Simulate () ()
#12: 0x00023 callvirt   in ScriptCore.ScriptCore.ScriptProxy:Simulate () ()

There are lots of lines similar to that in ScriptError.



Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 October 20, 09:42:05
Issue should be fixed now.


Title: Re: AwesomeMod Bug Report Thread
Post by: Death-Jester on 2011 October 20, 11:39:54
I don't want to be the guy that pisses on your chips, but I just had another crash. Here's the full ScriptError:

Quote
<?xml version="1.0" encoding="utf-8"?>
<NRaas.ErrorTrap>
<ModVersion value="45"/>
<GameVersion value="10.0.96.013001"/>
<BuildVersion value="0.2.0.164"/>
<Installed="CurrentTip"/>
<Enumerator value="1"/>
<Content>


-- Script Errors --


Object:

 Name: Skedaddle Darnell
 Type: Sims3.Gameplay.Actors.Sim
 Object id: 0x2b9900416e8d4f90
 Position: (673.9138, 52.2199, 795.4749)
 Room id: 0
 Level: 0
 Flags: InWorld, IsUsed
 Lot: Sims3.Gameplay.Core.WorldLot
 Lot Name:
 Lot Address:
 World: AppaloosaPlains
 OnVacation: False
 Household: Darnell
 LotHome: The Painted Lady - 1br, 1.5ba
SimDescription:

 Name: Skedaddle Darnell
 Age: Adult
 Gender: Female
 SimDescriptionId: 3141542499305254144
 LotHomeId: 0
 HomeWorld: AppaloosaPlains
 Species: Horse
 Household: Darnell
 Occult: None
 Lot: The Painted Lady - 1br, 1.5ba
 Address: 1812 Ednamary Way

Interactions:
1: Be Dismounted
Sims3.Gameplay.Actors.Sim+BeingDismounted+Definition
Sims3.Gameplay.Actors.Sim+BeingDismounted+Definition

 Counter: 1
 Sim-Time: Sun. at 12:00 PM
 Real-Time: 10/20/2011 12:39:37

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) ([2DD758C0] )
#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
 NRaasErrorTrap: Version 45
 NRaasMasterController: Version 65
 NRaasMasterControllerIntegration: Version 64
 PutAwayBooks
 ScriptCore
 SimIFace
 Sims3GameplayObjects
 Sims3GameplaySystems
 Sims3Metadata
 Sims3StoreObjects
 StoreObjectsFountainOfYouth
 StoreObjectsHollywoodRegencyWindChimes
 StoreProducesFridge
 System
 System.Xml
 UI
 mscorlib
</Content>
</NRaas.ErrorTrap>


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 October 20, 13:43:09
That's not a crash. In fact, that's apparently an EAxis specific error that I normally no longer show to people except if AwesomeDebug is enabled, because, well, I have no idea what causes it or why, since that code branch is just a snowclone and I've checked it many, many times. Does it persist? Sometimes the game just borks.


Title: Re: AwesomeMod Bug Report Thread
Post by: Cyron on 2011 October 20, 14:13:30
I get a core mismatch error (latest awesomemod version) when I start the game (Pets EP installed). Is this normal behavior because awesomemod is not built for Pets yet (at least the download page says so)?


Title: Re: AwesomeMod Bug Report Thread
Post by: Versus on 2011 October 20, 14:39:35
So I went to go buy a horse at the Equestrian Center.

(http://farm7.static.flickr.com/6108/6263324669_0526b269aa.jpg)

A couple of the other horses there also has had a couple other Awesomemod traits randomly selected by the game: Chosen & Blind


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 October 20, 17:14:34
Should be fixed now, those traits should no longer be valid for animals.


Title: Re: AwesomeMod Bug Report Thread
Post by: RebelRed on 2011 October 20, 18:40:36
FML. Crashes to desktop with AM only, no Pets running 1.26.  Can edit relationships in CAH, but after moving family into a home crashes after 5 seconds of play.


Title: Re: AwesomeMod Bug Report Thread
Post by: kjjnesb on 2011 October 20, 19:25:10
Ditto to the above I'm in the world overview for a few seconds then it crashes.


Title: Re: AwesomeMod Bug Report Thread
Post by: IAmTheRad on 2011 October 20, 19:30:49
I'm in game for a few seconds then it crashes as well.


Title: Re: AwesomeMod Bug Report Thread
Post by: Nivaya on 2011 October 20, 19:51:28
Same here. Game crashes even with just awesomemod after seconds of gameplay. 1.26, but with Pets.

This. Initially it seemed for me that it was crashing at 12 noon each time, but on later attempts, it would happen somewhat earlier. Point is, with AM only, I get as far as loading, choosing my household, and between 3 and 5 hours in-game hours of play before unceremonious CTD, in any given household.


Title: Re: AwesomeMod Bug Report Thread
Post by: Maranatah on 2011 October 20, 20:00:50
Same here. Random crashes after about a minute of playing. All EP's (incl. Pets), HELS and latest patches.


Title: Re: AwesomeMod Bug Report Thread
Post by: Death-Jester on 2011 October 20, 20:06:53
Yes, this seems to be the problem I have too.
No ScriptError files, so no way of knowing for sure, but it just seems to crash after a minute of play. My sim freezes, then a second or two after I get the crash.


Title: Re: AwesomeMod Bug Report Thread
Post by: blackninja on 2011 October 20, 20:51:42
After browsing google it seems that this crashing error is cause by EA rather than AM. I havn't been able to find any outside fixes for it yet though.  Good luck to you Pescado in fixing this problem, hopefully it gets resolved soon because I am itching to play with my new kitty and doggy.


Title: Re: AwesomeMod Bug Report Thread
Post by: Moryrie on 2011 October 20, 21:08:37
I haven't had a crash without AM, but I get them frequently with AM.


Title: Re: AwesomeMod Bug Report Thread
Post by: Maranatah on 2011 October 20, 21:12:15
I second that. No crashes after I removed AM.


Title: Re: AwesomeMod Bug Report Thread
Post by: darkbard on 2011 October 20, 21:20:09
Same, no crashes once AM is removed.

As far as the EA crashing issue, some of it is being caused by people trying to play Pets with shitty and unsupported video cards. Other people with high end video cards have fixed the crashing by enabling the Advanced Rendering option in the game's graphic settings. Updated drivers seem to help some folks. And turning down the graphics on video cards that are borderline has helped others. Also the mac client has been crashing since the Pets patch. Shoddy programming is shoddy, EA.


Title: Re: AwesomeMod Bug Report Thread
Post by: blackninja on 2011 October 20, 21:26:06
I, sadly, am still getting crashes after removing AM.  I will try making sure my drivers are updated, and check my graphics.  Does Pets require a higher end card than the rest of the Sims 3 expansions? That might be a problem for me.


Title: Re: AwesomeMod Bug Report Thread
Post by: Skadi on 2011 October 20, 21:59:23
Updated to AM version 2011-Oct-20 19:15:40
Only hacks/mods installed are AM and Error Trap.
Using FPS and 3 booter to launch.
Previously the game was running with twallan's stuff with no crashes.

Loaded, got into house, hit play.
All the sims had their queues drop and the horse was reset to the mail box. Paused again to re-queue interactions. Hit play, after about 3 seconds got the "Sims 3 has stoppped working" message. CTD.

No error trap notifications this time.


Title: Re: AwesomeMod Bug Report Thread
Post by: Moryrie on 2011 October 20, 22:01:21
I, sadly, am still getting crashes after removing AM.  I will try making sure my drivers are updated, and check my graphics.  Does Pets require a higher end card than the rest of the Sims 3 expansions? That might be a problem for me.
It does require a better card, but if your pets do not look like oddly warped freaky things, reminiscent of adult CC enabled for toddlers, you probably don't need the upgrade.


Title: Re: AwesomeMod Bug Report Thread
Post by: Death-Jester on 2011 October 20, 22:07:07
As soon as I removed AM my crashes stopped, and I'm running 2 GTX 470's in SLI.


Title: Re: AwesomeMod Bug Report Thread
Post by: RebelRed on 2011 October 20, 22:25:47
Wouldn't have posted unless I was sure. Removed AM and crashing stopped.


Title: Re: AwesomeMod Bug Report Thread
Post by: Meteora on 2011 October 20, 22:36:04
AwesomeMod seems to be semi-working for me. The game runs perfectly fine if I just leave the sims to their own, but the moment I use a object in the house (namely the toliet or filling the pet bowl, just 'cause) the game just crashes. Was running in window mode. I took out AM and it suddenly stopped crashing. I do have some other mods from NRaas but Delphy's Dashboard doesn't report any conflicts with AM, unless there's something I don't know about. I have yet to try AM without the NRaas mods to see if it was a mod conflict.

Crash report includes "DasmX86Dll.dll not found" but I already read that its basically got nothing to do with the crash. I am using a GTX 465 and a Intel Q8200 (gimps the hell out of my video card but there's nothing I can do about it at the moment with my finance), so I presume it has nothing to do with computer specs.


Title: Re: AwesomeMod Bug Report Thread
Post by: blackninja on 2011 October 20, 22:40:01
I, sadly, am still getting crashes after removing AM.  I will try making sure my drivers are updated, and check my graphics.  Does Pets require a higher end card than the rest of the Sims 3 expansions? That might be a problem for me.
It does require a better card, but if your pets do not look like oddly warped freaky things, reminiscent of adult CC enabled for toddlers, you probably don't need the upgrade.

Oh see, I have encountered that problem where my kitty kat turns into Jack Skeleington (Seriously looks like him cause I used the skeleton coat on my kitty). It occurs for only a second or two, but it seems that would indicate that my card is not powerful enough.  Looks like I'll have to get a new one soon.  Can I lower graphics to possibly keep the game running?

Edit: Even after turning down almost all my graphics from high to medium or low, and disableing advanced rendering, the game still crashes after a few seconds of play without AM or any other third party mods.  I don't know what to do, but this is so not good.


Title: Re: AwesomeMod Bug Report Thread
Post by: Beldara on 2011 October 20, 22:48:11
same problem here. Random CTD after a few seconds of playing.  It doesn't appear to be AM since there's no error messages, but it does work fine with no mods running at all  :-[

Everything patched. Latest version of AM. I have an Nvidia GTX 470, with latest drivers, so more than enough to handle the Sims. 


Title: Re: AwesomeMod Bug Report Thread
Post by: GrandKaiser on 2011 October 21, 00:12:27
No crashes, no CTDs.

Game hung up infinitely upon viewing pet lifetime reward screen

(Only using AM)


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 October 21, 01:10:45
I am unable to reproduce the random crashing at the moment, nor identify its apparent cause. Be sure that you are using the latest version, as versions change frequently at this time. DO NOT ATTACH XCPT LOGS, they are EVEN MORE USERESS THAN WHINE.

AS for the game allegedly crashing when removed, no doubt a coincidence caused by the fact that you can't actually play the game in that state, so stop quickly.


Title: Re: AwesomeMod Bug Report Thread
Post by: ladynred on 2011 October 21, 02:03:34
I also re downloaded just to be sure and it is still crashing. I also removed all my CC and checked again still crashed.


Title: Re: AwesomeMod Bug Report Thread
Post by: wyvern on 2011 October 21, 02:06:49
Got the following error:

Code:
YOUR NEIGHBORHOOD IS CORRUPT AND HAS EXPLODED IN A BFBVFS!

System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
#0: 0x00049 throw      in System.Collections.Generic.System.Collections.Generic.Dictionary`2:get_Item (Sims3.SimIFace.CAS.OutfitCategories) (20FF12E0 [2] )
#1: 0x00064 callvirt   in Sims3.Gameplay.ActorSystems.Sims3.Gameplay.ActorSystems.AgingState:PreInstantiateSim (Sims3.SimIFace.ResourceKey&) (19142700 [vt:3E29C52C] )
#2: 0x00034 ldloc.u1   in Sims3.Gameplay.CAS.Sims3.Gameplay.CAS.SimDescription:Instantiate (Sims3.SimIFace.Vector3,Sims3.SimIFace.ResourceKey,bool,bool) (44A1F490 [vt:3E29C4FC] [vt:3E29C50C] [1] [0] )
#3: 0x00018 vtresult   in Sims3.Gameplay.CAS.Sims3.Gameplay.CAS.SimDescription:Instantiate (Sims3.SimIFace.Vector3,Sims3.SimIFace.ResourceKey,bool) (44A1F490 [vt:3E29C464] [vt:3E29C474] [1] )
#4: 0x00014 vtresult   in Sims3.Gameplay.CAS.Sims3.Gameplay.CAS.SimDescription:Instantiate (Sims3.SimIFace.Vector3,Sims3.SimIFace.ResourceKey) (44A1F490 [vt:3E29C3D4] [vt:3E29C3E4] )
#5: 0x00010 vtresult   in Sims3.Gameplay.CAS.Sims3.Gameplay.CAS.SimDescription:Instantiate (Sims3.SimIFace.Vector3) (44A1F490 [vt:3E29C35C] )
#6: 0x00060 vtresult   in Sims3.Gameplay.CAS.Sims3.Gameplay.CAS.SimDescription:SendSimHome () ()
#7: 0x0009c leave.s    in Awesome.Economy.Awesome.Economy.MovingModel:SendSimsHomeFrom (System.Collections.Generic.List`1,Sims3.Gameplay.Core.Lot) ([1828261338034732608/0x195f4a001a23fe40] [00000000] )
#8: 0x0000e ret.void   in Awesome.Economy.Awesome.Economy.MovingModel:SendSimsHomeFrom (Sims3.Gameplay.CAS.Household,Sims3.Gameplay.Core.Lot) ([587D3270] [00000000] )
#9: 0x000e1 ldc.i4.s   in Awesome.StoryBus.Toadings.Awesome.StoryBus.Toadings.FindHome:Execute () ()
#10: 0x00077 brfalse.i4.s in Awesome.StoryBus.Awesome.StoryBus.Fambly:Toad () ()
#11: 0x0000f pop        in Awesome.StoryBus.Awesome.StoryBus.ToadMachine:BuyARandomToading () ()
#12: 0x00026 leave.s    in Awesome.StoryBus.Awesome.StoryBus.Driver:OnTimer () ()
#13: 0x00000            in Sims3.Gameplay.Utilities.Sims3.Gameplay.Utilities.AlarmTimerCallback:Invoke () ()
#14: 0x000f7 leave.s    in Sims3.Gameplay.Utilities.Sims3.Gameplay.Utilities.AlarmManager:Simulate () ()
#15: 0x00009 ldthis     in Sims3.Gameplay.Core.Sims3.Gameplay.Core.Lot:Simulate () ()
#16: 0x00022 ldc.i4.0   in ScriptCore.ScriptCore.ScriptProxy:Simulate () ()

Running game version 1.24 with all patches, expansions and stuff packs except Pets. Updated awesome mod this AM with 1.24 Final (and cleared the script cache of course.) Date on awesome.package is 10/18/2011 10:14 AM.


Title: Re: AwesomeMod Bug Report Thread
Post by: kissing_toast on 2011 October 21, 02:16:41
Using AM with Pets fully patched, I too am getting the "Sims 3 has stopped working" error after a few minutes of play time.


Title: Re: AwesomeMod Bug Report Thread
Post by: jenpez on 2011 October 21, 02:18:29
The vehicle tags mess with the eye scream truck or vice-versa. It crashes when trying to buy some.


Title: Re: AwesomeMod Bug Report Thread
Post by: DMDye on 2011 October 21, 03:26:24
Running game version 1.24 with all patches, expansions and stuff packs except Pets. Updated awesome mod this AM with 1.24 Final (and cleared the script cache of course.) Date on awesome.package is 10/18/2011 10:14 AM.


I'm using the original one (with an expiry date); haven't patched before Pets, and I have no problems.  ???


Title: Re: AwesomeMod Bug Report Thread
Post by: Versus on 2011 October 21, 03:54:01
From ErrorTrap:

Code:
System.NullReferenceException: A null value was found where an object instance was required.
#0: 0x00035 callvirt   in Sims3.Gameplay.CAS.Sims3.Gameplay.CAS.CASLogic:GetRandomBlendAmounts () ()
#1: 0x0001b callvirt   in Awesome.Helpers.Awesome.Helpers.Genetics:ReplacePuddingface (Sims3.SimIFace.CAS.SimBuilder) ([3DF4D8C0] )
#2: 0x00157 call       in Sims3.Gameplay.CAS.Sims3.Gameplay.CAS.Genetics:MakeSim (Sims3.SimIFace.CAS.SimBuilder,Sims3.SimIFace.CAS.CASAgeGenderFlags,Sims3.SimIFace.CAS.CASAgeGenderFlags,Sims3.SimIFace.ResourceKey,single,Sims3.SimIFace.Color[],Sims3.SimIFace.WorldName,uint) ([00000000] [16] [8192] [vt:3E2818F4] [0.644857] [1D9297E0] [206620013] [-1] )
#3: 0x0003f call       in Sims3.Gameplay.CAS.Sims3.Gameplay.CAS.Genetics:MakeSim (Sims3.SimIFace.CAS.CASAgeGenderFlags,Sims3.SimIFace.CAS.CASAgeGenderFlags,Sims3.SimIFace.WorldName,uint) ([16] [8192] [206620013] [-1] )
#4: 0x00098 call       in Sims3.Gameplay.Services.Sims3.Gameplay.Services.Service:CreateSimDescriptionInternal (Sims3.Gameplay.Services.Service,string,Sims3.SimIFace.CAS.CASAgeGenderFlags,Sims3.SimIFace.CAS.CASAgeGenderFlags,Sims3.SimIFace.WorldName,bool&amp;) ([00000000] [00000000] [16] [8192] [206620013] [465047252] )
#5: 0x0001c call       in Sims3.Gameplay.Services.Sims3.Gameplay.Services.Service:CreateSimDescription (Sims3.Gameplay.Services.Service,string,string,string,Sims3.SimIFace.CAS.CASAgeGenderFlags,Sims3.SimIFace.CAS.CASAgeGenderFlags,Sims3.SimIFace.WorldName,bool&amp;) ([00000000] [00000000] [1D6D2100] [1D67F440] [16] [8192] [206620013] [465047252] )
#6: 0x00085 call       in Sims3.Gameplay.Objects.Vehicles.Sims3.Gameplay.Objects.Vehicles.NpcDriversManager:CreateNpcDriver (Sims3.Gameplay.Objects.Vehicles.NpcDriversManager/NpcDrivers) (1D9E3D80 [-1781525439] )
#7: 0x00009 callvirt   in Sims3.Gameplay.Objects.Vehicles.Sims3.Gameplay.Objects.Vehicles.Taxi:CreateDriver () ()
#8: 0x00009 callvirt   in Sims3.Gameplay.Objects.Vehicles.Sims3.Gameplay.Objects.Vehicles.CarNpcManager:CreateNpcCarWithDriver (Sims3.Gameplay.Objects.Vehicles.CarNpcManager/NpcCars) (1DD78768 [1014009929] )
#9: 0x0001b callvirt   in Sims3.Gameplay.Objects.Vehicles.Sims3.Gameplay.Objects.Vehicles.Vehicle:CreateTaxi () ()
#10: 0x000a4 call       in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.Sim:GetVehicle (Sims3.Gameplay.Core.Lot) (2D6D7990 [2D739920] )
#11: 0x00059 callvirt   in Sims3.Gameplay.Routing.Sims3.Gameplay.Routing.GetInVehicleRouteAction:PerformAction () ()
#12: 0x00109 callvirt   in Sims3.Gameplay.ObjectComponents.Sims3.Gameplay.ObjectComponents.RoutingComponent:DoRoute (Sims3.SimIFace.Route) (1BFB9480 [47373B40] )
#13: 0x000b9 stloc.u1   in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.SimRoutingComponent:DoSingleRoute (Sims3.SimIFace.Route,bool) (1BFB9480 [47373B40] [1] )
#14: 0x000eb stloc.u1   in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.SimRoutingComponent:DoRoute (Sims3.SimIFace.Route) (1BFB9480 [47373B40] )
#15: 0x00017 ret        in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.SimRoutingComponent:DoRouteWithFollowers (Sims3.SimIFace.Route,System.Collections.Generic.List`1) (1BFB9480 [47373B40] [4575657221408423936/0x3f80000000000000] )
#16: 0x0000f ret        in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.Sim:DoRouteWithFollowers (Sims3.SimIFace.Route,System.Collections.Generic.List`1) (2D6D7990 [47373B40] [4611686018427387904/0x4000000000000000] )
#17: 0x00122 ret        in Sims3.Gameplay.Abstracts.Sims3.Gameplay.Abstracts.RabbitHole:RouteOutside (Sims3.Gameplay.Actors.Sim,System.Collections.Generic.List`1,Sims3.SimIFace.Slot,bool,bool,bool) (1D4D3AF8 [2D6D7990] [3339646619522957312/0x2e58cee800000000] [1212927037] [0] [1] [0] )
#18: 0x002e7 stloc.u1   in Sims3.Gameplay.Abstracts.Sims3.Gameplay.Abstracts.RabbitHole:RouteNearEntranceAndEnterRabbitHole (Sims3.Gameplay.Actors.Sim,Sims3.Gameplay.Abstracts.RabbitHole/IRabbitHoleFollowers,Sims3.Gameplay.Abstracts.RabbitHole/BeforeEnteringRabbitHoleDelegate,bool,Sims3.SimIFace.Route/RouteMetaType,bool) (1D4D3AF8 [2D6D7990] [2E8161C0] [2C56D280] [1] [2] [1] )
#19: 0x0007e stloc.u1   in NRaas.CommonSpace.Helpers.NRaas.CommonSpace.Helpers.GoToSchoolInRabbitHoleHelper:RouteNearEntranceAndIntoBuilding (Sims3.Gameplay.Careers.GoToSchoolInRabbitHole,bool,Sims3.SimIFace.Route/RouteMetaType,NRaas.CommonSpace.Helpers.GoToSchoolInRabbitHoleHelper/OnChangeOutfit) ([2E8161C0] [1] [2] [2C56D2A8] )
#20: 0x00010 ret        in NRaas.CareerSpace.Interactions.NRaas.CareerSpace.Interactions.GoToSchoolInRabbitHoleEx:RouteNearEntranceAndIntoBuilding (bool,Sims3.SimIFace.Route/RouteMetaType) (2E8161C0 [1] [2] )
#21: 0x000a9 brfalse.i4.s in Sims3.Gameplay.Abstracts.RabbitHole+RabbitHoleInteraction`2:Run () ()
#22: 0x000b4 stloc.u1   in Sims3.Gameplay.Interactions.Sims3.Gameplay.Interactions.InteractionInstance:RunInteractionWithoutCleanup () ()
#23: 0x00337 stloc.u1   in Sims3.Gameplay.ActorSystems.Sims3.Gameplay.ActorSystems.InteractionQueue:ProcessOneInteraction () ()
#24: 0x0010c stfld.u1   in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.Sim:DoInteraction () ()
#25: 0x00015 br.s       in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.Sim:Simulate () ()
#26: 0x00022 ldc.i4.0   in ScriptCore.ScriptCore.ScriptProxy:Simulate () ()


Title: Re: AwesomeMod Bug Report Thread
Post by: gamegame on 2011 October 21, 05:28:30
Radar all on command doesn't tag pets.

Game crashes after a few minutes of play with only AM installed. Does not occur when AM is removed.

Game crashes on any EA neighborhood i tested including the pets hood.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 October 21, 06:11:33
What neighborhoods are experiencing this crashing? Any? All? Are you using new Pets content, or only no-Pets content?


Title: Re: AwesomeMod Bug Report Thread
Post by: blackninja on 2011 October 21, 07:17:34
What neighborhoods are experiencing this crashing? Any? All? Are you using new Pets content, or only no-Pets content?

I am experiencing crashes with the city map, Bridgeport I think it is called.  I am using new Pets content, because last time I checked I am able to use build/buy, and I can keep the game paused as long as I want, but as soon as I go to live mode it crashes.


Title: Re: AwesomeMod Bug Report Thread
Post by: kjjnesb on 2011 October 21, 07:38:53
Yeah same here once I unpause it crashes within seconds of being in live mode.  I'm running 1.26 no pets right now and it happens in all worlds EA or custom.


Title: Re: AwesomeMod Bug Report Thread
Post by: Rubyelf on 2011 October 21, 07:42:47
Also getting random CTD with latest version of AM, pets installed. Uninstalling AM, no more CTD, my niece's computer which has 0 Custom content, and only had the latest version of AM on it, and only has base game and Pets on it, also experienced CTD after ~10 mins of play ON LIVE MODE ONLY.

Building houses, CAS, etc etc, it's all perfectly fine, but as soon as you start playing live mode for awhile you get the CTD.

CTD are occurring in all hoods, I did a clean install before loading pets, and installed only your latest version of AM, and was getting CTD no matter which hood I played in once I hit live mode.


Title: Re: AwesomeMod Bug Report Thread
Post by: Skadi on 2011 October 21, 08:20:12
What neighborhoods are experiencing this crashing? Any? All? Are you using new Pets content, or only no-Pets content?
CTD in live mode and unpaused in Twinbrook. Household has 8 sims, 1 cat, 1 rat and a horse.


Title: Re: AwesomeMod Bug Report Thread
Post by: Death-Jester on 2011 October 21, 08:55:55
I played for a few hours last night without AM, and had no crashes.
This morning I reinstalled AM, and started a new game in Appaloosa Plains. I changed a few things around in my new sim's house, saved manually, and about a minute later it crashed.

I am running AM, AM Config, NRAAS Mastercontroller/Integration/Errortrap, Nointro, and some simple CC.



Title: Re: AwesomeMod Bug Report Thread
Post by: hungry on 2011 October 21, 10:54:17
Im am also experiencing a crash to desktop after a few minutes of play in live mode. Buy/Build is fine for hours though.

- At least I had some time to spend those Sims a suitable home now  ;)


Title: Re: AwesomeMod Bug Report Thread
Post by: rhodaloo on 2011 October 21, 12:17:40
I've CTD within seconds of live play.   As long as I'm in build/buy mode or no awesomemod--no issues.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 October 21, 13:18:33
Should be fixed now. Being uploaded right now.


Title: Re: AwesomeMod Bug Report Thread
Post by: Death-Jester on 2011 October 21, 13:21:08
Great! I downloaded a load of the NRAAS mods, but they still fall short of the amazing things AM does to the game.


Title: Re: AwesomeMod Bug Report Thread
Post by: Nakkela on 2011 October 21, 15:32:05
I just made fresh install with newest AwesomeMod, and now everytime i unpause my game it crashes. I dont have any custom content currently installed (other than AwesomeMode, altho is it really custom content?).
I have all the expansions and it crashes on every map/town.

Works perfectly without AwesomeMod.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 October 21, 15:49:49
I have all the expansions and it crashes on every map/town.
This was just fixed. Doublecheck?

I've just had another crash after updating to the latest AM. I don't know if it's AM related though, but I'll post my crash log anyway, just in case:
That's not an error log. In fact, I'm not sure WHAT the hell that is.


Title: Re: AwesomeMod Bug Report Thread
Post by: Maranatah on 2011 October 21, 15:57:43
I've played almost 1 sim-day with the updated AM and conf, so far no crash. :)


Title: Re: AwesomeMod Bug Report Thread
Post by: ElectricSimmer on 2011 October 21, 16:08:48
Pretty sure it's awesomemod now, took it out, didn't crash. Put it back in, crashed again after about 5-10 minutes in live mode. Using the latest version.

Death-Jester have you got any other mods installed? Trying to see if we have any similar ones that could be causing the crash apart from ASM.


Title: Re: AwesomeMod Bug Report Thread
Post by: Barbara Walters on 2011 October 21, 16:19:56
Created a family with a pet in the new town and after about 5 minutes of gameplay it CTD. Using the latest awesomemod.


Title: Re: AwesomeMod Bug Report Thread
Post by: ElectricSimmer on 2011 October 21, 16:22:18
Created a family with a pet in the new town and after about 5 minutes of gameplay it CTD. Using the latest awesomemod.

and fuck. I was just about to try and redownload it to see if a new version was done, but i'm not gonna bother if it's still crashing. I was using Appaloosa Plains when it crashed and had a pet in my family. Is the crash Appaloosa/Pet realated in any way?


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 October 21, 16:25:19
Check to make sure you are downloading the latest latest, and not a cached copy locally. The crash should be gone now.


Title: Re: AwesomeMod Bug Report Thread
Post by: Nakkela on 2011 October 21, 16:26:14
I have all the expansions and it crashes on every map/town.
This was just fixed. Doublecheck?

I've just had another crash after updating to the latest AM. I don't know if it's AM related though, but I'll post my crash log anyway, just in case:
That's not an error log. In fact, I'm not sure WHAT the hell that is.

Did complete reinstall and downloaded every patch again. Also downloaded AwesomeMod again (might have been updated since my last download, which was earlier today) and now it seems to work.
Thanks for the fast updates, keep up the good work.


Title: Re: AwesomeMod Bug Report Thread
Post by: ElectricSimmer on 2011 October 21, 16:27:14
Check to make sure you are downloading the latest latest, and not a cached copy locally. The crash should be gone now.

Clearing temp. files, cache, etc. and redownloading.

Quote
2011-Oct-21 08:53:17


^this one the most recent?


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 October 21, 16:32:52
That should be the one.


Title: Re: AwesomeMod Bug Report Thread
Post by: ElectricSimmer on 2011 October 21, 16:50:11
OK, crashed again. This time it happened when I clicked on the water trough thingy.


Title: Re: AwesomeMod Bug Report Thread
Post by: Maranatah on 2011 October 21, 17:04:32
Small bug but I may aswell mention it. It appears when changing the lot zoning to community. The lot type list looks like this with AM:
(http://i1081.photobucket.com/albums/j349/Maranatah777/ScreenShot124.jpg)

After removing AM it returns to normal. Weird...


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 October 21, 17:19:13
What is "normal"? Show me a screenshot of "normal". What's "normally" in that blank area, if anything?


Title: Re: AwesomeMod Bug Report Thread
Post by: blackninja on 2011 October 21, 17:41:57
I just installed the new version of AM.  It worked a lot longer than it has been working, let me play maybe like 2-3 minutes instead of 10 seconds.  Still CTD though after a few minutes.  I have no CC, no othermods, full clean install except for AM.  Although I was having crashing problems without AM, although that could have been related to an outdated no cd crack.


Title: Re: AwesomeMod Bug Report Thread
Post by: Moryrie on 2011 October 21, 17:59:51
This is what the list looks like (to me) without AM.

(http://img32.imageshack.us/img32/4385/lotlist.jpg)


Title: Re: AwesomeMod Bug Report Thread
Post by: Maranatah on 2011 October 21, 18:16:03
It looks like above for me too without AM.


Title: Re: AwesomeMod Bug Report Thread
Post by: Moryrie on 2011 October 21, 18:34:20
When my sim was trying to train her new dog to hunt with AM in place, to see if there was a conflict with the newly fixed Spellbook/Fountain, both of their needs started dropping rapidly to the point where I had to set needs to static to keep them from dying instantly.

edit: And I crashed about 8 sim hours later.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 October 21, 18:49:38
That's quite odd, considering that nothing has modded dog training yet. Do you have a save of this setup right before it occurs, along with what you do to trigger it, that I could look at?


Title: Re: AwesomeMod Bug Report Thread
Post by: Moryrie on 2011 October 21, 19:06:11
No. But I could probably re-create one.

Got it. Just have the lady select the 'train to hunt' option on the adult dog. Dogs motives will drop. Fast. If you raise the dog's motives up, they'll continue dropping again. Sim's motives are dropping too, but not as fast as the dog's.

http://www.mediafire.com/?r6slec367xa05b0


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 October 21, 19:59:03
Investigated motive drop issue. Apparently it is caused by chain-EAxis-fail, because they made some odd assumptions in the code without bothering to error-check. No idea WHY that happens. The error probably exists in the EAxis version, too, but is hidden from the user because of the way they timestamp.


Title: Re: AwesomeMod Bug Report Thread
Post by: Sulis on 2011 October 21, 20:17:46
Registered to report a bug.

My sim is a firefighter and the game was running fine until she got a disaster job to deal with, it crashed to desktop after a few minutes, I've updated to the latest AM and taken out all other mods and it's still happening. She works from home and had recently got a horse. I don't know if it's the horse or the job causing the crash. Is there any other information you need?


Title: Re: AwesomeMod Bug Report Thread
Post by: Roobs on 2011 October 21, 21:06:13
Small bug but I may aswell mention it. It appears when changing the lot zoning to community. The lot type list looks like this with AM:
*snipped*
After removing AM it returns to normal. Weird...
I'm also experiencing this. I suppose it's hardly gamebreaking... but still, it's a visual annoyance.


Title: Re: AwesomeMod Bug Report Thread
Post by: Menaceman on 2011 October 21, 21:47:29
Relating to the dog motive drop when training. I haven't tried it in game myself but believe it may be partially deliberate due to this info found in the Lessons; "Make sure to include some play time in between training sessions as dogs can quickly become fatigued while being trained".

ETA: Should have kept my mouth shut until I tested in game myself. Played first off without AM and trained a dog to level one of hunting with no issues what so ever. Motive drop was very reasonable.

Reloaded the save today to contiinue training and, after the Sim and dog were reset in place and I re-qued training, the dog's motives dropped almost immediately into the red!


Title: Re: AwesomeMod Bug Report Thread
Post by: LadyAmarra on 2011 October 21, 23:31:32
I found the following: The rapid motive drop is not only a dog thing. Horses seem to have it too. I played a horse for several hours without AM and he's at level 9 now, barely dropping a sweat - with AM however, his motives drop within about a second into the red. Especially the thirst is red so fast, he virtually drops the training action as soon as the icon pops up in the corner which makes training impossible.

The game also still crashes - black screen and the previously mentioned Sims 3 does not work anymore note: it takes between a couple of seconds and a whole sims day.


Title: Re: AwesomeMod Bug Report Thread
Post by: wowzeroonie on 2011 October 22, 00:29:32
Testing with AM being the only mod in my folder; it crashes every time that I try to go through a tomb in World Adventures.

When I remove AM, it plays just fine and doesn't crash.

I have patch 1.26 but I don't have Pets.


Title: Re: AwesomeMod Bug Report Thread
Post by: Moryrie on 2011 October 22, 01:17:05
Relating to the dog motive drop when training. I haven't tried it in game myself but believe it may be partially deliberate due to this info found in the Lessons; "Make sure to include some play time in between training sessions as dogs can quickly become fatigued while being trained".
This is more than 'quickly fatigued'. This is everything but social and fun dropping at a rate that causes a 'feed your dog before the social worker comes and gets him' balloon to pop up, within a few seconds of initiating the action.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 October 22, 02:21:18
Check the latest version, this should be fixed now.


Title: Re: AwesomeMod Bug Report Thread
Post by: ElectricSimmer on 2011 October 22, 02:30:34
Trying newest versioon, hopefuly the crash is fixed :S


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 October 22, 02:37:23
Cannot identify any reason for Pet Store Register malfunctions, as this is an unmodified core-game object not intrinsic to the store.


Title: Re: AwesomeMod Bug Report Thread
Post by: Claeric on 2011 October 22, 02:37:59
Still getting CTD with absolute newest AM.


Title: Re: AwesomeMod Bug Report Thread
Post by: Trinity on 2011 October 22, 02:41:01
Yes, the motive drop is crazy! It happened to me with a horse ... every time I would send the horse off lot to anywhere it's motives would drop very quickly. I have been playing with AM removed for about a sim week now and all the animals can leave the lot with worrying about them getting taken by the social worker or whatever it is that comes to take them.

I should say that I didn't play with AM for very long, because my stupid pets kept getting taken away because I wasn't realizing what was happening, till my horse that had all high motives got taken away when I sent him to the equestrian park. I had sent my sim over there to make him happy again but she was at work and by the time she got there it was too late.  ;D

Also I was playing one of the pre-made families the Marshall family and I noticed I could not send both adults to work at the same time, every time I would try to send the husband or wife to work and the other was already there, the one I was trying to send just kinda dropped the que. He/she would call the cab or the family vehicle but it would just drop out of the que. Not sure what was going on, I thought maybe it was because they had a fowl but when the horse grew up, they still couldn't leave the house at the same time.  ???



Title: Re: AwesomeMod Bug Report Thread
Post by: ElectricSimmer on 2011 October 22, 02:49:10
Crashed again.


Title: Re: AwesomeMod Bug Report Thread
Post by: RebelRed on 2011 October 22, 02:59:13
Just uploaded the newest version and I CTD within a minute of game play. AM is the only mod, I have PETS now, and patched to 1.26.


Title: Re: AwesomeMod Bug Report Thread
Post by: ElectricSimmer on 2011 October 22, 03:00:26
Meh, mine lasted 15 minutes this time.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 October 22, 03:11:31
Well, I found out the cause of the "Blank lines" in Edit Town, anyway: Having EnableLotLocking that enables you to click the locks also displays "hidden" lot types, which do not have strings. Not really AwesomeMod specific, other than that AwesomeMod turns that on when you enable testingcheats by default. Next version will include added strings. Trying to reproduce mysterious crashes now.


Title: Re: AwesomeMod Bug Report Thread
Post by: ElectricSimmer on 2011 October 22, 03:14:32
Well, I found out the cause of the "Blank lines" in Edit Town, anyway: Having EnableLotLocking that enables you to click the locks also displays "hidden" lot types, which do not have strings. Not really AwesomeMod specific, other than that AwesomeMod turns that on when you enable testingcheats by default. Next version will include added strings. Trying to reproduce mysterious crashes now.

Good luck with that, they seem to be completely random. Last night it was while I was browsing the pet shop, this morning I had one while my Sim was sleeping and another when my horse was drinking out of the water trough. Oh and i've had the game just freeze up for no apparent reason on the Pet Shop lot when I tried to add a bird to the birdcage there, probably not the smartest idea and that one was my own fault.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 October 22, 03:38:22
Try now.


Title: Re: AwesomeMod Bug Report Thread
Post by: paraplegicnomad on 2011 October 22, 04:03:01
Just registered to say that I can not have pork chops for breakfast. Or any other such meals EA has decided is non-breakfasty.

Running 1.26 w/ Pets, no mod but AM, and lots of CC (all CC was run through TSR's RigFix).

(I'm using the build in the Download thread (http://alpha.moreawesomethanyou.com/ts3/hax/awesome.zip). Please tell me if that is the wrong build, and where I might find incredibly new alpha test builds.)

Also, site registration doesn't accept "african or european?" as an answer to the swallow question, and marked my first username registration attempt as a spammer. pls fixe

EDIT: Also, my sims can't pee. No awesomemod = can pee ok. Awesomemod = crash as soon as sim gets the command to toilet. He can't even path to the toilet.


Title: Re: AwesomeMod Bug Report Thread
Post by: ElectricSimmer on 2011 October 22, 04:32:45
Appears to be fixed now, thanks Pes. What was causing it?


Title: Re: AwesomeMod Bug Report Thread
Post by: PA on 2011 October 22, 04:42:04
EDIT: Also, my sims can't pee. No awesomemod = can pee ok. Awesomemod = crash as soon as sim gets the command to toilet. He can't even path to the toilet.

I just tried this and yeah, trying to use the terlet crashes the game.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 October 22, 04:46:49
Issues mentioned above fixed. Uploading now.


Title: Re: AwesomeMod Bug Report Thread
Post by: ElectricSimmer on 2011 October 22, 05:10:58
My sims and pets aren't aging, and aging is on. AM related or not?


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 October 22, 05:38:38
Fixed.


Title: Re: AwesomeMod Bug Report Thread
Post by: ElectricSimmer on 2011 October 22, 06:02:48
I think that's every problem fixed for now. Oh, apart from how the bills always end up next to the mailbox on the ground instead of inside it. Not sure how that keeps happening.


Title: Re: AwesomeMod Bug Report Thread
Post by: Madame Mim on 2011 October 22, 06:08:38
That is pre-Pets. Options for reason are:

  • mailperson has hissy fit and throws mail to floor
  • mailperson cannot path and has hissy fit and throws mail to floor (yes these are different I've seen both)
  • EAxis sucks the big one
  • Any combination of the above


Title: Re: AwesomeMod Bug Report Thread
Post by: vitaee on 2011 October 22, 06:16:02
To add to Madame Mim's post, I've seen the mailperson actually get in their own way... ;D


Aside from that, just played the 10/21 8:29pm version of awesomemod with Pets, fully patched, and no other mods....

...and not a single issue in over 2 hours of play

Was getting miscellaneous issues including complete lock ups after about 3 minutes of play, but this version seems very stable.  Will try the 10:38pm version tomorrow.

BTW, none of us say this often enough, but thank you very much, JMP... not just for awesome mod, but for giving us a forum where we can freely flame asstard newbs to our hearts content..... ;D


Title: Re: AwesomeMod Bug Report Thread
Post by: ElectricSimmer on 2011 October 22, 06:18:13
That is pre-Pets. Options for reason are:

  • mailperson has hissy fit and throws mail to floor
  • mailperson cannot path and has hissy fit and throws mail to floor (yes these are different I've seen both)
  • EAxis sucks the big one
  • Any combination of the above

I will go with... Path, hissy fit and EA sucking.


Title: Re: AwesomeMod Bug Report Thread
Post by: ElectricSimmer on 2011 October 22, 11:01:35
Crashed again, this time in Hidden Springs.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 October 22, 11:11:05
Does the issue repeat itself? Sometimes the game simply crashes for no reason.


Title: Re: AwesomeMod Bug Report Thread
Post by: Sulis on 2011 October 22, 12:13:26
Another firefighter related possible AM crash to report, my sim was dealing with a large house fire when a deer wandered onto the lot  and a wild horse did ... something (wasn't paying attention) with my sim that interupted them putting out the fires. The crash happened as she was breaking down doors and persuading the screaming idiot sims to run for their lives, I had a few actions qued so I'm not entirely sure which one she was doing at the time. I loaded again and redid the large house fire with no crash, there were no wild animals on the lot that time so I'm assuming they were the problem.


Title: Re: AwesomeMod Bug Report Thread
Post by: ElectricSimmer on 2011 October 22, 13:21:12
OK, i think that one was one-off. Hasn't happened since.

edit: the crash log analyzer did attribute it to CC though.


Title: Re: AwesomeMod Bug Report Thread
Post by: jezzer on 2011 October 22, 13:59:42
BTW, none of us say this often enough, but thank you very much, JMP... not just for awesome mod, but for giving us a forum where we can freely flame asstard newbs to our hearts content..... ;D

Like asstard newbs who have no idea what an ellipsis is or what it is used for, but puts ten of them in each sentence just in case?


Title: Re: AwesomeMod Bug Report Thread
Post by: hungry on 2011 October 22, 14:31:42
Hi JMP,

not really a "bug" but I just downloaded awesome.zip from here: http://alpha.moreawesomethanyou.com/ts3/hax/awesome.zip and it still contains rtfm.txt that states compatible with 1.24.
Maybe the "real" rtfm didn't make it into the zip file ???

Regards and thanks for the good work!


Title: Re: AwesomeMod Bug Report Thread
Post by: Clara on 2011 October 22, 15:06:19
Cannot identify any reason for Pet Store Register malfunctions, as this is an unmodified core-game object not intrinsic to the store.

I decrapified the store and installed it and have the same issue with not being able to buy anything from the register. The lot type Pet Store also does not show up on the list of available venues when I'm designating a community lot.

Both of these work fine, however, if I use a package containing only the non-decrapified OBJD and OBJK resources for the register. I can then buy items from the decrapified register and the venue shows up in the list as it should. Something seems to be looking for one or both of these resources with the Group ID 0x01.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 October 22, 16:26:14
See if the new version addresses that without your funny package.


Title: Re: AwesomeMod Bug Report Thread
Post by: Fufufu on 2011 October 22, 16:31:22
Updated Awesomemod, updated aweconfig as well (just in case) but it seems that the extended sliders no longer work on the full-body sliders.  Double-checked it, made sure the extended CAS sliders is enabled, & grabbed an Aweconfig set at 5x to be sure.  My skinny Sims have gained weight; my fat Sims have lost weight.  The slider range for fit/fat, muscle, & the LN breasts slider don't give anywhere near the range as they used to.  Default & custom facial sliders appearing in the Advanced facial editing tabs in CAH still appear to multiply just fine.

I have no hacked objects, no hacks other than Awesomemod & a few extra facial sliders.  Game is updated to Pets patch 10.0.96.013001  Cleared cache/temp & tested with only Awesomemod/aweconfig (no other CC or store items at all) to make sure it's not a conflict.  Same result.


Title: Re: AwesomeMod Bug Report Thread
Post by: darkbard on 2011 October 22, 16:42:14
Happy to report that after two hours of play with this latest version of AM, and also running a metric assload of CC, as well as Overwatch from Twallan, I haven't had any crashes.

Pescado, what an amazing modder you are. Thanks so much for all the hard work you do.

Will continue to use the alpha version to check for any glitches.


Title: Re: AwesomeMod Bug Report Thread
Post by: ElectricSimmer on 2011 October 22, 16:50:59
Crashed again. Due to Custom Content again. i'm making a list of all the CC I have to see if there's any conflicting ones >.<

aweconf.package
awesome.package
Bars Opening Hours (Lynugja].package
Buzz_DigSiteFixer.package (does awesomemod render this one unnecessary?)
(just a bunch of cmar_fpreg packages that add new maternity wear and fix the old one)
fix_photographyXML.package
MoreJamTypes_HP.package
WATerrainPaintFix.package


Title: Re: AwesomeMod Bug Report Thread
Post by: mandababy on 2011 October 22, 16:56:27
Not a major bug or anything, but I have noticed that "maxmotives" doesn't work on pets.


Title: Re: AwesomeMod Bug Report Thread
Post by: IAmTheRad on 2011 October 22, 17:40:16
Buzz_DigSiteFixer.package (does awesomemod render this one unnecessary?)
They fixed it with the patch. It's unnecessary now.


Title: Re: AwesomeMod Bug Report Thread
Post by: LadyAmarra on 2011 October 22, 17:43:47
Good news, all errors I found yesterday have been solved with the latest version update. No crash, no motive drop, no dead animals. And the Overstuffed houses works too, with all animals and all essential functions.

However, there is a moodlet thing going on. I don't know if it's EA fail, or not, but when I teach a kid to talk or walk, all members of the household have the notification that they just showed toddler x how to walk/talk. The same happens with the pregnancy annoucements and the reading of the pregnancy books. All members of the household, even toddler aged kids have the notice. Does this have to do with AM?


Title: Re: AwesomeMod Bug Report Thread
Post by: Maranatah on 2011 October 22, 18:52:09
Is anyone else getting the age sliders reset to 0 every time the game loads? It seems to happen even without AM so I guess it's Eaxis fail (once again)?


Title: Re: AwesomeMod Bug Report Thread
Post by: Shadowsong on 2011 October 22, 19:45:29
With Awesomemod breeding horses doesn't cause pregnancy. The animation plays fine, however there is no 'impregnation successful' sound nor foal after any amount of time. Without Awesome all seems fine (apart from pathfinding).
Testing with other animals including sims.


Title: Re: AwesomeMod Bug Report Thread
Post by: LadyAmarra on 2011 October 22, 20:53:05
The impregnating of Sims works fine, but the chime doesn't come everytime. Then again, I thought that was supposed to happen. (or not to happen)


Title: Re: AwesomeMod Bug Report Thread
Post by: IAmTheRad on 2011 October 22, 21:04:17
The actual interaction of Fight->Fight! crashes with AwesomeMod.


Title: Re: AwesomeMod Bug Report Thread
Post by: Moryrie on 2011 October 22, 22:34:49
'Addtrait neat' adds 'neatpet' trait to humanoid sims.

edit: Got this while switching to the household of a time machine clone.
(http://img43.imageshack.us/img43/2807/fserror.jpg)


Title: Re: AwesomeMod Bug Report Thread
Post by: Menaceman on 2011 October 22, 22:37:21
Okay, still trying to pinpoint if AM is the cause or not.

Had a premade sim in Appaloosa Plains visit the hotspot of the night and saved just as he arrived on the lot. Despite there being a rope on the door and a bouncer he walks straight THROUGH the rope and door, niether open, and enters the lot. Me being me, I told him to ask the bouncer for access, so he walks back outside, this time with both the door and rope opening for him only to have the game lock up and CTD as soon as he begins to speak to the bouncer.

Taking AM out and this doesn't happen although that could be as both Sims, mine and the bouncer, get reset when I take AM out and run the save.

ETA: Ran the save again with AM in and cancelled the interaction to go to the lot. He continued to walk through both rope and door again without them opening. Got him back outside on the porch and waited for his action que to be empty before clicking on the bouncer and selecting "Ask to let in". The lock up and CTD happened again as soon as they began to interact, so there is a bug somewhere there.


Title: Re: AwesomeMod Bug Report Thread
Post by: Moryrie on 2011 October 22, 23:01:07
It appears as if the save file that generated that error is now corrupt.


Title: Re: AwesomeMod Bug Report Thread
Post by: blackninja on 2011 October 23, 00:41:05
Hey guys, have encounter a few small, non game breaking issues since new AM update.  While the game works, thank God, I'm having a couple aesthetic and building errors.

1st.  My main sim will not stop dripping water, as if he is sweating or soaked.  He was just working out, I think it is a bug that got stuck to him while working out. Its hard to see but you can see droplets, and they countinue while in live mode. Picture followed:

(http://i112.photobucket.com/albums/n188/xblackninjax/Screenshot-2.jpg)     (http://i112.photobucket.com/albums/n188/xblackninjax/Screenshot-3.jpg)


2nd. Next issue I got while building.  I was trying to stretch out the foundations, it works fine if im going horizontal, but if I try to strech it vertically it gives me horizontal errors and pulling it does nothing.  Picture as follows:

(http://i112.photobucket.com/albums/n188/xblackninjax/Screenshot.jpg)

3rd. Final issue, you can see it in last picture kind of, that set of round stairs that goes into my basement.  Before patch 1.26 I could use the stairs to get into my basement, no problem, even with foundation all around it.  Post past 1.26 I can not go down my stairs unless I delete like a 10x10 square of foundation around it before I can use it. I know your not supposed to be able to put those stairs in foundation but it wasn't a problem before.


Title: Re: AwesomeMod Bug Report Thread
Post by: Jezabel on 2011 October 23, 01:03:29
With Awesomemod breeding horses doesn't cause pregnancy. The animation plays fine, however there is no 'impregnation successful' sound nor foal after any amount of time. Without Awesome all seems fine (apart from pathfinding).
Testing with other animals including sims.


I'm playing with AM, and I have no problem breeding my horses. I just got the message saying that my mare is prengnant.
But I have Twallan's Woohooer too, so maybe that's the reason as it affects pets Woohoo as well...


Title: Re: AwesomeMod Bug Report Thread
Post by: Roobs on 2011 October 23, 01:24:26
3rd. Final issue, you can see it in last picture kind of, that set of round stairs that goes into my basement.  Before patch 1.26 I could use the stairs to get into my basement, no problem, even with foundation all around it.  Post past 1.26 I can not go down my stairs unless I delete like a 10x10 square of foundation around it before I can use it. I know your not supposed to be able to put those stairs in foundation but it wasn't a problem before.
I believe this problem is EAxian in origin, going by similar reports by people who don't use AM. And I'm personally finding that I can't even place basement stairs on lots even if the offending foundation is deleted entirely.  :-\


Title: Re: AwesomeMod Bug Report Thread
Post by: ElectricSimmer on 2011 October 23, 02:48:59
Buzz_DigSiteFixer.package (does awesomemod render this one unnecessary?)
They fixed it with the patch. It's unnecessary now.

Finally.Could an unnecessary mod cause a conflict and crash the game somehow? Because now it crashes when I save and quit the game occasionally (save game ends up fine, it seems to crash as soon as it's done writing the save files) and just once in Hidden Springs and both crashes were caused by Custom Content according to the crash log analyzer.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 October 23, 02:59:50
Had a premade sim in Appaloosa Plains visit the hotspot of the night and saved just as he arrived on the lot. Despite there being a rope on the door and a bouncer he walks straight THROUGH the rope and door, niether open, and enters the lot. Me being me, I told him to ask the bouncer for access, so he walks back outside, this time with both the door and rope opening for him only to have the game lock up and CTD as soon as he begins to speak to the bouncer.
Far as I know, not an AwesomeMod problem since there's nothing modded there, and it doesn't happen to me when I enter bars.

The actual interaction of Fight->Fight! crashes with AwesomeMod.
Fixed.

'Addtrait neat' adds 'neatpet' trait to humanoid sims.
Altered parser priority to favor exact matches to internal name first.

edit: Got this while switching to the household of a time machine clone.
Neighborhood is corrupt, you have duplicates in your neighborhood.


Title: Re: AwesomeMod Bug Report Thread
Post by: blackninja on 2011 October 23, 04:42:27
Just installed the newest version of AM. I loaded up my save, and my main sim had an action in his que, move clothes to dryer, that was canceled when I told him to do something.  The action however stayed in his que, with the red x over it, not being removed.  I set time to fastest you can do without console, and he sat there for about 3 hours not moving with the action not being dropped.


Title: Re: AwesomeMod Bug Report Thread
Post by: ElectricSimmer on 2011 October 23, 04:49:38
Game seems to be stable for me now after deleting all my .cache files and removing that digsite fix mod.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 October 23, 06:24:28
Just installed the newest version of AM. I loaded up my save, and my main sim had an action in his que, move clothes to dryer, that was canceled when I told him to do something.  The action however stayed in his que, with the red x over it, not being removed.
CRTL-Shift-Click -> Force Reset. That has nothing to do with AwesomeMod, that's regular borkedness.


Title: Re: AwesomeMod Bug Report Thread
Post by: blackninja on 2011 October 23, 06:35:57
Just installed the newest version of AM. I loaded up my save, and my main sim had an action in his que, move clothes to dryer, that was canceled when I told him to do something.  The action however stayed in his que, with the red x over it, not being removed.
CRTL-Shift-Click -> Force Reset. That has nothing to do with AwesomeMod, that's regular borkedness.

Yea I figured I could just reset sim but I didn't know if I should report or not, so I stayed on safe side, thanks!


Title: Re: AwesomeMod Bug Report Thread
Post by: Nienor on 2011 October 23, 06:42:57
With Awesomemod breeding horses doesn't cause pregnancy. The animation plays fine, however there is no 'impregnation successful' sound nor foal after any amount of time.

Having the same problem, although I haven't tested without Awesomemod yet.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 October 23, 07:20:13
Should be fixed now. Was caused by the check for valid pregnancy uniforms, so as not to allow it if there weren't any valid uniforms installed, resulting in the sim disappearing, but animals don't have or need those.


Title: Re: AwesomeMod Bug Report Thread
Post by: LeeMortis on 2011 October 23, 09:38:05
[MOVED FROM GENERAL AWESOME DISCUSSIONS]

Noticed on Awesome for patch 1.26 that it has not been tested with Pets, but thought I'd report my findings anyway.

I've suffered constant crashing in The Sims 3 Pets, and by default I blamed EA (who wouldn't?). So, I uninstalled the works, and put pure vanilla back in my computer. Game didn't crash. After adding one thing after the other into the game to see if and when it would crash, I hate to report that Awesome causes Pets to CTD. I have tested with vanilla+awesome only, twice - crashes both times. Without awesome, it hasn't crashed yet.

Is this something anyone else has experienced? Could it be some of my specific awesome settings?

Having been a long-time user (albeit first time poster) of this mod, I find it unbearable to think I cannot have it in my game... well, I probably won't even play the Sims without it. I can provide all possible information if needed. And, just in case some smartass wants to ask - yes, I'm well above minimum reqs, drivers are up to date, and yadda yadda. This time, as much as I hate to admit it, awesome is the sole cause of the crashes for me atm (that is, until I continue testing EA crap, as I am currently testing vanilla against mods until I have determined which ones are defenitely safe).

-------------

Added today... after my continued testing, it is now conclusive. Hopefully you can find the issue. Like I said... this is with awesome and 100% vanilla Sims 3, all expansions + high-end loft. So it's not a conflict with another mod or anything.


Noticed you updated awesome today. Giving that a run now, and I'll let you know if it changes anything.

SOLVED:

Yes, the new version seems to have fixed the problem. Thanks ! Now I can begin exploring the world of Pets.


Title: Re: AwesomeMod Bug Report Thread
Post by: Beldara on 2011 October 23, 09:50:31
latest version has fixed my crashing issues, thank you Pescado for your work :)


Title: Re: AwesomeMod Bug Report Thread
Post by: ElectricSimmer on 2011 October 23, 09:56:34
[MOVED FROM GENERAL AWESOME DISCUSSIONS]

Noticed on Awesome for patch 1.26 that it has not been tested with Pets, but thought I'd report my findings anyway.

I've suffered constant crashing in The Sims 3 Pets, and by default I blamed EA (who wouldn't?). So, I uninstalled the works, and put pure vanilla back in my computer. Game didn't crash. After adding one thing after the other into the game to see if and when it would crash, I hate to report that Awesome causes Pets to CTD. I have tested with vanilla+awesome only, twice - crashes both times. Without awesome, it hasn't crashed yet.

Is this something anyone else has experienced? Could it be some of my specific awesome settings?

Having been a long-time user (albeit first time poster) of this mod, I find it unbearable to think I cannot have it in my game... well, I probably won't even play the Sims without it. I can provide all possible information if needed. And, just in case some smartass wants to ask - yes, I'm well above minimum reqs, drivers are up to date, and yadda yadda. This time, as much as I hate to admit it, awesome is the sole cause of the crashes for me atm (that is, until I continue testing EA crap, as I am currently testing vanilla against mods until I have determined which ones are defenitely safe).

-------------

Added today... after my continued testing, it is now conclusive. Hopefully you can find the issue. Like I said... this is with awesome and 100% vanilla Sims 3, all expansions + high-end loft. So it's not a conflict with another mod or anything.


Noticed you updated awesome today. Giving that a run now, and I'll let you know if it changes anything.

Clearing all my caches finally stopped the crashing for me. Try deleting CASPartCache, compositorCache, scriptCache and simCompositorCache after updating to the latest version.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 October 23, 11:25:14
ScriptCache is the only thing worth trying to clear, deleting the others will just slow down your game.


Title: Re: AwesomeMod Bug Report Thread
Post by: ElectricSimmer on 2011 October 23, 11:40:05
Those n00btard mods at the TS3 site lied to me.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 October 23, 13:13:12
Well, lied implies it was done maliciously. Honestly, we delete those files as a traditional voodoo rite. Nobody really knows why, how, or if it works. However, while all the other files have known functions that have nothing to do with scripts and are therefore unlikely to crash, the tiny scriptcache file is a bit of a mystery, since it serves no apparently useful purpose...so...we nuke it from orbit. It's the only way to be sure.


Title: Re: AwesomeMod Bug Report Thread
Post by: ElectricSimmer on 2011 October 23, 13:14:17
When in doubt, nuke from orbit?


Title: Re: AwesomeMod Bug Report Thread
Post by: bowrain on 2011 October 23, 15:23:34
I keep getting the control panel/hud missing upon loading neighborhood. It had happened on 2 separate neighborhood now, both are appaloosa plains. It appears that the save is basically corrupted, as the entire household is missing. And if I tried to forcehud using mastercontroller and choose other households, the hud would be missing again. How can I stop this from happening? I didn't even "save and quit", just save.


Title: Re: AwesomeMod Bug Report Thread
Post by: Death-Jester on 2011 October 23, 15:39:01
I recently started a new sim in a new town, and just went abroad with him for the first time, to Egypt. I collected all the items from egypt (camera/tent/shower-in-a-can/food/skill books etc.), and also got a load of gems from exploring the Great Sphinx (I was cursed by a mummy).

However, when I got back to my home town, a load of the items I had gathered had gone. All the gems/rocks, moneybags and artifacts, the storage chests, cherries, pomegranites, and crocodiles, the skill/food books, and I think all 3 cameras (I bought all 3 types of camera to test if the camera stuck bug affects all of them). Some stuff didn't dissappear, like the mummified teddy. The only error ErrorTrap recorded was the 4 crocodiles I tried to bring back:

Code:
System.NullReferenceException: A null value was found where an object instance was required.
#0: 0x00014 ldfld.o    in Sims3.Gameplay.Objects.Fishing.Sims3.Gameplay.Objects.Fishing.Fish:OnStartup () ()
#1: 0x000b1 callvirt   in Sims3.Gameplay.Abstracts.Sims3.Gameplay.Abstracts.GameObject:Init (bool) (549768E8 [0] )
#2: 0x00029 callvirt   in ScriptCore.ScriptCore.ScriptProxy:SetLogic (Sims3.SimIFace.IScriptLogic,bool) (5D80E618 [549768E8] [0] )
#3: 0x00006 call       in ScriptCore.ScriptCore.ScriptProxy:SetLogic (Sims3.SimIFace.IScriptLogic) (5D80E618 [549768E8] )
#4: 0x0004c call       in ScriptCore.ScriptCore.ScriptProxy:CreateLogic (string) (5D80E618 [5D8EEC00] )



Object:

 Name: Unknown Fish
 Type: Sims3.Gameplay.Objects.Fishing.Fish
 Object id: 0x56100044474c0490
 Position: (0.0000, 0.0000, 0.0000)
 Room id: 0
 Level: 0
 Flags: InWorld, IsUsed
 Lot: Sims3.Gameplay.Core.WorldLot
 Lot Name:
 Lot Address:
 World: AppaloosaPlains
 OnVacation: False
 Counter: 6
 Sim-Time: Wed. at 2:13 AM
 Real-Time: 10/23/2011 14:09:23


I am running Awesomemod (And it's config file), MasterController, MCIntegration, and ErrorTrap, as well as a few CC.

I posted this here as well as on the NRaas site because I don't know the cause.


Title: Re: AwesomeMod Bug Report Thread
Post by: Vertiginious on 2011 October 23, 17:04:51
I seem to be experiencing an aging problem with the latest version of AwesomeMod. I wanted to point this out because other users seem to have dismissed it as an Eaxian problem, but I don't have it without AM or with an older version of AM.

Basically, when I place a new family, they're almost totally done with their current ages instead of being near the beginning. Adults have about 17 days left (and I set it at 60), young adults have 0 (also set to 60) and indeed will age up the next day.

I do not have this problem with the un-modded game. Unmodded, it still starts a few days into the life stage, but only 2 or 3 so it doesn't bother me, whereas with AM it is almost completely done upon starting. It should be noted that the 10/19/11 8:09AM version of AM does not cause this problem for me. That version had no CTD issues for me, and no aging problems. Unfortunately, it had the bug of pet motives dropping in about 2 seconds, so I had to install the most recent one which seems stable in every way except for the age issue.

I don't know what exactly is causing this but how bad the bug is seems to vary depending upon the age lengths you set. Specifically, it seems like somehow the game is reading the % along the bar that you are, rather than the number of days you set. Here's what I mean:

(http://i51.tinypic.com/2hnpfsp.jpg)

When I select long sim lifespan and max all the bars out, as in Figure A, I get more days than when I set the sliders like in Figure B, despite the fact that Figure B is set to be more days than Figure A is.
When set like in Figure A, my adults start with around 37 days and young adults start with similar. Not terrible considering I only asked for 45.
But when I select epic sim lifespan and set my ideal numbers, as seen in Figure B, my adults start with around 17 days and my young adults start with 0! Which is pretty terrible considering what I tried to set it to. So I don't know if this makes sense from a programming standpoint, but it seems like somehow lifespans are determined by how maxed out the life bars are, rather than by the actual number of days you set.
When I max out epic lifespan, it is also not perfect but closer, giving me several 100 days, just not the full amount. It's not game breaking but it is pretty frustrating that right now I can only play with less than 45 days or more than 180 and nothing in between.


Title: Re: AwesomeMod Bug Report Thread
Post by: Vertiginious on 2011 October 23, 17:07:11
This problem occurs in exactly the same way with pets, ftr.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 October 23, 18:39:16
I posted this here as well as on the NRaas site because I don't know the cause.
I don't either. That error isn't an AwesomeMod error, nor does it reference any AwesomeMod code. So...I will watch for it, but it could just be your game buggered from something you did.

Basically, when I place a new family, they're almost totally done with their current ages instead of being near the beginning. Adults have about 17 days left (and I set it at 60), young adults have 0 (also set to 60) and indeed will age up the next day.
By "new fambly", do you mean that these sims are actually related, or that you just created a single sim? If this is happening with just a single sim unrelated to other sims, that is unusual. If it is happening to sims that you have made parents, children, siblings, etc, of each other, using AwesomeCASRules, this is normal: If you give a sim a child, its age will be bumped up to whatever it needs to be so that the sim could actually have the other sim as a child. This in turn dependent on your aging settings, where if you use unnatural values, your sims won't have lifecycles that are familiar to humans.

To avoid all this, I recommend getting the latest "ruleof6" defaults, which makes all of the age durations realistic for both people and animals (dogs last about 12+ scale years, cats about 14+, horses about 25+).

Anyway, if you're certain you haven't done anything weird and fallen into a logic trap, you can just reset entirely by typing "resetage" into the console with the debug commands enabled. I had that ages ago while hunting down other factors.


Title: Re: AwesomeMod Bug Report Thread
Post by: mandababy on 2011 October 23, 19:16:47
I updated to the latest AM today, and am suddenly experiencing CTDs. I didn't have them before. I have cleared the cache, and tried again, but no matter what I've done since updating, as soon as my game loads and I unpause it crashes instantly. Nothing else has changed, just updated AM.


Title: Re: AwesomeMod Bug Report Thread
Post by: Vertiginious on 2011 October 23, 21:25:25
By "new fambly", do you mean that these sims are actually related, or that you just created a single sim? If this is happening with just a single sim unrelated to other sims, that is unusual. If it is happening to sims that you have made parents, children, siblings, etc, of each other, using AwesomeCASRules, this is normal: If you give a sim a child, its age will be bumped up to whatever it needs to be so that the sim could actually have the other sim as a child. This in turn dependent on your aging settings, where if you use unnatural values, your sims won't have lifecycles that are familiar to humans.

To avoid all this, I recommend getting the latest "ruleof6" defaults, which makes all of the age durations realistic for both people and animals (dogs last about 12+ scale years, cats about 14+, horses about 25+).

Anyway, if you're certain you haven't done anything weird and fallen into a logic trap, you can just reset entirely by typing "resetage" into the console with the debug commands enabled. I had that ages ago while hunting down other factors.

Oops, yeah, that wasn't very specific. The sims in question aren't related. I haven't tested it out with children yet. I noticed the thing where young adult mothers will be aged up a bit before now. That's what I was referring to when I noticed discrepancies of a few days. I haven't tested out that family though since I noticed that issue. The sims I was having a problem with was a "family" of 6 sims, but all of them were unrelated young and regular adults, no children. So I couldn't figure out any logical reason for their ages to be advanced, especially not as far along as they were (my totally unattached young adult male began with 0 days left in that lifestage.) Just thought I'd clear that up in case it's relevant.

I will try both of the fixes that you suggest. Thank you.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 October 24, 00:48:06
I updated to the latest AM today, and am suddenly experiencing CTDs. I didn't have them before. I have cleared the cache, and tried again, but no matter what I've done since updating, as soon as my game loads and I unpause it crashes instantly. Nothing else has changed, just updated AM.
Do new neighborhoods do the same thing? It's possible that something is wrong with your save.

So I couldn't figure out any logical reason for their ages to be advanced, especially not as far along as they were (my totally unattached young adult male began with 0 days left in that lifestage.) Just thought I'd clear that up in case it's relevant.
Could not reproduce, I created a YA sim in CAS and he was at the near-start of the age stage, as usual.


Title: Re: AwesomeMod Bug Report Thread
Post by: mandababy on 2011 October 24, 02:03:47

Do new neighborhoods do the same thing? It's possible that something is wrong with your save.

I took AM out completely and had no CTD at all. I will put it in and load up the game to try a new neighborhood.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 October 24, 03:37:43
Well, make certain you are using the latest: My game has been running very stably for hours now.


Title: Re: AwesomeMod Bug Report Thread
Post by: mandababy on 2011 October 24, 04:20:27
I downloaded it again today when the game started crashing, and it was still happening, but it is the very latest one. On another note, I loaded a new neighborhood up, and no crashing. So then I went back into my old save and the game loaded up unpaused, and no crashing occurred. I did load it after taking AM out earlier today, and the saved & quit when it didn't crash, which reset the town by not having AM in. So maybe it was an action someone or something was doing that was crashing it before. Its not happening now, and I reloaded 5x earlier and crashed every time before taking AM out. So it wasn't a coincidence. I don't know what the deal is now, but it appears to be working fine.


Title: Re: AwesomeMod Bug Report Thread
Post by: Rubyelf on 2011 October 24, 04:46:51
Latest version of awesomemod, every now and then I'll start getting freezes, these freezes last almost a minute or so until my game starts running again. Take AM out and get no freezes.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 October 24, 04:52:07
Can't reproduce this. You're probably just doing something computationally intensive on a computer not well suited for it. Some of AwesomeMod's modules are more computationally intensive, including Supreme Commander and Story Progression, and running too many sims with these can occasionally cause hiccups.


Title: Re: AwesomeMod Bug Report Thread
Post by: Nienor on 2011 October 24, 13:54:14
Should be fixed now. Was caused by the check for valid pregnancy uniforms, so as not to allow it if there weren't any valid uniforms installed, resulting in the sim disappearing, but animals don't have or need those.

Yes, I have now managed to get my horses to breed. For some reason, the "Pregnant" moodlet (that stork must have superpowers if it carries an actual foal) doesn't have an expiration time, so I'll be interested to see how long it takes.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 October 24, 17:50:44
The expiration time thing is an AwesomeMod feature. The Pets pregnancy controller is different, though. so I haven't gotten around to it yet...guess I should add that.


Title: Re: AwesomeMod Bug Report Thread
Post by: Nienor on 2011 October 24, 21:25:09
Ah, then that countdown is one more example for how one gets used to the awesomeness so that one believes it is a game feature...

I have observed something else that might be Awesomemod-related: Young animals are not supposed to have/fulfill wishes. But it does appear that they do in fact get them. Even though the relevant interface slot for a new wish is covered up, the halo-like effect that happens with a new wish appearing can sometimes be seen shining behind it, and if one changes between Sims quickly, one can sometimes get a glimpse of the icon of the wish in the upper panel.

It's also possible to fulfill these wishes - one sometimes sees a number of points and the Lifetime Reward symbol appear over the head of the animal, for example if it is hungry and one sends it to eat while it apparently had a wish to do so. Probably somehow connected to the Awesomemod feature of getting points for non-locked wishes?


Title: Re: AwesomeMod Bug Report Thread
Post by: Ninjin on 2011 October 24, 23:02:06
My mare is for a reason or another unable to conceive with AM enabled. I removed all mods and put them back one by one, AM is the one causing this, no conflicting mods enabled. At least one other person is suffering the same bug. I'm not sure if this breeding problem spans onto other pets. Paid fertilization isn't working either. Sims are having babies just fine, however.
I'm running the latest version of AM.


Title: Re: AwesomeMod Bug Report Thread
Post by: darkbard on 2011 October 25, 01:25:17
My mare is for a reason or another unable to conceive with AM enabled. I removed all mods and put them back one by one, AM is the one causing this, no conflicting mods enabled. At least one other person is suffering the same bug. I'm not sure if this breeding problem spans onto other pets. Paid fertilization isn't working either. Sims are having babies just fine, however.
I'm running the latest version of AM.

Curiously enough, it was my male sim shooting blanks, but as soon as I updated AM to the most current test version, suddenly boom, he got the bullseye and she was running for the toilet to throw up. Weirdly, my stallion has done alright, particularly with this recent test build.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 October 25, 06:15:08
I have observed something else that might be Awesomemod-related: Young animals are not supposed to have/fulfill wishes. But it does appear that they do in fact get them.
Not AwesomeMod, since AwesomeMod does not give or remove wants. If they're really there, then they're really there, no matter how you try to cover them up with a plastic interface cover.

It's also possible to fulfill these wishes - one sometimes sees a number of points and the Lifetime Reward symbol appear over the head of the animal, for example if it is hungry and one sends it to eat while it apparently had a wish to do so. Probably somehow connected to the Awesomemod feature of getting points for non-locked wishes?
Not seeing the problem. That's what's supposed to happen.


Title: Re: AwesomeMod Bug Report Thread
Post by: Grimma on 2011 October 25, 18:12:17
With the latest build, I get that my game lags out if I put even one sim on Supreme Commander. If I take SC off again, my game runs smooth as a baby's back, but as soon as I put any sim under SC, it lags so bad that I can't even get it to pause without waiting 6 minutes (yes I timed). I know you said SC is computar intensive, but can it be <i>this</i> much of a difference?


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 October 25, 18:13:27
Seriously? ONE sim? I can't say I've noticed this. I run entire famblies of 4 or 5 sims along with several others in other households just fine. Admittedly I have a fairly beefy machine, but TS3 is extremely bad at using newer machines anyway, so the performance difference should be minimal at best, since TS3 is still single-core-only, having basically no ability to use multiple cores. The only reason I can think of that this might happen is that you've constructed an intentionally degenerate neighborhood optimized for worst-case performance of everything. I can't even imagine what that would look like.


Title: Re: AwesomeMod Bug Report Thread
Post by: Monty on 2011 October 25, 18:58:43
I have the latest version of Awesomemod and that.

Peerblock is telling me that Sims 3 is phoning home even though Awesomemod is meant to have stopped it.


Title: Re: AwesomeMod Bug Report Thread
Post by: Grimma on 2011 October 25, 19:48:02
Seriously? ONE sim? I can't say I've noticed this. I run entire famblies of 4 or 5 sims along with several others in other households just fine. Admittedly I have a fairly beefy machine, but TS3 is extremely bad at using newer machines anyway, so the performance difference should be minimal at best, since TS3 is still single-core-only, having basically no ability to use multiple cores. The only reason I can think of that this might happen is that you've constructed an intentionally degenerate neighborhood optimized for worst-case performance of everything. I can't even imagine what that would look like.

Actually, it was on a vacation hood - in France. In Normal Hood, it works fine again. Huh.


Title: Re: AwesomeMod Bug Report Thread
Post by: wyvern on 2011 October 26, 03:36:30
Actually, it was on a vacation hood - in France. In Normal Hood, it works fine again. Huh.

I noticed this yesterday with a sim in Egypt. I had set him to "Collect Dig Sites" with SC and my game would seemingly suddenly start to run at a crawl at random as you described. I finally figured out that it was happening when he was trying to reach the unreachable excavation sites on the small island there.

The action would queue up, it would get the blocked thought bubble, and then re-queue. Anyway, whenever those particular sites which he could not reach became the 'target' for SC, my game crawled almost to a halt. I'd pause the game, cancel SC, teleport him to the island to clear the excavation sites then pop him back onto the mainland and turn SC back on. Stopped the freezing completely. It's an easily reproducible error. If you set a sim to that task from the expensive Egyptian house those are the first sites the sim targets.

I'm using 1.24 final and have the all expansions and stuff packs except pets. Game is patched to 1.24. Date on Awesome.package is 10/18/11 at 10:14 AM.



Title: Re: AwesomeMod Bug Report Thread
Post by: IAmTheRad on 2011 October 26, 06:04:29
The vacation hoods are EXTREMELY unoptimized for pathfinding. There's fixes for them on MTS. Once I got them, I haven't hit that many issues in the vacation hoods relating to pathfinding.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 October 26, 09:28:13
Peerblock is telling me that Sims 3 is phoning home even though Awesomemod is meant to have stopped it.
AwesomeMod scrubs the gameplay data, so that no useful or intelligible data will be sent: The actual connection attempts occur for unknown purpose and at a lower level than scriptcore, so you will still need firewall there. This is just a simple thing to prevent spying on your gameplay.


Title: Re: AwesomeMod Bug Report Thread
Post by: molave on 2011 October 26, 11:40:16
On fixall

Code:
Tonia Sawyer is FUBAR!

System.NullReferenceException: A null value was found where an object instance was required.
#0: 0x0003b ldfld.o    in Awesome.Awesome.BatBox:FixSpouses (bool) ([1] )
#1: 0x0001b call       in Awesome.Console.Awesome.Console.Debug:OnFixAll (object[]) ([0536E060] )
#2: 0x00000            in Sims3.SimIFace.Sims3.SimIFace.CommandHandler:Invoke (object[]) (1D7CE410 [0536E060] )


Title: Re: AwesomeMod Bug Report Thread
Post by: Grimma on 2011 October 26, 18:26:34
The vacation hoods are EXTREMELY unoptimized for pathfinding. There's fixes for them on MTS. Once I got them, I haven't hit that many issues in the vacation hoods relating to pathfinding.

Cheers, I'll try that then.

On fixall

Code:
Tonia Sawyer is FUBAR!

System.NullReferenceException: A null value was found where an object instance was required.
#0: 0x0003b ldfld.o    in Awesome.Awesome.BatBox:FixSpouses (bool) ([1] )
#1: 0x0001b call       in Awesome.Console.Awesome.Console.Debug:OnFixAll (object[]) ([0536E060] )
#2: 0x00000            in Sims3.SimIFace.Sims3.SimIFace.CommandHandler:Invoke (object[]) (1D7CE410 [0536E060] )

Ouch. I hope Tonia Sawyer wasn't a Legacy sim or somesuch - FUBAR sounds pretty irreversible to me.


Title: Re: AwesomeMod Bug Report Thread
Post by: molave on 2011 October 27, 11:43:24
Ouch. I hope Tonia Sawyer wasn't a Legacy sim or somesuch - FUBAR sounds pretty irreversible to me.

Even if you use MasterController? Haven't tried it yet, and probably never will for her. Tonia is just a part of my neighborhood's statistics.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 October 27, 15:53:20
FUBAR means the sim has datapointers which were mangled beyond recognition. It is probably best to nuke it from orbit. It's the only way to be sure.


Title: Re: AwesomeMod Bug Report Thread
Post by: vitaee on 2011 October 28, 02:05:44
With the 10/25/20011--9:53am version of AwesomeMod, my horse's wants are no longer fullfilled unless he locks them first.

With the 10/24/2011--11:08am version of AM, my horse get's his wants fullfilled, and gets the points for them, whether or not he locks them first.

In both cases, FullfillWantsWithoutLocking = True in Setconfig.
My human sim has his wants fulfilled without locking with either version.
This is with a saved game that I have been using without issue, want locking or otherwise, for the past few AM test versions.  I have no idea if the issue is present with dogs or cats.



Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 October 28, 10:09:41
There has been no change to the want locking system at all, so whatever you're seeing is just a strange artifact of some wants being broken by default, sometimes losing their listeners so that they just don't trigger properly.


Title: Re: AwesomeMod Bug Report Thread
Post by: Nivaya on 2011 October 28, 14:46:14
What does AM cause to happen between 3 and 4am? Because I'm crashing to desktop with just one household, always at around 3.30 in the morning, and only when AM (up to date - 2011-Oct-25 20:18:04 version) is installed. No other saves are affected by this, and the fated hour passes just fine with AM removed.

I'm perfectly willing to accept that the problem is with the save itself, rather than an actual AM bug, since it seems to only affect this one household, but I'm curious to know what could be causing it that AM finds so upsetting and crashworthy at that particular hour that nothing else is picking up on.


Title: Re: AwesomeMod Bug Report Thread
Post by: vitaee on 2011 October 28, 15:37:44
There has been no change to the want locking system at all, so whatever you're seeing is just a strange artifact of some wants being broken by default, sometimes losing their listeners so that they just don't trigger properly.

Not that I doubt you, but let me clarify.  This occurs using the same save game file.  If I have the 10/25 version of AM installed and load the file, if my horses wants to play with the horsey ball, the want is not fullfilled unless it is locked.  If I have the 10/24 version of AM installed, and load the same save game file, then the want to play with the horsey ball is fullfilled whether or not is is locked.

I find it very odd that the "strange artifact", only shows up with the 10/25 version of AM, even when using the same save game file and using the same wish as a test.



Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 October 28, 17:14:46
I find it very odd that the "strange artifact", only shows up with the 10/25 version of AM, even when using the same save game file and using the same wish as a test.
That's actually understandable. Sometimes patching will break all of the listeners for a want. Are we talking about the exact same particular instance of a want? Try killing any want that for some reason won't trigger even when its conditions are met, and seeing if it afflicts future instances of it.

What does AM cause to happen between 3 and 4am?
Nothing. There is no special event that occurs at that time, although it's possible some bug or form of neighborhood corruption comes to roost then. I haven't seen this, though. My game hasn't crashed in ages since I've been playing it.


Title: Re: AwesomeMod Bug Report Thread
Post by: sunkitten on 2011 October 29, 00:26:45
I recently started a new sim in a new town, and just went abroad with him for the first time, to Egypt. I collected all the items from egypt (camera/tent/shower-in-a-can/food/skill books etc.), and also got a load of gems from exploring the Great Sphinx (I was cursed by a mummy).

However, when I got back to my home town, a load of the items I had gathered had gone. All the gems/rocks, moneybags and artifacts, the storage chests, cherries, pomegranites, and crocodiles, the skill/food books, and I think all 3 cameras (I bought all 3 types of camera to test if the camera stuck bug affects all of them). Some stuff didn't dissappear, like the mummified teddy. The only error ErrorTrap recorded was the 4 crocodiles I tried to bring back

I'm having the same issue with missing inventory -- my sim had an Opportunity that could only be filled by going to Egypt, and lost a bunch of inventory while there (all their caught fish from their home world) and when they arrived back home didn't have anything but the fruit they purchased/harvested. I'm running the latest beta of AM and no other hacks.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 October 30, 04:45:22
I am testing this right now, and all of my inventory made it to Egypt intact. My guess is that this is not intrinsic to AwesomeMod at all, but rather, an effect of the lack of exception handling in the native EAxian code which causes the entire process to derail if one or more inventory objects is corrupt. I will keep an eye out for if this happens when I return.


Title: Re: AwesomeMod Bug Report Thread
Post by: gamegame on 2011 October 30, 05:01:40
Please adjust radar tagging to include pets as well. Thanks.


Title: Re: AwesomeMod Bug Report Thread
Post by: Act on 2011 October 30, 21:29:18
Hey there. I'm also getting the weird CTD issue where the crashing always occurs between 2:30 AM and 3:50 AM, except for me it happens no matter which household I'm in. When I take Awesome out, the crashes stop. If I go back to an earlier save and replay the day, sometimes the crash won't happen. In this way, I'm moved forward in time slowly. I'd say the crashing happens about 75% of nights and literally only in that time frame.

edit
: I'm all up to date and playing in Appaloosa Plains, FYI.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 October 30, 22:15:00
This is quite odd. Send a save before it crashes and let me know what you do that causes it, and I will examine.


Title: Re: AwesomeMod Bug Report Thread
Post by: Claeric on 2011 October 30, 23:10:13
I'm getting a fatal error when I try to use debug (ctrl-shift) commands on any given sim. The fatal error disappears the second it pops up, though, so I can't grab any information from it.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 October 30, 23:22:49
Can't say I've seen that before. What manner of "Fatal Error"?


Title: Re: AwesomeMod Bug Report Thread
Post by: Claeric on 2011 October 30, 23:31:47
Just the typical popup error window. Absolutely nothing goes wrong and when it goes away I simply get the ctrl-click menu as opposed to ctrl-shift-click.

If it means anything, it first happened when I was controlling a pet, and now happens no matter who I am controlling. I don't think "how something was clicked" would be something saved to persistent memory, though.

From the window all I could catch was it mentions a clicking definition, which is pretty obvious anyway. I'll see if I can snap a shot of it before it goes away.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 October 31, 01:13:38
If you got an FSE, the error log will be in your luserdirectory, even if you missed the popup.


Title: Re: AwesomeMod Bug Report Thread
Post by: Act on 2011 October 31, 14:41:40
Linked is a save file that should crash around 3:28, if I remember correctly. It's always in the 0300 hour, but not always at the exact same time-- even if I reload the save file a bunch of times, the crash time will vary slightly. It's odd. As for what I'm doing that could contribute, it's hard to say-- I've left the game to run on its own free will for a while, without any outside commands by me, and it still happens.

http://www.mediafire.com/?pd85i3uhtpb7i1c



Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 October 31, 16:01:45
I was unable to derive any useful test data from this file, as for some IDIOTIC reason, you did not PAUSE THE GAME before saving, so it immediately runs away before I can do anything with it.

DISREGARD: Despite the complete uselessness of your save, I solved the problem via applying an orbital strke to the problem. It was the only way to be sure. New version should resolve crash.


Title: Re: AwesomeMod Bug Report Thread
Post by: alaira on 2011 October 31, 16:21:11
Yesterday when playing I received an extremely large flagrant system error that I couldn't read, using the 10/26 version.  I didn't know I could get it from the user directory until just now.  I wasn't doing anything in particular when it happened, I believe it was at night.  I'm not sure how useful it is to you, since you updated to a new version today, but here it is just in case.


Code:
System.NullReferenceException: A null value was found where an object instance was required.
#0: 0x0000a callvirt   in Sims3.Gameplay.CAS.Sims3.Gameplay.CAS.OutfitUtils:SetOutfit (Sims3.SimIFace.CAS.SimBuilder,Sims3.SimIFace.CAS.SimOutfit,Sims3.Gameplay.CAS.SimDescriptionCore,ulong) ([256697E0] [00000000] [00000000] [-1/0xffffffffffffffff] )
#1: 0x0000e call       in Sims3.Gameplay.CAS.Sims3.Gameplay.CAS.OutfitUtils:SetOutfit (Sims3.SimIFace.CAS.SimBuilder,Sims3.SimIFace.CAS.SimOutfit,Sims3.Gameplay.CAS.SimDescriptionCore) ([256697E0] [00000000] [00000000] )
#2: 0x00033 call       in Sims3.Gameplay.CAS.Sims3.Gameplay.CAS.OutfitUtils:ApplyUniformToOutfit (Sims3.SimIFace.CAS.SimOutfit,Sims3.SimIFace.CAS.SimOutfit,Sims3.Gameplay.CAS.SimDescription,ulong,string) ([00000000] [174175F0] [25C9A490] [-1/0xffffffffffffffff] [17602BA0] )
#3: 0x00012 call       in Sims3.Gameplay.CAS.Sims3.Gameplay.CAS.OutfitUtils:ApplyUniformToOutfit (Sims3.SimIFace.CAS.SimOutfit,Sims3.SimIFace.CAS.SimOutfit,Sims3.Gameplay.CAS.SimDescription,string) ([00000000] [174175F0] [25C9A490] [17602BA0] )
#4: 0x0001c call       in Sims3.Gameplay.CAS.Sims3.Gameplay.CAS.OutfitUtils:TryApplyUniformToOutfit (Sims3.SimIFace.CAS.SimOutfit,Sims3.SimIFace.CAS.SimOutfit,Sims3.Gameplay.CAS.SimDescription,string,Sims3.SimIFace.CAS.SimOutfit&) ([00000000] [174175F0] [25C9A490] [17602BA0] [15F3878C] )
#5: 0x0004e call       in Sims3.Gameplay.Careers.Sims3.Gameplay.Careers.Occupation:ApplyOccupationUniform (Sims3.SimIFace.CAS.SimOutfit) (19054540 [174175F0] )
#6: 0x0000c call       in Sims3.Gameplay.Careers.Sims3.Gameplay.Careers.Occupation:SetOccupationOutfitForCurrentLevel () ()
#7: 0x00010 call       in Sims3.Gameplay.Careers.Sims3.Gameplay.Careers.Career:SetLevel (Sims3.Gameplay.Careers.CareerLevel) (19054540 [162EFF00] )
#8: 0x00000            in Sims3.Gameplay.Careers.Career+SetLevelGeneric:Invoke (Sims3.Gameplay.Careers.CareerLevel) (167AEC30 [162EFF00] )
#9: 0x0007b callvirt   in Sims3.Gameplay.Careers.Sims3.Gameplay.Careers.Career:SetStartingLevelGeneric (Sims3.Gameplay.Careers.CareerLevel,Sims3.Gameplay.Careers.Career/SetLevelGeneric,bool) (19054540 [00000000] [167AEC30] [1] )
#10: 0x0000c call       in Sims3.Gameplay.Careers.Sims3.Gameplay.Careers.Career:SetStartingLevel (Sims3.Gameplay.Careers.CareerLevel) (19054540 [00000000] )
#11: 0x00044 call       in Sims3.Gameplay.Careers.Sims3.Gameplay.Careers.Career:SetAttributesForNewJob (Sims3.Gameplay.Careers.CareerLocation,ulong,bool) (19054540 [14F6ABB8] [0/0x0] [0] )
#12: 0x0020d callvirt   in Sims3.Gameplay.Careers.Sims3.Gameplay.Careers.CareerManager:AcquireOccupation (Sims3.Gameplay.Careers.AcquireOccupationParameters) (15D43D80 [vt:15F3844C] )
#13: 0x00010 callvirt   in Sims3.Gameplay.CAS.Sims3.Gameplay.CAS.SimDescription:AcquireOccupation (Sims3.Gameplay.Careers.AcquireOccupationParameters) (25C9A490 [vt:15F38374] )
#14: 0x0017f callvirt   in Awesome.StoryBus.Toadings.Awesome.StoryBus.Toadings.Work:ApplyForJob (Sims3.Gameplay.CAS.SimDescription,Sims3.Gameplay.Careers.OccupationNames) ([25C9A490] [-1025470320] )
#15: 0x00117 call       in Awesome.StoryBus.Toadings.Awesome.StoryBus.Toadings.Work:Execute () ()
#16: 0x00076 callvirt   in Awesome.StoryBus.Fambly+Member:Toad () ()
#17: 0x00127 callvirt   in Awesome.StoryBus.Awesome.StoryBus.Fambly:Toad () ()
#18: 0x0000b callvirt   in Awesome.StoryBus.Awesome.StoryBus.ToadMachine:BuyARandomToading () ()
#19: 0x00024 call       in Awesome.StoryBus.Awesome.StoryBus.Driver:OnTimer () ()
#20: 0x00000            in Sims3.Gameplay.Utilities.Sims3.Gameplay.Utilities.AlarmTimerCallback:Invoke () ()
#21: 0x000f3 callvirt   in Sims3.Gameplay.Utilities.Sims3.Gameplay.Utilities.AlarmManager:Simulate () ()
#22: 0x00005 callvirt   in Sims3.Gameplay.Core.Sims3.Gameplay.Core.Lot:Simulate () ()
#23: 0x00022 ldc.i4.0   in ScriptCore.ScriptCore.ScriptProxy:Simulate () ()


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 October 31, 17:18:21
This error indicates that a sim in your neighborhood, for some reason, has no uniform and is a disembodied floating...well, not even a head, apparently. It is a sign of some kind of neighborhood damage to a sim that is apparently outside of your awareness.

Recommended solution: Rapture. Tag anyone you consider important enough to keep at least temporarily "Chosen", then run therapture to dump anyone who won't be part of the new world.


Title: Re: AwesomeMod Bug Report Thread
Post by: Act on 2011 October 31, 19:09:30
Lo siento mucho. I have a mod that starts the game off paused automatically, so I didn't think of it. Silly oversight, but thanks nonetheless.


Title: Re: AwesomeMod Bug Report Thread
Post by: Magwitch on 2011 November 01, 11:10:53
I've just had a CTD for the first time in a very, very long time. As others have noted, it happened at exactly 3.50 a.m. I'm using the latest version of Awesome - had no problems with the previous version. Only other mods are Story Progression, Overwatch and STFU Bicycle.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 November 01, 12:56:21
Try the new version.


Title: Re: AwesomeMod Bug Report Thread
Post by: Magwitch on 2011 November 01, 13:47:02
Nope. Still crashing around the same time.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 November 01, 16:02:13
Send a save PAUSED about an hour or so before this starts.


Title: Re: AwesomeMod Bug Report Thread
Post by: Nivaya on 2011 November 02, 19:17:10
It's spread to another save for me (using 2011-Nov-01 20:57:33 version of AM). Interestingly, once more it's an in-game Wednesday it's occurring on, as in the initial instance.

Shall provide Save if required.


Title: Re: AwesomeMod Bug Report Thread
Post by: realmscat on 2011 November 03, 00:58:56
Just some feed back. I believe your still working with the new Pets Ep, so I just wanted to state a problem I discovered. Twice now I have had a cat go off the grid, and am unable to get them home. They are stuck out in an area they can not return from. They are slowly starving to death, and nothing I have tried has set them on the path home. I just installed Awsome Mod today, and until it was installed I had not encountered this problem before. I am attempted to reload the game now, and hoping it resets my cat.


Edit: Restarting the game didn't seem to help. Poor kitty is still stuck. Any ideas?


Title: Re: AwesomeMod Bug Report Thread
Post by: Kasmira on 2011 November 03, 01:11:06
Just some feed back. I believe your still working with the new Pets Ep, so I just wanted to state a problem I discovered. Twice now I have had a cat go off the grid, and am unable to get them home. They are stuck out in an area they can not return from. They are slowly starving to death, and nothing I have tried has set them on the path home. I just installed Awsome Mod today, and until it was installed I had not encountered this problem before. I am attempted to reload the game now, and hoping it resets my cat.


Edit: Restarting the game didn't seem to help. Poor kitty is still stuck. Any ideas?
I've had this happen to human sims, I just use the reset command on them.

Also:
Not sure if this is something I am doing wrong or what, but my sims seem to have no free will.  In any house I play, even in a new hood, the sims will just stand around doing nothing, to the point of starvation and peeing themselves unless I direct them or have them on some form of SC.  Pets seem fine, but humans just stand there.  I have AM, Master Controller 5, Woohooer 7 and miscellaneous downloads and store crap that doesn't affect behavior.

Any ideas here?  :)


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 November 03, 06:34:53
Check that their autonomy is actually turned on? Mine don't seem to have any problems. As for sims running off the grid and getting stuck, that's apparently caused by EAxis not filling in the terrain with nonrouteable spots correctly, resulting in deadzones that sims can teleport into somehow and then be unable to leave. MTS2 has fixes for that.

Regarding the 0300 crashes: I still have no idea what causes it, but I have isolated it in at least one submitted test game to the Stray Pet Pool (which makes it even more baffling because AwesomeMod doesn't really interact with pets). As a temporary workaround, if this starts happening, you can just nuke the pool with "deletehousehold pethousehold", which halted the problem. Odds are you don't really pay any attention to this household anyway, since it mainly consists of random animals you've probably never encountered before.


Title: Re: AwesomeMod Bug Report Thread
Post by: Capitaine Marie on 2011 November 03, 06:48:12
For the first time, my game is having hissy fits.  Whenever I try to save a town, my game crashes.  It's occurred in a previous save and in completely new games, in different towns.  I've always used AM with no problems.

I have Pets (and all EPs except Generations) installed, fully patched.  Arr'ed store content is decrapified; paid for/free content is not.  (I got Riverview for registering, and Hidden Springs is arr'ed.  Crashes happened in both.)  The latest version of AM is installed; I tried removing non-store CC, except for some mailbox overrides -- still crashes.  Cleared all cache files each time, crash.  I haven't even begun to play with the actual pets yet.

Do you think "deletehousehold pethousehold" will work in this instance (or do you need more info)?


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 November 03, 09:25:37
Crash on save is a mystery. Check to make sure nothing is wrong with your game, that you haven't deleted anything important, that you aren't out of space, etc.


Title: Re: AwesomeMod Bug Report Thread
Post by: Anghara on 2011 November 03, 09:56:47
Using Nov 1st package, spotted the family horse standing in trough but drinking from behind it, and the silly sim that owned said horse standing in the bookcase to put a book away. Sorry, was laughing too hard to take screenshots.

No other problems observed in over a week of sim time played, and these aren't really game threatening are they? But, I know the little things can lead to bigger issues, so thought I would mention it.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 November 03, 10:58:17
Sims standing in weird positions to do stuff is an EAxian issue native to the game. For the most part it is ignorable.


Title: Re: AwesomeMod Bug Report Thread
Post by: Anathea on 2011 November 03, 12:37:09
I have no CC in my game but AwesomeMod & some sliders, and I have all EPs. Everything works fine, but one thing. Whenever I create a new game and try to play one of pre-made families (it doesn't matter which world I play, and they're all EA worlds, or which family), when I click on the house and the play button, it grays out the buttons (to go back to family choice or play the selected family), but the family doesn't open. The menu to save, edit town, go to menu, etc. is still clickable. I tried going to edit town and change active household, but the same happens. Moving in freshly made families and playing them works just fine, so this is the only problem I have encountered.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 November 03, 13:03:18
Cannot reproduce this issue, that works fine here. The game does not distinguish between premade and you-made in any way.


Title: Re: AwesomeMod Bug Report Thread
Post by: Anathea on 2011 November 03, 13:19:11
The problem is probably (so I believe) occuring not because they're premade, but because they're already moved in (so, while I didn't try it, I presume that moving in premade families from sim bin shouldn't be a problem). I've tried removing AwesomeMod and deleting the cache and I could load premade families. I now reinstalled AwesomeMod since I don't really load premade families anyways, and if I really have to, I can still remove the mod to load the family, save, quit, reinstall AwesomeMod and play the save game (which works fine), but I figured I'd still point out the problem :)


Title: Re: AwesomeMod Bug Report Thread
Post by: Naples on 2011 November 03, 13:38:26
I just got this FSE after using Therapture  http://i883.photobucket.com/albums/ac40/Naples2648/FSE-1.png


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 November 03, 13:53:45
There, I fixed it.


Title: Re: AwesomeMod Bug Report Thread
Post by: Nivaya on 2011 November 03, 16:16:50

Regarding the 0300 crashes: I still have no idea what causes it, but I have isolated it in at least one submitted test game to the Stray Pet Pool (which makes it even more baffling because AwesomeMod doesn't really interact with pets). As a temporary workaround, if this starts happening, you can just nuke the pool with "deletehousehold pethousehold", which halted the problem. Odds are you don't really pay any attention to this household anyway, since it mainly consists of random animals you've probably never encountered before.

Alas, no.

The first household I'd had this bug with, "destroyhousehold pethousehold" did indeed do the trick, 4am passed without incident. When I went to check the same on the second affected household, in a different neighbourhood, first of all it said that it could not find "pethousehold" (I wasn't sure if it was global destruction or on a per 'hood basis, but that was the result, anyway) and then, same old crash between 3 and 4am.

So, like, boo.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 November 03, 16:30:33
listhomeless and see if you can find an equivalently named household. It may be renamed differently. You'll notice.


Title: Re: AwesomeMod Bug Report Thread
Post by: Act on 2011 November 03, 16:37:19
Alas, no.

The first household I'd had this bug with, "destroyhousehold pethousehold" did indeed do the trick, 4am passed without incident. When I went to check the same on the second affected household, in a different neighbourhood, first of all it said that it could not find "pethousehold" (I wasn't sure if it was global destruction or on a per 'hood basis, but that was the result, anyway) and then, same old crash between 3 and 4am.

So, like, boo.

The "pethousehold" may be unnamed in your game, as it was in mine. If you list the households, it will come up as a file path ending with "UnnamedHousehold" or something similar. You can't destroy that, though. I used Twallan's MasterController to assign it a name and then destroyed it. The game is running smoothly now. Hope that makes sense.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 November 03, 17:15:51
Added fix for this, so specifying "pet" or "npc" as household name will pick these households regardless of their in-game names, as long as no conflicting fambly with this name exists.


Title: Re: AwesomeMod Bug Report Thread
Post by: Nivaya on 2011 November 03, 17:18:09
Victory. 4am has been achieved.

So, is this tactic advisable as a preventative measure in all neighbourhoods until a proper long-term fix is found? I can live happily without strays, and an empty animal shelter is workable just about, but I'm a girl, and therefore want a chance at a damn unicorn.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 November 03, 17:21:31
I don't advise it as a preventative measure at the moment, since I have never personally encountered this problem despite leaving the stray pool alone, but apparently something can manage to go horribly wrong somehow (How, I don't know, since AwesomeMod has yet to venture into the animal realm...), the solution appears to be to nuke it from orbit. The unicorn was definitely not the problem, since in my attempt to find out WHY this was happening, I randomly nuked half the pet pool, the half the unicorn wasn't in, and that cleared it up. It's not even really a permanent measure, since the pet pool will rapidly regenerate itself. My WAG is that some people have pet pools that stocked up with bad data from earlier versions, and this old junk data is fouling the works somehow.


Title: Re: AwesomeMod Bug Report Thread
Post by: Seacret on 2011 November 04, 10:34:33
Just some feed back. I believe your still working with the new Pets Ep, so I just wanted to state a problem I discovered. Twice now I have had a cat go off the grid, and am unable to get them home. They are stuck out in an area they can not return from. They are slowly starving to death, and nothing I have tried has set them on the path home. I just installed Awsome Mod today, and until it was installed I had not encountered this problem before. I am attempted to reload the game now, and hoping it resets my cat.


Edit: Restarting the game didn't seem to help. Poor kitty is still stuck. Any ideas?

I do not believe this is an AM issue since I just tested it with nothing but store items. Are you using any store bath tubs? This happens when cats try to play in the store tubs. I'm not sure if it's all store tubs but I know for certain the seven I have cause this to happen. I get them back by teleporting and no longer use store tubs in houses with cats (although you could simply lock the bathroom to pets and only let them in if you need to bathe them). Sims can bathe cats in the tubs but with dogs (large at least) the action gets cancelled out. It sucks but that's the only way to avoid this behaviour.


Title: Re: AwesomeMod Bug Report Thread
Post by: graccichen on 2011 November 04, 16:31:18
Just some feed back. I believe your still working with the new Pets Ep, so I just wanted to state a problem I discovered. Twice now I have had a cat go off the grid, and am unable to get them home. They are stuck out in an area they can not return from. They are slowly starving to death, and nothing I have tried has set them on the path home. I just installed Awsome Mod today, and until it was installed I had not encountered this problem before. I am attempted to reload the game now, and hoping it resets my cat.


Edit: Restarting the game didn't seem to help. Poor kitty is still stuck. Any ideas?

I do not believe this is an AM issue since I just tested it with nothing but store items. Are you using any store bath tubs? This happens when cats try to play in the store tubs. I'm not sure if it's all store tubs but I know for certain the seven I have cause this to happen. I get them back by teleporting and no longer use store tubs in houses with cats (although you could simply lock the bathroom to pets and only let them in if you need to bathe them). Sims can bathe cats in the tubs but with dogs (large at least) the action gets cancelled out. It sucks but that's the only way to avoid this behaviour.


So that's why the cats keep going off grid. 'resetsim [firstname] [lastname]' is an easy fix.


Title: Re: AwesomeMod Bug Report Thread
Post by: Neowulf on 2011 November 05, 06:40:13
Got a script error earlier. Told sim to use the macro "Use Bathroom," and she broke or something. Got sent back to her house and whatnot. Xml attached.

ETA: It actually happened again with her boyfriend later on, but the script error is nothing but a garbled bunch of words and symbols.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 November 05, 07:38:31
This error appears to be impossible unless some very basic elements of your sims are completely broken, but I will add a fix anyway. Even though it seems more like a bandaid on a sucking chest wound in your neighborhood.


Title: Re: AwesomeMod Bug Report Thread
Post by: Neowulf on 2011 November 05, 08:07:46
A "fixall" earlier in the save did mention that I had a bad sim, and it was her. Something about missing a miniperson? I don't remember the details, but it said "attempting to fix." It's odd, though, considering I had just created her and plopped her into the world that sim morning. Then there was her husband getting the same problem later on.

Eh, I'll start a new save. I was only two days in on that one, anyway.


Title: Re: AwesomeMod Bug Report Thread
Post by: witch on 2011 November 05, 08:18:28
I often get the 'missing miniperson' on new CAS made sims.


Title: Re: AwesomeMod Bug Report Thread
Post by: Neowulf on 2011 November 05, 20:16:25
It happened again on a new save with the same family. I have no idea how I managed to screw them up so well when I've never had any problems like this at all. Now the husband is breaking when he checks the weekly events in the newspaper. Same deal, System.NullReferenceException. Does anybody have any idea what is causing this? Both the husband and wife can "Use Bathroom" when Supreme Commander commands it.

Also, I'm curious to know that a 'miniperson' is. My sim apparently had hers in the new save, at least.


Title: Re: AwesomeMod Bug Report Thread
Post by: enmity on 2011 November 05, 20:25:39
Also, I'm curious to know that a 'miniperson' is. My sim apparently had hers in the new save, at least.


It's a technical term. Basically, sims are often stored in double-entry, with the result that romantic oppositions are stored in quadruplicate. These two records can diverge due to crappy EAxian coding, in particular, causing the bug where a sim cannot remarry after the death of their opponent, because the "Mini" record, used to track sims as they move between neighborhoods (Main & Vacation) incorrectly indicates that they still have an opponent, while their full "SimDescription" record indicates that they don't, causing the game to believe that the sim DOES have an opponent, who didn't accompany it to the vacation/mainworld. The opposite case, "missing minipartner", is where the Mini-record indicates no opponent, while your sim DOES have one, which is not presently linked to any visible error condition on its own, but still represents a data discrepancy found at the same time we look for other errors. A "dangling" entry is one where the relationship is not bidirectional: One record indicates that sim's opponent is some sim, but that sim's record doesn't corroborate this.

perhaps it has to do with setting them as married in CAS?


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 November 05, 20:41:31
A "fixall" earlier in the save did mention that I had a bad sim, and it was her. Something about missing a miniperson? I don't remember the details, but it said "attempting to fix." It's odd, though, considering I had just created her and plopped her into the world that sim morning. Then there was her husband getting the same problem later on.
That's a normal error that is fixed up when you do a fixall, so nothing to worry about.


Title: Re: AwesomeMod Bug Report Thread
Post by: Shiggy on 2011 November 05, 22:17:25
SpawnMoreOverlords doesn't seem to spawn any sims at all, currently.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 November 05, 23:34:03
Did you hit the pop cap you set, or perhaps your houses aren't actually furnished to support any overlords? What does it say when you try to do it?


Title: Re: AwesomeMod Bug Report Thread
Post by: Shiggy on 2011 November 06, 00:38:10
Pop cap 0 (disabled), lots were furnished with AwesomeStory in mind (link here (http://moreawesomethanyou.com/smf/index.php/topic,16383.0.html)). It used to work pre-Pets with the very same setup and neighborhood files.

It says absolutely nothing when running the command, tried with AwesomeDebug on and it said nothing either.


Title: Re: AwesomeMod Bug Report Thread
Post by: rosess on 2011 November 06, 08:25:56
Pop cap 0 (disabled), lots were furnished with AwesomeStory in mind (link here (http://moreawesomethanyou.com/smf/index.php/topic,16383.0.html)). It used to work pre-Pets with the very same setup and neighborhood files.

It says absolutely nothing when running the command, tried with AwesomeDebug on and it said nothing either.

Same here.  I have a pop cap of 500, but had just entered a fresh test 'hood with about 20 houses.  All have beds; none have cribs.  The game accepts the command (no error) without actually doing anything.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 November 06, 09:58:31
Should be fixed now.


Title: Re: AwesomeMod Bug Report Thread
Post by: Faythe on 2011 November 07, 02:21:30
Have a possible bug with AM, have pets, latest version fully patched, Yet I see no interactions for AM at all. I tried Shift-cntl-c to add traits, I try to access the menu in game and nothing pops up with either shift or control.


Title: Re: AwesomeMod Bug Report Thread
Post by: Capitaine Marie on 2011 November 07, 04:00:43
Crash on save is a mystery. Check to make sure nothing is wrong with your game, that you haven't deleted anything important, that you aren't out of space, etc.

Apparently, it was tight pants.  The Hidden Springs and Barnacle Bay mailbox overrides are fine, but the mod to delete the standard mailboxen seems to be the culprit.  I'm guessing it conflicts with AM.  Or I could be completely wrong, and I fixed the game with voodoo (and lots of head-desk moments and cursing).

Using AM to nuke the standard mailboxen works.  But would it be difficult to add an easier way, also using AM?


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 November 07, 04:11:46
You need an EASIER way than the NUKE command? What, are you mentally retarded?


Title: Re: AwesomeMod Bug Report Thread
Post by: Capitaine Marie on 2011 November 07, 04:19:12
I don't need a simpler command.  Just lazy.  Meh.


Title: Re: AwesomeMod Bug Report Thread
Post by: guardianpegasus on 2011 November 07, 15:11:51
I had a lady with a male and female horse. The game is still doing storymode stuff with pets even though it's disabled both in-game and in AM. Now the very same lady, and the same lot, has 7 horses, except only the two original horses are visible. The portraits of the foels are greyed out, and they are nowhere to be found, but the lot has reached popcap.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 November 07, 17:46:52
This isn't actually Story Mode. The Dead Horse Spam is actually a horrible EAxian bug....that this next update that I am writing up fixes.


Title: Re: AwesomeMod Bug Report Thread
Post by: witch on 2011 November 07, 20:59:25
(http://www.moreawesomethanyou.com/poofs/tmp/err.jpg)

Sent a sim to the bathroom.
Newest awesomemod.


Title: Re: AwesomeMod Bug Report Thread
Post by: Neowulf on 2011 November 08, 03:31:42
[snip]

Sent a sim to the bathroom.
Newest awesomemod.
So there really might be something going on with the Use Bathroom macro. Unless we've both done something to cause it.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 November 08, 04:26:42
According to a code reading, the following conditions could possibly produce that error:
1. The interaction has no actor - How the hell did this interaction even launch again?
2. Your sim has no Interaction Queue - This is a fatal error of a terminally corrupt sim.

Everything else has explicit null testing and cannot produce that error, so I am baffled. If it is a one-time occurrence, just ignore it. If it continues to occur consistently with the same sim every time, send a save.


Title: Re: AwesomeMod Bug Report Thread
Post by: witch on 2011 November 08, 08:17:51
All sims on the lot have the same bathroom problem.

The family were EAxis originally. Starla, a horse and a unicorn were in the sim bin from another hood and I merged them into this house. Then I created a male, a horse, a dog and a cat in CAS and placed them in the house also.

No bathroom for you! (http://www.moreawesomethanyou.com/poofs/tmp/Appaloosa PlainsQ.sims3.rar)



Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 November 08, 10:52:18
Should be fixed now.


Title: Re: AwesomeMod Bug Report Thread
Post by: wowzeroonie on 2011 November 08, 13:01:57
I don't think this has been mentioned yet...

I recently purchased and installed the Late Night EP. When I went to place the vampire altar on a lot, I noticed the catalog entry is broken (cannot read all of the writing, default recolor options/thumbnails not showing up) while AM is in my game. I removed it, and the catalog entry showed properly; AM was the only hack I had in my mods folder at the time.

Oddly enough, the altar still functions normally in the game as far as I can tell. It's even still CAST-able when I clicked it with the CAST tool in buy mode. It's just the catalog entry and thumbnails that are broken?


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 November 08, 13:23:17
Should have been fixed in the newest versions, I noticed that earlier, too.


Title: Re: AwesomeMod Bug Report Thread
Post by: Clara on 2011 November 08, 21:18:29
I'm getting crashes every night in a Week 1 Appaloosa Plains save. I've been saving in the evenings and the crashes usually show up 11PM-1AM. It's incredibly hard to test what could be going on, though, because when I boot up the evening save again the crash is delayed until the next night. I tried destroying the stray pet household but that didn't change anything. Crashes occur with AM as my only mod and stop when I take it out.

Edit: I've been jumping around so many different test saves that I failed to realize the pattern: the game crashes exactly 24 hours after loading the save file. If it was a new hood at 8AM, it'll crash next 8AM. If it was loaded up at 1:42AM, it'll crash next 1:42AM. This is completely consistent across all neighbourhoods that I've tested and I have absolutely no idea why it's happening.


Title: Re: AwesomeMod Bug Report Thread
Post by: AJCazz on 2011 November 08, 23:58:07
I'm also having random crashes with the latest AwesomeMod, although mine aren't every 24 hours like the last poster's.  I've removed all other custom content, deleted the cache, and tried with fresh neighborhoods.  I didn't experience the crashes until I updated to the version where Pescado put the Major Update post on the AwesomeMod download page.


Title: Re: AwesomeMod Bug Report Thread
Post by: wyvern on 2011 November 09, 00:46:53
Ditto on the random crashes with the very latest build of AM. One thing that might be helpful (or not) is that, while there is no script error log, there was an exception log I opened. I expected to see a memory access violation or something equally unhelpful.

Code:
[Exception info]
date: 2011-11-08
time: 19.44.49
type: BREAKPOINT
address: 0x0058a546 "C:\Games\The Sims 3\Game\Bin\TS3W.exe":0x0001:0x00189546

Is it possible you forgot to remove a breakpoint you had set for debugging on this latest AM build? [11/08/11 @ 9:25AM]

I could upload a save if needed. Though, given the random nature of the crashes, you'd probably have to run it for a sim day or so before it crashed. This is a new sim in a new unaltered neighborhood. New maxis house. Twillian's overwatch and master controller are the only other major mods I'm running. Store content from here the only cc.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 November 09, 01:28:02
Should be fixed now.


Title: Re: AwesomeMod Bug Report Thread
Post by: wyvern on 2011 November 09, 03:38:35
The crashing has been replaced by random lag. As in game crawls to a slideshow.

This may be tealdeer but more info is always better:

No cc at all - only thing in mods\packages is AM and config. All caches cleared.  AM timestamp is 11/08/11 @ 6:30 PM.

Steps I'm taking:

Start new game in Riverview. Create brand new sim. Plop him in bargain maxis house. Cheat up 8000 to buy easel/sell crap bed/buy decent plumbing and kitchen gear. Set him on Supreme Commander: Skill: Painting.

Within 24-28 sim hours the game starts to suddenly lag. Happens with AM story mode on and off. No crashes so no logs. Making sim sacred and Rapturing the 'hood does not clear lag. Fixall doesn't seem to report anything unusual beforehand (usual bad skill modifiers and phantom butts cleared.)


ETA:

I tried this a fourth time, but this time I used "destroyallhumans" before placing the sim. This time I got no lag at all. However, after about a week or so in-game time (enough for the sim to master painting) on a hunch I checked and there were no pets available for adoption. [I had seen no strays during the entire time I was playing.]

The option on the cell and computer both say "There are no pets available for adoption at the moment, blah blah blah." Thinking then that perhaps something in the pet handling code may be what is causing lag for me. No pets = no lag. Will continue testing various scenarios.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 November 09, 12:22:13
Fixed some more issues, perhaps this will clear up your lag.


Title: Re: AwesomeMod Bug Report Thread
Post by: Kasmira on 2011 November 10, 01:53:49
My sims all have free will on and set to highest.  So I'm not sure what their deals are. :)

But also:

In my game I tend to run vampire famblies the most...  SC seems to be unable to handle hungry children.  Kids will be set to SC and when it comes time to eat they will get the action to eat, they are unable to select a meal, the action will drop and SC will try again.  I've tried putting left-overs into the fridge, but they won't eat left-overs, make a quick-meal or drink plasma juice.  I usually have to feed them manually.  As usual, I am not sure if this is a problem in my game only, or what, but I thought I'd post it.

Thank you.  :)


Title: Re: AwesomeMod Bug Report Thread
Post by: KawaiiMiyo on 2011 November 12, 14:21:19
Not sure if this is AM but, I have the config set to not require a parent in child only households. When the active household is just a child, maybe with a pet or two, after I go into edit town, they disappear. The lot shows no residents, choosing another family shows no relationships with that sim, and looking through master controller it shows absolutely no record of that sim ever existing.

I tried creating new sim children to move into a lot by themselves, or separating existing kids from families and same problem. Moving the child with a parent seems to fix this. Trying to save while this goes on causes the UI/HUD to go missing when I reload the game.

This has only been a problem recently, I've been able to play with just a sim child or teen before just fine. I have the newest AM, haven't added anything new to the game, and tried removing all CC except AM just to be sure.


Title: Re: AwesomeMod Bug Report Thread
Post by: Sulis on 2011 November 12, 16:13:29
Awesome mod doesn't like the combined science lab and hospital in Appoloosa Plains. In my game if I tell a sim to sell all their collectables they get stuck when it comes to selling the bugs, the diamond icon is the only thing in the que and they just stand there doing nothing, if I remove the insects manually they carry on with selling everything else.


Title: Re: AwesomeMod Bug Report Thread
Post by: Datch on 2011 November 13, 03:25:24
With the new build downloaded today (Nov 12, 6:12AM), the game won't load at all. It will hang indefinitely on the black screen before the Sims logo shows up (and before the intro) and this whether or not I by-pass the launcher. Of course I have tested without any other mods or CC, without the AM tuning file, and I even tried removing my save and library folders.

The game loads normally without AM. My previous build dates back from October 25, and the game loads fine with it, but it is expired. It is quite probable that the problem comes with the major update rolled over on November 7, rather than the latest changes.

I run the game on patch 1.26 with Pets (1.27 on Mac). Maybe it is useful to mention that I run Mac OSX 10.5.8 and I am currently plagued with the infamous horse-freezing bug (game freezes every time it tries to render a horse).

Alternatively, is it possible for me to alter the expiry date of the 25/10 build in s3pe? I noticed an XML instance with "BuildLifeDays value=14", but have been deterred to try due to the "sharp edges" warning so far.

Thanks in advance for your response. I am very concerned about the kittens at EAxis :).


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 November 13, 04:09:15
Cannot reproduce hanging on load. Try the regular voodoo and maybe it will load on its own. Delete scriptcache, etc. And yes, that file has sharp edges. Do not touch the edges of that file.


Title: Re: AwesomeMod Bug Report Thread
Post by: wizard_merlin on 2011 November 14, 00:42:01
Not sure if this is AM but, I have the config set to not require a parent in child only households. When the active household is just a child, maybe with a pet or two, after I go into edit town, they disappear. The lot shows no residents, choosing another family shows no relationships with that sim, and looking through master controller it shows absolutely no record of that sim ever existing.

Have you tried with a teen rather than a child?  I have been able to move teens, even a teen and a child, just fine.  I have never been able to move a child on it's own, even with the AM config set for the no adult requirement, the game has still always needed at least a teen to complete the move.


Title: Re: AwesomeMod Bug Report Thread
Post by: KawaiiMiyo on 2011 November 14, 01:40:41
Have you tried with a teen rather than a child?  I have been able to move teens, even a teen and a child, just fine.  I have never been able to move a child on it's own, even with the AM config set for the no adult requirement, the game has still always needed at least a teen to complete the move.

Moving teens does seem to work fine, I only have the problem with a child only. I've been able to do this before, I have often played worlds where there might be some orphan children living on their own. This is only a recent problem I'm having.

The child will move into the house on their own, and at first a babysitter might show up , this has always been the case, and then I can play normally. However now once I go into edit town, that child will disappear, whereas before they would stay.



Title: Re: AwesomeMod Bug Report Thread
Post by: shivafang on 2011 November 14, 18:08:01
The 'fulfill wants without locking' doesn't interact as expected with Midlife Crisis wants.  The midlife crisis keeps a count of how many Midlife Crisis wants you've fulfilled, but it doesn't count them if you fill them without locking them first.

I don't know if that count MEANS anything, mind you, so it may not matter.


Title: Re: AwesomeMod Bug Report Thread
Post by: Maranatah on 2011 November 15, 13:14:07
With S2 style aging enabled (Awesome config file) my pets are still aging while playing with other households. For other sims from the household it works like it should. Could it include pets in the future?


Title: Re: AwesomeMod Bug Report Thread
Post by: jfade on 2011 November 15, 23:04:00
The Robotic Hand of God doesn't seem to be cleaning up dishes, ice cream containers, juice jars, old newspapers, etc. like it used to. I checked my config and it is enabled, so not sure what's up...


Title: Re: AwesomeMod Bug Report Thread
Post by: graccichen on 2011 November 16, 02:17:55
The Robotic Hand of God doesn't seem to be cleaning up dishes, ice cream containers, juice jars, old newspapers, etc. like it used to. I checked my config and it is enabled, so not sure what's up...

I have also noticed this with the newest awesome. I think autosave may have been affected too. Same problem as with Nraas Traveler mod installed, only without Traveler mod. (Options show as on in config but are not actually working).


Title: Re: AwesomeMod Bug Report Thread
Post by: shivafang on 2011 November 16, 10:11:41
The Robotic Hand of God doesn't seem to be cleaning up dishes, ice cream containers, juice jars, old newspapers, etc. like it used to. I checked my config and it is enabled, so not sure what's up...

Seconded.  Robotic Hand of God got borked somewhere, I'm pretty sure.  Even dirty clothes (in rooms I don't have hampers) lay around until my butler gets around to picking them up.


Title: Re: AwesomeMod Bug Report Thread
Post by: Maranatah on 2011 November 16, 13:07:05
Same here, old newspapers and dirty dishes are everywhere.


Title: Re: AwesomeMod Bug Report Thread
Post by: Kasmira on 2011 November 16, 23:36:02
The Robotic Hand of God doesn't seem to be cleaning up dishes, ice cream containers, juice jars, old newspapers, etc. like it used to. I checked my config and it is enabled, so not sure what's up...
Same, I was thinking it was something I put in my game, but I guess it isn't.  I've been using the HoG manually instead.  I never realized how much I relied on that feature until now when I see all the plasma juice thingers laying around. :D  I am always first to assume stupidity on my part rather than a problem with the mod, which is why I am still wondering what I did to break vampire children being able to eat on SC...


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 November 17, 00:16:07
Added an error trap to catch whatever may be disrupting the process, let me know if any new error logs appear.


Title: Re: AwesomeMod Bug Report Thread
Post by: Moryrie on 2011 November 17, 05:21:03
(http://oi41.tinypic.com/14icwhk.jpg)

Using 11/16 (17:18) build. Got it after closing some save without saving.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 November 17, 05:47:43
That's not really an error, just ignore that.


Title: Re: AwesomeMod Bug Report Thread
Post by: immortelleMuse on 2011 November 18, 20:24:27
I'm using the 11/16 17:18 build and haven't gotten any errors so far, but I do want to say that I'm with the group of people whose Hand of God function is broken. And for whatever reason, the game doesn't autosave either. The config is set to "on" for both.

I do have Twallan's MasterController, Overwatch, and ErrorTrap (not traveler, or whatever)--though I was using those (updated) in conjunction with Awesomemod until the second to last build, which I believe is what caused those Awesome features to stop functioning.

Just thought I'd put that out there.


Title: Re: AwesomeMod Bug Report Thread
Post by: PrinJess on 2011 November 19, 16:22:18
The autosave function works fine for me; I have it set to 15 minutes and it autosaves my progress every time.


Title: Re: AwesomeMod Bug Report Thread
Post by: Iolanthe on 2011 November 19, 18:20:16
Not sure about autosave, but HandOfGod is not working for me either.  Furthermore, when a family calls a maid, at least two of them arrive and stand on the lawn doing nothing for most of the day, cleaning only half the mess before leaving because 'it's time to go', taking full wages with them.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 November 19, 18:54:54
Issue should be fixed now.


Title: Re: AwesomeMod Bug Report Thread
Post by: jfade on 2011 November 19, 22:58:16
Issue should be fixed now.

Yup, loaded up the game and my garbage piles and old newspapers disappeared. Yay!


Title: Re: AwesomeMod Bug Report Thread
Post by: Gwill on 2011 November 22, 11:21:41
I'm getting an avalanche of flagrant errors.  Looks like someone is having trouble finding a bathroom, but it doesn't appear to be anyone in my active household.  It started while my cat was using the magic litter box, but that might be completely unrelated as the error flood continued after he finished his business.


Title: Re: AwesomeMod Bug Report Thread
Post by: Cyron on 2011 November 22, 13:22:24
I had this some time back with Twallan's Error trap. The cause was some maid unable to enter a room for cleaning due to a locked door. I bet these routing exceptions are still thrown. The only reason I don't face them anymore is just because I have unlocked all doors a long time ago.


Title: Re: AwesomeMod Bug Report Thread
Post by: Jasumi on 2011 November 24, 05:19:51
When Awesomemod is installed, can't disable the clothing filter without half of the outfits disappearing.

Tested it many times to ensure this is the case.

Unlockoutfits works, though.


Title: Re: AwesomeMod Bug Report Thread
Post by: Iolanthe on 2011 November 24, 10:39:12
Okay, RoboticHandofGod works now.  However, I just tried to makeover someone in an inactive family (using the "makeover [sim]" command) and my game froze in the makeover screen.  The various buttons (options, accept family, etc.) respond to clicking but do not actually DO anything.  Had to shut down the game in task manager.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 November 24, 11:12:37
Does that always happen? Was there anything unusual about that specific victim? Can you do this to anyone else?


Title: Re: AwesomeMod Bug Report Thread
Post by: gamegame on 2011 November 24, 15:11:43
When Awesomemod is installed, can't disable the clothing filter without half of the outfits disappearing.

Tested it many times to ensure this is the case.

Unlockoutfits works, though.

I have the same problem.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 November 24, 16:04:36
Disableclothingfilter doesn't cause the outfits to disappear, but it DOES cause the "custom content only" filter to be turned on by default instead of off, because if it is not turned on, the game will list everything all at once, which immediately chokes the computer. Since you most likely wanted a piece of CC or custom-colored item anyway, this gives you faster access to your item without waiting 15 minutes for the entire thing to finish rendering. unlock outfits doesn't do this because it's a purely EAxian functionality, and doesn't add bajillions of items to your list all at once.


Title: Re: AwesomeMod Bug Report Thread
Post by: Iolanthe on 2011 November 25, 13:15:48
Does that always happen? Was there anything unusual about that specific victim? Can you do this to anyone else?

There did not appear to be anything unusual about the three sims that caused trouble - I think one of them was a former maid that had married into an inactive family though.  I'll test some more to see if it always happens.

EDIT:  Sorry, apparently I forgot to remove an old mod.  All fixed now!


Title: Re: AwesomeMod Bug Report Thread
Post by: sewinglady on 2011 November 27, 21:39:48
With latest build (11/24 9:34 am), I am experiencing tremendous lag and odd time jumps. Sims stand for long periods of time before engaging in next queued activity and the clock will jump anywhere from half hour to around an hour instead of progressing by minute or at most two to three minute increment jumps while in 'normal' speed.

Took out AwesomeMod (my only installed mod) and problem does not occur.



Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 November 28, 01:49:15
That only happens if your computer overloads, possibly due to pathing failures in the default world. Removing AwesomeMod would likely trigger a world reset, temporarily resolving this, but it is not specifically caused by AwesomeMod.


Title: Re: AwesomeMod Bug Report Thread
Post by: gamegame on 2011 November 28, 06:59:06
There are serious pathing problems in all EA made worlds. Check out the fixes on ModTheSims.


Title: Re: AwesomeMod Bug Report Thread
Post by: cristalfiona on 2011 November 29, 14:24:50
With latest build (11/24 9:34 am), I am experiencing tremendous lag and odd time jumps. Sims stand for long periods of time before engaging in next queued activity and the clock will jump anywhere from half hour to around an hour instead of progressing by minute or at most two to three minute increment jumps while in 'normal' speed.

Took out AwesomeMod (my only installed mod) and problem does not occur.



I am having this exact same problem with this build. Updating Awesomemod was the only change I made to my game before this started to happen.


Title: Re: AwesomeMod Bug Report Thread
Post by: Bug_Babe on 2011 November 29, 17:37:20
So, I don't know if this is for sure an AM bug. But, I sent my sim to get plastic surgery and then played a bit, exited game, saw there was an update for AM, installed it. Went back into game and my sim had reverted back to her shape before surgery. And yes I had saved it after said surgery.

So my question is, is this EA f up or is this possibly AM??

And yes I searched, but did not find answers.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 November 30, 01:04:03
No idea. I've never seen that before. Or, for that matter, used that feature. Since that feature has never been modified, touched, or even looked at, I really doubt it's anythng AwesomeMod-related.


Title: Re: AwesomeMod Bug Report Thread
Post by: TapThatBooty on 2011 November 30, 17:43:22
This could be AM related or not. I doubt it is, but I figured I would mention it just in case. Starting a new town (Appaloosa Plains), I used the Destroyallhumans command and created a family (man and dog) and moved them in. A few days of game time passed and my dog was guarding the house. A burglar came (the silly dog did nothing, but I figure he needs to be trained or something), only the burglar was invisible. The music played and I figured it was because the dog was guarding. But from nowhere, a white sack appeared in the bathroom and the toilet and sink were stolen. The police came and had a fight with thin air (and lost). This was about 5 minutes of real world time and the burglar still didn't show up.


EDIT: I should probably add that I am using the latest version of AM.


Title: Re: AwesomeMod Bug Report Thread
Post by: Rainbowboy on 2011 December 01, 03:47:17
I played The Sims 3 With AM mod. It is quite weird bug. The Game automatically paused after doing certain task with time control until finish job. Not with time control medium (2) or Fast (3). Is there any way to fix this problem?


Title: Re: AwesomeMod Bug Report Thread
Post by: jezzer on 2011 December 01, 04:21:20
I played The Sims 3 With AM mod. It is quite weird bug. The Game automatically paused after doing certain task with time control until finish job. Not with time control medium (2) or Fast (3). Is there any way to fix this problem?

That's not a bug; it's a feature.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 December 01, 04:23:05
You can revert that option back to EAxis default in the config manager. It is, however, a feature: What possible use could having the game immediately run amok anyway have? The idea is to stop and issue a new order! An improvement to this mode will be forthcoming in an upcoming version, as requested by Fat Gwilly People.


Title: Re: AwesomeMod Bug Report Thread
Post by: Rainbowboy on 2011 December 01, 14:07:16
I played The Sims 3 With AM mod. It is quite weird bug. The Game automatically paused after doing certain task with time control until finish job. Not with time control medium (2) or Fast (3). Is there any way to fix this problem?

That's not a bug; it's a feature.
It is in this String "UseAwesomeStoryDriver"?


Title: Re: AwesomeMod Bug Report Thread
Post by: Neowulf on 2011 December 01, 16:19:42
It is in this String "UseAwesomeStoryDriver"?
RTFM


Title: Re: AwesomeMod Bug Report Thread
Post by: Menaceman on 2011 December 01, 17:31:32
I always assumed the function of speed four unpausing was for when you have ALREADY given them a long que of actions where the first might be something boring like sleep. That way you can have the game speed through that and then resume normal speed as your Sim continues on with the previously qued actions.
In other words, I still prefer how it was originally designed and hope that the 'improvement' will still allow it to be turned off. Not that I ever use speed four anyway.


Title: Re: AwesomeMod Bug Report Thread
Post by: T. W. Allan on 2011 December 01, 21:18:35
The feature added to AWESOMEMOD that brings about a paused game following an ULTRA speed setting of "4" can be disabled when customizing AWESOMEMOD for yourself in the configuration menu. I luxuriate in this facet of the diamond that is AWESOMEMOD, whilst my daughter lamented that the game had somehow "messed up" her 4th speed. That is why we are utilizing two separate, personalized config files, swapping one out for the other depending on who is Simming. It has worked well for us. You may want to investigate the options available, and design your own experience accordingly! You are the king of your keep, as they say.


Title: Re: AwesomeMod Bug Report Thread
Post by: Menaceman on 2011 December 01, 21:34:47
Was that aimed at me? I already have the config set up to my liking which includes having Ultra Speed set to work as it would without AM. I merely said I hope the ability to choose whether we want the AM version or not remains with the planned improvement.


Title: Re: AwesomeMod Bug Report Thread
Post by: Madame Mim on 2011 December 01, 21:40:08
I think it was directed @ Rainbowboy, Menaceman. Either that or it was sheer enthusiasm for the feature.


Title: Re: AwesomeMod Bug Report Thread
Post by: Shiggy on 2011 December 02, 00:10:00
The feature added to AWESOMEMOD that brings about a paused game following an ULTRA speed setting of "4" can be disabled when customizing AWESOMEMOD for yourself in the configuration menu. I luxuriate in this facet of the diamond that is AWESOMEMOD, whilst my daughter lamented that the game had somehow "messed up" her 4th speed. That is why we are utilizing two separate, personalized config files, swapping one out for the other depending on who is Simming. It has worked well for us. You may want to investigate the options available, and design your own experience accordingly! You are the king of your keep, as they say.

You could always "setconfig PauseAfterSkipSpeed true" on your save and avoid switching config packages back and forth.


Title: Re: AwesomeMod Bug Report Thread
Post by: T. W. Allan on 2011 December 02, 00:39:00
We appreciate that concern very much, Shiggy, but there are other key characteristics in AWESOMEMOD that my daughter and I do not see eye to eye on. For instance, PEDOPHILES have no place and are not accepted in my game, whether they can be condemned or not. She also favours SIMS 2 style aging, while I do not. There other other tweaks and twacks that differ between our play styles, too, which make swapping configurations the most desirable method. We also have respective "CC" configurations established within the now titled application, "CC Magic", conceived and created by one GRANT HESS. My daughter fancies oodles of "CC", while I like but a little.

Oh yes, and do not worry Menaceman, I would never aim at the innocent!


Title: Re: AwesomeMod Bug Report Thread
Post by: jezzer on 2011 December 02, 01:45:12
You could probably have ended that post at "eye to eye on."  I don't think anyone is really gagging to hear every detail of your and your daughter's simming philosophies.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 December 02, 07:49:09
I always assumed the function of speed four unpausing was for when you have ALREADY given them a long que of actions where the first might be something boring like sleep. That way you can have the game speed through that and then resume normal speed as your Sim continues on with the previously qued actions.
Well, if you want to do such a baffling thing, you can, I suppose. Why one queued action would be any less boring than another, I don't know. The next edition will speed through the entire freaking queue, and stop when you run out of orders.

In other words, I still prefer how it was originally designed and hope that the 'improvement' will still allow it to be turned off. Not that I ever use speed four anyway.
Yes, all of this will be in the config. But like you said: You never use speed 4 anyway...because in the default incarnation, it is useless!


Title: Re: AwesomeMod Bug Report Thread
Post by: Rainbowboy on 2011 December 02, 11:34:46
How to add non default EA Spawner exactly?
I want to spawn Vampire or Unicorn but cannot see any debug command ctrl shift click mailboxes ::)


Title: Re: AwesomeMod Bug Report Thread
Post by: wowzeroonie on 2011 December 03, 07:11:37
With the latest build of AM installed, I'm having severe bouts of random crashing while playing. As well, when I save and go to exit the game to the desktop, it crashes every single time. I removed AM and play-tested again and had no crashes at all.

I'm with base game 1.26, World Adventures, Ambitions, and Late Night.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 December 03, 07:38:43
I'm very skeptical that any crashes are specifically new in AwesomeMod, since you're the first one to report it, and the s3gs file hasn't been altered since 11/28, which is the main source of crash-related issues. I will, however, keep watching for it, even though I have seen nothing like it in my own game. What are you doing that causes it?

And if you're exiting the game and it drops to the desktop, it's sort of supposed to do that.


Title: Re: AwesomeMod Bug Report Thread
Post by: TapThatBooty on 2011 December 03, 12:15:29
With the latest build of AM installed, I'm having severe bouts of random crashing while playing. As well, when I save and go to exit the game to the desktop, it crashes every single time. I removed AM and play-tested again and had no crashes at all.

I'm with base game 1.26, World Adventures, Ambitions, and Late Night.

Do you have any other CC in your game? Have you cleared out your caches? I've had AM installed (with everything installed minus Town Life) and I've experienced no problems. I did experience once instance of crashing when Pets first came out, but that has since been fixed and as far as I've read, the crashing problems seem to have ended.


Title: Re: AwesomeMod Bug Report Thread
Post by: Cyron on 2011 December 03, 16:45:57
Since I have installed the latest version of awesomemod yesterday I can grab and move every object in live mode. Is this a new feature? I couldn't find anything about it in the manual. I hope I can turn that off in the config as I fear to accidentally move anything while I play.

EDIT: I disabled MoveInventoryObjects again and now everything is back to normal. However that setting doesn't work anyway in my game. I'm still not able to remove stuck cameras.


Title: Re: AwesomeMod Bug Report Thread
Post by: wowzeroonie on 2011 December 03, 19:57:37
I don't mean it exits to the desktop, it literally crashes trying to exit. I click Exit, the screen goes black like the game is going to stop, then it pops up with the "this program has stopped responding" window. Every time with AM in my mods folder. When I remove it, it exits fine... no crashes.

I have no other mods installed, I cleared all four caches in the Sims 3 folder, etc. Tested it with and without AM. Crashed with AM in the mods folder... didn't crash with it removed.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 December 04, 00:44:45
I haven't the slightest idea what could cause that since nothing would be running while you are quitting. Plus, I haven't really seen this and don't regard it as a major issue, since you are already quitting.


Title: Re: AwesomeMod Bug Report Thread
Post by: wowzeroonie on 2011 December 04, 03:29:00
Even though I do agree with you that the crashing as I exit the game isn't that big of a deal, what really hurts (and as I also stated in my earlier posts) is the random crashing that occurs during my actual gaming sessions. As I said, I've been having random crashes both while playing and while trying to exit.

The fact of the matter is that these crashes are happening while I have AM in the game. I can remove it, clear my caches, and it no longer happens. I'm fairly certain that it's something that's pertaining to the latest build because this hasn't happened with any previous version of AM until this point.

I guess I'll wait and check everything with the next couple of updates to AM. If it still happens, I'll just remove it and play with Story Progression turned off. AM is the only thing that makes it worth having the Story Progression enabled.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 December 04, 06:27:25
Is there some unusual thing you are doing that triggers this behavior? Because nobody else can apparently verify that this occurs.


Title: Re: AwesomeMod Bug Report Thread
Post by: wowzeroonie on 2011 December 04, 09:16:04
With the random crashes, it seems most of the time that they occur while I'm playing on the 2nd or 3rd speed (skipping through showering, sleeping, etc.). Rarely, it will happen while the game is going in normal speed, but almost always with the higher speeds. I've already explained the crashing while exiting thing. I save my game (Save As... World Name), then I click Exit. It goes to the black screen like the game is going to shut down, then it pops up with the error window that it's stopped responding.

I've cleared the caches numerous times, made sure my saved game wasn't corrupt, added the Sims 3 to the DEP list so I don't get any Data Execution Prevention crashes... I'm pretty much at a loss on this one.

The last time that I updated my version of AM (using the AwesomeMod automatic updater here from the site) was November 30th because it said that the copy of AM that I had installed would expire December 2nd. When I did the update and went back into the game to continue playing, I've been having these crashes since then. I had no problems before this latest update.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 December 04, 09:38:34
That's very odd. I can't reproduce this at all and my game remains stable for hours of play. Does this occur in all neighborhoods, or only a specific one?


Title: Re: AwesomeMod Bug Report Thread
Post by: Kasmira on 2011 December 04, 09:42:36
I have not seen this posted, so I am assuming it is something blowing up in my own game again but as usual I will mention it just in case.

Recently, as in since the RHoG was fixed, I have noticed that my sims will not be instructed to use their cars when going to and from rabbit holes to collect funds while on SC.  As stated before, I tend to run vampire households, so their speed while running isn't all that terrible, but it seems rather odd to have them running clear across town to carry out an order instead of jumping into their car.  I don't really mind it except that the last time they all went collecting SC kept dragging my pregnant sim out of the house, hungry and unable to run, to waddle across town.  :D 

I am currently playing in Appaloosa Plains, if that matters any.  I have noticed them running about during other activities as well, but I cannot recall the actual scenarios, it is just most common while collecting funds.

Thank you.


Title: Re: AwesomeMod Bug Report Thread
Post by: wowzeroonie on 2011 December 04, 10:35:56
As per your suggestion, I created a 2nd Sunset Valley and tested it with EA-xis made sims only; I tested the save/exit situation, play-tested on normal speed as well as various speed fast-forwarding, and there's no lag or crashes at all.

So, there's apparently something that's broken/corrupted in my main Sunset Valley neighborhood. I honestly don't know what FUBARed it and why it seems to have happened about the same time that I update AM last time, but maybe this was a good thing in the long run. If my neighborhood is indeed damaged, I'll have a chance to back everyone up to the library and transfer them to a new location.

Thanks so much, Pescado, for helping me with these problems.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 December 04, 11:08:58
Recently, as in since the RHoG was fixed, I have noticed that my sims will not be instructed to use their cars when going to and from rabbit holes to collect funds while on SC.  As stated before, I tend to run vampire households, so their speed while running isn't all that terrible, but it seems rather odd to have them running clear across town to carry out an order instead of jumping into their car.  I don't really mind it except that the last time they all went collecting SC kept dragging my pregnant sim out of the house, hungry and unable to run, to waddle across town.  :D
The final decision to use a car or not as part of routing is still determined by some EAxian code. Does this failure to use a car and instead run across the entire neighborhood occur when the sims doing so are the active household, or only when they are not? Does everyone have their own car? If sims are sharing a car, it is possible that one sim hogs the car and forgets to return it, thus resulting in sims being deprived of the car.


Title: Re: AwesomeMod Bug Report Thread
Post by: wizard_merlin on 2011 December 05, 22:24:21
If my neighborhood is indeed damaged, I'll have a chance to back everyone up to the library and transfer them to a new location.

If one of those sims led to the corruption in the first place, or have become corrupted as a result of the corrupted hood, you'll just be transferring the problem to the new hood.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 December 06, 07:14:55
Usually, the cause of neighborhood corruption is a non-played sim rather than a player-run sim, however, since players tend to notice damage to sims they are playing before the situation gets out of hand, whereas an unplayed sim can accumulate corruption until something fatal occurs. Dumping them tends to resolve most issues relating to neighborhood freezes, lags, etc.


Title: Re: AwesomeMod Bug Report Thread
Post by: Milch on 2011 December 06, 22:38:59
I have not seen this posted, so I am assuming it is something blowing up in my own game again but as usual I will mention it just in case.

Recently, as in since the RHoG was fixed, I have noticed that my sims will not be instructed to use their cars when going to and from rabbit holes to collect funds while on SC.  As stated before, I tend to run vampire households, so their speed while running isn't all that terrible, but it seems rather odd to have them running clear across town to carry out an order instead of jumping into their car.  I don't really mind it except that the last time they all went collecting SC kept dragging my pregnant sim out of the house, hungry and unable to run, to waddle across town.  :D 

I am currently playing in Appaloosa Plains, if that matters any.  I have noticed them running about during other activities as well, but I cannot recall the actual scenarios, it is just most common while collecting funds.

Thank you.

I experienced something similar in a custom neighborhood: Every sim who lives in a house in the neighborhood seems to prefer walking over driving to get to community lots. This does not happen with the currently active family; they use their cars or a taxi. But while being inactive they will only rarely (or maybe even never) use cars or taxis. It doesn't matter whether every sim in the inactive household ows his/her own car, or they own one, or they own none.
I think, they mostly use taxis to get home again once they reach their destination, but I'm not sure.

I was assuming this was either a routing problem in this particular custom neighborhood or a sign of corruption of the savegame as I didn't experience this before. But now I'm interested whether this is a more common problem.
RHoG is disabled in my game.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 December 07, 01:45:51
This isn't actually a "problem", this is a dubious EAxian "feature", where a sim will just RANDOMLY decide to perform an 8-hour cross-country hike to reach the destination they've been pushed to go, instead of routing normally.


Title: Re: AwesomeMod Bug Report Thread
Post by: ShortyBoo on 2011 December 09, 00:23:32
I'm working on making over a world I downloaded so I'm changing some sims' traits. I've been using addtrait and droptrait to change them, but I've noticed one trait that this doesn't work on, which is Star Quality. It acts like there's no trait by that name so I can't remove it from sims that have it or add it to anyone.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 December 09, 00:50:39
There's no reason why that trait is special, so it probably has some kind of weird name that doesn't match its displayed name. Try pulling up a "traitinfo" dump on it and see what it says, and try the labels there.


Title: Re: AwesomeMod Bug Report Thread
Post by: karthikthepro on 2011 December 09, 12:40:19
I'm working on making over a world I downloaded so I'm changing some sims' traits. I've been using addtrait and droptrait to change them, but I've noticed one trait that this doesn't work on, which is Star Quality. It acts like there's no trait by that name so I can't remove it from sims that have it or add it to anyone.

The trait in question is Xfactor. I had the same problem when trying to add or remove the said trait.

From the traits.xml in gameplaydata.package,

Code:
<TraitList>
  <Name>Xfactor</Name>
  <Description>XFactorDescription</Description>
  <Hex>XFactor</Hex>
  <CodeVersion>EP3</CodeVersion>
  <AgeSpeciesVisible>C,T,Y,A,E</AgeSpeciesVisible>
  <Category>Lifestyle</Category>
  <CommodityName>TraitXFactor</CommodityName>
  <Predicate>HasXFactor</Predicate>
  <ThumbFilename>trait_xfactor</ThumbFilename>
  <ThumbPieMenu>trait_xfactor_s</ThumbPieMenu>
  <ThumbDislikePieMenu>trait_xfactor_s_crossed_out</ThumbDislikePieMenu>
  <TraitToolTipText0>XFactorTraitTipText0</TraitToolTipText0>
  <TraitToolTipText1>XFactorTraitTipText1</TraitToolTipText1>
  <TraitToolTipText2>XFactorTraitTipText2</TraitToolTipText2>
 </TraitList>


Title: Re: AwesomeMod Bug Report Thread
Post by: mistyk on 2011 December 09, 15:24:25
This is the first time I have ever gotten an error, I used the "fixall" command and got this:

<FSE>
  <Error>System.NullReferenceException: A null value was found where an object instance was required.
#0: 0x0005d callvirt   in Awesome.Awesome.BatBox:FixWants (bool) ([1] )
#1: 0x00026 call       in Awesome.Console.Awesome.Console.Debug:OnFixAll (object[]) ([21FEA860] )
#2: 0x00000            in Sims3.SimIFace.Sims3.SimIFace.CommandHandler:Invoke (object[]) (22EC0A50 [21FEA860] )
</Error>
</FSE>


Title: Re: AwesomeMod Bug Report Thread
Post by: Ephraim on 2011 December 09, 15:57:32
This is the first time I have ever gotten an error, I used the "fixall" command and got this:

<FSE>
  <Error>System.NullReferenceException: A null value was found where an object instance was required.
#0: 0x0005d callvirt   in Awesome.Awesome.BatBox:FixWants (bool) ([1] )
#1: 0x00026 call       in Awesome.Console.Awesome.Console.Debug:OnFixAll (object[]) ([21FEA860] )
#2: 0x00000            in Sims3.SimIFace.Sims3.SimIFace.CommandHandler:Invoke (object[]) (22EC0A50 [21FEA860] )
</Error>
</FSE>

I received a similar error, though with different values.

System.NullReferenceException: A null value was found where an object instance was required.
#0: 0x0005d callvirt   in Awesome.Awesome.BatBox:FixWants (bool) ([1] )
#1: 0x00026 call       in Awesome.Console.Awesome.Console.Debug:OnFixAll (object[]) ([0510FD20] )
#2: 0x00000            in Sims3.SimIFace.Sims3.SimIFace.CommandHandler:Invoke (object[]) (2F662BE0 [0510FD20] )

It doesn't come up in a brand new save whether or not I have all my custom crap installed.  Presumably I broke something within an hour of playing a new game, but I'm not sure what I did that would cause it.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 December 09, 16:05:43
Should be fixed now.


Title: Re: AwesomeMod Bug Report Thread
Post by: Kasmira on 2011 December 10, 18:59:47
The final decision to use a car or not as part of routing is still determined by some EAxian code. Does this failure to use a car and instead run across the entire neighborhood occur when the sims doing so are the active household, or only when they are not? Does everyone have their own car? If sims are sharing a car, it is possible that one sim hogs the car and forgets to return it, thus resulting in sims being deprived of the car.
I choose not to use driveways in my homes because the sims will park their cars and leave them there when they go to work or whatever, so the ones who have cars have them in their inventory.  The sims I was referring to are all in the active family, though I have seen inactive sims make the '8 hour trek' you spoke of in your other post.  I do not blame SC or anything Awesome and was quite sure it was either something I did wrong or something EAxis thought a feature.  I was just wondering, mostly, if it was an isolated issue, a problem specific to Appaloosa Plains, or something that might have 'broke' when the RHoG was having problems.  I do not mind watching my Vampires take off running, it still makes me happy, even if I have to babysit my pregos a little more.


Title: Re: AwesomeMod Bug Report Thread
Post by: tjstreak on 2011 December 12, 16:58:03
I had a strange problem.  I don't know if it was caused by Awesome mod or a combination of Awesome mod and something else.  That something else most likely would be one of Twallan's mods, since I have them all installed.

My family consists of a second generation sim and her Invisible Friend who was turned into a visible friend using a potion.  They have two cats.  They also have twin daughters.  The daughters aged up from toddlers to children.  However, the next day, the kids were not going off to school.  I clicked on the button to send them to school and got a message there were no schools in town.  I was using a pretty straight Apaloosa Springs.  The only changes to the town were my McDonald's restaurant (a rabbithole), and a house I built for another family.

When I removed Awesomemod, the problem went away, and the kids went to school.  Since it solved the problem, I did not experiment further.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 December 13, 03:41:31
If No Automatic Enrollment is enabled, then kids will not be automatically entered into a school and you must do so manually. However, this is not turned on by default. Did you turn this option on? If you turned the option on, then it's doing what it was supposed to. You must manually enroll your kids in a school by clicking on a school.

If you didn't turn this option on (check it in showconfig), then something has malfunctioned or your neighborhood has devolved into some kind of odd corner case, as leaving this option off results in EAxis default behavior (kids automatically get drafted into a school), except that the game will strongly favor choosing "like" schools rather than simply "closest rabbithole". This feature allows you to create gender-specific schools, as well as separate 6 and 12schools.


Title: Re: AwesomeMod Bug Report Thread
Post by: floopyboo on 2011 December 13, 11:31:28
Is the inability to cancel school from a sim's queue a feature because it's only come up for me since I installed the new awesome?

I'd really like to be able to fulfill a sim's want to skip school without having to reset them in order to do it.


Title: Re: AwesomeMod Bug Report Thread
Post by: sewinglady on 2011 December 13, 20:10:25
Is the inability to cancel school from a sim's queue a feature because it's only come up for me since I installed the new awesome?

I'd really like to be able to fulfill a sim's want to skip school without having to reset them in order to do it.

I first noticed this upon installation of the Pets EP, so assumed since it was stupid, it was caused by EA coding.  Have also had repeated instances where I have sent teens to school early (at 7 a.m.) via their own vehicle only to have them run (as in on foot) all the way back home and get on the bus.  Also am unable to send children of any age to school via teleporter. The only method of getting to school, seems to be via the bus and it seems to be 'set in concrete'.

Edited to fix typo.


Title: Re: AwesomeMod Bug Report Thread
Post by: Neowulf on 2011 December 14, 03:30:17
There are many mods that allow you to cancel the schoolbus and any other carpool.


Title: Re: AwesomeMod Bug Report Thread
Post by: floopyboo on 2011 December 14, 07:51:38
AFAIK, there are many mods that stop the carpool & buses from coming in the first place, none that alter the non-clickability of the queued 'get on bus' that can only be unqueued by resetting the sim in question.

Which begs the question - why the hell have that freaking want if you can't fulfil it unless you go into cheat mode to do so?


Title: Re: AwesomeMod Bug Report Thread
Post by: wizard_merlin on 2011 December 14, 08:02:06
I have had sims skip school, can't remember for sure what I did, but it was by accident.  if I remember, I had them doing something like painting, writing, etc. that doesn't cancel when the school bus arrives, Either the go to school option dropped when the bus left or when I cancelled the action they were doing, can't remember which as it has been a while and I never paid that much attention.  Of course the sim then got grounded for skipping school.

Something to experiment with, might not be an ideal option, but worth a try,


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 December 14, 12:11:34
There has been no change that would suddenly make the school bus uncancellable, since it is indistinguishable from any other work-carpool-vehicle. I am not sure why you are unable to cancel it.


Title: Re: AwesomeMod Bug Report Thread
Post by: PrinJess on 2011 December 14, 15:01:35
The game closes several seconds after a save loads. I removed all my other mods except AM and it still crashes (using the most recent version of course). Removing AM fixes the problem. My game was saved at 3:30 AM so I'm not sure if it's another of those time-set crashes...


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 December 14, 23:10:22
Define "closes several seconds after the game loads". As in, it just crashes while sitting there paused? I have noticed that for no particularly explicable or reproducible reason, sometimes the game will become unhappy if you leave it paused too long after loading, immediately crashing when you unpause, but this is not apparently specifically AwesomeMod-related, nor does it persist if you retry. It is also possible that the game was saved in a manner which will fatally die, and the process of removing AwesomeMod triggers a reset that prevents in, in which case typing "resetworld" into the game before unpausing will also prevent the mysterious crash. Saving can sometimes destabilize a game if you save at precisely the wrong moment.


Title: Re: AwesomeMod Bug Report Thread
Post by: Iestyn on 2011 December 14, 23:25:56
One of my famblies just returned from China. Now whenever I try switching back to them I get a FSE. I can still play as them, but the bottom screen consoles remain stuck on the last sim I played before switching. After updating awesomemod just to be safe, I tried backing up from the previous save (in China) and coming home again... same problem occurs. Is there any hope, or am I going to have to put these characters out of their misery?

(http://oi41.tinypic.com/huqczp.jpg)

I have some custom content, but other than AM the only mod I have installed is nointro.package (which is obviously innocuous).


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 December 14, 23:46:15
It looks like the affected sims have broken quests. Before sending them home, try doing "resetquests" for each of the selectable sims.


Title: Re: AwesomeMod Bug Report Thread
Post by: PrinJess on 2011 December 15, 00:52:19
I tried resetworlds, but it didn't solve the crash. Whether I speed the game up or let it flow naturally, the crash still happens within 3:00 and 5:00 AM. I guess the autosave saved my game while it was unpaused.

EDIT: Before I saved the game, my child Sim's Cosmo doll came to life and walked annoyingly around the house, eventually forming back into its doll form. At 4:02 AM the save crashes. I wonder if deleting the doll will stop the crashing...

Here's my save data if you need it for analyzing: http://www.mediafire.com/?t8csc5j8x7nwya4


Title: Re: AwesomeMod Bug Report Thread
Post by: Bran Muffin on 2011 December 15, 03:49:23
To the 3 o'clock crashers: Are you using Awesomemod's story driver?

This may no longer be the case, but I remember that when I was using Awesomemod with the story driver disabled I would eventually run into a 3 o'clock crash. It had something to do with EAxis's story driver firing. When I enabled Awesomemod's story driver it fixed the problem.

EDIT: I could have sworn someone else posted about a 3 o'clock crash error, but it seems that post has vanished. 3 posts and I'm already losing my mind.


Title: Re: AwesomeMod Bug Report Thread
Post by: Madame Mim on 2011 December 15, 08:15:02
OK, I have a wierd one to report. I patched. I updated my Awesome Mod and the game is now asking me if I really want to play with a 3rd party mod installed. If I 'continue' the game crashes (ie doesn't progress past the next black screen and W7 gives me a 'searching for solution' message)


Title: Re: AwesomeMod Bug Report Thread
Post by: PrinJess on 2011 December 15, 10:45:00
I only have AM's story driver disabled because I'm using Twallan's StoryProgression. I don't know how a recent mod update would break this, as it worked perfectly fine before.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 December 15, 10:48:39
OK, I have a wierd one to report. I patched. I updated my Awesome Mod and the game is now asking me if I really want to play with a 3rd party mod installed. If I 'continue' the game crashes (ie doesn't progress past the next black screen and W7 gives me a 'searching for solution' message)
Check to make sure you don't have a duplicate or cached version.


Title: Re: AwesomeMod Bug Report Thread
Post by: Madame Mim on 2011 December 15, 11:40:49
Check to make sure you don't have a duplicate or cached version.
Definately no duplicate. I thought I'd got all the caches, but I'll try that again.

It's not the Awesome. It's something 3rd party logged in my caches. Removing all CC other than Awesome and clearing anything resembling a cache worked 2nd try - first time I got the crashing again. I'll figure out what it is exactly this weekend.


Title: Re: AwesomeMod Bug Report Thread
Post by: spaceface on 2011 December 15, 11:46:24
I use the automatic AM updater, so far it has worked perfectly. I am also getting that error message now.


Title: Re: AwesomeMod Bug Report Thread
Post by: PrinJess on 2011 December 15, 11:52:29
Well, I think I fixed my problem. I deleted the cache of CCMagic, changed the log file in options.ini to 0 to disable the store, and updated my mods to their latest versions. I was able to progress through a whole day without crashing.

As for those with the crash upon startup:

http://modthesims.info/showpost.php?p=3727289&postcount=80

At one point I too experienced the crash, but it somehow decided to stop crashing. Again, it may have something to do with the new patch's store ads bullshit.


Title: Re: AwesomeMod Bug Report Thread
Post by: Iestyn on 2011 December 15, 13:40:41
It looks like the affected sims have broken quests. Before sending them home, try doing "resetquests" for each of the selectable sims.

Thanks for the suggestion. I gave it a try and... no luck! I'm still getting exactly the same fse. Any other ideas?


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 December 15, 14:05:50
Nope. The error you're getting appears to be occurring inside the bowels of EAxian quest handling, meaning, it SHOULD never break, but it was also written by EAxis.


Title: Re: AwesomeMod Bug Report Thread
Post by: Iestyn on 2011 December 15, 16:24:07
Guess I'll have to revert to the beginning of the trip and hope it doesn't break again. Grrr. Thanks again.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 December 16, 01:22:34
At least you remembered to keep a save before the trip.


Title: Re: AwesomeMod Bug Report Thread
Post by: DespairFactor on 2011 December 16, 02:54:48
I am running into what I will call the "3 pm crash to desktop."

My current game save starts at 12 pm in game time.  When I progress the game, it always crashes to the desktop at 3 pm in game time.
I tried to speed past 3 pm but it still crashes between 2:50 - 3:10 pm in game time on any speed.

I have the base game, Ambitions, World Adventures, Generations, Late Night, and Pets installed for expansion packs and High-End Loft, Fast Lane, Outdoor Living, and Town Life Stuff all installed for stuff packs.

My game is patched to 1.29 and I downloaded and installed a new awesomemod package yesterday evening after I patched my game to 1.29.

This issue started happening at 1.26 and is still happening with 1.29.

I ran the game with my Mods folder and awesomemod still in and disabled custom content and the game still crashed at 3 pm in game time.

I ran the game without my Mods folder in so there was no awesomemod and disabled custom content and my game ran for over and hour on freewill without a single problem and was able to get past 3 pm in game times and well beyond.

Everytime I put my Mods folder back in with awesomemod, it crashes to desktop at 3 pm in game time.

I use no other mods but awesomemod and some clothing and lipstick I have downloaded and some objects I have purchased from the sims 3 store so I don't think it is a mod conflict.

I redid the framework for my mods as well to see if that was causing an issue but that did not solve my crash to desktop issue.

I also deleted my cache files as well to see if that would help solve to problem but it did not.

The only solution I've come across is removing awesomemod and the game runs fine, but I cannot play my game without awesomemod in it so I think the crash to desktop might be caused by a bug in awesomemod.


Title: Re: AwesomeMod Bug Report Thread
Post by: shalenabeana on 2011 December 16, 03:09:26
Game crashing to desktop  :-\

I have the base game, Ambitions, World Adventures, Generations, Late Night, and Pets installed for expansion packs and High-End Loft, Fast Lane, Outdoor Living, and Town Life Stuff all installed for stuff packs.

I have used AwesomeMod for as long as I remember. And never had issues with my game until the updated version of AwesomeMod after Pets released. My game loads normally and I can play a random amount of minutes in a given load, but randomly crashes to desktop with the Windows error, asking to close the program and/or search internet for solutions. My game then will load fine to the last save spot in game. Sometimes it crashes to desktop while attempting to save.

My game is patched to 1.29 as of this afternoon and I downloaded and installed a new AwesomeMod package right after the game update. It is still doing the same thing.

This issue started happening at 1.26 and is still happening with 1.29.

I remove ALL mods (which is only AwesomeMod and the config.package file) and run the game and plays smoothly, absolutely no crashes, only problem it's my legacy family and I cannot save without AwesomeMod  :'( Only other items are from Sims3.com from exchange and purchased items from EA, which no new (downloads) changes for several months.

I redid the framework for my mods as well to see if that was causing an issue but that did not solve my crash to desktop issue.

I also deleted my cache files as well to see if that would help solve to problem but it did not.

Sounds like the same exact problem as the previous post.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 December 16, 03:18:04
If your game crashes WHILE SAVING, this cannot be an AwesomeMod issue because AwesomeMod does not affect the saving process, which is hardcoded.

I remove ALL mods (which is only AwesomeMod and the config.package file) and run the game and plays smoothly, absolutely no crashes, only problem it's my legacy family and I cannot save without AwesomeMod  :'(
Send me the save and I will examine it. I am presently examining someone else's reported crashy save as well.


Title: Re: AwesomeMod Bug Report Thread
Post by: shalenabeana on 2011 December 16, 03:44:42
Here is my save file:
http://www.mediafire.com/?71i46kcl1c64tbo

I hope this works.

It only crashed once when I hit the save button, so not sure if it was crashing while I was hitting it or what. It has not crashed while attempting to save.

To clarify not being able to save my current file, isn't it correct that running my save file that had AwesomeMod in the Mods folder, then taking the package files out and loading that said save file and playing WITHOUT AwesomeMod, then saving that file again with AwesomeMod not in the Mods, will wreck/damage that save file? That is what I meant by not being able to save that game, I would not be able to play that file again.



Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 December 16, 03:46:18
That should be mostly-safe, provided you make sure no one is using an important AwesomeMod feature at the time you save and remove it.


Title: Re: AwesomeMod Bug Report Thread
Post by: rhodaloo on 2011 December 16, 04:24:12
I've been also having CTD which is very similar to the previous posts.  I don't have the issue when I have pulled all my mods.  I put AM back as the only mod to discover the issue starts again. 


Title: Re: AwesomeMod Bug Report Thread
Post by: PrinJess on 2011 December 16, 14:24:49
I USED to have this problem, but it just decided not to crash anymore. What I did was I removed AM, fast-forwarded several Sim hours past the hour it was crashing (3:00 to 5:00 AM for me), saved it, placed AM back in, and continued from that save on. It's been working flawlessly. Thank God for autosave backups. Yesterday I played 3 sim days and no crashes.

Then again, I have AM's timestamp of 12/14. Been hesitant to update. :/


Title: Re: AwesomeMod Bug Report Thread
Post by: Nienor on 2011 December 16, 14:34:23
I'm having an issue when I combine Supreme Commander, a Moodlet Manager, and a horse. I have a human Sim and a horse both skilling using SC, and the Moodlet Manager keeps ending up in the horse's inventory, even though it was in the Sim's at the start. The horse cannot actually use it, and the Sim cannot get it back when her moodlets turn red (contrary to what usually happens when several human Sims on SC automatically pass it around at need), unless I transfer it manually. But as soon as the horse has a bad moodlet and no action queued except SC, it gets the Moodlet Manager again.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 December 16, 14:55:14
Okay, good catch. Easy fix, I'll include it when I finish tracking down this WEIRD crash bug in that file you sent me: I found out what causes it, but the REASON it causes it makes ZERO SENSE.


Title: Re: AwesomeMod Bug Report Thread
Post by: shalenabeana on 2011 December 16, 16:56:33
Awesome! Thanks a ton. Sorry for the extra work but I love AwesomeMod so much ... I literally refuse to play without it.


Title: Re: AwesomeMod Bug Report Thread
Post by: GSmith on 2011 December 18, 07:23:17
I hope this is an easy question and didn't find anything to fit on the forums.

Running the MOD I do see a "30" commonly on the upper left screen during gameplay which does change but does go back to 30.  Any way to delete that from view of sims conversations?

Any help would be appreciated.

Thanks!


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 December 18, 07:45:22
That's not an AwesomeMod thing, that's caused by fpslimiter, which is a third-party module and therefore not really supported. Press F10 to get rid of it while the game is loading.


Title: Re: AwesomeMod Bug Report Thread
Post by: Jeebus on 2011 December 19, 00:07:23
I hope this is an easy question; I didn't find anything to fit on the forums.
You hope that you didn't find anything to fit on the forums?  I think not.
HAPPY GRAMMAR DAY 2011!


Title: Re: AwesomeMod Bug Report Thread
Post by: Orionos on 2011 December 19, 08:16:04
I'm experiencing a series of crashes that I've been able to relate to AwesomeMod. In order to exclude as many options as possible, I was able to reproduce the crash by just installing the base game (updated to 1.26+) and AwesomeMod. Then starting a new game on an empty lot in Riverview. It still crashes within 15 minutes.

Always the same:
type: ACCESS_VIOLATION reading address 0x00000030
address: 0x00d0edef "C:\Games\Sims\The Sims 3\Game\Bin\TS3W.exe":0x0001:0x0090ddef

I'm now playing without AwesomeMod, but I'm definitely missing something. Anything I can do to help, let me know.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 December 19, 12:22:29
One instance of this bug was fixed in the latest version, but its exact cause remains somewhat unclear and appears to be some manner of deeply rooted engine malfunction. Are you sure that you are using the latest version?


Title: Re: AwesomeMod Bug Report Thread
Post by: Orionos on 2011 December 19, 13:06:35
One instance of this bug was fixed in the latest version, but its exact cause remains somewhat unclear and appears to be some manner of deeply rooted engine malfunction. Are you sure that you are using the latest version?

So it's either a Bohrbug or a Mandelbug.

I have experienced this behavior on 1.26 with the December 9 package, and on 1.29 with the December 16 package. Those were/are the most recent packages for those versions, right?
Last time I played was during Ambitions. Didn't have a problem then, so it must have happened with one of the patches (since it's now also happening in the base game). If I'm not mistaken, all patch content is now neatly stored in delta-packages, so one of them probably contains the bug. Since my game crashes quite reliably, I could test any new versions if you want. At any patch level.

By the way, thanks for all the hard work and time you put into the mod.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 December 19, 14:18:24
This particular issue is definitely a "Bohr" bug. I spent hours doing binary-sweep to isolate the section of code that triggered it, except there's absolutely no good reason why it should, since it's a widely used standard function call with no arguments, that should not under any circumstances CRASH, and when I bypassed that call, replacing it with an awkward kludge, it stopped crashing in that test case.

So in this update, I have globally replaced all the calls used with aforementioned awkward kludge.


Title: Re: AwesomeMod Bug Report Thread
Post by: Orionos on 2011 December 19, 15:48:11
This particular issue is definitely a "Bohr" bug. I spent hours doing binary-sweep to isolate the section of code that triggered it, except there's absolutely no good reason why it should, since it's a widely used standard function call with no arguments, that should not under any circumstances CRASH, and when I bypassed that call, replacing it with an awkward kludge, it stopped crashing in that test case.

So in this update, I have globally replaced all the calls used with aforementioned awkward kludge.

Sorry...

[Exception info]
date: 2011-12-19
time: 16.45.54
type: ACCESS_VIOLATION reading address 0x00000030
address: 0x00d22aef "C:\Games\Sims\The Sims 3\Game\Bin\TS3W.exe":0x0001:0x00921aef

Worked for almost 20 minutes though.

The strange thing is, when I started playing about 3 days ago, I was running a game in Bridgeport with everything installed. It ran for nearly a day without a crash. By then the Speed 4 had slowed to a crawl. I attributed it to a CPU which kept maxing out. So I bought a new one. Now my CPU doesn't go over 80%, my RAM doesn't go higher than 60%, my FPS stays above 60, but these crashes have started happening (and Speed 4 still slows down to a crawl after a while unfortunately).
Why didn't the game crash that first day? Nothing changed except my CPU.

Sometimes the Sims reminds me of Windows. When it started, it was small, fast and efficient. Then they kept adding stuff onto it, until now it is a huge blob of code that has to be compiled in its entirety every time something needs to be tested.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 December 19, 16:40:25
Send the save of shortly before it crashes and I'll take a look. Save often, and see if you can get it to go boom within a few seconds of the last save.


Title: Re: AwesomeMod Bug Report Thread
Post by: Orionos on 2011 December 19, 16:56:36
Send the save of shortly before it crashes and I'll take a look. Save often, and see if you can get it to go boom within a few seconds of the last save.

A few seconds?! It takes nearly 10 seconds to save!

Well, I do like a challenge for the sake of progress. Risking public humiliation, but when you say 'send', where exactly is it you want me to send it? And what files do you need? The 5 files in the "savename.sims3" directory only (neatly compressed of course)?

Runs off to annoy the heck out of the game.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 December 19, 17:41:41
Really? You can save in only 10 seconds? And by "a few seconds", I mean "I can mash 3 and it will crash shortly after". I'm not going to play your game for you. Just zip the save directory and put it on something that isn't too annoying to get. Maybe you have your own website, or whatever it is you do.


Title: Re: AwesomeMod Bug Report Thread
Post by: Orionos on 2011 December 19, 18:25:00
Really? You can save in only 10 seconds? And by "a few seconds", I mean "I can mash 3 and it will crash shortly after". I'm not going to play your game for you. Just zip the save directory and put it on something that isn't too annoying to get. Maybe you have your own website, or whatever it is you do.

Okay, I have a save that crashes within 3-10 seconds of loading, slightly different every time. Speed is at 4, you don't need to actually do anything, but you're welcome to move the mouse if you want. I installed the base game, patched it to 1.26 first, later to 1.29. The only content installed is Riverview and Awesomemod. Best I can do, hope it helps.

http://oron.com/19wug8qdsaw8 (http://oron.com/19wug8qdsaw8)

EDIT:
I don't know if it's related in any way, but the Law of Conservation of Mass is not working for me either. Doesn't bug me that much, but I figured I'd mention it. A kid that starts out fat and never touches that burger again will still regain all the weight if he doesn't work out daily.


Title: Re: AwesomeMod Bug Report Thread
Post by: murklins on 2011 December 19, 20:12:30
I am having a strange problem. I updated AM (to be very sure, I just did so about 5 minutes ago) and ever since, my game crashes to desktop when I go into buy or build mode. It happens almost immediately -- the grid appears on the floor and then Windows pops up the "The program has stopped working" dialogue.

I am fairly sure it is AM-- I removed my few other mods, and even removed my CC to be sure. I also started a Sunset Valley to make sure there just wasn't something wrong with my current save file.

(eta: I also updated my game to the most recent patch yesterday or the day before.)


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 December 20, 03:06:29
Okay, I have a save that crashes within 3-10 seconds of loading, slightly different every time. Speed is at 4, you don't need to actually do anything, but you're welcome to move the mouse if you want. I installed the base game, patched it to 1.26 first, later to 1.29. The only content installed is Riverview and Awesomemod. Best I can do, hope it helps.
Okay, so I ran it for a good minute or so until your kid went to school and then came back. Several times. Nothing happened. It didn't crash. Then I needed my computar for some heavyweight processing, and moved to my second system to continue examining. This computer is somewhat older, and it crashed there. Crash Log Analyzer says the cause is "EWE NEEDS MOAR RAMS".


Title: Re: AwesomeMod Bug Report Thread
Post by: Orionos on 2011 December 20, 05:03:37
Okay, so I ran it for a good minute or so until your kid went to school and then came back. Several times. Nothing happened. It didn't crash. Then I needed my computar for some heavyweight processing, and moved to my second system to continue examining. This computer is somewhat older, and it crashed there. Crash Log Analyzer says the cause is "EWE NEEDS MOAR RAMS".

Well, I am running on a relatively older system, an nForce 570 with an Athlon II X4, HD4850 and a first generation X-Fi. Has kept up with me so far. So how can I explain this then (got it from the crash-dumps)?

Memory load: 53%
Total physical memory: 6142 Mb
Available physical memory: 2849 Mb
Total page file memory: 8188 Mb
Available page file memory: 4239 Mb
Total virtual memory: 4095 Mb
Free virtual memory: 2945 Mb

Every single crash-log, never goes over 60%. And I've had the game running without Awesomemod for hours on one screen while playing a TV series and web browsing on another screen. But as soon as I put Awesomemod back in...  :(

Also, I did run them through the Analyzer. Same thing every single time, 'Corrupt Save Crash' at the same address. So, I asked the author for help, posted the logs, and he also pointed at Awesome as the cause.

Anything else I can do, or will I have to accept life a little less Awesome?


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 December 20, 05:49:36
I am not sure why this happens. Did this happen under 1.26? Is it something that specifically afflicts certain neighborhoods? I traced a previous such crash issue from someone else's save to a place that made absolutely no sense to crash, since it had never done that before. I have yet to encounter this particular problem in any of my own games, however. Where are you getting these saves which appear to be damaged?

Update: Rapturing your neighborhood fixes all crashes on all systems, it seems. Probably tons of gunk data accumulating somewhere that the game doesn't like. So, simple enough. Bless everyone you want to keep, rapture the rest. Problem solved.


Title: Re: AwesomeMod Bug Report Thread
Post by: Orionos on 2011 December 20, 06:31:08
I am not sure why this happens. Did this happen under 1.26? Is it something that specifically afflicts certain neighborhoods? I traced a previous such crash issue from someone else's save to a place that made absolutely no sense to crash, since it had never done that before. I have yet to encounter this particular problem in any of my own games, however. Where are you getting these saves which appear to be damaged?

Update: Rapturing your neighborhood fixes all crashes on all systems, it seems. Probably tons of gunk data accumulating somewhere that the game doesn't like. So, simple enough. Bless everyone you want to keep, rapture the rest. Problem solved.

Yup, 1.26 did the same. I started out with 1.26 a few days ago. And they're not really saves. I can start a game, never save it at all, and the Analyzer will call the crash-dump a Corrupt Save. When I asked the author, he concluded it was custom content. You can read it in the Analyzer's comments thread should you feel so inclined.

Same crash location every time:
1.26 - Crash Address: 0x00d0edef "C:\Games\Sims\The Sims 3\Game\Bin\TS3W.exe":0x0001:0x0090ddef
1.29 - Crash Address: 0x00d22aef "C:\Games\Sims\The Sims 3\Game\Bin\TS3W.exe":0x0001:0x00921aef

Rapturing is dropping a neutron bomb on the neighborhood right? Complete genocide of all living things, while leaving the structures intact? Will the game repopulate with random weird looking sims afterwards?


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 December 20, 07:43:54
Rapturing eliminates all inhabitants except the ones you flag as Chosen, meaning, "Your Sims". Repopulation is not intrinsic to AwesomeMod itself, but if the game generates coworker NPCs and other inhabitants, the neighborhood will repopulate on its own, or you can "spawnmoreoverlords" to immediately fill out the neighborhood again. Basically, use the CRTL-Click command to tag any household you recognize well enough to keep, and then nuke the rest and see if the problem goes away. "Same Location Every Time" crash sounds like the kind of thing that could happen if some sim was deeply corrupted, which is why I never, ever, see this in my own games.


Title: Re: AwesomeMod Bug Report Thread
Post by: Orionos on 2011 December 20, 08:26:44
Alright, I'll delete my savegames, start a new game in Sunset Valley, create a new sim in CAS, make only that sim sacred, then send everyone else to the bottom of the ocean.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 December 20, 08:53:24
Well, if you're going to do that, see how long it takes you to bugger up a fresh Sunset with nothing special done to it like that. A fresh Sunset should be clean...until you start messing with it.


Title: Re: AwesomeMod Bug Report Thread
Post by: Orionos on 2011 December 22, 22:01:36
Well, if you're going to do that, see how long it takes you to bugger up a fresh Sunset with nothing special done to it like that. A fresh Sunset should be clean...until you start messing with it.

Well, it's been working for about two days now. Only 4 people in the entire neighborhood, so Charisma is a bit hard to raise. I assume the longer pauses at 4am and 9am are due to one of Awesome's processes. Going to add WA into the mix now.

So, will I have to do a ritualistic purification on a regular basis? There's no command to run through the neighborhood and fix only what EAxis fracked up? Is there a chance that my own sims get corrupted?


Title: Re: AwesomeMod Bug Report Thread
Post by: DespairFactor on 2011 December 23, 03:34:03
I posted earlier in this thread that I was having the issue of my game crashing at 3 pm in game time.

The tweaked 1.29 version fixed my problem with the crashing at 3 pm, however I am still having crash to desktops in my game and it is getting perpetually worse.

I updated my AwesomeMod today to see if their had been any new tweaks to it, but the issue is still happening.

I took my Mods folder out today and let the game run for an hour without AwesomeMod and it was perfectly fine, no crashes to desktop.

I put my Mods folder back in and it's crashing to the desktop all over the place.   It's not at a certain time like it used too, now it's crashing at random times.

Here is my save file if you are interested in taking a peek at it:

http://www.megaupload.com/?d=O1M5RKX3

I've had a lot of issue with this particular save, but it is my Legacy family, and I am almost done with it so I am really hoping to be able to see them through to the end.  With AwesomeMod of course.


Title: Re: AwesomeMod Bug Report Thread
Post by: TapThatBooty on 2011 December 23, 14:07:28
Despair, do you have any other items in your mods folder? If so, have you tried taking them all out and putting them back in one at a time to see which one is causing the crashing? Also, have you checked to make sure that everything is compatible with your game version. I assume that since you said you have got the latest version of AM, that it is 1.29.


Title: Re: AwesomeMod Bug Report Thread
Post by: DespairFactor on 2011 December 23, 14:23:52
The only other items I have in my Mods folder are some custom hairs, clothing, and make up that I've downloaded from MTS.

My game is patched up to 1.29.

I've tried playing with my Mods folder in and just removing the awesome.package and the config file and leaving in the hair and everything else and I let my game run for an hour and a half and freewill and it didn't crash.

I put awesome.package and the config file back in the mod folder and let it run on freewill and it only made it for about 15 minutes before it crashed to desktop.

I can't say for 100% that I know AwesomeMod is causing it, but from my testing it looks that way and other people were also reporting similar problems.

Since it was tweaked after the crashing problems were reported, I thought I would throw my save file out there just in case.


Title: Re: AwesomeMod Bug Report Thread
Post by: Orionos on 2011 December 23, 22:52:19
All the new NPCs created by the game have a -100 hygiene and won't stick around. When I rummage through their trash, they immediately run out of the house and sprint away. When I invite them over, I have to call them several times before they show up, and then immediately get back into their car and drive off.
One of them is marked in blue on the map, all the others in orange. I assume Awesome is marking them on the map, but what is causing their inability to interact?

EDIT: For some reason, I'm also good friends with my car according to the relationship panel. Talk about taking vehicle enthusiast to a new level.


Title: Re: AwesomeMod Bug Report Thread
Post by: shalenabeana on 2011 December 23, 23:01:37
Awesome! Thanks a ton. Sorry for the extra work but I love AwesomeMod so much ... I literally refuse to play without it.

Is there an updated AwesomeMod for the crash issue? I installed a new file that I downloaded yesterday. Then played today and it crashed to the desktop again.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 December 24, 05:53:57
The "crashing issue" is kind of a mystery and appears to be at least partly intrinsic to the new patch, since practically nothing has actually been CHANGED AwesomeMod-wise between 1.26 AM and 1.29, and all of the functions that had to be manually patched have been thoroughly inspected already.


Title: Re: AwesomeMod Bug Report Thread
Post by: DespairFactor on 2011 December 24, 14:26:46
My crash to desktop issues started before the release of the 1.29 patch.


Title: Re: AwesomeMod Bug Report Thread
Post by: wizard_merlin on 2011 December 24, 18:25:15
I haven't had a CTD for so long I can't remember when, and no freezes, this is with latest patch and AM version.  I wonder if it could be partly system related, I have a fairly beefy system with plenty of grunt for TS3, although short of what I suspect Pes has. 


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 December 25, 02:28:04
Personally, I suspect this patch introduces at least one resource leak, due to the fact that the main thing added in this patch was "more Store features", and that this feature therefore can destabilize the game.


Title: Re: AwesomeMod Bug Report Thread
Post by: Yzisme on 2011 December 25, 02:31:40
It seems to me that the new Awesomemod version doesn't like CCMagic. It's 'nonfatal core mismatch'-ing the whole 'mods' folder. (I keep all script, core, and non-objects there.)


Title: Re: AwesomeMod Bug Report Thread
Post by: Rainne on 2011 December 26, 23:43:51
Searched for this but don't find it anywhere. Possible search-fail, possible something else.

Received for Wintermas holiday all expansions and stuffs released after Late Night.  Installed everything in correct order, patched, updated AM just to be on the safe side.  Game crashes every time I try to race horses.  Only mods in place are AM and nointro.  Removed everything, game works.  Replace nointro, game works.  Remove nointro, replace AM, crash.  Suggestions?


Title: Re: AwesomeMod Bug Report Thread
Post by: Menaceman on 2011 December 27, 00:21:01
Pes, since you suggest that the new store features may be causing the crashes in part, do we know if the players experiencing the crashes have the in-game store activated?
I have had the in-game shop mode turned off from day one and I am having NO crashes with the latest build or any other recent build. (Aside from sometimes the game throws a hissy and locks up when trying to generate an object preview in the catalogue but I don't expect that to be AM and is mostly avoidable.)


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 December 27, 00:46:32
Received for Wintermas holiday all expansions and stuffs released after Late Night.  Installed everything in correct order, patched, updated AM just to be on the safe side.  Game crashes every time I try to race horses.  Only mods in place are AM and nointro.  Removed everything, game works.  Replace nointro, game works.  Remove nointro, replace AM, crash.  Suggestions?
I have no idea why you would be crashing there, since I have raced plenty of horses without issue. Anything special about those horses?


Title: Re: AwesomeMod Bug Report Thread
Post by: Rainne on 2011 December 27, 01:46:02
Received for Wintermas holiday all expansions and stuffs released after Late Night.  Installed everything in correct order, patched, updated AM just to be on the safe side.  Game crashes every time I try to race horses.  Only mods in place are AM and nointro.  Removed everything, game works.  Replace nointro, game works.  Remove nointro, replace AM, crash.  Suggestions?
I have no idea why you would be crashing there, since I have raced plenty of horses without issue. Anything special about those horses?

Not to my knowledge.  It's just a horse I adopted from the shelter (via phone) and have been training for a bit.  And as I said, it works fine when I take AM out.  :/


Title: Re: AwesomeMod Bug Report Thread
Post by: justme on 2011 December 27, 13:37:47
Received for Wintermas holiday all expansions and stuffs released after Late Night.  Installed everything in correct order, patched, updated AM just to be on the safe side.  Game crashes every time I try to race horses.  Only mods in place are AM and nointro.  Removed everything, game works.  Replace nointro, game works.  Remove nointro, replace AM, crash.  Suggestions?
I have no idea why you would be crashing there, since I have raced plenty of horses without issue. Anything special about those horses?

Not to my knowledge.  It's just a horse I adopted from the shelter (via phone) and have been training for a bit.  And as I said, it works fine when I take AM out.  :/
I have the same problem. :/


Title: Re: AwesomeMod Bug Report Thread
Post by: Hugemidget on 2011 December 27, 22:55:43
Received for Wintermas holiday all expansions and stuffs released after Late Night.  Installed everything in correct order, patched, updated AM just to be on the safe side.  Game crashes every time I try to race horses.  Only mods in place are AM and nointro.  Removed everything, game works.  Replace nointro, game works.  Remove nointro, replace AM, crash.  Suggestions?
I have no idea why you would be crashing there, since I have raced plenty of horses without issue. Anything special about those horses?

Not to my knowledge.  It's just a horse I adopted from the shelter (via phone) and have been training for a bit.  And as I said, it works fine when I take AM out.  :/
I have the same problem. :/
I also have the same problem.  The game always crashes at the same moment in the race, near the beginning about an inch of the bar in.  I have tried it with different neighborhoods and horses and the problem is still the same. 


Title: Re: AwesomeMod Bug Report Thread
Post by: DespairFactor on 2011 December 28, 00:57:41
Pes, since you suggest that the new store features may be causing the crashes in part, do we know if the players experiencing the crashes have the in-game store activated?
I have had the in-game shop mode turned off from day one and I am having NO crashes with the latest build or any other recent build. (Aside from sometimes the game throws a hissy and locks up when trying to generate an object preview in the catalogue but I don't expect that to be AM and is mostly avoidable.)

I don't have the shop mode active when I play any of my games and I am experiencing crash to desktops.


Title: Re: AwesomeMod Bug Report Thread
Post by: rynwin on 2011 December 29, 06:03:32
I seem to have figured out how to stop it crashing (at least, in my game).  Turn off the Memory Notifications.  I've been playing a game that used to ctd every five minutes for about two hours crash-free now.  I could be wrong, there might just be a crash lying in wait to ambush me when I least expect it, but so far so good.

Also FullfillWantsWithoutLocking doesn't allow unlocked wants to give you points; it gives you the moodlet and you see the floating numbers, but no points have actually been added.  Might just be me, but I thought I should mention it while I'm over here.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2011 December 29, 10:16:41
They're probably there, but the numbers in the box are often a bit lazy about updating themselves. Try to buy something with the points and they'll probably show up there.


Title: Re: AwesomeMod Bug Report Thread
Post by: Menaceman on 2011 December 30, 14:48:43
If you are playing a single Sim then pressing the spacebar will force the points total to update. I use that myself.


Title: Re: AwesomeMod Bug Report Thread
Post by: Kyna on 2011 December 31, 05:52:02
A sim is looping, repeatedly trying to cure a negative moodlet with the Moodlet Manager.  He has no negative moodlets, and is fully greened up.  He does have the Midlife Crisis moodlet - is he trying to get rid of the moodlet and is this a bug or AM working as designed?

Also, I've noticed that sims with the Imaginary Friend trait rarely have any positive matches.  When I type matchall it seems the best I can get for most of them is -1.  This has occurred in different neighbourhoods with multiple sims.  As a result of this, most of them never get any romance action from ASM.  Is there a big negative hit for the Imaginary Friend trait when trying to find a match for them?


Title: Re: AwesomeMod Bug Report Thread
Post by: Nienor on 2011 December 31, 11:54:08
A sim is looping, repeatedly trying to cure a negative moodlet with the Moodlet Manager.  He has no negative moodlets, and is fully greened up.  He does have the Midlife Crisis moodlet

I came here to report the exact same thing. It's kind of amusing to watch the Sim doing it, but a little interruptive to smooth gameplay.


Title: Re: AwesomeMod Bug Report Thread
Post by: ShadowLiberal on 2012 January 01, 00:59:08
I've noticed a bug that popped up recently with the steel bladder perk changes in the Awesome mod, I only noticed it after installing Pets a while ago.

Sims with a steel bladder only partially fulfill their bladder need when you tell them to go. It'll fill the bar up around 1/4 of the way, then they'll stop. You have to tell a Sim with a steel bladder to use the toilet 3 or 4 times for them to max out the bladder need. Sims without a steel bladder however always max out their bladder motive the first time they use a toilet.

Also this is probably related, but I noticed a sim without a steel bladder fills their bladder need 2300+ an hour when using the toilet (according to the numbers you see when hovering over the motive bar), but a sim with a Steel Bladder only fills their bladder need 560+ a hour. Perhaps this is part of the problem, if a sim only uses the toilet long enough to fulfill the bladder need for a sim without a steel bladder, even though sims with steel bladders take longer to fill their bladder motive bar.


Title: Re: AwesomeMod Bug Report Thread
Post by: nikkiforest on 2012 January 01, 16:27:10
Okay, so I installed AwesomeMod, and I just experienced a total game freeze, followed by a CTD. At first, the plumbbobs and the water were moving, but right before it crashed it just did nothing. I couldn't click anything, ctrl-shift-c wasn't working, nothing. It was at an off-location wedding, and I'm thinking the quantity of Sims had something to do with it. I've had problems when a lot of Sims gather in one location.  I also noticed that my game's really lagging. As in, speed 3 barely crawls. I know that this is probably a byproduct of AwesomeMod, because AwesomeStory makes Sims actually do things, but it is irritating. Anything I can do to temporarily fix it?
Edit: I should probably mention I have no mods or CC other than AwesomeMod, nointro, and nobuildsparkles.
Edit: Just crashed again after about 2 seconds of gameplay. The first crash occurred after about 10 minutes.
Edit: I did fixall upon opening my save game, and everything seemed fine. I played for about 20 minutes, with no overly noticeable lag. I doubt I fixed the issue, but if I have major problems I'll report it here. Thanks (=


Title: Re: AwesomeMod Bug Report Thread
Post by: witch on 2012 January 01, 20:23:51
clearmemories
fixall
towderelicts

Those are the first three things I try when I encounter the deathlag.


Title: Re: AwesomeMod Bug Report Thread
Post by: Eeyore on 2012 January 01, 20:31:20
You can also clear caches, i.e., world caches, and as a last measure try resetworld. But I suspect graphics settings are the problem here.


Title: Re: AwesomeMod Bug Report Thread
Post by: witch on 2012 January 01, 20:38:24
There is also the bicycle lag as an outsider chance. MTS has a mod for that.


Title: Re: AwesomeMod Bug Report Thread
Post by: aggravationthefork on 2012 January 02, 02:02:33
I'm having the third party mod/core mismatch problem mentioned earlier in this thread, and clearing caches repeatedly has failed me. I've taken out all my custom content but AwesomeMod and it still happens; I get rid of AwesomeMod and it doesn't. It started when I redownloaded the latest update - before that, everything was fine. I've changed absolutely nothing else in the meantime and downloaded nothing else, so I'm baffled.


Title: Re: AwesomeMod Bug Report Thread
Post by: kissing_toast on 2012 January 02, 02:14:26
I'm having the third party mod/core mismatch problem mentioned earlier in this thread, and clearing caches repeatedly has failed me. I've taken out all my custom content but AwesomeMod and it still happens; I get rid of AwesomeMod and it doesn't. It started when I redownloaded the latest update - before that, everything was fine. I've changed absolutely nothing else in the meantime and downloaded nothing else, so I'm baffled.

Your failure to mention what patch you're on or if you are indeed fully patched makes me think that PEBKAC may be in play here.


Title: Re: AwesomeMod Bug Report Thread
Post by: aggravationthefork on 2012 January 02, 13:32:28
I seriously doubt that I'm the problem when everything worked fine before and nothing else has changed. I've generally avoided patching because it's caused more problems than it's solved in the past, so judge away for that if you want. Just tell me if that alone would account for the problem when nothing has changed except AwesomeMod and my game probably hasn't been fully patched since 2010.


Title: Re: AwesomeMod Bug Report Thread
Post by: jezzer on 2012 January 02, 13:43:58
Awesomemod always requires the latest patch, as even the most perfunctory of searches would have told you.  Older versions of Awesomemod aren't supported or available.  So, yes, my AIDE was correct.  The problem is you, and you should feel bad.


Title: Re: AwesomeMod Bug Report Thread
Post by: Samiallmighty on 2012 January 03, 04:22:30
I had found that when I had awesome mod installed alone, and patched up to 1.29 with pets, I can no longer order drinks from the bar at my own lot and others cannot order from me.


Title: Re: AwesomeMod Bug Report Thread
Post by: sewinglady on 2012 January 03, 23:24:34
I am currently unable to activate the "make sacred" option from the pie menu when clicking on a house. New fambly, new neighborhood (Hidden Springs). Only mod installed is latest version of AwesomeMod.

Update: Kissing toast was correct...problem has been solved.


Title: Re: AwesomeMod Bug Report Thread
Post by: witch on 2012 January 04, 00:35:06
I never knew you could do that. I have the family as active, go to the map view, pull up the command prompt and type 'Bless'.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 January 04, 00:47:46
A sim is looping, repeatedly trying to cure a negative moodlet with the Moodlet Manager.  He has no negative moodlets, and is fully greened up.  He does have the Midlife Crisis moodlet - is he trying to get rid of the moodlet and is this a bug or AM working as designed?
It's a bug. Will fix it in the next version, apparently that moodlet detects as negative but isn't actually removable.

Also, I've noticed that sims with the Imaginary Friend trait rarely have any positive matches.  When I type matchall it seems the best I can get for most of them is -1.  This has occurred in different neighbourhoods with multiple sims.  As a result of this, most of them never get any romance action from ASM.  Is there a big negative hit for the Imaginary Friend trait when trying to find a match for them?
Purely coincidence. There is no specific code attached to that trait in romances.

..
I had found that when I had awesome mod installed alone, and patched up to 1.29 with pets, I can no longer order drinks from the bar at my own lot and others cannot order from me.
I wasn't aware this was even possible, and nothing has been changed there, so it may have been EAxian.


Title: Re: AwesomeMod Bug Report Thread
Post by: kissing_toast on 2012 January 04, 05:38:48
I am currently unable to activate the "make sacred" option from the pie menu when clicking on a house. New fambly, new neighborhood (Hidden Springs). Only mod installed is latest version of AwesomeMod.

PEBKAC, I use this all the time.


Title: Re: AwesomeMod Bug Report Thread
Post by: SJActress on 2012 January 04, 19:35:17
Received for Wintermas holiday all expansions and stuffs released after Late Night.  Installed everything in correct order, patched, updated AM just to be on the safe side.  Game crashes every time I try to race horses.  Only mods in place are AM and nointro.  Removed everything, game works.  Replace nointro, game works.  Remove nointro, replace AM, crash.  Suggestions?
I have no idea why you would be crashing there, since I have raced plenty of horses without issue. Anything special about those horses?

Not to my knowledge.  It's just a horse I adopted from the shelter (via phone) and have been training for a bit.  And as I said, it works fine when I take AM out.  :/
I have the same problem. :/
I also have the same problem.  The game always crashes at the same moment in the race, near the beginning about an inch of the bar in.  I have tried it with different neighborhoods and horses and the problem is still the same. 
Same here. The race/jump competition CTD. Without AM, it does not crash.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 January 05, 18:06:00
Should be fixed now.


Title: Re: AwesomeMod Bug Report Thread
Post by: SJActress on 2012 January 05, 19:48:15
It is indeed fixed. Baa.

ETA: I don't know if this is an AM bug or a testingcheats bug, but you can't adjust a unicorn's Thirst need (all other needs are adjustable).


Title: Re: AwesomeMod Bug Report Thread
Post by: schwinnrider on 2012 January 06, 14:21:18
I've noticed a bug that popped up recently with the steel bladder perk changes in the Awesome mod, I only noticed it after installing Pets a while ago.

Sims with a steel bladder only partially fulfill their bladder need when you tell them to go. It'll fill the bar up around 1/4 of the way, then they'll stop. You have to tell a Sim with a steel bladder to use the toilet 3 or 4 times for them to max out the bladder need. Sims without a steel bladder however always max out their bladder motive the first time they use a toilet.

Also this is probably related, but I noticed a sim without a steel bladder fills their bladder need 2300+ an hour when using the toilet (according to the numbers you see when hovering over the motive bar), but a sim with a Steel Bladder only fills their bladder need 560+ a hour. Perhaps this is part of the problem, if a sim only uses the toilet long enough to fulfill the bladder need for a sim without a steel bladder, even though sims with steel bladders take longer to fill their bladder motive bar.
I had that very same problem until I removed NRaas Shooless.

edit: Sorry, I'd have put some pants on if I had known I was going to be at the top of the page.


Title: Re: AwesomeMod Bug Report Thread
Post by: Lorina on 2012 January 07, 01:21:16
Can I configure AM to make all the sims in the neighborhood to age, excepting the choosen ones and the current household?


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 January 07, 03:07:49
Since this does not model any past game behavior, no. There are other age-manipulation mods that enable you to do something that specific, and this will therefore not be addressed in AwesomeMod.


Title: Re: AwesomeMod Bug Report Thread
Post by: nythawk on 2012 January 07, 15:25:49
Downloaded and am using the most recent AM now (dated Jan 5) and now I can no longer manipulate the attributes of my Sims (ie. hunger, energy, etc).


Title: Re: AwesomeMod Bug Report Thread
Post by: nikkiforest on 2012 January 07, 22:09:08
I downloaded Twallan's Overwatch and ErrorTrap (and I obviously have AwesomeMod), and the towderelicts command isn't working for me. I saw a tag in Map View that I think was triggered by Overwatch, telling me that the Pudding family's car was parked at the police station in SV and was therefore a derelict vehicle. I tried the towderelicts command but the tag was still there, which obviously means the car was still there. The problem persisted for several days, until the tag was gone. I tried towderelicts again during those several days, until the tag randomly disappeared. I'm wondering if the car wasn't actually there, but the tag for some reason didn't go away when I entered the command. I'm assuming Overwatch finally realized the car was there and removed it, but it took several days, when problem fixing is supposed to happen nightly. I'm going to report the problem over at the NRaas wiki, and I'll edit when I get an answer (assuming I don't get one here first).



Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 January 08, 03:26:41
Downloaded and am using the most recent AM now (dated Jan 5) and now I can no longer manipulate the attributes of my Sims (ie. hunger, energy, etc).
Works fine for me. Check that you've enabled testing cheats.

I downloaded Twallan's Overwatch and ErrorTrap (and I obviously have AwesomeMod), and the towderelicts command isn't working for me. I saw a tag in Map View that I think was triggered by Overwatch, telling me that the Pudding family's car was parked at the police station in SV and was therefore a derelict vehicle.
That isn't actually a derelict vehicle, since it's parked at an actual spot. It disappeared on its own because they finally decided to drive it off. The tag is there for "Dude, Where's My Car?" purposes.


Title: Re: AwesomeMod Bug Report Thread
Post by: Naiad on 2012 January 08, 06:14:28
I downloaded Twallan's Overwatch and ErrorTrap (and I obviously have AwesomeMod), and the towderelicts command isn't working for me. I saw a tag in Map View that I think was triggered by Overwatch, telling me that the Pudding family's car was parked at the police station in SV and was therefore a derelict vehicle. I tried the towderelicts command but the tag was still there, which obviously means the car was still there. The problem persisted for several days, until the tag was gone. I tried towderelicts again during those several days, until the tag randomly disappeared. I'm wondering if the car wasn't actually there, but the tag for some reason didn't go away when I entered the command. I'm assuming Overwatch finally realized the car was there and removed it, but it took several days, when problem fixing is supposed to happen nightly. I'm going to report the problem over at the NRaas wiki, and I'll edit when I get an answer (assuming I don't get one here first).

Is ErrorTrap compatible with Awesome these days? Because it is, after all, a core mod. I do remember trying to use the two together, but that was at least 2 patches ago, if not 3, so it's probably no longer relevant right now.


Title: Re: AwesomeMod Bug Report Thread
Post by: nythawk on 2012 January 08, 15:39:12
Downloaded and am using the most recent AM now (dated Jan 5) and now I can no longer manipulate the attributes of my Sims (ie. hunger, energy, etc).
Works fine for me. Check that you've enabled testing cheats.

Yep. PEBKAC on my part. I just installed my backed up data on my new computer. I was thinking that everything on the config page should still be as I had it. I made a few changes but didn't check that. I guess that's what I get for thinking. Sorry for wasting your time Pescado. I'm a farkin maroon. :P


Title: Re: AwesomeMod Bug Report Thread
Post by: nikkiforest on 2012 January 08, 22:39:51
Downloaded and am using the most recent AM now (dated Jan 5) and now I can no longer manipulate the attributes of my Sims (ie. hunger, energy, etc).
Works fine for me. Check that you've enabled testing cheats.

I downloaded Twallan's Overwatch and ErrorTrap (and I obviously have AwesomeMod), and the towderelicts command isn't working for me. I saw a tag in Map View that I think was triggered by Overwatch, telling me that the Pudding family's car was parked at the police station in SV and was therefore a derelict vehicle.
That isn't actually a derelict vehicle, since it's parked at an actual spot. It disappeared on its own because they finally decided to drive it off. The tag is there for "Dude, Where's My Car?" purposes.
Oh, is that an AM feature then? I assumed it was Twallanian, but I was wrong.


Title: Re: AwesomeMod Bug Report Thread
Post by: jezzer on 2012 January 08, 23:21:09
Oh, is that an AM feature then? I assumed it was Twallanian, but I was wrong.

You have this thiing where you are constantly, consistently, horribly wrong, but then you continue to post.


Title: Re: AwesomeMod Bug Report Thread
Post by: ShadowLiberal on 2012 January 09, 22:50:20
I've noticed a bug that popped up recently with the steel bladder perk changes in the Awesome mod, I only noticed it after installing Pets a while ago.

Sims with a steel bladder only partially fulfill their bladder need when you tell them to go. It'll fill the bar up around 1/4 of the way, then they'll stop. You have to tell a Sim with a steel bladder to use the toilet 3 or 4 times for them to max out the bladder need. Sims without a steel bladder however always max out their bladder motive the first time they use a toilet.

Also this is probably related, but I noticed a sim without a steel bladder fills their bladder need 2300+ an hour when using the toilet (according to the numbers you see when hovering over the motive bar), but a sim with a Steel Bladder only fills their bladder need 560+ a hour. Perhaps this is part of the problem, if a sim only uses the toilet long enough to fulfill the bladder need for a sim without a steel bladder, even though sims with steel bladders take longer to fill their bladder motive bar.
I had that very same problem until I removed NRaas Shooless.

edit: Sorry, I'd have put some pants on if I had known I was going to be at the top of the page.
I tried removing everything except the awesome mod and still have the same problem, so unfortunately that wasn't it. For the moment I'm using a custom version of the awesome mod that doesn't change the Steel Bladder perk to get around this issue.


Title: Re: AwesomeMod Bug Report Thread
Post by: keirra on 2012 January 10, 02:41:40
I have a couple that was recently married and when I try to get the mail from the mailbox (the presents that their friends have sent them) the game crashes.  When I took out all of my cc and Awesomeware it doesn't crash. If I leave in just Awesomeware (Awesome Mod, Rule of Six, Config, straygnome) it crashes. Has anyone had this problem?


Title: Re: AwesomeMod Bug Report Thread
Post by: Iolanthe on 2012 January 10, 04:03:13
I have a couple that was recently married and when I try to get the mail from the mailbox (the presents that their friends have sent them) the game crashes.  When I took out all of my cc and Awesomeware it doesn't crash. If I leave in just Awesomeware (Awesome Mod, Rule of Six, Config, straygnome) it crashes. Has anyone had this problem?

Yes, actually, though I assumed it was just a glitch and gave them a new mailbox from buydebug...


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 January 10, 06:33:09
Should be fixed now.


Title: Re: AwesomeMod Bug Report Thread
Post by: keirra on 2012 January 10, 08:37:31
It is fixed now, but they can't write thank you notes. When I click on the mailbox to write thank you notes it disappears from their cue. If I take out Awesomemod, they write the thank you notes.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 January 10, 09:07:13
I have never seen this interaction, so...describe what happens. What does a sim do when you tell them to write this note, normally? Do they just pull a notepad out of their ass, write something, and stuff it into the box?


Title: Re: AwesomeMod Bug Report Thread
Post by: Madame Mim on 2012 January 10, 10:02:28
They go sit at a desk with the notepad out of their arse and write notes. I can't remember if they then even bother to go back and post them, but I do know that it is notoriously route buggy and even having a house on a foundation can quash the process. I tend to move a desk and chair out on the front lawn if I want them to write thankyou notes.


Title: Re: AwesomeMod Bug Report Thread
Post by: PrinJess on 2012 January 10, 13:58:14
I think writing the thank-you notes worked before the patch or even before Pets...But yeah, I' m having the same problem.


Title: Re: AwesomeMod Bug Report Thread
Post by: sewinglady on 2012 January 10, 17:18:30
I think writing the thank-you notes worked before the patch or even before Pets...But yeah, I' m having the same problem.

It definitely became problematic after that latest EA patch.  Prior to that, if I stationed the sim needing to write the thank-you notes very near an empty desk, then clicked on the mailbox and instructed them to write thank-you notes, they sat down and wrote them (pulled paper from tushes and then they just fling 'em in the air and they 'poof' and go to recipient - dontcha just wish it was really that easy?).  Now, not sure as the only couple I had married, experienced the CTD upon checking the mailbox and I assumed it was an EA problem, not Awesomemod, or I would have mentioned it over a week ago. sorry.

Edited to add:  Just in case this isn't EA caused either - continuing to occasionally have CTDs when I click on an opportunity - doesn't matter if I click accept or cancel. Latest one was a skilling one for handiness...and if I recollect correctly, most of the ones that 'cause' the CTD are skill related rather than say celebrity related.


Title: Re: AwesomeMod Bug Report Thread
Post by: keirra on 2012 January 11, 03:09:53
I click on the mailbox "write thank you notes" and the sim will go to the kitchen table pull a pad out of his ass and write the notes, and I will get a notification that everyone received their thank you notes and know that you enjoyed their gifts. They don't even stuff it in the box. The notification just pops up in the right corner like all notifications as soon as the sim is done writing.


Title: Re: AwesomeMod Bug Report Thread
Post by: Tallibrin on 2012 January 12, 20:57:48
I'm having the same issue mentioned earlier about crashes at the beginning of horse competitions.  Restarting without AwesomeMod gets rid of the problem, letting me complete races.  

In my game I've tested it with Shawnee Fox riding "Bramble", and Dakota Fox riding "Willow".


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 January 13, 12:52:33
I click on the mailbox "write thank you notes" and the sim will go to the kitchen table pull a pad out of his ass and write the notes, and I will get a notification that everyone received their thank you notes and know that you enjoyed their gifts. They don't even stuff it in the box. The notification just pops up in the right corner like all notifications as soon as the sim is done writing.
I think I know why that happens, yes: AwesomeMod intentionally inhibits attempts to find surfaces that are millions of miles away from the action, to prevent a sim from deciding that a seat on the other side of the world is perfect, while the slightly lower-quality seat RIGHT NEXT TO IT just ISN'T GOOD ENOUGH. I will add an exception rule for this since the sim doesn't apparently hike the 80 miles to the box after selecting a chair on the opposite side of the world to do it in.

I'm having the same issue mentioned earlier about crashes at the beginning of horse competitions.  Restarting without AwesomeMod gets rid of the problem, letting me complete races.
Don't report old bugs unless you want to annoy me into shortening the expiration date.


Title: Re: AwesomeMod Bug Report Thread
Post by: LVRugger on 2012 January 13, 15:54:50
Easy workaround until it's fixed is to have the sim sit at a desk or table before you click on the mailbox. I can get them to write thank you notes this way without error.


Title: Re: AwesomeMod Bug Report Thread
Post by: SJActress on 2012 January 13, 18:16:00
I am testing this right now, and all of my inventory made it to Egypt intact. My guess is that this is not intrinsic to AwesomeMod at all, but rather, an effect of the lack of exception handling in the native EAxian code which causes the entire process to derail if one or more inventory objects is corrupt. I will keep an eye out for if this happens when I return.

I can confirm this is not AM, but an Eaxian bug. I lost all of the fish in my inventory upon return as well. ErrorTrap supposedly fixes the issue. Any update/plan to fix this in AM, or should I just download that?


Title: Re: AwesomeMod Bug Report Thread
Post by: nythawk on 2012 January 13, 20:17:07
I'm having the same issue mentioned earlier about crashes at the beginning of horse competitions.  Restarting without AwesomeMod gets rid of the problem, letting me complete races.  
This was fixed by Pescado a bit ago. Redownload AM! If you'd keep an eye on this thread you wouldn't be posting about already fixed bugs.


Title: Re: AwesomeMod Bug Report Thread
Post by: pastacat on 2012 January 13, 22:41:30
I had found that when I had awesome mod installed alone, and patched up to 1.29 with pets, I can no longer order drinks from the bar at my own lot and others cannot order from me.

I wasn't aware this was even possible, and nothing has been changed there, so it may have been EAxian.

AM makes the two professional bars break down and cry since 1.29. I've never had an outdated version of AM.

With only AM installed: professional bar works fine until someone is actually tending it with the "manage bar" interaction. Then, no one can order a drink. This also happens when hiring a mixologist to show up to your party. Dude just stands there and breaks glasses, then leaves with your money.

With zero CC: Bar interactions resume function again.

I considered tweaking my AM config in the hopes that one of the options might be at fault, but a) I am not that obsessed and b) nothing in the AM config seems even remotely like it would break the bar, so I'm at a loss.


Title: Re: AwesomeMod Bug Report Thread
Post by: Nienor on 2012 January 23, 21:15:43
There still seems to be something wrong with the Moodlet Manager - I had one ending up repeatedly in the inventory of the household dog when said dog was on Supreme Commander.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 January 24, 08:34:24
With only AM installed: professional bar works fine until someone is actually tending it with the "manage bar" interaction. Then, no one can order a drink. This also happens when hiring a mixologist to show up to your party. Dude just stands there and breaks glasses, then leaves with your money.
Try now.

There still seems to be something wrong with the Moodlet Manager - I had one ending up repeatedly in the inventory of the household dog when said dog was on Supreme Commander.
Should be fixed now.


Title: Re: AwesomeMod Bug Report Thread
Post by: shinji on 2012 January 27, 21:39:49
Does AwesomeMod work with the most recent Sims 3 release with Master Suite included?  I'm not able to get the game to load without warnings being given to me and I know the framework is installed properly (verified with the NoIntro package and the NoSparkles package)  This is also a relatively clean install with just a bunch of sims3 store stuff installed (freebies) but no prior mods (save for the ones included in the framework). 

I tried with both the Framework version on the MTS site as well as the version you provide here (installed in the Sims 3 install folder).

During Launch
It looks like you have installed and unofficial game modification that does not match your current version of The Sims 3.  We recommend that you either uninstall these game modifications or get updated versions of them - otherwise you may experience crashes or significant bugs.

Do you want to quit?

Quit Continue

If I choose Continue on the previous prompt...
WARNING: Non-critical core mismatch! A core file not part of AwesomeMod does not match expected values. This could be the result of a version mismatch or other third-party hack.

Quit Ignore

From C:\Program Files (x86)\Steam\steamapps\common\the sims 3\Game\Bin\skuversion.txt
GameVersion = 1.29.56.014037
Code:0.Steam-0.0.12
Asset:1.Content.ml.307
Thumbnails:1.Thumbnail.ml.3
TCC:1.TCC.ml.98


Title: Re: AwesomeMod Bug Report Thread
Post by: kissing_toast on 2012 January 27, 21:42:32
MSS doesn't add a patch, works just fine for me. Make sure all of your other games are patched.


Title: Re: AwesomeMod Bug Report Thread
Post by: shinji on 2012 January 27, 21:56:49
They actually have to be.  Steam sends the entire game as a batch install so all purchased expansions and stuff packs are sent over all at once and updated at once.

EDIT: I'm going to take the drastic route.  There should not be any significant difference between the Steam and Origin versions but I do that the latter version available to download/install so I'm going to backup/uninstall the Steam one then download and install the Origin one and see if that makes a difference.


Title: Re: AwesomeMod Bug Report Thread
Post by: Jeebus on 2012 January 27, 22:06:31
NB: No Steam support is offered here.


Title: Re: AwesomeMod Bug Report Thread
Post by: shinji on 2012 January 27, 22:17:56
Is there a particular reason why?  Like I said there really shouldn't be a difference.  The only main difference might be where the game is installed.


Title: Re: AwesomeMod Bug Report Thread
Post by: jezzer on 2012 January 27, 22:34:57
Steam isn't supported because the FOJ doesn't want to fool with it.  I must have missed the part where Pescado is obligated to explain his decisions to people.


Title: Re: AwesomeMod Bug Report Thread
Post by: shinji on 2012 January 27, 22:38:40
Ok.  That's fine.  ^_^

I was just wondering if there was a technical reason (a specific core file was different on Steam vs Retail/Origin or something).  If Steam isn't supported though it should be mentioned in the documentation.  It wasn't mentioned anywhere and the framework itself works fine with the Steam version.


Title: Re: AwesomeMod Bug Report Thread
Post by: Jeebus on 2012 January 27, 22:49:09
Steam isn't supported because it's EVIL.


Title: Re: AwesomeMod Bug Report Thread
Post by: shinji on 2012 January 27, 22:52:37
Yea.  I caught that thread just now finally. >.>  Apparently it comes down to some potential patch version differences and a different file structure that is on the Steam version where they merge it all together rather than have it spread out..  The Origin/Retail versions put each expansion/stuff pack in their own little install folder.


Title: Re: AwesomeMod Bug Report Thread
Post by: BebopCola on 2012 January 29, 23:54:22
I've noticed a bug that popped up recently with the steel bladder perk changes in the Awesome mod, I only noticed it after installing Pets a while ago.

Sims with a steel bladder only partially fulfill their bladder need when you tell them to go. It'll fill the bar up around 1/4 of the way, then they'll stop. You have to tell a Sim with a steel bladder to use the toilet 3 or 4 times for them to max out the bladder need. Sims without a steel bladder however always max out their bladder motive the first time they use a toilet.

Also this is probably related, but I noticed a sim without a steel bladder fills their bladder need 2300+ an hour when using the toilet (according to the numbers you see when hovering over the motive bar), but a sim with a Steel Bladder only fills their bladder need 560+ a hour. Perhaps this is part of the problem, if a sim only uses the toilet long enough to fulfill the bladder need for a sim without a steel bladder, even though sims with steel bladders take longer to fill their bladder motive bar.
I've been running in to this as well.

Running a newly downloaded Awesomemod(downloaded today) and have tested with an unplayed Sim(a different household).

Obviously, having the motiveperkrebalance option turned off doesn't let you test the bladder discharge rate of steel bladder Sims since their bladder motive never decays, but with it on I can confirm ShadowLiberal's experience regarding the Sim's changed discharge rate versus when they don't. As would be expected, Sims without the perk appear unaffected either way.

Why do they keep pinching it off?! I only do it when I don't have any other choice!


Title: Re: AwesomeMod Bug Report Thread
Post by: Alicelove on 2012 January 30, 00:04:20
I had a strange problem.  I don't know if it was caused by Awesome mod or a combination of Awesome mod and something else.  That something else most likely would be one of Twallan's mods, since I have them all installed.

My family consists of a second generation sim and her Invisible Friend who was turned into a visible friend using a potion.  They have two cats.  They also have twin daughters.  The daughters aged up from toddlers to children.  However, the next day, the kids were not going off to school.  I clicked on the button to send them to school and got a message there were no schools in town.  I was using a pretty straight Apaloosa Springs.  The only changes to the town were my McDonald's restaurant (a rabbithole), and a house I built for another family.

When I removed Awesomemod, the problem went away, and the kids went to school.  Since it solved the problem, I did not experiment further.

I'm having something similar with normal children in a custom hood, and I'm starting to wonder if it's that rabbit hole itself that AM (or whatever is causing it) has a problem with. It doesn't appear to be registering as a real school. I'm running a two-school system, and I replaced my fully functional 12-only rabbit hole with the Crestview building (Apaloosa's school/stadium). I attempted an enrollall 12 and received the message, "Cannot resolve with 0 schools on lot." (And yes, I attempted this on the school's lot. I'm stupid, but I'm not that stupid.) I can't manually enroll my teens into that school either, their only options are "pull prank" and "painting class" so I can't even enroll them individually.

Removing the offending building and replacing it with a stand-alone school rabbit hole fixes the issue. Except for the part where I want to use the combo rabbit hole. I have No Automatic School enabled by default, but turning it off doesn't seem to make a difference. I also use several Twallan mods, like the above. Twallen's school mod only gives me the option to enroll in the non-offending school.

This issue is reproduce-able in other hoods. Thoughts? Anybody else getting this result?


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 January 30, 11:20:44
Combo rabbit hole issue noted. Will examine.


Title: Re: AwesomeMod Bug Report Thread
Post by: evadine on 2012 February 08, 00:56:26
I got a Flagrant Error on the sims 3 today.  I don't know if this is relevant, but I was also playing it in the French Language.

Installed Mods:

Awesome Mod

-.-.  The game also froze about 20 minutes before, possibly due to computer sucking.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 February 10, 12:26:02
Unless you tell me what the error is, there's nothing I can do about it.


Title: Re: AwesomeMod Bug Report Thread
Post by: jezzer on 2012 February 10, 17:03:46
It probably treated the error like a Hardware Requirements tag and didn't read it.


Title: Re: AwesomeMod Bug Report Thread
Post by: frumiousbander on 2012 February 12, 18:06:36
Serious risk of being labelled a moron, but hoping not so.

Basic problem: Awesome Mod seems to make game crash to desktop

Location of Awesome Mod: in My Documents > Electronic Arts > The Sims 3 > Mods > Packages

Yes, I've read other posts on here - most of the ones with this particular issue seem to be prior the patch I've got. Playing game edition 1.29. Only have base game. Yes, I have other CC - have played with other CC but not awesome mod = no crash. Have played with no CC = no crash. Add awesome mod back = crash.

I get the idea that since recent patches, the whole framework stuff in the Games > Bin folder is no longer necessary. Is that where I've gone wrong? Lately have just been playing with Awesome mod, but appreciate the awesomeness of it and would prefer not to.

Ta.


Title: Re: AwesomeMod Bug Report Thread
Post by: Jeebus on 2012 February 12, 18:41:15
Have you checked for conflicting mods?


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 February 13, 03:03:50
Can you be more specific about where and when these crashes occur?


Title: Re: AwesomeMod Bug Report Thread
Post by: frumiousbander on 2012 February 13, 14:27:43
Is the only way to check for conflicting mods to remove each CC one at a time and try playing or is there some crafty shortcut? Have stumbled across Hack Conflict Detection Utility for Sims 2 but not for Sims 3. Am I missing something?

Specifically, with awesomemod installed, game crashes to desktop  ("sims 3 has stopped working, windows is searching for a solution") after 20-30 minutes game play, sometimes less.



Title: Re: AwesomeMod Bug Report Thread
Post by: jezzer on 2012 February 13, 14:42:25
Try Delphy's Dashboard.


Title: Re: AwesomeMod Bug Report Thread
Post by: UtopiaGlam on 2012 February 13, 16:17:22
Hello.

I have that same kind of issue. Awesomemod opens a window tells me there's a non-core issue with another mod which is not answering the way it should (translated from French by memory, sorry if it's not correct). But, thing is, I tested the game with ONLY the Awesomemod and NO OTHER package - as I had just reinstalled my games -  and it says just the same...

If I click "Quit" then it quits after the loading, and if I click "Ignore", it works fine until I try to enter the CAS. When I do, the game crashes.

(I have all extensions up to Master Suite Stuff)


Title: Re: AwesomeMod Bug Report Thread
Post by: PA on 2012 February 13, 17:25:12
Error Trap caught this running with Twallanian story progression:

Code:
-- Script Errors --

No Proxy
 Counter: 2
 Sim-Time: Tue. at 4:25 PM
 Real-Time: 02/11/2012 19:52:13

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) ([1E9C6E00] )
#1: 0x00003 ret.void   in Sims3.Gameplay.Autonomy.Sims3.Gameplay.Autonomy.Autonomy:Update () ()
#2: 0x00000 superop    in Sims3.Gameplay.Autonomy.Sims3.Gameplay.Autonomy.Autonomy:RunAutonomy (bool) (1E9C6E00 [1] )
#3: 0x00004 pop        in Sims3.Gameplay.Autonomy.Sims3.Gameplay.Autonomy.Autonomy:TryFindBestAction () ()
#4: 0x0002a leave.s    in Sims3.Gameplay.Autonomy.Sims3.Gameplay.Autonomy.AutonomyManager:Simulate () ()
#5: 0x00027 leave.s    in ScriptCore.ScriptCore.ScriptProxy:Simulate () ()

It's a new two Sim day old save and I didn't notice anything odd happening at the time, so maybe just a hiccup somewhere.


Title: Re: AwesomeMod Bug Report Thread
Post by: ForkInToaster on 2012 February 13, 22:09:45
I recently re-installed AM and I'm having a problem with the sound. Every now and then, the game's sound will start re-looping one sound over and over for several game hours. After a while, the looping will stop and the game will "vomit*" out hours worth of sounds all at once in a matter of seconds. I will hear tons of clicks, phones ringing, cars driving, laughter, snoring all glopped together and then the sound will go back to normal for a few game hours, only to get stuck on some other sound loop. Usually, the sound is some background noise that would normally go unnoticed, like general outdoor sounds. Sometimes it will get stuck on the washing machine or a car engine. Once it got stuck on a cell phone ringing.   

I removed all of my packages except AM, and the sound glitches continued. When I took out AM, it went away.

*Sorry for anthropomorphizing my game, but vomit seems very appropriate when I hear it.


Title: Re: AwesomeMod Bug Report Thread
Post by: kissing_toast on 2012 February 13, 22:20:01
I recently re-installed AM and I'm having a problem with the sound. Every now and then, the game's sound will start re-looping one sound over and over for several game hours. After a while, the looping will stop and the game will "vomit*" out hours worth of sounds all at once in a matter of seconds. I will hear tons of clicks, phones ringing, cars driving, laughter, snoring all glopped together and then the sound will go back to normal for a few game hours, only to get stuck on some other sound loop. Usually, the sound is some background noise that would normally go unnoticed, like general outdoor sounds. Sometimes it will get stuck on the washing machine or a car engine. Once it got stuck on a cell phone ringing.   

I removed all of my packages except AM, and the sound glitches continued. When I took out AM, it went away.

*Sorry for anthropomorphizing my game, but vomit seems very appropriate when I hear it.

Vomit is also very appropriate when we hear the same questions asked over and over again. SEARCH MOAR!


Title: Re: AwesomeMod Bug Report Thread
Post by: tryoutz on 2012 February 14, 03:03:48
I can't gain skills with Awesome mod. My girlfriend can't either. If we remove AM it works fine.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 February 14, 11:27:04
Hello.

I have that same kind of issue. Awesomemod opens a window tells me there's a non-core issue with another mod which is not answering the way it should (translated from French by memory, sorry if it's not correct). But, thing is, I tested the game with ONLY the Awesomemod and NO OTHER package - as I had just reinstalled my games -  and it says just the same...

If I click "Quit" then it quits after the loading, and if I click "Ignore", it works fine until I try to enter the CAS. When I do, the game crashes.

(I have all extensions up to Master Suite Stuff)
If you're getting that particular message, it means your SimIFace file does not match the version AwesomeMod expects. This means one of 3 things:
1. You are using someone else's. Very few people modify that file. But you have no other packages.
2. You have the wrong version of either AwesomeMod or the game. Patch your game, update AwesomeMod.
3. Your files are corrupt.


Title: Re: AwesomeMod Bug Report Thread
Post by: wizard_merlin on 2012 February 14, 17:52:40
I can't gain skills with Awesome mod. My girlfriend can't either. If we remove AM it works fine.

Sounds like a conflict as my sims can skill just fine with AM.


Title: Re: AwesomeMod Bug Report Thread
Post by: tryoutz on 2012 February 14, 21:15:55
I can't gain skills with Awesome mod. My girlfriend can't either. If we remove AM it works fine.

Sounds like a conflict as my sims can skill just fine with AM.

I would think so if it was just mine. I have a little bit of CC. The only thing my girlfriend has is,

awesome.package
aweconf.package.

So whats to conflict? We both have every Sims3 expansion and Stuff pack game.


Title: Re: AwesomeMod Bug Report Thread
Post by: notouching on 2012 February 14, 21:54:45
I would think so if it was just mine. I have a little bit of CC. The only thing my girlfriend has is,

awesome.package
aweconf.package.

So whats to conflict? We both have every Sims3 expansion and Stuff pack game.

You need to make sure you are patched to 1.29. If you install Master Suite Stuff without patching your patch level is something like 1.28. I can't remember the exact number, but it's not 1.29. So, check your patch level. Also, my sims skill just fine with AM installed.


Title: Re: AwesomeMod Bug Report Thread
Post by: Madame Mim on 2012 February 14, 22:04:34
It's not even just that: the game has what I think of as 'hidden' patch levels - i.e. there are patches that need to be applied to individual EP's. If you install everything in one go you may miss one of these patches and I advise checking your game with the patching tool available from MTS.


Title: Re: AwesomeMod Bug Report Thread
Post by: Jeebus on 2012 February 15, 02:32:26
IIRC, you don't need to patch intermediate EPs anymore.


Title: Re: AwesomeMod Bug Report Thread
Post by: Eeyore on 2012 February 15, 16:06:14
IIRC, you don't need to patch intermediate EPs anymore.

Really? Is whatever was fixed in those patches now fixed elsewhere?


Title: Re: AwesomeMod Bug Report Thread
Post by: wizard_merlin on 2012 February 15, 16:51:33
I can't gain skills with Awesome mod. My girlfriend can't either. If we remove AM it works fine.

Sounds like a conflict as my sims can skill just fine with AM.

I would think so if it was just mine. I have a little bit of CC. The only thing my girlfriend has is,

awesome.package
aweconf.package.

Did you enable the "ScaleSkillDifficultyToAging" in the config, or maybe increased the "RegularSkillingDifficulty" multiplier?  Either of these would increase the time it takes to skill.  You never said if the skill bar showed above their head but didn't move, or if it didn't appear at all.


Title: Re: AwesomeMod Bug Report Thread
Post by: ItchyNScratchy on 2012 February 17, 16:22:10
I recently re-installed AM and I'm having a problem with the sound. Every now and then, the game's sound will start re-looping one sound over and over for several game hours. After a while, the looping will stop and the game will "vomit*" out hours worth of sounds all at once in a matter of seconds. I will hear tons of clicks, phones ringing, cars driving, laughter, snoring all glopped together and then the sound will go back to normal for a few game hours, only to get stuck on some other sound loop. Usually, the sound is some background noise that would normally go unnoticed, like general outdoor sounds. Sometimes it will get stuck on the washing machine or a car engine. Once it got stuck on a cell phone ringing.  

I removed all of my packages except AM, and the sound glitches continued. When I took out AM, it went away.

*Sorry for anthropomorphizing my game, but vomit seems very appropriate when I hear it.
Your problem has nothing to do with AM. If you play the game long enough after having removed AM, you'll find that the freezing and sound issues will begin again. I started having the sound and freezing issues after the 1.29 patch was installed into my game. After reinstalling the game and avoiding 1.29, I have those issues no longer. Unfortunately, that means I can also no longer have AM in my game, but at least I can play without freezing and crashing again.


Title: Re: AwesomeMod Bug Report Thread
Post by: tryoutz on 2012 February 17, 17:06:31

Did you enable the "ScaleSkillDifficultyToAging" in the config, or maybe increased the "RegularSkillingDifficulty" multiplier?  Either of these would increase the time it takes to skill.  You never said if the skill bar showed above their head but didn't move, or if it didn't appear at all.



It shows the bars, they just don't gain not even slowly. Ill do another config and see it is the problem. If it is enabled by default then that is probably the problem.


Title: Re: AwesomeMod Bug Report Thread
Post by: Painkiller on 2012 February 17, 21:50:07
I recently re-installed AM and I'm having a problem with the sound. Every now and then, the game's sound will start re-looping one sound over and over for several game hours. After a while, the looping will stop and the game will "vomit*" out hours worth of sounds all at once in a matter of seconds. I will hear tons of clicks, phones ringing, cars driving, laughter, snoring all glopped together and then the sound will go back to normal for a few game hours, only to get stuck on some other sound loop. Usually, the sound is some background noise that would normally go unnoticed, like general outdoor sounds. Sometimes it will get stuck on the washing machine or a car engine. Once it got stuck on a cell phone ringing.  

I removed all of my packages except AM, and the sound glitches continued. When I took out AM, it went away.

*Sorry for anthropomorphizing my game, but vomit seems very appropriate when I hear it.
Your problem has nothing to do with AM. If you play the game long enough after having removed AM, you'll find that the freezing and sound issues will begin again. I started having the sound and freezing issues after the 1.29 patch was installed into my game. After reinstalling the game and avoiding 1.29, I have those issues no longer. Unfortunately, that means I can also no longer have AM in my game, but at least I can play without freezing and crashing again.
Duh. You're suffering from an old know bug caused by bicycles. AM makes it a bit more frequent because of the needed processing and it's easy to erroneously blame AM for that sound glitch. Grab Twoftmama's STFU Bicycle fix here: http://simsasylum.com/tfm/index.php?/topic/883-shut-the-flock-up-sound-effects-new-flavor-added-november-7-2011/


Title: Re: AwesomeMod Bug Report Thread
Post by: jezzer on 2012 February 17, 22:50:55
Your problem has nothing to do with AM. If you play the game long enough after having removed AM, you'll find that the freezing and sound issues will begin again. I started having the sound and freezing issues after the 1.29 patch was installed into my game. After reinstalling the game and avoiding 1.29, I have those issues no longer. Unfortunately, that means I can also no longer have AM in my game, but at least I can play without freezing and crashing again.

Okay, stop advising people not to patch.  This is stupid, pointless, and counter-productive advice.  Unless you plan to never install another EP, SP, or store object in your game, you WILL end up patching.  I'm sorry you apparently can't get your game to work with the patch, but troubleshooting fail =/= faulty patch.


Title: Re: AwesomeMod Bug Report Thread
Post by: notouching on 2012 February 17, 23:06:27
Duh. You're suffering from an old know bug caused by bicycles. AM makes it a bit more frequent because of the needed processing and it's easy to erroneously blame AM for that sound glitch. Grab Twoftmama's STFU Bicycle fix here: http://simsasylum.com/tfm/index.php?/topic/883-shut-the-flock-up-sound-effects-new-flavor-added-november-7-2011/

This isn't even entirely correct. You can completely remove this sound bug from your game with Overwatch because it turns off the eight bajillion TVs and Stereos that sims keep on all the time. Frequently using AM's fixall helps as well, but you have to remember to do it; Overwatch is automated. I recommend TFM's STFU mods because the game has too many annoying sounds, but you can clean up sound bugs without them.


Title: Re: AwesomeMod Bug Report Thread
Post by: Eeyore on 2012 February 18, 04:29:19
Frequently using AM's fixall helps as well, but you have to remember to do it; Overwatch is automated.
Overwatch allows you to edit its automated commands so that you can add, for instance, "fixall."


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 February 18, 07:35:25
AwesomeMod already includes its own anti-TV-spam, although slightly less zealous than Twallan's.


Title: Re: AwesomeMod Bug Report Thread
Post by: Rubyelf on 2012 February 19, 08:59:32
It's not even just that: the game has what I think of as 'hidden' patch levels - i.e. there are patches that need to be applied to individual EP's. If you install everything in one go you may miss one of these patches and I advise checking your game with the patching tool available from MTS.

I have to thank you Madame Mim, I came here to make a post about an issue I was having with AwesomeMod core error and no world edit tools, but I saw your post and decided to do that first, and it fixed my problems!


Title: Re: AwesomeMod Bug Report Thread
Post by: jezzer on 2012 February 19, 15:15:39
IIRC, you don't need to patch intermediate EPs anymore.

If you're doing a fresh install, I think you still have to patch them up to the point they stopped making the individual EP patches.


Title: Re: AwesomeMod Bug Report Thread
Post by: Rubyelf on 2012 February 19, 22:23:25
IIRC, you don't need to patch intermediate EPs anymore.

If you're doing a fresh install, I think you still have to patch them up to the point they stopped making the individual EP patchs.

Yes this is true. I just reformatted my PC and had to run a reinstall. I ran the latest patch thinking that would be it, no I was wrong, awesomemod almost blew up my game haha (no world edit tools, ctd AND core mismatch), so I read what Madame Mim said and got the patcher from MTS, and it downloaded and installed all the patches (it was so fast o_o), and my game is now working better than it did before.


Title: Re: AwesomeMod Bug Report Thread
Post by: notouching on 2012 February 21, 21:20:54
Is AM still supposed to fix the reset bug when using the Spell Book from the store? I experienced this problem today and I am running AM. I fixed it myself by combining simon's fix with kissingtoast's MagicItems fix. Here's  (http://www.mediafire.com/?dfkddk07vmryquo)the script error log, if it's any use at all.


Title: Re: AwesomeMod Bug Report Thread
Post by: sleep on 2012 February 25, 01:13:46
Hoping to get this right from the start....let me know if more info is needed.

Awesomemod appears to be causing a game crash.

I only recently got Pets, and updated all mods and objects carefully. The crashing definitely dates from that change; the game ran fine pre-Pets.

I'm using the most recent published version of AM (dated 30th Jan), and am patched to 1.29 with the intermediate patches as well.  I have all EPs up to Pets, no stuff packs. Currently installed are Riverview and two CC-free custom worlds (Neverglade and Niua Samoa), both of which have worked fine until now. The only CC is store stuff attached to Riverview, and of course Awesomemod.

The crash is occurring at random intervals in live mode, on any speed. The screen goes black for a moment, then comes back (but frozen) for another few moments, then crashes to desktop. The errors are usually 0x00000030, which the Crashlog Analyser interprets as a corrupted save. I have had some reports of faulty CC as well, with various error codes. I can't spot any correlation between crashes and any game activity - I installed Twallan's Errortrap but it didn't catch anything at the right times.

Sometimes the game runs for one or two sim-days before a crash, sometimes less. Using a previously crashed save will crash much faster, but restored backups still do it after a couple of days. My current game is in Neverglade, a large world, and involves an eight-sim household and their stuff, but I believe my system should be coping with that.

Crash log info that could be useful:

EA_PLATFORM: Windows on X86
OS name: Windows XP
OS version number: 5.1.2600
OS service pack: Service Pack 3
Debugger present: no
CPU count: 2
Processor type: x86
Processor level: 6
Processor revision: 5898
Memory load: 67%
Total physical memory: 3068 Mb
Available physical memory: 1009 Mb
Total page file memory: 7000 Mb
Available page file memory: 5117 Mb
Total virtual memory: 2047 Mb
Free virtual memory: 534 Mb

[Application info]
Language: C++
Compiler: Microsoft Visual C++ compiler, version 1400
App path: C:\Program Files\Electronic Arts\The Sims 3\Game\Bin\TS3W.exe
App version: 0.1.0.1266

[Exception info]
date: 2012-02-25
time: 11.41.04
type: ACCESS_VIOLATION reading address 0x00000030
address: 0x00d22aef "C:\Program Files\Electronic Arts\The Sims 3\Game\Bin\TS3W.exe":0x0001:0x00921aef

Hope this can be addressed - it's painful to play without Awesome. Let me know if any different information would be useful.


Title: Re: AwesomeMod Bug Report Thread
Post by: PA on 2012 February 25, 16:06:22
What version of XP do you have?  If it's not Home, look into the /3G switch.


Title: Re: AwesomeMod Bug Report Thread
Post by: sleep on 2012 February 26, 11:55:52
XP Home, Version 5.1


Title: Re: AwesomeMod Bug Report Thread
Post by: Nec on 2012 February 26, 16:39:40
Sleep:

I just encountered that exact crash/error over the last few days (I am running Windows 7 64-bit so I don't think Windows is the issue), but only in one hood (four different saves). My other three do not have that issue - the only difference is that I used the "DestroyAllHumans" command in the one where the crashes occur. It was a brand new hood, so I made the exact hood and just manually deleted all households. I placed the same sims in the same lots and haven't crashed for two (real - not sim) days. Did you use that command?


Title: Re: AwesomeMod Bug Report Thread
Post by: PA on 2012 February 26, 16:46:21
Sleep, XP Home doesn't understand the /3G switch.  Basically, you're stuck giving Sims 3 2GB of RAM and it's not liking it.  Neverglade isn't helping.  Update your OS and your RAM or use smaller worlds with fewer memory-eating actions.


Title: Re: AwesomeMod Bug Report Thread
Post by: sleep on 2012 February 26, 22:44:36
Nec - no, I have never used that command.

PA - I don't understand the /3G switch either, though maybe I'll Google it now and find out. Is it the same thing as Large Address Aware? I already upgraded the RAM as far as I can, which did stop an earlier memory problem.

I'll move out some of the surplus family members - it was in the plan anyway, but I was trying to fix those crashes before playing seriously again. A smaller household may do the trick, and otherwise, perhaps Neverglade is not for me! Thanks for your help. 


Title: Re: AwesomeMod Bug Report Thread
Post by: Nec on 2012 February 27, 05:37:39
Nec - no, I have never used that command.


Well, back to the drawing board for me. Could be just a random bug that corrupts the hood. The hood with the crashes for me is Twinbrook. I never took AM out of my game so it might not be AM at all.


Title: Re: AwesomeMod Bug Report Thread
Post by: sleep on 2012 February 27, 06:18:47
Just a query - removing Awesome definitely stops the crashes, putting it in definitely causes them. Using my normal amount of other CC (not masses, but some) does not result in crashes unless Awesome is also present If the problem is simply a limitation of XP Home, what is Awesome doing that the rest of the CC is not?



Title: Re: AwesomeMod Bug Report Thread
Post by: Nec on 2012 February 28, 06:45:02
Not a clue, but 1.29/Pets is so damn buggy that I wouldn't be surprised if it was a by-product of that. All the WA stuff is FUBAR from one or both of them. No fish transfers to/from vacation/hood, adventure board all messed up, etc. I can get the board to work with a LOT of work, but I gave up on the fish and just put spawners in the base hood. With the exception of a few letters/numbers, we had the same issue. I haven't had a single crash since I changed hoods, though. Only CC I have is AM, no autonomous sprinkler (hate that!), HP's texture replacers, and Ambular's Coffee Flavored Coffee.

Just to share, here's my error:

[Exception info]
date: 2012-02-24
time: 23.50.24
type: ACCESS_VIOLATION reading address 0x31cd7433
address: 0x0064c173 "C:\Program Files (x86)\Electronic Arts\The Sims 3\Game\Bin\TS3W.exe":0x0001:0x0024b173

ETA: I have 6GB RAM and a 1GB GFX card, so I doubt the memory is a factor.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 February 29, 19:38:52
I have tried tracing the mystery crashes using extensive 50/50 patch diffing, but it ended up in a weird, nonsensical place, and when I tried messing with it, the problem just disappeared on its own, even when nothing was actually changed. I can only conclude that it's some kind of bizarre deep engine glitch, as none of the analyzers I've run it through find anything wrong. You can try "resetworld" and see if that makes it stop, perhaps something is just stuck in some kind of weird state.


Title: Re: AwesomeMod Bug Report Thread
Post by: sleep on 2012 March 01, 01:17:32
I'm willing to give that a go. Just enter it in the cheat box, presumably. I'll let you know if it helps.



Title: Re: AwesomeMod Bug Report Thread
Post by: Clampdairyola on 2012 March 04, 22:18:56
Hello.

I have that same kind of issue. Awesomemod opens a window tells me there's a non-core issue with another mod which is not answering the way it should (translated from French by memory, sorry if it's not correct). But, thing is, I tested the game with ONLY the Awesomemod and NO OTHER package - as I had just reinstalled my games -  and it says just the same...

If I click "Quit" then it quits after the loading, and if I click "Ignore", it works fine until I try to enter the CAS. When I do, the game crashes.

(I have all extensions up to Master Suite Stuff)
If you're getting that particular message, it means your SimIFace file does not match the version AwesomeMod expects. This means one of 3 things:
1. You are using someone else's. Very few people modify that file. But you have no other packages.
2. You have the wrong version of either AwesomeMod or the game. Patch your game, update AwesomeMod.
3. Your files are corrupt.

I'm having the same issue. I'm running patch 1.31 and checked my files with Dashboard and no conflicts. I removed all cc (except AM) and Saved folders as well. Still get the non critical box and no content at all in game and crashing when going to buy/build/CAS. I don't know what a SimIFace file is, but I haven't added any new content other than Pets to my game since before it was released and that version (pre RIG patch) of AM worked fine. Could this be because I didn't install Origin?


Title: Re: AwesomeMod Bug Report Thread
Post by: sleep on 2012 March 05, 02:27:02
I have tried tracing the mystery crashes using extensive 50/50 patch diffing, but it ended up in a weird, nonsensical place, and when I tried messing with it, the problem just disappeared on its own, even when nothing was actually changed.

I've played several sessions of a couple of hours each in the last few days, adding Awesome back into my suite of CC (including other mods, from Twallan mainly). Interestingly, I have not had a crash. I did not use resetworld, and did not alter anything else as far as I know. Weird. But so far, so good.


Title: Re: AwesomeMod Bug Report Thread
Post by: wizard_merlin on 2012 March 05, 17:50:55
I'm having the same issue. I'm running patch 1.31 and checked my files with Dashboard and no conflicts. I removed all cc (except AM) and Saved folders as well. Still get the non critical box and no content at all in game and crashing when going to buy/build/CAS. I don't know what a SimIFace file is, but I haven't added any new content other than Pets to my game since before it was released and that version (pre RIG patch) of AM worked fine. Could this be because I didn't install Origin?

Very doubtful.  More likely because you didn't replace AM with the correct version for the 1.31 patch.


Title: Re: AwesomeMod Bug Report Thread
Post by: xyanne on 2012 March 05, 18:39:46
Where can I get the correct version of Awesome for 1.31? I'm sorry if this was stated elsewhere but I can't seem to find it. Thanks!  :)


Title: Re: AwesomeMod Bug Report Thread
Post by: wizard_merlin on 2012 March 05, 18:49:00
Where can I get the correct version of Awesome for 1.31? I'm sorry if this was stated elsewhere but I can't seem to find it. Thanks!  :)

As it is still a test version, if you can't find it yourself, you probably shouldn't play with it.


Title: Re: AwesomeMod Bug Report Thread
Post by: xyanne on 2012 March 05, 19:00:57
You've been extremely helpful. FYVM


Title: Re: AwesomeMod Bug Report Thread
Post by: jezzer on 2012 March 05, 19:21:32
You've been extremely helpful. FYVM

I think baby needs its nap.  It's cranky.


Title: Re: AwesomeMod Bug Report Thread
Post by: Neowulf on 2012 March 05, 19:23:40
You've been extremely helpful. FYVM
There is a reason the test version is not readily available. Multiple, even. One, it means people won't just plop it into their games and complain about "WRY DIS NO WURK?" Two, if you're using the test version then you're expected to report issues that it seems to be causing. If you're not smart enough to find where it is, then you likely wouldn't be a font of good information.


Title: Re: AwesomeMod Bug Report Thread
Post by: vitaee on 2012 March 06, 02:38:58
New game in Appaloosa Plains.  All expansions except Showtime.  All current patches as verified with the patch utility thingy from MTS.  Had the 3/5/2012 9:08am version of AM.  When I move a new family into a house and select to immediatle play it, I get an eternal loading prompt.  Verified for at least 10 minutes on two different tries.  Problem does not occur with no mods at all.  Does occur with just AM.  If it matters, I have Win7-64 with 4gb ram

Edit:  To clarify, the abovementioned version of AM is the test version.

Also, I saved a game that I was able start and play successfully for over an hour.  I then re-enabled AM, and no other mods, and was able to play successfully for over an hour.  So, I'm not able to start a new family with AM, but apparently am able to load and play a previously started family with AM.


Title: Re: AwesomeMod Bug Report Thread
Post by: jezzer on 2012 March 06, 04:52:32
New game in Appaloosa Plains.  All expansions except Showtime.  All current patches as verified with the patch utility thingy from MTS.  Had the 3/5/2012 9:08am version of AM.  When I move a new family into a house and select to immediatle play it, I get an eternal loading prompt.  Verified for at least 10 minutes on two different tries.  Problem does not occur with no mods at all.  Does occur with just AM.  If it matters, I have Win7-64 with 4gb ram

If you're patched to 1.31, the current version of Awesomemod won't work.  It's still at 1.29 until the 1.31 version comes out of testing.


Title: Re: AwesomeMod Bug Report Thread
Post by: vitaee on 2012 March 06, 05:18:59
New game in Appaloosa Plains.  All expansions except Showtime.  All current patches as verified with the patch utility thingy from MTS.  Had the 3/5/2012 9:08am version of AM.  When I move a new family into a house and select to immediatle play it, I get an eternal loading prompt.  Verified for at least 10 minutes on two different tries.  Problem does not occur with no mods at all.  Does occur with just AM.  If it matters, I have Win7-64 with 4gb ram

If you're patched to 1.31, the current version of Awesomemod won't work.  It's still at 1.29 until the 1.31 version comes out of testing.

Sorry for the lack of clarity, but I am using the latest test version of AM.

BTW, is that the love chld of Newt Gingrich and Nancy Pelosi in your avatar??


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 March 06, 07:25:38
When I move a new family into a house and select to immediatle play it, I get an eternal loading prompt.  Verified for at least 10 minutes on two different tries.  Problem does not occur with no mods at all.  Does occur with just AM.  If it matters, I have Win7-64 with 4gb ram
Actions Taken: Opened fresh Appaloosa, selected existing fambly, hit play.
Result: Game loaded and entered Live Mode normally.

Actions Taken: Made Fambly of One Sim in CAS, placed on empty lot, hit play.
Result: Game loaded and entered Live Mode normally.

Actions Taken: Made Fambly Of One Sim in CAS, placed on non-empty lot, hit play.
Result: Game loaded and entered Live Mode Normally.

Verdict: Could not reproduce error.


Title: Re: AwesomeMod Bug Report Thread
Post by: jezzer on 2012 March 06, 14:40:54
BTW, is that the love chld of Newt Gingrich and Nancy Pelosi in your avatar??

That is Newt Gingrich's head with Callista Gingrich's charming smile and warm, empathetic eyes.


Title: Re: AwesomeMod Bug Report Thread
Post by: E-double on 2012 March 06, 22:24:07
Just letting you know that I'm using the AM test with Showtime and all EPs & SPs installed. I'm not using any other mods and Sims won't sit down automatically to watch TV. They will just stand even when there was a valid chair/couch to sit on.  I removed AM test and they sat down to watch TV again.


Title: Re: AwesomeMod Bug Report Thread
Post by: Capitaine Marie on 2012 March 06, 22:33:56
I played for hours last night with the latest test version of AM -- no more crashes.  However, since the patch and new AM, something really bizarre is happening:  My Sim comes home from somewhere, and her bicycle just disappears into thin air.  It's not even in her inventory.  So I buy her a new bike, she rides it somewhere; and when she comes home, that bike disappears, too.  This happened three times, before I gave up.  Is she eating them, or possibly putting them so far up her ass, she can't get them out?


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 March 06, 22:56:17
Are disappearing bicycles an AM-exclusive thing, or does the bike not park without AM also?


Title: Re: AwesomeMod Bug Report Thread
Post by: Capitaine Marie on 2012 March 06, 23:21:20
I'll try it without AM sometime tonight.  Do you think I should try without Twoftmama's STFU Bicycle mod, too?  It's supposed to be compatible with the patch.


Title: Re: AwesomeMod Bug Report Thread
Post by: Roobs on 2012 March 06, 23:32:16
I played for hours last night with the latest test version of AM -- no more crashes.  However, since the patch and new AM, something really bizarre is happening:  My Sim comes home from somewhere, and her bicycle just disappears into thin air.  It's not even in her inventory.  So I buy her a new bike, she rides it somewhere; and when she comes home, that bike disappears, too.  This happened three times, before I gave up.  Is she eating them, or possibly putting them so far up her ass, she can't get them out?
I've had this problem too. My sims would come home, and the bike was just nowhere to be found. But then I noticed that the bikes are actually going back on their designated bike rack, but turning invisible for some reason. This renders the bike rack entirely useless, as the bike is unselectable, and the rack is still "In use". The only way to get them back is to replace the whole damn thing.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 March 07, 00:40:16
(http://cats.moreawesomethanyou.com/invisiblebike.jpg)
Ooh. Spooky. I know what causes that one, too. That used to happen with motorcycles.


Title: Re: AwesomeMod Bug Report Thread
Post by: Capitaine Marie on 2012 March 07, 00:59:36
I haven't had a chance to play without AM yet, but that seems to be my problem.  I keep deleting the bike rack and starting over, but it just keeps happening again and again.  So what causes that?


Title: Re: AwesomeMod Bug Report Thread
Post by: Farks on 2012 March 07, 17:50:11
When I move a new family into a house and select to immediatle play it, I get an eternal loading prompt.  Verified for at least 10 minutes on two different tries.  Problem does not occur with no mods at all.  Does occur with just AM.  If it matters, I have Win7-64 with 4gb ram
Actions Taken: Opened fresh Appaloosa, selected existing fambly, hit play.
Result: Game loaded and entered Live Mode normally.

Actions Taken: Made Fambly of One Sim in CAS, placed on empty lot, hit play.
Result: Game loaded and entered Live Mode normally.

Actions Taken: Made Fambly Of One Sim in CAS, placed on non-empty lot, hit play.
Result: Game loaded and entered Live Mode Normally.

Verdict: Could not reproduce error.

Same here as OP, Win7 64x, 4gb. Click to play any newly moved-in family and game stalls, place any family and the game stalls. Works "fine" (I get super-long pauses without AM) without AM.

Tried loading family, save/quitting, putting AM back in, and then loading up the family again: Loads the family so I can see them doing whatever their last action was, but then they respond to NOTHING. Have no portrait and their stats don't change. Time progresses at a consistent rate (no pauses/stuttering as it is without AM).


Updated to test version of AM.. family is now Chinese and totally uncontrollable. I.. uuhh.. am going to go run some more tests.




OKAY: I can say, with the test version of AM in and a brand new Appolloouzaoslafnarflefnarflefnarfle town:
1. Playing a pre-made family already in a home works fine, they loaded in under 30 seconds.
2. Playing a CAS family inserted into an empty lot works fine.
3. Playing a CAS family inserted into a new house (using Move In; furnished "The Madison") does not work. The loading box ran, went away, I got a "house infested with bugs" challenge, i accepted then screen =http://i39.tinypic.com/xek4nb.png.. now works after a second try.. not sure
4. Placing CAS made family into new house USING EDIT TOWN and then choosing them to play works.
5. Moving in a family that already has a house either doesn't work or takes so long that it effectively doesn't work. Was able to place, rotate, and the click accept.. then "Loading..." for upwards of 10 minutes. WORKS FINE

Verdict: Had same problem.. don't anymore.. don't know why.


Title: Re: AwesomeMod Bug Report Thread
Post by: jsader on 2012 March 07, 17:58:47
Something I've noticed with the test version 3/5/12 9:08 AM... (mind you I've just now updated to pets...)

The no-mosaic works for humans when they get in the shower, but not when they use the toilet. It also doesn't work for the horses. (I don't have any other animals right now to see if it works for them or not). Not that I *want* to see the horses pee, but I hate the mosaic more.


Title: Re: AwesomeMod Bug Report Thread
Post by: kissing_toast on 2012 March 07, 19:32:29
Something I've noticed with the test version 3/5/12 9:08 AM... (mind you I've just now updated to pets...)

The no-mosaic works for humans when they get in the shower, but not when they use the toilet. It also doesn't work for the horses. (I don't have any other animals right now to see if it works for them or not). Not that I *want* to see the horses pee, but I hate the mosaic more.

Working just as it should be.


Title: Re: AwesomeMod Bug Report Thread
Post by: rhodaloo on 2012 March 07, 20:37:30
I was having a ctd within minutes of play with the patch and the test am.  As I suspected it was tight pants--ancient rule of six was lurking.  Tossed that and all was well.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 March 08, 04:20:16
That really shouldn't have crashed, but you could try...getting the new version!


Title: Re: AwesomeMod Bug Report Thread
Post by: rhodaloo on 2012 March 08, 13:06:22
Well, yes, I could do that.  :D


Title: Re: AwesomeMod Bug Report Thread
Post by: witch on 2012 March 08, 21:40:38
The test Awesomemod is breaking stage setup. When you buy props with AM installed, the house isn't billed. This is probably because of the setting that makes it so that clicking buy/build opens buy/build for the community lot.

When the game calls for buy mode to open to set up a stage, it's drawing from the family funds. When the game calls for buy mode to open for a community lot, it's acting as if you're editing it and thus you are not charged. With Awesomemod installed, I assume it's thinking you're trying to edit it, and thus the props do not cost you any money.

I can confirm that disabling "AlwaysBuildBuyHere" does NOT fix this, however. All I know is removing awesomemod = buying props cost money, adding awesomemod = buying props is completely free.

For what it's worth.


Title: Re: AwesomeMod Bug Report Thread
Post by: Madame Mim on 2012 March 08, 22:27:33
Don't know if this is an Awesome error or not but, I'm reporting that last time I added a single dog (from create a sim) to a household, I gained 14,000 odd simoleans.


Title: Re: AwesomeMod Bug Report Thread
Post by: PA on 2012 March 09, 06:35:13
The latest test Awesome threw this FSE as I was quitting the game.  During the game, the clock had stopped at Sunday 9:04 PM but time still passed.

<FSE>
  <Error>Sims3.SimIFace.ResetException: Exception of type Sims3.SimIFace.ResetException was thrown.</Error>
</FSE>

Probably unrelated, but at times a Sim would sit in a car or taxi for a long while doing nothing when they had 'go home' in their queue.


Title: Re: AwesomeMod Bug Report Thread
Post by: jfade on 2012 March 09, 15:26:00
The latest test Awesome threw this FSE as I was quitting the game.  During the game, the clock had stopped at Sunday 9:04 PM but time still passed.

<FSE>
  <Error>Sims3.SimIFace.ResetException: Exception of type Sims3.SimIFace.ResetException was thrown.</Error>
</FSE>

Probably unrelated, but at times a Sim would sit in a car or taxi for a long while doing nothing when they had 'go home' in their queue.

I had the same error when I saved and quit last night. It seemed like the save was successful (the blurred out image was still on screen, then went to black as normal when the game is finally quitting, and that's when the error popped up). I don't know if the save actually worked then, or not, but I'll go in tonight and find out.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 March 09, 17:04:46
Just ignore those, those are harmless resets that occur as the game is destroying the world from memory, that sometimes manage to be caught as errors.


Title: Re: AwesomeMod Bug Report Thread
Post by: Capitaine Marie on 2012 March 09, 21:23:36
Is the new AM test version ready for 1.32? It says so in the readme but I'm getting core mismatched warnings when I start the game.
Same here.  And when I use "showconfig," it shows a build date of 3/5/12.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 March 10, 00:04:19
Should be fixed now.


Title: Re: AwesomeMod Bug Report Thread
Post by: mandababy on 2012 March 10, 03:57:19
When playing today with the newest test version of AM and patch 1.32, I got a popup saying there was a simfest going on at the park. When I sent my sim there and had her enter the contest it popped up saying she was next, then a lady went on stage to announce the show, and everyone gathered around. She said my sim was coming up next and to let the show begin, when my sim approached the stage via the que, everyone "jumped" out of place and my sim could no longer interact with the stage, and there wasn't an option on the proprietor sim to enter the contest anymore. Not sure if this is AM related or not, but thought I would mention it in case.


Title: Re: AwesomeMod Bug Report Thread
Post by: Vertiginious on 2012 March 10, 04:40:18
Hmm, I'm still getting the out of date, does not match error on startup and ctd when I start loading up a neighborhood. I have the 3/09 8:39 awesome.package file. I think this is the most recent. Not sure if I'm somehow downloading the wrong one or if there is still an issue with the new version?


Title: Re: AwesomeMod Bug Report Thread
Post by: Vertiginious on 2012 March 10, 04:43:23
Nevermind, just got the 8:50 version, I will try that out.


Title: Re: AwesomeMod Bug Report Thread
Post by: Vertiginious on 2012 March 10, 04:46:28
Oops, I misread some of the times I posted. Sorry.

But, I have the most recent version and I still seem to be having CTD with awesomemod installed.


Title: Re: AwesomeMod Bug Report Thread
Post by: jezzer on 2012 March 10, 06:45:26
Oops, I misread some of the times I posted. Sorry.

But, I have the most recent version and I still seem to be having CTD with awesomemod installed.

Don't double-post.  Don't triple-post.  Read the FAQ.  It is stickied for a reason.


Title: Re: AwesomeMod Bug Report Thread
Post by: blablamana on 2012 March 10, 11:23:35
Test-version works fine with me, just one minor thing:

When one of my sims gains celebrity-status, I get the message that some Townie is no longer their friend. This happens over and over, different towns and different families. I don't mind it too much, because i just cheat my way to friend status again.
But just so you know. :)


P.s. I'm Dutch, so sorry for grammar mistakes.


Title: Re: AwesomeMod Bug Report Thread
Post by: Shadowsong on 2012 March 10, 12:06:10
Tried the newest test version with SHT. When choosing one of SHT careers, jobs/tasks/quests (not sure how to call those yellow marks on the map) do not show.
EDIT: After some more testing it turned out that some store content is responsible for the issue. Awesomemod is still awesome.


Title: Re: AwesomeMod Bug Report Thread
Post by: em_ily_kooi on 2012 March 11, 00:07:29
I have never had an issue with AM before, but ever since i installed update 1.32 it hasn't been working. When I open the sims while it's installed, it pops up an error that says one of my modifications is not up to date with the current edition of sims. Also, I have the newest version of AM so I know thats not the issue. I have Sims 3, Pets, and Generations only. I have checked to make sure it wasn't one of my other mods but they all work just fine. Any help will be greatly appreciated.
Thanks so much!
~Emily


Title: Re: AwesomeMod Bug Report Thread
Post by: thumbprints on 2012 March 11, 00:34:58
I have never had an issue with AM before, but ever since i installed update 1.32 it hasn't been working. When I open the sims while it's installed, it pops up an error that says one of my modifications is not up to date with the current edition of sims. Also, I have the newest version of AM so I know thats not the issue. I have Sims 3, Pets, and Generations only. I have checked to make sure it wasn't one of my other mods but they all work just fine. Any help will be greatly appreciated.
Thanks so much!
~Emily

There isn't an update of AM for 1.32 yet, just the test version, so the version you're downloading from the "Downloads and Announcements" thread is actually still version 1.29 and therefore not up to date with your patched version 1.32 game.


Title: Re: AwesomeMod Bug Report Thread
Post by: Skadi on 2012 March 11, 03:06:49
Test-version works fine with me, just one minor thing:

When one of my sims gains celebrity-status, I get the message that some Townie is no longer their friend. This happens over and over, different towns and different families. I don't mind it too much, because i just cheat my way to friend status again.
But just so you know. :)


P.s. I'm Dutch, so sorry for grammar mistakes.

I had this issue as well. It occurred right after a show finished and my sim got her first celebrity star. 


Title: Re: AwesomeMod Bug Report Thread
Post by: vitaee on 2012 March 11, 06:16:15
Test-version works fine with me, just one minor thing:

When one of my sims gains celebrity-status, I get the message that some Townie is no longer their friend. This happens over and over, different towns and different families. I don't mind it too much, because i just cheat my way to friend status again.
But just so you know. :)


P.s. I'm Dutch, so sorry for grammar mistakes.

I had this issue as well. It occurred right after a show finished and my sim got her first celebrity star. 

Just like in really life, some people get jealous of your success....


Title: Re: AwesomeMod Bug Report Thread
Post by: guardianpegasus on 2012 March 11, 15:52:39
Non-critical core mismatch on test version, as per usual. (all games and EPs patched up to date)

Vacation destinations occasionally crash during initial creation.


Title: Re: AwesomeMod Bug Report Thread
Post by: wizard_merlin on 2012 March 11, 18:23:29
Non-critical core mismatch on test version, as per usual. (all games and EPs patched up to date)

Sounds like you fucked up somewhere.  Latest test version works just fine here, no errors or mismatches of any kind.


Title: Re: AwesomeMod Bug Report Thread
Post by: mandababy on 2012 March 11, 18:44:24
When playing today with the newest test version of AM and patch 1.32, I got a popup saying there was a simfest going on at the park. When I sent my sim there and had her enter the contest it popped up saying she was next, then a lady went on stage to announce the show, and everyone gathered around. She said my sim was coming up next and to let the show begin, when my sim approached the stage via the que, everyone "jumped" out of place and my sim could no longer interact with the stage, and there wasn't an option on the proprietor sim to enter the contest anymore. Not sure if this is AM related or not, but thought I would mention it in case.

A little update on this issue. My sim advanced a couple levels in Acrobat, I took her to a new Simfest, in a different location and the same thing occurred. She would ask to enter the Simfest, then they announce she is next as soon as she gets to the stage, her and everyone else reset and pop out of place. Then the Simfest no longer progresses from there, according to the proprietor's social interactions, it is still going on, but noone does anything after the reset. I had saved right before that happened, so I reloaded. When I went back in, and had my sim ask to be in Simfest it said great, you're up next, but my sim no longer got the instant que to go on stage like before.


Edit to add a new issue I just encountered. The game was acting strangely, so I entered 'fixall'. It popped up on both my sims saying their minipartner was missing. Then it said they both had an erroneous relationship with each other. Then when it was all done, I got memory pop ups saying they were romantically involved with each other and friends with each other. They were married before. Now it shows them as related still, only he is her son-in-law now, and they both have the red hearts.


Title: Re: AwesomeMod Bug Report Thread
Post by: guardianpegasus on 2012 March 11, 21:41:07
Quote
Sounds like you fucked up somewhere.  Latest test version works just fine here, no errors or mismatches of any kind.

Human error is always a possibility, but this was a fresh install. Will have a looksie.

EDIT: Went through all the EPs and all the folders, everything looks on the up and up. Base game and EPs are all up to date. Using latest test version.


Title: Re: AwesomeMod Bug Report Thread
Post by: StaciCarol on 2012 March 12, 03:47:52
Downloaded AM, put it in Doc/EA/TS3/Mods/Packages. Got rid of Scriptcache.package.
Went to start my game, never got anywhere, but got this: http://i44.tinypic.com/11vha9t.png
 (http://i44.tinypic.com/11vha9t.png)I have all recent patches, updates, etc..
I have WA, HELS, Ambitions, Pets.
I have other mods, but no core mods.

Any advice?


Thanks


Title: Re: AwesomeMod Bug Report Thread
Post by: SendMeLies on 2012 March 12, 14:25:14

I have other mods, but no core mods.

Any advice?


Uhh... move the other mods out of the directory and test if the problem is indeed with AM?


Title: Re: AwesomeMod Bug Report Thread
Post by: Weef on 2012 March 12, 15:49:21
Downloaded AM, put it in Doc/EA/TS3/Mods/Packages. Got rid of Scriptcache.package.
Went to start my game, never got anywhere, but got this: http://i44.tinypic.com/11vha9t.png
 (http://i44.tinypic.com/11vha9t.png)I have all recent patches, updates, etc..
I have WA, HELS, Ambitions, Pets.
I have other mods, but no core mods.

Any advice?


Thanks

press continue and play the game


Title: Re: AwesomeMod Bug Report Thread
Post by: jezzer on 2012 March 12, 17:05:17
The Bug Report Thread is for the reporting of bugs.  For the record, an Awesomemod bug is an error or unwanted game behavior -- usually but not always reproducible -- that occurs in a game where Awesomemod is installed correctly.

NOT BUGS:
Mismatched AM and patch levels
Conflicts with other hacks or cc
Improperly installed AM


Title: Re: AwesomeMod Bug Report Thread
Post by: StaciCarol on 2012 March 12, 17:06:06

I have other mods, but no core mods.

Any advice?


Uhh... move the other mods out of the directory and test if the problem is indeed with AM?

Downloaded AM, put it in Doc/EA/TS3/Mods/Packages. Got rid of Scriptcache.package.
Went to start my game, never got anywhere, but got this: http://i44.tinypic.com/11vha9t.png
 (http://i44.tinypic.com/11vha9t.png)I have all recent patches, updates, etc..
I have WA, HELS, Ambitions, Pets.
I have other mods, but no core mods.

Any advice?


Thanks

press continue and play the game

I did what both of you two said to do. I did get to my last saved game (or should I have made a new one?), most of what AM is supposed to do didn't work. Played for about a minute then got this: http://i39.tinypic.com/2psktjt.jpg. Pressed enter, it came up again, pressed enter, then the game crashed.


Title: Re: AwesomeMod Bug Report Thread
Post by: jezzer on 2012 March 12, 17:06:50
Perhaps you shouldn't play with your monitor on its side like that.


Title: Re: AwesomeMod Bug Report Thread
Post by: KrysisAdelis on 2012 March 12, 17:44:44
Anyone else having anomalies with the testing version and the firefighter career?

It was working fine before, without any mods except nointro and no building sparkles, but when I added AM a few hours ago (yes, the testing version that is so darn hard to find if you search traditionally), oddness popped up, but only in the firehouse.

Oddness being:
Wrong cursors (walk on sink, grayed out on treadmill) but clicking produced the correct options.
Ambient sounds from 'building disaster' (the grocery store muzak in particular) would persist inappropriately.
Hang on promising new want. (3 minute hang, complete image freeze, alt-tab to other window worked but nothing in Sims did.)

All eps, up to and including Showtime, installed. Only mods mentioned in use.


Title: Re: AwesomeMod Bug Report Thread
Post by: alaira on 2012 March 12, 18:07:56
With the latest test version, I had the alarm sound get stuck on.  Whenever I'm at the firefighter lot, the alarm sound is playing, but the alarm is not active(no animation) and there's no emergency.  I haven't noticed any of the other things you mentioned.  The only other mod I have apart from the ones you listed is an only important memories mod.
EDIT: Actually now that I think about it, I believe I may have also experienced the incorrect cursors thing.  But I wouldn't swear to it.


Title: Re: AwesomeMod Bug Report Thread
Post by: Cyron on 2012 March 12, 19:36:03
That incorrect cursor appearance is due to that freakin' tour book. Enter buy or build mode and back to live mode. Cursor should be correct again. No AM issue.


Title: Re: AwesomeMod Bug Report Thread
Post by: Menaceman on 2012 March 12, 22:52:14
I don't have Showtime installed and I get the incorrect cursor issue.


Title: Re: AwesomeMod Bug Report Thread
Post by: guardianpegasus on 2012 March 12, 23:31:02
Quote
Improperly installed AM

Knowing that TS3 is infamous for harbouring Gremlins, are you saying it's outside the realm of possibility that it could be an AM conflict of some sort?

The actual game itself is working fine. Haven't encountered a single bug so far, and my playstyle does tend to push the envelope.


Title: Re: AwesomeMod Bug Report Thread
Post by: kissing_toast on 2012 March 13, 00:04:04
Quote
Improperly installed AM

Knowing that TS3 is infamous for harbouring Gremlins, are you saying it's outside the realm of possibility that it could be an AM conflict of some sort?

The actual game itself is working fine. Haven't encountered a single bug so far, and my playstyle does tend to push the envelope.

Yes, that's exactly what we are telling you. Core mismatch error is core mismatch error.


Title: Re: AwesomeMod Bug Report Thread
Post by: jezzer on 2012 March 13, 02:22:39
I listed three common complaints that are typical user errors reported as bugs, and it somehow went from there to "YOU'RE SAYING THAT ALL BUGS ARE USER ERRORS?!?!?!?!!?"


Title: Re: AwesomeMod Bug Report Thread
Post by: guardianpegasus on 2012 March 13, 13:36:37
The game is installed correctly. The framework is installed correctly. AM is installed correctly. I've been using AM since it first came out for TS3. The game and all EPs are patched to the latest version. Using no other mods or custom content. Yet I'm getting core mismatch. Thus my inquiry.

It wouldn't be the first time a Sims game exhibited Gremlin behavior.


Title: Re: AwesomeMod Bug Report Thread
Post by: Menaceman on 2012 March 13, 13:54:35
To clarify you have the correct test version, where are you getting it from and how long ago did you update it?


Title: Re: AwesomeMod Bug Report Thread
Post by: basbas on 2012 March 13, 14:45:22
Guardianpegasus also seems to deliberately avoid mentioning what game version he/she is actually patched to.


Title: Re: AwesomeMod Bug Report Thread
Post by: PrinJess on 2012 March 13, 14:57:09
Sounds like a crack issue to me. Core mismatches only happen when a crack hasn't been updated to the latest patch. Having used cracks I would always wonder why I was getting the errors. Resolving it required updating the cracks.


Title: Re: AwesomeMod Bug Report Thread
Post by: Eeyore on 2012 March 13, 15:11:40
Sounds like a crack issue to me. Core mismatches only can happen when a crack hasn't been updated to the latest patch the version of AM and your game patch level do not match. Having used cracks I would always wonder why I was getting the errors. Resolving it required updating the cracks. And since AM is always updated to the latest patch (except during a brief new version testing period, as is the case now) you always need the latest patch to use AM.


Title: Re: AwesomeMod Bug Report Thread
Post by: guardianpegasus on 2012 March 13, 17:18:35
I never used a crack. Just AM & Daemon Tools. This isn't the first core mismatch I get on a test version of AM either. Was just wondering if it was working as intended, as I can find nothing else wrong.

Each EP does patching of it's own on install, of course. I couldn't have an old base version because the EP wouldn't allow it. Either way, both launcher and MTS patcher are reporting everything up to date.

1.31.118
2.17.2
4.10.1
6.5.1
8.0.152
10.0.96
12.0.273


Title: Re: AwesomeMod Bug Report Thread
Post by: kissing_toast on 2012 March 13, 17:21:00
I never used a crack. Just AM & Daemon Tools. This isn't the first core mismatch I get on a test version of AM either. Was just wondering if it was working as intended, as I can find nothing else wrong.

Each EP does patching of it's own on install, of course. I couldn't have an old base version because the EP wouldn't allow it. Either way, both launcher and MTS patcher are reporting everything up to date.

1.31.118
2.17.2
4.10.1
6.5.1
8.0.152
10.0.96
12.0.273

Like you've been told, total PEBCAK.


Title: Re: AwesomeMod Bug Report Thread
Post by: PA on 2012 March 13, 17:32:07
[...] MTS patcher are reporting everything up to date.

Try again.


Title: Re: AwesomeMod Bug Report Thread
Post by: mandababy on 2012 March 13, 18:00:18
I got a script error last night while playing that I thought was related to MC from nraas. He looked at the script file and said it was an AM error. So I am bringing it over here. I had my sim child adopt a stray cat. After he adopted her, I reset her age back to the beginning of the stage. When I did that I got the script error pop up, and the cat got the que to "Go Home". She was already on the home lot, so I reset her and she stayed. All of her traits were missing. I'm not sure if it was like that when I adopted her, or happened after a reset. In the script error it says: Awesome.Traits.CAS:SortTraitList. I am fully patched to 1.32, and have the newest version of AM.


Title: Re: AwesomeMod Bug Report Thread
Post by: Callista on 2012 March 13, 20:18:12
Downloaded AM, put it in Doc/EA/TS3/Mods/Packages. Got rid of Scriptcache.package.
Went to start my game, never got anywhere, but got this: http://i44.tinypic.com/11vha9t.png
 (http://i44.tinypic.com/11vha9t.png)I have all recent patches, updates, etc..
I have WA, HELS, Ambitions, Pets.
I have other mods, but no core mods.

Any advice?


Thanks
I'm having this problem as well. It's mystifying to me, because the only thing that happened in between "game starts up fine" and this error message is that AwesomeMod updated itself. What is it about a new update that might cause a mismatch?

ETA: Yeah. I've got patch 1.31, AM is compatible with 1.32. Feeling silly now, but refuse to hit myself because it's finals week here and I'm in enough pain already, thank-you-very-much...


Title: Re: AwesomeMod Bug Report Thread
Post by: jezzer on 2012 March 13, 20:19:56
I am fully patched to 1.32, and have the newest version of AM.

Downloaded AM, put it in Doc/EA/TS3/Mods/Packages. Got rid of Scriptcache.package.
Went to start my game, never got anywhere, but got this: http://i44.tinypic.com/11vha9t.png
 (http://i44.tinypic.com/11vha9t.png)I have all recent patches, updates, etc..
I have WA, HELS, Ambitions, Pets.
I have other mods, but no core mods.

Any advice?


Thanks
I'm having this problem as well. It's mystifying to me, because the only thing that happened in between "game starts up fine" and this error message is that AwesomeMod updated itself. What is it about a new update that might cause a mismatch?

Go to the Awesomemod download thread and read which patch version is currently supported.  Then hit yourselves.  Really hard.


Title: Re: AwesomeMod Bug Report Thread
Post by: mandababy on 2012 March 13, 23:24:26
Go to the Awesomemod download thread and read which patch version is currently supported.  Then hit yourselves.  Really hard.

I have the test version which is compatible with my current patch level. So maybe you should hit yourself instead. I'm not reporting some dumb mismatch core like other stupid people are doing. I actually know what I'm doing and was reporting a legitimate error within the test version of AM.


Title: Re: AwesomeMod Bug Report Thread
Post by: jezzer on 2012 March 13, 23:32:05
Then perhaps you should have said TEST version in your original post, instead of "newest."  After wading through all the tard posts that are obvious patch/mod mismatches, I don't know why you'd think we'd assume someone knows what they are doing without it being demonstrated.


Title: Re: AwesomeMod Bug Report Thread
Post by: mandababy on 2012 March 13, 23:34:46
Actually it said test version then I changed it because I went to check for an update, and it is no longer in testing. It has been moved to the base mod section. Even though the thread has not been updated to reflect so, the test version is no longer a test.


Title: Re: AwesomeMod Bug Report Thread
Post by: jezzer on 2012 March 13, 23:41:15
Ah, I didn't realize it was out of test because the thread hadn't been updated.  I accept your apology.  *magnanimous pat*


Title: Re: AwesomeMod Bug Report Thread
Post by: vitaee on 2012 March 14, 02:02:18
Perhaps you shouldn't play with your monitor on its side like that.

Damn, you beat me to that comment... :D


Title: Re: AwesomeMod Bug Report Thread
Post by: riggs on 2012 March 14, 02:18:45
The Mirror 1 link still has the old file. Mirrors 2 and 3 are updated.


Title: Re: AwesomeMod Bug Report Thread
Post by: Shamino on 2012 March 14, 14:25:46
I'm using the latest (test) version of AM (march, 9th), and when I'm buying stage props on a stage I wont get charged for it.
Even though I can place them for free, they can be sold for cash from the family inventory after the show.

Removing AM solves the problem, so it's not an EA-bug I guess.


Title: Re: AwesomeMod Bug Report Thread
Post by: PA on 2012 March 14, 16:17:39
That wasn't the latest test version.  It may be resolved in the release version.


Title: Re: AwesomeMod Bug Report Thread
Post by: Shamino on 2012 March 14, 17:57:20
No, it's still the same.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 March 14, 18:27:29
Now, by a "Stage", you mean that this is a community lot, right?


Title: Re: AwesomeMod Bug Report Thread
Post by: RebelRed on 2012 March 14, 19:56:32
Playing the goth family getting random CTD after 1, 1 1/2  sim day of play.  Having a destination party, it either crashes before the party or after.  Not sure if this is the cause, but it's done it twice now.  Vanilla game with AM 3/9 patched to 1.32 have all ep. 


Title: Re: AwesomeMod Bug Report Thread
Post by: Shamino on 2012 March 15, 16:38:44
Now, by a "Stage", you mean that this is a community lot, right?

Yes, when using the sim-option to build a custom set for the stage right before the performance begins (where stage props are the only items available).

In regular buy-mode I get charged normally.


Title: Re: AwesomeMod Bug Report Thread
Post by: Batman on 2012 March 15, 17:24:51
Now, by a "Stage", you mean that this is a community lot, right?

Yes, when using the sim-option to build a custom set for the stage right before the performance begins (where stage props are the only items available).

In regular buy-mode I get charged normally.

I also have been experiencing this.

Thanks again pescado for your quick updates :)


Title: Re: AwesomeMod Bug Report Thread
Post by: Noromarc on 2012 March 16, 01:21:11
Game is patched to 1.32, all expansions added, with Awesomemod dated March 9 local time. Game allows portable instruments on a community lot stage to be dragged in live mode, causing immediate "TS3 has stopped working" crash and subsequent shutdown. Removing Awesomemod allows normal game interactions, where the mouse cursor is an arrow with a sprocket and these same portable instruments cannot be dragged.

Edit to add further observations. The game crashes whenever I drag an object while the cursor bears an arrow and a forbidden symbol. Sometimes the cursor remains as "go here", the arrow plus feet soles, but game will still crash if any mouse motion is applied while left-clicking.

Edit to share more information and a question. Whatever object is left-clicked and then dragged while playing in live mode on a community lot causes immediate game shutdown. It can be a decorative object, furniture or even drinks. Now using patch 1.33 with Awesomemod dated March 17 local time. Removing every custom content file except for Awesomemod (with and without aweconf) still causes the issue, while removing it restores expected behaviour. Am I the only one experiencing this?


Title: Re: AwesomeMod 1.33 compatibility
Post by: WyattMatthews on 2012 March 16, 03:20:54
I'm just inquiring as to when you will be bringing out the new version of AwesomeMod that is compatible with the newest update?

Or will you not be doing that?

Please let me know.

Regards,
           Wyatt.


Title: Re: AwesomeMod Bug Report Thread
Post by: Capitaine Marie on 2012 March 16, 04:12:59
Pes always updates AM; it's just a matter of time. 

Now read the FAQ, SEARCH MOAR; and for pity's sake, edit your post, before you get sporked.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 March 16, 14:21:10
I'm using the latest (test) version of AM (march, 9th), and when I'm buying stage props on a stage I wont get charged for it.
Even though I can place them for free, they can be sold for cash from the family inventory after the show.
So I can't find what would cause this, and I don't have any saves in a position to test this. Someone send me a save.


Title: Re: AwesomeMod Bug Report Thread
Post by: kuanzc on 2012 March 16, 17:20:43
I am using v1.32 of Sims 3 and AwesomeMod. But it CTD about 30mins of game time. Not really 30 min though, it varies, but it always crash in live mode.

I tried using only AwesomeMod and take out any other mod that I have been using, and the same thing still happen.
But, when I stop using AwesomeMod only, I could play like forever.. without crashing.

Btw, this had happen since v1.29 and it CTD whenever I play Sims 3 with AwesomeMod.

Hope there is a fix for this. :)


Title: Re: AwesomeMod Bug Report Thread
Post by: Shamino on 2012 March 16, 18:20:18
So I can't find what would cause this, and I don't have any saves in a position to test this. Someone send me a save.

I must admit that I updated to 1.33 already, cause my game wasn't very stable with 1.32.
Does a 1.33 savegame (temporarily without AM of course) helps too?
Or is there someone else around who encountered this issue and is still on 1.32?


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 March 16, 19:38:21
There is already a 1.33 AM, so go ahead and get it and let me know if you still have the problem. Then send me a save that is in a position where I can immediately reproduce the issue. Not gonna play your game for you. :P


Title: Re: AwesomeMod Bug Report Thread
Post by: kjjnesb on 2012 March 19, 18:31:56
Ctrl Click on a Sims portrait in the relationship panel is no longer giving me the option to select sim but deleting the portrait from the panel.


Title: Re: AwesomeMod Bug Report Thread
Post by: Callista on 2012 March 19, 20:36:25
I'm having a very odd problem with the latest version--Sims can't get the "soaked" moodlet; not from dive wells or shower in a can, nor mummies from showers. I checked to be sure; it happens with AM and no other CC, but if I remove AM then Sims can get soaked again.

Also, I don't know if this is related, but I'm also having random crashes every 15-20 minutes; again, happens with AwesomeMod and no other CC, stops without AwesomeMod. The crash log analyzer says it's due to CC. Troubleshooting, anyone?

ETA: It seems to work fine if I disable all the options on the configuration tool; the crashes stop but Sims still remain bone-dry. I can live without the "soaked" moodlet. I'll have to narrow down which option is causing crashes when I have some time; maybe something conflicts with something else. Apparently this isn't happening to other people, so I guess the bug is on my end, but if anybody knows about what might be going on here, I'd appreciate the info.


Title: Re: AwesomeMod Bug Report Thread
Post by: cuthbert on 2012 March 20, 08:00:11
I don't know whether this bug existed before 'cause I've never used SC on a sim with a profession, but here it goes ... One of my sim is a PI working on a case, and he has to question 3 sims about some missing wallet. It is early morning so I decide to let him learn a gardening skill rather than housecalling for questioning. But when I activate SC on him and select 'skill: gardening' tone, he runs to some neighbor's pet horse and continuously tries to ask it about wallet.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 March 20, 12:26:22
There, I fixed it.


Title: Re: AwesomeMod Bug Report Thread
Post by: RebelRed on 2012 March 20, 14:01:03
I don't know whether this bug existed before 'cause I've never used SC on a sim with a profession, but here it goes ... One of my sim is a PI working on a case, and he has to question 3 sims about some missing wallet. It is early morning so I decide to let him learn a gardening skill rather than housecalling for questioning. But when I activate SC on him and select 'skill: gardening' tone, he runs to some neighbor's pet horse and continuously tries to ask it about wallet.

I want video of this! That is fucking awesome.


Title: Re: AwesomeMod Bug Report Thread
Post by: Callista on 2012 March 20, 19:10:29
Very much like the way PIs usually roll the want to question their newborn babies...

Wouldn't be surprised if the horse thing is an EA bug that AM has to compensate for. They're known for randomly thinking of non-sim objects as valid Sims. You know, remote-controlled cars, random babies, and apparently horses.


Title: Re: AwesomeMod Bug Report Thread
Post by: cuthbert on 2012 March 20, 21:35:13
I don't know whether this bug existed before 'cause I've never used SC on a sim with a profession, but here it goes ... One of my sim is a PI working on a case, and he has to question 3 sims about some missing wallet. It is early morning so I decide to let him learn a gardening skill rather than housecalling for questioning. But when I activate SC on him and select 'skill: gardening' tone, he runs to some neighbor's pet horse and continuously tries to ask it about wallet.

I want video of this! That is fucking awesome.
Pescado already fixed this. Now my PI can actually get information from horses. I love this update!


Title: Re: AwesomeMod Bug Report Thread
Post by: Madame Mim on 2012 March 20, 22:15:09
See, this is obviously an indication of my slide into conformative thinking. When he said he'd fixed it I immeadiately thought he'd excluded horses, etc, from even being asked. Silly me.


Title: Re: AwesomeMod Bug Report Thread
Post by: Capitaine Marie on 2012 March 20, 22:42:29
I'm not sure if this is an AM bug:  After patch 1.32, my Sim's (arr'ed) Store hairstyle defaulted to some base game fug -- but the same hairstyle is still usable in CAS. 

Is this because of EA's attempt to keep CC from transfering, even though I've never used Simport?  Can it be fixed, Pes?


Title: Re: AwesomeMod Bug Report Thread
Post by: RebelRed on 2012 March 21, 00:47:11
I don't know whether this bug existed before 'cause I've never used SC on a sim with a profession, but here it goes ... One of my sim is a PI working on a case, and he has to question 3 sims about some missing wallet. It is early morning so I decide to let him learn a gardening skill rather than housecalling for questioning. But when I activate SC on him and select 'skill: gardening' tone, he runs to some neighbor's pet horse and continuously tries to ask it about wallet.

I want video of this! That is fucking awesome.
Pescado already fixed this. Now my PI can actually get information from horses. I love this update!

I'm still giggling.  This is why Pescado is the shit.  Love it.


Title: Re: AwesomeMod Bug Report Thread
Post by: Cheetah on 2012 March 21, 01:07:47
I'll have to narrow down which option is causing crashes when I have some time; maybe something conflicts with something else. Apparently this isn't happening to other people, so I guess the bug is on my end, but if anybody knows about what might be going on here, I'd appreciate the info.

I also got random crashes after 15 - 30 minutes into the game. The crashlog analyzer always tells unknown, so I first thought it's a hardware issue, but I checked my RAM just now and it's fine. Other games also work fine. So I'm gonna try the same thing you did and post here again. Maybe there is a combination of options, which don't combine well.


Title: Re: AwesomeMod Bug Report Thread
Post by: rhodaloo on 2012 March 21, 02:47:06
Make sure EVERY MOD is up to date.  I found out that my random crashes were caused by an old rule of six.   :P


Title: Re: AwesomeMod Bug Report Thread
Post by: Heinel on 2012 March 21, 04:58:15
Anyone else playing with Genies find that SC cannot move them around properly? They have a special Genie glide instead of running that awesome mod doesn't seem to be able to utilize.

Also, maybe more feature request than bug but they can summon food, so SC shouldn't send them to cook.


Title: Re: AwesomeMod Bug Report Thread
Post by: anberu on 2012 March 21, 06:34:44
I'm having frequent crashes, too. Only mods are 3/20 AwesomeMod, Showtime reg rewards, unlocked stage props, unlocked Showtime CAS, patched to 1.33.

It may be relevant, I'm not sure, but I had the config set to auto save (30 minutes), but the saves weren't being made. The crashes might have been happening when AM tried to auto save, but I didn't note the time.

[edit] I removed the config file, and still had a crash after about 35 minutes of play.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 March 21, 15:23:41
Anyone else playing with Genies find that SC cannot move them around properly? They have a special Genie glide instead of running that awesome mod doesn't seem to be able to utilize.

Also, maybe more feature request than bug but they can summon food, so SC shouldn't send them to cook.
I don't have any in my game, so provide a save with one so I can test.

I'm having frequent crashes, too. Only mods are 3/20 AwesomeMod, Showtime reg rewards, unlocked stage props, unlocked Showtime CAS, patched to 1.33.
Can you zero on the crashing at all? Try to get a save close to a crash and see if the crashing repeats itself. I am unable to replicate the crashing behavior.


Title: Re: AwesomeMod Bug Report Thread
Post by: anberu on 2012 March 21, 16:33:24
Can you zero on the crashing at all? Try to get a save close to a crash and see if the crashing repeats itself. I am unable to replicate the crashing behavior.

I saved about 5 minutes or so before a crash; when I got back to the point where it had crashed, it didn't crash again. Nothing specific seems to be happening to cause it, other than half an hour of continuous playtime.


Title: Re: AwesomeMod Bug Report Thread
Post by: Madame Mim on 2012 March 21, 21:35:15
I used to have serious problems with Sims crashing and I tracked it down to heat disapation. Even though I use the Frame Limiter, and nothing shows up as extreem when I use a third party monitor program, I need to play Sims with the side off of my computer. My Aunt has to do the same thing.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 March 22, 01:57:00
Well, I ran a search for any possible issues and fixed one possible thing, although I'm not sure why that would have crashed it at random. No other decompile issues were found, so not sure what else it would be at the moment.


Title: Re: AwesomeMod Bug Report Thread
Post by: anberu on 2012 March 22, 04:18:48
Played without AM today, no crashes. Put the new AM in, crash after about half an hour. I wish I had some details beyond that I could provide.


Title: Re: AwesomeMod Bug Report Thread
Post by: jesuisdvd on 2012 March 22, 17:35:35
Are the mod updated for 1.31, 32 or 33?  ???


Title: Re: AwesomeMod Bug Report Thread
Post by: HomeschooledByTards on 2012 March 22, 18:21:26
Are the mod updated for 1.31, 32 or 33?  ???

Yes.

This is not a bug. Try again.


Title: Re: AwesomeMod Bug Report Thread
Post by: wizard_merlin on 2012 March 22, 18:36:21
Played without AM today, no crashes. Put the new AM in, crash after about half an hour. I wish I had some details beyond that I could provide.

What method are you using to install the mods, old or new?  It may be nothing, or it may be just coincidental, but when my crashes started with 1.29, I changed the mod setup from the new documents system to the old, original system, and haven't had a crash yet.


Title: Re: AwesomeMod Bug Report Thread
Post by: foxygator on 2012 March 22, 19:40:42
Less of a bug and more of a "wtf do i do now?" moment.

Finally patched and updated my game and I keep seeing people here say that AM is 1.33 ready... but I can't seem to actually find the right file. The download thread hasn't been updated and I can't find anything that would tell me "here's the right file, dumbass".

So, can someone tell my dumb ass if the download thread is current even though the dates haven't changed? I know asking stupid questions here is going to get me stabbed and made fun of, but I can't help it anymore.


Title: Re: AwesomeMod Bug Report Thread
Post by: HomeschooledByTards on 2012 March 22, 19:43:53
Less of a bug and more of a "wtf do i do now?" moment.

Finally patched and updated my game and I keep seeing people here say that AM is 1.33 ready... but I can't seem to actually find the right file. The download thread hasn't been updated and I can't find anything that would tell me "here's the right file, dumbass".

So, can someone tell my dumb ass if the download thread is current even though the dates haven't changed? I know asking stupid questions here is going to get me stabbed and made fun of, but I can't help it anymore.

Have you, I dunno, TRIED IT?


Title: Re: AwesomeMod Bug Report Thread
Post by: foxygator on 2012 March 22, 20:51:10
Less of a bug and more of a "wtf do i do now?" moment.

Finally patched and updated my game and I keep seeing people here say that AM is 1.33 ready... but I can't seem to actually find the right file. The download thread hasn't been updated and I can't find anything that would tell me "here's the right file, dumbass".

So, can someone tell my dumb ass if the download thread is current even though the dates haven't changed? I know asking stupid questions here is going to get me stabbed and made fun of, but I can't help it anymore.

Have you, I dunno, TRIED IT?

Of course I have. And it gives me the "very bad things could happen do you want to quit or continue" box. Thats why I'm wondering if I have the correctly updated file.


Title: Re: AwesomeMod Bug Report Thread
Post by: Eeyore on 2012 March 22, 23:01:12
Did you remove previous copies of AM? Did you delete the scriptcache.package file?


Title: Re: AwesomeMod Bug Report Thread
Post by: foxygator on 2012 March 23, 00:00:23
Did you remove previous copies of AM? Did you delete the scriptcache.package file?

Yes to both.

And I'm now getting the "bad core mod" warning on launch. And I've tried all the mirrors on the download thread and then searched for the most-up-to-date file (and all I managed to find was Pes saying that awesome was 1.33 no actual update to the friggin file).

Can someone just tell me if the update thread IS updated or if I should be looking harder somewhere else? Because this is horrible.


Title: Re: AwesomeMod Bug Report Thread
Post by: anberu on 2012 March 23, 01:40:02
Played without AM today, no crashes. Put the new AM in, crash after about half an hour. I wish I had some details beyond that I could provide.

What method are you using to install the mods, old or new?  It may be nothing, or it may be just coincidental, but when my crashes started with 1.29, I changed the mod setup from the new documents system to the old, original system, and haven't had a crash yet.

Using the old method, actually. I've switched it to the documents method, and it's not crashed since.


Title: Re: AwesomeMod Bug Report Thread
Post by: Heinel on 2012 March 23, 07:22:39
Anyone else playing with Genies find that SC cannot move them around properly? They have a special Genie glide instead of running that awesome mod doesn't seem to be able to utilize.

Also, maybe more feature request than bug but they can summon food, so SC shouldn't send them to cook.
I don't have any in my game, so provide a save with one so I can test.

Here's a new game with a genie: http://www.mediafire.com/download.php?3tqiz0ltx1brm6o

Newest awesome will use the genie glide, but sometimes they have trouble exiting the toilet after Use Bathroom. But that is not always the case so I'm not sure what could be the problem.


Title: Re: AwesomeMod Bug Report Thread
Post by: mandababy on 2012 March 23, 22:16:55
I reported an error awhile back with my sims not being able to perform at Simfest. I have the newest version of AM, and finally just got a Simfest popup. So I went down to see if any of the updates since I first reported the error had fixed the issue, and the issue is still there. The sim can ask the proprietor to join the Simfest, then once the sim approaches the stage and goes to step up on it, everyone in the park resets, and my sim can no longer ask to perform. From there the Simfest no longer progresses either, nothing happens. The proprietor's "join Simfest" option is grayed out, saying that they are busy or something to that affect.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 March 24, 04:41:23
I haven't made any particular modifications to this "Simfest" business since I was not even really aware of its existence, so it's probably just Buggy Simfestness In General.


Title: Re: AwesomeMod Bug Report Thread
Post by: Cheetah on 2012 March 25, 01:26:28
okay, I tried playing now ... if I set every option in the config-file to "disable" I can play for several hours without a crash. My next try was to just enable the first column in the config-file, which is the story driver. Set to enabled, Popcap 0 seems to crash the game after ~25 - 30 minutes. Next I will try the other options with the story driver disabled. I will report it here, after I tested the next sections.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 March 25, 02:07:40
Hmm. That's mighty peculiar. The only explanation I can think of might be overheating, since the Story Driver does tend to consume a fair chunk of power. Can't think of how it could outright crash, since it's pure C# code and doesn't have any dodgy hand-edited MSIL stuff in it.


Title: Re: AwesomeMod Bug Report Thread
Post by: Cheetah on 2012 March 25, 02:17:27
okay, I got a program to check temperature, will report back tomorrow after testing with story driver enabled...


Title: Re: AwesomeMod Bug Report Thread
Post by: Cheetah on 2012 March 25, 15:15:08
Okay, got another crash, while checking temperature. The CPU had about 70°C - 75°C, while the Motherboard had about 70°C. Not unusually hot, it gets these temperatures with nearly every game I'm playing. Also, there were no spikes in temperature, it was about this the whole time.


Title: Re: AwesomeMod Bug Report Thread
Post by: jezzer on 2012 March 25, 16:10:58
Don't double-post.  Modify your last post instead.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 March 25, 18:07:53
Okay, got another crash, while checking temperature. The CPU had about 70°C - 75°C, while the Motherboard had about 70°C. Not unusually hot, it gets these temperatures with nearly every game I'm playing. Also, there were no spikes in temperature, it was about this the whole time.
Well, I'm still mystified at this stage. But keep looking, let me know if you find anything unusual. Try to pin it down by save-walking if you can.


Title: Re: AwesomeMod Bug Report Thread
Post by: wizard_merlin on 2012 March 25, 18:17:04
My next try was to just enable the first column in the config-file, which is the story driver. Set to enabled, Popcap 0 seems to crash the game after ~25 - 30 minutes. Next I will try the other options with the story driver disabled. I will report it here, after I tested the next sections.

Have you tried setting the popcap to something like 25 or 50, and seeing what happens?


Title: Re: AwesomeMod Bug Report Thread
Post by: Cheetah on 2012 March 26, 00:14:19
Well, I'm still mystified at this stage. But keep looking, let me know if you find anything unusual. Try to pin it down by save-walking if you can.
save-walking doesn't help. I save manually every 12 ingame hours. When I reload a save, it just keeps going, until it crashes after ~30 minutes. No spikes in CPU usage, RAM usage and/or temperature.

Have you tried setting the popcap to something like 25 or 50, and seeing what happens?

just tried it, with settings to 25 and 50. Still crashes. But it seemed, that the game lasted longer when I set it to 25. Could play for an hour. But I had it on pause for a fair bit of the time, too.

I also activated InformOnStoryAction. There were several actions in the play time, like Romance, Skill or Work, but nothing specific at the crash time. Maybe the culprit is a stack, which is overflowing or something like that? I currently don't have my desktop PC ready, otherwise I would test it on that one, and my gf won't let me install it on her computer.

The Crash Log Analyzer says the last two were a "Corrupt Save Crash", while the ones before were "Unknown". I'm going to start a new neighborhood tomorrow.

I am currently uploading two savegames:
Twinbrook, where I experienced crashes and had several options enabled.
Twinbrook - AMdis, where I tested with all options off. This is the one, where I got "Corrupt Save" crashes.
Maybe this helps figuring out more.
http://dl.dropbox.com/u/19788520/Saves.7z
It's not yet fully uploaded, will take about another half an hour.


Title: Re: AwesomeMod Bug Report Thread
Post by: cuthbert on 2012 March 28, 09:46:05
After trying new version:

1. Sims still don't use chair/sofa when assigned to watch tv in most cases.
2. Sims still don't completely empty their bladder if they bought 'Steel Bladder' LTR.
3. Genies have always Face One even though 'NoVanillaPudding' is enabled.


---------
After some more testing, I found sims properly using chairs while watching TV only when the TV is in a moderate distance away. When the TV is too far, they prefer standing instead.

And when I got 10 additional lamps through cheating and summon the genies one by one, #1~3 had face one and #4 didn't. Apparently it was solely my bad luck.


Title: Re: AwesomeMod Bug Report Thread
Post by: Leo on 2012 March 28, 09:51:28
With the newest Test-version of AM there is a bug with the "write thank-you-card" (playing the game in German, I don't know the exact English expression, sorry  :-[) at the mailbox after a wedding. The action is immediately cancelled. Without AM the Sim sits down at a table and writes the card.

Also, before the option to write that card appears at the mailbox, the Sim can take out a present box (=wedding present), but nothing new is added to the inventory and no message appears in the upper right corner. I am not sure if this is also a bug (or a feature  ;)).


Title: Re: AwesomeMod Bug Report Thread
Post by: putowtin on 2012 March 28, 10:12:49
Hi, I'm having the same issue as foxygator:

When I install AM I get the bad core mod warning on launch
All old copies off AM have been deleted and I've deleted the scriptcache.package file.

I've tried all three mirrors and tried it with and without aweconf but I'm still at square one!
Any help would be appreciated as this game is impossible to play without the awesomemod!

EDIT: Also worth noting that I have done a clean install of the sims 3 and all the exp packs I have.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 March 28, 11:26:14
With the newest Test-version of AM there is a bug with the "write thank-you-card" (playing the game in German, I don't know the exact English expression, sorry  :-[) at the mailbox after a wedding. The action is immediately cancelled. Without AM the Sim sits down at a table and writes the card.
That's odd, I thought that was fixed already. Try starting the interaction closer to the chair, or the mailbox. AwesomeMod attempts to prevent sims from engaging in slow-ass 50-mile hikes to find a chair when they COULD just perform the action in-place.

Also, before the option to write that card appears at the mailbox, the Sim can take out a present box (=wedding present), but nothing new is added to the inventory and no message appears in the upper right corner. I am not sure if this is also a bug (or a feature  ;)).
It's possible that you ended up with zero candidates capable of giving you presents. AwesomeMod fixes the issue where you can receive presents from your horse, as well as being able to receive presents that the giving sims could not possibly afford: With AwesomeMod, the gift-giver must be able to actually buy the gift, or nothing will be given.

I've tried all three mirrors and tried it with and without aweconf but I'm still at square one!
Any help would be appreciated as this game is impossible to play without the awesomemod!
Verify that you are using the latest patch.


Title: Re: AwesomeMod Bug Report Thread
Post by: Leo on 2012 March 29, 07:38:55
With the newest Test-version of AM there is a bug with the "write thank-you-card" (playing the game in German, I don't know the exact English expression, sorry  :-[) at the mailbox after a wedding. The action is immediately cancelled. Without AM the Sim sits down at a table and writes the card.
That's odd, I thought that was fixed already. Try starting the interaction closer to the chair, or the mailbox. AwesomeMod attempts to prevent sims from engaging in slow-ass 50-mile hikes to find a chair when they COULD just perform the action in-place.

I tried the (then cancelled) interaction with a Sim standing directly beside the mailbox, but not yet with a Sim beside a chair/table. I'll try that next time I load up the game.

Quote
Also, before the option to write that card appears at the mailbox, the Sim can take out a present box (=wedding present), but nothing new is added to the inventory and no message appears in the upper right corner. I am not sure if this is also a bug (or a feature  ;)).
It's possible that you ended up with zero candidates capable of giving you presents. AwesomeMod fixes the issue where you can receive presents from your horse, as well as being able to receive presents that the giving sims could not possibly afford: With AwesomeMod, the gift-giver must be able to actually buy the gift, or nothing will be given.

May be the fact that there was no wedding party the reason behind it? I just made an "instant-wedding" somewhere in the middle of the street, so there were no guests = no presents?  ???


Title: Re: AwesomeMod Bug Report Thread
Post by: Jessnova on 2012 March 29, 20:53:32
Take that equation one step further.  No presents = no reason to write a thank you note.   Seriously, why would you want to write a note to someone who didn't give you a gift?  Could perhaps this little snag be why the action is cancelled?

Mind you, I've never bothered with this interaction so I can't in all faith say that EA doesn't allow you to write thank you notes to imaginary people.  Game logic is not the same as regular people logic.


Title: Re: AwesomeMod Bug Report Thread
Post by: YoungOldPrude on 2012 March 30, 00:34:10
May be the fact that there was no wedding party the reason behind it? I just made an "instant-wedding" somewhere in the middle of the street, so there were no guests = no presents?  ???

I had a loner sim who discovered a long lost wedding gift in his mailbox after his divorce. The gift giver was a friend of his ex wife's. So, I don't think you have to throw a wedding bash to receive presents—your sims just have to get married and have at least one friend.


Title: Re: AwesomeMod Bug Report Thread
Post by: Keirin on 2012 March 30, 10:26:23
I've got the same problem as cheetah; it crashes even in new neighborhood, I have all packs and everything's updated to latest patch and I removed all the other cc's and mods.


Title: Re: AwesomeMod Bug Report Thread
Post by: varmint on 2012 March 31, 19:13:24
I'm having cursor issues with the latest version. I'm patched up to 1.33. The cursor reports the wrong info, it doesn't seem to want to display the basic gear/cog icon when I mouseover objects, instead it shows as grayed out pointer, or as feet, or even the forbidden symbol. I tested with several different mod combinations-- none, only AM, everything but AM-- and it stops happening when AM isn't installed. The game is still playable since clicking still brings up the correct menus, it's just annoying to lose the proper 'you can interact with this' visual cue.


Title: Re: AwesomeMod Bug Report Thread
Post by: witch on 2012 March 31, 19:23:48
The game is doing an AM autosave when pause is pressed, as it should, but when the save has finished the game no longer pauses but carries on.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 April 01, 03:21:18
Yeah, that's been a weird mystery glitch that pops up every now and then for awhile. Still can't figure out what triggers it due to the difficulty of testing it.


Title: Re: AwesomeMod Bug Report Thread
Post by: TapThatBooty on 2012 April 01, 03:36:32
The 'maxmotives' cheat no longer works after switching households using the CTRL + Click interaction. Switching households also seems to disable the right clicking centering of a sim when right clicking on the portrait in the relationship panel. I have all EPs and SPs and I'm up to date.


Title: Re: AwesomeMod Bug Report Thread
Post by: Noromarc on 2012 April 01, 03:39:22
I'm having cursor issues with the latest version. I'm patched up to 1.33. The cursor (...) shows as grayed out pointer, or as feet, or even the forbidden symbol.

Varmint, with Awesomemod installed, could you please try clicking and dragging an interactive object in a community lot (or anywhere other than current Sim's lot) and confirm if your game crashes? I have been testing and besides the previous CTD, the game also crashes to desktop when haphazardly dragging an object from the inventory of a Sim. It is also likely to CTD when issuing orders to playable Sims if the cursor moves a pixel in any direction while the left-button is pulsed.


Title: Re: AwesomeMod Bug Report Thread
Post by: Kasmira on 2012 April 01, 03:55:22
This has been happening to me for a while now, but since I reported it last I was able to update my computer to something a little nicer.  It seems that when I have AM installed, my sims will not do random things around the house on their own.  SC is fine and all, but it constantly tries to make them bathe the pets when put on random.  Without SC, they just stand there and will not even perform basic self maintenance even when on 100% free will.  Sometimes I just want my sims to be...  Well...  Sims.  :)  Is there something I'm overlooking?  I love AM, but I also want the option to have my peoples just be random.

Otherwise, no issues...  Thank you, Pes.


Title: Re: AwesomeMod Bug Report Thread
Post by: varmint on 2012 April 01, 04:08:30
I'm having cursor issues with the latest version. I'm patched up to 1.33. The cursor (...) shows as grayed out pointer, or as feet, or even the forbidden symbol.

Varmint, with Awesomemod installed, could you please try clicking and dragging an interactive object in a community lot (or anywhere other than current Sim's lot) and confirm if your game crashes? I have been testing and besides the previous CTD, the game also crashes to desktop when haphazardly dragging an object from the inventory of a Sim. It is also likely to CTD when issuing orders to playable Sims if the cursor moves a pixel in any direction while the left-button is pulsed.

I did this, took a boombox and a picnic basket to the park and was able to drag them around on the ground and in and out of inventories with no problems, no crashes. My cursor just doesn't display the correct icons on most interactable objects.

EDIT: After re-reading your instructions I did experience a CTD by leaving the playable sims on their home lot, scrolling my camera over to the nearest park and click-dragging on chess tables. Restarted and was able to repeat the CTD the same way.


Title: Re: AwesomeMod Bug Report Thread
Post by: witch on 2012 April 01, 07:58:56
This has been happening to me for a while now, but since I reported it last I was able to update my computer to something a little nicer.  It seems that when I have AM installed, my sims will not do random things around the house on their own.  SC is fine and all, but it constantly tries to make them bathe the pets when put on random.  Without SC, they just stand there and will not even perform basic self maintenance even when on 100% free will. 

'Random Crap' is working fine for me.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 April 01, 08:21:51
Random Crap basically just runs the EAxis autonomy when there's nothing else to do. Predictably, the actions chosen will lack any sense of purpose or appropriateness. If you don't care about that, then go ahead and use that setting...but otherwise, maybe you should select an actual goal.


Title: Re: AwesomeMod Bug Report Thread
Post by: Menaceman on 2012 April 01, 15:26:44
Not sure what is causing this which is why I'm posting it here.
Every so often the sting for picking up a collectable will play multiple times without my Sims having gone anywhere near a collectible item.
So far I have noticed it when initially playing a save file from a previous version of AM and then some time during the night. It can play anywhere from 3 to 10 times before it stops. The sound isn't continuous, there is usually a pause between each play of a few seconds.
If I had SC enabled then I would expect this when other Sims went out collecting stuff but I have never made use of SC, ever.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 April 01, 15:53:21
That's actually a generic sound effect used for many things in the game, so most likely, a non-playable sim is performing some StoryMode action in the background that causes this sound effect to play. Since AwesomeStory actually makes sims do things, things that EA might not have expected, and therefore did not put a squelch in for the sound effect when performed by a non-active sim, you may get odd sound notifications that play when this occurs.


Title: Re: AwesomeMod Bug Report Thread
Post by: Menaceman on 2012 April 01, 16:14:07
Ah right. I've encountered it with the profession promotion sting before and rightly (it seems) assumed that it was because AM was allowing non-played Sims to join professions, gain performance and then promotions.
This is the first time I've come across it with the "collectible" sting though which is what made me question it.


Title: Re: AwesomeMod Bug Report Thread
Post by: butters on 2012 April 01, 23:16:42
I got a flagrant system error today. It's never happened to me before so I'm not totally familiar with it. I'm not sure what caused it, but I took a picture with print screen so you guys can decipher it.
(http://i22.photobucket.com/albums/b342/angiebabe1859/amsystemerror.jpg)

I have all EPs and my game patched to 1.33. I wasn't playing with the most recent version of AM, I have the previous one. The one created on March 23rd. Should I update to the new one?


Title: Re: AwesomeMod Bug Report Thread
Post by: wizard_merlin on 2012 April 02, 02:08:20
I wasn't playing with the most recent version of AM, I have the previous one. The one created on March 23rd. Should I update to the new one?

Yes.


Title: Re: AwesomeMod Bug Report Thread
Post by: TapThatBooty on 2012 April 02, 06:28:04
Just an update on the maxmotives problem. I was playing today and I stuck with one family. I went to use the cheat again and it had stopped working again. I'm now wondering if it could be something to do with the Live Venues for Showtime. It's a bit of a confusion though because I had a few shows in the same place during this playthrough and it only stopped working at the end of my session. On the last occasion the cheat went back to normal after I reloaded the game. I imagine that it will do the same thing again this time.

Also, and I don't know if this is AM related, but I've noticed that Sims become stuck on the same lot for days on end. One of my Sims graduated and there was a crowd (about 27 Sims) on the same lot. I went by it a few Simdays later and the crowd was still there outside the town hall. This is happening in a few other lots where the same Sims will remain there for days at a time. For the 20-odd Sims at the town hall, I ended up using the ResetSim * to get them all away.


Title: Re: AwesomeMod Bug Report Thread
Post by: bloodredtoe on 2012 April 03, 18:19:58
I can confirm that the game doesn't crash when story progression and aging are disabled. It's completely unplayable otherwise (5-15 minutes before it crashes).


Title: Re: AwesomeMod Bug Report Thread
Post by: GallifreyanWitch on 2012 April 03, 21:05:06
Hi.

For some reason it says that awesome mod is out of date (as of sometime in late march this year) - yet I see no update on the main download page...
When I 'ignore' the warnings the game launches etc normally, but as soon as it's all loaded it tells me that awesome mod is out of date and closes the program.

Any help greatly appreciated


Title: Re: AwesomeMod Bug Report Thread
Post by: Jeebus on 2012 April 04, 02:07:40
FFS, just download another AM.


Title: Re: AwesomeMod Bug Report Thread
Post by: bloodredtoe on 2012 April 04, 17:38:42
I noticed a problem with the criminal career. When you start working at 9 PM the sim is stuck in "going to work" status and it only switches to "working" after midnight.


Title: Re: AwesomeMod Bug Report Thread
Post by: vorpal on 2012 April 04, 18:29:20
I noticed a problem with the criminal career. When you start working at 9 PM the sim is stuck in "going to work" status and it only switches to "working" after midnight.
Is this every day or just when they get promoted to the next level? Because that's what happens in my game and has been like that since at least Late Night. I can't remember whether Sims were actually supposed to get a day off after being promoted and that Awesome removes this behaviour or whether it's a problem with the game itself, but work performance should be back to normal on the second day after a promotion.


Title: Re: AwesomeMod Bug Report Thread
Post by: Nec on 2012 April 04, 18:40:37
I noticed a problem with the criminal career. When you start working at 9 PM the sim is stuck in "going to work" status and it only switches to "working" after midnight.

The sim will be stuck going to work until the boss sim shows up to work. I reset the boss sim when they don't show up for a long time in case they are stuck somewhere and that fixes it, though usually they show up after a few minutes and I use that time to "take it easy" to build up fun if they need it since you can't do anything else.

This is not AM related, but an EA bug.


Title: Re: AwesomeMod Bug Report Thread
Post by: bloodredtoe on 2012 April 04, 19:30:26
Is this every day or just when they get promoted to the next level? Because that's what happens in my game and has been like that since at least Late Night. I can't remember whether Sims were actually supposed to get a day off after being promoted and that Awesome removes this behaviour or whether it's a problem with the game itself, but work performance should be back to normal on the second day after a promotion.

No, it only happens when the previous shift ends on the same day, promotion or no promotion.
The sim will be stuck going to work until the boss sim shows up to work. I reset the boss sim when they don't show up for a long time in case they are stuck somewhere and that fixes it, though usually they show up after a few minutes and I use that time to "take it easy" to build up fun if they need it since you can't do anything else.

The boss is working fine. It must be tied to the shift spanning over two different days.

I'm also getting lab coat spam from the lab station - a new work outfit being added every time the station is used. I know it's an EA bug, but they never care.


Title: Re: AwesomeMod Bug Report Thread
Post by: Bandit on 2012 April 05, 14:20:57
This has been happening to me for a while now, but since I reported it last I was able to update my computer to something a little nicer.  It seems that when I have AM installed, my sims will not do random things around the house on their own.  SC is fine and all, but it constantly tries to make them bathe the pets when put on random.  Without SC, they just stand there and will not even perform basic self maintenance even when on 100% free will.  Sometimes I just want my sims to be...  Well...  Sims.    Is there something I'm overlooking?  I love AM, but I also want the option to have my peoples just be random.

Otherwise, no issues...  Thank you, Pes.
Like Kasmira, I am also having this issue. I've tested it with and without CC, and narrowed it down to AwesomeMod. Sims act like they are set to no autonomy at all time. This results in them standing in the same place doing nothing, even if they are starving or have other needs issues.


Title: Re: AwesomeMod Bug Report Thread
Post by: YoungOldPrude on 2012 April 08, 00:49:18
I am posting this very reluctantly. I installed Showtime on the 5th of April, and I have been extensively experimenting in hope of fixing this on my own, but I have failed. I am thinking it must be AwesomeMod's doing. Other than furniture and deco stuff installed through the Launcher, I've tried playing vanilla (cleared caches and all) with just AwesomeMod and NRaas Error Trap,  I've also tried playing new games and new saves both with and without AwesomeMod...but within the first two minutes or so of loading the game—it crashes, but only when AwesomeMod is in. Speeding up time can hasten the crash, but so can doing completely different things each time. I don't have the slightest idea of what's causing it! As of yesterday, I had the latest version. I just now finished up another test by adding back all of my CC and mods, sans AwesomeMod—no crashes.
I created a log of all of my crashes. They are all access violations with differing end numbers. If you would like to see them all, please tell me.

EDIT: This is now the most recent crash log I have. It was taken with just AwesomeMod, Awesome Config, Error Trap, and NoIntro in place.

          Processor Name: AMD Phenom(tm) II X6 1055T Processor
  Processor Architecture: AMD64
      Graphics Processor: AMD Radeon HD 6570 (1 GiB)

Games Installed:
 Custom Content: Yes (3 found)

[UNKNOWN] 4/7/2012 8:45:43 PM
     OS Version: 6.1.7601
       TS3 Path: C:\Program Files (x86)\Electronic Arts\The Sims 3\Game\Bin\TS3W.exe
    TS3 Version: 0.1.0.34
  Installed RAM: 8.00 GiB
    TS3 Free VM: 2.65 GiB / 4.00 GiB
     Crash Type: ACCESS_VIOLATION writing address 0x00000008
  Crash Address: 0x00c7e223 "C:\Program Files (x86)\Electronic Arts\The Sims 3\Game\Bin\TS3W.exe":0x0001:0x0087d223


Title: Re: AwesomeMod Bug Report Thread
Post by: cuthbert on 2012 April 08, 21:47:49
Not exactly a bug report, but newly uploaded AM zip file contains only newly updated manual along with 31th March AM. Is this intended?


Ah, never mind. I checked the tips thread and got it.


Title: Re: AwesomeMod Bug Report Thread
Post by: Havelock on 2012 April 13, 18:16:13
I got a flagrant system error today. I have all EPs and my game patched to 1.33. I use the most recent version of AM. The one created on March 31.

Edit: Pic removed.


Title: Re: AwesomeMod Bug Report Thread
Post by: unknownlUser on 2012 April 14, 08:19:54
I use the most recent version of AM. The one created on March 31.
Liar! Liar! and then blahdewhateva.
AM's most recent is Apr-something. If only people could check for this "latest" or "most recent" before they go making statements like these.


Title: Re: AwesomeMod Bug Report Thread
Post by: snabul on 2012 April 14, 11:06:43
For me is today (April, 14.) the same version the most recent (that from 31st of March).


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 April 14, 16:01:42
That's a very unusual error, since it's not supposed to ever happen, and is buried in the bowels of an EAxian function. I cannot think of any feasible reason this should happen, since it represents a violation of a basic structural rule of the game. This means something is wrong with your neighborhood.


Title: Re: AwesomeMod Bug Report Thread
Post by: PA on 2012 April 14, 19:21:05
Shower in a Can no longer grants the Soaked moodlet.  Neither does intentionally soaking a Sim in a dive well for that matter.


Title: Re: AwesomeMod Bug Report Thread
Post by: Thetys on 2012 April 21, 11:59:33
Hello,

I have got a problem with partly freezing user interfaces. It only happens when awesomemod is installed and it seems to related to households with at least one baby in it.
I am only using the base game.

The exact symptomes are:
- The small pictures an the left side all get the light inner frame which signalles the Sim currently selcted, when you click through your Sims. It disappeares after a while so only the selected Sim has the light frame but if you select another Sim it happens again.
- The big Sim-picture in the UI and the wishes panel does not chance on selecting another sim.
- I can still click through the UI tabs but on selecting another Sim the relationships, inventory, oppotunities, lifetime points and needs panel do not change while the Simology and skills still change.
- The moodlets are not changing on selecting another Sim but they count down.
- Otherwise I can go into build/buy mode and into map view and the problem still exitsts even when I change the household though I can use the sim played normally. Though when I change the household the little icons on the left side still show the old household and do not adapt.

The problem might be related to the following NRaas ErrorTrap message when I reset the whole town with NRaas MasterController:

Quote
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) ([1D5E7620] )
#1: 0x00003 ret.void   in Sims3.Gameplay.Autonomy.Sims3.Gameplay.Autonomy.Autonomy:Update () ()
#2: 0x00000 superop    in Sims3.Gameplay.Autonomy.Sims3.Gameplay.Autonomy.Autonomy:RunAutonomy (bool) (1D5E7620 [1] )
#3: 0x00004 pop        in Sims3.Gameplay.Autonomy.Sims3.Gameplay.Autonomy.Autonomy:TryFindBestAction () ()
#4: 0x0002a leave.s    in Sims3.Gameplay.Autonomy.Sims3.Gameplay.Autonomy.AutonomyManager:Simulate () ()
#5: 0x00027 leave.s    in ScriptCore.ScriptCore.ScriptProxy:Simulate () ()

P.S.: Please excuse possible grammar and spelling errors, the mixture of Britisch and American spelling, phrrasing, etc. as English is not my mother tongue. Feel free to correct me.

EDIT: Correction, it does not only happen in households with babies. Now it happend in a household with 2 YA and one toddler.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 April 21, 18:10:07
Shower in a Can no longer grants the Soaked moodlet.  Neither does intentionally soaking a Sim in a dive well for that matter.
That's mighty peculiar, since nothing was changed there in ages. Is your sim dressed in swimwear parts or something? The swimwear category doesn't give this moodlet.


The problem might be related to the following NRaas ErrorTrap message when I reset the whole town with NRaas MasterController:
The error trap message doesn't mean anything since resetting the town is supposed to cause a reset exception, although why it traps is unclear.

I have got a problem with partly freezing user interfaces. It only happens when awesomemod is installed and it seems to related to households with at least one baby in it.
I am only using the base game.
Your UI error, however, is just kind of mysterious. Does it happen in just your specific neighborhood, or in any neighborhood? No one else has reported this, I can't reproduce it, and something this serious would have been a dealbreaker. Are you SURE that this is the only thing installed?

EDIT: Correction, it does not only happen in households with babies. Now it happend in a household with 2 YA and one toddler.
That's very odd. Does this affect clean stock-game neighborhoods as well, or just your oddball neighborhood? If this happens in a "clean" base neighborhood, send save.


Title: Re: AwesomeMod Bug Report Thread
Post by: Madame Mim on 2012 April 21, 21:48:56
The problem might be related to the following NRaas ErrorTrap message when I reset the whole town with NRaas MasterController:

The error trap message doesn't mean anything since resetting the town is supposed to cause a reset exception, although why it traps is unclear

As I understand it errortrap traps everything so that it can be used in any incompatabilty testing that may be needed to run when you upgrade your game. Unimportant errors get their notifications turned off as and when they are deemed officially unimportant (again). Maybe Thetys is using an old/testing version of errortrap?


Title: Re: AwesomeMod Bug Report Thread
Post by: Miwakooo on 2012 April 22, 00:46:08
I use CCMagic to start Sims 3 with my Mods.
Since a week I get the message, that awsomemod is not compatible with the new game version.
I tried it out, awsomemod is the mod, that makes this error. Without it my game still works.
I have installed Sims 3 with World Adventures, Ambitions and Pets.

Can you help me?


Title: Re: AwesomeMod Bug Report Thread
Post by: PA on 2012 April 22, 22:25:01
Shower in a Can no longer grants the Soaked moodlet.  Neither does intentionally soaking a Sim in a dive well for that matter.
That's mighty peculiar, since nothing was changed there in ages. Is your sim dressed in swimwear parts or something? The swimwear category doesn't give this moodlet.

No, they are in regular clothes.  I checked with nothing but Awesome loaded to be sure it wasn't tight pants, and, barring save weirdness, that wasn't the case.


Title: Re: AwesomeMod Bug Report Thread
Post by: Miwakooo on 2012 April 26, 16:16:39
Since 5 days I wait for an answer. Please help!  :'(


Title: Re: AwesomeMod Bug Report Thread
Post by: kissing_toast on 2012 April 26, 16:19:52
Since 5 days I wait for an answer. Please help!  :'(

Don't use CC magic on mods.


Title: Re: AwesomeMod Bug Report Thread
Post by: Miwakooo on 2012 April 26, 16:43:34
I have installed all mods manually. And I use CCMagic only to sort them.


Title: Re: AwesomeMod Bug Report Thread
Post by: wizard_merlin on 2012 April 26, 19:38:23
Since a week I get the message, that awsomemod is not compatible with the new game version.

You do realise that AM only works with the latest game version, don't you?  If the versions are different, then maybe, just maybe you need to find the right game version to go with the current AM.


Title: Re: AwesomeMod Bug Report Thread
Post by: Turd Ferguson on 2012 April 26, 23:22:38
Hello again. I've been getting those wonderful little CTDs again. And while they've been a bit less prevalent, I get a crash caused by a "Corrupt Save Game" that doesn't make sense since I've been able to reload the exact same save that crashed and continue playing for hours without incident. I've heard somewhere using "Save As..." rather than regular saving method helps,  but I can't confirm. I have the error report right here if needed.

http://www.mediafire.com/?2b0sro4ixarh6tb

I'd love if this could be fixed, since I've gone quite a ways with this save and would hate to have to start over.


Title: Re: AwesomeMod Bug Report Thread
Post by: YoungOldPrude on 2012 April 27, 02:19:01
Hello again. I've been getting those wonderful little CTDs again. And while they've been a bit less prevalent, I get a crash caused by a "Corrupt Save Game" that doesn't make sense since I've been able to reload the exact same save that crashed and continue playing for hours without incident. I've heard somewhere using "Save As..." rather than regular saving method helps,  but I can't confirm. I have the error report right here if needed.

http://www.mediafire.com/?2b0sro4ixarh6tb

I'd love if this could be fixed, since I've gone quite a ways with this save and would hate to have to start over.

Provided that you can load up the old corrupted save, you don't have to start over. For example: All you have to do is click "Save As..." and then you change your file name from ABC to ABC1. If you get another crash and it comes up as a corrupt save, load up your old save and name it to ABC2—and so on and so forth. It works for me.



Title: Re: AwesomeMod Bug Report Thread
Post by: Miwakooo on 2012 April 27, 06:00:49
I did not update my game. Suddenly I got that message. I downloaded AM again, but the problem did not go away.


Title: Re: AwesomeMod Bug Report Thread
Post by: Eeyore on 2012 April 27, 13:02:09
I did not update my game. Suddenly I got that message. I downloaded AM again, but the problem did not go away.
Awesomemod is updated to the latest patch. Always. ALWAYS. ALWAYS. This means your game must be updated to the latest patch in order to use Awesomemod. Previous versions of Awesomemod are unsupported. How many times does this need to be said?


Title: Re: AwesomeMod Bug Report Thread
Post by: jezzer on 2012 April 27, 14:17:08
It could be in giant, flashing neon letters at the top of every page and we'd STILL get 9,000 "WRY AWESOMEMOD NO WERK!?!?!?!??!!??   :'( ??? :o :-[" posts.


Title: Re: AwesomeMod Bug Report Thread
Post by: Turd Ferguson on 2012 April 29, 01:19:33
when my teen sims go interact with adult sims romantically (they were bf and gf before one of them aged up), the game crashes to desktop.

Because you're a pedo.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 April 29, 03:41:50
Send the offending save and I will take a look. It shouldn't be happening unless you've damaged the files, though.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 April 29, 20:12:07
Yes, you. And there's no 17. You are 12.


Title: Re: AwesomeMod Bug Report Thread
Post by: poopyseedmuffin on 2012 April 30, 23:48:32
Yes, you. And there's no 17. You are 12.
had to make a new account cause i forgot my pw XD this is the same person as KeyLimePie. I have no idea how to send you the save file that's causing my game to crash.


Title: Re: AwesomeMod Bug Report Thread
Post by: nikkiforest on 2012 May 01, 00:52:43
had to make a new account cause i forgot my pw XD this is the same person as KeyLimePie. I have no idea how to send you the save file that's causing my game to crash.
Search moar.


Title: Re: AwesomeMod Bug Report Thread
Post by: witch on 2012 May 01, 03:39:13
Search moar.

@nikkiforest: I bet you used to taunt people from behind the bully at school, didn't you? I don't know who the fuck you are but I'm a little tired of seeing your sycophantic posts every five minutes. Enough.


Title: Re: AwesomeMod Bug Report Thread
Post by: MizzCerise on 2012 May 01, 18:44:34
As much as I hate to be this guy, I'm at the end of the road here. With my current family, I get the crash after about 2 Sims days. Switched to random townie while the purge began. I have done everything in the crash check list, ran every Twallan and Delphy mod, same result. I've even done some of the more obscure voodoo methods to fix the issue. It all comes down to AM.
Sim day starts late Weds. night, crash by Friday. I'm up to date in all patches and AM package. So, I ran the game with AM out, no crash. But of course without AM mods, the game is unbearable in it's own right and useless to me as a tool of fun. And here I sit for 2 weeks on workers comp. and nothing to do with my useless injured time...any thoughts?


Title: Re: AwesomeMod Bug Report Thread
Post by: poopyseedmuffin on 2012 May 01, 22:00:04
it's not just one save. it's all my saves. they all crash when i have a teen sim try to even compliment an adult sim's appearance. It's AM, not my game.


Title: Re: AwesomeMod Bug Report Thread
Post by: Madame Mim on 2012 May 01, 22:18:40
they all crash when i have a teen sim try to even compliment an adult sim's appearance.

Stop complimenting adults then.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 May 02, 00:54:57
Sim day starts late Weds. night, crash by Friday. I'm up to date in all patches and AM package. So, I ran the game with AM out, no crash. But of course without AM mods, the game is unbearable in it's own right and useless to me as a tool of fun. And here I sit for 2 weeks on workers comp. and nothing to do with my useless injured time...any thoughts?
Save often and try to zero in on the crash. Once you can get it to die within an hour or so, send me the save. I've been trying to reproduce this, but it never happens for me.

it's not just one save. it's all my saves. they all crash when i have a teen sim try to even compliment an adult sim's appearance. It's AM, not my game.
You can't even *DO* that without AwesomeMod, though, right? I will take a look at this, if you say it happens in every game.

UPDATE: Could not reproduce. Performing the sequence you described functions normally. I can only conclude that you are trying something that you are not telling me about because of your CREEPY PEDO TENDENCIES.



Title: Re: AwesomeMod Bug Report Thread
Post by: MizzCerise on 2012 May 02, 18:12:36
Thanks very much for taking a look, hope this is what you wanted. Tried to zip file it, but won't let me for some reason, so here goes:


[Build info]
Application: Sims3
BuildTime:   2012-03-09-1234
BuildUser:   slcbuilder
BuildHost:   SLC1-BUILD-005
BuildConfig: Release
BuldVersion: 0.1.0.34
Commandline: C:\Program Files (x86)\Electronic Arts\The Sims 3\Game\Bin\TS3W.exe



EA_PLATFORM: Windows on X86
OS name: Windows Vista
OS version number: 6.1.7601
OS service pack: Service Pack 1
Debugger present: no
CPU count: 4
Processor type: x86
Processor level: 16
Processor revision: 515
Memory load: 64%
Total physical memory: 4094 Mb
Available physical memory: 1463 Mb
Total page file memory: 8186 Mb
Available page file memory: 4585 Mb
Total virtual memory: 4095 Mb
Free virtual memory: 2574 Mb

[Application info]
Language: C++
Compiler: Microsoft Visual C++ compiler, version 1400
App path: C:\Program Files (x86)\Electronic Arts\The Sims 3\Game\Bin\TS3W.exe
App version: 0.1.0.34

[Exception info]
date: 2012-04-30
time: 11.09.57
type: ACCESS_VIOLATION reading address 0x00000030
address: 0x00d5d35f "C:\Program Files (x86)\Electronic Arts\The Sims 3\Game\Bin\TS3W.exe":0x0001:0x0095c35f

[Call stack]
C:\Program Files (x86)\Electronic Arts\The Sims 3\Game\Bin\TS3W.exe
0x00d5d35f

C:\Program Files (x86)\Electronic Arts\The Sims 3\Game\Bin\TS3W.exe
0x00d657ce

C:\Program Files (x86)\Electronic Arts\The Sims 3\Game\Bin\TS3W.exe
0x00c8b9ad

C:\Program Files (x86)\Electronic Arts\The Sims 3\Game\Bin\TS3W.exe
0x3098c380

C:\Program Files (x86)\Electronic Arts\The Sims 3\Game\Bin\TS3W.exe
0x1b4e0040

C:\Program Files (x86)\Electronic Arts\The Sims 3\Game\Bin\TS3W.exe
0x3060aac8

C:\Program Files (x86)\Electronic Arts\The Sims 3\Game\Bin\TS3W.exe
0x506804f0

C:\Program Files (x86)\Electronic Arts\The Sims 3\Game\Bin\TS3W.exe
0x1b4e0bc8

C:\Program Files (x86)\Electronic Arts\The Sims 3\Game\Bin\TS3W.exe
0x00877fff
 
[Instruction data]
00d5d2df => DasmX86Dll.dll not found.




Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 May 02, 22:05:04
That is not a save and is absolutely useless. I need an actual saved game, one which you can get to crash within an hour or so of loading every time. Try to zero in on the crashing behavior by saving regularly until you get close to whatever is crashing.


Title: Re: AwesomeMod Bug Report Thread
Post by: MizzCerise on 2012 May 03, 20:51:43
Sorry 'bout that, been ages since I even bothered with this game, only bought the expansions a couple weeks ago as I'd forgotten what a nightmare it can be to run. I see now what you mean by save game files.

Anyhow, I reckon the problem is actually Appaloosa Hills or whatever. It became unbearable to even play test in, as it grinds to a halt every 10 sim minutes, so I switched over to Starlight City (?) which is a clean slate, and wouldn't you know it, runs fine with AM. I have no idea why and I'm too annoyed to care, but I thank you for the offer of help. I'm sure I'll be back when the new town crashes and burns...or I'll throw all my discs in the trash and vow never to play again.



Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 May 05, 05:06:21
I'm guessing your neighborhood has sustained some form of corruption that causes the advanced processing features of AwesomeMod to choke, such as someone getting stuck in an impenetrable obstacle: Doesn't happen in my Appaloosa game, though. If you can get it to reliable crash within a short interval of loading, it's possible to find out WHICH sim might be crashing it by systematically destroying half the humans in the game in a binary search until you narrow it down to one culprit fambly. Usually I find that offending fambly exhibits some form of data corruption.


Title: Re: AwesomeMod Bug Report Thread
Post by: Menaceman on 2012 May 05, 20:38:38
I thought the problem with families being charged for visiting Sims' stage props had been solved but my Sims are STILL being charged when I set a stage up for a visiting Sim.


Title: Re: AwesomeMod Bug Report Thread
Post by: bitterquill on 2012 May 06, 00:20:18
i'm having the same problem as poopyseedmuffin. I have a feeling it might be conflicting with a mod he/she and i have downloaded from modthesims. Could this be possible? (all i did was test it out to see if i had that problem, then turned that setting off, i promise) It keeps crashing. If you want, i can pm you a link to my log in info on modthesims and you can see if any of my interaction mods might be messing with it?

Or, you could do a few minutes of troubleshooting and figure it out for yourself.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 May 06, 02:42:52
I thought the problem with families being charged for visiting Sims' stage props had been solved but my Sims are STILL being charged when I set a stage up for a visiting Sim.
Can you elaborate more? My understanding is that you're supposed to be charged, so that when you sell the props, you don't get free money. Wasn't this fixed earlier?


Title: Re: AwesomeMod Bug Report Thread
Post by: vorpal on 2012 May 06, 10:51:58
I've got quite some problems with inactives, homeless to be precise, and the Showtime professions. Part of these happen in vanilla, too, so it's not solely AM:
Inactives seem to change professions randomly and also their respective levels and this has lead to multiple role and profession assignments (and the constant playing of the profession related music). I play Lunar Lakes and there is one homeless Sim who seemed to be stuck in performing Acrobatics but his career says Vocal Legend. He was an acrobat before, true, but was assigned the singer career some time later. Approximately half an hour after I had reset that Sim I got an FSE (attached).
Then things started to act up. A mixologist suddenly appeared in the world as an acrobat but according to MasterController was still also a mixologist and in addition a second acrobat was spawned who seems to have been a singer before.
I also noticed that when AwesomeStory assigns a career to a homeless Sim these don't stick. I sometimes get notifications twice within a few minutes that SoSo is going to get a job in SuchSuch and several days later the same happens again.


Title: Re: AwesomeMod Bug Report Thread
Post by: Menaceman on 2012 May 06, 18:23:28
I wonder if what Vorpal has said is why I have noticed the music stings going off so regularly since installing SHT?

Right, to the *issue* with the stage props.
It is my understanding that when a non-active Simport Sim visits a venue to perform and you are asked to set up the stage for their performance, that any props you place should NOT be charged to your active family since it is the visiting Sim using them.
As it currently stands in my game, when a Simport Sim visits and I set up the stage, my active household gets charged for every stage prop/item I place.


Title: Re: AwesomeMod Bug Report Thread
Post by: vorpal on 2012 May 07, 07:47:20
Due to repeated crashes or lock-up freezes I played the same save several times now and can hopefully add to the homeless issue.
What happens is usually this: Simon Hart is homeless and wants to become a Master Thief. During the night AM tells him to get a job at the criminal headquarters and the message appears: "Simon Hart going to get a job at Orbital Distribution Company". Several hours later I get the musical tune from Ambitions that tells that someone joined a profession. It's Simon Hart. He's a Singer now. Then I get two more tunes playing which usually tell that someone in a profession got promoted and a final flourish, which I think indicates that someone in a profession completed a high-level task. Simon Hart is now a level 5 Singer. The next night AM tells Simon Hart to get a job in criminal. Rinse and repeat. Simon Hart now has a career history of being a level 1 criminal, level 7 acrobat, level 5 singer and level 1 magician. After 6 weeks into the game.
I also added the LTW for becoming Master Acrobat, Magician and Singer to three other of those homeless. But the Singer, who has been a level 10 singer for quite some time now, seems to not have completed that LTW.

And as regards the crashing. I haven't gone too far into narrowing it down to something specific, but it usually happens shortly after AM Story Progression sends some Sim on a skilling mission. It doesn't matter who or what skill, but Athletics seems to increase the chances for crashes as it cannot be done with books. One of my Sims happened to be on the lot of a Sim that received the OneShot Command and they were chatting. My Sim discovered a shared trait and received the "talk about shared traits" action, which cannot be cancelled, but the OneShot Sim was sent to bed. Gameplay became choppy while the other Sim went to sleep and when my Sim finally dropped the "talk about shared traits" command and I could order him to do something else, the game crashed.
I also noticed that OneShot Commanded Sims are sent around half the town just to use a toilet and as Lunar Lakes is so spread out this increases the chance for crashes as this mission takes so long.
Is it also possible that SupremeCommander has become more aggressive than it used to? Because I find it much more difficult now to interrupt Sims that are on a mission. And I found three Sims in the library that had been there for days skilling Charisma and Gardening but haven't dropped their books despite having maxed out that skill already. They kept reading a book they are supposed not to be able to read anymore.

Here are my details: All EP's except for Pets, patched from 1.24 to 1.29, then incrementally from 1.29 to 1.31 to 1.33. AM is from 2012-Apr-22 17:38:51. World is Lunar Lakes and I haven't changed the default lots but added some Late Night bars. No Showtime venues.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 May 07, 10:00:22
Fixed: Homeless uninstantiated sims no longer able to apply for Active Careers. Sims who already have jobs will not be dragooned as show NPCs, as this messes up their existing career.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 May 08, 22:04:06
Cannot reproduce, CAS works fine here. Is it possible that you have enabled too many options to show things, resulting in massive load lag as the game tries to display everything?


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 May 08, 22:55:13
Or just you being impatient. It's hard to tell. All I know is that I can't reproduce it, so it's not something caused by just a stock game with minimal CC.


Title: Re: AwesomeMod Bug Report Thread
Post by: vorpal on 2012 May 11, 23:43:48
Re: my crashes during AwesomeStory skill missions. Again I had troubles with a Sim that was sent to skill up Athletics. This time, however, there was no crash but the Sim was reset and I got two ScriptErrors from ErrorTrap (attached). The first happened when the Sim in question was interrupted in his mission to the gym by the start of his work shift. On entering the rabbithole he was reset and I got the error. The second happened after his shift had ended and I made that Sim active because I wanted him to get divorced and move back into his old house. On leaving the move screen the error popped up, the Sim was reset and the UI became broken - I couldn't pause the game anymore or open the main menu anymore and had to end the game with task manager.
I don't think that it's the Sim itself, as it's not the same that caused problems before. And I tend to be convinced that my crashes had always happened when Athletics was involved. Other skill mission work ok, at least they don't crash the game, although they still tend to not finish after a while.
I also got two saves, one shortly before the first reset and one before I made that Sim active and began the divorce-move scenario.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 May 12, 06:53:49
According to the error logs, the error you're getting should never happen and the same sim is responsible for both errors. Recommended solution: Kill With Fire.


Title: Re: AwesomeMod Bug Report Thread
Post by: vorpal on 2012 May 12, 14:33:04
Ok, Sim has been killed with fire, or rather meteor, and game has run fine for three days now.
But I got another FSE when I tried to put a different household on radar (see attached).


Title: Re: AwesomeMod Bug Report Thread
Post by: Baarogue on 2012 May 12, 19:16:20
I have Robotic Hand of God disabled but every night at 3am all dirty dishes on my lot vanish and all dirty surfaces (counters, stove, etc.) are cleaned, including bird feather mess on the floor. Is this RHOG or something else?

I only have Awesome, twallan's Relativity, and no intro, but I noticed this behavior before adding Relativity and no intro.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 May 13, 09:29:16
Ok, Sim has been killed with fire, or rather meteor, and game has run fine for three days now.
But I got another FSE when I tried to put a different household on radar (see attached).
I have no idea what the hell happened there. Does that always happen with every household, or just that one? It seems like your neighborhood is deeply corrupt and things have gotten decoupled from actual objects.

I have Robotic Hand of God disabled but every night at 3am all dirty dishes on my lot vanish and all dirty surfaces (counters, stove, etc.) are cleaned, including bird feather mess on the floor. Is this RHOG or something else?
That sounds like the EAxis auto-clean. Community and inactive lots are normally supposed to autoclean themselves, since as no one is responsible for their upkeep, they would become horribly polluted without it. Are you saying it is now also affecting the active lot? Is this lot also an apartment lot? The EAxis code cleans up the following types of lots automatically:
1. Community Lots.
2. Non-Active Lots.
3. Base Camps.
4. Apartments.

It is my understanding that when a non-active Simport Sim visits a venue to perform and you are asked to set up the stage for their performance, that any props you place should NOT be charged to your active family since it is the visiting Sim using them.
Okay, verify that it now works both ways. I don't have ANY means of testing something this bizarre.


Title: Re: AwesomeMod Bug Report Thread
Post by: Menaceman on 2012 May 13, 12:25:54
It is my understanding that when a non-active Simport Sim visits a venue to perform and you are asked to set up the stage for their performance, that any props you place should NOT be charged to your active family since it is the visiting Sim using them.
Okay, verify that it now works both ways. I don't have ANY means of testing something this bizarre.

I'll have to wait until I get another Simport Sim sent to me but I'll make sure to check it out.


Title: Re: AwesomeMod Bug Report Thread
Post by: vorpal on 2012 May 13, 15:26:42
Ok, Sim has been killed with fire, or rather meteor, and game has run fine for three days now.
But I got another FSE when I tried to put a different household on radar (see attached).
I have no idea what the hell happened there. Does that always happen with every household, or just that one? It seems like your neighborhood is deeply corrupt and things have gotten decoupled from actual objects.
No, just happened once and another attempt to track them succeeded a few Sim days later. But could a resetworld perhaps recouple things again?


Title: Re: AwesomeMod Bug Report Thread
Post by: Baarogue on 2012 May 13, 17:26:10
I have Robotic Hand of God disabled but every night at 3am all dirty dishes on my lot vanish and all dirty surfaces (counters, stove, etc.) are cleaned, including bird feather mess on the floor. Is this RHOG or something else?
That sounds like the EAxis auto-clean. Community and inactive lots are normally supposed to autoclean themselves, since as no one is responsible for their upkeep, they would become horribly polluted without it. Are you saying it is now also affecting the active lot? Is this lot also an apartment lot? The EAxis code cleans up the following types of lots automatically:
1. Community Lots.
2. Non-Active Lots.
3. Base Camps.
4. Apartments.

It is an apartment lot, so this was just my ignorance of EAxis auto-clean showing. Now I know!


Title: Re: AwesomeMod Bug Report Thread
Post by: Jayroo on 2012 May 15, 03:04:24
I need a little bit of help or advice please.  I'm having an issue which I believe may be related to the new store patch that was released today.  I am currently using AM, NoMemories, NoIntro, NraasOverwatch, NraasCareer, a Custom Career and some of Cmar's hacks.  The game will CTD within approximately twenty minutes of play time.  I have removed my other hacks and I think it may be AM related.  Should I wait for another AM update, try to generate an error log or upload a save?  I have had no problems with my hack setup prior to the store update and my hacks are up to date.  I also had issues installing the patch as well.  Would a reinstall of the game be out of the question?


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 May 15, 09:35:52
If you are getting crashing, try to zero in on the crashing by saving regularly, until you can get the crashing to occur shortly after the save. If you say it crashes 20 minutes after you save, then save every 5 minutes until it crashes. Then start playing, and save every minute...until it crashes. When it crashes within a minute of play despite doing nothing except unpausing, then send the save to me and I will examine it some more.

However, an interesting phenomenon I have observed is that often, when these alleged crashes are sent to me, I run the game just fine without anything crashing.


Title: Re: AwesomeMod Bug Report Thread
Post by: Jayroo on 2012 May 15, 22:16:46
It was my problem and not a problem with AM in any way.  It was tight pants.


Title: Re: AwesomeMod Bug Report Thread
Post by: SJActress on 2012 May 18, 23:04:59
I'm having a hiccup with Supreme Commander, I think. When the Sims are queued to eat by SC, it works fine. However, when I Ctrl-Click and instruct them to eat, they just keep preparing group meals and putting them in the fridge, over and over, and never eat anything.

I have some object CC, but nothing kitchen related, and no other mods. Installed are Ambitions, Pets, WA, and HELS, and I'm patched to 1.33. The last time I downloaded a fresh copy of AM was about 2 days ago.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 May 19, 02:37:07
That is...mighty peculiar, since the two outcomes are the same, as automatic eat just launches the same Eat command you launch manually. Got a save of this behavior? Do your sims have odd trait or attribute combinations which may cause them to produce food they can't eat, like vegetarians, vampires, or robots?


Title: Re: AwesomeMod Bug Report Thread
Post by: SJActress on 2012 May 19, 05:55:51
I considered that as well, but they don't have anything weird attached to them. One was a YA created in CAS, and she only had skilling-type traits and Good Sense of Humor. The other was a teenager when it happened to him  (born in game, son of the YA), and I didn't choose anything odd for him, but I haven't played in so long, I can't remember if Sims develop hidden traits or not (and if Vegetarian would ever be a hidden trait). I just moved a bunch of people out, so I will see if it is still happening and submit a save on Sunday.

ETA: I've searched and not found the info I needed, and I've never had to attach anything here. Do I need to zip the entire .sims3 folder for that particular save game, or do you just need a particular file within that folder? Or am I way off?


Title: Re: AwesomeMod Bug Report Thread
Post by: dilitru on 2012 May 19, 11:11:45
"Use Bathroom" command causes the Sim to pick a shower/ bath combo that doesn't exist on their home lot, causing them to run away from the home lot for a few seconds, then drop the command after, then once again the game selects the shower /bath combo, then drop the command again. Toilets work fine.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 May 19, 16:19:46
"Use Bathroom" command causes the Sim to pick a shower/ bath combo that doesn't exist on their home lot, causing them to run away from the home lot for a few seconds, then drop the command after, then once again the game selects the shower /bath combo, then drop the command again. Toilets work fine.
Never seen this before, and I've stress-tested it on some pretty degenerate-case neighborhoods, like Egypt. Is there anything unusual about your neighborhood, your lot, or the chosen target object?


Title: Re: AwesomeMod Bug Report Thread
Post by: vorpal on 2012 May 20, 11:15:27
I still get crashes within a few days as soon as Story Progression is turned on, this time on a different, and much better, computer, with a freshly installed game and no Store content, with only AM, ErrorTrap and Overwatch as mods. It's hard to say what is causing it but I had "radar all" on and there was one Sim on a skilling mission. AM had sent her to a sarcophagus in a museum to sleep and she had remained in there for several hours despite a maxed energy motive. This is similar to what I had observed in my previous games where Sims on a skilling mission fail to end an interaction as soon as the respective need is maxed or the buff is achieved, thus perhaps causing the crash (?). In my previous games I also had Sims on a mission sleeping for days. In those cases, however, their energy motive didn't change at all, therefore keeping them eternally asleep - until I crashed.
I got no error reports only the EA crash log, which, I guess, is useless.


Title: Re: AwesomeMod Bug Report Thread
Post by: dilitru on 2012 May 20, 13:45:33
"Use Bathroom" command causes the Sim to pick a shower/ bath combo that doesn't exist on their home lot, causing them to run away from the home lot for a few seconds, then drop the command after, then once again the game selects the shower /bath combo, then drop the command again. Toilets work fine.
Never seen this before, and I've stress-tested it on some pretty degenerate-case neighborhoods, like Egypt. Is there anything unusual about your neighborhood, your lot, or the chosen target object?

I've recently switched from an EAxian (Barnacle Bay) neighborhood to a custom neighborhood. No bugs in Barnacle Bay, but it seems that sims like to pick community lot showers than home lot showers in the custom neighborhood. It's a small annoyance, really, so I'm not too bothered.


Title: Re: AwesomeMod Bug Report Thread
Post by: ronnietwoeleven on 2012 May 25, 17:48:21
I just downloaded the newest version of awesome mod and have discovered since doing so that the launcher will no longer install anything. I tried removing possible conflicts, however the problem continued to exist. So, out of pure curiosity, I removed awesome mod and tried installing again and it worked. I haven't taken the time to do an extensive search, so I don't know if this has been reported already. I just thought I take some of my own precious time to help others, assuming there is a need for it! Hopefully this information will help you identify a possible bug and correct it!


Title: Re: AwesomeMod Bug Report Thread
Post by: Naiad on 2012 June 02, 15:08:57
Does AM have a special addtrait function for pets? Because I just tried to add the genius trait to a kitten and it added the sim version of the trait instead of the pet version. It dropped the clueless trait just fine though. What I opened the "modify traits for active sim" popup, the sim-genuis trait didn't show up and neither did the pet-genius trait.
Did I miss something?


Title: Re: AwesomeMod Bug Report Thread
Post by: Madame Mim on 2012 June 02, 22:44:56
There's a clue in what you've written right there.


Title: Re: AwesomeMod Bug Report Thread
Post by: Naiad on 2012 June 03, 05:59:29
There's a clue in what you've written right there.

That the popup's called 'modify traits for active sim' instead of pet doesn't seem to be a problem. I can add and drop traits (the pet ones if I shift-click on a pet) just fine using it, with the only problem that I have to choose a minimum of three. I've actually used that and droptrait afterwards and the combo worked just fine. The only bug was addtrait adding sim traits to pets. But, since a workaround exists, it's not really that important anymore.

I can't think of anything else you might be referring to.

ETA: droptrait doesn't drop the pet version of the Adventurous trait. It says the pet doesn't have that trait. The pet wasn't born with it, it was trained, if that makes any difference.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 June 03, 10:51:57
The version of traits for pets are not the same as the sim version. Genius, for instance, is known as "GeniusPet" on Pets. Console commands require some understanding of how things work on the inside, if you want a UI to hold your hand through the process, use the one EAxis provided.


Title: Re: AwesomeMod Bug Report Thread
Post by: BethMoo on 2012 June 04, 19:11:49
Bug report.

Flagrant System Error

[Screenshot (http://www.mediafire.com/?08325xqwn7px59m)]

I don't know if this is helpful, but here's what was going on when it happened:

* Sim reading a gardening book.
* Sim riding a horse.
* Dog chewing a newspaper toy.

* setconfig enabledebuginteractions true

I only have AwesomeMod installed, no other mods.  Latest version (updated one or two days ago).  Had been playing for ~30 minutes.  I'd been building for a few hours before that.  Game had been open ~15 hours, mostly on pause.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 June 05, 17:16:58
I'm not entirely sure what happened there, either. Did it come back or otherwise keep doing that?


Title: Re: AwesomeMod Bug Report Thread
Post by: RebelRed on 2012 June 06, 05:22:09
Finally have my crashing pinpointed.  Not sure if this is AM but could not find another person with this problem in my searching.  Game CTD when my sims pull items from inventory in public places.  Once was when my sim took her mother's remains in her inventory and placed them in the cemetery in Twinbrook.  The other was when the Goth family decided to have a birthday party at the party warehouse and used the birthday cake from the mom's inventory.  From what I did find when searching other people are able to have a venue party complete with cake with no probelm.   I'm still at 1.33 with AM of 5/13.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 June 06, 06:15:16
That particular issue was probably fixed in the recent update.


Title: Re: AwesomeMod Bug Report Thread
Post by: Flint on 2012 June 11, 04:46:23
Hi, got a strange problem with Awesome mod, installed pets recently and updated to the new awesome mod version ( because it didnt run without it naturally ). Now as soon as I go to a families house, instead of the normal sim selection I got a dozen ( more like dozens ) of dummy sims in that selection which do nothing.

Any Idea what bug this is and how to fix it? I can add a screen later if needed


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 June 11, 06:03:43
Sounds like you either haven't patched properly or have outdated junk clogging your files.


Title: Re: AwesomeMod Bug Report Thread
Post by: Flint on 2012 June 11, 11:52:49
Thanks for the quick response, but I'm kinda clueless right now, regarding inproper patching, the mod or the game? I'm pretty sure the game is up to date Oo
Old files could be, if yes, where would they be ?

thanks

Edit: okay thanks, i'll try to reinstall the whole sims 3 kerfuffle and try again, the scorched earth method usually works =)


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 June 11, 11:55:07
Hell if I know. It's your install.


Title: Re: AwesomeMod Bug Report Thread
Post by: ichosethisname on 2012 June 15, 04:07:30
Mailboxes no longer seem to function as such. They get the hand tool on hover, and are moveable objects, but have no clickable actions. Still works for the shiftclick menu. The mailman comes, but sims do not receive mail.

Edit: In the Investigator career path, case phone calls no longer receive the info pop-up and instead are automatically accepted.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 June 15, 06:36:18
Try turning on awesomedebug with "setconfig awesomedebug true" and seeing if a Flagrant System Error occurs.


Title: Re: AwesomeMod Bug Report Thread
Post by: ichosethisname on 2012 June 15, 08:20:17
Debugging turns on without errors. Is there a set of commands to fiddle with the mailbox?


Title: Re: AwesomeMod Bug Report Thread
Post by: wizard_merlin on 2012 June 15, 21:06:59
Mailboxes no longer seem to function as such.

Mailboxes work just fine in my game.  Have you added any mods/CC that may affect the mailbox?  If it was a universal problem, there would be a hell of a lot of people complaining about it.


Title: Re: AwesomeMod Bug Report Thread
Post by: RebelRed on 2012 June 15, 21:57:07
Huh that's weird, I'm having the same problem.  I thought it was just me.  I don't have anything that should affect mt mailbox.  One other thing I went ahead and arred the KP crap ( I know, I know) I've only had this problem since then.  Also when I open the launcher and try to play it asks for my disc, which I of course don't have. I've never had that problem either.  I'm patched all the way, have current AM, and all mods have been updated.  I have all sp and ep's.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 June 17, 05:19:40
Debugging turns on without errors. Is there a set of commands to fiddle with the mailbox?
Debugging is supposed to turn on without errors. Try to mess with the mailbox now, see if anything happens.


Title: Re: AwesomeMod Bug Report Thread
Post by: Skadi on 2012 June 17, 22:31:03
I am playing the latest patch with sweet shit installed. My existing family were able to access the mailbox without issue. Debug mode in enabled by default in my config.


Title: Re: AwesomeMod Bug Report Thread
Post by: butters on 2012 June 17, 23:36:54
Ok, I'm about ready to kick this game in the balls. It's freezing and crashing all the time and it's been happening for a while so I can't seem to find out exactly what's causing it. I think it started happening shortly after installing showtime and updating from 1.29. I'm using a custom world, but I don't think that's the issue because I've always played in that neighborhood. I tried playing in Starlight Shores and I still got occasional freezes. I don't think it's due to any particular interaction because it's happened so many times and it doesn't matter what my sim is doing. I've been playing with the same mods I always have, they're updated for the latest patch and I know nothing conflicts with AM. I've tried playing w/ no mods except AM and it still happens. One thing I did notice is that when I turned AM's story progression off, it didn't crash. But I don't want to use EA's crappy story progression, I've always been using the awesome story driver. I do know that the patches that came after 1.29 have a tendency to cause crashing. The world I'm playing in is called Shearwater, created by simsample at sims cave. Is there a way Pescado can test out my game to see what exactly is causing it to crash all of a sudden? Do I upload the file in my "saves" folder? And I use "insert FTP link" to attach it, right?


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 June 18, 00:47:39
No, there's no way I can test your weird, mutant game for you.


Title: Re: AwesomeMod Bug Report Thread
Post by: Skadi on 2012 June 18, 01:09:31
Ok, I'm about ready to kick this game in the balls. It's freezing and crashing all the time and it's been happening for a while so I can't seem to find out exactly what's causing it. I think it started happening shortly after installing showtime and updating from 1.29. I'm using a custom world, but I don't think that's the issue because I've always played in that neighborhood. I tried playing in Starlight Shores and I still got occasional freezes. I don't think it's due to any particular interaction because it's happened so many times and it doesn't matter what my sim is doing. I've been playing with the same mods I always have, they're updated for the latest patch and I know nothing conflicts with AM. I've tried playing w/ no mods except AM and it still happens. One thing I did notice is that when I turned AM's story progression off, it didn't crash. But I don't want to use EA's crappy story progression, I've always been using the awesome story driver. I do know that the patches that came after 1.29 have a tendency to cause crashing. The world I'm playing in is called Shearwater, created by simsample at sims cave. Is there a way Pescado can test out my game to see what exactly is causing it to crash all of a sudden? Do I upload the file in my "saves" folder? And I use "insert FTP link" to attach it, right?

Have you tested CC to see if that is the cause? (I don't mean mods)
Have you tried using Error Trap?
Have you tried a new copy of the world you use?
Have you tried fix all?
HAVE YOU ACTUALLY DONE ANYTHING OTHER THAN INSIST PESCADO FIX IT FOR YOU?


Title: Re: AwesomeMod Bug Report Thread
Post by: witch on 2012 June 18, 01:21:12
It may be that your PC just can't handle AM story progression, it does take a bit of grunt to run. You said you don't get crashes if you turn it off, so I suspect that's your problem right there.


Title: Re: AwesomeMod Bug Report Thread
Post by: ichosethisname on 2012 June 18, 01:42:33
Debugging doesn't affect anything. But I'm quite certain this is an AM bug, as I've pulled all other CC and only with it does this occur. I'm on the latest patch, however I do not have WA or SHT. Nor any SPs.


Title: Re: AwesomeMod Bug Report Thread
Post by: Skadi on 2012 June 18, 02:02:20
It may be that your PC just can't handle AM story progression, it does take a bit of grunt to run. You said you don't get crashes if you turn it off, so I suspect that's your problem right there.


Or he has been running the hood for AGES, and there are too many sims/borked sims that don't occur in a new hood. Most EA hoods are laggy from the get go, so it's not really a valid test.


Title: Re: AwesomeMod Bug Report Thread
Post by: vorpal on 2012 June 18, 07:27:24
It may be that your PC just can't handle AM story progression, it does take a bit of grunt to run. You said you don't get crashes if you turn it off, so I suspect that's your problem right there.

Hm, I've had the same since 1.33: random crashing as soon as AM story progression is turned on, on two different computers (Core2Duo 2.8 GHz, 4GB, Geforce 9600M GT vs. i7 3770 3.4 GHz, 8 GB, Geforce GTX 570), two different OSs (Vista vs Windows 7), with or without other mods, in various different worlds whether custom or EA made, in fresh saves and old ones. I turn SP off and I can play for days, I turn SP on and I crash within the first few hours and then on a regular basis for the whole play session. The crashes are either back to desktop or a total lockup of the whole computer.
I reset every Sim as soon as I get a notification that they are about to skill and the crashes stop. I replace AM SP with another SP module, and I don't crash either.
The only thing that both set-ups have in common is that AM is installed the "new" way in Documents along with everything else and that I play as user, not administrator, but with full access to TS3W and that I launch directly from TS3W.


Title: Re: AwesomeMod Bug Report Thread
Post by: Skadi on 2012 June 18, 08:23:16
Pescado has said he supports ye olde style mod files as it is the one he uses, as do I. Perhaps using Error Trap will let you know what is going wrong.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 June 18, 09:20:01
HOW you install shouldn't make any difference whatsoever, once it works.

I reset every Sim as soon as I get a notification that they are about to skill and the crashes stop.
Will investigate issue. Is there any specific skilling you notice that triggers this? Do your own sims experience any skilling-related issues?


Title: Re: AwesomeMod Bug Report Thread
Post by: vorpal on 2012 June 18, 16:16:42
Will investigate issue. Is there any specific skilling you notice that triggers this?
Hard to say. The last two Sims had to skill gardening or logic, respectively. My main impression, however, is that athletics is more likely than others. One guess was that it depends less on the skill itself than on the method of skilling. Attending classes in rabbitholes seems to be fine, sending Sims to the library, too. Maybe it happens when there's an object involved? Although my main impression is that it happens during the buff-up routine. I had a whole town on radar and before the crashes I had usually 2-3 Sims on a skilling mission that were still occupied with either sleeping, or cooking/eating using the bathroom or trait related activities like freak-out, gussy up or admire self.
This is a quote from a previous post I made:
Quote
One of my Sims happened to be on the lot of a Sim that received the OneShot Command and they were chatting. My Sim discovered a shared trait and received the "talk about shared traits" action, which cannot be cancelled, but the OneShot Sim was sent to bed. Gameplay became choppy while the other Sim went to sleep and when my Sim finally dropped the "talk about shared traits" command and I could order him to do something else, the game crashed.
And ErrorTrap is no help there. When the game crashes it's too late for ErrorTrap to catch anything. All I get are the crash logs and they invariably are interpreted by CrashLogAnalyzer as Save corruption. And apart from this all the games I have played since then are remarkably error log free.
Quote
Do your own sims experience any skilling-related issues?
No, they have maxed out various skills with no trouble, including athletics.

Edit: I remember something that may be related. In my last attempt to narrow it down to something I had one Sim that was sent to the gym by SP in order to skill athletics. I left the game running for one Sim week in Map View and he remained there for the whole week with "work out until fatigued". During that time several other Sims had gone to the gym autonomously and worked out until fatigued and properly left after a few hours. The SP sent Sim remained there indefinitely despite having a job (in Sports) and having by then maxed out this skill. The other Sims had continued with their lives normally. This game did not crash, but I found this quite curious.


Title: Re: AwesomeMod Bug Report Thread
Post by: wizard_merlin on 2012 June 18, 21:42:16
Debugging doesn't affect anything. But I'm quite certain this is an AM bug, as I've pulled all other CC and only with it does this occur. I'm on the latest patch, however I do not have WA or SHT. Nor any SPs.

Have you tried a new game in a fresh hood?  You are certain it is an AM bug, but it isn't.  I have all EP/SPs, fully patched, along with AM and a few other assorted mods, and the mailboxes in my game, as in most peoples is working just fine.  Which would suggest it may well be something specific to you and your game.

Vorpal:  Where are you launching the game from?  The TS3W.exe in the base game folder or the latest EP/SP .exe?  I recently switched from the TS3W.exe to TS3SP06.exe and saw a huge difference in the game performance, the lags stopped, and the crashing appears to have also stopped, with 6 and 5 hours continuous play the last two days without any hiccups.  Might be nothing other than pure coincidence, but anything is worth a shot.


Title: Re: AwesomeMod Bug Report Thread
Post by: vorpal on 2012 June 18, 23:31:04
Vorpal:  Where are you launching the game from?  The TS3W.exe in the base game folder or the latest EP/SP .exe?  I recently switched from the TS3W.exe to TS3SP06.exe and saw a huge difference in the game performance, the lags stopped, and the crashing appears to have also stopped, with 6 and 5 hours continuous play the last two days without any hiccups.  Might be nothing other than pure coincidence, but anything is worth a shot.
TS3W in the base game folder, yes. I tried your suggestion quickly but only noticed that TS3EP06 seems to just refer back to TS3W anyway. At least in Task Manager it says that TS3W is being run. There is another TS3EP06 exe, however, in the base game folder under Game/Bin/Packs, together with the exes for all the other EPs/SPs and the EP6 BETA. I couldn't launch from there, as it asked for online-authentication and then quit. Performance-wise I can't say anything as lag hasn't really been an issue and no crashes at all other than when I turn SP on. The only lag that I've noticed so far since re-installing on the new computer is when the insect spawners change from butterflies to fireflies at, I think, 11 p.m. and the Collection Helper is still set on insects. Ah yes, and when some horse is stuck somewhere.


Title: Re: AwesomeMod Bug Report Thread
Post by: Torjio on 2012 June 27, 13:04:20
I did have crashing issues as well. These were probably awesomemod-related, since I had never experienced a crash before. I am playing the base game, no downloadable or custom content.

However the game was still more enjoyable even with the crashes so I kept on playing; the interesting thing is that they are gone now. Could that be of some use to you ? Is it possible that some initial elements are incompatible to what awesome affects but these elements are removed as time goes by ?

FYI, I installed the mod in the program directory and completely removed all content from the user profile documents before restarting the game. I then edited sunset valley to add cribs. Using an old cribbed sunset valley I found on the forum caused unbearable crashes at a certain point.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 June 29, 00:01:25
iIf the crashing just plain DISAPPEARS when you try to zero in on it, then it's probably a game-eating-RAMz issue. Even installing Moar RAMz won't help, because the game is crippled by its 32-bit nature in how many RAMz it can use.


Title: Re: AwesomeMod Bug Report Thread
Post by: RebelRed on 2012 July 03, 19:30:31
Got a flagrant system error when I sent my family to Egypt.  Tried like hell to get a screen shot but all I got was black.  I did read it though and it kept on repeating things about the Hand Of God, which I do have set to on in the config.  Meh.  I know this isn't very helpful.  Shit.  Ran delphy's dash, did fixall.  Haven't seen anything or done anything that could cause this, that I know of.  Have all sp and ep and fully patched.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 July 05, 06:41:58
The FSEs also log themselves into error dumps in your luserdirectory, so you can retrieve the relevant XMLs from there, too.


Title: Re: AwesomeMod Bug Report Thread
Post by: RebelRed on 2012 July 07, 16:15:45
Sorry it took so long, my son just graduated from the Marines.  Here is the file.

http://www.mediafire.com/file/3nckq2tvodwblr1/ScriptError_MomandDad-HP__07-03-2012__09-57-32__D18EA8D8.xml


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 July 07, 17:27:30
Examination of your log reveals that, apparently, your neighborhood has some kind of corrupt want listener, because the error in question is buried in the bowels of EAxia, and is part of the want controller, rather than AwesomeMod itself. So, basically, something is just deeply messed up in your game.


Title: Re: AwesomeMod Bug Report Thread
Post by: RebelRed on 2012 July 07, 20:38:56
What would you recommend?  The original neighborhood is Appaloosa Plains.  I'm guessing a complete reinstall.


Title: Re: AwesomeMod Bug Report Thread
Post by: chillax on 2012 July 07, 22:14:38
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>


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 July 08, 03:39:34
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.


Title: Re: AwesomeMod Bug Report Thread
Post by: sheenasan on 2012 July 15, 23:11:31
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.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 July 16, 08:13:41
That was one of the things affected by the patch, so not surprised. Will have it fixed momentarily.


Title: Re: AwesomeMod Bug Report Thread
Post by: wizard_merlin on 2012 July 16, 18:13:34
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 not encountered this problem, all my upper level walls cutaway just fine, including new ones.  Are you sure the walls formed a properly created room?


Title: Re: AwesomeMod Bug Report Thread
Post by: sheenasan on 2012 July 19, 19:18:35
Technically, I had made several rooms, so I would think at least ONE of them should have been a full room. At any rate, the problem is moot now; it was fixed with the update.  :)


Title: Re: AwesomeMod Bug Report Thread
Post by: firstcharmander on 2012 July 26, 08:52:33
Bug:  Being architect and relationship goes up automatically to becoming best friends without much interaction.  All I did was begin renovation without chatting and then turn in.

I did a google search and this problem seems to have existed since 2010 with people becoming best friends after a renovation.  All the answers I found were people (including Pescado on MTS) suggesting that it was due to charisma skills and other relationship boost effects.  No, it's not.   I was looking at my sim relationship and moused over the little sim icon at each picture which displays the relationship from 0-100 with one decimal place  10.1, 10.2 10.3 ... the relationship was going up one decimal place at a time across the board automatically.  This seems as annoying, maybe even more than the bed bug mood a while back.  I have to save the game, reload it for it to stop.

Any fix?  Reloading every day isn't going to help, it stops it momentarily until you start going on the clock and performing designs again.  the "free" relationship gains keeps happening.   On another similar note, something I haven't witnessed myself, I found on search that playing tag also does it.  Someone became fulfilled a wish to become BBF during their sleep and it happens they were playing tag early in the day.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 July 26, 14:49:23
Is this an AwesomeMod-specific bug, or does this occur without AwesomeMod? I don't remember seeing this behavior.


Title: Re: AwesomeMod Bug Report Thread
Post by: firstcharmander on 2012 July 26, 22:57:22
I like to think it's EA related based on search results, but I have no idea since I have not played without awesomemod.

I only other mod I have that edits relationship is No Car Relationships  @  http://modthesims.info/download.php?t=419204


Edit: Some more testing,  when you accept renovation, the relationship with the client starts going up 0.1 automatically every few sim minutes until you reload the game file.
What basically happened was the only sims I knew were clients I did renovations for and I never reloaded the game, so my entire relationship panel was sparkling and going up.


Title: Re: AwesomeMod Bug Report Thread
Post by: Wolff Laarcen on 2012 July 29, 11:46:31
Having some issues with Awesomemod.   No other mods or CC are in use.  I'm experiencing CTD when using Supreme Commander's 'Task:Work & School' functionality with the Journalism and Firefighter professions.

With journalism, TS3 will crash while preforming the action sequence [Supreme Commander > Task: Work & School > Trash Rummage].  While attempting to isolate this, I noticed that TS3 would also crash if a character had [Supreme Commander > Task: Work & School > Trash Rummage] queued while saving.  It didn't seem to matter which garbage can was being rummaged, any would cause a crash.  No crash occurs while using [Supreme Commander > Trash Rummage] by itself.  The issue only seems to occur when 'Task: Work and School' is being used and the sim attempts to rummage trash as part of their work routine.

With Firefighter, TS3 will crash while performing the sequence [Supreme Commander > Task: Work & School > Maintain] on the trucks or the alarm.  Manually selecting the 'Maintain' option with Supreme Commander running allows the sim to complete the action successfully with no CTD, similar to the Trash Rummage issue.

Crash log analyzer indicates a corrupt save error.  The error logs themselves all have the same exception 'ACCESS_VIOLATION reading address 0x00000030'.  I was able to find some various solutions associated with that specific error message but nothing has worked yet; I'm still able to reproduce my crashes every time.

Any help would be appreciated.

Game versions in use:
Sims 3 Base - 1.36.45.017017
World Adventures - 2.17.2.011032
High End Loft Stuff - 3.13.1.011031
Ambitions - 4.10.1.011031
Late Night - 6.5.1.011031
Generations - 8.0.152.011001
Town Life Stuff - 9.0.73.012001
Master Suite Stuff - 11.0.84.014001
Diesel Stuff - 14.0.48.017001


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 July 29, 13:09:19
That is mighty peculiar, a behavior I have never seen before, and makes absolutely no sense. Can you send saves where I can simply turn on the relevant options and watch them explode?


Title: Re: AwesomeMod Bug Report Thread
Post by: Wolff Laarcen on 2012 July 29, 13:10:36
Absolutely.  I will send them ASAP.

EDIT:  Links sent in PM.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 July 30, 05:53:14
Even though I cannot think of any logical reason why this would happen in the first place, I randomly rearranged the lines of code that didn't actually need to be any specific order and recompiled the entire mess, and the problem went away. I still have no idea why it would crash, and essentially just pulled out all the wires and then put them back in the same way they were to begin with, and it still went away.

Shrug. Try new update?


Title: Re: AwesomeMod Bug Report Thread
Post by: Wolff Laarcen on 2012 July 30, 13:45:00
Using the newest versions of everything AFAIK.  Crashes persist under the same conditions.


Title: Re: AwesomeMod Bug Report Thread
Post by: wizard_merlin on 2012 July 30, 16:34:59
Are you sure you have the latest version of AM?  Doesn't hurt to post the build details so people know that your AM version is current.


Title: Re: AwesomeMod Bug Report Thread
Post by: Wolff Laarcen on 2012 July 30, 18:50:13
awesome.package created 7/16/12 1:18AM.  In game, the setconfig says 'BUILD 7/15/2012 07:06:08, EXPIRES 09/09/2012 07:06:08' I'm using the AwesomeMod updater.


Title: Re: AwesomeMod Bug Report Thread
Post by: EsotericPolarBear on 2012 July 30, 23:38:12
awesome.package created 7/16/12 1:18AM.  In game, the setconfig says 'BUILD 7/15/2012 07:06:08, EXPIRES 09/09/2012 07:06:08' I'm using the AwesomeMod updater.

I'm having the exact same problem.  Gonna try running w/o the updater and with a freshly d/ld AM.


[edit] First, it does not appear to be an issue if you d/l the AM and run w/o updater...dunno why.  Secondly, the initial problem seems to be from SC telling a sim to rummage in the trash when that's not actually a valid command.  Dunno about the firefighter stuff, haven't messed with it.


Title: Re: AwesomeMod Bug Report Thread
Post by: Wolff Laarcen on 2012 July 31, 00:14:37
First, it does not appear to be an issue if you d/l the AM and run w/o updater...dunno why.  Secondly, the initial problem seems to be from SC telling a sim to rummage in the trash when that's not actually a valid command.  Dunno about the firefighter stuff, haven't messed with it.
Deleting the awesome.package file and d/l it again (from the AWESOMEMOD! SHINY! (http://www.moreawesomethanyou.com/smf/index.php/topic,15185.0.html) thread) didn't produce any changes.  The build information still appears to be the same.  The crashes still occur at the same times, under the same conditions.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 July 31, 01:02:58
Hmm, looks like the upload didn't take. Retrying it.


Title: Re: AwesomeMod Bug Report Thread
Post by: Wolff Laarcen on 2012 July 31, 02:11:11
Build 07/29/2012, Expires 09/23/2012.  The reproducible crashes seem to be gone, will play awhile to test it out.


Title: Re: AwesomeMod Bug Report Thread
Post by: Scientist on 2012 July 31, 03:01:13
What happened to the NPC Motor Pool? 

Without AwesomeMod (or with AwesomeMode prior to Generations), any sim without out a vehicle received one (usually a Sloppy Jalopy or Big Lemon) from the NPC Motor Pool.

Currently with AwesomeMod installed, all of my sims without vehicles are being driven around in the back of taxis.  (In France, only kespas are being used.  Without AwesomeMod, jalopies and other cars are used by tourist and locals.)

Has anyone else seen this?

I brought this issue up last fall.  J. M. Pescado said it should not be happening and he would look into it.  No new information followed so I decided to try again to have this corrected.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 July 31, 03:13:03
Should be fixed now.


Title: Re: AwesomeMod Bug Report Thread
Post by: EsotericPolarBear on 2012 July 31, 03:32:32
Now if I could only figure out what is causing the bizarre hangups where the game is still animating, but nothing is happening...


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 July 31, 04:13:31
That is called "lag", and it is caused by not having enough computar. You need moar computar.


Title: Re: AwesomeMod Bug Report Thread
Post by: EsotericPolarBear on 2012 July 31, 12:31:04
That is called "lag", and it is caused by not having enough computar. You need moar computar.

The specs for the game have changed that much in the last six months?


Title: Re: AwesomeMod Bug Report Thread
Post by: Wolff Laarcen on 2012 July 31, 15:13:29
Played for hours yesterday with no crashes at all.  My issues seem to have been resolved by the new AM update.  Thanks for the help, much appreciated.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 July 31, 16:11:08
The specs for the game have changed that much in the last six months?
The game gets more and more bloated, and if your neighborhood is getting bloated, that doesn't help it either.


Title: Re: AwesomeMod Bug Report Thread
Post by: EsotericPolarBear on 2012 July 31, 18:05:36
The specs for the game have changed that much in the last six months?
The game gets more and more bloated, and if your neighborhood is getting bloated, that doesn't help it either.

Fresh install, fresh hood...but I don't wanna clog up this thread w non-am issues.  I've got some leads to follow up on from other sims sites, so I'll figure it out eventually.


Title: Re: AwesomeMod Bug Report Thread
Post by: Ayrell on 2012 August 02, 19:34:55
For some reason TS2-Aging does not seem to be working in my game. I set it up on the configuration file, and "showconfig" says it is activated, but all the sims in the world keep aging, not only my active family. Is there anything I should keep in mind that I might be missing?

I have the latest version of AM and do not have Twallan's SP installed, only some of his other mods (Master Controller, Overwatch, etc.).


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 August 03, 04:49:55
Fixed.


Title: Re: AwesomeMod Bug Report Thread
Post by: Scientist on 2012 August 05, 07:52:57
The NPC Motor Pool is still not working for teens.  The fix worked for young adult to elder.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 August 06, 01:36:59
Probably not a bug. Those 12s have probably not learned to drive, and therefore, cannot drive their own vehicles even from the NPC motor pool.


Title: Re: AwesomeMod Bug Report Thread
Post by: nikkiforest on 2012 August 06, 03:07:06
I apologize if this is stupid or tight pants or whatever, but Twallan's ErrorTrap caught the attached script errors (2 are enclosed in the file) and he told me to send them over here for your review.


Title: Re: AwesomeMod Bug Report Thread
Post by: Scientist on 2012 August 06, 03:49:28
Probably not a bug. Those 12s have probably not learned to drive, and therefore, cannot drive their own vehicles even from the NPC motor pool.

You are correct.  I added driving skill to a babysitter and invited it over.  It went home in a jalopy.  I remember seeing them driving in the past but that was before Generations added the driving skill.

On another issue, when HighFidelityPlantGrowth is enabled (for advancing inactive lots I assume), havestables in community garden remain static at 5:00 am.  I had to disable this to see any changes to my garden.

One curiosity question.   Did you change the chair finder protocol when Pets came out?  Before Pets, my sims would go to a random chair in the same room as the bookshelf in the library.  Now, they always go to the closest one.

Anyway, thanks for fixing the motor pool.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 August 06, 05:57:40
I apologize if this is stupid or tight pants or whatever, but Twallan's ErrorTrap caught the attached script errors (2 are enclosed in the file) and he told me to send them over here for your review.
This is some manner of unusual EAxis Fail that gets propagated up because AwesomeMod replaced one of the core functions to fix a timer poll issue. There's really no clear explanation why that particular error happens since the code it happens is identical to the EAxis version, and presumably the EAxis version just kind of eats it and hides it from the user completely rather than catching or passing it along.

On another issue, when HighFidelityPlantGrowth is enabled (for advancing inactive lots I assume), havestables in community garden remain static at 5:00 am.  I had to disable this to see any changes to my garden.
The normal game uses very abbreviated rules for plant growth on inactive lots, basically completely ignoring the usual rules of plant growth that your own plants follow. Instead, a plant will just have a random chance of advancing one growth stage until they reach harvest stage, then will flip back and forth between harvest and full growth. High Fidelity Plant Growth removes this behavior: All plants will grow according to the same rules as home plants, so there will not always be a change every night. Non-active-lot plants, however, will still not require watering/weeding, as otherwise they'd all die because no sims are actually managing them.


Title: Re: AwesomeMod Bug Report Thread
Post by: cramble on 2012 August 09, 00:45:47
I'm having a problem with AwesomeMod and build/buy mode. Whenever I enter build/buy, I get a circular loading icon. I can't switch out of the mode once I'm in it, the only way for me to exit is to force quit the game. I'm playing on Windows 7.

I have all expansion and stuff packs installed through Showtime. The last few nights I've been trying to troubleshoot but I've had no luck yet. I used the web tool to change the AwesomeMod config settings to get rid of anything that affects build/buy mode to no avail.

My game is updated through patch 1.34 as required for AwesomeMod.

Is there anything I'm missing? Thanks!!


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 August 09, 01:05:52
Could not reproduce, I have no problems entering build/buy.


Title: Re: AwesomeMod Bug Report Thread
Post by: HomeschooledByTards on 2012 August 09, 01:54:52
My game is updated through patch 1.34 as required for AwesomeMod.

The latest patch is 1.36, so try patching.


Title: Re: AwesomeMod Bug Report Thread
Post by: Caelrona on 2012 August 09, 05:08:25
After installing the Diesel SP and updating to the newest patch version, Awesomemod is no longer disabling the check for disc feature embedded in the game. Completely updated version of AM with a brand new config. Also, before you ask; yes, the option is ticked properly in the config file. I double checked that just to be sure.
Also, it isn't a case of tight pants. I moved all my mods to my desktop and tried with only Awesomemod and the config file in my mods directory (and the resource.cfg of course.) Still doesn't work.

I have legit installs of basegame and all EP/SP. Mine are all registered with Origin, and even the 'Launch from Origin' option won't allow me to launch sans-disc. My patch level is 1.36.45.017017
If it matters at all, I have all the arr'd store content, properly decrapped and installed via Launcher.

Have anyone else has any problems at all regarding the disc-check? I'm aware I could just put the disc in, or mount it on a digital drive but that seems quite the hassle when Awesomemod is supposed to disable the disc-check anyway.

ETA: Just had a brilliant flash and decided to check my resource.cfg, in case it might be the culprit (I had downloaded a fresh one, just to be on the safe side.) Turns out that it was useless; however I have since fixed my resource.cfg and I still cannot get the disc-check to stop. Just thought I'd heads up; it's not the resource.cfg file.


Title: Re: AwesomeMod Bug Report Thread
Post by: wizard_merlin on 2012 August 11, 17:55:10
Works fine for me, how are you trying to launch the game?


Title: Re: AwesomeMod Bug Report Thread
Post by: Caelrona on 2012 August 11, 18:55:45
Works fine for me, how are you trying to launch the game?

I've tried them all, actually. From Launcher, from .exe, and I even did the insane and reinstalled origin to attempt to launch from it sans-disc.
If it's working for you and you're freshly patched then I probably just borked my game somehow. I already tried sans-cc, but I will try culling and see if that helps any.

I know someone a bit back mentioned the same thing, so we might have a related problem. I'll see if I can find the post and edit with the info.

ETA: I found it! Page 30, by RebelRed.
-snip- Also when I open the launcher and try to play it asks for my disc, which I of course don't have. -snip-


Title: Re: AwesomeMod Bug Report Thread
Post by: blablamana on 2012 August 14, 13:59:52
Sorry to march in here, but i've been having a problem for the past few days and the problem is AM. Because when I remove it, the problem is solved.
The problem I'm having is with relationships. I have an engaged couple (through CAS) but they can't interact romantically. They turn each other down every time i try. While their bar is set at 100. So that shouldn't be a problem. The strangest thing is that last week I uninstalled the sims 3 and the expansions i had and re-installed them. Before re-installing(which i did for another cause) i had the same version of AM and i didn't have any issues. Now, i have exactly the same version of AM and the sims 3(expansions Generations, ambitions, pets, showtime.)(updated fully) and i'm having this issue. Also, neither of my other mods have changed, all the same. (all compatible with the current version) So i really don't understand what the problem is and i'm not nearly good enough with computers to figure out. So, if you could help me out, one way or the other, that would be very very appreciated. Also, I'm Dutch, so please forgive me for any serious grammar mistakes.


Title: Re: AwesomeMod Bug Report Thread
Post by: wizard_merlin on 2012 August 14, 19:40:37
No problems here with romantic relations.  Do you have the latest version of AM? Have you tried removing all other mods and just leaving AM?  This sounds like a tight pants issue, rather than an AM issue.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 August 15, 03:37:20
I can't say I've seen that problem before. Have you tried running the usual checks like "fixall" and whatnot? Are you sure you're not just pushing it too fast or while sims are in a cranky mood? The act of removing a mod can cause a reset that restores all motives, resulting in the appearance that removing a mod somehow "fixes" it.


Title: Re: AwesomeMod Bug Report Thread
Post by: Menaceman on 2012 August 18, 17:03:30
Works fine for me, how are you trying to launch the game?

I've tried them all, actually. From Launcher, from .exe, and I even did the insane and reinstalled origin to attempt to launch from it sans-disc.
If it's working for you and you're freshly patched then I probably just borked my game somehow. I already tried sans-cc, but I will try culling and see if that helps any.

I know someone a bit back mentioned the same thing, so we might have a related problem. I'll see if I can find the post and edit with the info.

ETA: I found it! Page 30, by RebelRed.
-snip- Also when I open the launcher and try to play it asks for my disc, which I of course don't have. -snip-

I can confirm that the feature is working as intended in my game. I cannot launch from the Launcher as it still asks for a disk but can launch the game with no issues direclty from the .exe, or in my case, a shortcut to the .exe.


Title: Re: AwesomeMod Bug Report Thread
Post by: blablamana on 2012 August 19, 10:30:40
I can't say I've seen that problem before. Have you tried running the usual checks like "fixall" and whatnot? Are you sure you're not just pushing it too fast or while sims are in a cranky mood? The act of removing a mod can cause a reset that restores all motives, resulting in the appearance that removing a mod somehow "fixes" it.

Ghehe, the fixall fixed it! ;) No their bars were full, no negative moodlets and 100% lovey-dovey.  But thanks, i totally forgot about the fixall!


Title: Re: AwesomeMod Bug Report Thread
Post by: Caelrona on 2012 August 26, 16:49:53
I can confirm that the feature is working as intended in my game. I cannot launch from the Launcher as it still asks for a disk but can launch the game with no issues direclty from the .exe, or in my case, a shortcut to the .exe.
So far nothing I've done has stopped it. I tried running with only awesomemod, so I'm fairly convinced it's not tightpants but simply my install being a dick. It's been giving me attitude since I installed Diesel.
I also pared down my CC, just in case it was simply too clogged to work properly. It's amazing how much 5gigs of crap can clog up Sims.
I have a temporary "fix" by installing the nraas NoDisc mod in conjunction with awesomemod. I can now launch from .exe with no DiscCheck.
Oddly enough, the nraas NoDisc alone doesn't work either, so that is nifty. Tried that just for shits and giggles.
I'm hoping that once Supernatural comes out I can installed it, patch, and download a patch-compatible awesomemod and it'll go away and leave me be, but until then this seems to be working.
 Thanks for replying though, it's good to know it isn't affecting other gamers. Means the issue is somewhere in my game where I can fix it.

Edit: Got rid of extra quotes.


Title: Re: AwesomeMod Bug Report Thread
Post by: wizard_merlin on 2012 August 26, 23:29:54
When you selected the no disc check option in the config file, do you set it to enable or disable?


Title: Re: AwesomeMod Bug Report Thread
Post by: Caelrona on 2012 September 02, 05:47:50
When you selected the no disc check option in the config file, do you set it to enable or disable?
It is set to enable.
I mentioned that it was ticked properly in the config file in my very first post.
Honestly that was one of the very first things I checked, just to be certain.
Sadly the answer to my problem isn't quite so simple.


Title: Re: AwesomeMod Bug Report Thread
Post by: Daghain on 2012 September 03, 04:37:53
I  have a weird one.

I've been playing this game for a few hours, and suddenly when I send my author to write at the computer it "pushes him off". On an outside wall, it shoves him outside; on an inside wall, it shoves him across the room.

I have never seen this before and don't know why it's happening now. Could be a bug in my game but I thought I'd throw it out there .


Title: Re: AwesomeMod Bug Report Thread
Post by: vitaee on 2012 September 03, 05:35:44
I  have a weird one.

I've been playing this game for a few hours, and suddenly when I send my author to write at the computer it "pushes him off". On an outside wall, it shoves him outside; on an inside wall, it shoves him across the room.

I have never seen this before and don't know why it's happening now. Could be a bug in my game but I thought I'd throw it out there .

Which patch version of the game are you using, and which version of AwesomeMod??  For AwesomeMod, please give the time date stamp of the awesome.package file


Title: Version 1.38 testing
Post by: vitaee on 2012 September 03, 05:44:22
I managed to get the 1.38 test version of Awesome Mod, and things worked at first.  Sent my computer genius sim to hack on his computer at night (roughly 11pm).  As the game was approaching 7am, when hacking is no longer allowed, I had a CTD with no error message other that the generic Win7 one.  Not sure if this was because I had just told my sim to go potty or because the time hit 7am.

EDIT:
Tried again, and this time I did not crash at 7am, and was able to go potty.  But when I then tried to use the shower, I had a CTD.

BTW, I'm using the version of AwesomeMod with a time date stamp of  ‎September ‎01, ‎2012, ‏‎4:09:08 AM.

EDIT2:
Without AM, everything is hunky dory.


Title: Re: AwesomeMod Bug Report Thread
Post by: Daghain on 2012 September 03, 13:34:34
I  have a weird one.

I've been playing this game for a few hours, and suddenly when I send my author to write at the computer it "pushes him off". On an outside wall, it shoves him outside; on an inside wall, it shoves him across the room.

I have never seen this before and don't know why it's happening now. Could be a bug in my game but I thought I'd throw it out there .

Which patch version of the game are you using, and which version of AwesomeMod??  For AwesomeMod, please give the time date stamp of the awesome.package file

Ah, I am full of fail. I see there's a newer one out there. Going back to see if it fixes the problem.


Title: Re: Version 1.38 testing
Post by: J. M. Pescado on 2012 September 03, 14:59:50
EDIT:
Tried again, and this time I did not crash at 7am, and was able to go potty.  But when I then tried to use the shower, I had a CTD.

BTW, I'm using the version of AwesomeMod with a time date stamp of  ‎September ‎01, ‎2012, ‏‎4:09:08 AM.
I'll keep an eye out for this, but I can't reproduce it. See if you can zero in on the exact moment of crashing.


Title: Re: AwesomeMod Bug Report Thread
Post by: cobainsquirrel on 2012 September 03, 16:35:11
Game crashes to desktop for me as well. Seems to occur randomly after I load a game or create a new one. Usually doesn't go for more than three hours (in game) before it crashes. I chose a new household without saving and in one instance it crashed before anyone got any tasks.


Title: Re: AwesomeMod Bug Report Thread
Post by: jezzer on 2012 September 03, 20:11:06
Since this is the test version and not the official 1.38 release, everyone is making sure to test AM under carefully controlled conditions in a vanilla game with absolutely no other cc before posting ZAMG A BUG!!11!, right?


Title: Re: AwesomeMod Bug Report Thread
Post by: cobainsquirrel on 2012 September 03, 20:36:55
Yep, no CC, no other mods, brand new save, etc.


Title: Re: AwesomeMod Bug Report Thread
Post by: Daghain on 2012 September 03, 23:59:28
Updated to the latest patch dated Sept 1 2012 4:07:08 am and discovered the exact problem with the books. The only two that don't work are horror and poetry. The author can sit down at the laptop and start any other novel.


Title: Re: Version 1.38 testing
Post by: Thomas Harris on 2012 September 04, 02:57:46
I managed to get the 1.38 test version of Awesome....
OK, so I did the update to 1.38 and THEN I grabbed a new Awsome.Zip, assuming that the version that I downloaded would be more Awsome than EA.  But 'twasen't. So now I am without any awsomeness at all. Then I see that Vitaee (quote above) has more awsomeness. Read the hint located below. Downloaded your test. So I am no longer in the same position as Oliver Twist of begging: "Please, Sir, I want some more."
Alternatively, how can I back out the 1.38 update and revert to my previously awsome status? Do not want to anymore. Some Awsomeness >> Awsomelessness


Title: Re: AwesomeMod Bug Report Thread
Post by: vitaee on 2012 September 04, 05:11:26
Since this is the test version and not the official 1.38 release, everyone is making sure to test AM under carefully controlled conditions in a vanilla game with absolutely no other cc before posting ZAMG A BUG!!11!, right?

Eww, you have a point there...doh


Title: Re: AwesomeMod Bug Report Thread
Post by: Daghain on 2012 September 04, 05:28:21
Yes. AM is the only non EA content I have.


Title: Re: AwesomeMod Bug Report Thread
Post by: vitaee on 2012 September 04, 05:49:18
Ok, this time running a new game, in Appaloosa Plains, have all expansion packs up to Pets (no show time), fully patched via the Sims3 patcher, latest version (9/1/2012 4:09am) of AM.
Sent my genius sim to the library at about 9am game time.  Arrived at front steps without issue.  Clicked on an upstairs computer to have him play chess.  He made it up the stairs, and looked like he was about to pull the chair back when I had a CTD.  AM was the only thing in my mods folder.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 September 04, 11:55:00
I have made an update. Suffice it to say that the nature of the particular bug in question leaves little doubt that this is some kind of sabotage, since the issue was apparently located inside the EAxian SPYWARE. BE WARNED! LOCK YOUR FIREWALLS.


Title: Re: AwesomeMod Bug Report Thread
Post by: Iolanthe on 2012 September 04, 21:01:30
As of this latest version, the "fixall" command is not working.  Other awesomemod commands do work correctly, so I know the mod is being recognised.


Title: Re: AwesomeMod Bug Report Thread
Post by: kissing_toast on 2012 September 05, 01:15:48
"maxmotives" isn't working either.


Title: Re: AwesomeMod Bug Report Thread
Post by: vitaee on 2012 September 05, 02:34:28
Played about a week of game time so far.  Latest versions of everything, my usual hodgepodge of mods including AM, fresh game.   No problems so far except for the aforementioned lack of a "fixall" command.  Get no such command message.  Haven't tried "maxmotives" personally.


Title: Re: AwesomeMod Bug Report Thread
Post by: isabel_c on 2012 September 05, 02:44:33
I've noticed the fun motive decaying while sims sleep.  Selling objects in a sim's inventory seems buggy; I spawned a random selection of rocks/gems/metals, and after collecting them and selling them, each object would appear on the ground near the sim.  Selling the object a second time by dragging from the ground as opposed to dragging from the inventory worked. 

Not sure if this falls under bug or feature, but using the gem cutting object on tiberium produced some tiberium dust, and each tiberium dust pile spawned the large spire after a period of hours.  My sim's net worth increased by 280,000 in the space of a day.


Title: Re: AwesomeMod Bug Report Thread
Post by: Daghain on 2012 September 05, 02:52:27
I have made an update. Suffice it to say that the nature of the particular bug in question leaves little doubt that this is some kind of sabotage, since the issue was apparently located inside the EAxian SPYWARE. BE WARNED! LOCK YOUR FIREWALLS.

WFT?? Assholes.


Title: Re: AwesomeMod Bug Report Thread
Post by: Aventurine on 2012 September 05, 05:10:30
I'm playing with a brand new game, all my mods are updated and using the latest test version of AM. Tried using "editsim" which gave the "no such command" message and then my game did the CTD. With the first Sept. 2 test version, I couldn't even start playing a new game as it would crash immediately upon entering into a sim famblies house, so there has been a marked improvement.


Title: Re: AwesomeMod Bug Report Thread
Post by: mnemaxath on 2012 September 05, 05:26:35
I have made an update. Suffice it to say that the nature of the particular bug in question leaves little doubt that this is some kind of sabotage, since the issue was apparently located inside the EAxian SPYWARE. BE WARNED! LOCK YOUR FIREWALLS.

Would this be an update to the September 1, 2012, EA update, and if so, where could I find it?  Because I just got the Sims 3 w/ Pets (I know, I know, I'm waaaay behind) and all the other awesome mods I've found do not work with the current patch (won't even open the game), which I had no choice in adding since it wouldn't let me install without the darned thing.  Having tried the vanilla, non-cheat version of Sims3 (hated it, takes way too long to do anything),  I need awesome.


Title: Re: AwesomeMod Bug Report Thread
Post by: Television on 2012 September 05, 15:58:35
I've noticed the fun motive decaying while sims sleep.  Selling objects in a sim's inventory seems buggy; I spawned a random selection of rocks/gems/metals, and after collecting them and selling them, each object would appear on the ground near the sim.  Selling the object a second time by dragging from the ground as opposed to dragging from the inventory worked. 

Not sure if this falls under bug or feature, but using the gem cutting object on tiberium produced some tiberium dust, and each tiberium dust pile spawned the large spire after a period of hours.  My sim's net worth increased by 280,000 in the space of a day.

I'm led to believe that this isn't an issue with AM. Yesterday, after installing my shiny new EP (Supernatural - let's go ahead and say that I have alL EPs and SPs), I played a completely vanilla game. While having a dog sniff out collectables, I'd sell them as he found them. They would pop back out on the ground. Happened with my sim's inventory as well.

Also, while this is being mentioned, I'll also say that when I have my sim get a metal smelted or a gem cut, he snaps away from the mail box as if he's been reset, just after he puts the package in the mailbox.

I assume these are EA bugs and glitches that should hopefully be fixed with the next patch.


Title: Re: AwesomeMod Bug Report Thread
Post by: kissing_toast on 2012 September 05, 16:16:41
I assume these are EA bugs and glitches that should hopefully be fixed with the next patch.

You made a funny.


Title: Re: AwesomeMod Bug Report Thread
Post by: wizard_merlin on 2012 September 05, 19:46:34
I just updated everything and one thing I noticed was that the map tags for my sacred households are not visible unless my sim knows them, or is their friend.  The map tags previously always showed for sacred households.  Can someone confirm if it is just my game or a general change/issue?


Title: Re: AwesomeMod Bug Report Thread
Post by: RebelRed on 2012 September 05, 20:36:56
Are you using the new test version he put out this morning?


Title: Re: AwesomeMod Bug Report Thread
Post by: wizard_merlin on 2012 September 05, 21:14:23
Are you using the new test version he put out this morning?

Yes, I updated before I started playing.


Title: Re: AwesomeMod Bug Report Thread
Post by: morriganrant on 2012 September 05, 23:18:07
Selling objects in a sim's inventory seems buggy; I spawned a random selection of rocks/gems/metals, and after collecting them and selling them, each object would appear on the ground near the sim.  Selling the object a second time by dragging from the ground as opposed to dragging from the inventory worked. 

I'm led to believe that this isn't an issue with AM. Yesterday, after installing my shiny new EP (Supernatural - let's go ahead and say that I have alL EPs and SPs), I played a completely vanilla game. While having a dog sniff out collectables, I'd sell them as he found them. They would pop back out on the ground. Happened with my sim's inventory as well.

No AM here yet either, and I'm seeing a pretty consistent and replicable issue when I try to direct use of an elixir while it's in a sims inventory, I first noticed it with the Invigorating Elixir. They seem able to autonomously use it with no problem, but my clicking on it while in inventory results in it a noticeable wait before the menu opens up. All action stops and the game freezes for a few seconds, although music keeps playing and little notes still float in the air. I can drag them out of inventory and use them without problem while they are sitting on a table or something. It's always possible it's my copy of Supernatural, so I was hesitant to mention it until I saw similar issues. I am expecting a new copy, and therefor a new install by tomorrow. Although if it's more then me, it looks easily tracked down.


Title: Re: AwesomeMod Bug Report Thread
Post by: joolie on 2012 September 06, 18:34:38
This is not so much an AwesomeMod bug report as it is an AwesomeSite bug report.  I received the alert informing me my version of AwesomeMod would expire, which made me very happy as I assumed it meant I could update to 1.38/SN.  I assume this because generally, a new version of AwesomeMod is specific to the newest patch from EA and I better update or be trampled.

However, when I updated to SN and downloaded AwesomeMod, the version was last updated August 03, 2012, and is not compatible with 1.38/SN.  In searching MATY to find what dumbassery I had committed, I found that there is a test version, but it is not widely publicly available (that is to say, I assume that's not the version I should be downloading and installing).  

I figure either: a) I assumed incorrectly that the 'update now!' message meant that AwesomeMod was now updated for 1.38/SN (Edit: ding ding ding!) -or- b) The new version of AwesomeMod isn't actually posted yet.

Of course, there's still c) I'm an idiot... but I really did search my ass off, cleared out all my old versions of Awesome, downloaded from all three mirrors, and finally am staring at http://www.moreawesomethanyou.com/ts3/hax/ and see that its timestamp is indeed Aug 03, so I think I did as much as I could do before I actually posted.  In any case, I am now in a sad state of running without AwesomeMod and would like to know if it's a/b or c that's going on here.

Edited to update where I went wrong:  I assumed, based on the coincidental timing of past expiration dates, that AM phoned home enough to get the memo when a new version was released, and that if I got an expiration notice, there was in fact a new version available for me to download.  That appears to be the incorrect assumption that led to this post, so I'm set to sit pretty till the non-test 1.38 is released.  Thanks!


Title: Re: AwesomeMod Bug Report Thread
Post by: krenm on 2012 September 06, 18:50:27
Since you're so close:

Test is not in hax folder.  Test is in test folder.

Back to my corner I go.


Title: Re: AwesomeMod Bug Report Thread
Post by: kissing_toast on 2012 September 06, 18:52:32
Awesomemod expires because it's always being updated and has an expiration date, not because your AM from Aug. 3rd magically knows that a new AM is out.  There is a test version out that is compatible with 1.38 but if you can't find it then you shouldn't be using it. Wait till the official 1.38 AM is released.


Title: Re: AwesomeMod Bug Report Thread
Post by: joolie on 2012 September 06, 18:59:09
I see I have created a misunderstanding:

I am not asking where the test version is, but thank you for the hint.  I spotted the download link for the test version (I did not repost it because as jezzer pointed out, it's not widely publicly available for a reason).  I only posted the current link to the current AM download to reference from where I was getting my timestamp info.

I assumed that the expiration notice was telling me that the new, non-test version of AM was available for download.

If that is the incorrect assumption, my answer has been given and I will wait for the update to be posted in the non-test form.

ETA: Upon re-reading kissing_toast's post:  In the past, my version of AM has only expired when a new one has been released. From that, I supposed that AM actually phoned home enough to get the memo that a new version was available, not that AM was psychic.  It seems that is where I am failing, so I will go back to sitting quietly and waiting...and marveling at how coincidental it's been that AM always expires when EA puts out a major patch and AM is updated.  (Seriously, if that's coincidence, I really am marveling and not sarcastic.)


Title: Re: AwesomeMod Bug Report Thread
Post by: vitaee on 2012 September 07, 02:32:11
STEEL BLADDER NOT WORKING

I have a sim with the Steel Bladder lifetime reward.  I know AM reduces the effectiveness of this reward, but with the latest AM patch, it's having no effect at all.  Specifically, when floating the mouse over the need meter, a sim without Stell Bladder has their bladder need decaying at about -13 per hour.  With Steel Bladder, my other sim is also decaying at -13 per hour.  Reloaded a save without AM active, my sim with Steel Bladder has their bladder need perma locked at full, and my other sim's bladder is decaying at what seems normal (can't get exact number of course). 

Can't say for sure, but I think that before, when I had Steel Bladder without AM, there would be no decay.  But now, I get the little red arrow, indicating some decay, but the green bar is constantly filling.  I THINK I see the green bar twitching between nearly full and completely full.  Just speculation on my part, but it seems as if EA went from Steel Bladder setting bladder decay to 0, and now has Steel Bladder not affect the decay rate, but manually resetting the bladder to full every few seconds.  But then again, this last paragraph could just be me hallucinating.

But regardless, with all patches and latest AM, Steel Bladder is having no effect at all.


Title: Re: AwesomeMod Bug Report Thread
Post by: K_L_Carten on 2012 September 07, 11:30:28
Updated with latest test awesome mod, and this version seemed to give me a large influx of zombies.  At all times of day and night all over the place, I had a zombie party at my sims house.  Some kind zombie brought a boom box so they could dance and it was like a flash back to the thriller days.  I wasn't that crazy about the thriller/M. Jackson thing in 83, and to see it on my sims lot gave me flashes of 8th grade dances where every boy in the grade thought they could dance like M. Jackson.  Which, until he won one of those music awards and spoke, no one really liked M. Jackson in the same way.  Anyway, before this test version, didn't have the hoards of zombies, which at first was kind of cute, but the moaning and not doing much in the way of game play is just plain annoying to me now.  Just wondering if anyone else is having the same thing, or am I just being a zombie hater.  No other mods are in my game, just fyi.  On the other hand all other commands are working that I had a problem with on the last version. 


Title: Re: AwesomeMod Bug Report Thread
Post by: Budgie on 2012 September 07, 12:18:07
I have the latest mod, and I noticed that I wasn't able to Bless my sims. I am able to bless other households entirely with the control-click, but not my playable fambly. Also, when I try the Bless <simname> command in the console, it doesn't recognize the command.


Title: Re: AwesomeMod Bug Report Thread
Post by: guayota on 2012 September 07, 12:26:37
Awesomemod: all neigbourhoods (brand new or saved) don't open, the loading screen freezes at +/- 99%. Tried several times with no other CC, after deleting caches. All packages, including Supernatural, installed. Tried the last test version, at least the last I was able to find.


Title: Re: AwesomeMod Bug Report Thread
Post by: kissing_toast on 2012 September 07, 17:14:28
Awesomemod: all neigbourhoods (brand new or saved) don't open, the loading screen freezes at +/- 99%. Tried several times with no other CC, after deleting caches. All packages, including Supernatural, installed. Tried the last test version, at least the last I was able to find.

Loading screen that never finishes is patch fail/mismatch.


Title: Re: AwesomeMod Bug Report Thread
Post by: dragonheart on 2012 September 07, 20:03:12
Awesomemod: all neigbourhoods (brand new or saved) don't open, the loading screen freezes at +/- 99%. Tried several times with no other CC, after deleting caches. All packages, including Supernatural, installed. Tried the last test version, at least the last I was able to find.

Loading screen that never finishes is patch fail/mismatch.

I had a similar issue. With AM and my other mods (no other core,mind you), it would freeze on loading neighborhoods. With AM alone, it loaded just. With my other mods (some I find as awesome as AM, and wont live without), but no AM, it loaded just fine. I dont seem to have an other issues. I am using the same mods as before the latest patch/ep, and they played nice together before.

If this is a patch fail/mismatch issue, how does one fix that? (I know y'all aren't here to handhold noobs like me, but a point in the right direction would be appreciated.)


Title: Re: AwesomeMod Bug Report Thread
Post by: kissing_toast on 2012 September 07, 20:11:04
Making sure your game is FULLY patched and that the version of AM you have reflects that.


Title: Re: AwesomeMod Bug Report Thread
Post by: dragonheart on 2012 September 07, 20:25:46
As far as I know, I'm fully patched. Installed Supernatural, ran the launcher, installed any patches that came up... which I think was none. (Had to patch before it let me install Supernatural.) So, I'm pretty sure I'm good there. Then closed the launcher, and used basbas' AwesomeMod Updater to install the current test version, which it usually yells at me if the versions aren't the same.


Title: Re: AwesomeMod Bug Report Thread
Post by: Solidude on 2012 September 07, 20:55:15
STEEL BLADDER NOT WORKING

I have a sim with the Steel Bladder lifetime reward.  I know AM reduces the effectiveness of this reward, but with the latest AM patch, it's having no effect at all.  Specifically, when floating the mouse over the need meter, a sim without Stell Bladder has their bladder need decaying at about -13 per hour.  With Steel Bladder, my other sim is also decaying at -13 per hour.  Reloaded a save without AM active, my sim with Steel Bladder has their bladder need perma locked at full, and my other sim's bladder is decaying at what seems normal (can't get exact number of course).  

Can't say for sure, but I think that before, when I had Steel Bladder without AM, there would be no decay.  But now, I get the little red arrow, indicating some decay, but the green bar is constantly filling.  I THINK I see the green bar twitching between nearly full and completely full.  Just speculation on my part, but it seems as if EA went from Steel Bladder setting bladder decay to 0, and now has Steel Bladder not affect the decay rate, but manually resetting the bladder to full every few seconds.  But then again, this last paragraph could just be me hallucinating.

But regardless, with all patches and latest AM, Steel Bladder is having no effect at all.

I have noticed this same issue with Steel Bladder as well. I have motiveperkrebalance set to false for now.

Also, it appears that the "Walk here as..." interaction provided by the Dreamer's Costume Chest (dress/walk as astronaut, prince/ss, tyrannosaurus) from Generations is overridden by the "default" AM go-here style sprint. The separate menu option is still available when the child is in their respective costumes, but the walking animations are never processed. I have made long and short distance attempts as well has pausing immediately after the order is queued and selecting the "Walk" option instead of the default, but the child sim only sprints to their destination.

edit: Running all expansions, patched to 1.38, AM timestamp 9-5:0115


Title: Re: AwesomeMod Bug Report Thread
Post by: lonniequinn on 2012 September 08, 05:05:27
Awesomemod expires because it's always being updated and has an expiration date, not because your AM from Aug. 3rd magically knows that a new AM is out.  There is a test version out that is compatible with 1.38 but if you can't find it then you shouldn't be using it. Wait till the official 1.38 AM is released.

Isn't it 56 days or something like that? I know there is a tag in the XML that states BuidLifeDays... I set it to 560 when I did not want to update from 1.33 until I received all of the other EPs (worthless ass Katy Perry + lame ass Diesel + disappointing Supernatural...)


Title: Re: AwesomeMod Bug Report Thread
Post by: guayota on 2012 September 08, 11:18:26
As far as I know, I'm fully patched. Installed Supernatural, ran the launcher, installed any patches that came up... which I think was none. (Had to patch before it let me install Supernatural.) So, I'm pretty sure I'm good there. Then closed the launcher, and used basbas' AwesomeMod Updater to install the current test version, which it usually yells at me if the versions aren't the same.

This is exactly my case. All patches, Supernatural installed, no other CC -outside EA store items, which are not exactly CC-, last TEST version installed through AWSmod updater. Neighbourhoods don't load fully, they freeze at 99%. That is, the loading circle continues to go round, the game tips continue to appear one after the other, but it can go on like this forever. At least, for over 30 minutes last time, until I get bored and stop TS3 running.


Title: Re: AwesomeMod Bug Report Thread
Post by: sloppyhousewife on 2012 September 08, 15:25:55
- I can confirm that Steel Bladder has no effect whatsoever
- Unlocked wants don't get fulfilled although "FulfillWantsWithoutLocking" is set to true

Anything else seems to work fine so far.

Base Game + WA, AMB, NL, Pets and SN


Title: Re: AwesomeMod Bug Report Thread
Post by: Loolitah on 2012 September 08, 15:39:17
/\ Same here
I have all expansions + stuff pack installed and base game version is 1.38. The updater said it would install a test version, I'm not sure if the AM version is still the test one but I've got latest version AM could get.


Title: Re: AwesomeMod Bug Report Thread
Post by: MegAnne on 2012 September 08, 22:37:35
Updated with latest test awesome mod, and this version seemed to give me a large influx of zombies.  At all times of day and night all over the place, I had a zombie party at my sims house.  Some kind zombie brought a boom box so they could dance and it was like a flash back to the thriller days.  I wasn't that crazy about the thriller/M. Jackson thing in 83, and to see it on my sims lot gave me flashes of 8th grade dances where every boy in the grade thought they could dance like M. Jackson.  Which, until he won one of those music awards and spoke, no one really liked M. Jackson in the same way.  Anyway, before this test version, didn't have the hoards of zombies, which at first was kind of cute, but the moaning and not doing much in the way of game play is just plain annoying to me now.  Just wondering if anyone else is having the same thing, or am I just being a zombie hater.  No other mods are in my game, just fyi.  On the other hand all other commands are working that I had a problem with on the last version. 
I'm having the same issue on the partition where I installed the vanilla (and legit) game, no AwesomeMod, no mods, no CC. The problem seems to be one of the usual glitches by EA.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 September 09, 00:52:23
Isn't it 56 days or something like that? I know there is a tag in the XML that states BuidLifeDays... I set it to 560 when I did not want to update from 1.33 until I received all of the other EPs (worthless ass Katy Perry + lame ass Diesel + disappointing Supernatural...)
Didn't you read the directions? THAT FILE SHARP EDGES. DO NOT TOUCH THE EDGES OF THAT FILE.


Title: Re: AwesomeMod Bug Report Thread
Post by: youarehome on 2012 September 09, 02:00:49
I can't interact with other sims when one is active and click on the other. Nothing comes up


Title: Re: AwesomeMod Bug Report Thread
Post by: morriganrant on 2012 September 09, 03:02:35
Updated with latest test awesome mod, and this version seemed to give me a large influx of zombies.  At all times of day and night all over the place, I had a zombie party at my sims house.  Some kind zombie brought a boom box so they could dance and it was like a flash back to the thriller days. <snip>
I'm having the same issue on the partition where I installed the vanilla (and legit) game, no AwesomeMod, no mods, no CC. The problem seems to be one of the usual glitches by EA.
Nothing but store stuff here too, no AM yet. I had the same with the boombox happen, they all danced badly on my sims lawn. After nothing but the terrible influx of zombies, that scene was a briefly amusing diversion. EA is probably considering the ridiculous zombie swarming as a "feature".


Title: Re: AwesomeMod Bug Report Thread
Post by: akmpe on 2012 September 09, 03:54:31
As far as I can tell, CustomClothingFilterIsDefault is not working. I only saw it actually default to the filter on the accessories, I think.


Title: Re: AwesomeMod Bug Report Thread
Post by: Daghain on 2012 September 09, 20:26:25
Interesting problem I can't seem to find a common denominator to. Random children sent to boarding school both a) don't go and b) can't go to regular school. You can still control them in-game, but they never go to school. At first I thought I was because I tried to send two on the same day, but on one occasion splitting them up and trying to do one one day and the other after the first one had left, I discovered it's one specific sim that won't go. Not sure what this is tied to but it's happened to me twice now.

Also, using newest AM and EA patches.


Title: Re: AwesomeMod Bug Report Thread
Post by: kissing_toast on 2012 September 09, 22:26:01
...I discovered it's one specific sim that won't go...

Did you try resetsim on that one?


Title: Re: AwesomeMod Bug Report Thread
Post by: Daghain on 2012 September 09, 23:25:08
Hmm. No. I'll give that a try.


Title: Re: AwesomeMod Bug Report Thread
Post by: LordNecrobot on 2012 September 10, 19:07:55
Where is Link for AwesomeMod   1.38??     I just down loaded from the  "shiny" page and it is still the 1.36 version.!   :-\


Title: Re: AwesomeMod Bug Report Thread
Post by: Jayroo on 2012 September 10, 19:42:07
Where is Link for AwesomeMod   1.38??     I just down loaded from the  "shiny" page and it is still the 1.36 version.!   :-\

AwesomeMod 1.38 is not ready for public release.  It may take quite a while longer for it to release because people continue to find bugs.


Title: Re: AwesomeMod Bug Report Thread
Post by: Menaceman on 2012 September 10, 20:05:51
Just to point out that apparently the mass zombie spawning during any time, day or night, is now a known bug and the EA team are supposedly working on another patch to fix it. According to info, it occurs if you save your game during a full moon. Don't save during a full moon and you should be okay. Or as okay as you can be with these zombies.


Title: Re: AwesomeMod Bug Report Thread
Post by: chafey on 2012 September 10, 20:08:00
I've patched all the way up, all expansions, using TEST RELEASE. I created a vampire. I have the "Fulfill ambitions without locking" option set to ON. It does not seem to work with my vampire. Hope this helps, I can answer any questions,


Title: Re: AwesomeMod Bug Report Thread
Post by: sloppyhousewife on 2012 September 10, 20:22:44
The "Fulfill wants without locking" doesn't work on normal sims, either (see my previous post).

Eating perfect produce no longer grants a yummy food buff.

Bladder motive on lots without terlet seems to be locked now, although the showconfig says otherwise.



Title: Re: AwesomeMod Bug Report Thread
Post by: Aventurine on 2012 September 10, 22:06:35
The "No Psychic Police" while enabled in the Config Tool is not working now.

Also cannot move young adults out of the fambly home to a new home of their own.


Title: Re: AwesomeMod Bug Report Thread
Post by: wizard_merlin on 2012 September 11, 00:25:04
The "Fulfill wants without locking" doesn't work on normal sims, either (see my previous post).

It is working in my game just fine, and I am playing normal sims.


Title: Re: AwesomeMod Bug Report Thread
Post by: vitaee on 2012 September 11, 00:48:13
The "Fulfill wants without locking" doesn't work on normal sims, either (see my previous post).

It is working in my game just fine, and I am playing normal sims.

Wiz, are you SURE its working?? I assumed mine was working because the unlocked want was disappearing when I fulfilled them, but I was NOT getting the floaty with the point value nor did my lifetime points advance.  To be sure of this, wait till you have an easily filled unlocked want of say 100 pts (like kissing your wife).  If your current lifetime point total is at 12350, and you then kiss your wife, does your total then go up to 12450, or is at less than that.  Making this judgment just because the unlocked want poofs does not mean it's being fulfilled.  You have to check your point total before and afterwards to make sure.


Title: Re: AwesomeMod Bug Report Thread
Post by: coltraz on 2012 September 11, 02:32:39
That is correct. Just tested it as I thought they were being fulfilled as well. The unlocked wish disappears, but you are not awarded for having fulfilled it.


Title: Re: AwesomeMod Bug Report Thread
Post by: wizard_merlin on 2012 September 11, 02:56:01
Next time I play, I will double check and see if the value is being added right, although I could have sworn I saw the numbers floating off, but could be mistaken as I don't tend to pay that much attention to those details as they get mundane after a while.  Will let you know what I find.


Title: Re: AwesomeMod Bug Report Thread
Post by: Skadi on 2012 September 11, 06:20:54
I will add to the chorus of borked wish fulfilment.



Title: Re: AwesomeMod Bug Report Thread
Post by: Naiad on 2012 September 11, 07:40:36
Wish fulfillment is borked here too.
In addition, the new alchemy recipes need to be covered by BooksNotMagicScrolls. In my game they go puff! after being read.


Title: Re: AwesomeMod Bug Report Thread
Post by: sloppyhousewife on 2012 September 11, 15:30:05
In addition, the new alchemy recipes need to be covered by BooksNotMagicScrolls. In my game they go puff! after being read.

Seconded.


Title: Re: AwesomeMod Bug Report Thread
Post by: Skadi on 2012 September 11, 20:51:20
In addition, the new alchemy recipes need to be covered by BooksNotMagicScrolls. In my game they go puff! after being read.

Seconded.

This. I knew there was something I was forgetting to mention.
The test version has been stable for me with no crashing, and all of the AM commands I have tried seem to be working without errors AFAIK.


Title: Re: AwesomeMod Bug Report Thread
Post by: vitaee on 2012 September 11, 22:59:36
I've had very intermittent CTD issues.  After about a week of game time each occurrence, I've had a CTD 3 separate times.  Reloaded from either a save or autosave, and game progresses beyond the previous crash point without issue.  I suspect a memory leak issue of some sort, but haven't been specifically watching for that.  Oddly enough, the CTD didn't start occurring until after my sim got married.  You don't suppose the game is trying to tell me something??


Title: Re: AwesomeMod Bug Report Thread
Post by: skiffidy on 2012 September 12, 04:04:31
Also adding to the pile of no lifetime points gained for unlocked wishes. I'm fully patched and currently using the test version.


Title: Re: AwesomeMod Bug Report Thread
Post by: coltraz on 2012 September 12, 06:50:26
I think he gets it now.


Title: Re: AwesomeMod Bug Report Thread
Post by: vorpal on 2012 September 12, 07:06:23
Four small issues I came across yesterday:
1 -
Eating perfect produce no longer grants a yummy food buff.
This
2 - Awesome adds an "Eat" action to honey jars and Sims will then autonomously eat instead of drink them
3 - I think it was Awesome that added a value to the "Well Rested" moodlet for sleeping bags (+25 (?)). This moodlet is now without a value
4 - I can't put inactives on radar. The house receives the red tag but members, whether all or just individual ones, do not appear as tagged in Map View


Title: Re: AwesomeMod Bug Report Thread
Post by: bloodredtoe on 2012 September 12, 10:48:36
Not sure if bug or feature, but there seems to be a collective cap limit on some potions. Every sim I played could create several Skill Booster/Potent Skill Booster/Wish Enhancing Serum, trying to create more they would just drop the action after the potion is selected. I tried emptying inventories, replacing ingredients, reseting sims - still the same.


Title: Re: AwesomeMod Bug Report Thread
Post by: vorpal on 2012 September 16, 14:14:48
Awesome Build 09/04/2012 22:41:42, game is vanilla with all EPs, all SPs up to MasterSuite and only Awesome:
Some of the configurable options don't seem to work. Those that I noticed are PlantOnAnyLot and NoBabyDisintegration. Babies and toddlers hibernate as soon as all teens and adults are out and planting on community lots is not possible. The option is there but the placement square stays red. I can plant there only with moveobjects on. I tried in two existing saves and in two fesh games in Sunset Valley, Twinbrook and Moonlight Falls, with and without my config file and with a freshly generated config.


Title: Re: AwesomeMod Bug Report Thread
Post by: Daghain on 2012 September 16, 16:35:41
This could be an EA bug in my game, but suddenly sims cannot use the elevators in public buildings in Bridgeport (meaning the lounges/bars). House elevators work just fine.


Title: Re: AwesomeMod Bug Report Thread
Post by: id on 2012 September 16, 16:37:40

This
2 - Awesome adds an "Eat" action to honey jars and Sims will then autonomously eat instead of drink them

[/quote]

nah - that isn't awesome.  up until end of this week I've been playing completely awesomless and sims drink honey whenever they get in the slightest bit hungry.  It doesn't occur to them to eat anything else if they have honey in their inventory either.  Gives them a happy moodlet, but perversely does almost nothing to fill their hunger bar.  And since it doesn't actually sate them,they keep eating jar after jar after jar if you don't catch them....Seems just another annoyance EAxis just had to put in.

On the real problem front:  I do have the psychic helicopter police too. Drives me insane - they catch my teen 100% of the time when she's out after midnight.  Just saw something new too - they now have police in the vacation worlds too (certainly don't remember ever having seen that before) - still not to pick you up at midnight, but when you egg someone else's house they sure are there in a jiffy.  


Title: Re: AwesomeMod Bug Report Thread
Post by: Menaceman on 2012 September 16, 21:51:23

This
2 - Awesome adds an "Eat" action to honey jars and Sims will then autonomously eat instead of drink them


nah - that isn't awesome.  up until end of this week I've been playing completely awesomless and sims drink honey whenever they get in the slightest bit hungry.  It doesn't occur to them to eat anything else if they have honey in their inventory either.  Gives them a happy moodlet, but perversely does almost nothing to fill their hunger bar.  And since it doesn't actually sate them,they keep eating jar after jar after jar if you don't catch them....Seems just another annoyance EAxis just had to put in.

On the real problem front:  I do have the psychic helicopter police too. Drives me insane - they catch my teen 100% of the time when she's out after midnight.  Just saw something new too - they now have police in the vacation worlds too (certainly don't remember ever having seen that before) - still not to pick you up at midnight, but when you egg someone else's house they sure are there in a jiffy.  

I'm guessing here, as I am still playing Awesomeless at the moment, but I think you have misunderstood. I believe the OP is saying that Sims EAT the JAR instead of drinking FROM it.


Title: Re: AwesomeMod Bug Report Thread
Post by: Piffle on 2012 September 17, 02:31:20
I've got a sim in the Ghost Hunter profession.  When she goes on the missions where she's supposed to use the ghost scanner, I get the "room is suddenly incredibly cold" message but no ghost appears.  Further attempts to scan that room result in nothing, and there are no other actions my sim can take.

Removed all hacks other than AM, yadda yadda.  I have seen a bunch of people bitching about this problem on the BBS and other forums recently, so it may be EAxian.


Title: Re: AwesomeMod Bug Report Thread
Post by: Loolitah on 2012 September 17, 19:54:32
My sims cannot sleep in their beds.. they can only relax on it. When I click them to sleep, they go to the bed and then the action is cancelled. I've got AM 1.38 and Supernatural.


Title: Re: AwesomeMod Bug Report Thread
Post by: Madame Mim on 2012 September 17, 20:23:00
My sims cannot sleep in their beds.. they can only relax on it. When I click them to sleep, they go to the bed and then the action is cancelled. I've got AM 1.38 and Supernatural.

How many bloody Sims? How many households? Is it all types of bed? Have you even tried buying them a new bed? Just like you the problem isn't Awesome.


Title: Re: AwesomeMod Bug Report Thread
Post by: kissing_toast on 2012 September 17, 20:48:02
My sims cannot sleep in their beds.. they can only relax on it. When I click them to sleep, they go to the bed and then the action is cancelled. I've got AM 1.38 and Supernatural.

How many bloody Sims? How many households? Is it all types of bed? Have you even tried buying them a new bed? Just like you the problem isn't Awesome.

They probably don't even need to sleep.


Title: Re: AwesomeMod Bug Report Thread
Post by: wizard_merlin on 2012 September 17, 21:44:38
Neither can I switch families with ctrl click, I must go into Edit town to do so.

I use Overwatch, Master controller, Relativity and a bunch of xml mods from Twoftmama, none of them should conflict.

I haven't had a problem with changing households, although I haven't tried, and usually don't use the ctrl right click to initiate the change, but just select the option to select sim or household. No problem.

The attitude that nothing SHOULD conflict rather than verifying that they don't is the biggest fucking problem with testing.  Remove ALL the other fucking mods and see what happens.

My sims cannot sleep in their beds.. they can only relax on it. When I click them to sleep, they go to the bed and then the action is cancelled. I've got AM 1.38 and Supernatural.

My sims sleep just fine, it sounds like a personal problem.  Try removing, or updating your other mods and checking again, even try replacing the beds.


Title: Re: AwesomeMod Bug Report Thread
Post by: Loolitah on 2012 September 18, 04:30:50
My sims cannot sleep in their beds.. they can only relax on it. When I click them to sleep, they go to the bed and then the action is cancelled. I've got AM 1.38 and Supernatural.

How many bloody Sims? How many households? Is it all types of bed? Have you even tried buying them a new bed? Just like you the problem isn't Awesome.

4 in the household, I tried with 2, the animation when they go to the bed and relax is missing, they just flick to the bed. I tried resetSim, replacing bed, removing custom content and then I posted here. I removed everything but AM. I'm going to try new stuff like removing all user files.

I noticed FulfillWantsWithoutLocking is not working for me also. I double-checked and confirmed it's set as True.


Title: Re: AwesomeMod Bug Report Thread
Post by: vorpal on 2012 September 18, 07:57:11

I didn't used the test version but the one publicly available, so I never thought I was in any test conditions. Removed all my mods, the problems are still there. Cannot make sacred, cannot switch household and cannot follow on the radar.

While testing one of my family ended up with 3 horses, funny, I can't tell why (SP is off), maybe it's EA's fault.

If it helps I have EA Story Progression on off, aging on epic (800 days) and TS2 aging enabled via AM config file.
I can confirm from a vanilla game with only Awesome that radar doesn't work and that making a household sacred only shows in Map View if my household happens to know the people, but I can switch households with ctrl-click just fine. And the horses might have been caused by the neighbourhood pet adoption system that works independently from SP.


Title: Re: AwesomeMod Bug Report Thread
Post by: Nancy on 2012 September 18, 13:33:03
Awesome Build 09/04/2012 22:41:42, game is vanilla with all EPs, all SPs up to MasterSuite and only Awesome:
Some of the configurable options don't seem to work. Those that I noticed are PlantOnAnyLot and NoBabyDisintegration. Babies and toddlers hibernate as soon as all teens and adults are out and planting on community lots is not possible. The option is there but the placement square stays red. I can plant there only with moveobjects on. I tried in two existing saves and in two fesh games in Sunset Valley, Twinbrook and Moonlight Falls, with and without my config file and with a freshly generated config.

I am having the same problem with planting on public lots.

I tried turning PlantOnAnyLot to false.   Then my sims can't get to having a square on the ground, clicking the seed says they can only plant on a home lot.
I turned it back to true, now I get red squares everywhere, perfectly flat terrain, any lot I could find - my sims are on an Adventure in France.

I loaded to a previous save, the same sim could plant at home, but not on a public lot.   The squares are always red on the public lots, but on the home lot the squares are green.

I am on 1.38 and the corresponding awesomemod.

Moveobjects on does fix it - then they get green squares on public lots.

Thanks!


Title: Re: AwesomeMod Bug Report Thread
Post by: gamegame on 2012 September 19, 01:41:08
No update to test file for two weeks, tiny Malaysian boy asleep at the wheel?


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 September 20, 19:33:31
We haven't been in Malaysia for years now. Also, due to the fact that it takes FOREVER to load the game, Poofs is the new Fat Gwilly People.


Title: Re: AwesomeMod Bug Report Thread
Post by: jezzer on 2012 September 20, 21:21:20
Do we have to call her Fat Poofy People now?


Title: Re: AwesomeMod Bug Report Thread
Post by: witch on 2012 September 20, 21:26:05
Do we have to call her Fat Poofy People now?
Like Fuck! Just try it, buddyboy.


Title: Re: AwesomeMod Bug Report Thread
Post by: EsotericPolarBear on 2012 September 22, 13:23:45
SC does not appear to be monitoring the vampire thirst motive properly.  If I use the "Eat" command, it functions as expected, but SC will not trigger the command on its own.


Title: Re: AwesomeMod Bug Report Thread
Post by: moar boobs on 2012 September 24, 01:19:58
I aged my Sims up from child to teen using testingcheats and they now do not have a school to attend. Playing Moonlight Falls. Not sure if it is due to Awesome. Never had this problem before and will report back if it does not occur in another town.


Title: Re: AwesomeMod Bug Report Thread
Post by: Loolitah on 2012 September 24, 02:04:18
The beds' problem was personal. But I can't get FulfillWantsWithoutLocking working.


Title: Re: AwesomeMod Bug Report Thread
Post by: rhodaloo on 2012 September 25, 15:20:39
With 9/25/12 AM, game crashes to desktop as when began to play family. No issue when playing vanilla game.  No Custom content or other mods.  Was able to duplicate with other new neighborhoods.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 September 25, 17:09:49
Should be fixed now.


Title: Re: AwesomeMod Bug Report Thread
Post by: Saeasco on 2012 September 25, 18:00:56
I've had Awesomemod for a few weeks now, and I have liked it apart from one bug. Zombies spawn uncontrollably regardless of full moon and time of day. This I can live with until an update is presented,

however, today upon starting the game awesomemod updated itself (or the game, I don't know) and ever since then I have some total of one minute game time with time rolling before the game crashes. I can build in town mode and buy mode in houses, swap households and do basically everything but play live. I'm figuring something went wrong with the patch, but since I can't see anyone else complaining about it I'm wondering if it's just me.

Thankful for any kind of help!

S


Title: Re: AwesomeMod Bug Report Thread
Post by: kissing_toast on 2012 September 25, 18:09:49
...however, today upon starting the game awesomemod updated itself (or the game, I don't know)...

What the fuck do you mean "you don't know?" How is that something you don't know? The game doesn't update itself and Awesomemod certainly doesn't update itself. Tardlings of your ilk are always wondering why no one wants to help them. First learn how to use proper grammar and punctuation then learn how to give useful information that we can actually use and understand.


Title: Re: AwesomeMod Bug Report Thread
Post by: wizard_merlin on 2012 September 25, 18:31:01
Looks like the tardling failed to even read the two posts above their own.  If they had, they might not have felt the need to confirm their tardliness and stupidity


Title: Re: AwesomeMod Bug Report Thread
Post by: lbillusion on 2012 September 26, 06:06:23
I went to play the game today and there was a pop-up saying that awesome mod needed to be updated I ignored it and it crashed. So I updated awesomemod and the game and now it crashed to the desktop before I get to the loading screen. I removed all other mods and tried it and get the same result.


Title: Re: AwesomeMod Bug Report Thread
Post by: sloppyhousewife on 2012 September 26, 06:40:27
Steel Bladder and Yummy Food buff (from eating perfect produce) are now working.


Title: Re: AwesomeMod Bug Report Thread
Post by: Madame Mim on 2012 September 26, 06:41:23
I went to play the game today and there was a pop-up saying that awesome mod needed to be updated I ignored it and it crashed. So I updated awesomemod and the game and now it crashed to the desktop before I get to the loading screen. I removed all other mods and tried it and get the same result.

patch


Title: Re: AwesomeMod Bug Report Thread
Post by: rhodaloo on 2012 September 26, 16:00:57
Fix seems to be working. 


Title: Re: AwesomeMod Bug Report Thread
Post by: lbillusion on 2012 September 26, 21:58:17
I went to play the game today and there was a pop-up saying that awesome mod needed to be updated I ignored it and it crashed. So I updated awesomemod and the game and now it crashed to the desktop before I get to the loading screen. I removed all other mods and tried it and get the same result.

patch

I patched as well. I have all expansions except Supernatural. I'll try a few other things...before I do a dreaded reinstall....


Title: Re: AwesomeMod Bug Report Thread
Post by: Moya on 2012 September 27, 18:23:23
I went to play the game today and there was a pop-up saying that awesome mod needed to be updated I ignored it and it crashed. So I updated awesomemod and the game and now it crashed to the desktop before I get to the loading screen. I removed all other mods and tried it and get the same result.

patch

I patched as well. I have all expansions except Supernatural. I'll try a few other things...before I do a dreaded reinstall....

Basically you're stupid. If you bothered to actually look when the most recent awesomemod was released you would realize that it was BEFORE the new EA patch. As awesome is a core mod it will not work with the wrong EA patch. This comes up every time EA patches and if you weren't a total moron you would know this already.


Title: Re: AwesomeMod Bug Report Thread
Post by: patrickz on 2012 September 29, 16:03:34
In other words, we're in need of a new awesomemod update.


Title: Re: AwesomeMod Bug Report Thread
Post by: jezzer on 2012 September 29, 23:08:59
In other words, we're in need of a new awesomemod update.

Thank God you're here to restate the obvious.


Title: Re: AwesomeMod Bug Report Thread
Post by: gamegame on 2012 September 30, 13:38:20
We need an update for 1.39 QQ  


Title: Re: AwesomeMod Bug Report Thread
Post by: Jayroo on 2012 September 30, 16:17:55
We need an update for 1.39 QQ  

You need to wait.


Title: Re: AwesomeMod Bug Report Thread
Post by: jezzer on 2012 October 05, 15:34:14
I tend to apply the House principle to most people who claim not to be using other mods, that is everyone lies.

Also known as, "MY 10,000 PEGGY HAIRS CANNOT POSSIBLY BE THE PROBLEM, BECAUSE HAIRS IS NOT MODS."


Title: Re: AwesomeMod Bug Report Thread
Post by: Gwill on 2012 October 06, 10:50:59
Under the influence of Supreme Commander my sims have started curing themselves of positive potion effects.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 October 07, 03:03:09
ORLY? Which positive potion moodlets do they remove? I think this occurs partly because of how the moodlet zapper clears moodlets, and each such oddball moodlet that produces no mood still gets zapped even though it is not harmful. I've had to list such moodlets as special cases to ignore when determining whether or not to zap.


Title: Re: AwesomeMod Bug Report Thread
Post by: jezzer on 2012 October 11, 15:58:40
Gardening - and Overwatch...

I have never used Overwatch, only barely heard of it.   But it is recommended as a fix for my gardening problem.

My sims planted on a public lot, but as far as I can tell from ea posts from other people it's a problem on home lots as well.

The garden has grown to harvest.  I tell my sim either to Harvest or Tend Garden - either way, they do one plant, get a jump bug.  So it doesn't matter if I tell them to do the next plant, they drop the queue.

Also, it seems like plants are not harvesting again.  Nine days into a trip to China, the garden was planted on day 1 - and the apple, grape, tomato, lettuce only harvested once.  Now they always say they are in harvest mode but no fruit/veggies.

So, is there an awesome fix for this?   Can I run Overwatch with Awesomemod?   Should I just pester EA, which means I have to run cheat free which really blows.   This mod really IS AWESOME.

This is the Awesomemod Bug Report Thread, where you report bugs that are specifically caused by Awesomemod so the FOJ can fix them.  This is not where you report every itty bitty thing that goes wrong in your game and ask Pes to fix it.  Learn how to troubleshoot your game properly to find bad cc.  Also, learn to search; this has already been discussed and moved.


Title: Re: AwesomeMod Bug Report Thread
Post by: wizard_merlin on 2012 October 11, 18:19:57
Whenever my sim finished reading a recipe book, at home, she would place it in her personal inventory, no problem there, however after placing the book into the inventory it multiplied and I had two copies of the book.  One in and two out.  A minor glitch which doesn't present a problem as such, but may be worth looking into at some time when you're fiddling around in that part of the code.


Title: Re: AwesomeMod Bug Report Thread
Post by: Clarina on 2012 October 12, 21:52:11
Well, the making sacred isn't working for me. Without any other mods in that new Supernatural world Lunar-whatever-it's-called, I can't make even the family I'm playing sacred let alone any others because I can't even see any other lived in house tags in map view. I can click the make sacred but it won't actually do anything, no halo even.  I can switch houses, though, by selecting the + close up on a house and if it happens to be lived in I can click on a house and change to it, but only if I've been to the house first the old fashioned way. Otherwise I cannot select it. Don't know if you can help me as I can see this isn't a widely spread thing. Just thought I'd let you know anyways.

Edit: I'm patched and all that.


Title: Re: AwesomeMod Bug Report Thread
Post by: witch on 2012 October 12, 22:59:24
What timestamp is on your awesomemod?


Title: Re: AwesomeMod Bug Report Thread
Post by: Clarina on 2012 October 13, 19:25:51
Sept. 30th. If you need the actual time it's tricky because for some reason all my files show time 19:08 as time modified. Like all. If I update any file in the am it still shows time modified as 'today 19:08'. I haven't had time to investigate this further yet (I've got 5-month old triplets and a 2-year old). And in case you didn't really need all this extra info, sorry.


Title: Re: AwesomeMod Bug Report Thread
Post by: skittishagain on 2012 October 15, 22:26:42
We need an update for 1.39 QQ  


has awesome been updated for 1.39? or in testing, I have not played in months and I updated today and with the newest awesome mod installed my game wont even start the 1 st loading process, it just hangs.

I read where it was updated for 1.39, my patch ver is   1.39.3.018002. I have never had a problem with the game loading and I'm at a total loss.


Title: Re: AwesomeMod Bug Report Thread
Post by: HomeschooledByTards on 2012 October 16, 00:06:07
Sounds like framework fail also known as PEBKAC. It's working fine for me on 1.39.


Title: Re: AwesomeMod Bug Report Thread
Post by: morriganrant on 2012 October 16, 06:00:51
I've always had that problem unless I do the weird voodoo of using the old framework with the .dll, even though my awesomemod is in the Mods folder with all the other user files, not in the install files. Fuck if I know why, I just go with it since the old framework won't hurt anything(seemingly).


Title: Re: AwesomeMod Bug Report Thread
Post by: Clarina on 2012 October 16, 21:34:39
No, I've been trying the old framework and I've been trying the new and even a combo of both, each time I get the showconfig just fine but make sacred or track radar do not work.


Title: Re: AwesomeMod Bug Report Thread
Post by: wizard_merlin on 2012 October 16, 23:03:14
No, I've been trying the old framework and I've been trying the new and even a combo of both, each time I get the showconfig just fine but make sacred or track radar do not work.

For fuck sake, have you tried downloading AM again and see what happens?  It was fixed, and has been working just fine for me since.


Title: Re: AwesomeMod Bug Report Thread
Post by: vorpal on 2012 October 17, 10:00:46
Two small issues that I've noticed with the most recent version of AM:
(1) Witch brooms that are "parked" in a stand always show up with the pink derelict vehicle tag and "No driver" in Map View. It does say correctly that these belong to the households in question. The hidden brooms that every witch has by default don't show up it's only those that have been bought in addition. It's most noticeable in Moonlight Falls in the Crumplebottom household as they own three brooms and two cars. I also made them active and assigned to each of them one broom to be their preferred vehicle, but it doesn't make any difference.
(2) NoGhostAging doesn't seem to work. I have it enabled but resident ghosts age normally like any other Sim. I haven't actively played a ghost household yet, but when I switched to the household in Moonlight Falls that contains that yellow transmutation ghost she had lost several days of her life span on my second visit.

Edit: I almost forgot a third issue that I haven't tested vanilla yet, however: before the Supernatural update when two members of a household owned a motorcycle or any other bicycle and I told them to "Go Here With..." they would both mount their vehicles and travel to their destination. Now they either take a taxi together or one uses the motorcycle while the other is left behind and drops the "Go Here" command as soon as the first one arrives. What method of travel they use seems to be random.
Both SmarterVehicleChooser and BetterVehicleDisembark have been disabled in my config file as this had been the exact same behaviour before when they were still enabled. Disabling these had fixed this issue in the past foe me, now it doesn't. But, as I said, I haven't played around with this enough to say anything more specific. I just noticed this change between 1.36 and 1.38.


Title: Re: AwesomeMod Bug Report Thread
Post by: Clarina on 2012 October 17, 17:50:44
No, I've been trying the old framework and I've been trying the new and even a combo of both, each time I get the showconfig just fine but make sacred or track radar do not work.

For fuck sake, have you tried downloading AM again and see what happens?

I have. Thanks for the input.

edit: and reading the previous post it came to mind that all vehicles in the neighborhood show up as "no driver". And I have tested without other custom content with the recent version of am. I mean this isn't going to make me stop using it, but being able to make my families sacred would be, well, awesome.


Title: Re: AwesomeMod Bug Report Thread
Post by: wizard_merlin on 2012 October 18, 20:19:13
No, I've been trying the old framework and I've been trying the new and even a combo of both, each time I get the showconfig just fine but make sacred or track radar do not work.

For fuck sake, have you tried downloading AM again and see what happens?

I have. Thanks for the input.

edit: and reading the previous post it came to mind that all vehicles in the neighborhood show up as "no driver". And I have tested without other custom content with the recent version of am. I mean this isn't going to make me stop using it, but being able to make my families sacred would be, well, awesome.

You are obviously doing something wrong, because the make sacred works just as it did with the older versions.  When you bring up show config, note the date and time of the build and post it, as it seems very much like you are not using the latest version, or you have severely fucked something up.


Title: Re: AwesomeMod Bug Report Thread
Post by: Clarina on 2012 October 20, 14:50:45
No, I've been trying the old framework and I've been trying the new and even a combo of both, each time I get the showconfig just fine but make sacred or track radar do not work.
or you have severely fucked something up.

Time stamp is 09/30/2012  21:33:11  and that is what I'm worried about as this is what I get without any cc in game. Also changing files around I managed to actually fuck things up so that the old framework way stopped working at all, so I only get the AM to work within the new framework.  But the problems remain.


Title: Re: AwesomeMod Bug Report Thread
Post by: wizard_merlin on 2012 October 23, 16:17:43
Time stamp is 09/30/2012  21:33:11  and that is what I'm worried about as this is what I get without any cc in game. Also changing files around I managed to actually fuck things up so that the old framework way stopped working at all, so I only get the AM to work within the new framework.  But the problems remain.

In this case, maybe you should consider doing a reinstall, then start a fresh new game, not an old save, because the sacred functions works perfectly fine.


Title: Re: AwesomeMod Bug Report Thread
Post by: phnxflyng on 2012 October 23, 19:21:18
As of the latest version (Sept. 30) I still can't get a sim to write horror novel. They pop right out. I've no other CC unless you count EA store hair/clothes/furniture.


Title: Re: AwesomeMod Bug Report Thread
Post by: sloppyhousewife on 2012 October 24, 15:50:54
As of the latest version (Sept. 30) I still can't get a sim to write horror novel. They pop right out. I've no other CC unless you count EA store hair/clothes/furniture.

No problems with AM + writing horror novels here.


Title: Re: AwesomeMod Bug Report Thread
Post by: HomeschooledByTards on 2012 October 24, 21:17:25
As of the latest version (Sept. 30) I still can't get a sim to write horror novel. They pop right out. I've no other CC unless you count EA store hair/clothes/furniture.

You have a lot of problems (ones that no one else has) for someone with "no CC". Tight pants.


Title: Re: AwesomeMod Bug Report Thread
Post by: Valerie on 2012 October 28, 22:42:48
I like to have big families... I was hoping my oldest sim wouldn't disappear once we added another to the family, but she did. :( Awesomemod has usually been so trustworthy with the 8+ sim thing. Maybe it's the pet thats throwing it off? I don't know.


Title: Re: AwesomeMod Bug Report Thread
Post by: Madame Mim on 2012 October 29, 05:40:16
Awesome enables #8+ - nobody here promised you pretty screens if you did it. Go see Twallen at NRAAS if you want your portaits to all stay visible.


Title: Re: AwesomeMod Bug Report Thread
Post by: phnxflyng on 2012 October 31, 18:21:27
As of the latest version (Sept. 30) I still can't get a sim to write horror novel. They pop right out. I've no other CC unless you count EA store hair/clothes/furniture.

You have a lot of problems (ones that no one else has) for someone with "no CC". Tight pants.

So then I take it EA store stuff can cause tight pants? I thought it was only amateur created stuff, like from Peggy or whatever. I appreciate your clarifying that, thank you.


Title: Re: AwesomeMod Bug Report Thread
Post by: isabel_c on 2012 November 03, 22:21:23
Playing a single sim in a new game for just over one week with 1.42 and the Nov 2 test version.  I haven't had a crash yet.  One bug that I have observed, which I suspect is EA's, is with meteor rocks.  When a sim is directed to collect one, anything in the queue after gets canceled.  Additionally, meteor rocks can no longer be analyzed; they can only be given as gifts or sold. 


Title: Re: AwesomeMod Bug Report Thread
Post by: sora on 2012 November 04, 02:06:24
With the 1.42 patch and no other content except for the test Awesome mod (which I download just before opening the game) and its config file game immediately crashes in CAS when you click the change traits button when creating a sim. I tried both creating a new sim in existing and new world just to check that it wasn't just a neighborhood gone bad but in both the second you touch the change traits button the game simply crashes to desktop. Without awesome mod you can choose traits just fine, though there is a short pause before the panel pops up. Randomizing the traits worked just fine also. I still have to test if it happens without the config file too, but I'll edit that info here then.


Title: Re: AwesomeMod Bug Report Thread
Post by: dragonheart on 2012 November 04, 02:28:34
With the 1.42 patch and no other content except for the test Awesome mod (which I download just before opening the game) and its config file game immediately crashes in CAS when you click the change traits button when creating a sim. I tried both creating a new sim in existing and new world just to check that it wasn't just a neighborhood gone bad but in both the second you touch the change traits button the game simply crashes to desktop. Without awesome mod you can choose traits just fine, though there is a short pause before the panel pops up. Randomizing the traits worked just fine also. I still have to test if it happens without the config file too, but I'll edit that info here then.

I am having this issue as well, and have tried without a config file to no avail. Still crashes when I click the choose traits button.


Title: Re: AwesomeMod Bug Report Thread
Post by: K_L_Carten on 2012 November 04, 07:57:35
Installed the 1.42 no other mods, all was going fine for an hour or so.  Sim gave birth and after naming and before choosing traits game crashed.  I have seen a couple others talking about crashing in CAS while choosing traits.  Same problem as them, just a touch different and figured you might need to know. 


Title: Re: AwesomeMod Bug Report Thread
Post by: tatqoo on 2012 November 04, 08:57:01
With the 1.42 patch and no other content except for the test Awesome mod (which I download just before opening the game) and its config file game immediately crashes in CAS when you click the change traits button when creating a sim. I tried both creating a new sim in existing and new world just to check that it wasn't just a neighborhood gone bad but in both the second you touch the change traits button the game simply crashes to desktop. Without awesome mod you can choose traits just fine, though there is a short pause before the panel pops up. Randomizing the traits worked just fine also. I still have to test if it happens without the config file too, but I'll edit that info here then.

me too, seems that the test version needs a fix on it :/


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 November 05, 14:46:51
There, I fixed it.


Title: Re: AwesomeMod Bug Report Thread
Post by: mishka on 2012 November 13, 23:04:45
I encountered a new bug after installing Seasons. Tested with just Awesome & the config (no store content, no hairs, etc) and the bug shows up in both new and old saves. I've also checked to confirm that I'm using the 11/05/2012 7:54 am version of the mod.

NPCs and ghosts cannot be interacted with. The ghost just stays stuck by their graves and NPCs arrive in their cars and then stand uselessly beside them until I force a reset, though sometimes the pizza delivery NPC takes my sims' money and leaves without handing over the pizza. I've tried to have my sims fire/dismiss/chat with the maid but the action always gets cancelled.

This bug doesn't appear in a modless game.


Title: Re: AwesomeMod Bug Report Thread
Post by: SendMeLies on 2012 November 14, 05:30:58
Festival items don't spawn at all if AwesomeMod is running. Also, with ErrorTrap, not a single NPC shows up in game, and story driver goes nuts trying to spawn *any* NPC, got over 76 error messages. Without AwesomeMod NPCs and service sims show up normally.

[EDIT to add log and save]
Save folder (https://www.dropbox.com/sh/mr8pbmkpuy7kvsd/clhX1RsF3x).


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 November 14, 06:14:23
Not attaching the error is unhelpful. More information is required. Include a save where I can observe this effect, as I don't have any saves I can observe this in.


Title: Re: AwesomeMod Bug Report Thread
Post by: mishka on 2012 November 14, 07:31:04
Attached are a few of the error logs I got re: the NPCs. Here (https://rapidshare.com/#!download|812p4|2166709668|SuVa%20Test.sims3.zip|22032|0|0) is the save those errors are from, though my festival stuff is spawning just fine.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 November 14, 13:01:53
Fixed issue reported by Mishka: Possibly related to other issue as well. Don't have Seasons yet, so can't test at this time. Verify if issue goes away.


Title: Re: AwesomeMod Bug Report Thread
Post by: mishka on 2012 November 14, 15:54:27
The issue is gone, thanks!


Title: Re: AwesomeMod Bug Report Thread
Post by: SendMeLies on 2012 November 14, 19:31:28
Game is playable again, festival is working, NPCs are spawning and combusting spontaneously every 5 minutes on summer as intended by EA.
Yay!


Title: Re: AwesomeMod Bug Report Thread
Post by: vorpal on 2012 November 14, 19:32:08
There are three things that I have noticed since 1.38 and that I have seen again with 1.42 (just the patch, no Seasons yet)

(1) Sims in the music careers lack a display of required instrument skill. The main tab only lists "Mood" and nothing else and the skill journal also has no instrument skill highlighted. The Sim I play has skill points in all instruments but piano is the highest. When he joined the career Piano was listed but after his first promotion the Piano skill requirement disappeared completely. I saw the same then with inactives that were higher up on the ladder.

(2) When ghosts are resurrected with Ambrosia and with AwesomeMod installed their walk styles remain that of ghosts, i.e. they still float. "resetwalkstyle" doesn't do anything and only Buzzler's mod can clear their walkstyles (but it hasn't been updated to 1.42 yet). At first I thought this a glitch in my particular save but I had started a second, vanilla game with 1.42 and there the walkstyle got properly reset with the first ghost. The second ghost that I resurrected in that same game with then AM installed again continued to float.
So, I have four resurrected ghosts that floated after eating Ambrosia in Awesome games and the fifth that didn't float anymore was the only one that ate it without AwesomeMod. Not very conclusive, I know, but it's a bit difficult to test this further in vanilla games.

(3) "dresser", "mirror" and "makeover" are just the default EA commands, aren't they? Because they suffer from the same bug like when doing it via the objects, namely that they change a Sim's age.


Title: Re: AwesomeMod Bug Report Thread
Post by: Capitaine Marie on 2012 November 14, 20:01:47
If I create a new fambly in CAS, the "disableclothingfilter" command works just fine.  But when I'm playing a fambly and use that command, only custom clothing shows up in CAS.

This has been happening for some time now.  So is it a bug, or is it working as intended?


Title: Re: AwesomeMod Bug Report Thread
Post by: kissing_toast on 2012 November 14, 20:11:44
If I create a new fambly in CAS, the "disableclothingfilter" command works just fine.  But when I'm playing a fambly and use that command, only custom clothing shows up in CAS.

This has been happening for some time now.  So is it a bug, or is it working as intended?

That sounds like the CustomClothingFilterIsDefault option in the config file, which would be working as intended.


Title: Re: AwesomeMod Bug Report Thread
Post by: Capitaine Marie on 2012 November 14, 20:20:59
If I create a new fambly in CAS, the "disableclothingfilter" command works just fine.  But when I'm playing a fambly and use that command, only custom clothing shows up in CAS.

This has been happening for some time now.  So is it a bug, or is it working as intended?

That sounds like the CustomClothingFilterIsDefault option in the config file, which would be working as intended.

Nope.  I have that disabled.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 November 15, 01:08:02
If disableclothingfilter is on, then the game will start with the Custom Clothing Filter on. This is a safety measure: If you don't turn it on, the game will pretty much lock up and die as it tries to load EVERYTHING IN THE UNIVERSE all at once while you fumble for the category you want to reach. This feature therefore allows you to reach the right category you wish to edit without locking up CAS for 5-10 minutes. Trust me on this one. It is for your own good.

(1) Sims in the music careers lack a display of required instrument skill. The main tab only lists "Mood" and nothing else and the skill journal also has no instrument skill highlighted. The Sim I play has skill points in all instruments but piano is the highest. When he joined the career Piano was listed but after his first promotion the Piano skill requirement disappeared completely. I saw the same then with inactives that were higher up on the ladder.
Fixing.

(3) "dresser", "mirror" and "makeover" are just the default EA commands, aren't they? Because they suffer from the same bug like when doing it via the objects, namely that they change a Sim's age.
They're not default EA commands, but they just invoke the default behavior of the object...and it seems that EAxis managed to put that bug back AGAIN.


Title: Re: AwesomeMod Bug Report Thread
Post by: vorpal on 2012 November 17, 23:29:45
I think the excessive combustion rate of Sims is actually an AwesomeMod issue. I have one save that was created vanilla and as soon as I load it with AwesomeMod added an inactive Sim (Marty Keaton in Sunset Valley) will catch fire within a few minutes while at work in the stadium rabbithole. When I load that save without AM nothing happens. I tried this three times and the result was always the same. The only other mod I used was MasterController, which allowed me to search for Sims with certain moodlets.


Title: Re: AwesomeMod Bug Report Thread
Post by: Edana ni Emer on 2012 November 18, 05:29:11
Up to date patch, Awesomemod, and Seasons.  The seasonal festivals and the weather seem to get... stuck. I'll have snow year-round even though it's summer and the temperature read-out says 75 degrees. I'll go to the park on Leisure Day and still have a haunted house. I can reset-to-current by save-exit-restart, but that gets kind of annoying.


Title: Re: AwesomeMod Bug Report Thread
Post by: Jayroo on 2012 November 18, 06:05:34
I think the excessive combustion rate of Sims is actually an AwesomeMod issue. I have one save that was created vanilla and as soon as I load it with AwesomeMod added an inactive Sim (Marty Keaton in Sunset Valley) will catch fire within a few minutes while at work in the stadium rabbithole. When I load that save without AM nothing happens. I tried this three times and the result was always the same. The only other mod I used was MasterController, which allowed me to search for Sims with certain moodlets.

Sims are catching fire in my game too.  It's interesting.  I'm using AwesomeMod, Overwatch, ErrorTrap and the Career Mod from Nrass.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 November 18, 09:11:07
Examining the combustion issue now. Poofs should be testing it now.


Title: Re: AwesomeMod Bug Report Thread
Post by: vorpal on 2012 November 18, 11:47:34
AM build 18/11/2012 2:13:07. Loaded the test save. Within several Sim minutes Marty Keaton catches fire and is booted out of the stadium rabbit hole, burning. 4 random Sims start to heat up. When the save loads there are no Sims in the neighbourhood with any temperature related moodlets. Without AM this situation remains as such.
I also noticed that on re-loading that save that sometimes random inactives do not heat up but begin feeling cold.
Here's a link to that save: http://www.mediafire.com/?dwfa50znmrwcjml (Sunset Valley, no cc used, mods are AM, nointro and MasterController)
What I do to reproduce the situation: active Sim is Christopher Steele, standing in his bathroom, I send him to recycle the newspapers and then watch TV. I check the inactives immediately after load-up: no Sims with temperature moodlets. By the time Steele is finished with recycling I check the inactives again: Marty Keaton is on fire and random townies either feel hot or cold. It is dark outside, by the way.

In another save I also found the two festival ground merchants catching fire. These should be immune to temperature effects.

On a related note: while playing with AwesomeMod and Overwatch, Overwatch deleted more than 15,000 cars every day at 3am. With only Overwatch the number went down to some 5,000. I also experienced massive lag when trying to switch households with ctrl-click and maptags only showed up for the area directly covered by my current screen. Moving the camera resulted in missing map tags for the new area and taking several seconds to appear.


Title: Re: AwesomeMod Bug Report Thread
Post by: Druscylla on 2012 November 18, 17:36:22
Also experiencing temperature extremes. Some sims are freezing and others immediately catch fire. The time seems to be stuck at 8:45 PM yet the sun remains out.


Title: Re: AwesomeMod Bug Report Thread
Post by: Maranatah on 2012 November 18, 17:58:40
I have rather extreme combustion happening pretty much in every world (all EA pre-mades), everyday 5-10 sims are burning no matter what the weather is. Even when it's pouring rain. Non-controllable sims are mostly just standing around even when freewill is maxed. And they won't change to outerwear even when it's freezing cold and snow up to their ears.


Title: Re: AwesomeMod Bug Report Thread
Post by: garavel on 2012 November 18, 20:38:51
In cas:
If I randomize a sim who is suparnatural (I mean anything but human) the game freezes and have to quit.
as a workaround I can randomize the sim as a human and then select the supernatural state but yeah


Title: Re: AwesomeMod Bug Report Thread
Post by: kissing_toast on 2012 November 19, 03:51:45
In cas:
If I randomize a sim who is suparnatural (I mean anything but human) the game freezes and have to quit.
as a workaround I can randomize the sim as a human and then select the supernatural state but yeah

And of course we can all assume that you've tested this out without AM as well, right?


Title: Re: AwesomeMod Bug Report Thread
Post by: Augustv on 2012 November 19, 05:19:11
I've been playing with Awesomemod for a couple years now.  Love it and have never had any serious issues.  I have Seasons installed and I'm patched all the way up.  AwesomeMod date 11/18/12.  While I was playing I noticed around 10 taxis pulling up and dropping people off on a lot.  I went over to see what was going on and the taxis were dropping off tourist sims from China.  They just kept arriving!  I counted around 60 before I closed the game down.  They were all just standing there facing the same direction starving to death lol.  Strangest thing I've ever seen on the sims.

I've also been having the issue of lots of sims dying from burning to death.

And new issue now...my sims won't sit down in the living room.  When they eat they stand or go outside and when they read they skip the livingroom and go to their beds.  I have tried many different couches and chairs in different areas in the room and have even started a new game and it's the same.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 November 19, 11:05:43
I've also been having the issue of lots of sims dying from burning to death.
Do any of YOUR sims have this problem, or is it purely non-actives? And they ALWAYS burn, never freeze, right? I have made another tweak to see if what I think might be occurring is.


Title: Re: AwesomeMod Bug Report Thread
Post by: witch on 2012 November 19, 11:11:38
Three out of six of my sims had the overheated moodlet, it was -9 deg. C and they had been outside at the winter festival. They had been playing the festival snowball fight, but the fourth sim did not get the moodlet. Dunno if there's a connection, probably not as other people are experiencing the overheating anywhere in the neighbourhood.

Edit: Sorry, my sims had the sweating profusely moodlet, not the overheating one.


Title: Re: AwesomeMod Bug Report Thread
Post by: Slymenstra on 2012 November 19, 12:34:30
I am having the issue with townies catching on fire as well. So far I have had 17 deaths. This was with the latest awesomemod on the DL page on the 18th. They are always the townie people who are standing idle somewhere in town, so far never NPCs and never my active sims.

They get an overheating moodlet even in the winter. Then they get a sweating profusely moodlet. Some of them I have been able to get my sim to put them out, other times the queue just keeps stopping for putting them out. My last sim died in 37 degree weather.

I gave one sim the immune to fire hidden trait and he still caught on fire. I intervened by making him selected and cancelling all of the moodlets because he was a future husband, but it was in the winter.

Right now I used mastercontroller and gave the whole neighborhood immune to heat lifetime happiness award.

And another bug I found, not with awesomemod, but with the game, the unselected sims do not stop playing horseshoes. Parties and dates pretty much suck because the sims won't stop playing unless I select them and stop them (which ends the date).


Title: Re: AwesomeMod Bug Report Thread
Post by: garavel on 2012 November 19, 13:04:37
In cas:
If I randomize a sim who is suparnatural (I mean anything but human) the game freezes and have to quit.
as a workaround I can randomize the sim as a human and then select the supernatural state but yeah

And of course we can all assume that you've tested this out without AM as well, right?
Yes, it doesn't happen without AM. I also tried AM with default configs but the bug occurred again.
However I was wrong about one thing, the bug doesn't happen with ghosts too. To sum it up:
The bug doesn't happen with both humans and ghosts. It happens with vampires, fairys and werewolves, I don't have showtime installed so I don't know about genies


Title: Re: AwesomeMod Bug Report Thread
Post by: Martine on 2012 November 19, 19:38:44
If disableclothingfilter is on, then the game will start with the Custom Clothing Filter on. This is a safety measure: If you don't turn it on, the game will pretty much lock up and die as it tries to load EVERYTHING IN THE UNIVERSE all at once while you fumble for the category you want to reach.

I've enabled this option in the config, but it doesn't seem to be working, CAS immediately loads all content (running the latest Awesomemod from 18/11).


Title: Re: AwesomeMod Bug Report Thread
Post by: thegrimreaper on 2012 November 20, 01:22:34
Mine crashed at random times, I had to take it out because it was so unpredictable.


Title: Re: AwesomeMod Bug Report Thread
Post by: vorpal on 2012 November 20, 17:39:00
Combustion issue seems to be fixed. Both the test save and my actual game had no human torches anymore during those last days of summer. I still have random sims feeling either hot or cold at the same time, but that seems to be EAxian and happens with or without AM.


Title: Re: AwesomeMod Bug Report Thread
Post by: Maranatah on 2012 November 20, 19:09:10
There's no more walking fireballs in my game either, which is a huge relief. Thanks JM! Although I second what Martine said above: disableClothingFilter is on but it doesn't work.

Edit:// I noticed another issue: even though Sims 2 style aging is enabled in the Config, a non-active sim died while I was playing with another household. He was an elder who had over a week to live when I played with his household. Day before a note about his death came, there was a pop-up about him going to die soon. I've never had this kind of issues before and I've used the Sims 2 aging since it became an option with AM. Now it looks like it doesn't work. (Using the 19/11 version of AM)


Title: Re: AwesomeMod Bug Report Thread
Post by: vorpal on 2012 November 22, 21:18:01
As it is mentioned in the rtfm that AwesomeMod fixes it, I guess it belongs here: my Sim doesn't get any moodlets from some of the Late Night drinks, especially the ones with the flame thumbnail.


Title: Re: AwesomeMod Bug Report Thread
Post by: Roobs on 2012 November 23, 13:07:07
The latest AM seems to be causing a vast increase in loading time for my save, to the point where I simply can't load it. I've tried several times, and after seeing the loading bar still at 1/3 after an hour I just give up. Took out AM and it loaded in about 5-10 minutes. Put it back in, and it's taking forever again.


Title: Re: AwesomeMod Bug Report Thread
Post by: kissing_toast on 2012 November 23, 18:07:34
The latest AM seems to be causing a vast increase in loading time for my save, to the point where I simply can't load it. I've tried several times, and after seeing the loading bar still at 1/3 after an hour I just give up. Took out AM and it loaded in about 5-10 minutes. Put it back in, and it's taking forever again.

Loading bar that never completes is patch fail.


Title: Re: AwesomeMod Bug Report Thread
Post by: Roobs on 2012 November 23, 18:28:20
I patched the day the patch was released, and my game has been working fine until updating to the 19th November AM, from whatever test one came before that (I haven't actually played the game in a few days, just updated the mod in the meantime). I did manage to get it load after leaving it a few hours, so it's literally just a vastly increased loading time.


Title: Re: AwesomeMod Bug Report Thread
Post by: Iolanthe on 2012 November 24, 15:28:47
I patched the day the patch was released, and my game has been working fine until updating to the 19th November AM, from whatever test one came before that (I haven't actually played the game in a few days, just updated the mod in the meantime). I did manage to get it load after leaving it a few hours, so it's literally just a vastly increased loading time.

Have you checked for conflicts?


Title: Re: AwesomeMod Bug Report Thread
Post by: Syque on 2012 November 30, 02:56:21
I'm having a pretty big problem with the in-game clock.  Basically, the game will "freeze" in that the game clock, sims, and cars stop moving and the game stops responding to mouse input. However, other animations continue as normal such as Z's over a sleeping sim, rain, or the plumbob rotating over a sim's head, as well as ambient sounds and music.  The clock, sims, etc will then suddenly progress again and any mouse input will get a response after a few seconds.  It'll then run for 5-10 sim minutes, and then the same thing happens again and again in a cycle. 

I saved while the game was acting this way and when I remove awesome mod and reboot, the problem disappears.  However, when I put the mod back in, the problem reappears.  Also, the game experiences these freezes at exactly the same sim time on each reload.

I have a few other mods installed but the same thing happened whether the other mods were present or not.  Also, if I load an older autosave, the game seems to be acting normally (I didn't play to the point in time where the problem starts occurring though).  I have all XPs and SPs installed except Showtime and KP, so I have the patch that came with seasons, and I'm using the 11/19/12 4:10 version of Awesomemod.

Here's a save file where you can observe this:
https://www.dropbox.com/s/1rmyp8bihlxr2oj/Sunset%20Valley%20-%20LN.sims3.zip


Title: Re: AwesomeMod Bug Report Thread
Post by: Thomas Harris on 2012 November 30, 06:38:04
Dropskill alchemy
Fail!  SkilllName alchemy not found!

I am afraid I do not know how to test this with AM removed.


Title: Re: AwesomeMod Bug Report Thread
Post by: guardianpegasus on 2012 December 01, 09:57:41
Had only one problem so far. Brand new installation, all patched up, latest AM and new town. TS3W.exe kept crashing when I went to any travel destination. Replacing it with a cracked TS3W.exe worked like a charm. Possible bug with nocd check or corrupted executable which seems unlikely.


Title: Re: AwesomeMod Bug Report Thread
Post by: KawaiiMiyo on 2012 December 02, 06:29:23
If disableclothingfilter is on, then the game will start with the Custom Clothing Filter on. This is a safety measure: If you don't turn it on, the game will pretty much lock up and die as it tries to load EVERYTHING IN THE UNIVERSE all at once while you fumble for the category you want to reach.

I've enabled this option in the config, but it doesn't seem to be working, CAS immediately loads all content (running the latest Awesomemod from 18/11).

I am having the same troubles. I enabled this option, and I still have to wait for every single clothing item to load...

Also quick question... When you say "If disableClothingFilter is on, that the game will "Start" with the custom filter on". I was thinking,  disableClothingFilter isn't in the config, and something that has to be typed manually in-game...  So it doesn't last after the game is restarted right? Or did you mean something else, such as after disabling the clothing filter it will immediately turn the custom filter on at the same time?

Either way, whether using disableclothingfilter or turning the custom clothing filter on via config, I never once have seen only custom clothing display.


Title: Re: AwesomeMod Bug Report Thread
Post by: Cyron on 2012 December 09, 17:44:50
Does fixall or towderelicts remove UFOs from the inventory of uninstantiated aliens?
I'm asking this because I can't trigger an abduction scenario, no matter what I try. Even the debug command don't work.
I found out that none of the aliens in the world have a UFO in their inventory.
No UFO = no abduction


Title: AM story driver failing to correct EA story driver
Post by: Soltis on 2012 December 09, 20:43:39
As of two days ago, there was an issue with AM where cross-world opportunities were being blocked.

To be more specific, the adventure stage (opportunity) "The Diary of Sin Pah" calls for a sim to "Travel to France"; when the sim arrives, they're supposed to get a few visa points or whatever and a subsequent task to talk to the nectar merchant.

With the EA story driver (or AM) the "Travel to France" stage completes as expected, but the subsequent step fails to appear. If one attempts to forcibly add it (China->EP1_Quest_France1, if I'm not mistaken) with twallan's DebugEnabler, the message "Unable to fulfil requirements for EP1_Quest_France1" appears; trying to add various other China opportunities while in France simply does nothing -- no idea if that's relevant or not.

If one uses twallan's StoryProgression instead of AM or EA, it's possible to progress in the adventure and complete it normally.

Speaking of AM story brokenness, there seems to be a *serious* lack of consideration in AM code for sim traits and relationships; I had a "Good", "Proper" sim, married with an LTR of 100, who was flirting like crazy a while back; another time her spouse was flirting (or being flirted with) several other sims as well, while she was in the room, and, until the "rumour" got around, she didn't appear to notice -- she kept flirting with him in between him flirting with everyone else until that occurred.

While I can see a sim with low LTR or shitty traits (neurotic, diva, evil, etc.) engaging in rampant autonomous infidelity even while having a high LTR value with their spouse, the behaviour I observed is simply stupid -- and I hesitate to imagine what manner of exposure to dog-humping gutter sluts would cause someone to omit basic trait and relationship weighting and/or gating for actions leading to marital infidelity.


Title: Re: AwesomeMod Bug Report Thread
Post by: Madame Mim on 2012 December 09, 21:47:25
Does fixall or towderelicts remove UFOs from the inventory of uninstantiated aliens?
I'm asking this because I can't trigger an abduction scenario, no matter what I try. Even the debug command don't work.
I found out that none of the aliens in the world have a UFO in their inventory.
No UFO = no abduction

If this is so it would explain a great deal. I have a Sim who has almost maxed his logic via telescope use and not a sausage.


Title: Re: AwesomeMod Bug Report Thread
Post by: Cyron on 2012 December 09, 23:28:12
How to find out whether your aliens own a UFO:
(I hope it's not against the rules to mention other mods)
1. You need Twallan's MasterController and MasterController Cheats
2. Click on a wall of any empty house
3. nraas -> Master Controller -> Add Sim -> Type of Sim -> Living
4. In the upcoming list find and select all aliens (there were never more than 3 in my worlds).
5. Have a look into their inventories.


Title: Re: AM story driver failing to correct EA story driver
Post by: jezzer on 2012 December 09, 23:50:45
And this needed its own separate thread instead of going into AM Bug Reports or AM Discussion because...?


Title: Re: AM story driver failing to correct EA story driver
Post by: Madame Mim on 2012 December 10, 01:29:14
And this needed its own separate thread instead of going into AM Bug Reports or AM Discussion because...?

It is Conspicuous Consumption Christmas and all the Snowflaeks are Speshul at this time of year.


Title: Re: AM story driver failing to correct EA story driver
Post by: J. M. Pescado on 2012 December 10, 05:31:53
Does fixall or towderelicts remove UFOs from the inventory of uninstantiated aliens?
No. No vehicles will ever be removed from a sim's inventory, as you (probably) paid for them! However, uninstantiated characters in the game do not have inventory, and any items in the inventory of an NPC that gets unininstantiated will be lost. This isn't an AwesomeMod-specific behavior, this is standard.

As of two days ago, there was an issue with AM where cross-world opportunities were being blocked.

To be more specific, the adventure stage (opportunity) "The Diary of Sin Pah" calls for a sim to "Travel to France"; when the sim arrives, they're supposed to get a few visa points or whatever and a subsequent task to talk to the nectar merchant.

With the EA story driver (or AM) the "Travel to France" stage completes as expected, but the subsequent step fails to appear. If one attempts to forcibly add it (China->EP1_Quest_France1, if I'm not mistaken) with twallan's DebugEnabler, the message "Unable to fulfil requirements for EP1_Quest_France1" appears; trying to add various other China opportunities while in France simply does nothing -- no idea if that's relevant or not

If one uses twallan's StoryProgression instead of AM or EA, it's possible to progress in the adventure and complete it normally.
I don't see why this would be related at ALL. AwesomeMod's story progression is a standalone module that has ZERO influence on Quests. However, I will look into this.

Speaking of AM story brokenness, there seems to be a *serious* lack of consideration in AM code for sim traits and relationships; I had a "Good", "Proper" sim, married with an LTR of 100, who was flirting like crazy a while back; another time her spouse was flirting (or being flirted with) several other sims as well, while she was in the room, and, until the "rumour" got around, she didn't appear to notice -- she kept flirting with him in between him flirting with everyone else until that occurred.
That is not a behavior of Story Progression at all. That seems more like dumb Sim Autonomy at work. Story Progression doesn't manipulate sims that are presently within active viewing of the player: That's not what it's for. It seems to me that you're attributing everything to "Story Progression", when none of the phenomena described are actually part of Story Progression.


Title: AwesomeMod Bug Report Thread
Post by: vorpal on 2012 December 10, 09:04:45
Does fixall or towderelicts remove UFOs from the inventory of uninstantiated aliens?
No. No vehicles will ever be removed from a sim's inventory, as you (probably) paid for them! However, uninstantiated characters in the game do not have inventory, and any items in the inventory of an NPC that gets unininstantiated will be lost. This isn't an AwesomeMod-specific behavior, this is standard.
But is it maybe possible that AwesomeMod prevents these UFOs from spawning in the first place? In my first test run of Seasons without Awesome my sim was abducted three times and almost reliably so after collecting space rocks during the night and analysing them straight away. Placing these rocks in the back yard then triggered the alien visits and befriending them and inviting them over resulted in an UFO landing instead of a car arriving. Since then and with AM I haven't had a single abduction in two different games and aliens were driving around in NPC motor pool vehicles and every alien that my sim had asked to move in joined the household empty-handed. I checked "listkills" regularaly during that time and there were never any SpaceCars listed among the kills but my suspicion is that they were never spawned right from the beginning because they are "free" cars in a way.


Title: Re: AwesomeMod Bug Report Thread
Post by: HomeschooledByTards on 2012 December 10, 14:45:33
But is it maybe possible that AwesomeMod prevents these UFOs from spawning in the first place? In my first test run of Seasons without Awesome my sim was abducted three times and almost reliably so after collecting space rocks during the night and analysing them straight away. Placing these rocks in the back yard then triggered the alien visits and befriending them and inviting them over resulted in an UFO landing instead of a car arriving. Since then and with AM I haven't had a single abduction in two different games and aliens were driving around in NPC motor pool vehicles and every alien that my sim had asked to move in joined the household empty-handed. I checked "listkills" regularaly during that time and there were never any SpaceCars listed among the kills but my suspicion is that they were never spawned right from the beginning because they are "free" cars in a way.

Do we even know for a fact that UFOs show up in their inventory? My witches all have brooms that they ride around town, but no broom shows up in inventory.


Title: Re: AM story driver failing to correct EA story driver
Post by: Soltis on 2012 December 10, 20:01:18
I don't see why this would be related at ALL. AwesomeMod's story progression is a standalone module that has ZERO influence on Quests. However, I will look into this.
That's why I said 'fails to fix EA' and not 'AM breaks' -- I believe EA managed to break cross-world quests, probably in 1.42, and StoryProgression does some kind of housekeeping which mitigates the problem.
That is not a behavior of Story Progression at all. That seems more like dumb Sim Autonomy at work. Story Progression doesn't manipulate sims that are presently within active viewing of the player: That's not what it's for. It seems to me that you're attributing everything to "Story Progression", when none of the phenomena described are actually part of Story Progression.
Noted; it's new behaviour, so I figured it should be mentioned -- I also felt like being unnecessarily vulgar. <Witch_Hazel>Call it a weakness.</Witch_Hazel>  (Also I don't know how much pushing/sim tampering your story driver does; I do know twallan's is very pushy indeed.)


Title: Re: AwesomeMod Bug Report Thread
Post by: Gwill on 2012 December 10, 20:43:22
I just noticed a minor annoyance:  WA keystones no longer stack in a sims inventory.  Also a small related request: Would it be too much to ask that big inventions stack? The Master Inventor Challenge gets very annoying when you have to get rid of the hundred floor hyginators in the inventory.


Title: Re: AwesomeMod Bug Report Thread
Post by: Soltis on 2012 December 10, 20:50:33
Another little bug: the opportunity to defeat Dong Huo magically completed itself as soon as he opened his sarcophagus. He was still wandering around, and I was able to defeat him like any other mummy, but the game gave me the text about having done so before he had even fully emerged.


Title: Re: AwesomeMod Bug Report Thread
Post by: phnxflyng on 2012 December 12, 23:15:48
I searched and didn't find that this bug was already discussed (apologies if I missed something somewhere): I have furniture going invisible. So far, the train set (what is the purpose of the train set anyway?) and one of the vanity dresser things.


Title: Re: AwesomeMod Bug Report Thread
Post by: jsader on 2012 December 13, 17:17:44
I've had all of the above mentioned WA issues for quite awhile now, not just with the latest patch. More like since Generations or Pets.


Title: Re: AwesomeMod Bug Report Thread
Post by: Soltis on 2012 December 15, 02:17:01
I just noticed a few child sims' school status reads "Snow Day" and has for about 20 sim days. Changing schools and resetting them makes no difference. Even enrolling them in a boarding school and withdrawing them a few days later didn't have any effect.


Title: Re: AwesomeMod Bug Report Thread
Post by: Madame Mim on 2012 December 15, 04:27:22
Which reminds me. If my child Sim has a 'snow day' is there any way we can enforce that all child Sims in the hood will? It seems silly that the kids one block over who attend the same school are forced in when mine stays home and has no-one to play with.


Title: Re: AwesomeMod Bug Report Thread
Post by: tizerist on 2012 December 19, 17:47:03
Has the control-click 'select-this-household' thing been removed, or reassigned? Can't do it anymore.


Title: Re: AwesomeMod Bug Report Thread
Post by: wizard_merlin on 2012 December 19, 18:47:41
Has the control-click 'select-this-household' thing been removed, or reassigned?

No.


Title: Re: AwesomeMod Bug Report Thread
Post by: KawaiiMiyo on 2012 December 21, 16:39:10
(http://i248.photobucket.com/albums/gg173/kawaiimiyo/fse3_zpsc7414d43.jpg)
(http://i248.photobucket.com/albums/gg173/kawaiimiyo/fse1-2_zps0a070a85.jpg)


Title: Re: AwesomeMod Bug Report Thread
Post by: PolecatEZ on 2012 December 22, 18:09:27
Using the Potent Personality Adjuster potion, my sim received "Radar Tagged" as one of his 5 new traits.  Any way to prevent this from happening?

Removing the tracking removes the trait, leaving the sim with 4 traits.  Yes, its easy enough to correct with cheats, just wonderin' though.

****
My sim also received the "Backstabber" trait, also a hidden trait - though I'm not sure the source.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 December 22, 18:45:19
Noted: Will fix, restricted indicator traits should not be appearing in the pool.


Title: Re: AwesomeMod Bug Report Thread
Post by: Valerie on 2012 December 25, 16:25:12
I just got a new laptop  ( Windows 8 ) so I started sims to make a new game and I made a werewolf male and hit randomize (because I'm too lazy to go through each and every slider) and the mouse just keeps spinning and loading even though the sim had already randomized itself.

I cleared out just my awesome mod and config and this glitch disappeared, but when I've got awesome in the mod folder this happens... not sure if anyone else has experienced it.

Edit: It doesn't happen with normal human sims... I have all the expansion packs and stuff packs.


Title: Re: AwesomeMod Bug Report Thread
Post by: Spaldingas on 2012 December 25, 16:27:39
I noticed another issue: even though Sims 2 style aging is enabled in the Config, a non-active sim died while I was playing with another household. He was an elder who had over a week to live when I played with his household. Day before a note about his death came, there was a pop-up about him going to die soon. I've never had this kind of issues before and I've used the Sims 2 aging since it became an option with AM. Now it looks like it doesn't work. (Using the 19/11 version of AM)

I noticed this too. Very annoying as I live for TS2-style aging! It has screwed up my gameplay as now everyone has aged up. Any way this can be fixed?


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 December 25, 16:33:37
The "Will Die Soon" popup and notification actually has no relationship to whether or not a sim will actually die: Once a sim reaches die-able age, it will die randomly and unpredictably. A popup, therefore, is sort of useless in terms of warning you about this.

I will schedule an investigation into this matter.


Title: Re: AwesomeMod Bug Report Thread
Post by: Spaldingas on 2012 December 25, 17:03:35
The "Will Die Soon" popup and notification actually has no relationship to whether or not a sim will actually die: Once a sim reaches die-able age, it will die randomly and unpredictably. A popup, therefore, is sort of useless in terms of warning you about this.

It's not just the pop up though - Sims of all ages have aged up so I'm wondering if that aspect isn't working any more.


Title: Re: AwesomeMod Bug Report Thread
Post by: Cyron on 2012 December 26, 20:53:35
On page 40 I reported that my Sims won't get abducted even if I trigger an abduction with a debug cheat. I was able to track it down to awesomemod now.
I removed every mod except for awesomemod = no abduction
Having every other mod installed except awesomemod = immediately successful abductions.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 December 27, 16:03:31
Having every other mod installed except awesomemod = immediately successful abductions.
Will be fixed: Was caused by AwesomeMod suppressing the "give free lunches to everyone" routine affecting the NPC alien fambly as well: NPC alien fambly will now receive the UFO to perform abductions with.

I noticed another issue: even though Sims 2 style aging is enabled in the Config, a non-active sim died while I was playing with another household. He was an elder who had over a week to live when I played with his household. Day before a note about his death came, there was a pop-up about him going to die soon. I've never had this kind of issues before and I've used the Sims 2 aging since it became an option with AM. Now it looks like it doesn't work. (Using the 19/11 version of AM)

I noticed this too. Very annoying as I live for TS2-style aging! It has screwed up my gameplay as now everyone has aged up. Any way this can be fixed?
I am unable to verify this. Check that the proper option is actually registering as enabled in SetConfig? Nothing there appears to have changed, unless you have a third-party aging controller.

Which reminds me. If my child Sim has a 'snow day' is there any way we can enforce that all child Sims in the hood will? It seems silly that the kids one block over who attend the same school are forced in when mine stays home and has no-one to play with.
In theory, every single School Career work alarm is supposed to handle this. I have no idea why it does not, but I am not sure adding a global set check to every single school for every single school is wise at this point.


Title: Re: AwesomeMod Bug Report Thread
Post by: Spaldingas on 2012 December 28, 10:28:59
I noticed another issue: even though Sims 2 style aging is enabled in the Config, a non-active sim died while I was playing with another household. He was an elder who had over a week to live when I played with his household. Day before a note about his death came, there was a pop-up about him going to die soon. I've never had this kind of issues before and I've used the Sims 2 aging since it became an option with AM. Now it looks like it doesn't work. (Using the 19/11 version of AM)

I noticed this too. Very annoying as I live for TS2-style aging! It has screwed up my gameplay as now everyone has aged up. Any way this can be fixed?
I am unable to verify this. Check that the proper option is actually registering as enabled in SetConfig? Nothing there appears to have changed, unless you have a third-party aging controller.

It's definitely enabled, and there is no third-party aging controller. The only other mod I have installed is Overwatch; could this be causing it?


Title: Re: AwesomeMod Bug Report Thread
Post by: Gwill on 2012 December 28, 14:40:58
I just got a new laptop  ( Windows 8 ) so I started sims to make a new game and I made a werewolf male and hit randomize (because I'm too lazy to go through each and every slider) and the mouse just keeps spinning and loading even though the sim had already randomized itself.

I've noticed this too.  Whenever I create supernaturals in CAS I make sure to do all the work while they're still human and change the species at the very end.


Title: Re: AwesomeMod Bug Report Thread
Post by: Valerie on 2012 December 28, 20:56:37
I just got a new laptop  ( Windows 8 ) so I started sims to make a new game and I made a werewolf male and hit randomize (because I'm too lazy to go through each and every slider) and the mouse just keeps spinning and loading even though the sim had already randomized itself.

I've noticed this too.  Whenever I create supernaturals in CAS I make sure to do all the work while they're still human and change the species at the very end.

I cleared out awesome mod and it seemed to allow randomization without freezing like that (even in supernatural form).  Is that the same for you? I'm not sure if it's conflicting with another mod I have. & Yeah no one really responded to my post so I just started making them as humans. But you don't have to wait til you're done clothing them to change them, just the randomization glitches.


Title: Re: AwesomeMod Bug Report Thread
Post by: Cyron on 2012 December 29, 16:10:50
I found a new release about two days ago (or was it yesterday?). Is the UFO bug supposed to be fixed with this?
Because it's not.
Just asking.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2012 December 29, 18:49:46
It takes about an in-game day or two for the system go to into effect, so if you're loading up and immediately testing, the aliens haven't received their ship yet.


Title: Re: AwesomeMod Bug Report Thread
Post by: IAmTheRad on 2012 December 31, 04:35:12
The alchemy books will disappear after reading them once, so they are not subject to AwesomeMod's rules.


Title: Re: AwesomeMod Bug Report Thread
Post by: Madame Mim on 2012 December 31, 04:53:47
Magic books are magic.


Title: Re: AwesomeMod Bug Report Thread
Post by: IAmTheRad on 2012 December 31, 05:27:03
When a fire is extinguished on an active sims lot, they will automatically get 300k + value of destroyed objects.


Title: Re: AwesomeMod Bug Report Thread
Post by: PolecatEZ on 2013 January 01, 01:54:18
Noted: Will fix, restricted indicator traits should not be appearing in the pool.

You fixed it all right...Personality Adjuster potions, both normal and potent versions, no longer have any effect.  When ordered to drink or throw at another sim, the target just does a little jump-bug thing and nothing happens.  No potion gets used up and no traits get changed.  I haven't been able to test "reverse personality" yet, though I don't think that would be affected, as the traits aren't randomly drawn in that case.  All other potions still work just fine.


Title: Re: AwesomeMod Bug Report Thread
Post by: PA on 2013 January 02, 19:47:10
It takes about an in-game day or two for the system go to into effect, so if you're loading up and immediately testing, the aliens haven't received their ship yet.

I have played one save about 3 sim days hoping for my aliens to get their UFOs, but it appears they haven't.  I even tried using debug interactions to force an alien visitation, bought the alien a UFO and put it into his inventory, which he promptly used to leave the lot...and the aliens still have no UFOs in their inventories.  Edit: To clarify, the alien that I bought the UFO looks to have lost it somehow in the intervening days.


Title: Re: AwesomeMod Bug Report Thread
Post by: Cyron on 2013 January 02, 20:48:25
So I played for over a Sim-week now after installing the latest release.
I have also played different neighborhoods but my Sims still don't get abducted and just now I have seen an alien leaving a lot with a taxi again.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2013 January 03, 00:16:40
Hrm, now that is peculiar. Where do the aliens go when they leave? Do a "siminfo" on that alien. It's possible that they're losing ther inventories on deinstantiation if they happen to have been stationed offworld. I'll investigate the issue more closely.


Title: Re: AwesomeMod Bug Report Thread
Post by: PA on 2013 January 03, 02:40:22
I'm not sure how to do that; if it is the "Who Am I?" interaction, this is what the alien shows when he is in-world:
(http://www.moreawesomethanyou.com/partemis/whoisalien.jpg)

I don't know how to do anything similar to a sim that is only accessible via relationship panel.

In the relationships panel, the alien has the same greyed out look that sims from Foreignia do and when I invited him over to get his stats, he appeared at the ass-end of the map, same place adult sims do when a "free vacation" goes haywire.


Title: Re: AwesomeMod Bug Report Thread
Post by: Mooingloudly on 2013 January 03, 07:25:29
I tried giving the aliens a ship using Master Controller and Buy debug.  They appear to be keeping the ship now and no new aliens have spawned. But I haven't seen any abductions at this point.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2013 January 03, 15:19:56
Issues with Alien UFO should be fixed now.

You fixed it all right...Personality Adjuster potions, both normal and potent versions, no longer have any effect.  When ordered to drink or throw at another sim, the target just does a little jump-bug thing and nothing happens.  No potion gets used up and no traits get changed.  I haven't been able to test "reverse personality" yet, though I don't think that would be affected, as the traits aren't randomly drawn in that case.  All other potions still work just fine.
Fixed.

When a fire is extinguished on an active sims lot, they will automatically get 300k + value of destroyed objects.
That's strange. Because there's no reason why they'd get ANY money, at least not for any reason I put in, so it seems unrelated to AwesomeMod. Does it say anything?


Title: Re: AwesomeMod Bug Report Thread
Post by: Madame Mim on 2013 January 03, 23:22:11
Alien abductions work now!
Thanks J.M. :)

Brilliant, not to speak ill of NRAAS Industries, but I was definately getting withdrawal symptoms for expertMode, roboticHandOfGod and manualNavigation (to start with).


Title: Re: AwesomeMod Bug Report Thread
Post by: SJActress on 2013 January 04, 02:51:24
When using MC and instructing a Sim to do Random Crap, it sometimes gets stuck in a loop of "Bathe Pet..." (at least when there are multiple available pets) and "Contemplate Surroundings."


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2013 January 09, 01:29:31
Given that "random crap" means "Let the EA autonomy engine pick after all vitals are taken care of", it's not surprising that the random crap chosen is incredibly frivolous and stupid, since at that point the sim literally has nothing it needs doing.


Title: Re: AwesomeMod Bug Report Thread
Post by: SJActress on 2013 January 10, 04:07:47
Given that "random crap" means "Let the EA autonomy engine pick after all vitals are taken care of", it's not surprising that the random crap chosen is incredibly frivolous and stupid, since at that point the sim literally has nothing it needs doing.

I agree that they are frivolous and stupid actions and nothing needs doing. However, to clarify, I didn't mean that they endlessly "Contemplate Surroundings," I meant that they endlessly try to "Contemplate Surroundings" and the queue keeps dropping and popping itself back up. In order to get them out of it, I have to give them some other meaningless chore.

You may have understood it that way anyway; I don't know. I won't whinge about it further, either way.


Title: Re: AwesomeMod Bug Report Thread
Post by: Thepumpula on 2013 January 13, 18:17:24
Hi,
I have used Am for quite a long time now.. oh.. and love it.. I use sims 2 style aging, and lately  have noticed that even though it is definately on (have been checking and double checking) my sims in unactive households have started to age and grow up.. any idea what is going on.. i don´t have any other hacks exept nraas woohooer.. and so far these two has worked just fine together.. I have all the expansion up to generations, and yes have patched my game and the awesomemod version is the one i should have.. Help??


Title: Re: AwesomeMod Bug Report Thread
Post by: Skadi on 2013 January 13, 22:09:53
Hi,
I have used Am for quite a long time now.. oh.. and love it.. I use sims 2 style aging, and lately  have noticed that even though it is definately on (have been checking and double checking) my sims in unactive households have started to age and grow up.. any idea what is going on.. i don´t have any other hacks exept nraas woohooer.. and so far these two has worked just fine together.. I have all the expansion up to generations, and yes have patched my game and the awesomemod version is the one i should have.. Help??
Others have mentioned some oddness with TS2 style aging at the moment, you may be better off just switching aging off in the mean time.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2013 January 14, 09:05:27
I am investigating the aging issue, but examining the code reveals no particular reason why this happens, other than perhaps your game having a backlog of aging that it was slowly working through before you turned it on. The cutoff seems quite clear, unless something is now suddenly managing to bypass it. Can you directly observe the aging? Does it happen with only specific ages, such as elders dying, or is it acting as if the setting is being ignored?


Title: Re: AwesomeMod Bug Report Thread
Post by: witch on 2013 January 14, 11:51:10
I moved a couple of cowboys into the Bedlington's place, but even though there were enough bedrooms, and I named all the lot's text fields 'Bedlington', awesomemod insisted on moving them repeatedly to a small starter home, along with their horses.


Title: Re: AwesomeMod Bug Report Thread
Post by: Thepumpula on 2013 January 20, 14:36:01
I am investigating the aging issue, but examining the code reveals no particular reason why this happens, other than perhaps your game having a backlog of aging that it was slowly working through before you turned it on. The cutoff seems quite clear, unless something is now suddenly managing to bypass it. Can you directly observe the aging? Does it happen with only specific ages, such as elders dying, or is it acting as if the setting is being ignored?

So far has aged babies to toddlers, toddlers to children and children to teenagers..


Title: Re: AwesomeMod Bug Report Thread
Post by: wizard_merlin on 2013 January 21, 21:06:44
I am investigating the aging issue, but examining the code reveals no particular reason why this happens, other than perhaps your game having a backlog of aging that it was slowly working through before you turned it on. The cutoff seems quite clear, unless something is now suddenly managing to bypass it. Can you directly observe the aging? Does it happen with only specific ages, such as elders dying, or is it acting as if the setting is being ignored?
So far has aged babies to toddlers, toddlers to children and children to teenagers..

When you switch families, do you know what their age was?  If you switched on the day they were due to age up, I believe the queued aging action, which you can't see, will still cause the sim to age at the end of the day, even with TS2 aging, or if you suddenly turn aging off, and you change active households.


Title: Re: AwesomeMod Bug Report Thread
Post by: AnnaM on 2013 February 01, 23:13:56
I have enabled TS2-style aging a couple of (RL) days ago because I wanted to try a different playing style, and I have noticed that at least 2 children have aged to teens. These are in families that I have never played - they were school friends of my playable child, which is why I noticed. It seems to have happened at the same time as my child aged, but this may be a coincidence -- she's been adopted as a child pretty much as soon as I moved into this new town, so she may simply be sync'd with the other schoolkids.

(I've also had an elder die, but I see that this has already been answered & isn't controlled by aging, so ok.)


Title: Re: AwesomeMod Bug Report Thread
Post by: vorpal on 2013 February 02, 08:53:29
I'm still on 1.42, so not really qualified to reply, but since the Supernatural patch my playable ghosts age, too, despite having disabled their aging in the config.


Title: Re: AwesomeMod Bug Report Thread
Post by: jezzer on 2013 February 02, 13:20:56
I'm still on 1.42, so not really qualified to reply...

There's where you should have stopped your sentence.


Title: Re: AwesomeMod Bug Report Thread
Post by: Nancy on 2013 February 02, 17:01:20
Compendium is not working right.

If I transfigure compendium and put a compendium as one of the eight metals going in, it takes all the metals EXCEPT the compendium to increase the value for the output compendium.

I am running the game with no mods at all now, and the compendium is calculated as part of the input (which it is).   So I assume it is an awesomemod bug...


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2013 February 03, 05:53:06
Working as intended. Compendium added to more compendium does not count the value of the compendium for compoundment, because otherwise, it takes only about 100 transformations to blow out int64, and math issues will start appearing well before then when you blow out int32. Therefore, ONLY the value of the non-compendium/supernovium metals are increased. Otherwise you've got a huge unlimited money exploit to the point where it will physically bork the game, and only the idiots at EAxis who failed math couldn't see that.

Creating a single item worth several quadrillion is BAD JUJU.


Title: Re: AwesomeMod Bug Report Thread
Post by: cwieberdink on 2013 February 03, 22:11:33
Have latest AM, latest patch.  I searched and the most recent report of this problem is 2010.  I have a brand new game.  AM is the only mod.  Most EPs and SPs.  New sim, law enforcement career, whenever I select "Get to know partner" from her work menu, I'm notified that she needs to meet one first.  It looks like this used to be an issue that was nerfed a long time ago, so I probably missed something simple.


Title: Re: AwesomeMod Bug Report Thread
Post by: youarehome on 2013 February 04, 07:50:14
DEBUG Trigger Alien Abuduction doesn't work. The game freezes for 2 seconds and then goes back to normal with no alien ship or aliens


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2013 February 04, 11:03:29
Have latest AM, latest patch.  I searched and the most recent report of this problem is 2010.  I have a brand new game.  AM is the only mod.  Most EPs and SPs.  New sim, law enforcement career, whenever I select "Get to know partner" from her work menu, I'm notified that she needs to meet one first.  It looks like this used to be an issue that was nerfed a long time ago, so I probably missed something simple.
One should have spawned if you attempted to do so. If it continues, attach save. Where have you been, anyway?


Title: Re: AwesomeMod Bug Report Thread
Post by: cwieberdink on 2013 February 04, 12:40:06
Here and there.  I had only a craptop unable to play Sims, so I was dead for a while.  Now I am reanimated with a pretty nice rig and I can play again!


Title: Re: AwesomeMod Bug Report Thread
Post by: PA on 2013 February 04, 23:39:23
DEBUG Trigger Alien Abuduction doesn't work. The game freezes for 2 seconds and then goes back to normal with no alien ship or aliens

I noticed that one of my alien visitors arrived for a visitation in a UFO and left in a Sloppy Jalopy.  Checked just now and my aliens appear to have lost their UFOs again.


Title: Re: AwesomeMod Bug Report Thread
Post by: jennydeenyc on 2013 February 05, 02:07:08
I'm using the latest AM on a game patched to 1.48 (all SPs & EPs installed except WA, LN, Fast Lane, Katy Perry & Supernatural) and an aweconf.package file generated by the "config for dummies" tool. I have the config set to use Awesome's story progression, but when I check in-game via the showconfig command, it says False next to UseAwesomeStoryDriver. I tried to set it to true manually via setconfig, but received no confirmation popup and the same False notation shows up when I run showconfig after attempting to do so. I also have Nraas' Story Progression installed but have it set to not use his story driver, since I only want his mod for the map tags feature, not the soap-opera-style stories. Kind of desperate to get AM's story mode up and running again since I just realized that no townies have gotten paired up or had kids in the time it's taken my legacy sim to pop out a couple of heirs...meaning there's only 2 other teenagers in town and no under-12s at all other than my sim's daughter. Pretty slim pickings for when they reach marrying age, unfortunately.


Title: Re: AwesomeMod Bug Report Thread
Post by: cwieberdink on 2013 February 05, 13:58:00
Partner still not spawning.  I do have a couple other things (no intro, no build sparkles, sliders) but didn't change anything. Save fiiles appear too big to attach here.


Title: Re: AwesomeMod Bug Report Thread
Post by: wizard_merlin on 2013 February 05, 21:16:22
I also have Nraas' Story Progression installed but have it set to not use his story driver

Have you tried removing Nrass Story progression?  If I recall correctly, AM automatically turns off AM story Progression, if it detects Nrass Story Progression.

DEBUG Trigger Alien Abuduction doesn't work. The game freezes for 2 seconds and then goes back to normal with no alien ship or aliens

How many times have you tried it?  Last time I used the debug option, it took maybe 3-4 attempts before it worked.  Not sure what the issue was, whether it was missing ships, the time, or something else misbehaving.


Title: Re: AwesomeMod Bug Report Thread
Post by: youarehome on 2013 February 06, 08:03:02
I've tried it again and I managed to get it to work twice in a row and then nothing the next sim day when I tried it again. To get it to work the first time, I had to wait till the appropriate time period and get my sim to wait outside. I think I also had to have meteorites somewhere around on in his inventory.


Title: Re: AwesomeMod Bug Report Thread
Post by: jezzer on 2013 February 06, 17:54:17
Your entire post makes me want to slap the taste right out of your mouth.

ETA:  Awwwww.   The snowflake baleeted it.  Now I has a sad.  :(


Title: Re: AwesomeMod Bug Report Thread
Post by: cwieberdink on 2013 February 06, 18:03:20
Update:  I removed AM to see if that was causing the issue of no partner, and still none spawned, so it's not AM.  Also, my firefighter met coworkers on his first day, but since then, the firehouse is ALWAYS empty.  No one else ever shows up there.  Is this expected behavior?


Title: Re: AwesomeMod Bug Report Thread
Post by: kissing_toast on 2013 February 06, 19:30:38
Update:  I removed AM to see if that was causing the issue of no partner, and still none spawned, so it's not AM.  Also, my firefighter met coworkers on his first day, but since then, the firehouse is ALWAYS empty.  No one else ever shows up there.  Is this expected behavior?

Are you sure you have story progression on, within the game? It's got to be on in the first place for the AM story stuff to work, AM SP makes sims actually do things not just in pop ups.   


Title: Re: AwesomeMod Bug Report Thread
Post by: jennydeenyc on 2013 February 06, 20:38:30
I also have Nraas' Story Progression installed but have it set to not use his story driver

Have you tried removing Nrass Story progression?  If I recall correctly, AM automatically turns off AM story Progression, if it detects Nrass Story Progression.

Ah, thanks that makes sense...though it would be nice to be able to enable the AM progression if the Nraas progression mod is installed but disabled, similar to how people used to switch between Indie Stone & AM in-game. I personally find the expanded map tags included with Twallan's SP Extras mod incredibly useful and am loath to give up that functionality. If I could find a standalone mod that provides expanded map tag functionality I'd use that instead, but there doesn't seem to be one out there.


Title: Re: AwesomeMod Bug Report Thread
Post by: cwieberdink on 2013 February 06, 21:22:21
Update:  I removed AM to see if that was causing the issue of no partner, and still none spawned, so it's not AM.  Also, my firefighter met coworkers on his first day, but since then, the firehouse is ALWAYS empty.  No one else ever shows up there.  Is this expected behavior?

Are you sure you have story progression on, within the game? It's got to be on in the first place for the AM story stuff to work, AM SP makes sims actually do things not just in pop ups.   

Ah, nope.  Story progression was turned off in the game, as I thought AM took over that function. 


Title: Re: AwesomeMod Bug Report Thread
Post by: Nalia on 2013 February 07, 13:57:03
Can you directly observe the aging? Does it happen with only specific ages, such as elders dying, or is it acting as if the setting is being ignored?

In my case it stopped working after patch 1.39.
Same here. It was that bloody patch that brought the plague in my game and messed with TS2 aging feature of AM.

Expansion and Stuff packs installed: WA, Late Night, Ambitions, High-End Loft stuff, Town Life Stuff, Generations, Seasons.
Mods installed:  AM and Twallan's: Error Trap, Master Controller, Overwatch, Woohooer, Portrait Panel.
Running the latest patch and all mods updated to their latest version.

Pescado,
It doesn't happen with specific ages, but rather as if the setting is not present at all. I run tests in freshly-created world and new Sims with the same results. The game notifies me of Sims' birthdays and also asks me to choose a trait, if said Sim lives in a household marked as "Sacred".


Title: Re: AwesomeMod Bug Report Thread
Post by: wizard_merlin on 2013 February 08, 20:11:11
Update:  I removed AM to see if that was causing the issue of no partner, and still none spawned, so it's not AM.  Also, my firefighter met coworkers on his first day, but since then, the firehouse is ALWAYS empty.  No one else ever shows up there.  Is this expected behavior?
Are you sure you have story progression on, within the game? It's got to be on in the first place for the AM story stuff to work, AM SP makes sims actually do things not just in pop ups.   
Ah, nope.  Story progression was turned off in the game, as I thought AM took over that function. 

You need the in game story progression option enabled for AM story progression to work.  With story progression disabled might explain why the game isn't generating the extra sims for you.


Title: Re: AwesomeMod Bug Report Thread
Post by: youarehome on 2013 February 10, 08:12:17
Your entire post BLAH BLAH BLAH BLAH


What was that? Oh, must have been the wind.


Title: Re: AwesomeMod Bug Report Thread
Post by: jezzer on 2013 February 10, 13:35:30
Your entire post BLAH BLAH BLAH BLAH


What was that? Oh, must have been the wind.

Wasn't aimed at you, precious.  The person who posted after you deleted their post.


Title: Re: AwesomeMod Bug Report Thread
Post by: Nancy on 2013 February 16, 01:41:55
Working as intended. Compendium added to more compendium does not count the value of the compendium for compoundment, because otherwise, it takes only about 100 transformations to blow out int64, and math issues will start appearing well before then when you blow out int32. Therefore, ONLY the value of the non-compendium/supernovium metals are increased. Otherwise you've got a huge unlimited money exploit to the point where it will physically bork the game, and only the idiots at EAxis who failed math couldn't see that.

Creating a single item worth several quadrillion is BAD JUJU.

I wonder if you could let this be OUR decision, in the configuration, as to how we want compendium to calculate, since clearly the game does use ALL the input ingots (compendium and supernovium no exception) to calculate the value of the output when you run with no mods at all.

I mean, I was having my sims spend forever transfiguring, now I have to decide when to stop being greedy and just sell the compendium already, before the bank breaks.   I have sold a 22 million compendium and have another 67 million one sitting around, and I don't think they are really going to break the math, I can always just start another piece....

Nancy


Title: Re: AwesomeMod Bug Report Thread
Post by: Madame Mim on 2013 February 16, 05:18:17
... it will physically bork the game, and only the idiots at EAxis who failed math couldn't see that.


I wonder if you could let this be OUR decision,

I 2nd this request - Pescado, make it a toggle so Nancy can break her game.


Title: Re: AwesomeMod Bug Report Thread
Post by: vorpal on 2013 February 16, 07:03:10
I'm still on 1.42, so not really qualified to reply...

There's where you should have stopped your sentence.
Maybe, but at least I can confirm now that playable ghosts still age with 1.48 and the 2013/01/23 04:52:25 version of AM.


Title: Re: AwesomeMod Bug Report Thread
Post by: Gwill on 2013 February 16, 15:49:55
I'm not sure if this is a bug or a feature, but I've noticed that FulfillWantsWithoutLocking also fulfils Lifetime Wishes.  It's particularily troublesome with "Living in the Lap of Luxury", "The Perfect Garden", "Presenting the Perfect Private Aquarium", "Bottomless Nectar Cellar" and those kinds of wishes where no effort is required if you just happen to be born into the right kind of family.  It seems a bit cheaty to me, I never let sims pick those lifetime wishes unless they can do them from scratch.


Title: Re: AwesomeMod Bug Report Thread
Post by: wizard_merlin on 2013 February 16, 20:09:00
... it will physically bork the game, and only the idiots at EAxis who failed math couldn't see that.
I wonder if you could let this be OUR decision,
I 2nd this request - Pescado, make it a toggle so Nancy can break her game.

The problem then is that Nancy will be posting and screaming everywhere how AM broke her game when it does implode, and want Pescado to fix it.

I'm not sure if this is a bug or a feature, but I've noticed that FulfillWantsWithoutLocking also fulfils Lifetime Wishes.

Are you saying that the LTWs are being completed before they are being selected and locked?  Because so far, I have not seen that happen unless I actually select the LTW, at which time, if all conditions are met, they immediately fulfill the wish.


Title: Re: AwesomeMod Bug Report Thread
Post by: Gwill on 2013 February 16, 23:32:46
Yes, they are being fulfilled without being locked.  I just had a child complete something that must have been life of luxury when I wasn't looking.
She got the points for it, but the LTW slot stayed open.  I've selected a new LTW and am waiting to see what will happen when that's fulfilled.  If I remember correctly from last time it just changed the badge to completed without awarding any points.

Edit: Picking a new LTW made it show as completed within a few minutes, even though it isn't.  No extra points given.
She now appears to have completed "Master of the Arts", despite having a guitar skill of 3 and art of 5.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2013 February 17, 01:28:10
That is strange. I've never seen that before, haven't changed anything, and am not sure why that happens. Will investigate.


Title: Re: AwesomeMod Bug Report Thread
Post by: ryuukai on 2013 February 28, 05:16:48
Hi there,

I recently patched to version 15.0 for sims 3 and downloaded test version 1.5 of AM accordingly. Every time I tried to split up a household or move a sim out the game crashed to desktop. I removed all CC, still crashed. Removed AM, working fine again, re-installed CC (without AM) and game still worked. Re-downloaded and installed test version of AM and game crashed when I tried to split up household.

I have all the right specs, enough free space, etc. It's definitely AM that's affecting my game, so thought I should post here. I'm running a mac, so not sure if the same issue would happen to a pc-user.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2013 February 28, 09:31:56
Yes, the recurrence of this issue is a known deep-engine glitch.  It occurs for no logical reason, simply because some code which doesn't do anything (the original EAxian junk) is left there, even though it shouldn't ever be accessed. Try it now.


Title: Re: AwesomeMod Bug Report Thread
Post by: blablamana on 2013 February 28, 15:18:33
Yes, the recurrence of this issue is a known deep-engine glitch.  It occurs for no logical reason, simply because some code which doesn't do anything (the original EAxian junk) is left there, even though it shouldn't ever be accessed. Try it now.

Nope, still the same problem(with me at least). Taking AM out still fixes the problem.


Title: Re: AwesomeMod Bug Report Thread
Post by: ryuukai on 2013 February 28, 17:52:39
Yeah, I just tried it again now with new download and still the same problem


Title: Re: AwesomeMod Bug Report Thread
Post by: Juan Sfalcin on 2013 March 01, 03:05:36
Yes, the recurrence of this issue is a known deep-engine glitch.  It occurs for no logical reason, simply because some code which doesn't do anything (the original EAxian junk) is left there, even though it shouldn't ever be accessed. Try it now.

Having the same problem with a vanilla game (with the newest patch) and just the test version.


Title: Re: AwesomeMod Bug Report Thread
Post by: Nienor on 2013 March 01, 22:42:29
Yes, move crash as well - move was possible when I removed AM.


Title: Re: AwesomeMod Bug Report Thread
Post by: ShortyBoo on 2013 March 02, 11:06:38
I have the move crash as well. I tried to move a sim out using the computer, and it crashed.


Title: Re: AwesomeMod Bug Report Thread
Post by: SJActress on 2013 March 03, 00:53:57
I downloaded awesome.zip dated March 2, 2013, and now the game is whining about having an outdated mod. Perhaps it's something else, but I haven't changed anything else since yesterday, and it didn't bitch then.

ETA: It is indeed AM causing it.

ETA: Wow. I decided to Ignore and start the game. There were 89 errors recorded with ErrorTrap, and everyone disappeared.


Title: Re: AwesomeMod Bug Report Thread
Post by: Gwill on 2013 March 03, 00:57:04
I'm getting an avalanche of these error while I play.
This is a witch working as a stage magician.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2013 March 03, 02:05:36
I downloaded awesome.zip dated March 2, 2013, and now the game is whining about having an outdated mod. Perhaps it's something else, but I haven't changed anything else since yesterday, and it didn't bitch then.
Have you patched the game?

I'm getting an avalanche of these error while I play.
This is a witch working as a stage magician.
The only reason you could get this error is if, for some reason, the skill data for Athletic is missing. I cannot think of any logical reason why this error would occur, since it is happening inside of a no-argument EAxian function call. Something is wrong with your game install.


Title: Re: AwesomeMod Bug Report Thread
Post by: SJActress on 2013 March 03, 02:27:35
I downloaded awesome.zip dated March 2, 2013, and now the game is whining about having an outdated mod. Perhaps it's something else, but I haven't changed anything else since yesterday, and it didn't bitch then.
Have you patched the game?

Yes. I had the test version yesterday, which disappeared from the site, so I installed the latest non-test release today. I grabbed the test version out of my Recycle Bin (downloaded on 2/28) and it's working fine.


Title: Re: AwesomeMod Bug Report Thread
Post by: rhodaloo on 2013 March 03, 04:03:30
I have the move crash.  Mine occurred right after a wedding. Patched with 1.50 and have last test awesome.


Title: Re: AwesomeMod Bug Report Thread
Post by: PA on 2013 March 03, 07:25:47
I downloaded awesome.zip dated March 2, 2013, and now the game is whining about having an outdated mod. Perhaps it's something else, but I haven't changed anything else since yesterday, and it didn't bitch then.
Have you patched the game?

Yes. I had the test version yesterday, which disappeared from the site, so I installed the latest non-test release today. I grabbed the test version out of my Recycle Bin (downloaded on 2/28) and it's working fine.

I've got the same issue.  Just downloaded the release AM and it's giving me grief about outdated mods, while the test 2/28 1.50 AM was fine.


Title: Re: AwesomeMod Bug Report Thread
Post by: tigerste on 2013 March 03, 09:02:51
I'm a little confused as to whether or not there's an update to AM (test or otherwise) for the 1.5 patch - could someone enlighten me? I don't want to play without it enabled as it really enhances the game.


Title: Re: AwesomeMod Bug Report Thread
Post by: jezzer on 2013 March 03, 13:59:22
I'm a little confused as to whether or not there's an update to AM (test or otherwise) for the 1.5 patch - could someone enlighten me? I don't want to play without it enabled as it really enhances the game.

Apparently you're so confused that you're posting a non-bug related question in the Bug Report thread.  Those little Thread Topic titles mean something, you know.


Title: Re: AwesomeMod Bug Report Thread
Post by: tigerste on 2013 March 03, 15:36:46
I'm a little confused as to whether or not there's an update to AM (test or otherwise) for the 1.5 patch - could someone enlighten me? I don't want to play without it enabled as it really enhances the game.

Apparently you're so confused that you're posting a non-bug related question in the Bug Report thread.  Those little Thread Topic titles mean something, you know.

I am well aware of the thread title, thank you. Others have mentioned a download and test version here, which is why I posted here; there is no need to be rude! Manners do not cost anything, a simple "you're posting in the wrong place, try here" would have been sufficient.


Title: Re: AwesomeMod Bug Report Thread
Post by: RebelRed on 2013 March 03, 18:15:01
I'm a little confused as to whether or not there's an update to AM (test or otherwise) for the 1.5 patch - could someone enlighten me? I don't want to play without it enabled as it really enhances the game.

Apparently you're so confused that you're posting a non-bug related question in the Bug Report thread.  Those little Thread Topic titles mean something, you know.

I am well aware of the thread title, thank you. Others have mentioned a download and test version here, which is why I posted here; there is no need to be rude! Manners do not cost anything, a simple "you're posting in the wrong place, try here" would have been sufficient.


You are a moron, lurk MOAR! This is MATY douche.

ETA: I hate auto correct.


Title: Re: AwesomeMod Bug Report Thread
Post by: Deimos on 2013 March 03, 19:15:20
The move crash did not occur for me in the latest version (It had in previous versions). So... It looks like that's fixed.

However, attempts to make a clay sculpture resulted in a strange, glowing red cube that was visible through all solid surfaces and, upon completion, was called a '****FailureObject'. Highlighting it caused it to be referred to as 'Missing Object Resource Instance 319e4f1d:00000000:0000000000000000 -'.

I am admittedly uncertain as to whether this is a bug with the mod or my own fault somehow, but it had not occurred before this latest test build. Issue occurred after attempting to move and cancelling, so it is not impossible that it is related to the move issue somehow.

AwesomeMod and anything else that happened to be installed by Basbas' updater are the only mods that I use, for reference. Ambitions and World Adventures EPs installed. A couple bits of store content.

Edit: Selling the 'sculpture' and starting a new one did not produce another ominous red cube, so it's a specific object having issues. Or maybe just update weirdness or something. I don't know.


Title: Re: AwesomeMod Bug Report Thread
Post by: PA on 2013 March 03, 19:47:49
Do you have the Ambitions registration Sims3Pack?  Seems I recall odd stuff like that happening since it adds a couple of sculpture objects to the game.


Title: Re: AwesomeMod Bug Report Thread
Post by: Slymenstra on 2013 March 03, 20:32:42
I just got a new computer and after installing everything, I loaded the Sims to see if it was working. I did not have awesome mod in at that time. I had the sculpture problem too. I think it is an EA problem, not an awesome problem. Not sure what is happening. I transferred over my entire Sims 3 folder from my other computer, so I should not be missing any content; however, not sure if it patched perfectly. I have to check that out.

Edit: I am fully and correctly patched. Not sure what happened to make the sculptures broken.


Title: Re: AwesomeMod Bug Report Thread
Post by: RioluMew on 2013 March 03, 22:42:41
Not sure if 1.50 works properly or not. My game now crashes every time i attempt to save but, w/ version 1.48 the game saves just fine. Also saves when i disabled 1.50.


Title: Re: AwesomeMod Bug Report Thread
Post by: jezzer on 2013 March 04, 01:25:54
I am well aware of the thread title, thank you. Others have mentioned a download and test version here, which is why I posted here; there is no need to be rude! Manners do not cost anything, a simple "you're posting in the wrong place, try here" would have been sufficient.

You're posting in the wrong place, moron.

Better?


Title: Re: AwesomeMod Bug Report Thread
Post by: Chain_Reaction on 2013 March 04, 06:41:41
New Awesomemod is causing my game to crash. It happens every morning right at 6:26AM. I can't get past that point with AM installed. If I remove it then all is fine. Hopefully some core events are scheduled around that time to help narrow it down. The crash address is the same each time so it's not random.


Title: Re: AwesomeMod Bug Report Thread
Post by: Nienor on 2013 March 04, 08:45:14
Moving works correctly for me now, using the non-test version. Sculpting has no issues for now, but I've had the problem described upthread at random times in the past, so I suspect it's not AM.


Title: Re: AwesomeMod Bug Report Thread
Post by: Nienor on 2013 March 04, 13:51:53
Now my game has problems with having kittens. It crashed twice in the row when the birth started; as I had gone to a pre-conception save the second time and had the cats have another go at it, the two births were at different times, so I doubt it was anything else happening at the same time. The birth worked without issue when I removed AM; it was a save made with an already pregnant cat that had previously crashed, too.


Title: Re: AwesomeMod Bug Report Thread
Post by: SJActress on 2013 March 04, 18:32:05
Some of the confusion may be coming from the fact that there is still an older test version in the test folder on the alpha.moreawesomethanyou.com site.  I think some people may be downloading that and assuming it's the latest version.


That was not the case with me. I downloaded from here (http://www.moreawesomethanyou.com/ts3/). However, I downloaded AM again today (from the Shiny! thread), and the game is no longer whining about it being outdated. Either the FOJ fixed the problem, or it was PEBKAC all along.


Title: Re: AwesomeMod Bug Report Thread
Post by: rhodaloo on 2013 March 04, 19:48:00
Yes, I didn't get the whine about having an outdated mod when I used the mod form the shiny thread, but I still had the game crash when I tried to move someone with the phone/computer.  Moving from Edit Town is fine.  My only comfort at this point is the hysteria that will occur when University Life comes out with it's own special issues.


Title: Re: AwesomeMod Bug Report Thread
Post by: PA on 2013 March 04, 20:15:43
That was not the case with me. I downloaded from here (http://www.moreawesomethanyou.com/ts3/). However, I downloaded AM again today (from the Shiny! thread), and the game is no longer whining about it being outdated. Either the FOJ fixed the problem, or it was PEBKAC all along.

It was neither.  Alpha and gamma mirrors link to the new AM while beta is the January version, and the Configurator links to the beta mirror AM.


Title: Re: AwesomeMod Bug Report Thread
Post by: rhodaloo on 2013 March 05, 01:51:36
That's nice. Care to give the links indicating which are alpha and gamma?


Title: Re: AwesomeMod Bug Report Thread
Post by: Chain_Reaction on 2013 March 05, 04:13:25
That's nice. Care to give the links indicating which are alpha and gamma?

The ones that say "alpha" and "gamma" in them.

Just wanted to add I got mine from the alpha mirror so it's not out dated. I removed all other mods and it still crashes every time at the same time. If I reset the world then it crashes at 6:32AM. Something is firing that takes it down. Possibly the carpool or could be one of my inactives attempting to give birth if such is causing crashing.


Title: Re: AwesomeMod Bug Report Thread
Post by: PrinJess on 2013 March 06, 16:39:14
I can't even get past 3:55 AM before the game crashes. Awesomemod is the only mod installed, its version is March 2nd, and my game is on 1.50. Pretty much the same kind of problem that Chain Reaction is having. :/


Title: Re: AwesomeMod Bug Report Thread
Post by: pepsihamster on 2013 March 06, 16:59:24
It was neither.  Alpha and gamma mirrors link to the new AM while beta is the January version, and the Configurator links to the beta mirror AM.

Thank Goodness for that info. I didn't want to install the new 1.50 patch yet, but my AM just expired on me so I had to get another one. The beta link was a game saver for me. Yay!


Title: Re: AwesomeMod Bug Report Thread
Post by: Quijotesca on 2013 March 06, 19:37:37
My game locks up and crashes when I try to load it with AM. Sometimes, it works for a few seconds, but my Sims have no wants and I can't get to the Sim panels.  I'm an idiot who has University installed already.

My latest test run gave me a FLAGRANT SYSTEM ERROR so I screencapped it (http://i.imgur.com/a1ju3gS.png).


Title: Re: AwesomeMod Bug Report Thread
Post by: HomeschooledByTards on 2013 March 06, 22:05:17
I'm an idiot who has University installed already.

There's the trouble dumbass. AM is not ready for University yet. Gawd, some critical thinking skills would not go amiss.


Title: Re: AwesomeMod Bug Report Thread
Post by: Quijotesca on 2013 March 06, 23:02:38
Sweet! I finally got insulted! But it was after I insulted myself, so it feels kind of hollow.

I posted because my errors didn't seem that different from some of the other ones being reported.


Title: Re: AwesomeMod Bug Report Thread
Post by: ShortyBoo on 2013 March 07, 14:21:25
I have University Life installed and was able to play for several hours with AM and I had no crashes or any other issues. So AwesomeMod does seem to work fine with UL installed.


Title: Re: AwesomeMod Bug Report Thread
Post by: wizard_merlin on 2013 March 07, 18:50:19
I have also been playing successfully with UL installed and the current AM without any issues, other than what seem to be stupid EAxis game behaviour.


Title: Re: AwesomeMod Bug Report Thread
Post by: siriusthinking on 2013 March 07, 19:16:10
Yep, I've been playing with AM since UL came out too, no issues.  Well, actually my university world has no books anywhere (library, bookcases, bookstore, comic book store) but I'm too lazy to try playing without AM to test it.


Title: Re: AwesomeMod Bug Report Thread
Post by: Death-Jester on 2013 March 07, 19:59:38
For those who are playing without issues: Are you using the AM config file too?
I ask because I tried to play with AM installed and my Sims couldn't leave work (one was at work the other was playing a concert). I removed AM and the AM config file, and it seemed to work fine. I sent one Sim off to Uni to check it out, and when he returned I saved and tried AM again, without issue, but I haven't tried the config file yet.


Title: Re: AwesomeMod Bug Report Thread
Post by: siriusthinking on 2013 March 07, 20:03:16
For those who are playing without issues: Are you using the AM config file too?
Yes.


Title: Re: AwesomeMod Bug Report Thread
Post by: PrinJess on 2013 March 07, 20:15:38
The game freezes and then crashes a sim day later for me. Either it's the patch fucking up or AM.


Title: Re: AwesomeMod Bug Report Thread
Post by: PA on 2013 March 07, 20:20:48
I tested it with University as well, but found that Awesome story progression pushed University world students into regular careers they shouldn't have and also caused some to quit their Uni careers.  The students with non-university world jobs then failed to perform those jobs.  I have had one Awesome error picked up by Error Trap regarding university rabbitholes (I'll post it later if needed).  So no, it isn't working without issue for the new expansion, as would be expected if it has not actually been updated for UL.


Title: Re: AwesomeMod Bug Report Thread
Post by: ShortyBoo on 2013 March 07, 21:17:10
I play with Story Progression turned off, so I guess that explains why I wasn't seeing any issues.


Title: Re: AwesomeMod Bug Report Thread
Post by: SJActress on 2013 March 07, 22:12:27
For those who are playing without issues: Are you using the AM config file too?

Yes.

I tested it with University as well, but found that Awesome story progression pushed University world students into regular careers they shouldn't have and also caused some to quit their Uni careers.  The students with non-university world jobs then failed to perform those jobs.

I haven't paid much attention, but I think I'm experiencing that, too. I'll have to watch the "Inform on Story Action" notifications a bit closer to verify.

Parties are broken. When a Sim gets invited and accepts, I still get notifications about when it starts, but there's no indicator on the map, and if I send her to the location, there's no party. Then, later on, I get a notification that she missed the party. I'm betting this all has to do with the new, improved smartphone somehow conflicting with AM.

I'm also unable to "Propose Going Steady," at least in University town, but this might be due to the "Commitment Issues" trait or the fact that my Sim has several boyfriends already, as opposed to AM.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2013 March 08, 01:45:33
Disabled Story Progression behavior in University Worlds.


Title: Re: AwesomeMod Bug Report Thread
Post by: SendMeLies on 2013 March 08, 07:10:02

Parties are broken. When a Sim gets invited and accepts, I still get notifications about when it starts, but there's no indicator on the map, and if I send her to the location, there's no party. Then, later on, I get a notification that she missed the party. I'm betting this all has to do with the new, improved smartphone somehow conflicting with AM.


I tested the game with no mods. Some parties (kegger, bonfire) need confirmation via text message, the party scenario only starts *after* receiving the text. The notification telling you missed it comes from a phone call, as usual.

I got a weird error, though. With AM installed my sim was hanging out at the sorority after a kegger party, near the garage door. The party already ended, so I didn't get kicked out of the lot, but when the game deleted the keg by the pool I got a flagrant system error.


Title: Re: AwesomeMod Bug Report Thread
Post by: deadmagick on 2013 March 08, 11:04:53
TS2 aging isn't working.


Title: Re: AwesomeMod Bug Report Thread
Post by: Selene_Ravenwind on 2013 March 08, 11:13:22
Might be a bit late to the party here but I had a sim about to graduate from university and this popped up twice. http://oi50.tinypic.com/33louqg.jpg (http://oi50.tinypic.com/33louqg.jpg)
When the sim graduated and the "going home" screen loaded, it took me back to the university map without my sim instead of going to my sim's home world.
Will the disabled story progression fix this or is this a different problem?


Update: I updated my awesomemod and reloaded my save from before the error message and did not have the issue this time.


Title: Re: AwesomeMod Bug Report Thread
Post by: KrazeyZomby on 2013 March 08, 14:24:04
Quote
Parties are broken. When a Sim gets invited and accepts, I still get notifications about when it starts, but there's no indicator on the map, and if I send her to the location, there's no party. Then, later on, I get a notification that she missed the party. I'm betting this all has to do with the new, improved smartphone somehow conflicting with AM.
Actually, I think that the only thing missing is the map indicator. My sim had a party thrown in fraternity he lived in, so he basically had to attend. It fulfilled his wish to attend a party and I later got the "thanks for coming to my party" notification. I'm pretty sure there were some more people than just residents, though even if there weren't any it wouldn't say much, as NPC parties are kind of lame anyway and host is frequently the only sim present. It's been like that since Late Night, at least for me.


Title: Re: AwesomeMod Bug Report Thread
Post by: siriusthinking on 2013 March 08, 15:08:16
I'm also unable to "Propose Going Steady," at least in University town, but this might be due to the "Commitment Issues" trait or the fact that my Sim has several boyfriends already, as opposed to AM.
I didn't even think about it till I read this, but I've got this problem too.  I wasn't sure if that was just something they can't do in University so after my sim graduated, she went home and I invited her boyfriend over.  Still couldn't go steady/propose marriage, no matter how high the relationship was, or how extremely irresistible she was.  She doesn't have any type of relationship trait.  She DID have a boyfriend before she left for college, but broke up before she left.

I haven't had any problems with parties (besides there being freaking tons of them) and the graduation went fine as well.

Edit: Upon further experimentation, this was something wrong in that particular save.  I started a new neighborhood and haven't had any relationship issues, and books are all working normally as well.


Title: Re: AwesomeMod Bug Report Thread
Post by: ShortyBoo on 2013 March 08, 16:01:14
I'm also unable to "Propose Going Steady," at least in University town, but this might be due to the "Commitment Issues" trait or the fact that my Sim has several boyfriends already, as opposed to AM.
I didn't even think about it till I read this, but I've got this problem too.  I wasn't sure if that was just something they can't do in University so after my sim graduated, she went home and I invited her boyfriend over.  Still couldn't go steady/propose marriage, no matter how high the relationship was, or how extremely irresistible she was.  She doesn't have any type of relationship trait.  She DID have a boyfriend before she left for college, but broke up before she left.

I haven't had any problems with parties (besides there being freaking tons of them) and the graduation went fine as well.

I was able to propose going steady with a sim I was playing and one of the roommates that moved into the dorm. It took a few days and a bunch of conversations, making out, etc. after they were romantic interests, but it eventually showed up.


Title: Re: AwesomeMod Bug Report Thread
Post by: blablamana on 2013 March 08, 16:36:06
I only had awesomemod installed when first playing UL. It was fine at first, but the second term (she did 2 terms in a row) my sim didn't get a progress bar anymore ánd couldn't go to class, even though she still had a class schedule and was thus skipping class. Not that it mattered, she didn't have a progress bar anyway. :') 
I quit the game, removed AM and BAM, progress bar back and everything was fine again.  Thought I should mention this. :)


Title: Re: AwesomeMod Bug Report Thread
Post by: Chain_Reaction on 2013 March 09, 06:21:38
Disabled Story Progression behavior in University Worlds.

Any luck with the crashing issue me, Nienor, and PrinJess reported? I can upload the save if necessary.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2013 March 09, 07:06:32
Haven't seen any further reports of this issue, and don't have Uni yet so would not be able to reproduce at this time. Is it reproducible, or random? Is it Main-Hood, or Uni-Hood? Can it be averted by a resetworld? If it's avertable through some form of user action, that helps to locate where it is.


Title: Re: AwesomeMod Bug Report Thread
Post by: Nienor on 2013 March 09, 07:50:04
I haven't had any crashes of this sort since, although I had a few household population changes (which was when it happened, usually). I'm currently playing a new game with a Sim in a university world without any issues at all, which is rather unexpected.


Title: Re: AwesomeMod Bug Report Thread
Post by: PrinJess on 2013 March 09, 12:33:30
The crash happens in an old save I had before I updated to 1.50. The only thing I remember before it crashed was the trick-or-treaters outside...and it's Spring. Two hours later it goes black screen and crashes. This all happens in Lucky Palms. I haven't even gotten to the potential problems I'd have in a Uni World.

I tried both resetsim and resetworld but it changed nothing. I guess my save is forever corrupted at this point.


Title: Re: AwesomeMod Bug Report Thread
Post by: Nienor on 2013 March 09, 13:43:01
Not sure if you even want University-related things reported at this stage, but my game is otherwise running fine with the most current AM and University, so...

The Sim Finder App (which is available once one has raised Social Networking a bit) allows searching by, among other things, traits, and the AM hidden traits are among the searchable ones. Reporting this in case it is not intended behaviour.


Title: Re: AwesomeMod Bug Report Thread
Post by: Quijotesca on 2013 March 09, 20:41:43
Hm. Beginning to suspect I borked that save file. I'll try with something else.

ETA: Yeah, that helped some, but I suppose there's also another mod acting up that I didn't notice at first because I SUCK AT ORGANIZING FILES. Back to testing.


Title: Re: AwesomeMod Bug Report Thread
Post by: Chain_Reaction on 2013 March 10, 10:20:15
Haven't seen any further reports of this issue, and don't have Uni yet so would not be able to reproduce at this time. Is it reproducible, or random? Is it Main-Hood, or Uni-Hood? Can it be averted by a resetworld? If it's avertable through some form of user action, that helps to locate where it is.

It occurred right when I upgraded to 1.50 and is a main hood Sunset Valley crash. It cannot be averted by resetworld, that just delays it a few sim seconds. I haven't figured out the exact cause. The pre-uni save file is below if you think it will help any. It starts at 4:45AM and the crash occurs every time at 6:26AM. Resetworld delays it to 6:32AM. It might a inactive giving birth causing it, I'm not entirely sure though. The game goes past that point just fine with AM out of the mods folder.

Save: http://www.mediafire.com/?aaodbdx8id1w16x


Title: Re: AwesomeMod Bug Report Thread
Post by: Chain_Reaction on 2013 March 12, 08:25:48
Okay, I've done more digging and I can confirm the crash is due to a dog trying to give birth. I installed Twallan's MasterController to locate the pregnant sims. In that save two female humans and one dog are pregnant. With the removal of AM at 6:26AM when the crash was occurring the dog was no longer listed as pregnant and two new puppies were in the population demographics.


Title: Re: AwesomeMod Bug Report Thread
Post by: PrinJess on 2013 March 12, 15:05:00
So once the female dog had puppies the game was no longer crashing for you? Because I have one dog who is currently pregnant. I'll let time pass until she gives birth and I'll try to put AM back in.


Title: Re: AwesomeMod Bug Report Thread
Post by: Chain_Reaction on 2013 March 13, 01:37:45
That is correct. It's the same issue Nienor reported with having kittens. I wasn't aware I had a dog in the neighborhood pregnant until I installed MasterController. Any animal attempting to give birth immediately takes you to your desktop with AM installed.


Title: Re: AwesomeMod Bug Report Thread
Post by: vitaee on 2013 March 13, 01:38:31
Okay, I've done more digging and I can confirm the crash is due to a dog trying to give birth. I installed Twallan's MasterController to locate the pregnant sims. In that save two female humans and one dog are pregnant. With the removal of AM at 6:26AM when the crash was occurring the dog was no longer listed as pregnant and two new puppies were in the population demographics.

This is just the new feature of AwesomeMod that encourages you to spay and neuter your pets.


Title: Re: AwesomeMod Bug Report Thread
Post by: witch on 2013 March 13, 05:38:38
Try the fix now.


Title: Re: AwesomeMod Bug Report Thread
Post by: wizard_merlin on 2013 March 14, 19:15:11
I only had awesomemod installed when first playing UL. It was fine at first, but the second term (she did 2 terms in a row) my sim didn't get a progress bar anymore ánd couldn't go to class, even though she still had a class schedule and was thus skipping class. Not that it mattered, she didn't have a progress bar anyway. :') 
I quit the game, removed AM and BAM, progress bar back and everything was fine again.  Thought I should mention this. :)

Have not seen this issue, I have done 2 weeks since it started and no problems during the second week, unless the recent AM update borks something.  Are you sure it isn't a mod conflict or bad/corrupt save?


Title: Re: AwesomeMod Bug Report Thread
Post by: PA on 2013 March 15, 01:12:12
Error Trap caught this:
Code:
Interactions:
1: Attend Essentials of Biology 201 Class
Sims3.Gameplay.Academics.AcademicCourse+AttendUniversityClassInRabbitHole+AttendClassDefinition
Sims3.Gameplay.Academics.AcademicCourse+AttendUniversityClassInRabbitHole+AttendClassDefinition

 Counter: 1
 Sim-Time: Mon. at 3:09 PM
 Start-Time: 03/14/2013 17:13:49
 PreLoadup-Time: 03/14/2013 17:17:02
 Loadup-Time: 03/14/2013 17:30:24
 Log-Time: 03/14/2013 18:20:10

System.NullReferenceException: A null value was found where an object instance was required.
#0: 0x001a1 throw      in Awesome.Awesome.Motivator:Update (Sims3.Gameplay.Autonomy.Autonomy) ([4320DD20] )
#1: 0x00003 ret.void   in Sims3.Gameplay.Autonomy.Sims3.Gameplay.Autonomy.Autonomy:Update () ()
#2: 0x00294 ldthis     in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.SimUpdate:Simulate () ()
#3: 0x00027 leave.s    in ScriptCore.ScriptCore.ScriptProxy:Simulate () ()


Title: Re: AwesomeMod Bug Report Thread
Post by: Chain_Reaction on 2013 March 15, 04:18:58
Try the fix now.

Crash with pets giving birth has been resolved.


Title: Re: AwesomeMod Bug Report Thread
Post by: hamidydarma on 2013 March 15, 13:17:04
Try the fix now.

Crash with pets giving birth has been resolved.

Hi... Sorry but is the solution to remove AM everytime there is an animal giving birth or is there a fix (patch or XML edits) that I am not aware of? Appreciate the help as I am having this problem too. Taking out AM and putting it back after the animal gave birth is what I have been doing to counter the bug...


Title: Re: AwesomeMod Bug Report Thread
Post by: HomeschooledByTards on 2013 March 15, 13:57:49
Have you updated AM? He fixed that problem with the latest update, you know, when witch said to try again.


Title: Re: AwesomeMod Bug Report Thread
Post by: Nienor on 2013 March 16, 15:53:39
I had a disappearing progress bar too, directly after Twallan's mods reported a script error on my sim, and the Sim portrait was gone for a moment before being brought back. It was the middle of the week on a day where the Sim had lessons. However, I got the progress bar back through the magic powers of resetsim.


Title: Re: AwesomeMod Bug Report Thread
Post by: Nienor on 2013 March 18, 15:57:27
I've found a Supreme Commander problem: If a witch Sim has a cat or small animal in the household, they get an "Animal Familiar" moodlet, which appears coloured as neutral in spite of giving a mood bonus. My witch on Supreme commander keeps removing it with the moodlet manager. It is removable, but it comes back immediately, so that leads to looping.


Title: Re: AwesomeMod Bug Report Thread
Post by: Menaceman on 2013 March 19, 19:59:19
On the subject of moodlets, any way to make it so that the Enjoying Music moodlets given from the Showtime Jukeboxes and MP3 player actually improve a Sims' mood? Unlike those given by radios and stereos, they fail to have any mood bonus added to them.


Title: Re: AwesomeMod Bug Report Thread
Post by: Mekare on 2013 March 21, 06:21:12
Trying to use awesomemod in a custom world.  Multiple beta tests without any mods went smoothly, so I decided to put in awesomemod.  Less than a minute into game I start getting the flagrant errors.
Flagrant System Error: http://www.zeppyster.com/Images/Mekare/flag1.jpg

Seem to get this repeatedly and randomly, i'm guessing it is not directly related to my individual sim's actions (it goes off reguardless of what I'm doing, even just standing around).
Needless to say, turning off story progression makes it stop, but I'd like to get it working normally.  :)
Trouble is it only happens in this custom world, even in brand new saves.  I realize this may be out of awesomemod's jurisdiction, but figured it can't hurt to post and see if maybe it's something small and simple i've overlooked.

Removed everything except awesomemod and it still happens, but for the sake of this report, here are my other mods:
MasterController + Cheats
Porter
DebugEnabler  (my awesomemod debug commands is toggled off)
Inge's invisible floor rugs
DasMatze's Skylights
Handful of hairstyles/outfits.

I have all expansions except University, 70-90s stuff, and diesel stuff installed.  About half are legit, half Arrr'd.

The world is primarily made up of imported Community Lots and Houses/Sims from Sunset Valley, Bridgeport and Twinbrook, as well as some made from scratch ones without any unofficial CC.
112 premade sims, and 6 premade pets in total.  The world is a mostly flat grid, so terrain shouldn't be an issue.
Population spawners are all toggled off except for pets and celebrities.

Any ideas would be appreciated.  <3


Title: Re: AwesomeMod Bug Report Thread
Post by: Quijotesca on 2013 March 22, 03:56:22
Trying to use awesomemod in a custom world. 
Having the same issue, and also in a custom world. Maybe that's what's up.


Title: Re: AwesomeMod Bug Report Thread
Post by: floopyboo on 2013 March 22, 10:58:50
Trying to download the awesome. No matter where I download it from (awesome/base/text/actual thread) the file is always the out of date january one. Awesome.zip is supposedly 13/3/13 but is actually 22/1/13 in all locations. What gives?

ETA that it appears that mirror two on the thread is pointing to the January version. Mirror one seems to be current. None of the index of versions appear to be current.


Title: Re: AwesomeMod Bug Report Thread
Post by: Mekare on 2013 March 22, 13:16:29
Trying to use awesomemod in a custom world.
Having the same issue, and also in a custom world. Maybe that's what's up.

I thought that for a moment, but I don't think it's the sole reason.  I've made 3 custom worlds, and this is the first one it's happened on.  It's also the first one to have this many sims, but i have the population cap disabled in my awesome config, so unless that's broken it shouldn't matter.


Title: Re: AwesomeMod Bug Report Thread
Post by: Menaceman on 2013 March 22, 21:00:31
Population spawners are all toggled off except for pets and celebrities.
AM doesn't take note of those settings anyway. I asked.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2013 March 23, 04:15:34
The only reason you should get that particular error is if you have some sort of corrupt career data in your game. I can't think why this would occur offhand. Since this is an EAxian call that accepts no arguments, it should never break unless your game is damaged in some way...


Title: Re: AwesomeMod Bug Report Thread
Post by: Mekare on 2013 March 24, 12:24:02
So I went through and did a mass purge of everyone's career data, and the errors stopped.  Now it's just a matter of going back and narrowing down which sim is causing it.  Thanks! :D


Title: Re: AwesomeMod Bug Report Thread
Post by: vorpal on 2013 March 26, 11:25:21
In two different games I had some inactives end up with the Pedophile trait (with Pedophila disabled in the config). My only guess now is that this must have happened during a full moon. One Sim had the Supernatural Fan trait, the other the Insane trait - both are likely to embrace other Sims spontaneously, and some of these embraces are considered romantic. The insane Sim could have embraced her teenage daughter, the Supernatural Sim was friends with some teenagers in town and could have done the same. There were no Sims with the Pedobait trait afterwards, however.
Is it possible to stop this trait from being applied in that case?


Title: Re: AwesomeMod Bug Report Thread
Post by: Milch on 2013 March 26, 12:34:30
A FSE that occurred constantly until I did a reset of the world.

(http://i50.tinypic.com/n4djp.jpg)


After reset I noticed that the sims in the kissing booths at the festival lot (in spring) have vanished from there, maybe this is linked to the FSE.



Title: Re: AwesomeMod Bug Report Thread
Post by: Luzeryn on 2013 March 27, 22:19:37
Hi, I'm not sure if this is a bug. I'm playing with the "Scale Skill Difficulty to Age Span"  (Age Span set at 270 days) and the Handiness skill seems to grow at normal speed while fixing objects (like the shower or the toilet). Fixing one of those raised up an entire level of the skill (at lower levels). The other skills seem much slower in comparison.

On a side note, is there a list of changes to the story progression of the mod? I've read the RTFM but there's not a description of what it actually change the story progression (things like emigration, immigration...).


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2013 March 28, 13:05:02
In two different games I had some inactives end up with the Pedophile trait (with Pedophila disabled in the config). My only guess now is that this must have happened during a full moon. One Sim had the Supernatural Fan trait, the other the Insane trait - both are likely to embrace other Sims spontaneously, and some of these embraces are considered romantic. The insane Sim could have embraced her teenage daughter, the Supernatural Sim was friends with some teenagers in town and could have done the same. There were no Sims with the Pedobait trait afterwards, however.
Is it possible to stop this trait from being applied in that case?
Examining the action tables for this reveals that this isn't supposed to be possible at all: The "Lunatic Embrace" action excludes 12s as both actors and victims, and is limited to YAE only. Therefore, the situation you describe cannot occur.

A FSE that occurred constantly until I did a reset of the world.
Fixed. Was caused by a peculiar edge case of a sim trying to skill Mixology, but with no valid objects deployed in the entire world.


Title: Re: AwesomeMod Bug Report Thread
Post by: vorpal on 2013 March 28, 17:50:11
In two different games I had some inactives end up with the Pedophile trait (with Pedophila disabled in the config). My only guess now is that this must have happened during a full moon. One Sim had the Supernatural Fan trait, the other the Insane trait - both are likely to embrace other Sims spontaneously, and some of these embraces are considered romantic. The insane Sim could have embraced her teenage daughter, the Supernatural Sim was friends with some teenagers in town and could have done the same. There were no Sims with the Pedobait trait afterwards, however.
Is it possible to stop this trait from being applied in that case?
Examining the action tables for this reveals that this isn't supposed to be possible at all: The "Lunatic Embrace" action excludes 12s as both actors and victims, and is limited to YAE only. Therefore, the situation you describe cannot occur.
So, what could cause this then? StoryProgression was off in both cases, Pedophilia is off by default and when user-directed none of these two has any interaction available that is marked with the handcuffs. But they became pedophiles nevertheless. If, by any chance, a teen could have initiated something they should have got the Pedobait as a consequence, shouldn't they? But there were no Sims with that trait.


Title: Re: AwesomeMod Bug Report Thread
Post by: vorpal on 2013 April 01, 18:49:39
New thing: whenever I load a fresh university world, AwesomeMod deletes some 60 Sims from the homeless pool, leaving only some dozen homeless alive. Is this intended or a bug. It does create some problems at least, as these are deleted before the roles are fully assigned and in one case I ended up with the barista bar tender as my Sim's professor.
I checked with MasterController and these deleted Sims ended up as compressed MiniSims.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2013 April 02, 01:29:30
So, what could cause this then? StoryProgression was off in both cases, Pedophilia is off by default and when user-directed none of these two has any interaction available that is marked with the handcuffs. But they became pedophiles nevertheless. If, by any chance, a teen could have initiated something they should have got the Pedobait as a consequence, shouldn't they? But there were no Sims with that trait.
Usually, this is caused by smartasses attempting to evade the rules by use of third-party modifications to try to bypass the handcuffs. This is why they also don't confess and waste my time with frivolous reports. Did YOU do something like that? SPEAK! CONFESS YOUR CRIMES!

New thing: whenever I load a fresh university world, AwesomeMod deletes some 60 Sims from the homeless pool, leaving only some dozen homeless alive. Is this intended or a bug. It does create some problems at least, as these are deleted before the roles are fully assigned and in one case I ended up with the barista bar tender as my Sim's professor.
I checked with MasterController and these deleted Sims ended up as compressed MiniSims.
AwesomeMod contains no functionality that will delete sims without your specific request. This therefore cannot happen unless you are mass-deleting sims using one of the destroy/rapture/erase commands. So...stop doing that?


Title: Re: AwesomeMod Bug Report Thread
Post by: vorpal on 2013 April 02, 06:39:37
So, what could cause this then? StoryProgression was off in both cases, Pedophilia is off by default and when user-directed none of these two has any interaction available that is marked with the handcuffs. But they became pedophiles nevertheless. If, by any chance, a teen could have initiated something they should have got the Pedobait as a consequence, shouldn't they? But there were no Sims with that trait.
Usually, this is caused by smartasses attempting to evade the rules by use of third-party modifications to try to bypass the handcuffs. This is why they also don't confess and waste my time with frivolous reports. Did YOU do something like that? SPEAK! CONFESS YOUR CRIMES!
No crimes to confess. I did try one of those ominous third-party modidfications now but even there pedohilia is not enabled and user-directed YA-12 romance is not possible. So, whatever.

Quote
New thing: whenever I load a fresh university world, AwesomeMod deletes some 60 Sims from the homeless pool, leaving only some dozen homeless alive. Is this intended or a bug. It does create some problems at least, as these are deleted before the roles are fully assigned and in one case I ended up with the barista bar tender as my Sim's professor.
I checked with MasterController and these deleted Sims ended up as compressed MiniSims.
AwesomeMod contains no functionality that will delete sims without your specific request. This therefore cannot happen unless you are mass-deleting sims using one of the destroy/rapture/erase commands. So...stop doing that?
I loaded several games with only Awesome and upon arrival in the Uni world most homeless were already deleted. I loaded several games without Awesome and upon arrival all of the homeless were still alive. I wouldn't report this here if I ran any destroy commands myself. So there is nothing I can stop doing.

----------------------------------------------------------------------------------------------------------

Edit:
I tried again:
(1) Loaded a fresh vanilla game with a fresh user folder in Sunset Valley, only mod was noCD. Had the Sim take the test and then saved.
(2) Reloaded and sent the Sim to university. On arrival used testingcheats and "Make me know everyone". Result 164 Sims. Saved.
(3) Reloaded that save with AM and config added. Ran "listhomeless". Result: 8 households with 7 members, 1 with 5 members, 1 with 3 members, 2 with 1 members, 1 with 18 members (Service household perhaps). 84 homeless bums.
(4) Reloaded first save with AM and config. Sent Sim to university. On arrival ran "listhomeless". Result: 1 household with 7 members, 1 with 6 members, 1 with 3 members, 1 with 1 members, 1 with 21 members. 38 homeless bums.
Most of those 7-members households were deleted. Afaik these are the co-students and potential professors. The 1-members households were freshly spawned, were named and with §20,000 each in household funds. The others are unnamed and have §200.
(5) Reloaded first save with AM and without the config. Sent Sim to university. On arrival ran "listhomeless". Result: 2 households with 7 members, 1 with 3, 3 with 1, and 1 with 23. 41 homeless bums. Again most of the 7-members households were gone.
"Make Me Know Everyone" went down from 164 to 109.

step (3) suggests that this happens during the transition from homeworld to uni world, as the population remains unchanged when I load a non-Awesome game with AM added.

----------------------
Edit 2: I also found this script error while poking around my user folders. It's unrelated to the issue above, but mentions Awesome Motivator.


Title: Re: AwesomeMod Bug Report Thread
Post by: Madame Mim on 2013 April 03, 01:28:43
Just a thought - would one of the ones that changes and interaction to being 'friendly' be the possible cause. There's a lot of those mods out there.


Title: Re: AwesomeMod Bug Report Thread
Post by: Gwill on 2013 April 04, 10:45:24
Sims with Chosen and/or Track on Radar are unable to receive their extra traits from social group influence and degree.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2013 April 04, 12:23:29
Can you elaborate more on this? Apparently some of those traits are supposed to be invisible, so you may not see them. What causes those traits, and what happens if you acquire those traits while Chosen/Radar is not on?


Title: Re: AwesomeMod Bug Report Thread
Post by: paigerose on 2013 April 05, 03:31:56
This may not be a bug, as such, I haven't cleared caches or anything - about to try it now & will report on progress - but I just had this FSE pop up and am merely wondering what would cause it http://i47.tinypic.com/4n5mt.png

EDIT - Okay, cleared caches and restarted..and now I have an unplayable save file. Help?
(I've a backup I can use in the meantime, but I'm guessing I can't really restore this one...)
(scratch that, that's me thinking dotted outlines automatically equal unplayable)

EDIT (2) - I was able to play with my family for a while, probably about 18 sim hours, and the same error happened. This is after clearing my caches, etc etc. I am unable to test it with a completely vanilla game + AM, because I cannot rename the folder to make a backup of it, Windows keeps saying that it is in use by another program, however TS3 isn't running, nor is the launcher - processes in task manager also do not bring up anything blatantly EA or TS3. :/


Title: Re: AwesomeMod Bug Report Thread
Post by: floopyboo on 2013 April 16, 10:40:59
Paige, reboot your computer. Sometimes windows (particularly windows 7) will "forget" to turn off a program completely. Rebooting helps. This way you can do the rename without any issues (presuming you have admin permissions if required)


Title: Re: AwesomeMod Bug Report Thread
Post by: Menaceman on 2013 April 26, 12:33:21
It would appear that AM is preventing Sims from relaxing in igloos.
I've finally played a save long enough for it to be Winter and now that there is snow on the ground I got my Sims to build an igloo. They can nap, sleep and woohoo without issues but trying to get them to relax results in a jump reset.
With AM removed the issue goes away and my Sims can relax fine. To make sure it wasn't a case of a conflict, I ran the save with JUST AM and the error came back.
I'm patched up to 1.50 with all packs, minus the Katy Perry crap, and my copy of AM was downloaded two days ago.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2013 May 03, 01:21:49
That is very strange, considering that nothing has been touched regarding igloos or relaxing. Does running with debug mode get any kind of Fragrant System Error report?


Title: Re: AwesomeMod Bug Report Thread
Post by: EsotericPolarBear on 2013 May 03, 14:23:11
SC does not appear to be monitoring the vampire thirst motive properly.  If I use the "Eat" command, it functions as expected, but SC will not trigger the command on its own.

So this is still a thing...


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2013 May 04, 07:46:18
SC does not appear to be monitoring the vampire thirst motive properly.  If I use the "Eat" command, it functions as expected, but SC will not trigger the command on its own.

So this is still a thing...
Investigated further. Fix should be out shortly.


Title: Re: AwesomeMod Bug Report Thread
Post by: Menaceman on 2013 May 05, 19:18:01
Running with Debug mode on, the game did indeed throw up a FSE when I attempted to get my Sim to relax in an igloo. This was with a freshly built igloo on a new lot but with the same Sim as when I initially reported the issue.
Here's a screenshot for you;
(http://i806.photobucket.com/albums/yy346/Alistu-/Sims/IglooRelaxing_zps8f7c0490.jpg) (http://s806.photobucket.com/user/Alistu-/media/Sims/IglooRelaxing_zps8f7c0490.jpg.html)


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2013 May 09, 16:12:20
Issue should be fixed now.


Title: Re: AwesomeMod Bug Report Thread
Post by: Heidiss on 2013 May 16, 14:59:04
Sims with Chosen and/or Track on Radar are unable to receive their extra traits from social group influence and degree.

Can you elaborate more on this? Apparently some of those traits are supposed to be invisible, so you may not see them. What causes those traits, and what happens if you acquire those traits while Chosen/Radar is not on?

This happens to me also. When a sim gets the extra trait from social influence or finishing a degree, the trait is supposed to be listed with de other traits. The extra traits are not invisible. But the new traits are not showing up on the chosen sims. This problem only occurs with the chosen sims, not the rest.

I have also experienced another weird problem. After finishing the university degree, the sims are supposed to travel back home, but somehow they get stuck in the university world, with no where to live, and nothing to do. They just walk the streets. No car is picking them up and taking them home. If I try "resetsim *" they just disappear, and Im still stuck in university world. I have tried to go to edit town and go back to the neighbourhood but my sim is not there either, and I can't change household because of the moving. This happens 50% of the time, and its really annoying to have to start all over again. Has anyone experienced the same problem? What to do? :)

I have the lastest version of Awesomemod installed.

(Btw, thanks for making AwesomeMod, the game is nothing without it!)

Heidi :)


Title: Re: AwesomeMod Bug Report Thread
Post by: Kyna on 2013 May 16, 21:53:29
Sims with Chosen and/or Track on Radar are unable to receive their extra traits from social group influence and degree.

Can you elaborate more on this? Apparently some of those traits are supposed to be invisible, so you may not see them. What causes those traits, and what happens if you acquire those traits while Chosen/Radar is not on?

This happens to me also. When a sim gets the extra trait from social influence or finishing a degree, the trait is supposed to be listed with de other traits. The extra traits are not invisible. But the new traits are not showing up on the chosen sims. This problem only occurs with the chosen sims, not the rest.

I have also experienced another weird problem. After finishing the university degree, the sims are supposed to travel back home, but somehow they get stuck in the university world, with no where to live, and nothing to do. They just walk the streets. No car is picking them up and taking them home. If I try "resetsim *" they just disappear, and Im still stuck in university world. I have tried to go to edit town and go back to the neighbourhood but my sim is not there either, and I can't change household because of the moving. This happens 50% of the time, and its really annoying to have to start all over again. Has anyone experienced the same problem? What to do? :)

I have the lastest version of Awesomemod installed.

(Btw, thanks for making AwesomeMod, the game is nothing without it!)

Heidi :)

A workaround for the first problem is to removed the chosen trait from your sims while they're at uni.  They don't need it there anyway, as story mode doesn't apply there.

The second problem is not an AM problem.  I've had it in two neighbourhoods now, both times when a sim went back to uni the second time (or a second sim went to uni).  Try putting Twallan's Traveller mod in your game, and then using the phone to drop the sim out of university after they've graduated and received their extra trait, or after they've received their results for the term.  If that doesn't help, take a look here: http://sims3.crinrict.com/en/2013/03/sim-cant-return-home-after-graduation.html

I no longer send sims to uni because the game glitches out when it's time to leave.


Title: Re: AwesomeMod Bug Report Thread
Post by: Dea on 2013 May 18, 02:55:37
<?xml version="1.0"?>
-<FSE><Error>System.NullReferenceException: A null value was found where an object instance was required. #0: 0x000c9 callvirt in Sims3.Gameplay.Core.Sims3.Gameplay.Core.Bill:GetTotalAmountForAllBillsInHousehold (Sims3.Gameplay.Actors.Sim,System.Collections.Generic.List`1,System.Collections.Generic.List`1,System.Collections.Generic.List`1) ([3C76E000] [2185752720/0x8247f090] [4267203358274089080/0x3b3826d88247f078] [-6404181920/0xfffffffe8247f060] ) #1: 0x0000e call in Sims3.Gameplay.Core.Sims3.Gameplay.Core.Bill:GetTotalAmountForAllBillsInHousehold (Sims3.Gameplay.Actors.Sim,System.Collections.Generic.List`1,System.Collections.Generic.List`1) ([3C76E000] [2185752720/0x8247f090] [6765814352387240056/0x5de5004e8247f078] ) #2: 0x0002a call in Awesome.Shiny.Awesome.Shiny.HandOfGod:ClearBills () () #3: 0x000fe call in Awesome.Shiny.Awesome.Shiny.HandOfGod:_OnTimer () () #4: 0x00000 call in Awesome.Shiny.Awesome.Shiny.HandOfGod:OnTimer () () #5: 0x00000 in Sims3.Gameplay.Utilities.Sims3.Gameplay.Utilities.AlarmTimerCallback:Invoke () () #6: 0x000f3 callvirt in Sims3.Gameplay.Utilities.Sims3.Gameplay.Utilities.AlarmManager:Simulate () () #7: 0x00005 callvirt in Sims3.Gameplay.Core.Sims3.Gameplay.Core.Lot:Simulate () () #8: 0x00022 ldc.i4.0 in ScriptCore.ScriptCore.ScriptProxy:Simulate () () </Error></FSE>

I'm sorry if it is hard to read.  I still haven't figured how to take screen caps of my game, all I get is a black screen with FPS ##.  The best I could do was the text outside the game.

I kept getting this right before my sim is supposed to be heading home.  I restarted the game from before he went off to Uni and now when the main hood is supposed to load from coming back home I get dumped back into University and can't play (Just curious is this the same thing you have happen Kyna?).   I have already downloaded the latest awesome mod but haven't yet tested to see if I can move on.  


I found out this is happens in vanilla games too.


Title: Flagrant System Error - What does it mean?
Post by: RawrFizz on 2013 May 23, 19:08:33
First FSE ever, I'm really...not sure what to do about it. Happened only once so far. Had just moved a CAS family into a lot and began to play when it occurred. Is there something I should do? How do I go about fixing this? Is it even something I can fix? Do I just have bad files or something? I do have CC, MasterController, ErrorTrap, Overwatch, and a bunch of clothes and hair and stuff. It's all updated, but other than that nothing has changed with my CC recently, although I was using a semi-custom town, (Sunset Valley 7.0 ALGPStSnSs) from Naga over at the Carl's Sims Forums and it was my first time playing in the town.

<FSE>
  <Error>ROUTING ERROR!

Sims3.SimIFace.SacsErrorException: Another thread interrupted this request:
#0: 0x00014 throw      in Sims3.SimIFace.Sims3.SimIFace.StateMachineClient:CheckForException () ()
#1: 0x00023 call       in Sims3.SimIFace.Sims3.SimIFace.StateMachineClient:EnterState (string,string) (34FB8320 [2635C2A0] [25563390] )
#2: 0x00041 callvirt   in Sims3.Gameplay.Actors.Sim+StandingPosture:Idle () ()
#3: 0x00021 callvirt   in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.Sim:PostureIdle () ()
#4: 0x000a4 call       in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.Sim:LoopIdle () ()
#5: 0x00143 call       in Sims3.Gameplay.Objects.Vehicles.Sims3.Gameplay.Objects.Vehicles.Car:GetOut (Sims3.Gameplay.Actors.Sim,Sims3.SimIFace.Matrix44&,bool) (35F9A540 [258CE660] [vt:2D5D6D90]
  • )
#6: 0x00095 ret.void   in Sims3.Gameplay.Objects.Vehicles.Sims3.Gameplay.Objects.Vehicles.Car:GetOut (Sims3.Gameplay.Actors.Sim[],bool) (35F9A540 [25F2D820]
  • )
#7: 0x0000a ldarg.o    in Sims3.Gameplay.Objects.Vehicles.Sims3.Gameplay.Objects.Vehicles.Vehicle:GetOut (Sims3.Gameplay.Actors.Sim[]) (35F9A540 [25F2D820] )
#8: 0x0004a ldarg.o    in Sims3.Gameplay.Objects.Vehicles.Sims3.Gameplay.Objects.Vehicles.CarOwnable:Park (Sims3.Gameplay.Core.Lot,Sims3.Gameplay.Actors.Sim) (35F9A540 [00000000] [258CE660] )
#9: 0x00082 ldthis     in Sims3.Gameplay.Objects.Vehicles.Sims3.Gameplay.Objects.Vehicles.CarOwnable:OnRouteFinished (Sims3.SimIFace.Route,bool,bool) (35F9A540 [2D030F00]
  • )
#10: 0x0008e ldloc.o    in Sims3.Gameplay.Routing.Sims3.Gameplay.Routing.VehicleScriptAdaptor:PostRoute (Sims3.Gameplay.Routing.FollowRouteAction/KillType) (3331D020
  • )
#11: 0x000df ldthis     in Sims3.Gameplay.Routing.Sims3.Gameplay.Routing.FollowRouteAction:PerformRoute (Sims3.SimIFace.RouteStartFlags) (35229AF0 [3] )
#12: 0x00018 stloc.i4   in Sims3.Gameplay.Routing.Sims3.Gameplay.Routing.VehicleFollowSubPathRouteAction:PerformAction () ()
#13: 0x0011c stloc.i4   in Sims3.Gameplay.ObjectComponents.Sims3.Gameplay.ObjectComponents.RoutingComponent:DoRoute (Sims3.SimIFace.Route) (36389240 [2D030F00] )
#14: 0x00116 stloc.u1   in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.SimRoutingComponent:DoSingleRoute (Sims3.SimIFace.Route,bool) (36389240 [2D030F00] [1] )
#15: 0x000eb stloc.u1   in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.SimRoutingComponent:DoRoute (Sims3.SimIFace.Route) (36389240 [2D030F00] )
#16: 0x0021f stloc.u1   in Awesome.Macro.Awesome.Macro.Nav:NavigateTo (Sims3.Gameplay.Actors.Sim,Sims3.Gameplay.Interfaces.IGameObject,Awesome.NavModes) ([258CE660] [35BA4AF8] [-1] )
#17: 0x00024 stloc.i4   in Awesome.Macro.Awesome.Macro.Nav:NavigateTo (Sims3.Gameplay.Actors.Sim,Sims3.Gameplay.Interfaces.IGameObject,Awesome.NavModes,bool) ([258CE660] [35BA4AF8] [-1] [1] )
#18: 0x0000f stloc.i4   in Awesome.Macro.Awesome.Macro.Nav:NavigateTo (Sims3.Gameplay.Actors.Sim,Sims3.Gameplay.Interfaces.IGameObject,bool) ([258CE660] [35BA4AF8] [1] )
#19: 0x001c9 stloc.i4   in Awesome.Macro.Awesome.Macro.MoveToDestination:Run () ()
#20: 0x000cf stloc.u1   in Sims3.Gameplay.Interactions.Sims3.Gameplay.Interactions.InteractionInstance:RunInteractionWithoutCleanup () ()
#21: 0x00348 stloc.u1   in Sims3.Gameplay.ActorSystems.Sims3.Gameplay.ActorSystems.InteractionQueue:ProcessOneInteraction () ()
#22: 0x0011c stfld.u1   in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.Sim:DoInteraction () ()
#23: 0x00015 br.s       in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.Sim:Simulate () ()
#24: 0x00027 leave.s    in ScriptCore.ScriptCore.ScriptProxy:Simulate () ()
</Error>
</FSE>


Thanks for taking the time to look at this, and I apologize. Just for everything. Ever.


Title: Re: AwesomeMod Bug Report Thread
Post by: Nightwish on 2013 June 01, 18:48:06
Hi. I had no FSE from a very long time. Suddenly it appears. I have all EPs and SPs (latest updates installed), no custom mods and packages except Awesomemod from May 9th (this year of course). I have sent my sim to university, he's living in the dorm. I noticed that when I enter build/buy mode and back to living mode, all sims living in this dorm got reset (no matter where they are before, they are suddenly appear next to the dorm main entrance). So I typed "fixall" command and:

<FSE>
  <Error>System.NullReferenceException: A null value was found where an object instance was required.
#0: 0x000b4 callvirt   in Awesome.Careers.Awesome.Careers.Jerb:AllowAsCoworker (Sims3.Gameplay.Careers.Occupation,Sims3.Gameplay.CAS.SimDescription) ([35515380] [36726AA0] )
#1: 0x000d8 call       in Awesome.Careers.Awesome.Careers.Jerb:AddCoworker (Sims3.Gameplay.Careers.Occupation,bool) ([35515380]
  • )
#2: 0x00074 call       in Awesome.Careers.Awesome.Careers.Jerb:CheckCoworkers (Sims3.Gameplay.Careers.Occupation,bool) ([35515380]
  • )
#3: 0x0000a call       in Awesome.Careers.Awesome.Careers.Jerb:CheckCoworkers (Sims3.Gameplay.Careers.Occupation) ([35515380] )
#4: 0x00001 call       in Sims3.Gameplay.Careers.Sims3.Gameplay.Careers.Occupation:CheckCoworkers () ()
#5: 0x0008c callvirt   in Awesome.Awesome.BatBox:FixJerbs () ()
#6: 0x0000d call       in Awesome.Console.Awesome.Console.Debug:OnFixAll (object[]) ([29B82520] )
#7: 0x00000            in Sims3.SimIFace.Sims3.SimIFace.CommandHandler:Invoke (object[]) (2A1966E0 [29B82520] )
</Error>
</FSE>

I'm using "fixall" command every time before saving my game (I'm saving my game every about 20/30 minutes of gameplay) and never had FSE before. After closing FSE message window whole simulation seems to work like before but now I'm not playing this game to do not make any more errors.

Thank you in advance for any info, what went wrong.

P. S.
Sorry for my english if I wrote something wrong way.


Title: Re: AwesomeMod Bug Report Thread
Post by: soft-n-fluffy on 2013 June 04, 12:43:22
My game keeps freezing and crashing whenever the trait screen comes up, whether it's for aging up or in CAS.  No FSE screen comes up, the game just freezes and stops responding.  My game worked just fine after deleting awesomemod... It made me really sad that I had to delete it because I love awesomemod :(  
Is there any way the trait aspects of awesomemod could be removed?  I think that might be what's causing my problems. I was disappointed to see there's no trait options for the config tool.
I don't have any other mods or custom content but I do have a bunch of pirated store items in package form, if that makes any difference.


Title: Re: AwesomeMod Bug Report Thread
Post by: Menaceman on 2013 June 04, 15:11:02
Is the "lifetimehappiness" cheat command still functioning? I've tried using it several times and all I get told is that the command is not recognised. This is with and without testingcheats enabled as well as with AMdebug both on and off. It is listed on the Awesomemod Console & Debug wikka page as a valid console command but I can't get it working.


Title: Re: AwesomeMod Bug Report Thread
Post by: wizard_merlin on 2013 June 04, 23:19:05
Is the "lifetimehappiness" cheat command still functioning? I've tried using it several times and all I get told is that the command is not recognised. This is with and without testingcheats enabled as well as with AMdebug both on and off. It is listed on the Awesomemod Console & Debug wikka page as a valid console command but I can't get it working.

It worked alright for me last time I used it.  I can't recall which set of cheats it is with, might be the debug commands as I have both testingcheats and debugcommands enabled all the time via the config file.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2013 June 05, 11:26:18
My game keeps freezing and crashing whenever the trait screen comes up, whether it's for aging up or in CAS.
This is the first I've ever heard of this. Are you using the current version? Can anyone else verify this? I can take a quick look in a bit.

UPDATE: I cannot reproduce this. Trait selection works fine for me.


Title: Re: AwesomeMod Bug Report Thread
Post by: Menaceman on 2013 June 05, 16:34:10
I'm having no problems with the trait selection either.


Title: Re: AwesomeMod Bug Report Thread
Post by: Zepher on 2013 June 08, 09:09:38
having an issue with supreme commander. giving my teen supreme commander option for work/school stuff (while he was at school) he left school and went to the library. an adult sim left work and went to the library when told the same. and another sim who was at home stopped running on the treadmill and went to read a book when told to work on cardio. for testing i canceled all actions and used maxmotives then tried it again having the same results.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2013 June 13, 01:18:30
That is mighty peculiar, considering that it last worked fine and that no changes were made to that in ages. Do you have some kind of weird library mod advertising strange things?


Title: Re: AwesomeMod Bug Report Thread
Post by: Zepher on 2013 June 13, 02:23:17
the only mods i have that resemble library mods are the book of talent and instant skill books, but both are just non default replacement objects. my NRASS mods might be doing something in that category because i know master controller has the no magic scrolls as well. but awesome is in a higher priority folder.


Title: Re: AwesomeMod Bug Report Thread
Post by: Zepher on 2013 June 13, 16:01:34
ok, after taking out the skill book mod supreme commander seems to work now, at least it isnt routing to read for no apparent reason.


Title: Re: AwesomeMod Bug Report Thread
Post by: Juan Sfalcin on 2013 June 27, 21:53:55
Upon installing the 1.50 1.55 test version, I started having audio glitches (went on and off with a click noise) - on live mode only -, and ghosts started to checkin in my Resort.

Also, sims were using Jet Skis... On roads. Like taxis. That should be left as a feature because I loled hard.


Title: Re: AwesomeMod Bug Report Thread
Post by: kissing_toast on 2013 June 27, 22:02:04
Upon installing the 1.50 test version, I started having audio glitches (went on and off with a click noise) - on live mode only -, and ghosts started to checkin in my Resort.

There is no 1.50 test version, 1.50 is stable.


Title: Re: AwesomeMod Bug Report Thread
Post by: Juan Sfalcin on 2013 June 27, 22:14:40
Upon installing the 1.50 test version, I started having audio glitches (went on and off with a click noise) - on live mode only -, and ghosts started to checkin in my Resort.

There is no 1.50 test version, 1.50 is stable.

I'm sorry, I meant 1.55. I will correct my post above.


Title: Re: AwesomeMod Bug Report Thread
Post by: runesong on 2013 June 28, 01:33:00
Got the 1.55 test version going.  Not a big deal, but I did notice that the build/buy icons are grayed out.  I used ctrl/shift to enable build/bug and it worked fine.


Title: Re: AwesomeMod Bug Report Thread
Post by: Madame Mim on 2013 June 28, 02:35:07
Aren't SCUBA divers meant to pee themselves to keep warm IRL?


Title: Re: AwesomeMod Bug Report Thread
Post by: Andygal on 2013 June 28, 04:47:57
I am unsure if this is related to Awesomemod, or EA glitchiness, but I was playing a test house with a toddler and I noticed that when using the peg box she was sometimes facing the wrong way, while still skilling on the box. It's a minor issue, but I thought I'd mention it.


Title: Re: AwesomeMod Bug Report Thread
Post by: runesong on 2013 June 28, 05:38:43
I am unsure if this is related to Awesomemod, or EA glitchiness, but I was playing a test house with a toddler and I noticed that when using the peg box she was sometimes facing the wrong way, while still skilling on the box. It's a minor issue, but I thought I'd mention it.
I have seen this before.  I have also seen where the toddler was sitting IN the peg box.  Who says two things can't occupy the same place at the same time?


Title: Re: AwesomeMod Bug Report Thread
Post by: IAmTheRad on 2013 June 28, 07:34:17
Boats inside of Sims inventories are used as vehicles when travellng around. While unintentionally hilarious, it's quite a bug introduced with AwesomeMod 1.55 test version.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2013 June 28, 07:42:29
My scuba diving sim has also started peeing herself regularly since Awesomemod was installed.  When underwater, the sim pees once the bladder bar drops to about 75%.  
The peeing scuba divers is an EAxian feature, actually.

Aren't SCUBA divers meant to pee themselves to keep warm IRL?
Apparently this is a feature, which probably why you don't want a rental suit: Someone has probably peed in it. However, I find the physics of such a thing questionable, as it seems like it would produce the opposite effect in the long run: You start with a warm, body-temperature fluid reservoir, and you eject it. But water tends to contain a high specific heat and thus retains heat better...so you'll end up losing heat faster as you've just ejected your heat reservoir. This plan seems to be a fail.


Title: Re: AwesomeMod Bug Report Thread
Post by: CLmeow on 2013 June 28, 19:22:12
I don't know if this is an AM thing or not, but the street art set in my sim's inventory is not useable.  When I click it, I get a hand to take it out or I get the option to give it as a gift.  I tried taking mods out and putting them back, still the same thing.  I also bought a new one, set it on the street and still no option to use it.
Thanks


Title: Re: AwesomeMod Bug Report Thread
Post by: DJTekilla on 2013 June 29, 01:53:56
I've noticed the bug in IP, where when you wanna improve your resort (be it with build/buy mode or by using the management interractions) the improvements are not charged to the owner (Only the improvements to the rooms rabbithole are, the 5,000 and 10,000 ones). While this is not a bug that need to be fixed right away, the bug makes the whole improve your resort challenge nulled.


Title: Re: AwesomeMod Bug Report Thread
Post by: Daimon on 2013 June 29, 20:16:38
Hrm, looks like I posted in the wrong spot before. Go me, clueless idiot, etc.

Anyhow, using the test version of 1.55, it seems Build and Buy both get greyed out.  AM is the only thing I installed on top of an otherwise functional install.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2013 June 30, 03:37:26
Sound issue sounds like a rehash of the old Bicycle bug. Probably someone needs to make a STFU-Bicycle-type mod for whatever is screwing up the sounds.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2013 June 30, 06:32:01
When is CAS not slow, though? And I really don't think AwesomeMod can do anything with sound, as sound exists at a lower level than the script codes.


Title: Re: AwesomeMod Bug Report Thread
Post by: exangel on 2013 June 30, 12:25:11
Ok possible bug. In my config I have it set up to where it is build/buy on current lot always. And when I was testing out the new 1.55 version with my config file set that way it made it to where I could not build/buy at all on houseboats. I didn't notice a problem on regular lots just houseboats. I did try moving the camera all around on the houseboat and even down to the basement and zoomed in, all with the same result the build/buy was totally disabled. No other issues found as of yet. But thought I would let you know about this one. Once I edited by config file turning off that feature I didn't have a problem with build/buy mode.


Title: Re: AwesomeMod Bug Report Thread
Post by: Shamino on 2013 June 30, 19:35:29
I can confirm that you don't get charged at all when improving/ building your resort.

When I remove AM (latest test version) it works fine.


PS: Got the sound bug too.


Title: Re: AwesomeMod Bug Report Thread
Post by: SJActress on 2013 July 01, 16:22:23
I did, however notice a sim riding down the street in a jetski.

I noticed this, too, but decided not to report it, as I consider it a "feature."


Title: Re: AwesomeMod Bug Report Thread
Post by: Andygal on 2013 July 01, 16:54:23
I saw one too, I thought it was hilarious :) There were even wake effects on the road.


Title: Re: AwesomeMod Bug Report Thread
Post by: Skadi on 2013 July 02, 00:37:52
I have not played the Sims in a while and just bought a package from Steam that is up to Supernatural and reports game version 1.55
I installed the latest awesomemod and when the game launches I get an error "Non-critical core mismatch! A core file not part of AwesomeMod does not match expected values." I press ignore and the game launches but all buttons are unclickable and all pulldowns are blank. I am running a clean install with nothing but awesomemod and framework for mods.

Any ideas?

Thanks

AM is only up to 1.50. 1.55 is in testing - if you can find it, you get to use it. If not, wait for the stable release.

I think I have worked out what is causing the sound issues - I have that stupid swan peddle boat in IP and my sound stopped when some townie was on it. Managed to nuke it, no issue.


Title: Re: AwesomeMod Bug Report Thread
Post by: Slymenstra on 2013 July 02, 15:25:07
Flagrant system error. Test version of Awesome. I do have other mods, but they are "supposedly" up to date. IP patched to 1.55

My Sim went to play with the Gnubb set thing on a community lot and all it had was "Join Game" with a Sim standing next to it. My Sim sat there for a few minutes and no game started. So I had her greet the Sim I thought was trying to initiate a game and got this. I clicked the okay check mark and everything was fine. The Gnubb set could be played with.

Sims3.SimIFace.SacsErrorException: This state machine does not have a valid C++ driver, which is usually caused by a call to StopAllAnimation(). It is likely that the host object was reset. Objects that host state machines should null out and re-acquire state machines on reset. They may also avoid calling the base DoReset on GameObject if they do not need its functionality. (actor = 'x', state = 'SittingIdle') #0: 0x00014 throw in Sims3.SimIFace.Sims3.SimIFace.StateMachineClient:CheckForException () () #1: 0x0058d call in Sims3.SimIFace.Sims3.SimIFace.StateMachineClient:RequestState (bool,string,string,Sims3.SimIFace.SACS.DriverRequestFlags,int,Sims3.SimIFace.StateMachineClient,string,Sims3.SimIFace.BridgeOrigin) (991FB7D0 [1] [4135FA68] [D9661618] [64] [-1] [00000000] [00000000] [00000000] ) #2: 0x0001e call in Sims3.SimIFace.Sims3.SimIFace.StateMachineClient:RequestState (bool,string,string,Sims3.SimIFace.SACS.DriverRequestFlags,int) (991FB7D0 [1] [4135FA68] [D9661618] [64] [-1] ) #3: 0x00067 callvirt in Sims3.Gameplay.ActorSystems.Sims3.Gameplay.ActorSystems.SittingPosture:Idle () () #4: 0x00021 callvirt in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.Sim:PostureIdle () () #5: 0x000a4 call in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.Sim:LoopIdle () () #6: 0x00022 callvirt in Sims3.Gameplay.Actors.Sim+SwitchOutfitHelper:Wait (bool) (6ED8A070 [1] ) #7: 0x0000d callvirt in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.Sim:SwitchToOutfitWithSpin (Sims3.Gameplay.Actors.Sim/SwitchOutfitHelper,bool) (AC4A9330 [6ED8A070]
  • ) #8: 0x00006 call in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.Sim:SwitchToOutfitWithSpin (Sims3.Gameplay.Actors.Sim/SwitchOutfitHelper) (AC4A9330 [6ED8A070] ) #9: 0x00045 call in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.Sim:SwitchToOutfitWithSpin (Sims3.Gameplay.Actors.Sim/ClothesChangeReason,Sims3.SimIFace.CAS.OutfitCategories,bool,bool,bool) (AC4A9330 [9] [262144] [1] [1]
  • ) #10: 0x00012 call in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.Sim:SwitchToOutfitWithSpin (Sims3.Gameplay.Actors.Sim/ClothesChangeReason,Sims3.SimIFace.CAS.OutfitCategories,bool,bool) (AC4A9330 [9] [262144] [1] [1] ) #11: 0x0000e call in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.Sim:SwitchToOutfitWithSpin (Sims3.Gameplay.Actors.Sim/ClothesChangeReason,Sims3.SimIFace.CAS.OutfitCategories,bool) (AC4A9330 [9] [262144] [1] ) #12: 0x0001d call in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.Sim:SwitchToOutfitWithSpin (Sims3.Gameplay.Actors.Sim/ClothesChangeReason) (AC4A9330 [9] ) #13: 0x00036 callvirt in Awesome.Macro.Awesome.Macro.OneShotCommander:RunLoop () () #14: 0x00023 callvirt in Awesome.Macro.Awesome.Macro.StationKeeper:Run () () #15: 0x000cf stloc.u1 in Sims3.Gameplay.Interactions.Sims3.Gameplay.Interactions.InteractionInstance:RunInteractionWithoutCleanup () () #16: 0x00348 stloc.u1 in Sims3.Gameplay.ActorSystems.Sims3.Gameplay.ActorSystems.InteractionQueue:ProcessOneInteraction () () #17: 0x0011c stfld.u1 in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.Sim:DoInteraction () () #18: 0x00015 br.s in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.Sim:Simulate () () #19: 0x00022 ldc.i4.0 in ScriptCore.ScriptCore.ScriptProxy:Simulate () ()


Title: Re: AwesomeMod Bug Report Thread
Post by: vorpal on 2013 July 02, 16:34:08
Is it AM that added icons to the bar drinks with a picture of the type of drink? If so, they don't show anymore.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2013 July 02, 17:22:16
Is it AM that added icons to the bar drinks with a picture of the type of drink? If so, they don't show anymore.
I don't remember seeing anything changed there. Where are you attempting this?


Title: Re: AwesomeMod Bug Report Thread
Post by: vorpal on 2013 July 02, 17:29:06
Is it AM that added icons to the bar drinks with a picture of the type of drink? If so, they don't show anymore.
I don't remember seeing anything changed there. Where are you attempting this?
I tried at a regular Late Night bar that I placed in the new EP world, then I tried at the new pool bar that came with the EP, and when both failed I started a fresh vanilla game in Bridgeport, where the same happened. That's why I am not sure whether AM had added these icons or whether they were default but are gone now.


Title: Re: AwesomeMod Bug Report Thread
Post by: Suni on 2013 July 02, 18:21:33
When is CAS not slow, though? And I really don't think AwesomeMod can do anything with sound, as sound exists at a lower level than the script codes.

If AM has nothing to do with the sound issue, why does it only happen when AM is the only mod installed? But when AM isn't installed and other mods are, there is no sound problems. I'm not saying AM is causing the problem, i'm just wondering why it happens with AM being the only mod installed when it does happen.


I think I have worked out what is causing the sound issues - I have that stupid swan peddle boat in IP and my sound stopped when some townie was on it. Managed to nuke it, no issue.

In consideration of your sound issue fix and when the problem came back in IP, I looked into object stats via Master Controller and there wasn't a single swan peddle boat anywhere in the world. There were sailboats, speed boats, fishing boats and water scooters, but no peddle boats.




Title: Re: AwesomeMod Bug Report Thread
Post by: SJActress on 2013 July 04, 04:43:49
The released version of AM, when combined with Overwatch and/or ErrorTrap is now crashing the game. The test version did not do this. I suppose it's technically not an AM problem, but I'm throwing it out there anyway.

Sound issues remain; I haven't found a pattern to it yet, so I don't know if it's AM or not, or what is causing it to happen.


Title: Re: AwesomeMod Bug Report Thread
Post by: SendMeLies on 2013 July 04, 11:34:58
Boat on the road silliness combined with better parking makes sims unroutable when arriving at destination if said destination happens to be on dry land.


Title: Re: AwesomeMod Bug Report Thread
Post by: rhodaloo on 2013 July 04, 14:14:46
The released version of AM, when combined with Overwatch and/or ErrorTrap is now crashing the game. The test version did not do this. I suppose it's technically not an AM problem, but I'm throwing it out there anyway.

It's probably ErrorTrap as I've been reading about the the issues it was causing.  It's had at least 2 updates this week. I've pulled it from my game which then was running fine (more or less).


Title: Re: AwesomeMod Bug Report Thread
Post by: Skoria_bay on 2013 July 04, 14:40:30
I played last night with Overwatch and Error Trap in my game. I do have the latest AM and it ran fine.

I have all EPs and SPs installed up to University (no Island Paradise until it's fixed).


Title: Re: AwesomeMod Bug Report Thread
Post by: Juan Sfalcin on 2013 July 05, 20:17:16
Confirmed: also having the sound glitch in Sunset Valley - with the newest released version. It only started to happen after I made a port and a scuba diving spot, tough. It was fine before.


Title: Re: AwesomeMod Bug Report Thread
Post by: vorpal on 2013 July 05, 21:39:09
AM 07/02/2013 10:26:43
When traveling to the University world AwesomeMod still deletes most of the homeless population.
The first time it deleted all except for 3, the second time I was left with 20 homeless Sims, the third attempt listed 39 homeless bums. The fourth time in a different, fresh game had 16 survivors.

First two tries were done together with MasterController for population checks, the last two with only AwesomeMod and nothing else.
What I did was have a Sim take the test and send them to university straight away. Population checks were done immediately upon arrival in university world. Config is default, no config file and no other console commands were used than "listhomeless".
Default homeless population should be something around 70.
MasterController shows that they were all compressed into MiniSims, together with the Sims from main character's homeworld.
Without AwesomeMod homeless University Sims stay intact and only homeworld Sims end up as MiniSims.


Title: Re: AwesomeMod Bug Report Thread
Post by: DJ. on 2013 July 08, 15:03:38
I managed to get Sims stop using jetskies while traveling on-land; I just typed in "setConfig smarterVehicleChooser false". At first I thought it was EA's revolutionary idea, but the fact that there were also water effects along with jetskies really made me go "Ugh".

Though about that sound issue - that really scared the crap out of me! I thought my fucking sound card went faulty. Anyway, I updated my driver and rolled back my game to an auto-backup. The sound's over (for) now.


Title: Re: AwesomeMod Bug Report Thread
Post by: Demise on 2013 July 08, 18:46:17
Yet another person suffering from the sound mod. Only in my Island Paradise world, the custom world my legacy is in is thankfully completely bug free.

I have a few of the STFU bicycle mods, dear god I cannot wait until we can narrow down whats causing this and get rid of it.


Title: Re: AwesomeMod Bug Report Thread
Post by: witch on 2013 July 09, 05:16:53
Erm, you could try the updated test Awesomemod? 6 July mine is timestamped. I have been running with setConfig smarterVehicleChooser true and I have no sound issues, nor have I seen a boat on the road.


Title: Re: AwesomeMod Bug Report Thread
Post by: Incognito on 2013 July 09, 10:48:27
I've been running the latest AM in Sunlit Tides with zero problems. My sim's can use the jetski/all of the boats on water just fine and with setConfig smarterVehicleChooser false, I haven't seen any on the roads either. For me, the sound issue seems to be Isla Paradiso specific.


Title: Re: AwesomeMod Bug Report Thread
Post by: witch on 2013 July 09, 11:25:49
I have been running with setConfig smarterVehicleChooser true

It's OK to use again for those who use it.


Title: Re: AwesomeMod Bug Report Thread
Post by: GnatGoSplat on 2013 July 09, 13:53:17
I was able to get rid of the sound popping issue permanently in Isla Paradiso.  First I disabled SmarterVehicleChooser.  That by itself doesn't stop the sound popping.  To stop that required resetting everything.  I don't know if AM has that ability built-in, but I already had Nraas MasterController installed and it has a "Reset Everything" under Town.  I was able to confirm this works on two different saves on two different machines and the problem did not reoccur even after 4-hours of gameplay.

With smarterVehicleChooser now working properly, a reset everything is probably all that's necessary to fix the sound.


Title: Re: AwesomeMod Bug Report Thread
Post by: Cyberdodo on 2013 July 09, 15:20:58
I got an interesting Flagrant System Error, which so far has only occurred when using the fixall command while on the home dormitory lot in University.  It is 100% replicable at this location.
For reference, I do not have IP installed, but I am patched to 1.55 with the latest AwesomeMod for this patch level.  It may be relevant that I am also using Twallan's Careers mod (also updated for patch 1.55), considering this FSE looks to be all career related.

<FSE>
  <Error>System.NullReferenceException: A null value was found where an object instance was required.
#0: 0x00009 ldfld.o    in Sims3.Gameplay.Careers.Sims3.Gameplay.Careers.AcquireOccupationParameters:.ctor (Sims3.Gameplay.Careers.CareerLocation,bool,bool) (34F86364 [00000000]
  • [1] )
#1: 0x00007 newobj     in Sims3.Gameplay.Careers.Sims3.Gameplay.Careers.Occupation:OccupationParametersForCoworker () ()
#2: 0x0001c callvirt   in Sims3.Gameplay.Careers.Sims3.Gameplay.Careers.Occupation:ChooseCoworkerFromSet (System.Collections.Generic.Dictionary`2) (33F651C0 [8593712845292425280/0x7743004d255dd040] )
#3: 0x0022a callvirt   in Awesome.Careers.Awesome.Careers.Jerb:AddCoworker (Sims3.Gameplay.Careers.Occupation,bool) ([33F651C0]
  • )
#4: 0x00074 call       in Awesome.Careers.Awesome.Careers.Jerb:CheckCoworkers (Sims3.Gameplay.Careers.Occupation,bool) ([33F651C0]
  • )
#5: 0x0000a call       in Awesome.Careers.Awesome.Careers.Jerb:CheckCoworkers (Sims3.Gameplay.Careers.Occupation) ([33F651C0] )
#6: 0x00001 call       in Sims3.Gameplay.Careers.Sims3.Gameplay.Careers.Occupation:CheckCoworkers () ()
#7: 0x0008c callvirt   in Awesome.Awesome.BatBox:FixJerbs () ()
#8: 0x0000d call       in Awesome.Console.Awesome.Console.Debug:OnFixAll (object[]) ([25C2DF20] )
#9: 0x00000            in Sims3.SimIFace.Sims3.SimIFace.CommandHandler:Invoke (object[]) (27045A78 [25C2DF20] )
</Error>
</FSE>


Title: Re: AwesomeMod Bug Report Thread
Post by: Demise on 2013 July 10, 00:15:03
Erm, you could try the updated test Awesomemod? 6 July mine is timestamped. I have been running with setConfig smarterVehicleChooser true and I have no sound issues, nor have I seen a boat on the road.

Awesome. This fixed all my issues as well.

Thanks Pescado for fixing this in such a timely manner, I couldn't play the game with that awful problem.


Title: Re: AwesomeMod Bug Report Thread
Post by: runesong on 2013 July 10, 08:04:18
Erm, you could try the updated test Awesomemod? 6 July mine is timestamped. I have been running with setConfig smarterVehicleChooser true and I have no sound issues, nor have I seen a boat on the road.

Awesome. This fixed all my issues as well.

Thanks Pescado for fixing this in such a timely manner, I couldn't play the game with that awful problem.

I second that!  I played for several hours, however, I did have to "reset town" three times during those hours.  I'm OK with that though, at least we can play now.  Thank you Pescado and Twallen!


Title: Re: AwesomeMod Bug Report Thread
Post by: vorpal on 2013 July 11, 16:46:15
Re: mass deletion of homeless Sims in University world.
I think I have figured out what may be happening here: I always play with Story Progression off and all supernaturals, celebrities and whatnot disabled in the Advanced Demographics Options. When I had these enabled but Story Progression still off, meaning the boxes were ticked but greyed out, a large portion of the residents in the Uni world were already transformed into supernaturals when my Sim arrived. So, it is possible that AwesomeMod deletes those homeless Sims that the game tries to convert into supernaturals during transition. This would go well with my observation that no matter how often I tried to travel to the Uni world there was always one constant: regardless of how many homeless were left after the purge, the two PlantSims that are supposed to live in the homeless bin were always missing.
This is a bit stupid if it's true. Can this possibly be fixed such that it rather prevents conversion of humans into supernaturals according to the Advanced Demographics Options, leaves the pre-existing, i.e. PlantSim supernaturals intact and does not simply remove them all from the game?


Title: Re: AwesomeMod Bug Report Thread
Post by: nythawk on 2013 July 12, 00:29:14
Erm, you could try the updated test Awesomemod? 6 July mine is timestamped. I have been running with setConfig smarterVehicleChooser true and I have no sound issues, nor have I seen a boat on the road.

Awesome. This fixed all my issues as well.

Thanks Pescado for fixing this in such a timely manner, I couldn't play the game with that awful problem.

I second that!  I played for several hours, however, I did have to "reset town" three times during those hours.  I'm OK with that though, at least we can play now.  Thank you Pescado and Twallen!
And I can give it a third! After doing that though, my sims no longer use their preferred vehicles, but with the sound issue gone I can play the game again with at least a semblance of normalcy. Thanks all.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2013 July 12, 01:12:46
This is a bit stupid if it's true. Can this possibly be fixed such that it rather prevents conversion of humans into supernaturals according to the Advanced Demographics Options, leaves the pre-existing, i.e. PlantSim supernaturals intact and does not simply remove them all from the game?
AwesomeMod does not attempt to delete any Supernaturals regardless of your settings. In fact, AwesomeMod does not interact with those settings at all and neither attempts to add nor remove any Supernaturals. The cause of the disappearing sims is under investigation.


Title: Re: AwesomeMod Bug Report Thread
Post by: littleblackdog on 2013 July 14, 00:35:43
with awesomemod only in my game, all other mods removed, I am unable to build/buy on docks and houseboats. The option is greyed out.  I have awesomemod with the date stamp July 6.

ETA: I did disable the build/buy on any lot in config , as suggested in a previous post, and that did fix the problem.


Title: Re: AwesomeMod Bug Report Thread
Post by: sloppyhousewife on 2013 July 18, 15:42:26
I haven't seen a report on this: "fixall" deletes the Skimtron speedboard (the one costing §22,000), no matter if it's in the inventory or on a boat trailer.


Title: Re: AwesomeMod Bug Report Thread
Post by: EsotericPolarBear on 2013 July 18, 17:58:38
SC doesn't care about mermaid hydration motive.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2013 July 19, 15:25:12
SC doesn't care about mermaid hydration motive.
I haven't had the opportunity to examine this yet. What does it do?

I haven't seen a report on this: "fixall" deletes the Skimtron speedboard (the one costing §22,000), no matter if it's in the inventory or on a boat trailer.
Should be fixed now.


Title: Re: AwesomeMod Bug Report Thread
Post by: kissing_toast on 2013 July 19, 15:30:16
SC doesn't care about mermaid hydration motive.
I haven't had the opportunity to examine this yet. What does it do?

It's essentially the hygiene motive. Merfolk must regularly be in water to fill it up, when it's fully depleted they die.


Title: Re: AwesomeMod Bug Report Thread
Post by: sloppyhousewife on 2013 July 19, 18:00:14
I haven't seen a report on this: "fixall" deletes the Skimtron speedboard (the one costing §22,000), no matter if it's in the inventory or on a boat trailer.
Should be fixed now.

Yes, fixed.


Title: Re: AwesomeMod Bug Report Thread
Post by: EsotericPolarBear on 2013 July 19, 22:03:02
SC doesn't care about mermaid hydration motive.
I haven't had the opportunity to examine this yet. What does it do?

It's essentially the hygiene motive. Merfolk must regularly be in water to fill it up, when it's fully depleted they die.

I've also noticed that baths seem to fill it up faster than showers.  Also standing in the rain or swimming does it, too.  It's really more of an annoyance than a feature as it decays too fast.  The only way it wouldn't be a pain is if we could build houses underwater...or at least let them sleep in water...but I digress...

Oh, and the Dirt Defiant trait supposedly doesn't affect hydration, but mermaids can still take it...I haven't personally tested this, but I saw complaints elsewhere about it...I certainly wouldn't cry if you added it to the list of motiveperkrebalance changes.

Mermaids apparently still have a hygiene motive, it's just hidden and (mostly) static.

Mermaid's also have a slightly different hunger system.  Normal foods don't fill them up as much (although there's mods for that) and seafood and kelp is supposed to work normal for them.  Not really sure if SC needs to be adjusted for that or not.


Title: Re: AwesomeMod Bug Report Thread
Post by: kissing_toast on 2013 July 21, 04:32:39
I would have thought that baths, showers, rain and swimming would constitute as "being in water."


Title: Re: AwesomeMod Bug Report Thread
Post by: EsotericPolarBear on 2013 July 22, 22:51:05
When brevity is the soul of wit, elaboration makes me a dullard...


Title: Re: AwesomeMod Bug Report Thread
Post by: jezzer on 2013 July 23, 13:32:56
When brevity is the soul of wit, elaboration makes me a dullard...

That, and using full stops and ellipses interchangeably.


Title: Re: AwesomeMod Bug Report Thread
Post by: Rubyelf on 2013 July 24, 05:55:59
Tested this with AwesomeMod, without AwesomeMod, with ONLY AwesomeMod, but I am still experiencing a bug where my sim will reset whenever I go to Check Real estate using the phone or computer. Without AM installed it works perfectly fine, with AM installed my sim will reset, with NO MODS, except AM, it resets, with all my mods but no AM, it works fine. I have no idea why this is doing it.


Title: Re: AwesomeMod Bug Report Thread
Post by: sloppyhousewife on 2013 July 24, 15:39:07
Tested this with AwesomeMod, without AwesomeMod, with ONLY AwesomeMod, but I am still experiencing a bug where my sim will reset whenever I go to Check Real estate using the phone or computer. Without AM installed it works perfectly fine, with AM installed my sim will reset, with NO MODS, except AM, it resets, with all my mods but no AM, it works fine. I have no idea why this is doing it.
Are you sure you have the latest AM? I can check real estate on the phone and computer without problems. Selling and renaming lots works fine, too. 


Title: Re: AwesomeMod Bug Report Thread
Post by: Minakie on 2013 July 24, 20:04:28
When I use the "addtrait" cheat on my teenager sim, I get a message saying "Boo! [simname] already has 4 out of 4 traits allowed." and it fails to add a 5th trait. I thought it could be something wrong with my tunning so I decided to try on my cat, wrote down "addtrait Hunter" and the trait was successfully added. When I tried to add a trait to my sim again, it displayed the same message. Any idea why the <addtrait> suddenly decided to work on pets only?


Title: Re: AwesomeMod Bug Report Thread
Post by: wizard_merlin on 2013 July 24, 22:14:25
When I use the "addtrait" cheat on my teenager sim, I get a message saying "Boo! [simname] already has 4 out of 4 traits allowed." and it fails to add a 5th trait. I thought it could be something wrong with my tunning so I decided to try on my cat, wrote down "addtrait Hunter" and the trait was successfully added. When I tried to add a trait to my sim again, it displayed the same message. Any idea why the <addtrait> suddenly decided to work on pets only?

Did you by chance disable the trait cap before trying to add another trait?


Title: Re: AwesomeMod Bug Report Thread
Post by: Rubyelf on 2013 July 24, 23:28:53
Tested this with AwesomeMod, without AwesomeMod, with ONLY AwesomeMod, but I am still experiencing a bug where my sim will reset whenever I go to Check Real estate using the phone or computer. Without AM installed it works perfectly fine, with AM installed my sim will reset, with NO MODS, except AM, it resets, with all my mods but no AM, it works fine. I have no idea why this is doing it.
Are you sure you have the latest AM? I can check real estate on the phone and computer without problems. Selling and renaming lots works fine, too. 

Yes I am 100% sure, I went and downloaded it yesterday again thinking maybe it's because I didn't update it, the one I have was updated last on the 19th (at least according to the file date change), and I got that via downloading it through the main page (I've forgotten the URL I used to use to download it straight from the ftp page). I have exhausted all options, as I said I removed EVERY addon except awesomemod, and with AM installed it resets the sim, but without it, I don't get a reset. This occurs in the IP neighbourhood, could it have something to do with that? I'll test it out in another neighbourhood an d see if it happens there.


Title: Re: AwesomeMod Bug Report Thread
Post by: Starler on 2013 July 25, 01:09:23
Rubyelf, did you try doing a general resetsim* with just AM installed, and then a check to see if the problem persisted? If memory serves, removing AM causes the 'hood to reset when you load it, so that could be what is fixing the problem when you remove AM.

When I use the "addtrait" cheat on my teenager sim, I get a message saying "Boo! [simname] already has 4 out of 4 traits allowed." and it fails to add a 5th trait. I thought it could be something wrong with my tunning so I decided to try on my cat, wrote down "addtrait Hunter" and the trait was successfully added. When I tried to add a trait to my sim again, it displayed the same message. Any idea why the <addtrait> suddenly decided to work on pets only?

I am going to assume that you have disabled the trait cap before posting, because I am hoping, since you posted in the right place, that you are not completely stupid. With that said, have you tested on an adult to verify that it does not work on any sims?


Title: Re: AwesomeMod Bug Report Thread
Post by: Rubyelf on 2013 July 25, 03:36:26
Rubyelf, did you try doing a general resetsim* with just AM installed, and then a check to see if the problem persisted? If memory serves, removing AM causes the 'hood to reset when you load it, so that could be what is fixing the problem when you remove AM.

Just tried it, didn't make a difference. It's only when I use the phone and laptop, I can buy real estate still, I just can't use check real estate.


Title: Re: AwesomeMod Bug Report Thread
Post by: Minakie on 2013 July 25, 06:43:23
When I use the "addtrait" cheat on my teenager sim, I get a message saying "Boo! [simname] already has 4 out of 4 traits allowed." and it fails to add a 5th trait. I thought it could be something wrong with my tunning so I decided to try on my cat, wrote down "addtrait Hunter" and the trait was successfully added. When I tried to add a trait to my sim again, it displayed the same message. Any idea why the <addtrait> suddenly decided to work on pets only?

Did you by chance disable the trait cap before trying to add another trait?

Yes, I checked and the tunning is fine. Also, it works for pets, just not humans, that's what makes it weird.


Title: Re: AwesomeMod Bug Report Thread
Post by: Skadi on 2013 July 25, 07:59:59
I've always had to wait until they hit YA to add the traits.  I can add to YA/A/E fine but not to children and teens.


Title: Re: AwesomeMod Bug Report Thread
Post by: Cyberdodo on 2013 July 25, 17:01:46
When I use the "addtrait" cheat on my teenager sim, I get a message saying "Boo! [simname] already has 4 out of 4 traits allowed." and it fails to add a 5th trait. I thought it could be something wrong with my tunning so I decided to try on my cat, wrote down "addtrait Hunter" and the trait was successfully added. When I tried to add a trait to my sim again, it displayed the same message. Any idea why the <addtrait> suddenly decided to work on pets only?

Did you by chance disable the trait cap before trying to add another trait?

Yes, I checked and the tunning is fine. Also, it works for pets, just not humans, that's what makes it weird.

Did you try it on an adult sim rather than a teen?


Title: Re: AwesomeMod Bug Report Thread
Post by: vorpal on 2013 July 26, 20:05:59
Rubyelf, did you try doing a general resetsim* with just AM installed, and then a check to see if the problem persisted? If memory serves, removing AM causes the 'hood to reset when you load it, so that could be what is fixing the problem when you remove AM.

Just tried it, didn't make a difference. It's only when I use the phone and laptop, I can buy real estate still, I just can't use check real estate.
Just came here to report the same. I have two households in the current world, with one I can check real estate, with the other I cannot and the Sim that's using the phone resets.

Edit: Okay, I think I know the reason for this now. If there is one household in a world that already owns property no other household can access the "Check Real Estate" on the phone or computer. And it doesn't matter whether these housholds own property, too, or not. I tried both with landwoners and with households that didn't own any additional lots apart from their home. After I had the other household sell all their real estate my current household could access theirs via the phone again. I guess AwesomeMod does this to prevent multiple owners of the same lot, but something is broken because technically I should still be able to sell and buy other lots.

Edit2: After further testing it turns out that this happens only if another inactive household owns an Island Paradise resort. Selling that was enough to enable the Real Estate UI for all the other households again. It is still an AM issue, however, as this doesn't happen without AM installed.


Title: Re: AwesomeMod Bug Report Thread
Post by: Mukora on 2013 July 26, 22:15:41
There seems to be an issue with using Supreme Commander to make a Sim level Tinkering. Every time I try to select it, the game tells me that there is no available workbench, despite the fact that I'm looking right at one.


Title: Re: AwesomeMod Bug Report Thread
Post by: Cyberdodo on 2013 July 27, 02:29:20
Sims with Chosen and/or Track on Radar are unable to receive their extra traits from social group influence and degree.

Can you elaborate more on this? Apparently some of those traits are supposed to be invisible, so you may not see them. What causes those traits, and what happens if you acquire those traits while Chosen/Radar is not on?

This happens to me also. When a sim gets the extra trait from social influence or finishing a degree, the trait is supposed to be listed with de other traits. The extra traits are not invisible. But the new traits are not showing up on the chosen sims. This problem only occurs with the chosen sims, not the rest.

This still happens, by the way.  I just graduated a couple of sims, and didn't realize I had to unbless them first.  Fortunately, I save often, so I have a recent prior save to go back to.


Title: Re: AwesomeMod Bug Report Thread
Post by: Minakie on 2013 July 27, 06:19:13
Did you try it on an adult sim rather than a teen?


I hadn't until today since I had no adults on my active household. I think Skadi is right, it doesn't work on kids and teenagers, cause it worked fine on the adults. I need to find another way to give my teenagers extra traits :/



edit: In order to disable the censor mosaic, the option on the tunning file need to be set to Enabled, right? 'Cause it was working fine until I decided to stream TS3 on twitch. I had to reactivate the mosaic so I created a file named aweconf-stream.package. It worked fine, but now I wanted to go back to not having the mosaic so I deleted the aweconf-stream.package and replaced it with the regular aweconf.package I had before, but the mosaic is still there.


Title: Re: AwesomeMod Bug Report Thread
Post by: jezzer on 2013 July 27, 13:25:00
Don't double-post.  Modify your last post if no one has posted since.


Title: Re: AwesomeMod Bug Report Thread
Post by: applescruff on 2013 July 28, 00:07:06
Since the latest patch and AM update I cannot disable Story Progression. I'm not sure if this is an AM problem or if it's EAxian.  (I have been using AM very happily with no problems for a long time so I feel like this is an EAxian thing, but the moderators of another TS3 forum directed me here, insisting that it must be an AM bug because "If [AM] is installed and working properly, it hijacks the story progression code.")

My game is patched and I have the current version of AM.  My AM seems to be installed correctly because I get all the proper pop-ups when I do the "showconfig" thing.  I have the Story Progression checkbox unchecked in the Game Options but I am getting new random Sims spawning into my empty houses, which I do not want.  I have tried playing with AM Story Mode enabled and disabled in the config, either way I can't disable SP.  I have Ambitions, Pets and Supernatural if that makes any difference. 




Title: Re: AwesomeMod Bug Report Thread
Post by: Madame Mim on 2013 July 28, 03:19:50
AM makes no difference in whether you can tick or untick the story progression option in your game config - whomever you were talking to needs to pull their heads out of their arses.

I can think of no mod that removes functionality from that game option button. Start looking at your actual game program being the problem - or you.


Title: Re: AwesomeMod Bug Report Thread
Post by: kissing_toast on 2013 July 28, 05:12:34
Since the latest patch and AM update I cannot disable Story Progression. I'm not sure if this is an AM problem or if it's EAxian.  (I have been using AM very happily with no problems for a long time so I feel like this is an EAxian thing, but the moderators of another TS3 forum directed me here, insisting that it must be an AM bug because "If [AM] is installed and working properly, it hijacks the story progression code.")

My game is patched and I have the current version of AM.  My AM seems to be installed correctly because I get all the proper pop-ups when I do the "showconfig" thing.  I have the Story Progression checkbox unchecked in the Game Options but I am getting new random Sims spawning into my empty houses, which I do not want.  I have tried playing with AM Story Mode enabled and disabled in the config, either way I can't disable SP.  I have Ambitions, Pets and Supernatural if that makes any difference. 

If SP is set to off in the game's options then it's off, regardless of how AM is configured. Are you sure those aren't necessary NPCs that will spawn whether or not SP is off or not?


Title: Re: AwesomeMod Bug Report Thread
Post by: applescruff on 2013 July 28, 22:20:42

If SP is set to off in the game's options then it's off, regardless of how AM is configured. Are you sure those aren't necessary NPCs that will spawn whether or not SP is off or not?
Nope, they're not NPCs, they are new households moving into my empty homes. 

AM makes no difference in whether you can tick or untick the story progression option in your game config - whomever you were talking to needs to pull their heads out of their arses.

I can think of no mod that removes functionality from that game option button. Start looking at your actual game program being the problem - or you.
That's kind of what I figured.   Technically I don't need to start looking at my game or me being the problem, because I already suspected that.  But at least this gives me something more concrete to take back to the other forum and say no, this is not an AM issue.  Now I just need to figure out what the hell is actually wrong with it or what I did to it.   :-\  Thanks!


Title: Re: AwesomeMod Bug Report Thread
Post by: kissing_toast on 2013 July 29, 05:00:07

If SP is set to off in the game's options then it's off, regardless of how AM is configured. Are you sure those aren't necessary NPCs that will spawn whether or not SP is off or not?
Nope, they're not NPCs, they are new households moving into my empty homes. 

Right, but are they co-workers/employees? Sims that have to exist in order for the world to function? Even NPCs have to live somewhere.


Title: Re: AwesomeMod Bug Report Thread
Post by: Rubyelf on 2013 August 01, 06:03:38
Rubyelf, did you try doing a general resetsim* with just AM installed, and then a check to see if the problem persisted? If memory serves, removing AM causes the 'hood to reset when you load it, so that could be what is fixing the problem when you remove AM.

Just tried it, didn't make a difference. It's only when I use the phone and laptop, I can buy real estate still, I just can't use check real estate.
Just came here to report the same. I have two households in the current world, with one I can check real estate, with the other I cannot and the Sim that's using the phone resets.

Edit: Okay, I think I know the reason for this now. If there is one household in a world that already owns property no other household can access the "Check Real Estate" on the phone or computer. And it doesn't matter whether these housholds own property, too, or not. I tried both with landwoners and with households that didn't own any additional lots apart from their home. After I had the other household sell all their real estate my current household could access theirs via the phone again. I guess AwesomeMod does this to prevent multiple owners of the same lot, but something is broken because technically I should still be able to sell and buy other lots.

Edit2: After further testing it turns out that this happens only if another inactive household owns an Island Paradise resort. Selling that was enough to enable the Real Estate UI for all the other households again. It is still an AM issue, however, as this doesn't happen without AM installed.

Tested this and you are right, kind of annoying though!


Title: Re: AwesomeMod Bug Report Thread
Post by: vorpal on 2013 August 01, 06:49:57
...
Tested this and you are right, kind of annoying though!
When I run the Check Real Estate with twallan's ErrorTrap added my active household will actually be hard-reset and I get a script error. I tried several times and the result is reproducible, my active Sim and some random townie get reset. I uploaded 3 of these error logs, one of them also mentions an error with Awesome Motivator.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2013 August 01, 11:06:50
Real estate related dysfunctions should be fixed now.


Title: Re: AwesomeMod Bug Report Thread
Post by: vorpal on 2013 August 02, 15:36:45
Real estate related dysfunctions should be fixed now.
Yes, fixed.


Title: Re: AwesomeMod Bug Report Thread
Post by: Minakie on 2013 August 03, 12:27:46
edit: In order to disable the censor mosaic, the option on the tunning file need to be set to Enabled, right? 'Cause it was working fine until I decided to stream TS3 on twitch. I had to reactivate the mosaic so I created a file named aweconf-stream.package. It worked fine, but now I wanted to go back to not having the mosaic so I deleted the aweconf-stream.package and replaced it with the regular aweconf.package I had before, but the mosaic is still there.

Still having this issue, dunno if installing Nraas Decensor could help me fix it :/


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2013 August 03, 14:23:53
AwesomeMod's censor covers nudity only. If a sim is being censored because he is naked, AwesomeMod will suppress this behavior. If a sim is being censored for OTHER reasons, such as the fact that Sims can't remove their pants, or the Cops Effect, then the censor blur is still in the game.


Title: Re: AwesomeMod Bug Report Thread
Post by: Minakie on 2013 August 03, 14:53:11
AwesomeMod's censor covers nudity only. If a sim is being censored because he is naked, AwesomeMod will suppress this behavior. If a sim is being censored for OTHER reasons, such as the fact that Sims can't remove their pants, or the Cops Effect, then the censor blur is still in the game.

Yeah, but the mosaic is still there, even when they pee or shower, and I don't know why.


Title: Re: AwesomeMod Bug Report Thread
Post by: Madame Mim on 2013 August 03, 21:34:04
What Pescado said to you is that his mosaic will always be there when they pee. The fact that it is also there when they shower is, however, relevant.

I cannot help you with why it has ceased functioning. I use velocitygrass from MTS because it's not that I want to see what is going on behind the mosaic - I just hate great big blurry blobs.


Title: Re: AwesomeMod Bug Report Thread
Post by: ThatGirl on 2013 August 04, 21:03:47
Ok possible bug. In my config I have it set up to where it is build/buy on current lot always. And when I was testing out the new 1.55 version with my config file set that way it made it to where I could not build/buy at all on houseboats. I didn't notice a problem on regular lots just houseboats. I did try moving the camera all around on the houseboat and even down to the basement and zoomed in, all with the same result the build/buy was totally disabled. No other issues found as of yet. But thought I would let you know about this one. Once I edited by config file turning off that feature I didn't have a problem with build/buy mode.

I also am having this issue. I have turned the build/buy on current lot off. House boats seem to be the only problem with build/buy mode. When I take AM out it works, put it back in, it doesnt work.


Title: Re: AwesomeMod Bug Report Thread
Post by: Aventurine on 2013 August 05, 00:11:04
I am able to use the Build/Buy function on Houseboats with AM installed just fine. Are you making sure to edit the Houseboat Lot by clicking on the Build/Buy icon in the menu with testingcheatsenabled? (This will activate the Build/Buy function as it is greyed out by default).  You will need to do this so that you can edit a houseboat lot and make any changes you want to the existing structure. There are several tutorials on the official Sims3 site as well as Carl's Sims3 Guide.


Title: Re: AwesomeMod Bug Report Thread
Post by: wizard_merlin on 2013 August 05, 00:41:36
I can build on houseboats just fine.  I just had to disable the alwaysbuildbuyhere option.  With this enabled, selecting build or buy would default to the dock, turning that option off it defaults to the houseboat which is the home lot.  Also, if you are trying to edit a houseboat in the new isla paradisio (or whatever) hood, then you may need to unlock the lot to allow editing as I believe EAxis locked them all to prevent editing.

On another note, is anyone else having problems with auto grouping?  I have enabled the option to prevent the auto grouping, but whenever my sim calls someone and invites them over, they either auto group, or auto date, very annoying.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2013 August 06, 11:03:38
There might be one of the cases of auto-grouping I missed: Is a Subway involved in this situation in any way? I did a grep and searched for anything that might form a group that wasn't stomped, and only found that one case, and am not sure what uses it.


Title: Re: AwesomeMod Bug Report Thread
Post by: wizard_merlin on 2013 August 07, 03:14:11
The invited sim did use a subway to get from their location my sims house.


Title: Re: AwesomeMod Bug Report Thread
Post by: Louisb on 2013 August 08, 18:34:38
I have enabled TS2-style aging in AwesomeConfig, but some of the sims outside of the active household are aging according to unmodded TS3 behavior - i.e. they are getting older and dying of old age.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2013 August 09, 00:41:30
The invited sim did use a subway to get from their location my sims house.
Noted. Will squish.

I have enabled TS2-style aging in AwesomeConfig, but some of the sims outside of the active household are aging according to unmodded TS3 behavior - i.e. they are getting older and dying of old age.
Define "some". Not "all"? What properties do these "some" have?


Title: Re: AwesomeMod Bug Report Thread
Post by: Louisb on 2013 August 09, 14:29:15
I have enabled TS2-style aging in AwesomeConfig, but some of the sims outside of the active household are aging according to unmodded TS3 behavior - i.e. they are getting older and dying of old age.
Define "some". Not "all"? What properties do these "some" have?
Good question. Currently unsure, as some sims are becoming gray-hairs and throwing "X is becoming older" notifications while others are not. I can investigate further but I am not sure what to look for, exactly, as there is not an apparent pattern.

Edit: I can add that one of the neighbors is a SimBot and is aging as well, which is doubly odd given that I have AwesomeMod configured to prevent robots from aging. I will admit for the sake of disclosure that I am using Overwatch in conjunction with AwesomeMod (Overwatch has some features, like catching unroutable sims, that AwesomeMod lacks), which may or may not be a PEBKAC-style failure in judgment.


Title: Re: AwesomeMod Bug Report Thread
Post by: vorpal on 2013 August 10, 10:33:47
NoGhostAging doesn't work either.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2013 August 11, 04:06:06
I cannot find any particular reason for why you are getting odd sims randomly aging, short of the presence of a third-party aging controller. I grepped throughly and could only find references to aging that pass through the gate-check function. I am further unable to reproduce this behavior in-game. The only answer I can think of is that you have some sort of third-party aging controller replacement, or that these transitions were already queued prior to enabling the option.

Alternatively, these sims aren't even part of the world and exist in Vacationlandia.


Title: Re: AwesomeMod Bug Report Thread
Post by: ThatGirl on 2013 August 11, 12:52:14
I can build on houseboats just fine.  I just had to disable the alwaysbuildbuyhere option.  With this enabled, selecting build or buy would default to the dock, turning that option off it defaults to the houseboat which is the home lot.  Also, if you are trying to edit a houseboat in the new isla paradisio (or whatever) hood, then you may need to unlock the lot to allow editing as I believe EAxis locked them all to prevent editing.

On another note, is anyone else having problems with auto grouping?  I have enabled the option to prevent the auto grouping, but whenever my sim calls someone and invites them over, they either auto group, or auto date, very annoying.

Thank you. I can use build/buy mod if I turn off alwaysbuildbuyhere option in AM, yes....  I did not know it maybe locked by default. I'll have to look up how to unlock it.


Title: Re: AwesomeMod Bug Report Thread
Post by: ThatGirl on 2013 August 11, 12:54:00
I am able to use the Build/Buy function on Houseboats with AM installed just fine. Are you making sure to edit the Houseboat Lot by clicking on the Build/Buy icon in the menu with testingcheatsenabled? (This will activate the Build/Buy function as it is greyed out by default).  You will need to do this so that you can edit a houseboat lot and make any changes you want to the existing structure. There are several tutorials on the official Sims3 site as well as Carl's Sims3 Guide.

The testingcheatsenabled did not work... Thank you, I will check out those tuts.


Title: Re: AwesomeMod Bug Report Thread
Post by: nythawk on 2013 September 06, 16:19:18
I'm pretty sure I know the answer, but I'll ask anyway. Since 1.57 was released on 9/04 and I haven't seen any new test builds will the last AM work or should I wait for an update? I haven't updated yet just in case as I don't want to go without AM for 2-3 weeks like I did last time. Let the flaming begin.


Title: Re: AwesomeMod Bug Report Thread
Post by: Dromin on 2013 September 06, 21:17:41
Ok possible bug. In my config I have it set up to where it is build/buy on current lot always. And when I was testing out the new 1.55 version with my config file set that way it made it to where I could not build/buy at all on houseboats. I didn't notice a problem on regular lots just houseboats. I did try moving the camera all around on the houseboat and even down to the basement and zoomed in, all with the same result the build/buy was totally disabled. No other issues found as of yet. But thought I would let you know about this one. Once I edited by config file turning off that feature I didn't have a problem with build/buy mode.

I also am having this issue. I have turned the build/buy on current lot off. House boats seem to be the only problem with build/buy mode. When I take AM out it works, put it back in, it doesnt work.

I was also having issues with this. However, I just noticed that if I go into Map View, and click the buy / build icons from there, I go into buy / build mode on my houseboat. This works while AlwaysBuildBuyHere is still set to TRUE and TestingCheatsEnabled set to FALSE.


Title: Re: AwesomeMod Bug Report Thread
Post by: jezzer on 2013 September 07, 12:34:26
I'm pretty sure I know the answer, but I'll ask anyway. Since 1.57 was released on 9/04 and I haven't seen any new test builds will the last AM work or should I wait for an update? I haven't updated yet just in case as I don't want to go without AM for 2-3 weeks like I did last time. Let the flaming begin.

Are you asking if 1.55 AM will work with the 1.57 patch?  I just want to be sure before I KILL IT WITH FIRE.

Oh, wait.  You're asking a general AM question in the Bug Report Thread.

(http://i.imgur.com/o2PFXlB.jpg)


Title: Re: AwesomeMod Bug Report Thread
Post by: Anach on 2013 September 09, 03:18:33
As well as the build/buy issue with houseboats reported above will lock the build/buy buttons on any houseboat not docked at a port, which means the only way to build/buy is through the real-estate menu.. I'm also having problems with Awesome moving Sims into my houseboat, even though it's owned by my Sim.


Title: Re: AwesomeMod Bug Report Thread
Post by: corabl on 2013 September 11, 03:23:05
AwsomeMod doesn't seem to be working since 1.57 update.

I have removed all custom content and mods and re-downloaded awsomemod again and is still not working. Has
the mod been updated yet or is it an issue on my end


Title: Re: AwesomeMod Bug Report Thread
Post by: kissing_toast on 2013 September 11, 04:20:17
Has the mod been updated yet or is it an issue on my end

Why don't you fucking look?


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2013 September 11, 08:44:23
I need more useful information than "not working". There has been a 1.57 update. In what way does it "not work"?


Title: Re: AwesomeMod Bug Report Thread
Post by: corabl on 2013 September 12, 03:51:21
I need more useful information than "not working". There has been a 1.57 update. In what way does it "not work"?

I don't know what more information i can give you.

Everything was working great under 1.55
The 1.57 update came down automatically now awsomemod doesn't work.

I do appreciated that this site does state their is a 1.57 update so i did downloaded a new copy, but it is still not working

I have removed all custom content other than awsomemod just to make sure

I typed showconfig command into game and get nothing. The game is just not detecting the mod whatsoever.

It may be that i have to remove and reinstall game i just wanted to make sure that there has been an update and it is working for others.


Has the mod been updated yet or is it an issue on my end

Why don't you fucking look?

As for this comment i did look as my previouse post states that i downloaded a fresh copy of awsomemod because a 1.57 update was listed

So there is no need for such rudeness from you :-X


Title: Re: AwesomeMod Bug Report Thread
Post by: Starler on 2013 September 12, 05:30:23
I typed showconfig command into game and get nothing. The game is just not detecting the mod whatsoever.

There is an obvious PEBCAK here, but I can't quite place my finger on i- no, wait, there it is.

.wohemos krowemarf ruoy pu dewercs ouY:TNIH

Quote
So there is no need for such rudeness from you :-X

WRONG. There is one cure for this error, and KT knows EXACTLY what it is.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2013 September 12, 16:54:53
If you reinstalled your game, then you have destroyed all your config files and framework, which is why nothing is being detected.


Title: Re: AwesomeMod Bug Report Thread
Post by: Anach on 2013 September 12, 23:07:23
Having the "chosen" trait will block Sims from receiving their extra trait from university degrees or mastering of social groups.  I have 'disable trait caps' enabled in AM config.



Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2013 September 13, 12:19:51
Can you describe this "block" in greater detail? What happens, vs. what's supposed to happen?


Title: Re: AwesomeMod Bug Report Thread
Post by: Gwill on 2013 September 13, 17:46:56
Sims with Chosen and/or Track on Radar are unable to receive their extra traits from social group influence and degree.
I reported this way back when, but I didn't follow up.

They get the pop-up to choose a new trait, but the trait just doesn't get added.


Title: Re: AwesomeMod Bug Report Thread
Post by: Anach on 2013 September 13, 23:47:59
Sims with Chosen and/or Track on Radar are unable to receive their extra traits from social group influence and degree.
I reported this way back when, but I didn't follow up.

They get the pop-up to choose a new trait, but the trait just doesn't get added.

Exactly. The trait is different than normal traits and shows with a red outline in the trait list, it is awarded when you complete your Uni degree, or when reaching level 10 of one of the social groups.


Title: Re: AwesomeMod Bug Report Thread
Post by: idle on 2013 September 28, 14:56:11
With my config file set as follows:
SkipSpeedFinishQueue: Disabled
PauseAfterSkipSpeed: Enabled

My sim switches from speed four to speed one when waking up or finishing work. Finishing any other activity skips to speed 0(paused) as expected. I tried re-downloading Awesome and generating a new config file, deleting scriptCache, removing all other mods and cc, starting a new save file, etc. All other Awesome mod functions work fine and I think the PauseAfterSkipSpeed worked for sleep/work commands in the past? I haven't used AM for a while though, so that could be a false memory.

AM and game version are both 1.57 and I don't have University or IP.

PEBKAC, bug, or working as intended?


Title: Re: AwesomeMod Bug Report Thread
Post by: witch on 2013 September 28, 21:39:24
My sim switches from speed four to speed one when waking up. Finishing any other activity skips to speed 0(paused) as expected.

AM and game version are both 1.57.

Ditto. Not sure about finishing work, I don't often use speed 4 on that, but definitely the waking up is not pausing.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2013 September 29, 02:43:57
EAxis probably did something to the waking-up code. I will check it out when I have a free moment.


Title: Re: AwesomeMod Bug Report Thread
Post by: Sita on 2013 October 01, 20:45:33
Second time in two days.  :( Latest version of AM. I'm no expert but this doesn't look like a mod issue.

System.StackOverflowException

<FSE>
  <Error>System.StackOverflowException: The maximum stack depth for the interpreter has been exceeded.
#0: 0x00000 superop    in System.Collections.Generic.System.Collections.Generic.Dictionary`2:GetPrev (uint,int&) (2E8099A0 [813894345] [1075427756] )
#1: 0x00009 call       in System.Collections.Generic.System.Collections.Generic.Dictionary`2:GetSlot (uint,int&) (2E8099A0 [813894345] [1075427756] )
#2: 0x00009 call       in System.Collections.Generic.System.Collections.Generic.Dictionary`2:TryGetValue (uint,Sims3.SimIFace.Cache`2/ValueNode&) (2E8099A0 [813894345] [1075427708/0x4019b97c] )
#3: 0x0000e callvirt   in Sims3.SimIFace.Sims3.SimIFace.Cache`2:TryGetValue (uint,Sims3.UI.WindowBase&) (2E8099C0 [813894345] [4019B93C] )
#4: 0x0000e callvirt   in Sims3.UI.Sims3.UI.UIManager:RetrieveWindowInstance (uint,System.Type) ([813894345] [2D7FA6C0] )
#5: 0x00027 call       in Sims3.UI.Sims3.UI.UIManager:WrapperFromHandle (uint) ([813894345] )
#6: 0x00017 call       in Sims3.UI.Sims3.UI.UIManager:GetChildByIndex (Sims3.UI.WindowBase,uint) ([3606BAA0]
  • )
#7: 0x00005 call       in Sims3.UI.Sims3.UI.WindowBase:GetChildByIndex (uint) (3606BAA0
  • )
#8: 0x0000f callvirt   in Sims3.UI.Sims3.UI.NotificationManager:SetGlow (Sims3.UI.WindowBase,bool) (37FF8AE0 [3606BAA0] [1] )
#9: 0x00023 call       in Sims3.UI.Sims3.UI.NotificationManager:Add (Sims3.UI.Notification,Sims3.UI.NotificationManager/TNSCategory) (37FF8AE0 [37AC01C0]
  • )
#10: 0x000ae callvirt   in Sims3.UI.Sims3.UI.StyledNotification:Show (Sims3.UI.StyledNotification/Format,string,string,Sims3.SimIFace.ProductVersion,Sims3.SimIFace.ProductVersion) ([vt:433AD48C] [2F18F150] [00000000] [1] [1] )
#11: 0x0000f call       in Sims3.UI.Sims3.UI.StyledNotification:Show (Sims3.UI.StyledNotification/Format,string) ([vt:433AD1A4] [2F18F150] )
#12: 0x00063 call       in Sims3.Gameplay.Careers.Sims3.Gameplay.Careers.Occupation:ShowOccupationTNS (string,Sims3.Gameplay.Actors.Sim,bool,bool) ([388F3990] [38FE0330]
  • )
#13: 0x00017 call       in Sims3.Gameplay.Careers.Sims3.Gameplay.Careers.Occupation:ShowOccupationTNS (string,bool) (396AAD68 [388F3990]
  • )
#14: 0x00138 call       in Sims3.Gameplay.Careers.Sims3.Gameplay.Careers.XpBasedCareer:GenerateRewardsAndLevelUpTNS () ()
#15: 0x00007 call       in Sims3.Gameplay.Careers.Sims3.Gameplay.Careers.XpBasedCareer:OnLevelUp () ()
#16: 0x00035 callvirt   in Sims3.Gameplay.Careers.Sims3.Gameplay.Careers.XpBasedCareer:LevelUp () ()
#17: 0x000aa call       in Sims3.Gameplay.Careers.Sims3.Gameplay.Careers.XpBasedCareer:UpdateXp (single,bool) (396AAD68 [42]
  • )
#18: 0x00006 call       in Sims3.Gameplay.Careers.Sims3.Gameplay.Careers.XpBasedCareer:UpdateXp (single) (396AAD68 [42] )
#19: 0x0003c call       in Sims3.Gameplay.Careers.Sims3.Gameplay.Careers.SkillBasedCareer:UpdateXpForEarningMoneyFromSkill (Sims3.Gameplay.Skills.SkillNames,single) (396AAD68 [8] [42] )
#20: 0x00015 callvirt   in Sims3.Gameplay.Skills.Sims3.Gameplay.Skills.Skill:UpdateXpForEarningMoney (int) (39157070 [42] )
#21: 0x00025 callvirt   in Sims3.Gameplay.Objects.Fishing.Sims3.Gameplay.Objects.Fishing.Fish:SoldFor (int) (40376720 [42] )
#22: 0x00007 callvirt   in Sims3.Gameplay.Abstracts.Sims3.Gameplay.Abstracts.GameObject:NotifySellBase (Sims3.Gameplay.Actors.Sim,int) (40376720 [38FE0330] [42] )
#23: 0x00007 call       in Sims3.Gameplay.Abstracts.Sims3.Gameplay.Abstracts.GameObject:NotifySellBase (int) (40376720 [42] )
#24: 0x00005 call       in Sims3.Gameplay.Abstracts.Sims3.Gameplay.Abstracts.GameObject:SellBase (int) (40376720 [42] )
#25: 0x00004 call       in Sims3.Gameplay.Abstracts.Sims3.Gameplay.Abstracts.GameObject:SellBase () ()
#26: 0x000b0 callvirt   in Awesome.Economy.Awesome.Economy.SimInventory:SellInventory (Sims3.Gameplay.Actors.Sim) ([38FE0330] )
#27: 0x00018 call       in Awesome.Economy.Awesome.Economy.SimInventory:SellInventory (System.Collections.Generic.List`1) ([1532773912/0x5b5c4618] )
#28: 0x00035 call       in Awesome.Economy.Awesome.Economy.RealEstate:FindLot (Sims3.Gameplay.CAS.Household) ([38ED9380] )
#29: 0x00003 call       in Awesome.StoryBus.Toadings.Awesome.StoryBus.Toadings.FindHome:Execute () ()
#30: 0x0003b callvirt   in Awesome.StoryBus.Toadings.Awesome.StoryBus.Toadings.FindHome:Execute () ()
#31: 0x0003b callvirt   in Awesome.StoryBus.Toadings.Awesome.StoryBus.Toadings.FindHome:Execute () ()
#32: 0x0003b callvirt   in Awesome.StoryBus.Toadings.Awesome.StoryBus.Toadings.FindHome:Execute () ()
#33: 0x0003b callvirt   in Awesome.StoryBus.Toadings.Awesome.StoryBus.Toadings.FindHome:Execute () ()
#34: 0x0003b callvirt   in Awesome.StoryBus.Toadings.Awesome.StoryBus.Toadings.FindHome:Execute () ()
#35: 0x0003b callvirt   in Awesome.StoryBus.Toadings.Awesome.StoryBus.Toadings.FindHome:Execute () ()
#36: 0x0003b callvirt   in Awesome.StoryBus.Toadings.Awesome.StoryBus.Toadings.FindHome:Execute () ()
#37: 0x0003b callvirt   in Awesome.StoryBus.Toadings.Awesome.StoryBus.Toadings.FindHome:Execute () ()
#38: 0x0003b callvirt   in Awesome.StoryBus.Toadings.Awesome.StoryBus.Toadings.FindHome:Execute () ()
#39: 0x0003b callvirt   in Awesome.StoryBus.Toadings.Awesome.StoryBus.Toadings.FindHome:Execute () ()
#40: 0x0003b callvirt   in Awesome.StoryBus.Toadings.Awesome.StoryBus.Toadings.FindHome:Execute () ()
#41: 0x0003b callvirt   in Awesome.StoryBus.Toadings.Awesome.StoryBus.Toadings.FindHome:Execute () ()
#42: 0x0003b callvirt   in Awesome.StoryBus.Toadings.Awesome.StoryBus.Toadings.FindHome:Execute () ()
#43: 0x0003b callvirt   in Awesome.StoryBus.Toadings.Awesome.StoryBus.Toadings.FindHome:Execute () ()
#44: 0x0003b callvirt   in Awesome.StoryBus.Toadings.Awesome.StoryBus.Toadings.FindHome:Execute () ()
#45: 0x0003b callvirt   in Awesome.StoryBus.Toadings.Awesome.StoryBus.Toadings.FindHome:Execute () ()
#46: 0x0003b callvirt   in Awesome.StoryBus.Toadings.Awesome.StoryBus.Toadings.FindHome:Execute () ()
#47: 0x0003b callvirt   in Awesome.StoryBus.Toadings.Awesome.StoryBus.Toadings.FindHome:Execute () ()
#48: 0x0003b callvirt   in Awesome.StoryBus.Toadings.Awesome.StoryBus.Toadings.FindHome:Execute () ()
#49: 0x0003b callvirt   in Awesome.StoryBus.Toadings.Awesome.StoryBus.Toadings.FindHome:Execute () ()
#50: 0x0003b callvirt   in Awesome.StoryBus.Toadings.Awesome.StoryBus.Toadings.FindHome:Execute () ()
#51: 0x0003b callvirt   in Awesome.StoryBus.Toadings.Awesome.StoryBus.Toadings.FindHome:Execute () ()
#52: 0x0003b callvirt   in Awesome.StoryBus.Toadings.Awesome.StoryBus.Toadings.FindHome:Execute () ()
#53: 0x0003b callvirt   in Awesome.StoryBus.Toadings.Awesome.StoryBus.Toadings.FindHome:Execute () ()
#54: 0x0003b callvirt   in Awesome.StoryBus.Toadings.Awesome.StoryBus.Toadings.FindHome:Execute () ()
#55: 0x0003b callvirt   in Awesome.StoryBus.Toadings.Awesome.StoryBus.Toadings.FindHome:Execute () ()
#56: 0x0003b callvirt   in Awesome.StoryBus.Toadings.Awesome.StoryBus.Toadings.FindHome:Execute () ()
#57: 0x00089 callvirt   in Awesome.StoryBus.Awesome.StoryBus.Fambly:Toad () ()
#58: 0x00011 callvirt   in Awesome.StoryBus.Awesome.StoryBus.ToadMachine:BuyARandomToading () ()
#59: 0x0002e call       in Awesome.StoryBus.Awesome.StoryBus.Driver:OnTimer () ()
#60: 0x00000            in Sims3.Gameplay.Utilities.Sims3.Gameplay.Utilities.AlarmTimerCallback:Invoke () ()
#61: 0x000f3 callvirt   in Sims3.Gameplay.Utilities.Sims3.Gameplay.Utilities.AlarmManager:Simulate () ()
#62: 0x00005 callvirt   in Sims3.Gameplay.Core.Sims3.Gameplay.Core.Lot:Simulate () ()
#63: 0x00022 ldc.i4.0   in ScriptCore.ScriptCore.ScriptProxy:Simulate () ()
</Error>
</FSE>



Title: Re: AwesomeMod Bug Report Thread
Post by: munds on 2013 October 02, 06:36:43
Hmm, CustomClothingFilterIsDefault doesn't seem to work when enabled. I assume it's supposed to hide all non-custom clothes and accessories in each clothing category, correct?

Running latest patch/AM with all EPs.


Title: Re: AwesomeMod Bug Report Thread
Post by: melag on 2013 October 04, 21:09:20
Hi,

 I keep getting the below FSE, any help would be appreciated :)

<FSE>
  <Error>System.NullReferenceException: A null value was found where an object instance was required.
#0: 0x000e2 callvirt   in Awesome.StoryBus.Toadings.Awesome.StoryBus.Toadings.Split:Execute () ()
#1: 0x0008d callvirt   in Awesome.StoryBus.Fambly+Member:Toad () ()
#2: 0x00159 callvirt   in Awesome.StoryBus.Awesome.StoryBus.Fambly:Toad () ()
#3: 0x00011 callvirt   in Awesome.StoryBus.Awesome.StoryBus.ToadMachine:BuyARandomToading () ()
#4: 0x0002e call       in Awesome.StoryBus.Awesome.StoryBus.Driver:OnTimer () ()
#5: 0x00000            in Sims3.Gameplay.Utilities.Sims3.Gameplay.Utilities.AlarmTimerCallback:Invoke () ()
#6: 0x000f3 callvirt   in Sims3.Gameplay.Utilities.Sims3.Gameplay.Utilities.AlarmManager:Simulate () ()
#7: 0x00005 callvirt   in Sims3.Gameplay.Core.Sims3.Gameplay.Core.Lot:Simulate () ()
#8: 0x00022 ldc.i4.0   in ScriptCore.ScriptCore.ScriptProxy:Simulate () ()
</Error>
</FSE>


Title: Re: AwesomeMod Bug Report Thread
Post by: ThatGirl on 2013 October 05, 17:06:47
Noticed "maxmotives" doesn't work for Hydration when a Mermaid, FYI.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2013 October 07, 01:13:30
Issues should be fixed now.


Title: Re: AwesomeMod Bug Report Thread
Post by: wizard_merlin on 2013 October 14, 18:20:41
I am finding since the last patch or so, that whenever my non-active sacred sims have babies, I am no longer being asked to name them and select their traits (if the pregnancy was good).  Was this changed at some stage or is it working fine for everyone else?


Title: Re: AwesomeMod Bug Report Thread
Post by: Rubyelf on 2013 October 16, 04:16:54
Latest version has bugged up the testingcheatsenabled cheat- it's not a huge issue but I have mine set to enabled as default, but I find I still have to enter the code when I go into the game in order to use it as it's not enabled.

Also the debug menu is no longer working either and I can't seem to access it like before. Even the lifetimehappiness cheat is no longer working.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2013 October 17, 01:59:59
That's very unusual, since the last update changed all of two lines of code, none of which pertains to what you describe at all. You sure your config file is loading correctly?


Title: Re: AwesomeMod Bug Report Thread
Post by: Rubyelf on 2013 October 17, 05:43:17
That's very unusual, since the last update changed all of two lines of code, none of which pertains to what you describe at all. You sure your config file is loading correctly?

All the other little parts are loading okay, I'll try re making it and replacing it and see if that works.

Edit: Okay replacing it after re configuring it fixed the issue! I just found it weird that I hadn't changed anything at all, just updated awesomemod that was it.


Title: Re: AwesomeMod Bug Report Thread
Post by: aquasunsets on 2013 October 24, 18:22:12
Not compatible with the 1.63 update; "unofficial game modification" message shows up. When should we expect an update?


Title: Re: AwesomeMod Bug Report Thread
Post by: Kibble on 2013 October 24, 18:43:46
Not compatible with the 1.63 update; "unofficial game modification" message shows up. When should we expect an update?

Expecting is the wrong approach to take. Hope, and wait. Pescado is currently working on the test version, and it sounds like he's working really hard on it, so I'd bug less and lurk more.


Title: Re: AwesomeMod Bug Report Thread
Post by: witch on 2013 October 24, 18:50:16
He did say it would probably take until at least the weekend.


Title: Re: AwesomeMod Bug Report Thread
Post by: Cyron on 2013 October 25, 15:37:37
I run my game patched to 1.63 and ITF now and awesomemod is currently not installed.
All my sacred households have disappeared but I hope this disaster is gone once I have the updated version of awesomemod installed.
Of course I didn't save those corrupted worlds. Currently I play a new game in a new world until this is fixed - hopefully.


Title: Re: AwesomeMod Bug Report Thread
Post by: Kibble on 2013 October 25, 16:52:16
I run my game patched to 1.63 and ITF now and awesomemod is currently not installed.
All my sacred households have disappeared but I hope this disaster is gone once I have the updated version of awesomemod installed.
Of course I didn't save those corrupted worlds. Currently I play a new game in a new world until this is fixed - hopefully.

That's good to know.  Some bugs or oddities I might be willing to work with, but not that!


Title: Re: AwesomeMod Bug Report Thread
Post by: Cyron on 2013 October 25, 18:21:06
Before anyone slaps me for posting this in the bug section let me tell you why I did this:
I have always played my worlds w/o awesomemod between updates and it has never been a problem.
The fact that I face this issue now makes me think that something in the game code has changed in a way
that makes Sims with the "sacred" mark so severely corrupt that they get deleted as a consequence and maybe,
just maybe this is something that needs to be looked at in the process of updating this mod.


Title: Re: AwesomeMod Bug Report Thread
Post by: Madame Mim on 2013 October 25, 20:22:52
If you didn't stop AM before you removed AM I bet you corrupted your own damned Neighbourhood.


Title: Re: AwesomeMod Bug Report Thread
Post by: jezzer on 2013 October 26, 12:29:18
Before anyone slaps me for posting this in the bug section let me tell you why I did this:
I have always played my worlds w/o awesomemod between updates and it has never been a problem.
The fact that I face this issue now makes me think that something in the game code has changed in a way
that makes Sims with the "sacred" mark so severely corrupt that they get deleted as a consequence and maybe,
just maybe this is something that needs to be looked at in the process of updating this mod.

Computers aren't typewriters.  They have functional word wrap, so you don't have to hit "Enter" at the end of each line.


Title: Re: AwesomeMod Bug Report Thread
Post by: Cyron on 2013 October 26, 13:24:33
I have just installed the latest test version and everything is back to normal.Yay!  :D


Title: Re: AwesomeMod Bug Report Thread
Post by: Kibble on 2013 October 26, 19:58:52
When working with the latest test version, I cannot travel to Uni or WA worlds, or to the future.  No sims load.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2013 October 27, 02:32:17
I can't think of anything which would cause that, since there weren't any actual changes in that area. Plus, it takes like half an hour to load those areas for some reason, making it very hard to test. You sure it isn't just a malfunction specific to that one specific case, which is probably something EAxian exploding?


Title: Re: AwesomeMod Bug Report Thread
Post by: squareflea on 2013 October 27, 03:27:33
I have a sim who was in the future before I installed the test version of Awesomemod, and had traveled back and forth several times with no incident. After installing the mod, I tried to send her back home, only she didn't make it and immediately upon loading the home world, the rest of her family got moodlets related to having watched her die, even though she was still in their relationships panel (greyed out as if she were a foreign sim). I know there's a new death type related to time travel, but from what I've read, it's not nearly so sudden.

I started a completely new world to try to test this out with another family. The future world loaded fine but the UI was completely blank and no sim came out of the time portal.


Title: Re: AwesomeMod Bug Report Thread
Post by: MoonNight on 2013 October 27, 04:36:21
When I traveled to the future my sim didn't load. I will try and test it again to see what wil happen.


Title: Re: AwesomeMod Bug Report Thread
Post by: Kibble on 2013 October 27, 05:25:08
I can't think of anything which would cause that, since there weren't any actual changes in that area. Plus, it takes like half an hour to load those areas for some reason, making it very hard to test. You sure it isn't just a malfunction specific to that one specific case, which is probably something EAxian exploding?

It seems consistent across starting worlds: The problem occurs when travelling to any destination world, including the future, and goes away when I uninstall AwesomeMod.  Incidentally, the game did crash on one such non-Awesome load, and never crashed during an Awesome load, though with AM it doesn't bring up the Sim, as I described. Without AM, when it does load the destination world, it loads fully.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2013 October 27, 08:31:03
Test fix should be up now.


Title: Re: AwesomeMod Bug Report Thread
Post by: Nienor on 2013 October 27, 17:42:02
Not sure if this is working as intended, as I haven't done much at all with mixology ever, but with the test version the automatical cleaning-up doesn't remove drinks my Sim made with a professional bar in her home, even though the drink tray is emitting yellow fog already.


Title: Re: AwesomeMod Bug Report Thread
Post by: Menaceman on 2013 October 27, 20:26:01
Okay, so I've updated to the latest test AM and have successfully managed to travel to the future. (Yay!)
Two things I need to mention though.
When I ran fixall after just short of a full day in the future I got this FSE;
(http://i806.photobucket.com/albums/yy346/Alistu-/FSE_zps22583a26.jpg) (http://s806.photobucket.com/user/Alistu-/media/FSE_zps22583a26.jpg.html)

Also, Emit Rellevart or whatever the time traveller's name is, has gone missing! The statue of the Time Keeper in Legacy Park is blank apart from a floating Almanac of Time. There is also now a blank portrait panel in my Sim's relationship panel where he used to show up. Strangely I still have the option to text, call, and invite him over. I'm about to try that to see what happens as trying to use resetSim on him or whereIs has no effect. WhereIs reports there is no Sim of that name.
I honestly don't know if he vanished prior  to travelling or not as I never saw him re-enter the time portal before my Sim followed through.


Title: Re: AwesomeMod Bug Report Thread
Post by: bloodredtoe on 2013 October 27, 22:54:58
The new build seems stable. The only issue I've found so far is queue dropping when trying to use food synthesizer via clicking the hungry moodlet.

Also, Emit Rellevart or whatever the time traveller's name is, has gone missing! The statue of the Time Keeper in Legacy Park is blank apart from a floating Almanac of Time. There is also now a blank portrait panel in my Sim's relationship panel where he used to show up. Strangely I still have the option to text, call, and invite him over.

Sounds like the old invisible sim bug, it's been in the game for a while. As far as I know sims affected by this are corrupt and you can't really fix them.
I've been wondering - is there a cheat code in AwesomeMod to delete a specific sim from the game?


Title: Re: AwesomeMod Bug Report Thread
Post by: mimzy on 2013 October 28, 01:57:24
latest test version (2013-Oct-27 09:29:47), DisableTraitCaps = enabled in config

DisableTraitCaps / addtrait problem:
Travelling to the future / wa results in trimmed traits ( 5 standard + 2 from uni life), extra traits added with addtrait are dropped; cant add traits over the standard cap (5)

new world, YA sim, 5 traits, checked trait conflicts:

addtrait lucky -> failed to add trait to [simname]

setconfig disabletraitcaps true -> DisableTraitCaps: True
addtrait lucky -> failed to add trait to [simname]

droptrait evil -> dropped trait 'evil' from [simname]
addtrait lucky -> added trait 'lucky' to [simname]
addtrait evil -> failed to add trait to [simname]


setconfig disabletraitcaps false -> DisableTraitCaps: False
addtrait evil -> [simname] already has 5 out of 5 traits allowed


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2013 October 28, 06:13:47
Fixing now. Upping momentarily.


Title: Re: AwesomeMod Bug Report Thread
Post by: Veryn_star on 2013 October 28, 08:36:05
I'm using the latest test version of Awesome Mod and the only problem I've had has been when the time portal appears and my sim inspects it. My sim inspected it for most of the day in sim time and I couldn't cancel the action either. I had to use the resetsim cheat in order to break the loop.


Title: Re: AwesomeMod Bug Report Thread
Post by: Juan Sfalcin on 2013 October 28, 12:55:29
I'm also having Flagrant System Errors when using fixall.

Sims putting on and off the jetpack before interactions: AM related or not?


Title: Re: AwesomeMod Bug Report Thread
Post by: gotthilf on 2013 October 28, 13:35:31
I'm using the latest test version of Awesome Mod and the only problem I've had has been when the time portal appears and my sim inspects it. My sim inspected it for most of the day in sim time and I couldn't cancel the action either. I had to use the resetsim cheat in order to break the loop.

This issue is not related to AM - I have the same without AW installed (using "only" Twallan's mods at the moment)


Title: Re: AwesomeMod Bug Report Thread
Post by: Cyron on 2013 October 28, 14:53:28
I'm using the latest test version of Awesome Mod and the only problem I've had has been when the time portal appears and my sim inspects it. My sim inspected it for most of the day in sim time and I couldn't cancel the action either. I had to use the resetsim cheat in order to break the loop.

This issue is not related to AM - I have the same without AW installed (using "only" Twallan's mods at the moment)
That could be related to the high tech skill. I experienced it myself and I also have read some reports about it and it seems a Sim with a high tech level greater 2 can't inspect the timeportal. I guess the Eaxis devs assumed that only Sims who have never been to the future and therefore have a high tech level of 0 inspect the time portal.


Title: Re: AwesomeMod Bug Report Thread
Post by: Veryn_star on 2013 October 28, 15:47:59
I'm using the latest test version of Awesome Mod and the only problem I've had has been when the time portal appears and my sim inspects it. My sim inspected it for most of the day in sim time and I couldn't cancel the action either. I had to use the resetsim cheat in order to break the loop.

This issue is not related to AM - I have the same without AW installed (using "only" Twallan's mods at the moment)
That could be related to the high tech skill. I experienced it myself and I also have read some reports about it and it seems a Sim with a high tech level greater 2 can't inspect the timeportal. I guess the Eaxis devs assumed that only Sims who have never been to the future and therefore have a high tech level of 0 inspect the time portal.

Thanks to both of you. So if I go by this then I can up my sims high tech skill past 2 then they will be able to use the portal without getting stuck in that loop?


Title: Re: AwesomeMod Bug Report Thread
Post by: Cyron on 2013 October 28, 16:41:38
@Veryn_star The high tech skill should be below 3. Better try with zero.


Title: Re: AwesomeMod Bug Report Thread
Post by: Veryn_star on 2013 October 28, 16:45:32
@Veryn_star The high tech skill should be below 3. Better try with zero.
That's weird because my sim has zero high tech skill and got caught in that loop that I originally posted about. EA bugs are so annoying.


Title: Re: AwesomeMod Bug Report Thread
Post by: Menaceman on 2013 October 28, 19:31:22
How long do the test mirrors usually take to update? I've just gone to download the newest version but it still has the same date and time stamp as the one I already have from yesterday: 27/10/13 01:49


Title: Re: AwesomeMod Bug Report Thread
Post by: MoonNight on 2013 October 28, 20:46:40
The newest version of awesome mod is already on this site to download. Its no longer beta.


Title: Re: AwesomeMod Bug Report Thread
Post by: CLmeow on 2013 November 05, 00:51:35
While playing ITF I got the following messages.  Pardon the poor quality shots, I had to use my phone cam and they didn't turn out too well, but seem readable.  I hope this helps in bug hunting.  I have no idea what it means other than what it reads.

I had to turn them into .rar files to post them here.  Sorry

I got 4  more FSE's but as the first three looked the same as the two I posted here I just clicked ok and continued to play.  Then I got another one.  I took a picture of it on my phone and need to transfer it to my computer and post it here so you can look at it.  I still have no idea why it's doing this.

Edit: I was not able to put the newest one here as even when made a .gif it was still too big, so I posted it to public on facebook and put the link here.  I hope it's the right link.

https://www.facebook.com/photo.php?fbid=686377124705666&set=a.686377108039001.1073741825.100000001537000&type=3&theater 

Just in case that one does not work, here is the link to the facebook account I put it on.  It's the only public photo I put there.

https://www.facebook.com/Edlyn.Liberty


Title: Re: AwesomeMod Bug Report Thread
Post by: schwinnrider on 2013 November 19, 09:23:57
I did a fixall in the future, which seems to have caused an FSE, as depicted below.

(http://i41.tinypic.com/15ob0qc.jpg)


Title: Re: AwesomeMod Bug Report Thread
Post by: Nancy on 2013 November 20, 16:47:26
I have Allow Overstuffed Houses enabled, I have 4 sims in my family and the rest are ensorceled sims.

I know I have used this feature before and it seemed to work, but I probably wasn't doing an ensorcelment.

Now, I can have more than 8, but I only have 8 sims on the UI - so the oldest ones drop off and are not controllable.

I have stopped using mods for a while (due to bugs) and just reinstalled JUST AM and the config - am I missing something to get this to work?

Nancy


Title: Re: AwesomeMod Bug Report Thread
Post by: BattyCoda on 2013 November 21, 01:55:13
You need nraas portrait panel.


Title: Re: AwesomeMod Bug Report Thread
Post by: molave on 2013 November 29, 09:01:50
Another log caught by ErrorTrap

Edit: Added one more


Title: Re: AwesomeMod Bug Report Thread
Post by: Gwill on 2013 November 30, 13:21:27
Solar Powered plumbots keep trying to zap away the "absorbing sunlight" moodlet.


Title: Re: AwesomeMod Bug Report Thread
Post by: PajamaRick on 2013 November 30, 23:03:29
Is there a reason Awesomemod is sinking/burying the Weather Stone??  
This from a fresh game with only AM and no other CC installed...
(http://i381.photobucket.com/albums/oo257/PajamaRick/Sims%203/WeatherStone.jpg)
It happens in all worlds when using AM!  Okay, I realize the Stone isn't the greatest neighborhood item but still...   :-\

I did search for a solution but I are made of fail.

Edit:  Never Mind...tight pants!  Once you exit & enter the game everything is fine.   :P


Title: Re: AwesomeMod Bug Report Thread
Post by: wizard_merlin on 2013 December 02, 20:32:16
Is there a reason Awesomemod is sinking/burying the Weather Stone??  
This from a fresh game with only AM and no other CC installed...

Edit:  Never Mind...tight pants!  Once you exit & enter the game everything is fine.   :P

How the fuck do you get tight pants if AM is the only mod installed?


Title: Re: AwesomeMod Bug Report Thread
Post by: Lindsay on 2013 December 03, 21:40:18
Hey there,

I've used Awesome Mod for years and it's added quite a wonderful dynamic to my game that EA just can not seem to emulate no matter how much they may try. However, it has had its bugs over the years and usually I can figure it out on how to fix it by reading about for possible solutions, and by process of elimination, but I just can't seem to figure this one out.

Lately my game has given me this FSE and I just can not figure out how to fix it:   

"Sims3.SimsIFace.ResetException: Exception of type Sims3.SimsIFace.ResetException was thrown"

The clock usually stops in my game, though its still playable, and it occurs right after one of my sims age up. Any help on how to fix this would be greatly appreciated!

Thanks!


Title: Re: AwesomeMod Bug Report Thread
Post by: Menaceman on 2013 December 10, 14:09:17
Any chance the plumbot heads can be removed from showing in regular CAS unless the UnlockOutfits code is used?


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2013 December 14, 06:17:25
"Sims3.SimsIFace.ResetException: Exception of type Sims3.SimsIFace.ResetException was thrown"
A reset exception is a forced reset. This isn't really an error in and of itself, so it can be ignored.


Title: Re: AwesomeMod Bug Report Thread
Post by: vorpal on 2013 December 18, 20:35:29
Here's an oddity with the changes AM makes to the Music careers: as soon as Sims that are in the Rock branch of that career hit level 8 any instrument skill is ignored in favour of the default guitar. All other levels take piano, bass or drums skill points into account except for the 8th level.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2013 December 20, 06:19:26
That's not an oddity, that's working as intended. Did you even SEE the job description?


Title: Re: AwesomeMod Bug Report Thread
Post by: vorpal on 2013 December 20, 09:52:08
That's not an oddity, that's working as intended. Did you even SEE the job description?
Yes, I suspected this already but thought it more than just weird that in order to become a rockstar as a drummer one would have to learn to play the guitar when nearly there, just because the title says Lead Guitarist. Level 7 is called Backup Vocalist and they don't have to sing either. That's why I said that it's an oddity because it is less logical to do it the way AM does it currently than it is to simply write the job title off as a remnant of default behaviour.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2013 December 26, 12:17:14
Level 7 is called Backup Vocalist and they don't have to sing either.
Do we have a singing skill now? Is it available to all expansions? I can fix that, too...


Title: Re: AwesomeMod Bug Report Thread
Post by: Gwill on 2013 December 26, 14:03:00
There is a singing profession, but it requires no skill.


Title: Re: AwesomeMod Bug Report Thread
Post by: witch on 2013 December 26, 19:21:51
Just like in real life.


Title: Re: AwesomeMod Bug Report Thread
Post by: vorpal on 2013 December 27, 10:22:59
Two script errors attached.

The first (12-27-2013) is produced by ErrorTrap and is perhaps related to a problem that I've been having since the 1.55 patch: within the first minute after laoding a save there is a chance that the game will either crash or ErrorTrap will hard-reset either my entire household or some random members. If it doesn't crash within this time the save will play fine for hours without a single crash anymore. This one time now it didn't crash but froze for a few seconds and spit out the script error. As it mentions AM I uploaded it here instead of at twallan's place.

The second (12-24-2013) is an FSE by AM and happens in combination with twallan's Woohoer mod and AM's radar tracking when I am in Map View. Woohooer is set such that it doesn't conflict with AM's rulesets, so the two parties involved were legit. Apart from the error script nothing else happens. As far as I can tell from Map View the interaction still works without problems.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2013 December 27, 15:40:16
I have reviewed these errors. The first is some kind of random EAxoid error that occurs without apparent cause or explanation. There doesn't appear to be any obvious reason why and it's rooted into the bowels of the game somewhere.

The second is an Interaction that appears to have bad data, and barfs when a standard function is called as part of rendering the "What are you doing?" section. If it continues to occur, I will set a trap specifically for it, but otherwise, it tends to go away when the offending thing is reset.


Title: Re: AwesomeMod Bug Report Thread
Post by: vorpal on 2013 December 27, 16:27:21
I have reviewed these errors. The first is some kind of random EAxoid error that occurs without apparent cause or explanation. There doesn't appear to be any obvious reason why and it's rooted into the bowels of the game somewhere.
Is this error also likely to cause crashes? I am still a bit clueless why this particular game is so crash prone, while all my others are not. It's the same save that used to crash when AM still conflicted with the new real estate function that came with the Island Paradise EP.

Quote
The second is an Interaction that appears to have bad data, and barfs when a standard function is called as part of rendering the "What are you doing?" section. If it continues to occur, I will set a trap specifically for it, but otherwise, it tends to go away when the offending thing is reset.
Well, so far I have collected half a dozen of these script errors. The one I posted is just the most recent one.


Title: Re: AwesomeMod Bug Report Thread
Post by: MoonNight on 2014 January 07, 13:02:13
I noticed something after I put awesome mod in my game. After I introduce my teen sim to adult or elder they are not able to speak with each other autonomous. They just stand there. I think its the same with child and adult. But it work fine when they are conversing autonomous with parents (family). Maybe because they already know each other from start. I tested that with new game.


Title: Re: AwesomeMod Bug Report Thread
Post by: jezzer on 2014 January 07, 17:22:56
I noticed something after I put awesome mod in my game. After I introduce my teen sim to adult or elder they are not able to speak with each other autonomous. They just stand there. I think its the same with child and adult. But it work fine when they are conversing autonomous with parents (family). Maybe because they already know each other from start. I tested that with new game.

I like it.  12s should be seen and not heard.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2014 January 09, 20:17:06
It sounds like a particularly odd coincidence, but if this is actually a thing, I'm declaring it a feature.


Title: Re: AwesomeMod Bug Report Thread
Post by: sauvignon on 2014 January 18, 02:46:49
I've just patched up to 1.66, so this might be caused by that, but I have an architect with a bunch of stuck objects in his family inventory: camera, sculptures, and a time portal. I've used setconfig to turn on moveinventoryobjects and got the confirmation that it is "true," and I still can't yank anything. I do have testingcheatsenabled on as well, if that matters. I have no other mods installed; all CC is decrapified store stuff as I'm on a new install. Any ideas?


Title: Re: AwesomeMod Bug Report Thread
Post by: youarehome on 2014 January 18, 14:04:19
Awesomemod just simply doesn't work in my 1.66 game.


Title: Re: AwesomeMod Bug Report Thread
Post by: jezzer on 2014 January 18, 20:25:58
Nothing to see here.


Title: Re: AwesomeMod Bug Report Thread
Post by: Soltis on 2014 January 19, 15:23:23
Non-critical conflict error with latest patch/AM. No other CC installed of any kind.


Title: Re: AwesomeMod Bug Report Thread
Post by: MoonNight on 2014 January 19, 17:55:23
It happens the same to me. Is it ok to ignore it?


Title: Re: AwesomeMod Bug Report Thread
Post by: exoplanet on 2014 January 20, 04:00:52
Apologies if this is stupid. AM is reporting a non-critical core mismatch with it and Twallan's ErrorTrap installed, even though ErrorTrap is (supposedly) updated for 1.66, as is AM. I slightly doubt the functionality of the updated version of ErrorTrap, since it is made by someone that isn't Twallan, but I thought you should be notified of the issue. I took out all other mods, and I've been using both mods together for 2+ years by now. I'll give up ErrorTrap if I have to, but I'm hoping to get a fix for this soon.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2014 January 20, 13:27:30
It's an unimportant issue. I forgot to update the MVID on the changed IFace file, which is what causes this notifaction. Just ignore it, and I'll have it fixed in the next update going up in a few minutes.


Title: Re: AwesomeMod Bug Report Thread
Post by: Soltis on 2014 January 21, 14:46:28
Also new to this version of AM / TS3 is a script error when trying to help investigation as Ghost Hunter. Caught/notified by ErrorTrap.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2014 January 22, 01:03:25
This isn't Ghost Hunting related, this is just the random gremlin that has plagued the core loops for ages, and doesn't even specifically appear to be AwesomeMod related, except that AwesomeMod happens to be able to catch it.


Title: Re: AwesomeMod Bug Report Thread
Post by: bollocks on 2014 January 22, 03:20:37
With nothing but awesome and aweconf in my mods folder, my game (newly updated to 1.66) takes a good ten minute to load. Is awesome not compatible with 1.66? Forgive my inevitable idiocy.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2014 January 22, 11:10:33
That sounds normal. Doesn't it always take forever to load? This is why I don't get to play nearly as much as I used to.


Title: Re: AwesomeMod Bug Report Thread
Post by: bollocks on 2014 January 22, 13:41:04
For me, it's never taken that long, five minutes top from launch to play. Now once I updated to 1.66, it's ten minutes from launch to save game screen, then another indeterminable amount of time between that and actual play. But I'm sure that's another EAxian feature.


Title: Re: AwesomeMod Bug Report Thread
Post by: Soltis on 2014 January 23, 05:02:19
Well, if 1.66 ends up being the final patch that would open up some potential avenues for improvement . . . provided anyone is still interested/masochistic enough to pursue them.

On another note, was that bug where ghost hunters capturing spirits counting for > 1 towards job completion ever figured out?


Title: Re: AwesomeMod Bug Report Thread
Post by: mattymoo on 2014 January 30, 22:40:37
Not sure if this is a problem caused by other mods I have installed (nraas Relativity, Debug, and Portrait mods), but this error started popping up in one of my saves:

(http://i.imgur.com/DA0Ff7k.png)

(http://imgur.com/DA0Ff7k)

This is on 1.66 with all EPs.


Title: Re: AwesomeMod Bug Report Thread
Post by: DaSpecialone on 2014 January 31, 01:51:33
Non-critical core mismatch after updating to latest AM (fully updated).  Reverting to previous AM corrected the problem. 


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2014 January 31, 04:05:38
That's quite odd. What was your sim doing at that time? It seems he has some sort of job-related oddity. What job does that sim have?


Title: Re: AwesomeMod Bug Report Thread
Post by: mattymoo on 2014 January 31, 16:07:33
There's two adult sims in the household, one of which is level 10 science, the other level 8 culinary - there are two children, one baby, two robots, and two cats in the household, but this error just started randomly - nothing related to jobs or professions was occurring at the time except for one sim writing a novel, which come to think of it I think she completed just before this started arising.

EDIT: This is occurring on all households in the affected save, making it unplayable as the error constantly appears every second whilst unpaused.


Title: Re: AwesomeMod Bug Report Thread
Post by: wizard_merlin on 2014 January 31, 18:07:05
Non-critical core mismatch after updating to latest AM (fully updated).  Reverting to previous AM corrected the problem. 

It sounds like you aren't properly updated then, as I have no problem with being fully patched and the latest AM.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2014 February 02, 04:33:54
EDIT: This is occurring on all households in the affected save, making it unplayable as the error constantly appears every second whilst unpaused.
It sounds like your save has some kind of data corruption in it. I have posted a voodoo update that basically adds more checks for any obvious forms of corruption, but if it continues, your save is apparently fucked up deep down.


Title: Re: AwesomeMod Bug Report Thread
Post by: Argon on 2014 February 06, 12:18:11
Sims with Chosen and/or Track on Radar are unable to receive their extra traits from social group influence and degree.
I reported this way back when, but I didn't follow up.

They get the pop-up to choose a new trait, but the trait just doesn't get added.

Exactly. The trait is different than normal traits and shows with a red outline in the trait list, it is awarded when you complete your Uni degree, or when reaching level 10 of one of the social groups.

Was this ever addressed? I just had a Sim reach level 10 of the rebel social group and the adventurer trait I selected never got added.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2014 February 09, 07:36:42
Made another attempt at addressing it. Try again?


Title: Re: AwesomeMod Bug Report Thread
Post by: vorpal on 2014 February 09, 23:40:16
I just tried University again and found that there is still the issue that AwesomeMod deletes the major part of the homeless population of the Uni wolrd while the world loads. First attempt left me with 4 homeless (not enough for all the roles, functions and jobs), second attempt left me with 14.

Edit: Ok, I think I see now where this can lead to more issues. So far I have never sent Sims to university for more than one term and merely noticed the massive lack of homeless. But this time I sent one for a second term and this is when the trouble starts: when visiting the Uni world for a second time the game rerolls many of the fellow students, the professors and nearly all roommates if you happen to stay in a dorm. Former roommates are placed in the homeless pool and new roommates are recruited from there. As there are nearly none left the game, for example, turned the mascot into a roommate and now I have a fellow student in normal wear walk around in the mascot walkstyle and he is now carrying a double function - he's both the mascot and a student. This explains then why the vanilla world has 75 homeless to begin with, because it needs this large pool for the rerolls.


Title: Re: AwesomeMod Bug Report Thread
Post by: Nienor on 2014 February 15, 17:13:21
Sell/refine results in the vendoring of nanites - I suppose it might be intended behaviour rather than a bug, but it would be nice if they weren't vendored.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2014 February 17, 05:06:52
What are these nanites and what do they do? Do they serve a function, or just vendortrash? Under what circumstances do they serve a function?


Title: Re: AwesomeMod Bug Report Thread
Post by: witch on 2014 February 17, 05:45:33
Nanites may be caught, researched, reverse engineered and created. They are an integral part of the creation of robotic trait chips. Reverse engineered they become other parts required for engineering the chips.


Title: Re: AwesomeMod Bug Report Thread
Post by: Nienor on 2014 February 17, 06:45:06
Also, there are certain rare types of nanites that one can only create if one has first reverse-engineered one caught in the wild (reverse-engineering teaches one the "recipe", so to speak). The recipes for lower-level nanites can be researched on the crafting station.

As nanites can only be created one by one and need to be selected from a cluttered pie menu, I'd prefer to have the ones I found in the wild in my inventory when I start mass-producing trait chips and bots for money.


Title: Re: AwesomeMod Bug Report Thread
Post by: vorpal on 2014 February 24, 18:20:46
Attached is a selection of script errors I get every time when I open the relationship panel of one of my Sims after he's arrived in the future world. In addition to the errors there is a bright red square at the very end of his relationship panel instead of a portrait thumbnail. It's not greyed out, so something in the future world. I can click on it and send a love letter (to whoever this is supposed to be). After a while the selector UI fails and I cannot unselect that Sim anymore. All group members end up being selected.
After the first attempts I had him quit his job before travelling to the future, as the errors mention a fail in the coworker system, but this didn't change anything. The script errors are from the attempts when he was already unemployed.

----
Edit: While testing whether I could reproduce this issue without AM in a fresh game I also noticed that with AM, travelling to the future world suffers from a similar issue that I reported above for the Uni world, namely random deletion of Sims. This time, however, it affects both homeless and resident families. Every time I had a test Sim travel to the future at least one resident family simply evaporated. MasterController then found them in the pool of compressed MiniSims. Nothing like this happens without AM.
It may be that this is caused by a process that is similar to both EPs:
-Before a Sim arrives in the Uni world the game shuffles some of the locals, homeless, residents and dorm students around until the empty dorm and fraternity places are occupied. Some homeless are moved in and some residents rendered homeless. Every visit to the Uni world creates a different mix of residents and dorm students.
-Before a Sim arrives in the future world the game shuffles the residents around in order to make space for the Sim's descendant family. When it finds a suitable house for them it evicts the occupants, renders them homeless and moves the descendant family in. With AwesomeMod I noticed that more than one family were evicted and they were all roughly the size of the descendant family. And while the one family that finally gets replaced by the descendant family is successfully rendered homeless, those that might have been tried first are permanently deleted by the mod.

This is at least the conclusion I came to after sending several Sims back and forth to both the Uni and the future world.


Title: Re: AwesomeMod Bug Report Thread
Post by: wizard_merlin on 2014 March 07, 18:22:13
Attached is a selection of script errors I get every time when I open the relationship panel of one of my Sims after he's arrived in the future world. In addition to the errors there is a bright red square at the very end of his relationship panel instead of a portrait thumbnail. It's not greyed out, so something in the future world. I can click on it and send a love letter (to whoever this is supposed to be). After a while the selector UI fails and I cannot unselect that Sim anymore. All group members end up being selected.
After the first attempts I had him quit his job before travelling to the future, as the errors mention a fail in the coworker system, but this didn't change anything. The script errors are from the attempts when he was already unemployed.

I have had this happen from time to time, and not just when traveling anywhere, but simply switching households.  I usually just go back to the main menu and reload an older save and the problem goes away.


Title: Re: AwesomeMod Bug Report Thread
Post by: vorpal on 2014 March 08, 12:54:05
I have had this happen from time to time, and not just when traveling anywhere, but simply switching households.  I usually just go back to the main menu and reload an older save and the problem goes away.
If you mean the thing that several Sims are selected at once, yes, I know this and it happens occasionally in all games and a reload usually fixes it, but this case is persistent and it happens infallibly, no matter how many saves I go back. As soon as my Sims arrive in the future the error fires and some Sim minutes later the game is stuck with multi-selected Sims.


Title: Re: AwesomeMod Bug Report Thread
Post by: Louisb on 2014 April 20, 04:03:32
I have enabled TS2-style aging in AwesomeConfig, but some of the sims outside of the active household are aging according to unmodded TS3 behavior - i.e. they are getting older and dying of old age.
Define "some". Not "all"? What properties do these "some" have?
Good question. Currently unsure, as some sims are becoming gray-hairs and throwing "X is becoming older" notifications while others are not. I can investigate further but I am not sure what to look for, exactly, as there is not an apparent pattern.

Edit: I can add that one of the neighbors is a SimBot and is aging as well, which is doubly odd given that I have AwesomeMod configured to prevent robots from aging. I will admit for the sake of disclosure that I am using Overwatch in conjunction with AwesomeMod (Overwatch has some features, like catching unroutable sims, that AwesomeMod lacks), which may or may not be a PEBKAC-style failure in judgment.
I cannot find any particular reason for why you are getting odd sims randomly aging, short of the presence of a third-party aging controller. I grepped throughly and could only find references to aging that pass through the gate-check function. I am further unable to reproduce this behavior in-game. The only answer I can think of is that you have some sort of third-party aging controller replacement, or that these transitions were already queued prior to enabling the option.

Alternatively, these sims aren't even part of the world and exist in Vacationlandia.

I think I've found the source of this issue. As much as I doubt anyone was waiting with bated breath to find out what was going on, I'll record this here on the off chance that it helps anyone else's troubleshooting.

Pescado, predictably, was correct. The documentation for Overwatch notes that the aging manager may interfere with AwesomeMod's features. (Though this may have been a RTFM failure on my part, I prefer to believe that the docs were updated sometime after I read through them.)

I think that I've resolved the issue by using NRaas' StoryProgression to disable aging for non-active families. The only downside of this workaround is having to choose between using Overwatch and using AwesomeMod's story progression, since Awesome's progression is disabled when Nraas' progression is present.


Title: Re: AwesomeMod Bug Report Thread
Post by: Cyron on 2014 April 21, 13:25:12
Hello Mr. Pescado,
I got an expiration message today (04/28/2014). I don't know what your plans are but if you ceased to update this mod could you please remove the expiration? Otherwise we'd end up with unplayable worlds because we had to uninstall awesomemod.


Title: Re: AwesomeMod Bug Report Thread
Post by: Eurotrash on 2014 April 21, 13:29:02
Hello Mr. Pescado,
I got an expiration message today (04/28/2014). I don't know what your plans are but if you ceased to update this mod could you please remove the expiration? Otherwise we'd end up with unplayable worlds because we had to uninstall awesomemod.

Update your game.


Title: Re: AwesomeMod Bug Report Thread
Post by: Starler on 2014 April 21, 14:42:26
Hello Mr. Pescado,
I got an expiration message today (04/28/2014). I don't know what your plans are but if you ceased to update this mod could you please remove the expiration? Otherwise we'd end up with unplayable worlds because we had to uninstall awesomemod.

First, there is no need to address your post. The FOJ sees all and will respond if needed. Second, you need to update AM from the thread. As there aren't dozens already posting this error, I am inclined to believe this is a user issue. If that doesn't work, then you probably have an old version of AM still installed somewhere, so you will need to find and nuke it.

WARNING: The Eurotard is unreliable, as it is not very bright.


Title: Re: AwesomeMod Bug Report Thread
Post by: immortelleMuse on 2014 April 21, 15:40:36
Hello Mr. Pescado,
I got an expiration message today (04/28/2014). I don't know what your plans are but if you ceased to update this mod could you please remove the expiration? Otherwise we'd end up with unplayable worlds because we had to uninstall awesomemod.

I'm actually getting this too using the awesomemod modified 2/9/2014 at 3:36AM. This is the only version I can download from the thread (second mirror) as the alpha mirror and urls all give me error 404, or that the droids I'm looking for are not there. This has been happening since the site was down for some time earlier this year, and just chalked it up to that.

I've also been getting the "core-mismatch" error even though I'm fully updated with my Nraas mods and the game, but have been playing the game smoothly with this version of awesome thus far, so have decided not to touch anything else. However, I remember prior to the site going down that I was using a version of awesome that did not give me that error with my current setup, but seeing that I began nuking old versions of awesomemod a while back, I could not revert to whatever awesome version that was.

So I guess I'm just wondering what is the latest version of awesome supposed to be? (And if it's not the 2/9/2014 one, if they could post it before the expiry?)


Title: Re: AwesomeMod Bug Report Thread
Post by: Starler on 2014 April 21, 16:22:28
Alright, I'm seeing the same thing when I try to download AM. While waiting for a fix, the AM XML can be modified to have a longer expiration period. WARNING: Using an outdated version of AM is not recommended.

I tried two Google searches for how to do this, and came up with the answer as the top response both times, so this is as far as I go.


Title: Re: AwesomeMod Bug Report Thread
Post by: wizard_merlin on 2014 April 21, 20:44:40
Alright, I'm seeing the same thing when I try to download AM. While waiting for a fix, the AM XML can be modified to have a longer expiration period. WARNING: Using an outdated version of AM is not recommended.

I tried two Google searches for how to do this, and came up with the answer as the top response both times, so this is as far as I go.

Using the appropriate number you can make it so AM never expires, which is what I did to mine some time ago when I realised the last update still had an expiry date.

I'm actually getting this too using the awesomemod modified 2/9/2014 at 3:36AM. This is the only version I can download from the thread (second mirror) as the alpha mirror and urls all give me error 404, or that the droids I'm looking for are not there. This has been happening since the site was down for some time earlier this year, and just chalked it up to that.

I've also been getting the "core-mismatch" error even though I'm fully updated with my Nraas mods and the game, but have been playing the game smoothly with this version of awesome thus far, so have decided not to touch anything else. However, I remember prior to the site going down that I was using a version of awesome that did not give me that error with my current setup, but seeing that I began nuking old versions of awesomemod a while back, I could not revert to whatever awesome version that was.

I have been using that version of AM with 1.67 game version without any core mismatch errors.  Is your game at 1.67 or still at 1.66?  Might the the problem.


Title: Re: AwesomeMod Bug Report Thread
Post by: Eurotrash on 2014 April 21, 21:59:45
I have been using that version of AM with 1.67 game version without any core mismatch errors.  Is your game at 1.67 or still at 1.66?  Might the the problem.

Mine is 1.67 and I'm getting that message.

Purpose of expiration date to begin with?


Title: Re: AwesomeMod Bug Report Thread
Post by: HomeschooledByTards on 2014 April 21, 22:13:36
Purpose of expiration date to begin with?

Another example of you being denser than a black hole.

Duh, it forces the user to keep AM up to date so as to minimize game breakage.


Title: Re: AwesomeMod Bug Report Thread
Post by: Kyna on 2014 April 21, 22:17:13
I have no problems downloading AM from here (http://www.moreawesomethanyou.com/ts3/hax/) but there isn't any point, since it's the version I'm already using, which started giving me the core mismatch expiration message yesterday.

I was suprised when I got the message - I thought Pescado had taken the expiry thing out of AM, since now there are no more patches/SPs/EPs it isn't necessary any more.

EDIT: To fix stupid error caused by posting before my first cuppa for the day.  A shame I didn't catch it before this post was quoted.


Title: Re: AwesomeMod Bug Report Thread
Post by: Starler on 2014 April 21, 22:32:23
AM is still labeled as a work in progress, which means that changes are expected in the future. Each version has an expiration date to force users to update and reduce the amount of people complaining about BFBVFS, and/or reporting problems that have already been resolved. The expiration date, and the lack of direct instruction on how to modify it, is an anti-dumbass feature.

In this case, the FOJ has probably been busy with site changes and hasn't gotten around to updating AM. These things could be avoided if people would SUPPORT THE MUNICIPALITY. (http://www.moreawesomethanyou.com/smf/index.php/topic,19339.0.html)


Title: Re: AwesomeMod Bug Report Thread
Post by: rhodaloo on 2014 April 21, 23:10:13
I have no problems downloading AM from here (http://www.moreawesomethanyou.com/ts3/hax/) but there isn't any point, since it's the version I'm already using, which started giving me the core mismatch yesterday.

I was suprised when I got the message - I thought Pescado had taken the expiry thing out of AM, since now there are no more patches/SPs/EPs it isn't necessary any more.

I was surprised to get the message today as Pescado told me that the the expiration date was no longer part of AM.  So where did ya'll hide the correct version of AM?


Title: Re: AwesomeMod Bug Report Thread
Post by: immortelleMuse on 2014 April 22, 00:08:43
I have been using that version of AM with 1.67 game version without any core mismatch errors.  Is your game at 1.67 or still at 1.66?  Might the the problem.
D'oh! Looking back at my files, it seems I had downloaded the latest patch but never actually installed it. The core-mismatch bit is PEBCAK so just ignore that.
Tuning the XML seems easy enough, I'd just rather wait for the FOJ's version, since whatever I'll do will never be as awesome.

On a somewhat unrelated note since necromancy is bad, while I know Pescado is busy with the site, expiring AM and all, but I'm curious if he could add the function "nukeworld university" as an experiment? Although if he no longer wants to support awesomemod anymore I'd understand if that's not doable, since there'd be essentially no debugging, but I'd be happy to test it since removing foreignia seems to work fine and I'm sure it should work for university and other destinations. It's just the stupid minicharacters still exist after nuking the other files. And I fully acknowledge beforehand that my game may end up a BFBVFS if he adds that function and I use it, and if he no longer updates AM that I'm left with whatever it is I'm left with.  

Edit: Comma splices are bad.
Edit: Really bad.


Title: Re: AwesomeMod Bug Report Thread
Post by: witch on 2014 April 22, 01:35:25
Awesomemod has been repacked. Please download again.


Title: Re: AwesomeMod Bug Report Thread
Post by: wizard_merlin on 2014 April 22, 22:33:18
since now there are no more patches/SPs/EPs it isn't necessary any more.

Given that we are talking about EAxis and they appear to have screwed TS4 and delayed it so much, I wouldn't be surprised if they threw out some super borked EP/SP and/or another patch to break everything before TS4 gets here, whenever that may be.


Title: Re: AwesomeMod Bug Report Thread
Post by: deanvspanties on 2014 April 23, 15:42:18
Hello i'm a super noob here (so please don't tear me to pieces for this) and I really don't know if this bug has already been reported, but it seems that the awesome configuration tool works great except that it won't filter custom content in CAS automatically. I don't know if you've already fixed this and are planning on including it in the new update, or if it's just me that has the problem. I've honestly tried asking Google Jesus for answers and nothing he's telling me really seems to match my problem.

It's not a huge deal (except that creating sims can be excruciating without it), but I'm just voicing this issue in case it really is a problem you didn't know about and you would like to put this fix in along with the new update.

And if it's too late and awesome mod is already updated, I can't find the new version to download for the life of me I suck at finding things please send help.


Title: Re: AwesomeMod Bug Report Thread
Post by: Starler on 2014 April 23, 16:14:09
As far as AM versions go, there is only one version of AM available for download in the AM thread; the latest version. If your game is updated to 1.67 and you're not getting an error message at start up indicating that your mods are out of date, then you are running the most recent version of AM.


Title: Re: AwesomeMod Bug Report Thread
Post by: deanvspanties on 2014 April 23, 17:21:25
Wow okay. I actually wasn't updated to the latest version of awesome mod. Which is confusing because the download post here says it was edited WAY before I installed the sims 3 and awesome mod (I actually did it on this computer just last month and it says it was edited in September 2010). Maybe the date never changes even though it's updated but whatever.

Point is, I updated and still doesn't filter custom clothes for me. I checked the config and it looks to be correct  and everything else seems to be working

  <CustomClothingFilterIsDefault value="True">
       <!--CAS shows custom skins by default for faster loading when switching categories.-->
    </CustomClothingFilterIsDefault>

But still 38749029042870942 clothes pop up when I load it.(this is just a rough estimate) Maybe I'm confused as to how this filter is supposed to work? It's the same as the game's manual clothing filter, only automatic right?


Title: Re: AwesomeMod Bug Report Thread
Post by: immortelleMuse on 2014 April 23, 17:24:50
FWIW, if you wanted the CAS filter for faster loading, using Twallan's Master Controller has options to "show in compact form" as well as totally customize the filters you can choose to view in CAS. You'd need Master Controller Integration for it to show up in the normal game setup (versus using the Nraas prompts.)

You can get more information on the Nraas wiki > Master Controller > Interactions. If you have questions about it, ask there.


Title: Re: AwesomeMod Bug Report Thread
Post by: deanvspanties on 2014 April 23, 17:31:04
Thanks for the info. It's good to know, but still I wish the default custom clothes filter with awesome would work for me. Does it work for everyone else?


Title: Re: AwesomeMod Bug Report Thread
Post by: wizard_merlin on 2014 April 28, 04:11:35
I believe the filter broke some time ago, and was reported, just not sure if it has been looked into without success or if it went by the wayside.  I suspect somewhere within the EAxis patches and game updates some of these problems became a little harder to find and fix.


Title: Re: AwesomeMod Bug Report Thread
Post by: Shiggy on 2014 June 04, 22:22:12
I tried using the spawnmoreoverlords command and this happened. 1.67 patch, every EP but ITF, awesome.package from timestamp 2014/05/08 17:03:04
(http://i.imgur.com/rwjoIxJ.png)


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2014 June 05, 01:45:48
Hmm, how odd. Never seen that one before. Does it always happen? Don't save after that happens. It should be noted that test and debug commands like that are not meant to be regularly used.


Title: Re: AwesomeMod Bug Report Thread
Post by: cassblonde on 2014 June 05, 21:04:35
This keeps popping up. Help?

(http://i.imgur.com/6v5LgQL.jpg)


Title: Re: AwesomeMod Bug Report Thread
Post by: Shiggy on 2014 June 06, 02:24:45
Hmm, how odd. Never seen that one before. Does it always happen? Don't save after that happens. It should be noted that test and debug commands like that are not meant to be regularly used.
It's an irregular error, it sometimes happens.


Title: Re: AwesomeMod Bug Report Thread
Post by: MrAxe on 2014 June 07, 06:51:26
PuppetMasterMode isn't working for me, and it's one of the commands so integral to my Sims 3 playing that I even did a clean install of Sims 3 1.67 (all expansions as well), used ONLY AwesomeMod, and started a new save. Nothing, there is no option to make an unrelated sim the active sim like I used to be able to a few months ago. Is this a known problem, or am I just being retarded? I made DAMN WELL SURE to only post here as an absolute last resort.

From my config:

<PuppetMasterMode value="True">
       <!--Rightclick switching does not check household if household was previously selected.-->
    </PuppetMasterMode>


Title: Re: AwesomeMod Bug Report Thread
Post by: Blackkhatt on 2014 June 07, 20:45:16
Ok firstly,

Hey assholes. Yes quite aggressive for a newbie, but I know how you elite's love your douche-baggery. Ok, kidding. Don't Jezz me just yet.

2ndly? Apologies if anyone caught my little individual thread ehlp request. I've deleted it.

3rdly, yes... help time. Please?

Ok so I love awesomemod (yep, smoke blown, but true) but I've got myself a good ol' flagrant error and I'm hoping one of you pro's can help spot the issue. I've read through it, It seems to be pointing to multiple things but I'm not sure what to pay attention to specifically. So here goes...

<FSE>
  <Error>System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException: A null value was found where an object instance was required.
#0: 0x00011 callvirt   in Sims3.Gameplay.Socializing.Sims3.Gameplay.Socializing.Genealogy:IsBloodRelated (Sims3.Gameplay.Socializing.Genealogy) (29398DE0 [00000000] )
#1: 0x0002a callvirt   in Sims3.Gameplay.CAS.Sims3.Gameplay.CAS.SimDescription:NumNonFamilyRelationships () ()
#2: 0x00012 callvirt   in Sims3.Gameplay.Skills.Sims3.Gameplay.Skills.Charisma:GateRequirementsSatisfied () ()
#3: 0x00025 callvirt   in Awesome.StoryBus.Toadings.GainSkill+<>c__DisplayClass1:<GetSkillsOfInterest>b__0 (Sims3.Gameplay.Skills.SkillNames) (34CAF9F0 [3] )
#4: 0x00000            in System.System.Predicate`1:Invoke (Sims3.Gameplay.Skills.SkillNames) (3392B0A0 [3] )
#5: 0x00014 callvirt   in System.Collections.Generic.System.Collections.Generic.List`1:GetIndex (int,int,System.Predicate`1) (58949EE8
  • [1] [8253934181698154656/0x728bdd683392b0a0] )
#6: 0x00024 call       in System.Collections.Generic.System.Collections.Generic.List`1:RemoveAll (System.Predicate`1) (58949EE8 [865251488/0x3392b0a0] )
#7: 0x00578 callvirt   in Awesome.StoryBus.Toadings.Awesome.StoryBus.Toadings.GainSkill:GetSkillsOfInterest (Sims3.Gameplay.CAS.SimDescription) ([33D042A8] )
#8: 0x00085 call       in Awesome.StoryBus.Toadings.Awesome.StoryBus.Toadings.GainSkill:Weight (Sims3.Gameplay.CAS.SimDescription,Awesome.StoryBus.SimToading/ToadReason&) ([33D042A8] [1491005484] )
#9: 0x0000a call       in Awesome.StoryBus.Toadings.Awesome.StoryBus.Toadings.GainSkill:Weight (Sims3.Gameplay.CAS.SimDescription) ([33D042A8] )
--- End of inner exception stack trace ---

#0: 0x00000 superop    in System.Reflection.System.Reflection.MethodBase:Invoke (object,object[]) (58A50300 [00000000] [2926C760] )
#1: 0x00096 callvirt   in Awesome.StoryBus.Fambly+Member:.ctor (Sims3.Gameplay.CAS.SimDescription) (58949F30 [33D042A8] )
#2: 0x000fe newobj     in Awesome.StoryBus.Awesome.StoryBus.Fambly:.ctor (Sims3.Gameplay.CAS.Household) (31B3F900 [32934A80] )
#3: 0x0003e newobj     in Awesome.StoryBus.Awesome.StoryBus.ToadMachine:SelectRandomFambly () ()
#4: 0x00003 call       in Awesome.StoryBus.Awesome.StoryBus.ToadMachine:BuyARandomToading () ()
#5: 0x00032 call       in Awesome.StoryBus.Awesome.StoryBus.Driver:OnTimer () ()
#6: 0x00000            in Sims3.Gameplay.Utilities.Sims3.Gameplay.Utilities.AlarmTimerCallback:Invoke () ()
#7: 0x00000            in Sims3.Gameplay.Sims3.Gameplay.Function:Invoke () ()
#8: 0x00003 callvirt   in Sims3.Gameplay.Sims3.Gameplay.OneShotFunction:Simulate () ()
#9: 0x00005 call       in Sims3.Gameplay.Utilities.AlarmManager+AlarmOneShot:Simulate () ()
#10: 0x0001e callvirt   in ScriptCore.ScriptCore.ScriptProxy:Simulate () ()
</Error>
</FSE>

(If you prefer a screenshot, please say, just my wireless keyboard is being a shitstain right now)

Thanks guys, hope you can help.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2014 June 08, 02:44:57
Hmm. It looks like something is buggered in your neighborhood, the condition where a sim appears to have a null entry shouldn't normally occur.


Title: Re: AwesomeMod Bug Report Thread
Post by: cassblonde on 2014 June 08, 11:17:41
Hmm. It looks like something is buggered in your neighborhood, the condition where a sim appears to have a null entry shouldn't normally occur.

Thanks - I deleted caches and resetworld. It seems to be better now.


Title: Re: AwesomeMod Bug Report Thread
Post by: Starler on 2014 July 01, 17:31:36
You're not patched fully. The current version of AM is for the most recent patch. No, there are no previous versions available.

ETA: Looks like it deleted its post (or was nuked, as it was most likely a sock). Serves me right for not quoting it.


Title: Re: AwesomeMod Bug Report Thread
Post by: Final Warrior on 2014 July 20, 09:26:07
showconfig
-> DisableTraitCaps: True

addtrait angler
-> Boo! [SimName] already has 4 out of 4 traits allowed!

Playing with all expansions, 1.67. Isla Paradiso, household of 1 Teen Sim if it matters. AwesomeMod as of yesterday (well, grabbed from Mirror 1 yesterday, with configuration generated by the Configuration Tool webpage).


e: I didn't rtfm enough.


Title: Re: AwesomeMod Bug Report Thread
Post by: Madame Mim on 2014 July 20, 11:27:24
I thought no trait caps was for adults because there was a problem with aging up if the sim had surplus traits?


Title: Re: AwesomeMod Bug Report Thread
Post by: Final Warrior on 2014 July 20, 12:05:53
So it is. awesome/rtfm.txt doesn't mention that in addtrait's listing under Debug, it's under the listing under CAS ("Can use code 'addtrait <trait>' to add more than 5 traits to adult+ sim").


Title: Re: AwesomeMod Bug Report Thread
Post by: antitheftmilk on 2014 August 15, 06:55:59
Pretty sure this is some sort of actual error. And yes, I've done a whole lot of searching.

Dusted off the sims 3, reinstalled fresh from a year+ hiatus. I installed pets, seasons and supernatural, in release order. I manually updated everything.

Followed directions here to install framework. Used fresh NRAAS mods. Other then a few Cmar body mods and I think three hairs off MTS my game is vanilla.
I used the NRAAS Story Progression suite, Woohoer and his master controller. I had his error trap as well as a few of the small mods. Played a while. Missed the awesome functionality.

Used fresh awesome mod with fresh config file.

Awesomemod has decided that there is a competing core mod and lets me exit out of the game. NRAAS are not core mods. (other then error trap and my understanding was that those two were made to play together. Doesn't matter, removing it did not help.)

 And now I'm getting crashes and freezes at load. I did not have these issues before adding awesome mod and even after removing it I'm having issues.

And yes, I delete the script files between each mod change. I've also started new hoods as trying to open the old hood causes a crash. Ideas on what has happened?


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2014 August 15, 10:37:59
Check that you have patched your game appropriately, and don't have duplicate copies of things.


Title: Re: AwesomeMod Bug Report Thread
Post by: witch on 2014 August 15, 11:29:55
If you use KT's Store Fixes 2, try replacing that with Capitaine Marie's fixes all rolled into one. It's in KT's thread. Store Fixes 2 has been reportedly causing crashes. I haven't had a crash since replacing it.


Title: Re: AwesomeMod Bug Report Thread
Post by: YoungOldPrude on 2014 August 19, 06:56:35
Question: Does the "fixall" cheat still throw an error message when sims are enrolled in home-world-universities? I am currently fine-tuning the creation of a world on patch level 1.63, so I'll update AM as soon as I complete it. I'm trying to make the world run as smoothly as possible, but "fixall" always comes in handy.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2014 August 19, 08:39:12
I have not had the opportunity to test any university features. What was the issue there?


Title: Re: AwesomeMod Bug Report Thread
Post by: Sita on 2014 August 19, 16:28:02
Not what the OP had in mind but Sims still don't get the extra trait they are sposed to when they graduate.


Title: Re: AwesomeMod Bug Report Thread
Post by: YoungOldPrude on 2014 August 19, 18:49:21
I have not had the opportunity to test any university features. What was the issue there?

The Nraas' Traveler mod enables the ability to have university classes in the homeworld (if you have the right rabbit-holes). When sims are enrolled in such a university, they cannot be employed because the classes take over the career section (that's by design, though). But when you type "fixall" a Flagrant System Error appears.
It goes something like this:
"Awesome.Careers.Awesome.Careers.Jerb:AllowAsCoworker"
"Awesome.Careers.Awesome.Careers.Jerb:CheckCoworkers"
It also appears that sims end up with a random career outfit assigned to them, though that might be a hitch of Traveler's.
This is my first time working with a homeworld University, so this is all quite new to me, too.


Title: Re: AwesomeMod Bug Report Thread
Post by: wizard_merlin on 2014 August 19, 20:54:07
Not what the OP had in mind but Sims still don't get the extra trait they are sposed to when they graduate.

They do if they are not Sacred.


Title: Re: AwesomeMod Bug Report Thread
Post by: witch on 2014 August 19, 23:06:43
Which is probably all mixed up with the fact that 'Sacred' shows up in the online dating profiles and somewhere else it shouldn't - can't remember where.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2014 August 20, 01:55:28
Is that still happening? I thought I quashed that already.


Title: Re: AwesomeMod Bug Report Thread
Post by: YoungOldPrude on 2014 August 20, 01:58:56
I can use Fraps to take a screenshot of the error if it is wanted. If so, would I be allowed to attach the image to a post? I don't have a photo account anywhere.

Edit: As to the sacred trait showing up where it's not wanted, I can vouch for it still happening on 1.63, but I don't know about the upper patch levels.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2014 August 20, 17:57:38
There is no 1.63 support, so that version is hella-old and unsupported.


Title: Re: AwesomeMod Bug Report Thread
Post by: YoungOldPrude on 2014 August 22, 02:16:21
JMP: I don't expect you to whip up a fix for 1.63, I know very well that it's unsupported. What I am asking is if the issue persists in the lastest build. If fixall works fine with such universities in the latest build, then great. If it doesn't, or you are uncertain, then say so--I will test for it when I actually do update.


Title: Re: AwesomeMod Bug Report Thread
Post by: jezzer on 2014 August 22, 12:34:59
I don't understand why you're expecting the FOJ to entertain your snowflake-ism.


Title: Re: AwesomeMod Bug Report Thread
Post by: YoungOldPrude on 2014 August 23, 16:03:48
Jezzer: I stated very clearly in my initial post that I was building a home-world compatible university world in CAW on patch level 1.63. JMP still expressed an interest in knowing what exactly the issue was despite my unsupported patch level.
Searching about other forums, I gather that not too many people actually utilize the home-world university system--and finding a fellow AM user with that combination is proving difficult. All I can do at this point is ask the source. If the source doesn't know, then I am perfectly happy to become a test subject for the issue when I update to the latest patch.


Title: Re: AwesomeMod Bug Report Thread
Post by: rmaddzoo on 2014 August 25, 15:41:28
I have been using the automatic updater for a long time now.  I have been away from the game for the summer and now when I try to use the updater I get this error
 "ERROR: cannot verify dl.dropboxusercontent.com's certificate" 
How do I get the updater to work again?
Yes, I am a n00b and I have searched for an answer.  I am using windows (cough, cough) 8.



Title: Re: AwesomeMod Bug Report Thread
Post by: HomeschooledByTards on 2014 August 25, 16:04:29
This is not an AM bug, moron. Don't use the automatic updater, learn to update it your own damn self. It's not hard.


Title: Re: AwesomeMod Bug Report Thread
Post by: wizard_merlin on 2014 August 25, 20:03:11
Is that still happening? I thought I quashed that already.

Yep, if sim is sacred they don't get their extra traits for either graduating uni or through the social groups.  I had a recent issue where I made my sim sacred AFTER they got their extra traits, and forgot to remove it when they reached said level within their second social group and the previously added social group trait disappeared.


Title: Re: AwesomeMod Bug Report Thread
Post by: rmaddzoo on 2014 September 01, 01:55:04
This is not an AM bug, moron. Don't use the automatic updater, learn to update it your own damn self. It's not hard.

I do know how to do it manually thank you, I just thought that since Pes when through the trouble to make the auto updater I would use it. 
By the way, I am a Asinine Airhead not a moron, get with the program. 


Title: Re: AwesomeMod Bug Report Thread
Post by: Madame Mim on 2014 September 01, 08:25:44
This is not an AM bug, moron. Don't use the automatic updater, learn to update it your own damn self. It's not hard.

I do know how to do it manually thank you, I just thought that since Pes when through the trouble to make the auto updater I would use it. 
By the way, I am a Asinine Airhead not a moron, get with the program. 

You're a moronic asinine airhead - Pescado didn't make an automatic updater.


Title: Re: AwesomeMod Bug Report Thread
Post by: Nikel on 2014 September 04, 13:07:10
Whenever any inactive gives birth, my game will freeze indefinitely and I have to force quit with Windows Task Manager. After narrowing down my mods folder, I found that having AwesomeMod installed (at least with Twallan's MasterController, NoCD, and nointro mods) caused this. Having these mods without AM will not freeze the game. My AwesomeMod version is for 1.67, updated on May 8, 2014.

Does anyone encounter this bug?


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2014 September 05, 00:14:05
That is interesting. Do you have a save where this may happen imminently? And this ONLY affects inactives?


Title: Re: AwesomeMod Bug Report Thread
Post by: Nikel on 2014 September 05, 05:38:45
That is interesting. Do you have a save where this may happen imminently? And this ONLY affects inactives?
I do, but it's in Evansdale County. If you still want the save file, I'd share it here (https://drive.google.com/file/d/0B6BRIFeaWKK4OWp3ZTZLWTl4MGc/edit?usp=sharing). The current game time is around 2 AM and someone is going to give birth at around 5-6 AM. If you don't want it though, you could try Appaloosa Plains. At around 1 AM of the second day in a new game, Patricia Bedlington will give birth.

And yes, it only affects inactives. After having suffered the freeze, I wrote down the time it occurred, reloaded the save file, moved in the pregnant Sim to my household, and sent her to the hospital so she could safely give birth. The game will freeze again if I happen to miss any inactives that give birth.


Title: Re: AwesomeMod Bug Report Thread
Post by: wizard_merlin on 2014 September 06, 04:37:54
Whenever any inactive gives birth, my game will freeze indefinitely and I have to force quit with Windows Task Manager. After narrowing down my mods folder, I found that having AwesomeMod installed (at least with Twallan's MasterController, NoCD, and nointro mods) caused this. Having these mods without AM will not freeze the game. My AwesomeMod version is for 1.67, updated on May 8, 2014.

Does anyone encounter this bug?

I doubt it is an AM bug, as it isn't an issue for my game, and my inactives regularly have babies.  I use twallans MC and others, but not the nocd (as AM takes care of that) and the no intro.  Have you tried with AM and NOT the others?


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2014 September 08, 03:22:31
I consider the interference of the other listed mods to be extremely unlikely, as the only one of those I don't have is this Master Controller. Which neighborhood is this Evandale thing?


Title: Re: AwesomeMod Bug Report Thread
Post by: Nikel on 2014 September 10, 03:35:47
Whenever any inactive gives birth, my game will freeze indefinitely and I have to force quit with Windows Task Manager. After narrowing down my mods folder, I found that having AwesomeMod installed (at least with Twallan's MasterController, NoCD, and nointro mods) caused this. Having these mods without AM will not freeze the game. My AwesomeMod version is for 1.67, updated on May 8, 2014.

Does anyone encounter this bug?

I doubt it is an AM bug, as it isn't an issue for my game, and my inactives regularly have babies.  I use twallans MC and others, but not the nocd (as AM takes care of that) and the no intro.  Have you tried with AM and NOT the others?
I needed Twallan's MC to check how the baby was going. I never removed these three other mods to check yet. But Twallan's MC without AM worked fine in my game. No freeze.

I consider the interference of the other listed mods to be extremely unlikely, as the only one of those I don't have is this Master Controller. Which neighborhood is this Evandale thing?
Evansdale County is a custom world here (http://www.mysimrealty.com/WORLDS_EvansdaleCounty.html). I'll try to test it without MC the next time I run my game.


Title: Re: AwesomeMod Bug Report Thread
Post by: wizard_merlin on 2014 September 11, 01:14:38
I needed Twallan's MC to check how the baby was going. I never removed these three other mods to check yet. But Twallan's MC without AM worked fine in my game. No freeze.

I consider the interference of the other listed mods to be extremely unlikely, as the only one of those I don't have is this Master Controller. Which neighborhood is this Evandale thing?
Evansdale County is a custom world here (http://www.mysimrealty.com/WORLDS_EvansdaleCounty.html). I'll try to test it without MC the next time I run my game.

I have used MC and AM for along time now without any conflict problem, I also use several other twallan mods, such as overwatch, traffic, shooless, just to name a few, and they all play nice with AM.  The only Twallan mod I am aware of that will cause problems is using woohooer to try and bypass the AM restriction on teen-adult woohoo, twallan even says it will crash the came.

Did you create a custom tuning file for MC or use the dafult settings?  maybe a setting you have in MC is causing a problem?  Just some brainstorming.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2014 September 11, 05:43:09
There isn't a restriction on Teen/Adult woohoo, you'll just tagged a Pedophile for it, starting you down the path towards being a Registered Sex Offender.


Title: Re: AwesomeMod Bug Report Thread
Post by: floopyboo on 2014 September 13, 11:44:35
Still, it does crash the game for some reason.

But on to another bug. Awesome.package dated 8th May 2014 is no longer squashing the cyclic grounding punishment system. Grounded sims are once again being scolded for going to school or work whilst grounded. Currently working around it with resetsim when the adult is in scold mode, but seriously, you'd think that ea would have dug their brains out of their arses on this one already!

ETA: Icarus Allsorts on MTS has modded the punishment system to allow cancelling and user-directed punishments, so that's probably not so urgent. The crash on teen/adult romantic interactions (even with the pedo traits added to the sims in question) still exists, making it difficult to run a medieval-style game.


Title: Re: AwesomeMod Bug Report Thread
Post by: wizard_merlin on 2014 September 15, 01:25:20
Not sure if you are still doing fixes or not, but I am having problems with the game and plumbots. 

The most annoying is when I click on a birthday cake and select a baby or toddler to blow out candles, the game decides to have the family plumbot take the baby/toddler to the cake, but if the plumbot doesn't have the nanny chip they can't/won't pick up the sprog to carry to the cake so the whole thing gets dropped from the queue.  As a result I either have to wait until the sprog ages at 2100 hrs (or whatever time), or send the plumbot off the home lot.  Is there anyway to exclude the plumbots from being selected for this action?

The other annoyance is when I switch to a different family and back, sometimes without even unpausing the game, my plumbot, who doesn't have the office drone chip, has a job.  I realise that making them sacred would prevent this, but then I have issues with the extra traits if I forget to remove the sacred.  Given that plumbots supposedly need to have the office drone chip to get a job, how the fuck does the game manage to give them a job without it?  and is there a way to prevent it?  The only way you know they have a job is because the message for the car pool pops up, or if I go into the phone and look under the jobs/employment option, there is a quit work option, yet the work tab is still greyed out because they supposedly can't work without the office drone chip.


Title: Re: AwesomeMod Bug Report Thread
Post by: witch on 2014 September 15, 01:52:36
The robots also approach sims to chat and waste their time even when they have no sentience, or any kind of social chip, and their social & happiness need bars are still padlocked. Plus AM storymode is still matching random robots with sims, only two of my bots have Capacity to Love and they are a couple.

There is still some sort of issue with robots trying to power up every time they are sent collecting. Unless I start them on the other side of town, they come back to recharge between every collect. They no longer try to use the fixer upper car though, cheers.


Title: Re: AwesomeMod Bug Report Thread
Post by: wizard_merlin on 2014 September 27, 01:32:50
Noticed a new version of AM is up, just need to check the RTFM and get some game time to see if I can find what it has changed.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2014 September 29, 03:00:53
I didn't actually change anything, I just cleaned up some stuff and synchronized some files.


Title: Re: AwesomeMod Bug Report Thread
Post by: vorpal on 2014 October 13, 08:46:43
Just in case there is still bug fixing going on I want to remind of the problem that both the future and the university world suffer from mass deletion of the local population when a Sim arrives there and with AwesomeMod installed.
Initial report is here: http://www.moreawesomethanyou.com/smf/index.php/topic,18136.msg599467.html#msg599467
Last report with future world added: http://www.moreawesomethanyou.com/smf/index.php/topic,18136.msg603936.html#msg603936
First detailed test results are here: http://www.moreawesomethanyou.com/smf/index.php/topic,18136.msg599467.html#msg599467


Title: Re: AwesomeMod Bug Report Thread
Post by: Nec on 2014 October 14, 14:55:44
Vorpal: Make sure AM story progression is enabled even if you have story progression (game config) disabled. There will be no story progression unless you have both enabled.


Title: Re: AwesomeMod Bug Report Thread
Post by: vorpal on 2014 October 14, 17:47:05
Vorpal: Make sure AM story progression is enabled even if you have story progression (game config) disabled. There will be no story progression unless you have both enabled.
Unfortunately, this has nothing to do with Story Progression. I tried it with and without and the effect is always the same. My guess is that it has more to do with the moving around of roommates in University Life and the need to house descendants in the future world. AM messes up there and deletes the Sims instead.
Last time I test travelled to the future the world lost 75 Sims, both residents and homeless.
This is with an AM config of UseAwesomeStoryDriver set to True but story mode disabled in the game options.


Title: Re: AwesomeMod Bug Report Thread
Post by: wizard_merlin on 2014 October 14, 17:57:44
Last time I test travelled to the future the world lost 75 Sims, both residents and homeless.
This is with an AM config of UseAwesomeStoryDriver set to True but story mode disabled in the game options.

This configuration means no story progression, wouldn't you need story progression to enable to game to spawn the needed sims?  I don't bother checking the homeless list, etc. but haven't really noticed the issues you are seeing with families and sims that were previously there disappearing.  If I take along time between visits, resulting in massive changes in the home world, I expect the future world to be different as it recreates descendants and other characters based on the current state of the present.  But there always seems to be plenty of sims in the future when I visit.

Vacation worlds are a different matter as the game wasn't designed to create families and family progression.  As a result they age and die and eventually no one is left other than what the game spawns to staff registers or respond to adventures.  I now use Nrass traveler to freeze the age in the vacation worlds to combat that problem.  The previously mentioned method of resetting the vacation worlds makes a mess of the future world, so I switched to the age freeze to make life easier.


Title: Re: AwesomeMod Bug Report Thread
Post by: witch on 2014 October 15, 00:00:03
Vorpal, I have AM storymode set to yes, and game storymode set to yes. When I go to Uni or the future the world is always populated with the normal sims. i.e the same aging lot of university sims and a random lot of future sims. Dunno about the vacation worlds, they're too buggy for me and I don't use them.


Title: Re: AwesomeMod Bug Report Thread
Post by: vorpal on 2014 October 15, 00:05:50
The story progression remark was in response to the previous post and, no, you don't need story progression in order to have a fully functioning future town the first time you visit.

Without AM when you travel to the future all non-ownable lots are occupied by resident pre-made families except for one familiy of descendants. This replaces a pre-made resident family and that pre-made family in return is rendered homeless. There are also something like 100 homeless Sims (human and robots) that take turns to either fill roles, serve as coworkers or populate the base camp. (I haven't checked whether they also qualify for random move-ins after a while, because by then AM will have eliminated almost all of them and I always play without Story Progression.)
With AM, however, some random numbers of pre-made residents are either killed or simply deleted and compressed to Minisims and the same happens to the homeless. You will notice this either by checking the population with MasterController or by simply going into Edit Town and see whether there are empty regular lots (not the ones tagged ownable). And this shouldn't be. There are no empty regular lots without AM and when you check the population with MasterController in an AM-free game you will see that there are no local MiniSims and only some 5 pre-made dead Sims. Most noticeable is the case of the pre-mades that make room for the descendants. Instead of joining the homeless they disappear completely when AM is installed.

Since the time when I reported this for the first time for the University world I have tested this in various ways and whenever a new version of AM came out and the issue has persisted for more than a year now.
I don't know whether this causes a problem for the future world after several generations because I don't travel there that often and haven't really played around with changing the future, but it does cause problems in the Uni world because after a while there are no Sims left to fill all the positions and every new term shuffles the existing Sims around and risks getting more of them deleted by the mod. The game tries to compensate by generating random Sims but it fails to spawn enough and in addition these are not really qualified for the student roles because they lack all the social group ranks. The remaining pre-mades then take several positions at once. I once had a roommate who was both the mascot, the professor and a supposed barworker. Needless to say that this Sim ended up being stuck at the dorm doing the Mascot dance ad infinitum and having the Barista Bartender tag floating over his head.

Check here the population of the future world: http://sims.wikia.com/wiki/Oasis_Landing
None of the families listed there should be missing when you travel there first and none of the homeless. They are all and always present when you travel without AM. With AM some random Sims (usually about half of them and usually whole families) are missing and each further trip there has a chance of deleting some more.

Edit: The vacation worlds are not affected by this because they work in a different way. The Uni and the Future world have some moving around of the locals before the world is fully loaded. In the vacation worlds the residents are set. I have never seen them move around and change houses in all those years.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2014 October 15, 01:23:14
With AM, however, some random numbers of pre-made residents are either killed or simply deleted and compressed to Minisims and the same happens to the homeless. You will notice this either by checking the population with MasterController or by simply going into Edit Town and see whether there are empty regular lots (not the ones tagged ownable). And this shouldn't be. There are no empty regular lots without AM and when you check the population with MasterController in an AM-free game you will see that there are no local MiniSims and only some 5 pre-made dead Sims. Most noticeable is the case of the pre-mades that make room for the descendants. Instead of joining the homeless they disappear completely when AM is installed.
Hmm, that's quite strange, since I haven't really done anything with future-stuff at all, and have nothing which deletes sims. I will investigate.


Title: Re: AwesomeMod Bug Report Thread
Post by: Nec on 2014 October 15, 01:36:05
Vorpal: Make sure AM story progression is enabled even if you have story progression (game config) disabled. There will be no story progression unless you have both enabled.
Unfortunately, this has nothing to do with Story Progression. I tried it with and without and the effect is always the same. My guess is that it has more to do with the moving around of roommates in University Life and the need to house descendants in the future world. AM messes up there and deletes the Sims instead.
Last time I test travelled to the future the world lost 75 Sims, both residents and homeless.
This is with an AM config of UseAwesomeStoryDriver set to True but story mode disabled in the game options.


Gotcha. I had both disabled and it caused all kinds of random weirdness until I turned it back on in AM and started a fresh hood.

Running without issues at this point as far as I can tell. I'm not missing Oasis Landing or Uni residents. All of my vacation hoods are fine, too.


Title: Re: AwesomeMod Bug Report Thread
Post by: witch on 2014 October 15, 02:32:46
I will investigate.

Would you please have a good look at robot behaviour while you're poking around in future code?


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2014 October 15, 06:36:05
This is with an AM config of UseAwesomeStoryDriver set to True but story mode disabled in the game options.
Well, if you set Story Mode in-game to off, then Nothing Happens, period. The first toggle selects WHICH driver you want to use, the in-game option is for turning story progression on and off, period. I am not sure why this would result in a peculiar interaction in general, given that no story progression would be occurring, though...


Title: Re: AwesomeMod Bug Report Thread
Post by: vorpal on 2014 October 15, 09:04:54
This is with an AM config of UseAwesomeStoryDriver set to True but story mode disabled in the game options.
Well, if you set Story Mode in-game to off, then Nothing Happens, period. The first toggle selects WHICH driver you want to use, the in-game option is for turning story progression on and off, period. I am not sure why this would result in a peculiar interaction in general, given that no story progression would be occurring, though...
Yes, I know. The issue has nothing to do with story mode, I'm pretty sure of that. I tried in the past with and without it toggled on and the results were the same and I tried it with and without my config file, so it's nothing in there either.
It happens during the transitioning process between worlds and as it happens in both the Uni and the future world my guess is that it is caused by how these wolrds initialise during transition. When I travel there without AM and add it back after I've arrived everything is as it should be and nothing like that happens during my stay. My conclusion is that AM conflicts with the way how these worlds initialise: in both worlds the final setup of residents is not fully predetermined until you actually travel there.

-1- In the Uni world the inmates of the dormitories and fraternity and sorority buldings are not really residents before the world has materialised (noticeable when you enter that world in Edit Town before any Sim has been sent there). They become permanent only after travelling there for the first time. It is only during this transition that the game will determine which Sim will stay in dormitories and which ones will make space for your active Sim(s) and become homeless instead. Other roommates are also replaced by former homeless. Once initialised the population will remain stable for the whole term. When you go for a second term or start a new course the rerolling of roommates, fellow students and professors will start anew and with AM this will cause another wave of Sim deletions.
The actual permanent residents in the Uni world are not affected because the game doesn't move them around during transition.

-2- In the future world residents have to make room for the travelling Sim's/Sims' descendants. If you play multiple but unrelated Sims in a household then it is one descendant family per Sim. The families that vacate their house for the descendant families are always deleted when AM is installed instead of rendering them homeless. But as other residents are subject to possible deletion, too, my guess is that during the transition the game is undecided yet where to place the descendants and moves residents in and out before settling down for the final situation. But instead or readding some of the residents they get lost when AM is installed.
In the case of the deleted homeless my guess is that this is caused by the way the base camp is set-up. In the World Adventures base camps the explorers there are either generic fresh Sims or residents from the other two worlds if you've visited them before already. The base camp in the future world is populated by Sims from the homeless pool instead but it takes a while for the final group to form. In the first hours and days some move out again and others join instead. Every further trip to the future world is likely to cause a rearrangement of the base camp dwellers and when I played the future world for the first time I noticed that the more I travelled there the more the base campers got replaced with generic Sims with mismatched clothes and green hair and the usual features you get when AM is set to randomise their genetics. When I travelled there multiple times without AM the base campers have always been from those groups of Sim that are listed as pre-made homeless at the wiki site.


Title: Re: AwesomeMod Bug Report Thread
Post by: wizard_merlin on 2014 October 15, 16:52:32
Not sure if this is some kind of bug or not, but while playing last night, my plumbot had a birthday and aged to elder and promptly had his body disappear, all that was visible was a grey haired wig, really weird, I would have expected an older plumbot to simply breakdown and be unrepairable.  I turned the debug interactions on and was able to click on the wig and select a death option to get rid of him.  Is this normal behaviour or is/was something screwed up?


Title: Re: AwesomeMod Bug Report Thread
Post by: Nec on 2014 October 15, 23:16:20
Not sure if this is some kind of bug or not, but while playing last night, my plumbot had a birthday and aged to elder and promptly had his body disappear, all that was visible was a grey haired wig, really weird, I would have expected an older plumbot to simply breakdown and be unrepairable.  I turned the debug interactions on and was able to click on the wig and select a death option to get rid of him.  Is this normal behaviour or is/was something screwed up?

Plumbots don't age, but apparently there is a glitch that causes it to happen sometimes. It is an EAxian bug. Google pulled up a number of such incidents.


Title: Re: AwesomeMod Bug Report Thread
Post by: missy monster on 2014 December 06, 07:16:26
It's my first time, be gentle... *eyelash flutter*

I'm having issues installing AM. This is all the relevant info I can think of:

- Patched to 21.0
- Latest version of AM (fresh today!)
- No other mods.
- Windows 8.1
- Pirated and cracked, all stuff except Katy Perry's diabetus, all EP's.
- All pirated store contents from rachelstoolbox (installed correctly and working)
- My game runs fine without AM, no problems at all
- Loads fine, framework stopping intros, no build sparkles, so that seems fine.
- When I add AM it loads fine, then I get the "WARNING: Non-critical core mismatch...blahblahblah"
- If I select 'Ignore' it continues to main menu but it doesn't look right (profile log in windows down the bottom that I never use are stretched and distorted)
- I cannot click any buttons and the only way to exit is to alt f4, which calls up the quit box which seems to work normally.

I've been lurking on this issue both here and on MTS (mostly here) for three days on and off. I cannot work out what I've done wrong, but would greatly appreciate any help in hunting down the problem. More than happy to provide additional information, screencaps, you name it. Fuck, I'll throw in my soul and my first born child at this stage.
*grovels*


Title: Re: AwesomeMod Bug Report Thread
Post by: kissing_toast on 2014 December 06, 07:36:09
It's my first time, be gentle... *eyelash flutter*

I'm having issues installing AM. This is all the relevant info I can think of:

- Patched to 21.0
- Latest version of AM (fresh today!)
- No other mods.
- Windows 8.1
- Pirated and cracked, all stuff except Katy Perry's diabetus, all EP's.
- All pirated store contents from rachelstoolbox (installed correctly and working)
- My game runs fine without AM, no problems at all
- Loads fine, framework stopping intros, no build sparkles, so that seems fine.
- When I add AM it loads fine, then I get the "WARNING: Non-critical core mismatch...blahblahblah"
- If I select 'Ignore' it continues to main menu but it doesn't look right (profile log in windows down the bottom that I never use are stretched and distorted)
- I cannot click any buttons and the only way to exit is to alt f4, which calls up the quit box which seems to work normally.

I've been lurking on this issue both here and on MTS (mostly here) for three days on and off. I cannot work out what I've done wrong, but would greatly appreciate any help in hunting down the problem. More than happy to provide additional information, screencaps, you name it. Fuck, I'll throw in my soul and my first born child at this stage.
*grovels*

Answered your own question there didn't you? AM wouldn't say this unless it was true.


Title: Re: AwesomeMod Bug Report Thread
Post by: missy monster on 2014 December 06, 08:12:01
Answered your own question there didn't you? AM wouldn't say this unless it was true.

I know, but there's nothing for it to be mismatched against. That is what's frustrating me. From what I've gathered lurking this usually comes up with the interference of other core mods (which I don't have, no, not even nrass) or a version issue (failure to patch or get the latest AM).

Could it be interacting with a crack? I've tried to removing the crack to the best of my ability, but this just ends in my system not even loading sims and eternally trying to launch nothing/sims 3 at the same time.

As I said, everything was working just fine until I tried to use AM.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2014 December 06, 08:18:07
The non-critical core warning indicates that you have an altered SimIFace that doesn't match. Since there aren't a whole lot of mods out there that alter this file, the primary cause of a mismatch is not using the correct patch version that goes with the version of AwesomeMod. This is flagged as "non-critical" in case you DID alter SimIFace, because that doesn't actually cause a problem, but may indicate a patch mismatch.

Since you're experiencing malfunctions as well, you probably did not patch the game. Current supported patch is 1.67. Not a clue what 21.0 is.


Title: Re: AwesomeMod Bug Report Thread
Post by: missy monster on 2014 December 06, 08:36:01
Game Version turns out to be 1.63. I read the wrong thing, but fucked if I know what it was.
I'm obviously far too high on painkillers and insomnia to be trusted right now.
Patching now, will apparently take nearly two hours to download (rural internet).
I'm going to financially support the municipality now and consider it stupid tax. *hangs head in shame*


Title: Re: AwesomeMod Bug Report Thread
Post by: kissing_toast on 2014 December 06, 11:19:10
Game Version turns out to be 1.63. I read the wrong thing, but fucked if I know what it was.
I'm obviously far too high on painkillers and insomnia to be trusted right now.
Patching now, will apparently take nearly two hours to download (rural internet).
I'm going to financially support the municipality now and consider it stupid tax. *hangs head in shame*

Oh look, it was a "WARNING: Non-critical core mismatch...blahblahblah" who'd-a-thunk-it. Glad I could help.


Title: Re: AwesomeMod Bug Report Thread
Post by: vorpal on 2014 December 15, 22:26:19
Is it intended that with the recent version of AwesomeMod (12/15/14) Buy Mode now shows all possible elements of counters (countertops, corner pieces etc.) as separate entries?
If so, then it doesn't work, each entry will yield a full, regular counter when placed.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2014 December 16, 02:02:07
That isn't actually an AwesomeMod feature, far as I know. That seems to be something EAxis did.


Title: Re: AwesomeMod Bug Report Thread
Post by: vorpal on 2014 December 16, 11:55:13
That isn't actually an AwesomeMod feature, far as I know. That seems to be something EAxis did.
When I take AM out, counters are back to normal though. The Dec 1 version does the same, my previous one from September doesn't.

Edit: Just updated to the one that is listed as Dec 16 but is dated 12/15/14 10:32 inside the zip. Counters multiply and I also noticed that sectional sofas are affected, too.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2014 December 17, 02:32:48
That's quite peculiar since I can't think of anything that was added to cause this. Perhaps it's a side effect of having buy debug enabled, which AwesomeMod will do for you with the right options, while the default game normally does not enable the (?) buy mode for you on start.


Title: Re: AwesomeMod Bug Report Thread
Post by: wizard_merlin on 2014 December 17, 02:49:47
Is it intended that with the recent version of AwesomeMod (12/15/14) Buy Mode now shows all possible elements of counters (countertops, corner pieces etc.) as separate entries?
If so, then it doesn't work, each entry will yield a full, regular counter when placed.

Is it possible there is a conflict with something else(maybe custom counters, mods, etc)?  I have never seen corner sections shown as being separate in my game.


Title: Re: AwesomeMod Bug Report Thread
Post by: vorpal on 2014 December 17, 18:42:02
I already tested this in a mod-free save before posting the second time. But as it was an existing save I tried again with a completely fresh user folder with nothing else except for AwesomeMod (no config file either).

AwesomeMod Build: 12/15/2014 10:09:42

This is what BuyMode looks like for counters:
(http://i1198.photobucket.com/albums/aa456/Snapdragon10/Sims/vorpal/BuyMode1-1_zps4206273b.jpg)
I circled in red those entries that belong to the same counter.

The same for sectional sofas:
(http://i1198.photobucket.com/albums/aa456/Snapdragon10/Sims/vorpal/BuyMode2_zpsbd61338a.jpg)

No debug cheats were enabled. I also played around to see whether this new cheat "disablebbfilter" might accidentally be enabled, or "buydebug". But neither disabling nor enabling them seems to have any effect on this. And the only new setting that is enabled by default now without a config file seems to be the one that's got to do with Simport (ForceUnlockSimport). But setting this to false does nothing either with regard to counters or sectional sofas.

The counters in the pic are all base game or EP counters. In my regular game I also have counters from the Store. No 3rd party. Everything legit, nothing arred, none decrapified or otherwise modified.

Removing AM and starting the game vanilla has the counters go back to normal.

Edit: Forgot to add that the last build of AM that I have that doesn't do this is 10/20/2014 11:40:55


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2014 December 18, 01:10:11
I'm aware of the issue, although I can't think of what may have caused it, nor do I recall NOT having seen it lately. Since it does not appear to cause any actual harm, I'm not too worried about it, though.


Title: Re: AwesomeMod Bug Report Thread
Post by: wizard_merlin on 2014 December 18, 03:33:44
Interesting, but I haven't seen that within any of my games.  Maybe it is some EAxian bug that doesn't affect everyone, for some bizarre reason, like the one where some plumbots have a birthday and age up in some games, while others don't.


Title: Re: AwesomeMod Bug Report Thread
Post by: vorpal on 2014 December 18, 09:56:11
Interesting, but I haven't seen that within any of my games.  Maybe it is some EAxian bug that doesn't affect everyone, for some bizarre reason, like the one where some plumbots have a birthday and age up in some games, while others don't.
Funny that you mention this, because I did have a plumbot in one save that suddenly started to age, although the others didn't.
Anyway, I guess I will live with a bloated Buy section then. But just in case a cause will be found: while playing around I also noticed that the roof decorations section in Decorative now shows all World Adventure roof decorations twice, once with the WA icon once without.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2014 December 18, 10:47:19
I can't say I've noticed Aging Plumbots, although that can't be a related issue, but I can definitely verify that the countertop-clone thing exists. Haven't seen the multiple-roof-decorations thing, though.

However, I have no idea what causes it. Since it is not explosion-inducing, though, I'm not too worried about it.

Interesting, but I haven't seen that within any of my games.
Are you using the latest available version? It's definitely not a purely EAxian thing, but I can't think of anything I could have done to cause it offhand.


Title: Re: AwesomeMod Bug Report Thread
Post by: wizard_merlin on 2014 December 18, 17:10:53
Interesting, but I haven't seen that within any of my games.
Are you using the latest available version? It's definitely not a purely EAxian thing, but I can't think of anything I could have done to cause it offhand.

I just fired up the game with the latest AM, didn't have time since installing it to play, and the problem now exists.  I can say that it is new, in my game anyway, with the previous versions of AM I did a lot of building and never saw the problem, after seeing it now I would have noticed it.


Title: Re: AwesomeMod Bug Report Thread
Post by: vorpal on 2014 December 19, 00:24:10
Well, just in case you feel like looking further into this I have found more things that are now unlocked in BuyMode (Sort By Function tab):
- The amplifiers for electric guitars are now under Hobbies&Skills (with a 0§ price tag)
- The Digital Aquarium from Late Night appears twice under Hobbies&Skills, also twice under Misc Decorations.
- All possible backpacks from University Life are under Miscellaneous Entertainment; in vanilla only one, the green one, shows
- Under Sporting Goods there is a Bridge Template from WA for §0; this bridge template is normally invisible in both regular and buydebug buy mode; I've never seen this before.
- all cabinets like the counters
- Sphinx of Simoglyphia (WA) twice under Sculptures
- Three invisible ceiling panels from ITF under Carpets for §0, they seem to be leftover parts of the glass floor panels from that EP, which can also be found under carpets. By themselves they don't seem to serve any purpose.
- in buydebug under Tomb Objects there's an object that looks like a futuristic chest for §350; it cannot be placed in game
- under Gardening Plants & Seed Spawners there's a white box object called ****Seed Spawner DO NOT USE; plus a harvestable sample for every UL herb
- the Misc buydebug contains a lot of things that are not usually there, like "Tutor Objects"(school homework) and every possible fish as mounted; certainly interesting stuff, including all NPC car pool cars; unfortunately the culinary reward fridge is not among them; but at least this shows that not everything that the game holds in terms of OBJDs is unlocked now.

I couldn't find anything unusual in BuildMode

With regard to the Roof decorations, with S3OC I found that they are indeed twice in the game files, once in Fullbuildep1.package and once in Deltabuild0.package with slightly different names:
SculptureRoofBar/SculptureRoofBarCF
SculptureRoofEnd/SculptureRoofEndCF
SculptureRoofMid/SculptureRoofMidCF
SculptureRoofWeatherVaneRooster/SculptureRoofWeatherVaneRoosterCF
same Name and Desc GUID for both versions. In vanilla it's actually the ones that are not EP tagged that show up, and AM now shows the WA tagged ones in addition.

As far as problems are concerned the one thing that I noticed is that most of those objects that only show up when AM is installed cannot be cloned with the picker tool, even with AM installed (e.g. the WA tagged roof decorations). But at least they don't crash the game or vanish if you load a lot in a non_AM game.


Title: Re: AwesomeMod Bug Report Thread
Post by: rhodaloo on 2014 December 19, 16:52:09
I have the bloated BuyMode. We also found that ALL all the career clothing plus the clothing from traveling in the time machine from Generations has showed up in CAS.  The youngest was quite excited about that. We didn't test to see if the clothing worked in the neighborhood.


Title: Re: AwesomeMod Bug Report Thread
Post by: MoonNight on 2014 December 21, 23:19:49
I noticed that when I use AwesomeMod, outerwear that the game generates for all sims in town is weird. It remains the same as everyday wear sometimes it adds gloves. It works fine without AwesomeMod.


Title: Re: AwesomeMod Bug Report Thread
Post by: wizard_merlin on 2014 December 22, 01:03:02
I noticed that when I use AwesomeMod, outerwear that the game generates for all sims in town is weird. It remains the same as everyday wear sometimes it adds gloves. It works fine without AwesomeMod.

I have been using AM since long before Seasons came out, so when I saw that, I just figured it was another EAxis fuck-up, to go along with all the other fuck-ups they left behind.  Given that most of the outfits from everyday also show up under outerwear, I am not surprised they wear the same shit.  I just ignored it.


Title: Re: AwesomeMod Bug Report Thread
Post by: MoonNight on 2014 December 22, 12:21:57
I noticed that when I use AwesomeMod, outerwear that the game generates for all sims in town is weird. It remains the same as everyday wear sometimes it adds gloves. It works fine without AwesomeMod.

I have been using AM since long before Seasons came out, so when I saw that, I just figured it was another EAxis fuck-up, to go along with all the other fuck-ups they left behind.  Given that most of the outfits from everyday also show up under outerwear, I am not surprised they wear the same shit.  I just ignored it.

At first I tought the same, but then I got curious and decided to start fresh game without AM and it worked ok.


Title: Re: AwesomeMod Bug Report Thread
Post by: Nikel on 2014 December 22, 17:20:13
Well, just in case you feel like looking further into this I have found more things that are now unlocked in BuyMode (Sort By Function tab):
- The amplifiers for electric guitars are now under Hobbies&Skills (with a 0§ price tag)
- The Digital Aquarium from Late Night appears twice under Hobbies&Skills, also twice under Misc Decorations.
- All possible backpacks from University Life are under Miscellaneous Entertainment; in vanilla only one, the green one, shows
- Under Sporting Goods there is a Bridge Template from WA for §0; this bridge template is normally invisible in both regular and buydebug buy mode; I've never seen this before.
- all cabinets like the counters
- Sphinx of Simoglyphia (WA) twice under Sculptures
- Three invisible ceiling panels from ITF under Carpets for §0, they seem to be leftover parts of the glass floor panels from that EP, which can also be found under carpets. By themselves they don't seem to serve any purpose.
- in buydebug under Tomb Objects there's an object that looks like a futuristic chest for §350; it cannot be placed in game
- under Gardening Plants & Seed Spawners there's a white box object called ****Seed Spawner DO NOT USE; plus a harvestable sample for every UL herb
- the Misc buydebug contains a lot of things that are not usually there, like "Tutor Objects"(school homework) and every possible fish as mounted; certainly interesting stuff, including all NPC car pool cars; unfortunately the culinary reward fridge is not among them; but at least this shows that not everything that the game holds in terms of OBJDs is unlocked now.

I couldn't find anything unusual in BuildMode

With regard to the Roof decorations, with S3OC I found that they are indeed twice in the game files, once in Fullbuildep1.package and once in Deltabuild0.package with slightly different names:
SculptureRoofBar/SculptureRoofBarCF
SculptureRoofEnd/SculptureRoofEndCF
SculptureRoofMid/SculptureRoofMidCF
SculptureRoofWeatherVaneRooster/SculptureRoofWeatherVaneRoosterCF
same Name and Desc GUID for both versions. In vanilla it's actually the ones that are not EP tagged that show up, and AM now shows the WA tagged ones in addition.

As far as problems are concerned the one thing that I noticed is that most of those objects that only show up when AM is installed cannot be cloned with the picker tool, even with AM installed (e.g. the WA tagged roof decorations). But at least they don't crash the game or vanish if you load a lot in a non_AM game.
These. All of these occur to my game too. It happened when I used 15Dec2014 AM. When I removed it and replaced it with the previous version I kept (5Aug2014 AM), there was no more problem.

In addition to this, the latest AM also causes the game to crash if you attempt to click a plantable ingredient like apples (in the inventory in my experience). If it doesn't crash, there's simply no interaction available. If you click on the apple, you can only grab and move it, as if you're clicking and holding the item. It was fine when I downgraded AM.

I noticed that when I use AwesomeMod, outerwear that the game generates for all sims in town is weird. It remains the same as everyday wear sometimes it adds gloves. It works fine without AwesomeMod.

I have been using AM since long before Seasons came out, so when I saw that, I just figured it was another EAxis fuck-up, to go along with all the other fuck-ups they left behind.  Given that most of the outfits from everyday also show up under outerwear, I am not surprised they wear the same shit.  I just ignored it.

At first I tought the same, but then I got curious and decided to start fresh game without AM and it worked ok.
This is for real?? I've been using AM since forever too, and I thought it was EA's bug! Now I can see what caused it.


Title: Re: AwesomeMod Bug Report Thread
Post by: wizard_merlin on 2014 December 22, 23:16:09
I can confirm the latest version of AM makes plants/seeds unselectable other than to drag them.  Reverting to the earlier version of AM from Dec 3 they work fine.


Title: Re: AwesomeMod Bug Report Thread
Post by: Sita on 2014 December 22, 23:59:19
Yes planting is not possible. All other gardening is still, but seeds can only be dragged to the ground.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2014 December 23, 11:35:11
I noticed that when I use AwesomeMod, outerwear that the game generates for all sims in town is weird. It remains the same as everyday wear sometimes it adds gloves. It works fine without AwesomeMod.

I have been using AM since long before Seasons came out, so when I saw that, I just figured it was another EAxis fuck-up, to go along with all the other fuck-ups they left behind.  Given that most of the outfits from everyday also show up under outerwear, I am not surprised they wear the same shit.  I just ignored it.
According to the code, that's how the game normally generates outerwear. A new outfit for any category is generated typically by cloning everyday and removing mismatched parts to replace with a random part. Since Everyday and Outerwear have significant overlap, and the Outerwear specific behavior is "Random Chance of Adding Gloves", this seems to be the natural outcome. What is wrong?

Anyway, investigating seed issue, should be fixed soon.


Title: Re: AwesomeMod Bug Report Thread
Post by: floopyboo on 2014 December 23, 13:28:55
According to the code, that's how the game normally generates outerwear. A new outfit for any category is generated typically by cloning everyday and removing mismatched parts to replace with a random part. Since Everyday and Outerwear have significant overlap, and the Outerwear specific behavior is "Random Chance of Adding Gloves", this seems to be the natural outcome. What is wrong?

Aside from opera gloves looking really wrong with a tank top, short-shorts and thongs/sandals?


Title: Re: AwesomeMod Bug Report Thread
Post by: wizard_merlin on 2014 December 23, 14:28:39
I noticed that when I use AwesomeMod, outerwear that the game generates for all sims in town is weird. It remains the same as everyday wear sometimes it adds gloves. It works fine without AwesomeMod.
I have been using AM since long before Seasons came out, so when I saw that, I just figured it was another EAxis fuck-up, to go along with all the other fuck-ups they left behind.  Given that most of the outfits from everyday also show up under outerwear, I am not surprised they wear the same shit.  I just ignored it.
According to the code, that's how the game normally generates outerwear. A new outfit for any category is generated typically by cloning everyday and removing mismatched parts to replace with a random part. Since Everyday and Outerwear have significant overlap, and the Outerwear specific behavior is "Random Chance of Adding Gloves", this seems to be the natural outcome. What is wrong?

MoonNight seemed to suggest there was a different outcome without AM.  I just ignore how stupid they look, and given that the game doesn't always change them to outerwear when it is really cold, I just accept it as more weird EAxian behaviour and be done with it.  If a sims chosen outerwear really bothers me, I just use editsim and quickly change it.

ETA: Just checked with newest AM and seed problem is fixed.

After playing for a while, I noticed that when planning outfits for toddlers, ALL outfits, that is male AND female, appeared at the same time.  While some people swing that way, I found it really annoying to have while trying to plan an outfit for my male toddler.  I haven't seen it with the adults, I even sent my two adults to plan an outfit and they seemed normal, I don't have anyone in the child or teen stage to check, if I feel motivated and have time, i might switch households to check those age groups.

I just checked, child appears to be showing both male AND female outfits, while the teen category appears to be working correctly.


Title: Re: AwesomeMod Bug Report Thread
Post by: MoonNight on 2014 December 23, 21:53:13
I noticed that when I use AwesomeMod, outerwear that the game generates for all sims in town is weird. It remains the same as everyday wear sometimes it adds gloves. It works fine without AwesomeMod.

I have been using AM since long before Seasons came out, so when I saw that, I just figured it was another EAxis fuck-up, to go along with all the other fuck-ups they left behind.  Given that most of the outfits from everyday also show up under outerwear, I am not surprised they wear the same shit.  I just ignored it.
According to the code, that's how the game normally generates outerwear. A new outfit for any category is generated typically by cloning everyday and removing mismatched parts to replace with a random part. Since Everyday and Outerwear have significant overlap, and the Outerwear specific behavior is "Random Chance of Adding Gloves", this seems to be the natural outcome. What is wrong?

I noticed that for outerwear,  game only clones everyday clothes that can be found also in outerwear category. So clothes that don't belong to outerwear category like shorts are replaced (that is just an observation) With AM clothes that are not categorised as outerwear are also cloned so its like the game ignores that clothes like shorts or T shirt don't belong to outerwear. I don't know why. I just wanted to share what I noticed and ask if something like that happened to anyone else. I usually just ignore it when playing game. Maybe if anyone else has that problem when using AM they can test what happens without using it. (start fresh game without AM or any other mods)


Title: Re: AwesomeMod Bug Report Thread
Post by: vorpal on 2014 December 23, 22:07:36
Ah, I've always thought that it was one of twallan's mods but have never found the time to test which one. But yes, I can confirm that in vanilla outerwear creation is more reasonable and doesn't simply clone whatever was set to everyday. Exported Sims that have this everyday cloned outerwear will also lose all clothing items that are not outerwear enabled by default and the game will reroll these parts with new items.


Title: Re: AwesomeMod Bug Report Thread
Post by: Soltis on 2014 December 28, 18:35:30
nraas ErrorTrap caught an exception inside AM code; error log attached.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2014 December 29, 07:20:34
Ah, that's an old EAxian error being caught and rethrown. I STILL cannot figure out what the hell is wrong with it considering that the AwesomeMod function is just a wrapper for the EA function, and the EA function doesn't have anything which should generate that error in a neighborhood that isn't somehow FUBAR.


Title: Re: AwesomeMod Bug Report Thread
Post by: Soltis on 2014 December 31, 16:24:01
Well, the neighbourhood is brand new, so chances of corruption are-- wait, this is EA we're talking about. Yeah, I'll take "fucked up beyond all repair" for $800.


Title: Re: AwesomeMod Bug Report Thread
Post by: Iolanthe on 2015 January 02, 16:13:42
Yes, the outerwear thing has been borked for a long time. And it's not just everyday clothes that are showing up inappropriately--sometimes I end up with a sim in swimsuit, flippers and gloves as an outerwear outfit. I haven't had time to test this comprehensively to find out when or why this happens, but it's definitely connected to AM.

I am also experiencing the bloated CAS and buy mode, and I wonder if these two issues have the same root cause.


Title: Re: AwesomeMod Bug Report Thread
Post by: wizard_merlin on 2015 January 03, 22:17:06
Since the clothing issue with toddlers and children was fixed, I have noticed that the same thing happening with hairstyles.  That is the male and female hairs show up together, but only the appropriate gender hairs are actually selectable.  As there are less hairstyles than clothing, it really isn't that bothersome at the moment, but maybe something to check at some point.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2015 January 08, 11:41:42
Outerwear thing should be resolved. Buy mode and CAS are totally related things, so I doubt that very much.


Title: Re: AwesomeMod Bug Report Thread
Post by: Insanity Prelude on 2015 January 23, 19:53:55
I've noticed the "bloated Buy Mode" issue too, although CAS looks normal. (I use MasterController's compact mode for CAS, so maybe it's hiding the extras?) Swing sets show up as multiple parts in the catalog, though they appear to place normally no matter which piece you select.


Title: Re: AwesomeMod Bug Report Thread
Post by: floopyboo on 2015 January 23, 21:51:29
Confirming the buy mode bloat. I've noticed it in the counters section where every counter type has a corner version showing up as an option. It's certainly interesting from a 'now I know what's it's going to look like when it goes into corner mode' point of view, but ultimately useless since when you select it, it's just a normal counter, not ready-corner-moded.

Anyway, it's doubling the size of the counters section unnecessarily.


Title: Re: AwesomeMod Bug Report Thread
Post by: Iolanthe on 2015 January 24, 15:17:39
I downloaded the latest version, but the outerwear issue still seems to be happening, along with the CAS and buy mode bloat.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2015 January 24, 15:21:53
If it has already happened, it won't be retroactively undone. New outfits generated should refilter, though. Catalog bloat currently a mystery, since I am not sure why it is happening, since, as far as I know, I haven't changed anything there.


Title: Re: AwesomeMod Bug Report Thread
Post by: Janyses on 2015 February 13, 02:14:41
I'm having two problems with Awesomemod that I just can't sort out.

1. I cannot get a genie to spawn with it installed. The interaction will just quietly disappear each time I tell them to rub the lamp. If I add Twallan's ErrorTrap, the sim is reset and it generates the following:  "System.NullReferenceException: A null value was found where an object instance was required" and "#0: 0x00004 callvirt   in Awesome.Helpers.Awesome.Helpers.Genetics:MakeCoherent." I tested this in a new game, deleted caches and removed all other mods to make sure there were no conflicts.

2. No coworkers are generated for my sim's career, even when I choose the "Meet Coworkers" option. The tone automatically switches back to "Business as Usual" after a few seconds.

I mainly use Awesome for novanillapudding. Most of the other options are disabled, including story progression.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2015 February 13, 03:33:12
Probably related. Should be fixed. If you continue to get no coworkers after this, it's because there simply aren't any for some reason: The career could be underpopulated and you've hit a population cap somewhere.


Title: Re: AwesomeMod Bug Report Thread
Post by: tizerist on 2015 February 14, 22:10:09
There seems to be a duplicating of the Uni backpack item in buy mode too. 15 of them appear side by side.


Title: Re: AwesomeMod Bug Report Thread
Post by: Janyses on 2015 February 26, 10:08:35
I thought I'd read somewhere that the shower in a can has a small chance of making a sim pee? It happens every single time in my game, making the can useless. Is there a way to reduce this feature or disable it altogether?


Title: Re: AwesomeMod Bug Report Thread
Post by: Iolanthe on 2015 February 27, 14:14:58
I thought I'd read somewhere that the shower in a can has a small chance of making a sim pee? It happens every single time in my game, making the can useless. Is there a way to reduce this feature or disable it altogether?

The last time I played WA was ages ago (at least a year), and I didn't have this issue - however, I played a bit yesterday and experienced it. Perhaps it was the latest patch.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2015 February 27, 21:03:20
Hang on, let me check this. I think I may have miswired a function when I refactored some code. That should fix it.


Title: Re: AwesomeMod Bug Report Thread
Post by: FelineInsomnia on 2015 March 01, 17:55:56
Is there any plans or is it even possible to fix the bloat issue in buy/build and CAS? I'm having the exact same problem with them as others who have posted about it. It is installed correctly, the only issue I have is with the bloat, and it disappears if I remove the mod. It wouldn't be a problem if the bloat didn't severely lag my computer, even with taking out every other mod and just leaving Awesomemod in, it is very slow. Take awesomemod out, and it's back to normal loading time (especially with CAS), continue to leave awesomemod out, put all other packages back in, only slight lag, but nothing compared to how awesomemod causes the game to lag. It makes the game unplayable either way because I hate the how the game handles story progression without this mod.

Before this bloat issue cropped up, I had no lag issues with Awesomemod.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2015 March 01, 18:54:27
Well, if I find out what triggers it, it will be fixed. I can't, however, see how it would cause that much lag, since only a few objects are being replicated, and CAS has ALWAYS been kinda laggy, and I'm not seeing anything unusual in CAS.

However, I'm not sure WHY it does that at the moment. The search continues, however.


Title: Re: AwesomeMod Bug Report Thread
Post by: KawaiiMiyo on 2015 March 05, 16:43:36
AwesomeMod Build: 12/15/2014 10:09:42

This is what BuyMode looks like for counters:
(http://i1198.photobucket.com/albums/aa456/Snapdragon10/Sims/vorpal/BuyMode1-1_zps4206273b.jpg)
I circled in red those entries that belong to the same counter.

Removing AM and starting the game vanilla has the counters go back to normal.

Edit: Forgot to add that the last build of AM that I have that doesn't do this is 10/20/2014 11:40:55

This. Good to know I'm not the only one with this problem. I never expected it to be an AM thing, so I started dissecting my game to isolate the problem. After not finding anything, I did a complete wipe and reinstall of my game. Tested vanilla base game, All was well. Threw in the latest version of AM  and all counters, sectionals and even swing sets were borked again.  Yes the game is still playable, but it's a pain trying to figure out custom recolors on multiple thumbnails.   Not to mention that catalog is a pain to load even without extra thumbnails.



Title: Re: AwesomeMod Bug Report Thread
Post by: tizerist on 2015 April 16, 19:36:39
Has anyone got a version from before the buy mode bloat glitch? I don't mind going back to an old version if it undoes this confusion.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2015 April 18, 01:40:56
I'd be curious about that also, if someone has such a version I can run a comparison to see what happened.


Title: Re: AwesomeMod Bug Report Thread
Post by: vorpal on 2015 April 18, 08:56:53
I'd be curious about that also, if someone has such a version I can run a comparison to see what happened.
There you are: http://we.tl/jYFEIWJl0M (The link will expire after seven days)
It's the last version that I have that doesn't bloat BuyMode.


Title: Re: AwesomeMod Bug Report Thread
Post by: Starler on 2015 April 19, 01:43:21
In case that one doesn't work, or you need another sample, I've got one dated May 8th 2014 from the last time the updater worked. I'm pretty sure that one was from before the buy-mode bloat.


Title: Re: AwesomeMod Bug Report Thread
Post by: Janyses on 2015 June 11, 01:26:33
I'm having trouble placing evicted families with Awesome installed. Once evicted, I cannot place them in the original home or any other home for that matter. The "Purchase" screen never appears. The family icon just remains stuck to the pointer.

If I attempt a split, the evictees simply disappear instead of appearing on the clipboard and the remaining members still cannot be placed anywhere.
Someone reported this at Nraas, thinking it was related to traveler: http://nraas.wikispaces.com/share/view/73888954
They also reported the inability to switch to certain households. I normally use a different mod for switching and it works, so I can't confirm that symptom.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2015 June 11, 04:18:33
Is this specific to one specific family, or does it affect all of them? I haven't seen this before while moving famblies around. Is it possible that your specific ones are corrupted?


Title: Re: AwesomeMod Bug Report Thread
Post by: Janyses on 2015 June 11, 04:36:18
No, I tried a few different families/lots in my main save and it affected all of them. So I started a new game and tried again with an EA household and it still wouldn't work. I couldn't place any households until I removed Awesome. I suppose it could be a conflict with another mod. I'll test further when I get time.

ETA: Just to clarify, I can move families in for the first time just fine. The problem only occurs when I try to evict or split the household.

Well, I didn't realize that Awesome had another update and am no longer having this issue with the newest version. The version I had was from February.


Title: Re: AwesomeMod Bug Report Thread
Post by: witch on 2015 June 11, 06:50:48
Don't ever evict robots, it removes their trait chips.


Title: Re: AwesomeMod Bug Report Thread
Post by: vorpal on 2015 June 21, 02:58:24
With the most recent version of AM my Sims cannot look for professions anymore, neither on a computer nor in the newspaper. They can still look for regular rabbithole jobs but when they try to find a profession they turn on the computer, type a few seconds and then turn it off again or open the newspaper and then close it again.


Title: Re: AwesomeMod Bug Report Thread
Post by: witch on 2015 June 22, 02:36:26
AM update.

Try now, Vorpal. The functions work correctly in a fresh hood with AM as the only mod.


Title: Re: AwesomeMod Bug Report Thread
Post by: vorpal on 2015 June 25, 11:43:20
Yup, working now, with or without other mods involved.


Title: Re: AwesomeMod Bug Report Thread
Post by: vorpal on 2015 June 27, 19:26:21
Cheese, eggs, steaks and patty are not edible from inventories anymore. I'm not entirely sure whether it's a bug or a "feature", though, as the option is also missing from the config page.


Title: Re: AwesomeMod Bug Report Thread
Post by: Janyses on 2015 July 13, 18:38:07
Custom hairs that are flagged for female sims are also showing up for males in CAS. I noticed the manual mentions A/YA parts showing for both, but these are adult hairs that were made compatible with toddlers. So the female hairs are appearing on male toddlers. Even though they are listed in CAS, half of them do nothing when clicked. It just scrolls back to the top. Is there any way I can disable this behavior in Awesome?


Title: Re: AwesomeMod Bug Report Thread
Post by: witch on 2015 July 14, 02:31:10
Try now, there's a fix up. I can confirm that the male and female toddler hair works correctly now. I didn't check any other ages because toddlers are the only group with which I have had this issue. Report if there are further problems.


Title: Re: AwesomeMod Bug Report Thread
Post by: Roobs on 2015 July 29, 11:55:13
After much testing, I've determined that AwesomeMod is causing issues with outfits. Some NPCs (e.g. babysitter, consignment merchant) aren't wearing the correct uniform, instead wearing everyday or random clothing. My own sims also wear everyday clothes to work instead of the proper uniform. Special outfits, like the beekeeping bonnet and the chemistry lab coat aren't appearing either, and my Sims had their outerwear suddenly changed to everyday/random clothing. No such issues with AwesomeMod removed.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2015 July 31, 02:01:10
This is going to be one of those issues that is slow to check unless you can provide more exact circumstances under which it occurs, not the least of which is because it takes half an hour to boot the game, and older neighborhoods tend to have accumulated oddities that make it unclear what is causing what.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2015 July 31, 07:42:05
The Poofs has run some testing for me, and the NPC and work uniforms on freshly generated sims appear to correctly manifest. I am not sure some of the NPCs you listed actually have uniforms, so them wearing random clothes is probably normal. AwesomeMod, however, is specifically programmed NOT to regenerate them if you modify them, so that your modifications stick rather than being overwritten. If you had old, janky uniforms in there, they will not be overwritten, so if you want to customize the style of dress for specific NPCs, you can, whereas in base game they would be destroyed and your changes lost.

Chemistry lab coat issue confirmed, this was part of an attempt to squash the endless spawning of new chemistry outfits every time you used the station. Will revisit. Beekeeping issue could not be reproduced. Was not aware this functionality existed so did not modify it, will have to check if it causes endless beekeeping suit generation, resulting in sims having over 9000 identical beekeeping suits like with the chemistry station.


Title: Re: AwesomeMod Bug Report Thread
Post by: Roobs on 2015 August 01, 21:13:27
You could be right about the babysitter, although the game said she was wearing the "uniform" outfit (which consisted of a random prom dress and bowler hat). The consignment specialist is definitely meant to have a uniform, in this particular save she's wearing a skimpy, flowery, pink dress instead of the frumpy brown frock. I don't recall ever editing her. In fact, I'm certain she didn't even exist until very recently. I guess it's not impossible I somehow overwrote her proper uniform though. Is there a way to "reset" NPC uniforms to the EAxian defaults?

As for work uniforms, my sim's uniform was working fine until he got promoted to Pop Icon (Music career). Now his new uniform is exactly the same as his everyday outfit except for the addition of sunglasses, instead of the correct outfit. This particular world/save isn't particularly old. i'll try nuking them and see what happens with their replacements.


Title: Re: AwesomeMod Bug Report Thread
Post by: witch on 2015 August 02, 01:41:04
The teen babysitter I hired arrived in a top and shorts. The consignment vendor had a brown check shirt and bluejeans. No idea if these are uniforms or not.


Title: Re: AwesomeMod Bug Report Thread
Post by: vorpal on 2015 August 03, 09:37:22
I have an idea what may be causing this. Babysitters, for example, do not have a uniform, but the Showtime EP added a career outfit category to all Sims. When a career doesn't have a specific uniform (brown check shirt and jeans are the uniform of the consignment clerk) the game rolls a random one, and the babysitter does wear a career outfit when they come to your house. Usually the career outfit for these was then just a copy of their Everyday1, and I think that AM made sure that it was indeed so.
Now recently there was the change for outerwear, because AM also simply copied Everyday1 for that, too. With that fixed, my guess is that career outfits that don't have a specific uniform are now randomised (again), too. And almost everything in CAS is enabled for career by default.
I remember that in the past, maybe shortly after installing Showtime, my babysitters arrived in weird clothing. They didn't anymore for a while, but now they do it again in fresh games and the timing coincides with the changes made to outerwear assignment in AM.


Title: Re: AwesomeMod Bug Report Thread
Post by: Sita on 2015 August 04, 11:44:43
Confirm this:

IKEA clerks have all mutated into - something escaped from a circus? They all wear the same outfit (not the hat, that's his own personal touch!) and did not - before last AM.

(http://simechoes.org/simsechoes3/stories/barcelona/pertwee/angieikea.jpg)


Title: Re: AwesomeMod Bug Report Thread
Post by: Roobs on 2015 August 04, 17:10:55
Quote
I have an idea what may be causing this. Babysitters, for example, do not have a uniform, but the Showtime EP added a career outfit category to all Sims. When a career doesn't have a specific uniform (brown check shirt and jeans are the uniform of the consignment clerk) the game rolls a random one, and the babysitter does wear a career outfit when they come to your house. Usually the career outfit for these was then just a copy of their Everyday1, and I think that AM made sure that it was indeed so.
Now recently there was the change for outerwear, because AM also simply copied Everyday1 for that, too. With that fixed, my guess is that career outfits that don't have a specific uniform are now randomised (again), too. And almost everything in CAS is enabled for career by default.
I remember that in the past, maybe shortly after installing Showtime, my babysitters arrived in weird clothing. They didn't anymore for a while, but now they do it again in fresh games and the timing coincides with the changes made to outerwear assignment in AM.

Ah, that would explain the outerwear issue and possibly the babysitter. Come to think of it, I noticed my sim's outerwear had reset after I updated AM.

Not sure what's up with the other NPCs though. I've noticed female bar staff are also wearing the same pink flowery dress, and the bouncers are all wearing suits. It's like something is causing the uniforms to point to the wrong parts.


Title: Re: AwesomeMod Bug Report Thread
Post by: wizard_merlin on 2015 August 04, 18:48:09
and the bouncers are all wearing suits. It's like something is causing the uniforms to point to the wrong parts.

Bouncers in suits seems perfect, especially for an upscale venue.


Title: Re: AwesomeMod Bug Report Thread
Post by: Janyses on 2015 August 04, 22:56:48
Confirm this:

IKEA clerks have all mutated into - something escaped from a circus? They all wear the same outfit (not the hat, that's his own personal touch!) and did not - before last AM.

I'm seeing this a lot, too. Clerks, mixologists, etc. being assigned a Showtime career. So they arrive to work in a Showtime outfit. I have no clue if this is EA behavior or not.


Title: Re: AwesomeMod Bug Report Thread
Post by: vorpal on 2015 August 05, 20:52:54
No, so far I haven't seen any of what you describe. All those NPCs who have a fixed uniform still wear that, only those who have no pre-defined uniform can turn up weird.

The Showtime outfits might be caused by another issue, namely that role Sims are not protected against being shanghaied into Showtime or co-worker careers. If you use Register that issue can be multiplied because Register allows a Sim to have a role and a career and thus keep that NPC locked to its register despite being hired as a performer, too. This Register issue seems to have been fixed, however, in a previous update. Check their career status with something like MasterController to see whether they have two careers, or whether they were performers before being assigned a role. If so then they have a career outfit already and maybe the game failed to assign them the new role uniform because it thought that there is already something in the career1 slot.


Title: Re: AwesomeMod Bug Report Thread
Post by: Janyses on 2015 August 07, 21:14:07
I have an idea what may be causing this. Babysitters, for example, do not have a uniform, but the Showtime EP added a career outfit category to all Sims. When a career doesn't have a specific uniform (brown check shirt and jeans are the uniform of the consignment clerk) the game rolls a random one, and the babysitter does wear a career outfit when they come to your house. Usually the career outfit for these was then just a copy of their Everyday1, and I think that AM made sure that it was indeed so.
Now recently there was the change for outerwear, because AM also simply copied Everyday1 for that, too. With that fixed, my guess is that career outfits that don't have a specific uniform are now randomised (again), too. And almost everything in CAS is enabled for career by default.
I remember that in the past, maybe shortly after installing Showtime, my babysitters arrived in weird clothing. They didn't anymore for a while, but now they do it again in fresh games and the timing coincides with the changes made to outerwear assignment in AM.

Ahhhh. I think you just cleared up a bug I was having with another mod. I'm using the KinkyWorld mod from Loverslab and it sometimes gives sims a naked outfit to wear while engaging. I'm seeing a lot of sims running around naked for no reason. So I checked their outfits to find that career and outerwear are now also naked.


Title: Re: AwesomeMod Bug Report Thread
Post by: Havelock on 2015 October 02, 07:11:40
I get a strange error every time a Alien visits a residential lot.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2015 October 03, 05:30:31
That error seems to indicate something is malformed in the household data, as the error occurs in an unmodified EAxian function. I have added a sanity check to that to see if that helps.


Title: Re: AwesomeMod Bug Report Thread
Post by: Havelock on 2015 October 07, 12:40:31
Most likely the whole Hood is bugged. But thx for telling me. Another thing which bugs be are werewolves, Transformed they have a slower energy gain while sleeping, and  now ist the same in human form, even in the most expensive bed. A nomal sim has 3 arrows a Werewolf 1 arrow like he sleeps in the cheapest bed.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2015 October 08, 03:26:06
"Arrows" are not a good indicator of stat performance. If you have the Numerical Data tooltips enabled, you will see an actual numerical value defining exactly how many energy per hour you're getting.


Title: Re: AwesomeMod Bug Report Thread
Post by: Havelock on 2015 October 08, 05:55:35
If human Sim and a Werewolf sleep in the same bed the Werewolf needs more  time to be full rested. Even in his Human form.


Title: Re: AwesomeMod Bug Report Thread
Post by: vorpal on 2015 October 08, 15:55:32
I can't remember the exact value but I think the energy gain rate is halved, while the game still calculates estimated sleep time on the full energy rating of any bed. But I think to remember that energy decay is also halved and this only affects either transformed werewolves or non-transformed werewolves who have their hidden lykanthropy skill maxed. Werewolves who are not maxed in that skill will have default energy gain/loss rates when in human form.


Title: Re: AwesomeMod Bug Report Thread
Post by: Daimon on 2015 October 22, 07:46:28
I have the most bizarre bug -- the game clock freezes at some random time in the game (not the infamous XX.59, any random moment) and everything else just goes on working. Needless to say this means that anything that calls the clock, such as work hours and school, aren't called.

I haven't installed anything new for ages, and my game usually runs smoothly. Does anyone know of a fix besides quitting and restarting? It seems to be semi-frequent and I can't be bothered to restart every other half hour. I did switch to one of My Sim Realty's new worlds, that's the only recent change in my setup, really.

Once exiting the game to the main menu, I inevitably get this error message:

FLAGRANT SYSTEM ERROR!
Sims3.SimIFace.ResetException: Exception of type 3 Sims3.SimIFace.ResetException was thrown.

I have no idea what that means, but perhaps somebody more coderific has an idea?


Title: Re: AwesomeMod Bug Report Thread
Post by: femsuii on 2015 November 03, 20:13:30
I decided to install the Sims 3 (and Generations and Student Life) again today after quite a while, but for some reason my game won't run when I install AM. Tried both the old and the new way with the framework and everything works fine with or without other mods, until I add AM. Just AM doesn't work either. The game will boot up, then go back to desktop and when I click the (still active) Sims 3 it'll go back to the game loading, music starts playing but after maybe 2 or 3 parts on the progress bar it crashes and I get the vague error that "something is wrong" with the program.

Now, I'm playing on my laptop (Windows 10) and it's not the greatest (bare minimum to play the game), so could it be that using AM is simply too much for it? Or could there be another reason I'm not seeing? I tried saved and newly downloaded versions of AM (and framework etc, although the rest is working just fine), but none work.


Title: Re: AwesomeMod Bug Report Thread
Post by: witch on 2015 November 04, 01:04:51
You're using the launcher that comes with the game, aren't you?


Title: Re: AwesomeMod Bug Report Thread
Post by: femsuii on 2015 November 04, 10:09:05
You're using the launcher that comes with the game, aren't you?

Me? No. I have the reloaded version and use the .exe from the bin directory.


Title: Re: AwesomeMod Bug Report Thread
Post by: Cyron on 2015 November 19, 13:02:40
I am using the latest build of awesomemod from 10.02. and I always get this NullreferenceException right after spraying the neighborhood with dew (to create an eutopian future):
System.NullReferenceException: GlobalFunctions.CreateObject: Object was created but unable to get proxy.  Possibly the medator instance is specifiying a script that does not exist.  Resource key for created object was 319e4f1d:00000000:00000000000008fe, guid was 0x0000000000000000

#0: 0x001a1 throw      in Awesome.Awesome.Motivator:Update (Sims3.Gameplay.Autonomy.Autonomy) ([8D17B700] )
#1: 0x00003 ret.void   in Sims3.Gameplay.Autonomy.Sims3.Gameplay.Autonomy.Autonomy:Update () ()
#2: 0x00294 ldthis     in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.SimUpdate:Simulate () ()
#3: 0x00027 leave.s    in ScriptCore.ScriptCore.ScriptProxy:Simulate () ()


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2015 November 19, 14:13:22
This error would seem to indicate that you broke something which wasn't supposed to break, since it's a re-throw from an EAxian function that takes no arguments to break.


Title: Re: AwesomeMod Bug Report Thread
Post by: spontaneite on 2015 November 25, 20:19:10
I'm going to assume that the non-critical core mismatch messages and the terrible terrible bugging I've had are due to the fact that I have version 1.69, while Awesomemod only seems to be up to 1.67 in terms of compatibility. Any idea of when the next version will be out? Reverting to 1.67 is unfortunately not on option; I only have the game on Origin and it refuses to install anything other than the sparkling new version.


Title: Re: AwesomeMod Bug Report Thread
Post by: upsidedowntubesteak on 2015 November 25, 21:22:19
You and I are fuck out of luck. Origin did this and the denizens of this site don't use it, ever. So no update and no more awesome for us.


Title: Re: AwesomeMod Bug Report Thread
Post by: spontaneite on 2015 November 25, 22:00:09
I was under the impression that Awesomemod gets updated for new versions. Was I wrong, or would a hypothetically updated Awesomemod simply not solve the issues because Origin sucks?
There's also the fact that removing awesomemod from my computer seems to cause Sims 3 to completely fail at the starting up thing. I suspect a reinstall may be in order.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2015 November 26, 01:41:43
I have not seen or heard of this patch. If someone has a link to either the patch, or notes to said patch, I'll take a look. Otherwise, I'd suggest you just hit ignore and see what happens. Although if your game explodes unmodded, that's certainly not a good sign.


Title: Re: AwesomeMod Bug Report Thread
Post by: spontaneite on 2015 November 26, 15:15:50
Version tag file says this:
[Version]
LatestBase = 1.69.36.024017
Same thing appears on the bottom of my launcher.
Searching google for 'Sims 3 1.69' seems to return results consistent with this update having occurred on the twelfth of this month, so perhaps the game updates page hasn't been updated with it yet.

I was originally using the 'hit ignore' approach, but I was experiencing some pretty severe and relatively consistent bugs which led me to believe that this was a bad idea. Game explosion without Awesomemod seems to have been fixed by uninstalling base game and reinstalling. Still, I'd really rather play with Awesomemod if possible.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2015 November 27, 08:16:53
Well, what bugs were you allegedly encountering? "Pretty severe" is not a useful description, especially given already-existing problems with your install.


Title: Re: AwesomeMod Bug Report Thread
Post by: spontaneite on 2015 November 27, 09:52:16
Same issue as that guy earlier. Time issues at first, with the clock frozen on Sunday morning, and time based events like going to work failing to occur. I attempted to quit and reload to see if that would help, but instead when I loaded the save, both my sims were missing from the family portrait, leaving behind motionless versions of themselves which could not be interacted with in any way. The sim who had been sleeping was there in the bed, motionless, while the Zs animated above her. When I went to Edit Town, the household was marked as unoccupied. Attempting to play a new household resulted in the same issue the next time I loaded up the game. I did try creating a new household and save-quitting as soon as they moved in, but when I loaded that one up there weren't any issues, so it seemed to be something that went wrong over the course of a couple of hours. I should note that the time issue seemed to be fixed by reloading so it's likely a separate problem to the sim disappearance. Reset all sims cheat didn't do anything. I didn't try anything other than that.


Title: Re: AwesomeMod Bug Report Thread
Post by: BaronElectricPhase on 2015 November 27, 12:04:48
I would highly recommend NOT updating to 1.69, as it appears to FORCE Origin on The Sims 3!

My friend did so, as has been having an absolute ShitFit ever since doing so...
Not only was she forced to log into Origin (which she now detests)
because they also have rudely forgotten than she did indeed buy the game and all EPs and SPs.

I am making a "Recovery Package" for her now.
RUSH NOW to download the multi-mega-patch BEFORE that reflects the new update.


Title: Re: AwesomeMod Bug Report Thread
Post by: vorpal on 2015 November 27, 13:15:35
As far as I can see people who don't use Origin won't even receive this update and neither do those on Macs. And it does tie your game to the Origin client. With this update you cannot bypass the Launcher anymore and Origin will have to run in the background and be logged in.


Title: Re: AwesomeMod Bug Report Thread
Post by: boysim on 2015 November 27, 23:05:30
You and I are fuck out of luck. Origin did this and the denizens of this site don't use it, ever. So no update and no more awesome for us.

You were very stupid. Sims 3 is already badly optimized and broken, add origin to the equation and you have a nonfunctional game.
You can just arr... no? Isn't like you already have a game key anyway...


Title: Re: AwesomeMod Bug Report Thread
Post by: wizard_merlin on 2015 November 28, 16:39:25
Based on the information in the link supplied in the request thread, it doesn't say anything about fixing, or modifying anything in the actual game, just about adding another next to useless feature to the nasty launcher and suckering more people to Origin (that doesn't mean that EAxis haven't screwed with other shit on the quiet).  I don't know if by simply changing the actual version number would also cause more mods to malfunction, or just mods like AM that rely on the version numbers to match.  But it might explain some of the other borkiness being seen.  Unless you insist that AM is the only mod you use.

I was under the impression that Awesomemod gets updated for new versions. Was I wrong, or would a hypothetically updated Awesomemod simply not solve the issues because Origin sucks?

It does if there is a proper patch release.  As this so-called patch is specific to Origin and no one else, I would surmise that it is very unlikely that AM will be updated for this so-called patch.


Title: Re: AwesomeMod Bug Report Thread
Post by: spontaneite on 2015 November 29, 12:01:54
Ah well, that's life. I've done a bit of further research, and the bug I'm experiencing is a somewhat well known one, but the main cause of it is WA, which I don't have. Maybe it's mod interaction or maybe it's possible that the version mismatch might have caused some borkiness. Maybe I'll attempt Awesome again at some future date after I get to know my modlist and its quirks a bit better. At any rate, cheers, and good luck to anyone else who has been hit with the bludgeon of Origin.


Title: Re: AwesomeMod Bug Report Thread
Post by: TomSawyer on 2015 December 03, 18:42:43
hello,

hello greetings from the netherlands

i have a problem,

my sim-son was a teen when his girlfriend becomes youngadult (i did not know anything about the pedotraits at this time)

i have made the teen to a young adult to with nraas but the didtn lose the pedobear icon .... the girlfried has handcuffs? ( the symbol is so small.. stupid monitor)

how can i fix this? i dont want to lose the family because hes the only male hair and his mother is a old and i dont wont to lose the family (the family  is many years old an at the 16th generation)

ive tried wohoover before to fix this before i made the teen boy to a man


Title: Re: AwesomeMod Bug Report Thread
Post by: witch on 2015 December 03, 23:49:53
Sadly, for this young man's future, this is not a bug but a feature.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2015 December 04, 07:39:23
i have made the teen to a young adult to with nraas but the didtn lose the pedobear icon .... the girlfried has handcuffs? ( the symbol is so small.. stupid monitor)

how can i fix this? i dont want to lose the family because hes the only male hair and his mother is a old and i dont wont to lose the family (the family  is many years old an at the 16th generation)

ive tried wohoover before to fix this before i made the teen boy to a man
This is normal. Once everything is an adult, the handcuffs warning will go away.


Title: Re: AwesomeMod Bug Report Thread
Post by: Starler on 2015 December 04, 17:08:14
Don't worry about the male hair, there is DLC to fix it.


Title: Re: AwesomeMod Bug Report Thread
Post by: TomSawyer on 2015 December 07, 11:11:29
oh okay thanks... heir, not hair sorry ^^'''

he is the only heir of the sim dynasty (is this the correct word? ) ... after a re-install of awesomemod, the pedobear icone was gone from the yng adult


Title: Re: AwesomeMod Bug Report Thread
Post by: floopyboo on 2015 December 09, 14:41:32
Having a small problem with AM version dated 2nd October 2015. Completely unable to find the Supreme Commander menu on a sim (have tried shift + click as well as ctrl + click). I realise that this could potentially be a user-end problem as I've had to do this as my laptop was stolen & in the time between then & now I've forgotten most of what I needed to do so have been relying on manuals.

Anyway, so I've got the framework set up as per the new method. I have awesomemod & the config file in mods/packages/awesomemod which is how I remember doing it before. I'm (as far as I know) not having any issues with other mods and nothing is showing up as a conflict (although frankly that means squat if I'm remembering correctly)

So is SC awol for anyone else, or have I potentially missed something important - and if so, what's most likely? I've gone through the manual thoroughly and I don't think I've missed anything important.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2015 December 10, 13:49:18
Did you try CRTL-Shift-Click? I forget which one, but it was one of those. Showconfig will show you if it's even properly installed at all. If showconfig doesn't work, it ain't there.


Title: Re: AwesomeMod Bug Report Thread
Post by: floopyboo on 2015 December 10, 14:02:53
I tried ctrl +click, shift + click and ctrl + shift + click. I also tried downloading a new version for the config file to see if I futzed anything, but that didn't help either.

Not sure why it's not working for me. I'm certain that I followed these instructions  (http://modthesims.info/wiki.php?title=Game_Help:Installing_Sims_3_Package_Files/Setup_and_Files) properly, as everything else in there seems to be working just fine.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2015 December 11, 02:20:41
Maybe it was CRTL-ALT? I forget. I can never remember. I'm OLD! I'm OLD and I HAVE A LONG BEARD. Just push all the buttons until it works.


Title: Re: AwesomeMod Bug Report Thread
Post by: Starler on 2015 December 11, 02:46:26
Have you verified that AM is working in general? Does the config come up when you're in the game?


Title: Re: AwesomeMod Bug Report Thread
Post by: floopyboo on 2015 December 11, 07:34:57
I forget all the terminology but I've had no problems using the ctrl + c and getting all of what I'm supposed to get with awesomemod according to the rtfm. I haven't tried ctrl + alt yet, I'll let you know how that goes. I also redownloaded the mod just in case I had download fail, so I'll give that a try if ctrl + alt gives me no joy.

Thanks for being so patient with me.


ETA: Still not showing up on the menu tree. Trying downloading from yet another link and hoping for the best.

More ETA: And that didn't work either.

Let me know what info you need and I can give it.

Oh, that reminds me - did you take out the skilling tones from the work dropdowns because they are also AWOL.


Title: Re: AwesomeMod Bug Report Thread
Post by: Starler on 2015 December 11, 15:45:02
Are you using any Twallan mods? I forget which ones do it and I can't check right now, but some of them mess with the AM functionality when ctrl and shift clicking.


Title: Re: AwesomeMod Bug Report Thread
Post by: floopyboo on 2015 December 11, 22:47:58
I am. To wit:

Hybrid
master controller
master controller cheats
master controller integration
master controller progression
overwatch
portrait panel
register
relationship panel
relativity
selector
sleep freedom
story progression
story progression extra
story progression population
story progression relationship
traffic
woohooer
woohooer scoring
woohooer toilet stall

Please excise lack of caps, dislocated left pinky & using left shift canes like a bitch. :z


ETA: looks like it might be relationship panel. That's easy. Will remove & report back if problem persists.



Title: Re: AwesomeMod Bug Report Thread
Post by: Insanity Prelude on 2015 December 12, 07:46:10
Was spawnmoreoverlords removed at some point? I'd like to populate this empty neighborhood without installing Twallan SP or spending ages in and out of CAS, but the game keeps insisting there's no such code. I've tried it with testingcheats on and with AwesomeDebug on, no dice.

Disregard this comment. Even after years I'm still the kind of noob who manages to enable the wrong freaking debug. Overlords successfully spawned, though roughly half of them had the same last name ("Peasant") which is strange.


Title: Re: AwesomeMod Bug Report Thread
Post by: floopyboo on 2015 December 12, 13:19:27
Following up - it was indeed relationship panel, thanks Starler. One wonders why one has to search so hard on the forums to find that out though. You'd think that with it being a known issue it would have been listed with the mod under known issues. Le sigh. At least I can macro with the best of them now.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2015 December 12, 15:18:41
Disregard this comment. Even after years I'm still the kind of noob who manages to enable the wrong freaking debug. Overlords successfully spawned, though roughly half of them had the same last name ("Peasant") which is strange.
This is normal. If a household spawns as a non-fambly of multiple unrelated sims, none of them will share the same last name, so the household is named "Peasant" as a result.


Title: Re: AwesomeMod Bug Report Thread
Post by: Sardonic on 2015 December 23, 20:04:10
I have not seen or heard of this patch. If someone has a link to either the patch, or notes to said patch, I'll take a look. Otherwise, I'd suggest you just hit ignore and see what happens. Although if your game explodes unmodded, that's certainly not a good sign.

This is really all that there is:

https://help.ea.com/en/article/new-launcher-for-the-sims-3/
http://forums.thesims.com/en_US/discussion/860900/small-update-coming-to-the-pc-version-of-the-sims-3/p1


Title: Re: AwesomeMod Bug Report Thread
Post by: wizard_merlin on 2016 January 27, 21:43:19
Is the "falconpunch" command still included in AM?  I have a sim with a stuck pregnancy, and usually falconpunch solves the problem, but it isn't showing in the list of commands or seems to be working.


Title: Re: AwesomeMod Bug Report Thread
Post by: witch on 2016 January 28, 02:10:02
I have used the command with the latest AM, I'm 99% sure. I'll check with Pescado.

ETA: Yep command still there but not listed, so as not to upset Fs.

I just select the sim and type falconpunch. Don't need to type sim's name or anything else afair.


Title: Re: AwesomeMod Bug Report Thread
Post by: wizard_merlin on 2016 January 28, 17:12:59
That's what I thought.  Maybe just something really messed up with the sim in question which is why it didn't work.  Might just need to kill them off in some horrible way.


Title: Re: AwesomeMod Bug Report Thread
Post by: witch on 2016 January 28, 19:32:21
Nraas has a stop pregnancy option as well, can't recall the module it's in.


Title: Re: AwesomeMod Bug Report Thread
Post by: Janyses on 2016 March 05, 14:32:37
Awesome creates a map tag for every car that is placed on a Savvy Seller parking space. Is it possible to have it ignore these vehicles? I have quite a few for sell, so the tags take up a good portion of the screen.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2016 March 06, 03:16:16
This name is not useful to me in identifying the object. Do a Shift-Click or CRTL-Shift-Click, I forget which, and identify the object more meaningfully using "What's This". EAxis gives objects silly names which are completely useless in actually identifying the item, I need a real name.


Title: Re: AwesomeMod Bug Report Thread
Post by: Janyses on 2016 March 12, 19:03:19
Debugenabler tells me it is called: Sims3.Store.Objects.GalleryShopParkingSpace. I don't see a "What's This?" option, only "Nuke" and "Object>Delete." Anyway, it appears the cars are being detected as derelict vehicles.

I haven't used ITF in a while, so I'm not sure if the future pedestals exhibit the same behavior.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2016 March 13, 06:26:36
Apparently this is an introduced store object not part of the game's core files, so that's why I've never seen it. Posted probably fix.


Title: Re: AwesomeMod Bug Report Thread
Post by: Janyses on 2016 March 17, 00:01:54
This version is making all needs and moodlets freeze. Some needs will increase, but they never decrease and moodlets are applied indefinitely without counting down. Every so often, all needs are maxed automatically. The map tag fix did the trick though, thanks.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2016 March 18, 16:08:34
Should already have been fixed.


Title: Re: AwesomeMod Bug Report Thread
Post by: wizard_merlin on 2016 March 18, 20:46:16
I have been using the latest version and everything so far seems just fine.  Needs decrease as they should and moodlets count down just fine.  Knock on wood.


Title: Re: AwesomeMod Bug Report Thread
Post by: nervous on 2016 May 05, 03:32:34
I'm not sure if this is the right place to post this, but...it's my best shot. I'm just wondering if there are any plans to update AwesomeMod for TS3 version 1.69? It works on it; however, it crashes randomly and can be laggy/slow...it'd be great if it was updated. Get rid of bugs and stuff.


Title: Re: AwesomeMod Bug Report Thread
Post by: witch on 2016 May 05, 08:10:52
I'm not sure if this is the right place to post this, but...it's my best shot. I'm just wondering if there are any plans to update AwesomeMod for TS3 version 1.69?

No. AM won't be updated for Origin.


Title: Re: AwesomeMod Bug Report Thread
Post by: wizard_merlin on 2016 May 05, 16:00:41
I'm not sure if this is the right place to post this, but...it's my best shot. I'm just wondering if there are any plans to update AwesomeMod for TS3 version 1.69?

The problem with that is 1.69 is not available for everyone, only those using origin.  Those without origin or using the mac version of the game don't have the update/patch, and as the FOJ doesn't use origin, he also doesn't have the update to work with.


Title: Re: AwesomeMod Bug Report Thread
Post by: MoonNight on 2016 September 04, 17:36:02
I think I already mentioned this problem but after all this time it is still present in my game. I will try to be more detailed. I have problem with autonomnous socializing. It works ok between teen-teen or child-child or adult-adult. I tested this problem with my teen sim. Autonomnous socializing beetwen teen and adult doesnt work if their relationship is only aquantaince. Once my teen became friends (with user directed interactions)with adult sim it started to work ok. Same ¨problem happens with teen-child auto socializing or adult-child. It seems like it works as it should between same age group sims. I didn't test it between adult-elder or young adult-adult. But i think adult-young adult works fine. When i was observing NPC interacting with each other I noticed same problem so its not just problem with active sims. If you will have some time can you look at that problem please. Its a minor thing but i really enjoy autonomnous interactions, makes town life more interesting.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2016 September 19, 09:49:00
Let me guess this straight. You're complaining that your sims aren't sufficiently pedophiles for your taste? You know if that's what you want, there IS a trait for that.


Title: Re: AwesomeMod Bug Report Thread
Post by: MoonNight on 2016 September 19, 23:30:59
No. I am talking about normal autonomnous social interactions that usualy in non moded game works ok. Did i ever mention romance? Game was tested with using only awesome mod. And when testing I was only using friendly interactions. I never said anything about romance. I don't play with adult-teen romance in my games. I was only asking that you look at that problem if you have some time so that autonomnous socialization will work like it works in non modded game. I was only bringing possible bug to your attention. Maybe its only in my game for whatever reason. I asked nicely and didn't demand anything.


Title: Re: AwesomeMod Bug Report Thread
Post by: Sabian on 2016 September 19, 23:59:17
I don't know if this is a bug or not, but I am unable to change sim lifespans with AwesomeMod installed. I am testing with only AM installed, all other mods removed, and I can change lifespans fine without AM. Granted it's been a few years since I last played Sims 3, but I don't remember AM doing that before. I don't see any options in the config file that would control that.  Did I screw something up or is this intentional? If it's intentional what are the lifespans set to in AM?

Thanks!


Title: Re: AwesomeMod Bug Report Thread
Post by: witch on 2016 September 20, 01:56:19
I have AM and have never had problems with sims' lifespans, I don't know why you might be having them. Check AM config if they are not ageing at all, that has a button for sims 2 type ageing - i.e.not.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2016 September 20, 02:16:58
I don't know if this is a bug or not, but I am unable to change sim lifespans with AwesomeMod installed
I don't see anything unusual, the settings for changing them in the game options work normally. Please include screenshot and better description of what you mean by "unable", the aging controls appear fine to me.

No. I am talking about normal autonomnous social interactions that usualy in non moded game works ok. Did i ever mention romance? Game was tested with using only awesome mod. And when testing I was only using friendly interactions.
Yes, I'm familiar with how pedophile grooming works. Normal, non-pedophile sims will not attempt to groom strange children. If that's what you want, there's an option for this in AwesomeMod. Just don't expect it to be consequence free if you get caught.


Title: Re: AwesomeMod Bug Report Thread
Post by: Sabian on 2016 September 20, 09:55:17
http://i1278.photobucket.com/albums/y511/Joe_Kool72/Menu_zpsnooev4rc.jpg

The option to disable sim aging as well as the sliders to modify it are all grayed out. All other options in the menu work normally.

Downloaded AM again in case it got messed up, redid the config and left everything on default except the nudity censors, and it's still the same.

Btw my game is patched to 1.67.2.024002, using the Patch Downloader, in case that has anything to do with it.

I'm at a loss as to what else to do, except maybe reinstalling the game and all the expansions (shudder), testing after each install.



Title: Re: AwesomeMod Bug Report Thread
Post by: MoonNight on 2016 September 20, 10:40:16
Well I didn't know that teens and young adults can't be friendly without that being considered child grooming. So i guess what i tought is bug is actually mod feature.


Title: Re: AwesomeMod Bug Report Thread
Post by: wizard_merlin on 2016 September 21, 01:04:18
The option to disable sim aging as well as the sliders to modify it are all grayed out. All other options in the menu work normally.
Downloaded AM again in case it got messed up, redid the config and left everything on default except the nudity censors, and it's still the same.
Btw my game is patched to 1.67.2.024002, using the Patch Downloader, in case that has anything to do with it.
I'm at a loss as to what else to do, except maybe reinstalling the game and all the expansions (shudder), testing after each install.

Your screen shot is from the main menu screen.  Did you check the options menu in-game?  In-game they work fine for me, and have always been greyed out going into options from the main menu screen.


Title: Re: AwesomeMod Bug Report Thread
Post by: Sabian on 2016 September 21, 10:15:44
Ah shit I forgot about the other options menu, and I already blew away my installation to redo it. I'll check that once I'm all set up again. Thanks wizard.


---

It is as wizard said, grayed out in the main menu but works fine in game. Thanks wizard, witch, & Pescado for the quick replies.



Title: Re: AwesomeMod Bug Report Thread
Post by: becfern on 2016 October 04, 13:52:23
I saw the earlier reply, but just to double check - is it a definite thing that awesomemod for 1.69 is never going to happen? If so I guess I have to uninstall and reinstall the game via all my discs and manually patch up to 1.67 :(


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2016 October 08, 16:44:33
It's not "definite", but since no one can be bothered to link this patch or send me the files I need to inspect, it isn't happening until one of these happens.


Title: Re: AwesomeMod Bug Report Thread
Post by: becfern on 2016 October 09, 17:56:30
Best I can find is the nraas post about it: http://nraas.wikispaces.com/Patch+1.69 (http://nraas.wikispaces.com/Patch+1.69)
There don't seem to be any official patch notes for this, nor is there a patch file to download.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2016 October 18, 13:54:12
Well, the biggest problem with supporting this "patch" is the complete lack of evidence that it actually exists. So far I have seen no one come forward with proof that it actually exists and am convinced this is some kind of elaborate hoax.


Title: Re: AwesomeMod Bug Report Thread
Post by: Franziska on 2016 October 18, 17:54:04
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 (http://sims3.crinrict.com/en/2015/11/patch-1-69.html)


Title: Re: AwesomeMod Bug Report Thread
Post by: Shiggy on 2016 December 10, 05:14:43
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 (https://file.io/CojEtW)


Title: Re: AwesomeMod Bug Report Thread
Post by: witch on 2016 December 11, 02:27:52
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.


Title: Re: AwesomeMod Bug Report Thread
Post by: Veranna on 2016 December 11, 07:46:40
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.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2016 December 11, 08:11:52
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.


Title: Re: AwesomeMod Bug Report Thread
Post by: witch on 2016 December 11, 13:14:23
Mission is failing 100% of the time.


Title: Re: AwesomeMod Bug Report Thread
Post by: Elanorea on 2016 December 24, 14:01:19
Mission is failing 100% of the time.
I think it just doesn't report it if it's successful. However, I'd like some clarification on what exactly is considered a 'suitable home'. For example, I often see messages like 'Derp failed executing FindHome' where Derp is a 1-member household with $20k even though there are plenty of empty starter homes in the town.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2016 December 24, 21:03:39
I think it just doesn't report it if it's successful.
Actually, the opposite should occur: On a failed result, there should have been a previous message indicating why the mission returned a failure state, of which the only two that should occur are "Couldn't find house to move FAMBLY into!" or "Moving FAMBLY into LOT". It should not be possible to get a "Failed executing" without a previous message. There is no logical condition that should not produce at least one of these previous messages prior to failing.

However, I'd like some clarification on what exactly is considered a 'suitable home'. For example, I often see messages like 'Derp failed executing FindHome' where Derp is a 1-member household with $20k even though there are plenty of empty starter homes in the town.
A home should be considered suitable if it has: At least one fridge, if there are organic meatbags, at least one bed per meatbag 6+, at least one crib per meatbag larva, and at least one robot charging station if there are robots.



Title: Re: AwesomeMod Bug Report Thread
Post by: GiLaNg on 2016 December 28, 15:08:16
Hey there. I just reinstalled my TS3 with Steam version, it is on version 1.67.2.024037. But AM shows warning Incompatible Core. I did not upgrade to 1.69 version at all and AM is the only mod currently on my folder. Wonder why?


Title: Re: AwesomeMod Bug Report Thread
Post by: witch on 2016 December 28, 23:52:29
Scroll up.


Title: Re: AwesomeMod Bug Report Thread
Post by: GiLaNg on 2016 December 29, 13:35:13
Scroll up.

I'm sorry but I have been reading this thread and 3 pages behind and the core mismatch only happen when we update to 1.69, but in fact I am still in 1.67.  :-\

EDIT:

Checked the internal assembly on AwesomeMod and TS3, AM expect SimIFace module version E4365BD8-6054-4CB5-8702-C69B1C102CE9, while that patch level provides 3D0E30C5-DBFE-42F3-BE98-52248E3D39B9. Does this difference only on version number, even when AM is targetted on patch level 1.67?


Title: Re: AwesomeMod Bug Report Thread
Post by: wizard_merlin on 2016 December 29, 17:04:53
If you read back far enough you would have read that AM does not support the steam version.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2016 December 30, 01:26:21
Checked the internal assembly on AwesomeMod and TS3, AM expect SimIFace module version E4365BD8-6054-4CB5-8702-C69B1C102CE9, while that patch level provides 3D0E30C5-DBFE-42F3-BE98-52248E3D39B9. Does this difference only on version number, even when AM is targetted on patch level 1.67?
OKay, see, that information is useful. I can add that in with the next update, although it will functionally be equivalent to just pressing the "ignore error" button.


Title: Re: AwesomeMod Bug Report Thread
Post by: GiLaNg on 2016 December 30, 14:41:17
Checked the internal assembly on AwesomeMod and TS3, AM expect SimIFace module version E4365BD8-6054-4CB5-8702-C69B1C102CE9, while that patch level provides 3D0E30C5-DBFE-42F3-BE98-52248E3D39B9. Does this difference only on version number, even when AM is targetted on patch level 1.67?
OKay, see, that information is useful. I can add that in with the next update, although it will functionally be equivalent to just pressing the "ignore error" button.

Wow thank you, man. I was actually wondering if they implement somewhat different interface in that assembly, although they are in the same patch level.

But I think it might be unlikely as they might only rebuild the whole application for the Steam version while keeping the managed core library codes intact. This might be the reason why Steam and boxed release have different version minor as they are built separately as there are minor difference with Steam's executable, such as implementing the overlay. And (I believe) they rebuilt the source entirely including the managed codes resulting the assembly has different module version. :-\

It is just that AM warning gives me uneasy feeling that I was using an incorrect installation for the mod lol. ;D

Cheers,


Title: Re: AwesomeMod Bug Report Thread
Post by: phnxflyng on 2017 July 02, 20:51:58
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.

Hi. I am having this problem and can't find the robot charger... I'm a bit worried it's only available through the Into the Future EP? Because I don't own that.

Any other work around if so?


Title: Re: AwesomeMod Bug Report Thread
Post by: witch on 2017 July 03, 04:22:41
I'll ask Pescado. I notice my robots are being split off from oversize families again, so I need to mention that.


Title: Re: AwesomeMod Bug Report Thread
Post by: phnxflyng on 2017 July 06, 01:44:48
In addition to having the "FindHome" problem my inventories seem to be getting destroyed, despite having the option to keep them intact set to true in the config.


Title: Re: AwesomeMod Bug Report Thread
Post by: witch on 2017 July 06, 04:18:40
I've been experiencing the same thing just recently. I thought it was NRAAS mods, I've been trying out various combos of potion protectors and stuff. It's not all inventories, just some all of a sudden, and nothing left.

ETA: Have told Pescado.


Title: Re: AwesomeMod Bug Report Thread
Post by: phnxflyng on 2017 July 06, 18:39:56
Thanks witch. I don't use any other mods, so it's not that.


Title: Re: AwesomeMod Bug Report Thread
Post by: phnxflyng on 2017 July 08, 22:39:02
Other weird stuff is happening. Adult female sim aged to elder before her older sister. In one household, everyone kept changing into work clothes (not a household I was controlling at the time, but visiting). Pretty sure wishes are getting deleted but it's not every time.

Also, probably due to whatever is causing the FindHome issue, no one is dating much (one every couple of sim days), no one is getting married at all, and no one is having babies (except the controlled household).


Title: Re: AwesomeMod Bug Report Thread
Post by: witch on 2017 July 09, 06:22:40
Yes, I noticed last night the only date was one with a robot, which is not supposed to happen. I spent some time splitting apart flatting households to see if that would help, but it didn't.

ETA: Sometimes I run the last super patch, just in case any of the files/databases have become corrupted in game crashes.
ETA2: If your video drivers are set to automatically update - because they keep putting the tick back and you missed one - that resets sim lifespans in active games back to EA default properties. I prefer epic.


Title: Re: AwesomeMod Bug Report Thread
Post by: Sita on 2017 July 18, 10:41:28
Is there a bugfix for the firefighters? (Quests where they have to save sims resetting or in my current cycle of gameplay just simply not showing up? Firefighter only gets opportunities for Disaster-type fires/big plants eating schools, smoking gas-erupting boilers etc? While these are mildly amusing, it means the Sim is never going to fill the LTW of saving 30 Sims from fires.) Or is this another EA laziness we just have to live with?


Title: Re: AwesomeMod Bug Report Thread
Post by: Avalikia on 2017 August 27, 04:06:42
I'm having a problem.  When I try to click on the currently selected Sim so that I can select self-interactions, nothing happens - there isn't an error, but no menu pops up.  I did some testing, and if I remove all of my mods except for AM I have the problem, but if I load the game entirely vanilla the problem goes away.  What's up with that?


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2017 August 27, 06:05:04
This is new? I'm having a hard time understanding what caused that, considering the last update consisted of precisely ONE character being changed.


Title: Re: AwesomeMod Bug Report Thread
Post by: witch on 2017 August 27, 07:56:32
Have you updated AM, Avalikia? There's a new one gone up in the last several days.


Title: Re: AwesomeMod Bug Report Thread
Post by: Avalikia on 2017 August 28, 06:21:00
I have the most updated version of AM and used that for my testing, but I have had this problem since before that - I was just lazy about testing if it was a mod problem, and I didn't want to whine without testing.

I don't necessarily use self-interactions a lot so I'm not sure when the problem started exactly.  I don't mess with my mods that often, but I'm almost completely positive that I did not have this problem 2 months ago, when I resumed playing after about a year of not playing.  At that time I was using a version of AM that was probably a few years old - I got lazy about updating it not that long after it stopped requiring updates - but I ended up updating to the current version because my game was crashing frequently (attempts to track down the cause of the crashes via Google led me to people attributing that specific type of crash to AM, so I tried updating it and that fixed the crashing issue).

On the plus side, I can confirm that this very latest update seems to be working nicely.


Title: Re: AwesomeMod Bug Report Thread
Post by: witch on 2017 August 28, 07:41:34
Do you mean that you no longer have this problem with the updated AM? I can't reproduce the problem with my sims, I use both MATY and Nraas, plus about a zillion other mods.

I have a vague idea I have had the problem in the past but can't remember how it was fixed. Have you tried googling MTS2?

ETA: The sim I had like that was a room-mate. You can get room-mates now in the hometown, not sure if it's native or a mod. I got a roomie and didn't realise you couldn't direct them to do anything - no menus.

You could try "fixall", followed by "resetworld".

Plus just start a new world and see if it happens there. Is it just the one sim, or all of them?


Title: Re: AwesomeMod Bug Report Thread
Post by: Avalikia on 2017 September 01, 14:06:44
No, what I meant is that my homeless Sims were moving back in again - so that part is good.

And...  Oddly enough now so is the self interaction issue.  I loaded my game to double check some of the stuff you asked about, but it's suddenly working even before I tried anything.  Which is super weird because I've had that problem for months, the last time I loaded my game a couple of days ago it was definitely not working, and I kid you not I loaded it today after not messing with anything at all and it's working for no reason.  Maybe when I loaded the game vanilla once and then put the AM back in that fixed it somehow?  I mean, I'm pretty sure I checked again to see if it was still broken after I put the AM back in, but it's possible I'm remembering that wrong.

In any event, I even quit and reloaded to see if it was a fluke, and it doesn't seem to be.  So I'll shut up now unless the problem decides to reappear as mysteriously as it disappeared or something.


Title: Re: AwesomeMod Bug Report Thread
Post by: 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.


Title: Re: AwesomeMod Bug Report Thread
Post by: wizard_merlin on 2017 October 29, 22:05:01
Something i have had from time to time in different games is that most of the non sacred households become homeless.   Not sure why, they have plenty of funds to stay where they were, or move into another property, but they stay homeless.  I have previously just scrapped the game and restarted it, but that is getting tiresome.  It doesn't happen every game, and I havent been able to nail it down to a specific event that triggers it.


Title: Re: AwesomeMod Bug Report Thread
Post by: Sita on 2018 January 07, 22:01:00
"bless" function doesn't seem to work any more.


Title: Re: AwesomeMod Bug Report Thread
Post by: columbia on 2018 February 27, 23:48:04
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.


Title: Re: AwesomeMod Bug Report Thread
Post by: Fierro on 2018 July 11, 12:00:42
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 (http://"http://www.moreawesomethanyou.com/ts3/awesome/config.php") 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.


Title: Re: AwesomeMod Bug Report Thread
Post by: GiLaNg on 2021 January 27, 04:54:05
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 (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.




Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2021 January 28, 05:20:43
Fixed.


Title: Re: AwesomeMod Bug Report Thread
Post by: Sita on 2021 September 07, 00:16:13
Is there a bugfix for the firefighters? (Quests where they have to save sims resetting or in my current cycle of gameplay just simply not showing up? Firefighter only gets opportunities for Disaster-type fires/big plants eating schools, smoking gas-erupting boilers etc? While these are mildly amusing, it means the Sim is never going to fill the LTW of saving 30 Sims from fires.) Or is this another EA laziness we just have to live with?
Answered my own question. See https://modthesims.info/download.php?t=659969&cb=1630966822 for simler90s mod that is sposed to fix this.


Title: Re: AwesomeMod Bug Report Thread
Post by: Ubercuber on 2022 June 08, 09:58:26
Not sure if this fits here but saw someone else ask this. I frequently get the "fridge: reset exception was thrown" thingy. Particulalrly at the start of the play session. It said it was a forced reset but since it is happening so frequently for me, am I doing something wrong? Or is it common to get a forced reset of some fridges when loading up a save?


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2022 June 08, 17:08:30
Apparently it's common, I guess, since I didn't edit anything that would reset fridges.


Title: Re: AwesomeMod Bug Report Thread
Post by: Ubercuber on 2022 June 08, 22:29:55
Apparently it's common, I guess, since I didn't edit anything that would reset fridges.

Thank you for your response. These reset exceptions I can ignore? It only happens at the start of each play session never while playing. Have you experienced these before?


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2022 June 09, 02:59:48
Uploaded new version, MAYBE resolves your weird renovation payout issue. Dunno anything about the fridge issue.


Title: Re: AwesomeMod Bug Report Thread
Post by: Ubercuber on 2022 June 09, 08:43:02
Uploaded new version, MAYBE resolves your weird renovation payout issue. Dunno anything about the fridge issue.

Oh I kinda forgot about that. I turned off the acceptnokewianbased thing and opened a new save and forgot to see whether it affected the weird number appearing or not.

seems to only happen the first few sim mins upon opening a save. I'm gonna ask around and see if anyone else experienced anything similar. The only mod I have impacting fridges is ani's no fridge shopping but conflict checker dont mention any possible conflicts. Not sure why fridges though. I assume maybe some sims are using fridges while I save and quit and something loads weirdly when opening the save again. Apparently thats what happens with regards to the usual 1-2 scripterror when opening a save again.

Thank you so much btw I'll give the new version of awesomemod a try.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2022 June 09, 15:06:44
Resets aren't technically script errors, a reset is something the game does on its own, that various scripts trying to catch script errors will log. Why your fridges are being reset, I don't know.


Title: Re: AwesomeMod Bug Report Thread
Post by: Ubercuber on 2022 June 09, 21:16:05
Resets aren't technically script errors, a reset is something the game does on its own, that various scripts trying to catch script errors will log. Why your fridges are being reset, I don't know.

Oh but the little notification in the corner is from awesomemod or not?  When I googled people mentioned something about it being the awesomemod fixing something with a forced reset but I might have completely misunderstood everything.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2022 June 09, 22:52:35
I don't know, I didn't see the notification, only you did.


Title: Re: AwesomeMod Bug Report Thread
Post by: Ubercuber on 2022 June 11, 11:43:27
Uploaded new version, MAYBE resolves your weird renovation payout issue. Dunno anything about the fridge issue.

I gave the new version a try. So far I didn't notice that the budget showed correctly. However, you don't experience this bug? In that case, if you feel inclined to, if you would be able to share your config settings. So far I don't know what causes this issue, but some people seem to experience it from my research whereas others don't so just tryna track it down.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2022 June 11, 21:16:39
Are you using previous gigs that were on the buffer, or are you looking at newly-generated ones post-update?


Title: Re: AwesomeMod Bug Report Thread
Post by: Ubercuber on 2022 June 12, 10:04:44
Are you using previous gigs that were on the buffer, or are you looking at newly-generated ones post-update?

Newly generated ones, but I forgot to try in a new save. I'mma go and do that as well to make sure. Thanks!


Title: Re: AwesomeMod Bug Report Thread
Post by: SimPryor on 2023 February 03, 00:11:32
Uploaded new version, MAYBE resolves your weird renovation payout issue. Dunno anything about the fridge issue.

Was this new version compatible with patch 1.69?


Title: Re: AwesomeMod Bug Report Thread
Post by: witch on 2023 February 03, 01:27:12
No. Just 1.67

I'll double check with Pescado though.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2023 February 16, 10:00:53
Uploaded new version, MAYBE resolves your weird renovation payout issue. Dunno anything about the fridge issue.

Was this new version compatible with patch 1.69?
That is the Steam patch? It SHOULD be, in theory, since everything else is, even if it complains, but I don't have Steam, and the 1.69 patch isn't available elsewhere, so I have never tested against it.


Title: Re: AwesomeMod Bug Report Thread
Post by: abby on 2024 September 26, 00:06:41
I've been having a problem where when I have awesomemod and Nraas mods together my sim's coworkers all end up detagged as coworkers/boss. They're still employed in the career, they just don't show up in the coworkers tab in the relationship panel and can't be interacted with with the tones (like chat with coworkers, suck up to boss). I removed awesomemod and the problem went away but I've never played without awesomemod before so I put it back and went back to testing for a solution while posting for help on the NRaas boards. Now, my game won't load at all without awesomemod in; the game stays at the initial loading screen with 0% progress indefinitely and when I close the game with task manager I get an error message that says something about the "the memory could not be read".

ETA: Sorry, the loading crash was caused by Tiny UI Fix not being updated to exclude awesomemod in it's patch, so you can disregard that part of my post.

ETA 2: I removed all mods except awesomemod, the Nraas mods, the cc for the world I'm playing, and the Smooth Patch and tested a save where my sim has just gotten a job but has not been to work yet. With awesomemod in the sim has two coworkers and no boss, with awesomemod removed the sim has one coworker and a boss. Wtih both awesomemod and Nraas mods removed I have two coworkers and one boss. I think there's something about the way awesomemod is interacting with Nraas mods regarding coworkers that's causing this. I don't know which mod is acting up so I'm posting on both sites.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2024 September 29, 03:01:45
I've been having a problem where when I have awesomemod and Nraas mods together my sim's coworkers all end up detagged as coworkers/boss. They're still employed in the career, they just don't show up in the coworkers tab in the relationship panel and can't be interacted with with the tones (like chat with coworkers, suck up to boss).
Explain "detagged"? AwesomeMod adds some filters for what sims can be considered "boss" or "coworker", so you will no longer have a boss that you're outranking for some reason (where the default game just hopes you NEVER NOTICE, and TRUST ME, I DO), or a coworker that DOESN'T ACTUALLY WORK THERE. Your coworkers that aren't there may be working at a different workplace than your sim.

I recall there is also an optoin suppress spam-sim generation and prevent frivolous generation of otherwise useless sims. If you get promoted past your "boss", the old behavior would just keep them forever, the new behavior removes them because you've surpassed them, they get removed, and if nobody else qualifies, the slot is simply left vacant. If you create a valid sim that qualifies by playing them to the appropriate level.

The default EAxian configuration is based around the premise that you will play only one sim/household and have no awareness of any discrepancies that happen in the rest of the neighborhood. AwesomeMod tends to enforce world consistency, so if I spotted a discrepancy that doesn't make any sense, I squashed it.

If you use the tone without any valid, logically consistent candidates in the game (very likely), rather than spamming random sims into the game, you just get the benefit of using the tone without the drawbacks of polluting your save and relationship panel with trash sims.


Title: Re: AwesomeMod Bug Report Thread
Post by: abby on 2024 November 02, 23:52:26
Sorry for the very late reply, I haven't been able to play the game in a while. What I mean is that while my sim is at work, or sometimes between shifts, their coworkers/boss will be randomly removed from the relationship panel as coworkers and I can't use the tones to interact with them. They will be randomly re-added as coworkers later only to randomly be removed again. Like, for example, my sim has 3 coworkers and a boss; the boss and 2 coworkers will randomly disappear from the panel then several hours later 1 coworker will be re-added, then they'll all disappear, then maybe just the boss will come back. It repeats this every couple of hours with a random result on who'll be re-added or disappeared. There's no rhyme or reason to it. I know the sims are still employed in the career because if I go to the friends tab in the relationship panel, I can see those sims (if they're friends) and it shows that their career is the same, they're just no longer "coworkers". If I make the sims active, I can see that their career is unchanged.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2024 November 03, 05:32:47
Sorry for the very late reply, I haven't been able to play the game in a while. What I mean is that while my sim is at work, or sometimes between shifts, their coworkers/boss will be randomly removed from the relationship panel as coworkers and I can't use the tones to interact with them. They will be randomly re-added as coworkers later only to randomly be removed again. Like, for example, my sim has 3 coworkers and a boss; the boss and 2 coworkers will randomly disappear from the panel then several hours later 1 coworker will be re-added, then they'll all disappear, then maybe just the boss will come back. It repeats this every couple of hours with a random result on who'll be re-added or disappeared. There's no rhyme or reason to it.
Hmm, looking over the thing, I see that one of the criteria for interactivity is that the coworkers have to actually be at the office for you to interact with them there. Is the trigger of them leaving perhaps them leaving the office?


Title: Re: AwesomeMod Bug Report Thread
Post by: abby on 2024 November 04, 02:48:16
I don't think so because it happens outside of work hours too. It's all very random and happens at random times of the day; sometimes in the middle of a shift, sometimes in the middle of the night.


Title: Re: AwesomeMod Bug Report Thread
Post by: J. M. Pescado on 2024 November 06, 09:03:13
I don't think so because it happens outside of work hours too. It's all very random and happens at random times of the day; sometimes in the middle of a shift, sometimes in the middle of the night.
Well, the actual check seems to fire rather intermittently since I didn't alter the check interval, so that would explain why it seems to happen at random times if you somehow trigger a check in the middle of the night. I assume that, when they disappear from the list and you go and make them active, they are NOT, in fact, at the office?


Title: Re: AwesomeMod Bug Report Thread
Post by: abby on 2024 November 06, 16:51:13
No, they're not at work outside of work hours.