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An error after selecting a lot to settle , seemingly connacted to WW


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Posted

Hi! Sorry, but I can't get what is the problem. I have the newest version of the game and the WW, but when I try to settle with a new character an error occures and suggests to restart the game and moves me back to the city selector. A few times I mangaed to settle with a vanilla character from the library and the was a lastexception warning and after some time an error again. Logs are below. The last exception repeats the same module anyway so I posted only a part of it. I can't find it in modes and do not know what to do.  

Spoiler

mc_cmd_center:
[Mar-14-2022 20:23:57]Initializing MC Command Center version: 7.5.3...
[Mar-14-2022 20:28:10]Initializing Zone Data...
[Mar-14-2022 20:33:05]* Created household, do_not_remove_wickedwhims_version, from an unknown filter: WickedWhims: Hidden Save Sim
[Mar-14-2022 20:33:05]* Created household, do_not_remove_wickedwhims_disabled_locations, from an unknown filter: WickedWhims: Hidden Save Sim
[Mar-14-2022 20:33:05]* Created household, do_not_remove_wickedwhims_general, from an unknown filter: WickedWhims: Hidden Save Sim
[Mar-14-2022 20:33:06]* Created household, do_not_remove_wickedwhims_world, from an unknown filter: WickedWhims: Hidden Save Sim
[Mar-14-2022 20:33:06]* Created household, do_not_remove_wickedwhims_sex_instances, from an unknown filter: WickedWhims: Hidden Save Sim
[Mar-14-2022 20:33:06]* Created household, do_not_remove_wickedwhims_sim, from an unknown filter: WickedWhims: Hidden Save Sim
 

MC Last exception:

Last Module Called: nisa_injector.py

Last Function Called: _injected

Error message: Failure: 'NisaK/__init__' (NisaK) module 'wickedwhims.sex.features.cum.cum_handler' has no attribute 'add_cum_buffs' (AttributeError: module 'wickedwhims.sex.features.cum.cum_handler' has no attribute 'add_cum_buffs')

 

Last Module Called: nisa_injector.py

Last Function Called: _injected

Error message: Failure: 'NisaK/lot_extender/__init__' (NisaK.lot_extender) module 'wickedwhims.sex.features.cum.cum_handler' has no attribute 'add_cum_buffs' (AttributeError: module 'wickedwhims.sex.features.cum.cum_handler' has no attribute 'add_cum_buffs')

 

Posted
2 hours ago, IvanIvanovIvanovich said:

Last Module Called: nisa_injector.py

That would be something from Nisa's Wicked Perversions, not WW, so make sure that you have Wicked Pervs and Basemental Drugs at the latest respective version.

 

In addition to the issue at hand, there's this in your log:

2 hours ago, IvanIvanovIvanovich said:

MC Command Center version: 7.5.3...

You are running a severely outdated version of MCCC, which might cause some serious issues itself, when used with the latest game version.

Since it's better to be safe than sorry, you might want to go ahead and check all of your mods (well, those that affect gameplay) for updates.

 

Also, remember to delete "localthumbcache.package", found in "Documents/Electronic Arts/The Sims 4", whenever you make any changes to your mods (update, add, remove) or the game itself (install a patch, purchase a new pack).

Posted
22 hours ago, Crashdown117 said:

That would be something from Nisa's Wicked Perversions, not WW, so make sure that you have Wicked Pervs and Basemental Drugs at the latest respective version.

 

In addition to the issue at hand, there's this in your log:

You are running a severely outdated version of MCCC, which might cause some serious issues itself, when used with the latest game version.

Since it's better to be safe than sorry, you might want to go ahead and check all of your mods (well, those that affect gameplay) for updates.

 

Also, remember to delete "localthumbcache.package", found in "Documents/Electronic Arts/The Sims 4", whenever you make any changes to your mods (update, add, remove) or the game itself (install a patch, purchase a new pack).

Thank you very much for yout answer! I updated them all, but the error happened again, I don't recon what mods are those, it does not find them in mods folder - stat.py, tunable.py
 

Spoiler
  • Last Module Called: state.py
  • Last Function Called: __init__
  • Error message: [cjiang] Error invoking TunableStateComponentWrapper.StateComponent (AttributeError: 'ImmutableSlots' object has no attribute 'tested_states_on_reset'), CategoryID: state:2193

    Last Module Called: state.py
  • Last Function Called: __init__
  • Error message: Exception in <function c_api_create_object at 0x00007FF4C3AC7710>, args: (763939250354606076, 13201, 763939250354606177, 0, 1, 0), kwargs: {} AttributeError("'ImmutableSlots' object has no attribute 'tested_states_on_reset'") (AttributeError: 'ImmutableSlots' object has no attribute 'tested_states_on_reset'), CategoryID: state:2193
  •  
  • Last Module Called: state.py
  • Last Function Called: __init__
  • Error message: Exception in <function c_api_create_object at 0x00007FF4C3AC7710>, args: (763939250354606076, 13201, 763939250354606177, 0, 1, 0), kwargs: {} AttributeError("'ImmutableSlots' object has no attribute 'tested_states_on_reset'") (AttributeError: 'ImmutableSlots' object has no attribute 'tested_states_on_reset'), CategoryID: state:2193
  •  
  • Last Module Called: tunable.py
  • Last Function Called: calculate_score
  • Error message: [manus] landlord_service failed to handle on_all_households_and_sim_infos_loaded due to exception (AttributeError: 'HasHomeZoneFilterTerm' object has no attribute 'specific_venue_types'), CategoryID: tunable:3211
  •  
  • Last Module Called: tunable.py
  • Last Function Called: calculate_score
  • Error message: Exception raised while processing zone spin up sequence: 'HasHomeZoneFilterTerm' object has no attribute 'specific_venue_types' (AttributeError: 'HasHomeZoneFilterTerm' object has no attribute 'specific_venue_types'), CategoryID: tunable:3211

 

 

 

 

Posted
59 minutes ago, IvanIvanovIvanovich said:

stat.py, tunable.py

No clue where these are from either, might as well be from the game itself. The other one was easy to identify, because some mod authors prefix file names with either their name or the name of the mod - but that also helps only if the mod itself fails to do something, not when it passes incorrect information to the game.

Do you have a file named "lastException.txt" in "Documents/Electronic Arts/The Sims 4"? If so, please upload it here (that's what the white paperclip is for, by the way), as it should contain all calls instead of just the last one that triggered the exception.

If there is no such file, I'm afraid you'll have to test all of your mods to find the one(s) causing trouble. A brief explanation of the process can be found here: https://www.patreon.com/posts/finding-broken-4-23751034

Posted
44 minutes ago, Crashdown117 said:

No clue where these are from either, might as well be from the game itself. The other one was easy to identify, because some mod authors prefix file names with either their name or the name of the mod - but that also helps only if the mod itself fails to do something, not when it passes incorrect information to the game.

Do you have a file named "lastException.txt" in "Documents/Electronic Arts/The Sims 4"? If so, please upload it here (that's what the white paperclip is for, by the way), as it should contain all calls instead of just the last one that triggered the exception.

If there is no such file, I'm afraid you'll have to test all of your mods to find the one(s) causing trouble. A brief explanation of the process can be found here: https://www.patreon.com/posts/finding-broken-4-23751034

Here, I hope it will show something

lastException.txt

Posted

Unfortunately, it looks to me like an exception that is triggered from within the game code (those two .py files you mentioned earlier are indeed internal stuff and not from some mod). It is probably caused by a mod, but I don't see any clues pointing towards a culprit.

 

Unless someone smarter than me comes along, I can only suggest using the 50/50 method, following the small guide that I already linked in my previous post. If you haven't done it already, this is also a good opportunity to organize your Mods folder by using sub-folders (important: only one level deep for anything with .ts4script files). The way that works well for me and probably most people is one sub-folder for every major mod (e.g. WW, MCCC) and one for every category of custom content (e.g. clothes, WW animations).

Posted
13 hours ago, Crashdown117 said:

Unfortunately, it looks to me like an exception that is triggered from within the game code (those two .py files you mentioned earlier are indeed internal stuff and not from some mod). It is probably caused by a mod, but I don't see any clues pointing towards a culprit.

 

Unless someone smarter than me comes along, I can only suggest using the 50/50 method, following the small guide that I already linked in my previous post. If you haven't done it already, this is also a good opportunity to organize your Mods folder by using sub-folders (important: only one level deep for anything with .ts4script files). The way that works well for me and probably most people is one sub-folder for every major mod (e.g. WW, MCCC) and one for every category of custom content (e.g. clothes, WW animations).

Thank you  very much, I will try to manage it. I used an old mod pack, do not want to add many mods one by one for days, but this way is no reliable, oviously. I hope I will find the troubling mode

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