Afro68 Posted October 7, 2015 Posted October 7, 2015 Disregard anything I inquired about regarding my callgirl/gigolo going out for jobs. I don't think it's a bug but once I actually had them working as prostitutes they started getting request to other homes. I thought as long as they were registered as callgirl/gigolo they would come later but I guess they are tied together. I finally had one of my callgirls get a request from a couple to their penthouse for a threeway while their infant was in the same room. Kinda creepy to do a threeway in the same room as your kid but hey its KW on LL....lol. Edit: Since you need to be a prostitute for the callgirl/gigolo to be most effective, is it possible to add the criminal rabbithole to worlds that don't have them? Or are you limited to playing a world with a criminal workplace in it?
whereandwhen Posted October 7, 2015 Posted October 7, 2015 Hi guys i've made a guide to create and upload videos in kinky TV. There are also the tools you need, except Virtualdub and s3pe. tv videos guide.rar
Afro68 Posted October 7, 2015 Posted October 7, 2015 Hi guys i've made a guide to create and upload videos in kinky TV. There are also the tools you need, except Virtualdub and s3pe. Good looking out!!
Sharp_one Posted October 8, 2015 Posted October 8, 2015 Still getting the problem with Stray make dogs resetting. I've seen them do it when trying to sniff paparazzi. However, they don't seem to do it when interacting with the Sims in random households. So I'm wondering if it's only with service/role sims. Also I noticed that all the bladder/hygiene stats are blank on my toilets, so Sims are no longer using toilets, and are peeing everywhere else. Does KW modify toilets in any way? I have no idea what else could be causing the toilets to be broken. Object: Name: Stray Dog Type: Sims3.Gameplay.Actors.Sim Object id: 0x9cef00728d2524b0 Position: (1446.4040, 23.8953, 1242.3600) Room id: 0 Level: 0 Flags: InWorld, IsUsed Lot: Sims3.Gameplay.Core.WorldLot Lot Name: Lot Address: IsValid: True World: DOT11 OnVacation: False Season: Winter Posture: Sims3.Gameplay.ActorSystems.PetStandingPosture Household: PetHousehold No LotHome SimDescription: Name: Stray Dog Age: Adult Gender: Male SimDescriptionId: 11308257681344898208 LotHomeId: 0 HomeWorld: DOT11 Proper Genealogy Valid: True Species: Dog Household: PetHousehold Occult: None Alien: 0 Career: <Unemployed> School: <None> Interactions: Counter: 1 Sim-Time: Thu. at 9:00 Start-Time: 09/30/2015 09:40:18 PreLoadup-Time: 09/30/2015 09:41:59 Loadup-Time: 09/30/2015 09:43:35 Log-Time: 09/30/2015 10:51:11 System.NullReferenceException: A null value was found where an object instance was required. #0: 0x00010 callvirt in Sims3.Gameplay.RealEstate.Sims3.Gameplay.RealEstate.RealEstateManager:IsVacationLotOwned (Sims3.Gameplay.CAS.Household,Sims3.SimIFace.WorldName,ulong) ([4A260380] [232816262] [-1/0xffffffffffffffff] ) #1: 0x000f3 call in Sims3.Gameplay.Core.Sims3.Gameplay.Core.Lot:CommonVisitTest (Sims3.Gameplay.Actors.Sim,Sims3.Gameplay.Core.Lot,bool,bool,ulong,Sims3.SimIFace.GreyedOutTooltipCallback&) (4AB91000 [A9AD6400] [4AB91000] [1] [1] [0/0x0] [5AA45364] ) #2: 0x00024 callvirt in Sims3.Gameplay.Core.VisitLot+Definition:Test (Sims3.Gameplay.Actors.Sim,Sims3.Gameplay.Core.Lot,bool,Sims3.SimIFace.GreyedOutTooltipCallback&) (4A3D87B0 [A9AD6400] [4AB91000] [1] [5AA45364] ) #3: 0x0014b callvirt in Sims3.Gameplay.Interactions.Sims3.Gameplay.Interactions.InteractionDefinition`3:Test (Sims3.Gameplay.Interactions.InteractionInstanceParameters&,Sims3.SimIFace.GreyedOutTooltipCallback&) (4A3D87B0 [vt:5AA4532C] [5AA45364] ) #4: 0x0004a callvirt in Sims3.Gameplay.Autonomy.Sims3.Gameplay.Autonomy.InteractionObjectPair:TestAndCalculateScore (Sims3.Gameplay.Autonomy.Autonomy,Sims3.Gameplay.Autonomy.AutonomySearchType,Sims3.Gameplay.Interactions.InteractionFlags) (491D7D20 [7333A1C0] [1] [1] ) #5: 0x0000b callvirt in Sims3.Gameplay.Autonomy.Sims3.Gameplay.Autonomy.Autonomy:CalculateScore (Sims3.Gameplay.Autonomy.InteractionObjectPair) (7333A1C0 [491D7D20] ) #6: 0x0001a call in Sims3.Gameplay.Autonomy.Sims3.Gameplay.Autonomy.Autonomy:CalculateScoreAndAddToCandidates (Sims3.Gameplay.Autonomy.InteractionObjectPair) (7333A1C0 [491D7D20] ) #7: 0x0005f call in Sims3.Gameplay.Autonomy.Sims3.Gameplay.Autonomy.Autonomy:ScoreInteractionsForMetaObject (Sims3.Gameplay.Interfaces.IMetaObject,Sims3.Gameplay.Autonomy.CommodityKind) (7333A1C0 [4AB91000] [0] ) #8: 0x000a9 call in Sims3.Gameplay.Autonomy.Sims3.Gameplay.Autonomy.Autonomy:ScoreInteractionsForMetaAutonomy (Sims3.Gameplay.Autonomy.CommodityKind) (7333A1C0 [0] ) #9: 0x00024 stloc.i4 in Sims3.Gameplay.Autonomy.Sims3.Gameplay.Autonomy.Autonomy:ScoreInteractionsOnObjects (Sims3.Gameplay.Autonomy.CommodityKind,bool) (7333A1C0 [0] [1] ) #10: 0x000c9 brfalse.i4.s in Sims3.Gameplay.Autonomy.Sims3.Gameplay.Autonomy.Autonomy:RunAutonomy (Sims3.Gameplay.Autonomy.CommodityKind,bool) (7333A1C0 [0] [1] ) #11: 0x00023 stloc.u1 in Sims3.Gameplay.Autonomy.Sims3.Gameplay.Autonomy.Autonomy:RunAutonomy (bool) (7333A1C0 [1] ) #12: 0x00004 pop in Sims3.Gameplay.Autonomy.Sims3.Gameplay.Autonomy.Autonomy:TryFindBestAction () () #13: 0x0002a leave.s in Sims3.Gameplay.Autonomy.Sims3.Gameplay.Autonomy.AutonomyManager:Simulate () () #14: 0x00027 leave.s in ScriptCore.ScriptCore.ScriptProxy:Simulate () () Make sure you're not using NRaas ErrorTrap. What do you mean by "the bladder/hygiene stats are blank"? Well if it's a choice of putting up with these dog errors or getting rid of errortrap, then I'd rather keep errortrap and put up with the errors, as it fixes a lot more than it breaks. In build/buy mode, the bladder/hygiene stats on the toilets are blank and the toilets are no longer functioning correctly. It's going to take me a few days to narrow down which mod is causing the problem, but thought I would ask the question here, as it's only a recent problem since starting a new world with the new KW version. One warning about ErrorTrap: It can eventually cause a freeze after loading a saved game with Kinky installed. And I mean a "hard" freeze as in, the game never resumes and you can't click anything at all and have to force-close the game. Hopefully, you won't encounter it and I have no idea what causes it, but at least you'll know why if it ever happens. I have to play without ET. Instead, I only put it in when I need a clean start and only after removing Kinky. Just a heads up. If you mean the freeze where you hear sounds and see animations but nothing works, well that freeze happens from time to time without any mods. It's been an issue since day one. Yes a broken game or mod can cause it to happen more often, but I've been lucky not to have that issue for some time. If you mean a freeze where it's completely locked and just hasn't CTD, then it's likely something is broken in you rmods or world, or your hardware is having issues dealing with the game. It shouldn't happen very often at all, but these issues can be very hard to track down. Sims right now is running quite well for me, except these minor incompatibilities. Hopefully they get fixed soon. Nope, I mean a very specific freeze that only occurs when ErrorTrap is used with Kinky. No animations or sounds, the mouse greys out, and if left open long enough the game will crash because memory usage is increasing during the freeze. I've tested this for months, now, and it always happens at startup. Once it happens, you can load the game a hundred times and get the same result each time. Take out ErrorTrap (or Kinky) and it's fixed instantly. Like I said, hopefully it won't happen in your game because it is a pain and I like ErrorTrap, too. But because Kinky is a big mod that changes a larger portion of the game, there may come a time where you'll have to decide between it and some of your other mods. I looked into this freezing issue. Turns out I had dereferencing disabled from testing I did a while back and forgot to re-enable it. Upon re-enabling dereferencing, I eventually had this freezing, but it wasn't a typical freeze, it was a heavy processing freeze. I was able to pause and resume a couple times, even though I could only make it about 1 sim minute advance. I have a hexa-core processor, so I'm sure it helps somewhat in testing this. I also noticed that while this severe lag was happening, the memory usage was steadily climbing upwards; it started at 2Gb, which is my usual gameplay usage for Sims 3, and kept climbing until it reached the terminal point of approximately 3.2Gb, where it CTD. So it seems that having dereferencing disabled was likely the reason I never had this freeze with KW and ET. Although I still got the stray dog errors. I really hope this gets fixed in KW, as primarily I'd like to go back to using ET, but secondly I'm worried about why this is happening, and what possibly repercussions KW errors could have for prolonged games. Odd, as this is the first time I've ever encountered the problem, and I've had the table in all my houses since it's release. I'll have to play around with it some more and see what I can work out. I also have problems with the massage table, but don't think it's a KW problem. More precisely : I have problems with the table whenn there are lots of potential distractions for either of the sims - one will then tend to go do something else and the massage won't happen. It works really bad in my current Gym, but quite well in the Salon, if you ask the tatoo artist a massage. But I am quite new with the table, and haven't tested it in a game without KW. By the way - does anyone have autonomy problems with KW ? I am used for my sims to wait a few sim minutes after a user directed order before they begin to autoselect their activities, but since I use KW, they instantly go on autonomous as soon as they don't have an order. I don't know if it's KW, maybe a side effect of high autonomy, or another mod, though. I'll have to test without KW and compare. It may explain the massage problem... I experimented a bit with this, and it does appear to be processing related. If there is a lot going on, the massage table actions just never seem to happen. It must be to do with out the massage table isn't an instant action, but only gets queued when both parties respond, which appears to be different to how most other objects interactions are.
janyses Posted October 8, 2015 Posted October 8, 2015 Disregard anything I inquired about regarding my callgirl/gigolo going out for jobs. I don't think it's a bug but once I actually had them working as prostitutes they started getting request to other homes. I thought as long as they were registered as callgirl/gigolo they would come later but I guess they are tied together. I finally had one of my callgirls get a request from a couple to their penthouse for a threeway while their infant was in the same room. Kinda creepy to do a threeway in the same room as your kid but hey its KW on LL....lol. Edit: Since you need to be a prostitute for the callgirl/gigolo to be most effective, is it possible to add the criminal rabbithole to worlds that don't have them? Or are you limited to playing a world with a criminal workplace in it? It is possible to add any rabbitholes you want to any world as long as there is room. But the criminal hideout is not necessary to be a prostitute. Are you referring to Dudeyochill's Adult Career Pack mod? That is a rabbithole career and is totally separate from KinkyWorld. The only thing necessary to prostitute with KW is the WooHoo skill. One skill point is needed, then click your sim and you'll have the "Start Whoring" interaction. However, once you've registered in the Call Girl/Escort service, you cannot go back to basic streetwalking until you un-register. KW currently does not acknowledge whether there are children or babies in the room, as you have discovered, lol. I wish it did, because one time they started woohooing on the floor right on top of a toddler. Literally. Still getting the problem with Stray make dogs resetting. I've seen them do it when trying to sniff paparazzi. However, they don't seem to do it when interacting with the Sims in random households. So I'm wondering if it's only with service/role sims. Also I noticed that all the bladder/hygiene stats are blank on my toilets, so Sims are no longer using toilets, and are peeing everywhere else. Does KW modify toilets in any way? I have no idea what else could be causing the toilets to be broken. Object: Name: Stray Dog Type: Sims3.Gameplay.Actors.Sim Object id: 0x9cef00728d2524b0 Position: (1446.4040, 23.8953, 1242.3600) Room id: 0 Level: 0 Flags: InWorld, IsUsed Lot: Sims3.Gameplay.Core.WorldLot Lot Name: Lot Address: IsValid: True World: DOT11 OnVacation: False Season: Winter Posture: Sims3.Gameplay.ActorSystems.PetStandingPosture Household: PetHousehold No LotHome SimDescription: Name: Stray Dog Age: Adult Gender: Male SimDescriptionId: 11308257681344898208 LotHomeId: 0 HomeWorld: DOT11 Proper Genealogy Valid: True Species: Dog Household: PetHousehold Occult: None Alien: 0 Career: <Unemployed> School: <None> Interactions: Counter: 1 Sim-Time: Thu. at 9:00 Start-Time: 09/30/2015 09:40:18 PreLoadup-Time: 09/30/2015 09:41:59 Loadup-Time: 09/30/2015 09:43:35 Log-Time: 09/30/2015 10:51:11 System.NullReferenceException: A null value was found where an object instance was required. #0: 0x00010 callvirt in Sims3.Gameplay.RealEstate.Sims3.Gameplay.RealEstate.RealEstateManager:IsVacationLotOwned (Sims3.Gameplay.CAS.Household,Sims3.SimIFace.WorldName,ulong) ([4A260380] [232816262] [-1/0xffffffffffffffff] ) #1: 0x000f3 call in Sims3.Gameplay.Core.Sims3.Gameplay.Core.Lot:CommonVisitTest (Sims3.Gameplay.Actors.Sim,Sims3.Gameplay.Core.Lot,bool,bool,ulong,Sims3.SimIFace.GreyedOutTooltipCallback&) (4AB91000 [A9AD6400] [4AB91000] [1] [1] [0/0x0] [5AA45364] ) #2: 0x00024 callvirt in Sims3.Gameplay.Core.VisitLot+Definition:Test (Sims3.Gameplay.Actors.Sim,Sims3.Gameplay.Core.Lot,bool,Sims3.SimIFace.GreyedOutTooltipCallback&) (4A3D87B0 [A9AD6400] [4AB91000] [1] [5AA45364] ) #3: 0x0014b callvirt in Sims3.Gameplay.Interactions.Sims3.Gameplay.Interactions.InteractionDefinition`3:Test (Sims3.Gameplay.Interactions.InteractionInstanceParameters&,Sims3.SimIFace.GreyedOutTooltipCallback&) (4A3D87B0 [vt:5AA4532C] [5AA45364] ) #4: 0x0004a callvirt in Sims3.Gameplay.Autonomy.Sims3.Gameplay.Autonomy.InteractionObjectPair:TestAndCalculateScore (Sims3.Gameplay.Autonomy.Autonomy,Sims3.Gameplay.Autonomy.AutonomySearchType,Sims3.Gameplay.Interactions.InteractionFlags) (491D7D20 [7333A1C0] [1] [1] ) #5: 0x0000b callvirt in Sims3.Gameplay.Autonomy.Sims3.Gameplay.Autonomy.Autonomy:CalculateScore (Sims3.Gameplay.Autonomy.InteractionObjectPair) (7333A1C0 [491D7D20] ) #6: 0x0001a call in Sims3.Gameplay.Autonomy.Sims3.Gameplay.Autonomy.Autonomy:CalculateScoreAndAddToCandidates (Sims3.Gameplay.Autonomy.InteractionObjectPair) (7333A1C0 [491D7D20] ) #7: 0x0005f call in Sims3.Gameplay.Autonomy.Sims3.Gameplay.Autonomy.Autonomy:ScoreInteractionsForMetaObject (Sims3.Gameplay.Interfaces.IMetaObject,Sims3.Gameplay.Autonomy.CommodityKind) (7333A1C0 [4AB91000] [0] ) #8: 0x000a9 call in Sims3.Gameplay.Autonomy.Sims3.Gameplay.Autonomy.Autonomy:ScoreInteractionsForMetaAutonomy (Sims3.Gameplay.Autonomy.CommodityKind) (7333A1C0 [0] ) #9: 0x00024 stloc.i4 in Sims3.Gameplay.Autonomy.Sims3.Gameplay.Autonomy.Autonomy:ScoreInteractionsOnObjects (Sims3.Gameplay.Autonomy.CommodityKind,bool) (7333A1C0 [0] [1] ) #10: 0x000c9 brfalse.i4.s in Sims3.Gameplay.Autonomy.Sims3.Gameplay.Autonomy.Autonomy:RunAutonomy (Sims3.Gameplay.Autonomy.CommodityKind,bool) (7333A1C0 [0] [1] ) #11: 0x00023 stloc.u1 in Sims3.Gameplay.Autonomy.Sims3.Gameplay.Autonomy.Autonomy:RunAutonomy (bool) (7333A1C0 [1] ) #12: 0x00004 pop in Sims3.Gameplay.Autonomy.Sims3.Gameplay.Autonomy.Autonomy:TryFindBestAction () () #13: 0x0002a leave.s in Sims3.Gameplay.Autonomy.Sims3.Gameplay.Autonomy.AutonomyManager:Simulate () () #14: 0x00027 leave.s in ScriptCore.ScriptCore.ScriptProxy:Simulate () () Make sure you're not using NRaas ErrorTrap. What do you mean by "the bladder/hygiene stats are blank"? Well if it's a choice of putting up with these dog errors or getting rid of errortrap, then I'd rather keep errortrap and put up with the errors, as it fixes a lot more than it breaks. In build/buy mode, the bladder/hygiene stats on the toilets are blank and the toilets are no longer functioning correctly. It's going to take me a few days to narrow down which mod is causing the problem, but thought I would ask the question here, as it's only a recent problem since starting a new world with the new KW version. One warning about ErrorTrap: It can eventually cause a freeze after loading a saved game with Kinky installed. And I mean a "hard" freeze as in, the game never resumes and you can't click anything at all and have to force-close the game. Hopefully, you won't encounter it and I have no idea what causes it, but at least you'll know why if it ever happens. I have to play without ET. Instead, I only put it in when I need a clean start and only after removing Kinky. Just a heads up. If you mean the freeze where you hear sounds and see animations but nothing works, well that freeze happens from time to time without any mods. It's been an issue since day one. Yes a broken game or mod can cause it to happen more often, but I've been lucky not to have that issue for some time. If you mean a freeze where it's completely locked and just hasn't CTD, then it's likely something is broken in you rmods or world, or your hardware is having issues dealing with the game. It shouldn't happen very often at all, but these issues can be very hard to track down. Sims right now is running quite well for me, except these minor incompatibilities. Hopefully they get fixed soon. Nope, I mean a very specific freeze that only occurs when ErrorTrap is used with Kinky. No animations or sounds, the mouse greys out, and if left open long enough the game will crash because memory usage is increasing during the freeze. I've tested this for months, now, and it always happens at startup. Once it happens, you can load the game a hundred times and get the same result each time. Take out ErrorTrap (or Kinky) and it's fixed instantly. Like I said, hopefully it won't happen in your game because it is a pain and I like ErrorTrap, too. But because Kinky is a big mod that changes a larger portion of the game, there may come a time where you'll have to decide between it and some of your other mods. I looked into this freezing issue. Turns out I had dereferencing disabled from testing I did a while back and forgot to re-enable it. Upon re-enabling dereferencing, I eventually had this freezing, but it wasn't a typical freeze, it was a heavy processing freeze. I was able to pause and resume a couple times, even though I could only make it about 1 sim minute advance. I have a hexa-core processor, so I'm sure it helps somewhat in testing this. I also noticed that while this severe lag was happening, the memory usage was steadily climbing upwards; it started at 2Gb, which is my usual gameplay usage for Sims 3, and kept climbing until it reached the terminal point of approximately 3.2Gb, where it CTD. So it seems that having dereferencing disabled was likely the reason I never had this freeze with KW and ET. Although I still got the stray dog errors. I really hope this gets fixed in KW, as primarily I'd like to go back to using ET, but secondly I'm worried about why this is happening, and what possibly repercussions KW errors could have for prolonged games. Odd, as this is the first time I've ever encountered the problem, and I've had the table in all my houses since it's release. I'll have to play around with it some more and see what I can work out. I also have problems with the massage table, but don't think it's a KW problem. More precisely : I have problems with the table whenn there are lots of potential distractions for either of the sims - one will then tend to go do something else and the massage won't happen. It works really bad in my current Gym, but quite well in the Salon, if you ask the tatoo artist a massage. But I am quite new with the table, and haven't tested it in a game without KW. By the way - does anyone have autonomy problems with KW ? I am used for my sims to wait a few sim minutes after a user directed order before they begin to autoselect their activities, but since I use KW, they instantly go on autonomous as soon as they don't have an order. I don't know if it's KW, maybe a side effect of high autonomy, or another mod, though. I'll have to test without KW and compare. It may explain the massage problem... I experimented a bit with this, and it does appear to be processing related. If there is a lot going on, the massage table actions just never seem to happen. It must be to do with out the massage table isn't an instant action, but only gets queued when both parties respond, which appears to be different to how most other objects interactions are. Yep, that's the freeze I was referring to and you described it exactly. Next time, I will try disabling dereferencing and see what happens. When I am determined to add ErrorTrap back in, I remove Kinky at the same time and notice that a few "bad" sims are removed each time. They don't actually disappear, but if they had homes they will no longer live there and are instead "Out-of-Town." The ErrorTrap log lists the following for each missing sim: Sims3.Gameplay.ActorSystems.TraitManager:RemoveElement and Sims3.Gameplay.ActorSystems.TraitManager:Fixup. So as a workaround, I use Master Controller's "Clean" traits interaction on the affected sims first, save and exit. Then when I add ErrorTrap, the sims stay put and I can play happily with both mods. (For about a week until it happens again.) And to clarify, simply removing all traits has no affect. Only the "Clean" operation fixes it for me. If my testing is accurate, it seems ErrorTrap is attempting to fix something related to the Kinky traits and is unable to. If you remove both mods or keep only ErrorTrap, the game solves the problem by just removing the bad sims. So in theory, you CAN play with both. But at the moment, it is truly a headache.
janyses Posted October 8, 2015 Posted October 8, 2015 We can't really use the wiki as a reference for the mod, because Oniki can change up default behaviors however she sees fit. The rapist is a specific situation created for the mod, so we can only go by how Oniki tells us it should work. Of course, you could also be experiencing a bug of some sort. Actually, it's the point I was making : rapist fights do not work as normal fight. It is not a bug, but a game play issue - a choice of game play that may, or may not, fit what players would like. The number of questions on this specific aspect in the last few pages shows, I think, that many players expect the fights to work as they are used to, and are surprised to see that it doesn't - and even more that their sims seem unable to defend themselves in any way (just like I was surprised to see that home alarms do not react to rapists). But it is a gameplay choice, not a bug. It may be worth talking about, though, I think, because for many players, training a sim to be able to fight seems the good gameplay answer to counter the rape problem - and feel that something is wrong when it does not. I believe that if you introduce a danger in the game, it is good to introduce a way to prevent the danger. It depends on what players expect from the rape feature : a danger that you have to control, or the opportunity for more sex scenes. In fact , I am beginning to understand that many of the "bugs" I spot are not worth reporting - because for many of them (including broadcaster problems), they may be choices made to make sure that the kinky aspects of the mod are prevalent on normal game play, and they won't bother players who are interested in making the mod the center of their gameplay, not just an addition to their "as-usual" game. The reason I mentioned it might be a bug, is because I'm not seeing this behavior in my game. My female sim is a master in both Athletics and Martial Arts and has not lost a rapist fight, yet. I feel very secure when she is attacked.
Sharp_one Posted October 8, 2015 Posted October 8, 2015 Yep, that's the freeze I was referring to and you described it exactly. Next time, I will try disabling dereferencing and see what happens. When I am determined to add ErrorTrap back in, I remove Kinky at the same time and notice that a few "bad" sims are removed each time. They don't actually disappear, but if they had homes they will no longer live there and are instead "Out-of-Town." The ErrorTrap log lists the following for each missing sim: Sims3.Gameplay.ActorSystems.TraitManager:RemoveElement and Sims3.Gameplay.ActorSystems.TraitManager:Fixup. So as a workaround, I use Master Controller's "Clean" traits interaction on the affected sims first, save and exit. Then when I add ErrorTrap, the sims stay put and I can play happily with both mods. (For about a week until it happens again.) And to clarify, simply removing all traits has no affect. Only the "Clean" operation fixes it for me. If my testing is accurate, it seems ErrorTrap is attempting to fix something related to the Kinky traits and is unable to. If you remove Kinky AND ErrorTrap, the game solves the problem by just removing the bad sims. So in theory, you CAN play with both. But at the moment, it is truly a headache. I too had some sims vanish upon load in my previous town, but as you said, they were simply out-of-town, so I recovered and fixed them also using MC. Still even without deref, it's really quite annoying to have ET throwing errors for stray dogs, because the game lags for a moment each time the logs are written and the dog is reset, and as there are a lot of stray dogs, it happens frequently. Edit: Just noticed I'm now getting the same stray dog errors with NRaas GoHere mod, so I might have to try it with only ET and take out GoHere. Edit #2: Updated to test version of GoHere, and no longer getting errors. Will try ET again now without deref.
janyses Posted October 8, 2015 Posted October 8, 2015 Yep, that's the freeze I was referring to and you described it exactly. Next time, I will try disabling dereferencing and see what happens. When I am determined to add ErrorTrap back in, I remove Kinky at the same time and notice that a few "bad" sims are removed each time. They don't actually disappear, but if they had homes they will no longer live there and are instead "Out-of-Town." The ErrorTrap log lists the following for each missing sim: Sims3.Gameplay.ActorSystems.TraitManager:RemoveElement and Sims3.Gameplay.ActorSystems.TraitManager:Fixup. So as a workaround, I use Master Controller's "Clean" traits interaction on the affected sims first, save and exit. Then when I add ErrorTrap, the sims stay put and I can play happily with both mods. (For about a week until it happens again.) And to clarify, simply removing all traits has no affect. Only the "Clean" operation fixes it for me. If my testing is accurate, it seems ErrorTrap is attempting to fix something related to the Kinky traits and is unable to. If you remove Kinky AND ErrorTrap, the game solves the problem by just removing the bad sims. So in theory, you CAN play with both. But at the moment, it is truly a headache. I too had some sims vanish upon load in my previous town, but as you said, they were simply out-of-town, so I recovered and fixed them also using MC. Still even without deref, it's really quite annoying to have ET throwing errors for stray dogs, because the game lags for a moment each time the logs are written and the dog is reset, and as there are a lot of stray dogs, it happens frequently. Edit: Just noticed I'm now getting the same stray dog errors with NRaas GoHere mod, so I might have to try it with only ET and take out GoHere. Edit #2: Updated to test version of GoHere, and no longer getting errors. Will try ET again now without deref. So you didn't have ET installed when you got the GoHere errors? I now remember having a similar problem a long time ago (before Kinky) where every time I approached a stray, it disappeared. I do believe that either removing Register or GoHere stopped it.
Sharp_one Posted October 8, 2015 Posted October 8, 2015 Yep, that's the freeze I was referring to and you described it exactly. Next time, I will try disabling dereferencing and see what happens. When I am determined to add ErrorTrap back in, I remove Kinky at the same time and notice that a few "bad" sims are removed each time. They don't actually disappear, but if they had homes they will no longer live there and are instead "Out-of-Town." The ErrorTrap log lists the following for each missing sim: Sims3.Gameplay.ActorSystems.TraitManager:RemoveElement and Sims3.Gameplay.ActorSystems.TraitManager:Fixup. So as a workaround, I use Master Controller's "Clean" traits interaction on the affected sims first, save and exit. Then when I add ErrorTrap, the sims stay put and I can play happily with both mods. (For about a week until it happens again.) And to clarify, simply removing all traits has no affect. Only the "Clean" operation fixes it for me. If my testing is accurate, it seems ErrorTrap is attempting to fix something related to the Kinky traits and is unable to. If you remove Kinky AND ErrorTrap, the game solves the problem by just removing the bad sims. So in theory, you CAN play with both. But at the moment, it is truly a headache. I too had some sims vanish upon load in my previous town, but as you said, they were simply out-of-town, so I recovered and fixed them also using MC. Still even without deref, it's really quite annoying to have ET throwing errors for stray dogs, because the game lags for a moment each time the logs are written and the dog is reset, and as there are a lot of stray dogs, it happens frequently. Edit: Just noticed I'm now getting the same stray dog errors with NRaas GoHere mod, so I might have to try it with only ET and take out GoHere. Edit #2: Updated to test version of GoHere, and no longer getting errors. Will try ET again now without deref. So you didn't have ET installed when you got the GoHere errors? I now remember having a similar problem a long time ago (before Kinky) where every time I approached a stray, it disappeared. I do believe that either removing Register or GoHere stopped it. Yeah that was the exact issue. Test version stopped it. So far also no errors with ET back installed with deref disabled.
janyses Posted October 8, 2015 Posted October 8, 2015 Yep, that's the freeze I was referring to and you described it exactly. Next time, I will try disabling dereferencing and see what happens. When I am determined to add ErrorTrap back in, I remove Kinky at the same time and notice that a few "bad" sims are removed each time. They don't actually disappear, but if they had homes they will no longer live there and are instead "Out-of-Town." The ErrorTrap log lists the following for each missing sim: Sims3.Gameplay.ActorSystems.TraitManager:RemoveElement and Sims3.Gameplay.ActorSystems.TraitManager:Fixup. So as a workaround, I use Master Controller's "Clean" traits interaction on the affected sims first, save and exit. Then when I add ErrorTrap, the sims stay put and I can play happily with both mods. (For about a week until it happens again.) And to clarify, simply removing all traits has no affect. Only the "Clean" operation fixes it for me. If my testing is accurate, it seems ErrorTrap is attempting to fix something related to the Kinky traits and is unable to. If you remove Kinky AND ErrorTrap, the game solves the problem by just removing the bad sims. So in theory, you CAN play with both. But at the moment, it is truly a headache. I too had some sims vanish upon load in my previous town, but as you said, they were simply out-of-town, so I recovered and fixed them also using MC. Still even without deref, it's really quite annoying to have ET throwing errors for stray dogs, because the game lags for a moment each time the logs are written and the dog is reset, and as there are a lot of stray dogs, it happens frequently. Edit: Just noticed I'm now getting the same stray dog errors with NRaas GoHere mod, so I might have to try it with only ET and take out GoHere. Edit #2: Updated to test version of GoHere, and no longer getting errors. Will try ET again now without deref. So you didn't have ET installed when you got the GoHere errors? I now remember having a similar problem a long time ago (before Kinky) where every time I approached a stray, it disappeared. I do believe that either removing Register or GoHere stopped it. Yeah that was the exact issue. Test version stopped it. So far also no errors with ET back installed with deref disabled. I was just returning to tell you that you were right. I disabled dereferencing and it stopped the freeze. Only thing is, without it I can't tell which sims are bad so I can re-enable it. I've been playing this save for years, so I have too much crap that I need to allow ET to clean. Any-who, glad you got it sorted.
Sharp_one Posted October 8, 2015 Posted October 8, 2015 Yep, that's the freeze I was referring to and you described it exactly. Next time, I will try disabling dereferencing and see what happens. When I am determined to add ErrorTrap back in, I remove Kinky at the same time and notice that a few "bad" sims are removed each time. They don't actually disappear, but if they had homes they will no longer live there and are instead "Out-of-Town." The ErrorTrap log lists the following for each missing sim: Sims3.Gameplay.ActorSystems.TraitManager:RemoveElement and Sims3.Gameplay.ActorSystems.TraitManager:Fixup. So as a workaround, I use Master Controller's "Clean" traits interaction on the affected sims first, save and exit. Then when I add ErrorTrap, the sims stay put and I can play happily with both mods. (For about a week until it happens again.) And to clarify, simply removing all traits has no affect. Only the "Clean" operation fixes it for me. If my testing is accurate, it seems ErrorTrap is attempting to fix something related to the Kinky traits and is unable to. If you remove Kinky AND ErrorTrap, the game solves the problem by just removing the bad sims. So in theory, you CAN play with both. But at the moment, it is truly a headache. I too had some sims vanish upon load in my previous town, but as you said, they were simply out-of-town, so I recovered and fixed them also using MC. Still even without deref, it's really quite annoying to have ET throwing errors for stray dogs, because the game lags for a moment each time the logs are written and the dog is reset, and as there are a lot of stray dogs, it happens frequently. Edit: Just noticed I'm now getting the same stray dog errors with NRaas GoHere mod, so I might have to try it with only ET and take out GoHere. Edit #2: Updated to test version of GoHere, and no longer getting errors. Will try ET again now without deref. So you didn't have ET installed when you got the GoHere errors? I now remember having a similar problem a long time ago (before Kinky) where every time I approached a stray, it disappeared. I do believe that either removing Register or GoHere stopped it. Yeah that was the exact issue. Test version stopped it. So far also no errors with ET back installed with deref disabled. I was just returning to tell you that you were right. I disabled dereferencing and it stopped the freeze. Only thing is, without it I can't tell which sims are bad so I can re-enable it. I've been playing this save for years, so I have too much crap that I need to allow ET to clean. Any-who, glad you got it sorted. You could try taking out KW to deref the save, and see if it can do so without exceeding memory. Save, then put KW back in. I think that if it was 64bit, the freeze would eventually stop once it had cleaned whatever it's trying to clean, but right now it hits that 32bit barrier before completion.
Jolie Rouge Posted October 8, 2015 Posted October 8, 2015 @Sharp_one @janyses Sharp_one you mentioned a CTD at 3.2 GB; janyses the 32bit barrier. Would it help to make TS3 large address aware?
traww39 Posted October 8, 2015 Posted October 8, 2015 (edited) Cant get pets to work options are greyed out but all others work, Any ideas? Also if I switch to dog there is no option at all for woohoo. I have Zoolover enabled. Running all of Both Amra and Lady animations. Edited October 8, 2015 by traww39
janyses Posted October 8, 2015 Posted October 8, 2015 Yep, that's the freeze I was referring to and you described it exactly. Next time, I will try disabling dereferencing and see what happens. When I am determined to add ErrorTrap back in, I remove Kinky at the same time and notice that a few "bad" sims are removed each time. They don't actually disappear, but if they had homes they will no longer live there and are instead "Out-of-Town." The ErrorTrap log lists the following for each missing sim: Sims3.Gameplay.ActorSystems.TraitManager:RemoveElement and Sims3.Gameplay.ActorSystems.TraitManager:Fixup. So as a workaround, I use Master Controller's "Clean" traits interaction on the affected sims first, save and exit. Then when I add ErrorTrap, the sims stay put and I can play happily with both mods. (For about a week until it happens again.) And to clarify, simply removing all traits has no affect. Only the "Clean" operation fixes it for me. If my testing is accurate, it seems ErrorTrap is attempting to fix something related to the Kinky traits and is unable to. If you remove Kinky AND ErrorTrap, the game solves the problem by just removing the bad sims. So in theory, you CAN play with both. But at the moment, it is truly a headache. I too had some sims vanish upon load in my previous town, but as you said, they were simply out-of-town, so I recovered and fixed them also using MC. Still even without deref, it's really quite annoying to have ET throwing errors for stray dogs, because the game lags for a moment each time the logs are written and the dog is reset, and as there are a lot of stray dogs, it happens frequently. Edit: Just noticed I'm now getting the same stray dog errors with NRaas GoHere mod, so I might have to try it with only ET and take out GoHere. Edit #2: Updated to test version of GoHere, and no longer getting errors. Will try ET again now without deref. So you didn't have ET installed when you got the GoHere errors? I now remember having a similar problem a long time ago (before Kinky) where every time I approached a stray, it disappeared. I do believe that either removing Register or GoHere stopped it. Yeah that was the exact issue. Test version stopped it. So far also no errors with ET back installed with deref disabled. I was just returning to tell you that you were right. I disabled dereferencing and it stopped the freeze. Only thing is, without it I can't tell which sims are bad so I can re-enable it. I've been playing this save for years, so I have too much crap that I need to allow ET to clean. Any-who, glad you got it sorted. You could try taking out KW to deref the save, and see if it can do so without exceeding memory. Save, then put KW back in. I think that if it was 64bit, the freeze would eventually stop once it had cleaned whatever it's trying to clean, but right now it hits that 32bit barrier before completion. Yes, that works but it means losing sims that are important to me (I know I can bring them back, but they lose the inventory also, which drives me nuts) and losing skill stats. Not to mention having to later reapply Kinky skills, traits, etc. to the all sims that will lose them. (I'm playing rotationally, so I'd have a lot of fixing to do.) If I remove KW at all, I'll probably do so without saving, just so I can identify the bad sims. Oh well. I have to choose the lesser of 2 evils... @Sharp_one @janyses Sharp_one you mentioned a CTD at 3.2 GB; janyses the 32bit barrier. Would it help to make TS3 large address aware? Thanks for the suggestion, but it is already large address aware, ever since EA patched it in. The maximum would only be 2GB, if it wasn't.
kdhaai Posted October 8, 2015 Posted October 8, 2015 so i finally had time to test the new version out. love the always accept option and love the gangbang option. the freezing has been reported as i can see, but here is a problem for my kinda playstyle a little. so atm if someone rapes someonelse..even if it is in a hiden room with no door or 4 floors below. everyone on the lot will know right away and call the police on me. before i could have a partner and have a hidden room in the house without the spouse knowing that someone gets raped there. could this please be changed back again. it is limiting my playstyle a lot...
kaliban24 Posted October 8, 2015 Posted October 8, 2015 The conversation about Error Trap reminded me of something I saw when I uninstalled KW (waiting for the next version ! ). Alas, I already stupidly have dumped the error logs. I don't know if it will be useful, but who knows. I was used to play with KW, and from time to time, reinstall ErrorTrap for a few sim hours, just to correct a few things, before uninstalling it again and getting back to play. I tell you this so you know that I had not seen what follows in the logs before. So - I uninstalled KW, installed ErrorTrap, and launched the game. Expected effects : out-of-towned sims, etc. After two sim hours, Error Trap wrote two big error log (around 800 and 500 entries respectively). When I read the files, there was a lot of entries concerning interaction jigs found hanging, and destroyed by Error Trap - dosens and dozens of them. I had not seen this kind of correction in previous error trap logs (other entries were traditional error trap entries about dummy objects and so on). The game was created with KW 2.5 installed, and I played for a long time in it. I don't know if the deleted jigs where the jigs for the various woohoo interactions who were one way or another cancelled mid-way (like it seems to happen with many solo woohoo), and so for which the KW cleaning code may have failed to be called, or if it is a problem with KW's way to handle jig creation/destruction in general. ( I find interesting that error trap was not able to correct the jigs while KW was active - either I did not let it for long enough, or it is prevented from doing it by the code) Sorry I can't give more useful information. I should not clean files when I am too tired to think fast As the information may be useful : after unsintalling, my sims' behavior slowly went back to normal (no running around to revealing clothing sims, baby sleeps normally, etc). Emphasis on the slowly. They kept acting as when the mod was installed for a few sim hours. I was too unattentive to be sure that normality came back once error trap corrected the jig problems above, but it may be.
Afro68 Posted October 8, 2015 Posted October 8, 2015 Things I've noticed is that getting home calls on callgirl/escort seem to be female oriented. To explain, my female call girls get outgoing calls not matter the amount $1500-$2300 currently. My male escorts have yet to get a call outside their home and they are in the $2700-3100 range. Maybe I should have them play the same worlds as my female callgirls and see if it's world oriented. I always got script errors even before KW but as long as my game didn't crash I really didn't pay them much attention. When you report a script error to be worked on for a more stable release which one should you report and upload??
Gelfling Posted October 8, 2015 Posted October 8, 2015 I hope this is the right place to ask a couple questions,ive got the dogs /horses enabled yesterday, I was wondering if the interactions are only with the ncp ones that appear, or can you buy a horse/dog and these things happen with them as well? What happens if i befriend one of these npc dogs/horses and take it in? Also wondering if there is any autonomous action between the animals,like if I visit the dog park is there a chance of catching a couple of dogs 'at it' or horses for that matter?? Thanks a lot for any replies.
janyses Posted October 8, 2015 Posted October 8, 2015 Cant get pets to work options are greyed out but all others work, Any ideas? Also if I switch to dog there is no option at all for woohoo. I have Zoolover enabled. Running all of Both Amra and Lady animations. When you mouse over the greyed out words, you should see a tooltip telling you why it's disabled. By "switch to dog," you mean making it the active sim? I'm not sure if dogs can be the initiator of woohoo. In the past, I've used a sim to initiate, but I still believe you have to work up to it. Meaning, you have to start with teasing first and get the Zoolover skill up. (Someone correct me, if I'm wrong; not too familiar with the bestiality aspects.) so i finally had time to test the new version out. love the always accept option and love the gangbang option. the freezing has been reported as i can see, but here is a problem for my kinda playstyle a little. so atm if someone rapes someonelse..even if it is in a hiden room with no door or 4 floors below. everyone on the lot will know right away and call the police on me. before i could have a partner and have a hidden room in the house without the spouse knowing that someone gets raped there. could this please be changed back again. it is limiting my playstyle a lot... Privacy issues were noted and fixed in the private build, so that will hopefully stop it from happening. But I don't know when it will be made public. I made a post about it a couple pages back. (Sorry, I'm feeling lazy or I'd search for it.) The conversation about Error Trap reminded me of something I saw when I uninstalled KW (waiting for the next version ! ). Alas, I already stupidly have dumped the error logs. I don't know if it will be useful, but who knows. I was used to play with KW, and from time to time, reinstall ErrorTrap for a few sim hours, just to correct a few things, before uninstalling it again and getting back to play. I tell you this so you know that I had not seen what follows in the logs before. So - I uninstalled KW, installed ErrorTrap, and launched the game. Expected effects : out-of-towned sims, etc. After two sim hours, Error Trap wrote two big error log (around 800 and 500 entries respectively). When I read the files, there was a lot of entries concerning interaction jigs found hanging, and destroyed by Error Trap - dosens and dozens of them. I had not seen this kind of correction in previous error trap logs (other entries were traditional error trap entries about dummy objects and so on). The game was created with KW 2.5 installed, and I played for a long time in it. I don't know if the deleted jigs where the jigs for the various woohoo interactions who were one way or another cancelled mid-way (like it seems to happen with many solo woohoo), and so for which the KW cleaning code may have failed to be called, or if it is a problem with KW's way to handle jig creation/destruction in general. ( I find interesting that error trap was not able to correct the jigs while KW was active - either I did not let it for long enough, or it is prevented from doing it by the code) Sorry I can't give more useful information. I should not clean files when I am too tired to think fast As the information may be useful : after unsintalling, my sims' behavior slowly went back to normal (no running around to revealing clothing sims, baby sleeps normally, etc). Emphasis on the slowly. They kept acting as when the mod was installed for a few sim hours. I was too unattentive to be sure that normality came back once error trap corrected the jig problems above, but it may be. I'm happy things returned back to normal for you. Maybe it would have gone faster if you reset everyone after removing Kinky? As for ErrorTrap, that is the same behavior I see when I follow that process. It is removing traces related to the mod. Jigs are put in place during an interaction and removed automatically when the interaction ends. There was no need for them to be removed while the mod was in place as they are necessary and completely normal. Once you removed Kinky, however, those interactions ended abruptly and the jigs were left behind. I don't know if Kinky's cleaning process should have removed them or not, but ET had your back. Things I've noticed is that getting home calls on callgirl/escort seem to be female oriented. To explain, my female call girls get outgoing calls not matter the amount $1500-$2300 currently. My male escorts have yet to get a call outside their home and they are in the $2700-3100 range. Maybe I should have them play the same worlds as my female callgirls and see if it's world oriented. I always got script errors even before KW but as long as my game didn't crash I really didn't pay them much attention. When you report a script error to be worked on for a more stable release which one should you report and upload?? I'm playing female sims who had 3 or 4 house calls back to back, but haven't had any for weeks. I really think it's just the luck of the draw. The more Service sims there are, the more likely you'll be working at home. There just aren't nearly as many (available) residents as there are homeless sims. For example, say you have 80 residents. Approximately 30 of those will be the proper age to be a customer. And maybe half are the appropriate gender (according to the mod; I'd like to be able to choose gender myself.) In comparison, you may have 200+ service sims available. Now, I do have a sim that's bi and a female customer started requesting her services. So you may have more or fewer options depending on sexual preference (just speculating this part.) On the other hand, I did experience a bug in my original save that prevented me from EVER receiving an escort call (the ones where you get drinks, dinner, etc.) It's best to locate the script file when the error occurs, as the game will only keep so many before overwriting. It should be the most recently generated script error in the Sims 3 folder. You could alternatively take a screenshot if you received a blue screen. I hope this is the right place to ask a couple questions,ive got the dogs /horses enabled yesterday, I was wondering if the interactions are only with the ncp ones that appear, or can you buy a horse/dog and these things happen with them as well? What happens if i befriend one of these npc dogs/horses and take it in? Also wondering if there is any autonomous action between the animals,like if I visit the dog park is there a chance of catching a couple of dogs 'at it' or horses for that matter?? Thanks a lot for any replies. I've never messed with the NPC (stray) animals but I've owned both a horse and dog and the interactions were still there. ATM, there are no sex interactions between the animals, but it was requested and may appear in the future.
Afro68 Posted October 8, 2015 Posted October 8, 2015 Thanks for your help and it just may be luck of the draw as all my call girls/guys are bi. I'm just curious to see what goes down, but no same sex call unless a couple called. By the way, the couple was the business, getting paid extra for the spouse or girlfriend is a cool ass twist.
janyses Posted October 8, 2015 Posted October 8, 2015 Thanks for your help and it just may be luck of the draw as all my call girls/guys are bi. I'm just curious to see what goes down, but no same sex call unless a couple called. By the way, the couple was the business, getting paid extra for the spouse or girlfriend is a cool ass twist. By the way, I responded to your thread regarding removal of CC in a package. Don't know if you've seen it, yet.
Sharp_one Posted October 8, 2015 Posted October 8, 2015 @Sharp_one @janyses Sharp_one you mentioned a CTD at 3.2 GB; janyses the 32bit barrier. Would it help to make TS3 large address aware? As Janyses pointed out, the cap used to be 2Gb, until they made it LAA. So prior to that we had to edit the exe to make it LAA. However, 3.2Gb is the limit for 32bit applications, and you cannot edit them to use more beyond that unfortunately. This is also how much a typical 32Bit OS can handle, which is why modern PCs are 64bit now. EA would have had to make the exe 64bit for us to make use of more memory than 3.2Gb, which they have only done for Sims 4 on the Mac at this point. The conversation about Error Trap reminded me of something I saw when I uninstalled KW (waiting for the next version ! ). Alas, I already stupidly have dumped the error logs. I don't know if it will be useful, but who knows. I was used to play with KW, and from time to time, reinstall ErrorTrap for a few sim hours, just to correct a few things, before uninstalling it again and getting back to play. I tell you this so you know that I had not seen what follows in the logs before. So - I uninstalled KW, installed ErrorTrap, and launched the game. Expected effects : out-of-towned sims, etc. After two sim hours, Error Trap wrote two big error log (around 800 and 500 entries respectively). When I read the files, there was a lot of entries concerning interaction jigs found hanging, and destroyed by Error Trap - dosens and dozens of them. I had not seen this kind of correction in previous error trap logs (other entries were traditional error trap entries about dummy objects and so on). The game was created with KW 2.5 installed, and I played for a long time in it. I don't know if the deleted jigs where the jigs for the various woohoo interactions who were one way or another cancelled mid-way (like it seems to happen with many solo woohoo), and so for which the KW cleaning code may have failed to be called, or if it is a problem with KW's way to handle jig creation/destruction in general. ( I find interesting that error trap was not able to correct the jigs while KW was active - either I did not let it for long enough, or it is prevented from doing it by the code) Sorry I can't give more useful information. I should not clean files when I am too tired to think fast As the information may be useful : after unsintalling, my sims' behavior slowly went back to normal (no running around to revealing clothing sims, baby sleeps normally, etc). Emphasis on the slowly. They kept acting as when the mod was installed for a few sim hours. I was too unattentive to be sure that normality came back once error trap corrected the jig problems above, but it may be. I often delete those interaction jigs myself, as even without KW you will see them here and there, especially after a reset world. It is possible though that KW is causing an excess of these. However, it was my belief that KW uses low-detail simulation of Sims outside the active lot, which shouldn't be creating these in the first place. Unless my understanding of how this works is in correct.
Sharp_one Posted October 8, 2015 Posted October 8, 2015 Hi guys i've made a guide to create and upload videos in kinky TV. There are also the tools you need, except Virtualdub and s3pe. Please use zip to compress things for public use. It makes life much easier, as the format is far more universal than rar, which can only be opened by winrar (if using rar5). 7z is also free and superior to WinRar in performance and compression.
Afro68 Posted October 8, 2015 Posted October 8, 2015 Thanks for your help and it just may be luck of the draw as all my call girls/guys are bi. I'm just curious to see what goes down, but no same sex call unless a couple called. By the way, the couple was the business, getting paid extra for the spouse or girlfriend is a cool ass twist. By the way, I responded to your thread regarding removal of CC in a package. Don't know if you've seen it, yet. I just saw that, good looking out.
janyses Posted October 9, 2015 Posted October 9, 2015 @Sharp_one @janyses Sharp_one you mentioned a CTD at 3.2 GB; janyses the 32bit barrier. Would it help to make TS3 large address aware? As Janyses pointed out, the cap used to be 2Gb, until they made it LAA. So prior to that we had to edit the exe to make it LAA. However, 3.2Gb is the limit for 32bit applications, and you cannot edit them to use more beyond that unfortunately. This is also how much a typical 32Bit OS can handle, which is why modern PCs are 64bit now. EA would have had to make the exe 64bit for us to make use of more memory than 3.2Gb, which they have only done for Sims 4 on the Mac at this point. The conversation about Error Trap reminded me of something I saw when I uninstalled KW (waiting for the next version ! ). Alas, I already stupidly have dumped the error logs. I don't know if it will be useful, but who knows. I was used to play with KW, and from time to time, reinstall ErrorTrap for a few sim hours, just to correct a few things, before uninstalling it again and getting back to play. I tell you this so you know that I had not seen what follows in the logs before. So - I uninstalled KW, installed ErrorTrap, and launched the game. Expected effects : out-of-towned sims, etc. After two sim hours, Error Trap wrote two big error log (around 800 and 500 entries respectively). When I read the files, there was a lot of entries concerning interaction jigs found hanging, and destroyed by Error Trap - dosens and dozens of them. I had not seen this kind of correction in previous error trap logs (other entries were traditional error trap entries about dummy objects and so on). The game was created with KW 2.5 installed, and I played for a long time in it. I don't know if the deleted jigs where the jigs for the various woohoo interactions who were one way or another cancelled mid-way (like it seems to happen with many solo woohoo), and so for which the KW cleaning code may have failed to be called, or if it is a problem with KW's way to handle jig creation/destruction in general. ( I find interesting that error trap was not able to correct the jigs while KW was active - either I did not let it for long enough, or it is prevented from doing it by the code) Sorry I can't give more useful information. I should not clean files when I am too tired to think fast As the information may be useful : after unsintalling, my sims' behavior slowly went back to normal (no running around to revealing clothing sims, baby sleeps normally, etc). Emphasis on the slowly. They kept acting as when the mod was installed for a few sim hours. I was too unattentive to be sure that normality came back once error trap corrected the jig problems above, but it may be. I often delete those interaction jigs myself, as even without KW you will see them here and there, especially after a reset world. It is possible though that KW is causing an excess of these. However, it was my belief that KW uses low-detail simulation of Sims outside the active lot, which shouldn't be creating these in the first place. Unless my understanding of how this works is in correct. You may be right. All I know is ET has to do a LOT more cleaning than usual when Kinky is removed.
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