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- "Jump bug", pets sinking into the floor, endless lot loadings: how to create an Error Log
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- "Jump bug", pets sinking into the floor, endless lot loadings: how to create an Error Log
Scholar
#126
29th Nov 2016 at 1:48 PM
Posts: 1,055
Yes, but I'm not sure this is the right place to ask for help with your game.
The 'invalid constant' being called for in node 9 of 'Sub - Update Job Performance' is a Seasons EP semi-global constant 0x2001:0x14 "Fall (autumn) Mood Mod Numerator", you must have a pre-seasons mod overwriting that constants table. That is the same constants table that sets the odds for chance cards and bring friend home so it's likely to be a mod intended to alter one of them.
The 'invalid constant' being called for in node 9 of 'Sub - Update Job Performance' is a Seasons EP semi-global constant 0x2001:0x14 "Fall (autumn) Mood Mod Numerator", you must have a pre-seasons mod overwriting that constants table. That is the same constants table that sets the odds for chance cards and bring friend home so it's likely to be a mod intended to alter one of them.
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#127
13th Jan 2018 at 3:39 PM
Posts: 5,229
Resurrecting this, because the original post has a typo that needs to be fixed.
You should find the log's file inside (documents)/EA Games/The Sims 2/Logs, not outside of it ((documents)/EA Games/Logs doesn't even exist). Took me some time to realize while I was overlooking (which really, isn't my fault).
You should find the log's file inside (documents)/EA Games/The Sims 2/Logs, not outside of it ((documents)/EA Games/Logs doesn't even exist). Took me some time to realize while I was overlooking (which really, isn't my fault).
Lab Assistant
#128
26th Jul 2018 at 7:58 AM
Posts: 120
Quote: Originally posted by Numenor
-------------------------------------------- SUMMARY -------------------------------------------- This article explains how to create (and optionally read) an Error Log when:
-------------------------------------------- INTRODUCTION -------------------------------------------- Some times, when playing, you see a sim that "jumps" (interrupting his current interaction), or a pet that suddenly "sinks into the floor"; this means that an error occurred in the game, and the game reacted stopping the interaction and resetting the sim/pet, or the offending object. In other cases, when entering a lot, the loading time is endless, and the game seems stuck; this happens because there is an object that causes an error when created: the game resets it automatically, and the object causes again the same error, in an endless loop. The causes for the jump/sink bug and endless loadings may be very different, and usually are related to a custom object or hack that doesn't work correctly. In these cases, the first thing to know is *which* object is causing the problem; and determine *what* problem is actually occurring. A valuable help to track down the bug is the error log. You can read yourself the log, or you can send it to the creator of an object that you suspect being the culprit of the jump/sink effect, or the endless loading. -------------------------------------------- HOW TO CREATE AN ERROR LOG -------------------------------------------- Preliminarily, download the file "Behaviour.zip" attached to this post and unpack it to: (Documents)\EA Games\The Sims 2\Config (please note that it's NOT the Downloads, it's the Config folder). This step is absolutely optional, but it will help me a lot with your error logs. The zip contains a small file that will not interfere in any way with your game, but makes the error logs much more readable. When done, procedd with the creation of the error logs performing the following steps.
-------------------------------------------- HOW TO READ AN ERROR LOG - The basics -------------------------------------------- Every error log has the same structure; start reading from the beginning or the log: you will read something like this:
Code:
Build: 1.6.0.259 at Sep 8 2006,23:27:16 Object id: 240 name: N001_User00246 - Numenor Stack size: 6 Error: No bone on model corresponding to name in routing slot on destination object Iterations: 500 Frame 5: Stack Object id: 263 Stack Object name: Fireplace - CTNColonial - Mantle - 0,0 Node: 0 Tree: id 8206 name 'Interaction - Light Fire' version -32748 from FireplaceGlobals Prim state: 1 Params: Locals: Frame 4: ........... ........... ........... The parts in bold are the most interesting for anyone; the parts in italics are interesting only if you have some skills in editing the BHAVs. name: N001_User00246 - Numenor Stack Object name: Fireplace - CTNColonial - Mantle - 0,0 Reading these two lines, you will know the name of the offending object; if you read the name of a sim, ignore it: it's just the sim that was performing the interaction when the "jump bug" occurred (i.e. the sim that jumped). The interesting part is the name of the object, in this case the fireplace. NOTE: if you read the names of two sims, this means that the error occurred when two sims were interacting with each other; these bugs are harder to track down. Iterations: 500 Node: 0 Tree: id 8206 name 'Interaction - Light Fire' version -32748 from FireplaceGlobals Params: Locals: If you have some experience with BHAVs, these line will tell you when the error occurred: in this case, the error occurred when executing a BHAV from the FireplaceGlobals, in particular the BHAV with instance 0x200E (i.e. "8206" converted in hexadecimal). the error occurred at the first line (Node 0) of the said BHAV. You can now examined the BHAV pointed out in the error log, in order to understand why it causes an error. NOTE: the values following "Params:" and "Locals:" may help you better understanding the problem. -------------------------------------------- WARNING -------------------------------------------- Don't post error logs in this thread, unless requested to do so: the unrequested logs will likely be ignored. On the other hand, if you have some questions about other lines of the error log, not explained above, ask me and I will reply (if I know the answer ). |
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