Forum Discussion
5 years ago
If you would like assistance with NRaas mods when they produce script errors and totally unexpected results (not just funny quirks within the game) like the Traveler error or a family member totally gone missing like that, the script logs and description of the conditions need to be brought to us at NRaas.
The Dad missing at least sounds a lot like culling and is what can happen when EA's story progression is in control even if only momentarily. It should not and for most of us does not happen when NRaas SP is in charge, especially when rotational caste protection is in some way deployed. On the built-in Game Options, is story progression checked or unchecked? It really should be unchecked so that EA's version of it doesn't have a chance to grab control while the game is just starting up and the mods haven't had a chance to fully load yet. NRaas SP ignores that checkbox.
You might try running a MasterController Reset Everything (from City Hall) on this world to see if that brings things back to somewhat normal.
It's not a matter of turning mods off, but of course you do also have the option of removing them (and clear the scriptCache) if you wish to play without them or without some of them. NRaas mods are designed to be removable generally, but of course you wouldn't want to pull Traveler out if gameplay is actually in a custom foreign world at the time in much the same way that you wouldn't want to pull the Careers mod out while a sim is actually working in a custom career, or else they will be left doing something undefined when the game next starts up. But usually in most cases it's fine to pull the mods out. Mods by other developers may vary, depending on their design.
The Dad missing at least sounds a lot like culling and is what can happen when EA's story progression is in control even if only momentarily. It should not and for most of us does not happen when NRaas SP is in charge, especially when rotational caste protection is in some way deployed. On the built-in Game Options, is story progression checked or unchecked? It really should be unchecked so that EA's version of it doesn't have a chance to grab control while the game is just starting up and the mods haven't had a chance to fully load yet. NRaas SP ignores that checkbox.
You might try running a MasterController Reset Everything (from City Hall) on this world to see if that brings things back to somewhat normal.
It's not a matter of turning mods off, but of course you do also have the option of removing them (and clear the scriptCache) if you wish to play without them or without some of them. NRaas mods are designed to be removable generally, but of course you wouldn't want to pull Traveler out if gameplay is actually in a custom foreign world at the time in much the same way that you wouldn't want to pull the Careers mod out while a sim is actually working in a custom career, or else they will be left doing something undefined when the game next starts up. But usually in most cases it's fine to pull the mods out. Mods by other developers may vary, depending on their design.