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Author Topic: AwesomeMod Bug Report Thread  (Read 1590558 times)
Ubercuber
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Re: AwesomeMod Bug Report Thread
« Reply #1650 on: 2022 June 09, 08:43:02 »
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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.
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J. M. Pescado
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Re: AwesomeMod Bug Report Thread
« Reply #1651 on: 2022 June 09, 15:06:44 »
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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.
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Ubercuber
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Re: AwesomeMod Bug Report Thread
« Reply #1652 on: 2022 June 09, 21:16:05 »
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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.
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J. M. Pescado
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Re: AwesomeMod Bug Report Thread
« Reply #1653 on: 2022 June 09, 22:52:35 »
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I don't know, I didn't see the notification, only you did.
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Ubercuber
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Re: AwesomeMod Bug Report Thread
« Reply #1654 on: 2022 June 11, 11:43:27 »
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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.
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J. M. Pescado
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Re: AwesomeMod Bug Report Thread
« Reply #1655 on: 2022 June 11, 21:16:39 »
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Are you using previous gigs that were on the buffer, or are you looking at newly-generated ones post-update?
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Ubercuber
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Re: AwesomeMod Bug Report Thread
« Reply #1656 on: 2022 June 12, 10:04:44 »
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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!
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SimPryor
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Re: AwesomeMod Bug Report Thread
« Reply #1657 on: 2023 February 03, 00:11:32 »
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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?
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Re: AwesomeMod Bug Report Thread
« Reply #1658 on: 2023 February 03, 01:27:12 »
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No. Just 1.67

I'll double check with Pescado though.
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J. M. Pescado
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Re: AwesomeMod Bug Report Thread
« Reply #1659 on: 2023 February 16, 10:00:53 »
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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.
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abby
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Re: AwesomeMod Bug Report Thread
« Reply #1660 on: 2024 September 26, 00:06:41 »
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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.
« Last Edit: 2024 September 26, 01:13:10 by abby » Logged
J. M. Pescado
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Re: AwesomeMod Bug Report Thread
« Reply #1661 on: 2024 September 29, 03:01:45 »
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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.
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abby
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Re: AwesomeMod Bug Report Thread
« Reply #1662 on: 2024 November 02, 23:52:26 »
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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.
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J. M. Pescado
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Re: AwesomeMod Bug Report Thread
« Reply #1663 on: 2024 November 03, 05:32:47 »
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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?
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Re: AwesomeMod Bug Report Thread
« Reply #1664 on: 2024 November 04, 02:48:16 »
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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.
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J. M. Pescado
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Re: AwesomeMod Bug Report Thread
« Reply #1665 on: 2024 November 06, 09:03:13 »
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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?
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abby
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Re: AwesomeMod Bug Report Thread
« Reply #1666 on: 2024 November 06, 16:51:13 »
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No, they're not at work outside of work hours.
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