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GrumpySuzy

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Posts posted by GrumpySuzy

  1. I used to have this but after a few LEs, the folks over MCCC Discord Supports advised me to remove your mod. Though I must say the LEs are still generating at an alarming rate so that means it's not because of your mod at all, I attach the error here if you are interested.

    <report>
        <version>2</version>
        <sessionid>c03f6860b3035d635b0f9bcb</sessionid>
        <type>desync</type>
        <sku>ea.maxis.sims4_64.15.pc</sku>
        <createtime>2018-05-31 15:38:58</createtime>
        <buildsignature>Local.Unknown.Unknown.1.43.14.1020-1.200.000.339.Release</buildsignature>
        <categoryid>alarms.py:172</categoryid>
        <desyncid>c03f6860b3035d635b0f9bcb</desyncid>
        <systemconfig/>
        <screenshot/>
        <desyncdata>Failed to remove object_Earbuds:0x05d00788bb6d17a4 from indexed manager (AttributeError: 'FrozenTimeline' object has no attribute 'schedule')&#xD;
        Traceback (most recent call last):&#xD;
          File "T:\InGame\Gameplay\Scripts\Server\areaserver.py", line 111, in wrapped&#xD;
          File "T:\InGame\Gameplay\Scripts\Server\areaserver.py", line 107, in finally_wrap&#xD;
          File "T:\InGame\Gameplay\Scripts\Core\sims4\utils.py", line 174, in wrapper&#xD;
          File "T:\InGame\Gameplay\Scripts\Core\sims4\utils.py", line 192, in wrapper&#xD;
          File "T:\InGame\Gameplay\Scripts\Server\areaserver.py", line 282, in c_api_zone_shutdown&#xD;
          File "T:\InGame\Gameplay\Scripts\Server\zone_manager.py", line 84, in remove_id&#xD;
          File "T:\InGame\Gameplay\Scripts\Server\indexed_manager.py", line 179, in remove_id&#xD;
          File "T:\InGame\Gameplay\Scripts\Server\indexed_manager.py", line 215, in remove&#xD;
          File "T:\InGame\Gameplay\Scripts\Server\indexed_manager.py", line 294, in call_on_remove&#xD;
          File "T:\InGame\Gameplay\Scripts\Server\zone.py", line 769, in on_remove&#xD;
          File "T:\InGame\Gameplay\Scripts\Core\sims4\service_manager.py", line 379, in stop_services&#xD;
          File "T:\InGame\Gameplay\Scripts\Server\objects\object_manager.py", line 77, in stop&#xD;
          File "T:\InGame\Gameplay\Scripts\Server\indexed_manager.py", line 122, in stop&#xD;
          File "T:\InGame\Gameplay\Scripts\Server\indexed_manager.py", line 116, in destroy_all_objects&#xD;
          File ".\mc_utils.py", line 114, in _wrapper_function&#xD;
          File "T:\InGame\Gameplay\Scripts\Server\indexed_manager.py", line 114, in destroy_all_objects&#xD;
          File "T:\InGame\Gameplay\Scripts\Server\objects\object_manager.py", line 311, in remove&#xD;
          File "T:\InGame\Gameplay\Scripts\Server\objects\object_manager.py", line 144, in remove&#xD;
          File "T:\InGame\Gameplay\Scripts\Server\objects\object_manager.py", line 114, in remove_from_client&#xD;
          File "T:\InGame\Gameplay\Scripts\Server\distributor\system.py", line 289, in remove_object&#xD;
          File "T:\InGame\Gameplay\Scripts\Server\objects\components\__init__.py", line 77, in wrapped_method&#xD;
          File "T:\InGame\Gameplay\Scripts\Server\objects\client_object_mixin.py", line 1364, in on_remove_from_client&#xD;
          File "T:\InGame\Gameplay\Scripts\Server\objects\components\__init__.py", line 92, in wrapped_method&#xD;
          File "T:\InGame\Gameplay\Scripts\Server\objects\components\state.py", line 1762, in on_remove_from_client&#xD;
          File "T:\InGame\Gameplay\Scripts\Server\objects\components\state.py", line 2567, in _cleanup_client_state&#xD;
          File "T:\InGame\Gameplay\Scripts\Server\objects\components\state.py", line 702, in cleanup&#xD;
          File "T:\InGame\Gameplay\Scripts\Server\objects\components\state.py", line 216, in stop&#xD;
          File "T:\InGame\Gameplay\Scripts\Server\objects\components\__init__.py", line 440, in exported_func&#xD;
          File "T:\InGame\Gameplay\Scripts\Server\objects\components\statistic_component.py", line 656, in remove_statistic_modifier&#xD;
          File "T:\InGame\Gameplay\Scripts\Server\statistics\continuous_statistic.py", line 435, in remove_decay_rate_modifier&#xD;
          File "T:\InGame\Gameplay\Scripts\Server\statistics\commodity.py", line 1619, in _recalculate_modified_decay_rate&#xD;
          File "T:\InGame\Gameplay\Scripts\Server\statistics\continuous_statistic.py", line 879, in _recalculate_modified_decay_rate&#xD;
          File "T:\InGame\Gameplay\Scripts\Server\statistics\continuous_statistic.py", line 638, in _update_callback_listeners&#xD;
          File "T:\InGame\Gameplay\Scripts\Server\statistics\continuous_statistic.py", line 698, in _update_active_callback&#xD;
          File "T:\InGame\Gameplay\Scripts\Server\alarms.py", line 68, in add_alarm&#xD;
          File "T:\InGame\Gameplay\Scripts\Server\alarms.py", line 172, in __init__&#xD;
        AttributeError: 'FrozenTimeline' object has no attribute 'schedule'&#xD;
  2. I found some drama node and open street director tuning and double the time in them like   

    <U n="main_festival_state">
        <T n="_duration">960</T>
        <L n="_situations">

    but there are       <T n="festival_time">0xB0B6DE23<!--Monday 5:00PM - 11:00PM--></T> in drama node too, which I am not sure I can change here or not, because it seems like I must have done something wrong because now the festival is not happening at all when my sims travel there. lol *nevervous laugh* . I will try to investigate further.

  3. Sometimes I have to remind myself that you always have the most thought out mods and if I saw an annoyance in the game, *in "bless of the ancient cool1" mood* you probably had already seen it and the best course is to run right back to your mod section and YAY its already solved and packaged beautifully and ready to be picked up. Thank you so much.

  4. I have not got around to the Venue Situation yet, that's a new one. I am currently got lost in the trait list and waddling around in the Vendor tuning trying to find what make them tick.

    You always have the wicked words to make irritating situations sound amusing. Are you aware of those traits of trait_Breasts_ForceOn and trait_Breasts_ForceOff, LOL what the hell are those doing?

  5. Wow, that's a very meticulous list of traits, you really play such highly customized game which is quite above Maixs standard :) 

    So if the handmade NPC are banned from being patrons, they could be fulltime NPC whenever you need them right?

    I will start adding SteelBladder and NeverWeary to the NPC template and see how it goes, baby steps.

    Also, do you know what this mean:

      <V n="_household_templates_override" t="enabled">
        <L n="enabled">
          <T>98542<!--HH_template_NPC_adult_single--></T>
        </L>
      </V>

    Does it mean the game must generate a single adult npc household? Because in my game, they spawn like a dozen single adult households already.

  6. How do you add more trait rules for your NPC? Is that defined in Sim Template? For example, this is Jungle Native template:

      <U n="_skills">
        <L n="explicit">
          <U>
            <U n="range">
              <T n="max_value">5</T>
            </U>
            <T n="skill">174687<!--statistic_Skill_AdultMinor_LocalCulture--></T>
          </U>
        </L>
      </U>
      <U n="_traits">
     <L n="explicit">
          <T>180954<!--trait_Hidden_IsNative--></T>
        </L>

     

    So if I want the roles go to only NPC with SteelBladder I will add:

     

     <L n="explicit">
          <T>180954<!--trait_SteelBladder--></T>
        </L>

     

    It is breaking news that you have kept the top secret of NPC manipulation that long only for yourself, that's the privilege of being a modder I guess. While beginners like me are struggling, I made an 8 members family too for Selvadorada but the game is still generating Vendor.

  7. Oh, yeah, thank you for the pointers, so far I have seen in the Sim Template file the extra trait  *Native* but I do not understand the Sim Filter files. The language seems foreign to me, what does  <T n="invert_score">True</T> mean?

    Anyway, after I used traits.equip.trait Native to add it because you have not got time to add that to the cheat menu and they act like a true local already.

    Now onto the Situation thing.

  8. Hi, Cool1. Could you be able to pinpoint the trait that make the Selvadorada locals behave like they do: not wearing tourist outfits, can be asked about jungle, chat about the sights etc? Because in an attempt to control the endless generation of the locals, I tried to give a bunch of my sims (not in world) the Selvadorada Culture max skill, trait Dance Rumba but the game still spawn humongous number of homeless locals and only those I edit directly can have that local trait.

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