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texansky's avatar
texansky
Seasoned Ace
2 months ago
Solved

Seasonal Lot Marker Errors

I created a world called Alryne Valley, and apparently, the roads in the center of town overlap the 64x64 lot just enough to cause seasonal lot marker errors when placing the festival grounds, as part of the lot and the road intersect.

When I completely bulldozed the lot, I was unable to put a new 64x64 lot in its place. I thought the solution was to relocate all balloons on the outer edge of the park toward the center one square in for each separate season. I played several Sim days of the summer festival without any errors. However, when I saved, exited, and reloaded the game, the errors returned.

I deleted all of the balloons around the perimeter with the same result. It doesn't affect gameplay, but the notifications are annoying.

Perhaps there is something else on the edge of the lot that I am missing. Or maybe there is a completely different reason for the errors.

If anyone has suggestions on other things to try, I would appreciate your input.

I wasn't sure what tag to use, but Build and Buy seemed to be the one closest to the issue I am having.

  • I took the 60x60 festival lot I created, which worked without errors on a 60x60 lot in that space, and placed it on the existing 64x64 lot. When I saved the game and reloaded it, the errors resumed. I could have saved a lot of time if I had tried this first!

    So, it is official. The overlap itself is the cause of the errors. There is only one resolution for this issue: to replace the 64x64 lot with something smaller that fits in the space.

    At least I know for certain that there is no other workaround. And I won't have to ask the wonderful people at NRaas to decipher my error files.

7 Replies

  • You could use NRaas MasterController to search the lot perimeter.  It would be slow going: click a given spot and choose NRaas > MC > Radius Purge, and choose a small-enough radius that the list is short.  You don't actually need to purge anything; just have a look at what's there that you don't recognize.  And while it would take some time to circle the entire lot, you'd at least know you were seeing everything as long as your searches overlapped.

    You could also actually purge things in a given radius and see whether you get more errors, without saving your progress, the idea being to keep going until you find the problem and delete only items in that radius until you find the culprit.

    Beyond that though, I'd want to know what the errors are exactly.

    I should also say that I'm not an expert builder.  I can figure some issues out with logic and experimentation, but I wouldn't be able to tell you more about building than you already know.

  • texansky's avatar
    texansky
    Seasoned Ace
    2 months ago

    The notification has an image of the seasonal lot marker sphere and says:

    NRaas.ErrorTrap
    Script Error
    Seasonal Lot Marker

    I sent the contents of the two error files to you via email.

  • texansky​  From what I can see of the scripterrors you sent me, it looks like the process that's failing is in placing a particular object on the lot... but that's pretty generic.  I might guess that it's an object designated for a particular season and suggest that you could test each season separately to see which one hosts the object in question.  You can use TCE and shift-click the ground to change seasons or weather.

    However, this is the kind of thing that NRaas support was made for.  I doubt Chain_Reaction or the others would be able to tell you exactly what object is throwing the error, unless this is a known issue, but they at least could tell you what's going on with a lot more specificity, which would hopefully help you search.

    You might also be asked to test with only NRaas mods, in case you want to do something now.  I don't see any mods on your list that are known to be a problem, other than the LD SetHourCheat mod, which should never be used for ongoing gameplay.  But you probably know that already.  Point is, if you test with only NRaas mods and still get this error, you'll have answered the first question.  And if you don't get the error, that makes things a lot easier too, of course.

    You could also test this lot in a different world if you wanted, if for no other reason than to see whether the problem is in fact the roads' proximity to the lot boundaries.  I believe Riverview has a 64x64 residential lot that could be converted an that shouldn't be a problem; at the very least, it only has a road on one side, so testing the lot in two different orientations would eliminate this as a source of error.

  • texansky's avatar
    texansky
    Seasoned Ace
    2 months ago

    Thanks for the suggestions. The lot I am using is the Central Park Festival Grounds, which is used in Sunset Valley. I don't encounter errors when I play Sunset Valley with this lot, only in my world, which is why I suspected the road was overlapping the lot.

    I actually recreated the festival lot on a 60x60 lot with modifications due to lot size differences. I removed all of the spawners from the original lot and bulldozed the park as well as the 64x64 lot itself. Then I used 'Add Any Lot Size' to place a 60x60 lot and placed my smaller festival lot on it. After saving my game, deleting cache files, and reloading the game, the errors are gone.

    I may revisit the problem in the future to see if I can find the item(s) causing the errors on the lot. The workaround is quite complex for someone using my world, and I would rather upload a fixed lot that they can place on the 64x64 lot instead.

    Maybe the offending object is just the walkway tiles overlapping the sidewalk/road. I'm off to test that theory. If only it were that simple!

  • texansky​  I hope it is that simple, but so many Sims 3 issues are not.  It sounds like you have it covered, but let me know if you want other suggestions at some point.  Like I said though, you know more about this particular kind of issue than I do.

  • texansky's avatar
    texansky
    Seasoned Ace
    2 months ago

    The problem wasn't the tiles on the edge of the lot. I removed everything two squares in, and even radius purged the bug spawners in the world outside the edge of the lot. Still getting errors.

    I tried deleting all of the items in the spring and summer, but the errors persist.

    I get the errors when I save and reload a new game even before the lot changes seasons.

    I will probably post the errors on NRaas and see if they have any suggestions.

  • I took the 60x60 festival lot I created, which worked without errors on a 60x60 lot in that space, and placed it on the existing 64x64 lot. When I saved the game and reloaded it, the errors resumed. I could have saved a lot of time if I had tried this first!

    So, it is official. The overlap itself is the cause of the errors. There is only one resolution for this issue: to replace the 64x64 lot with something smaller that fits in the space.

    At least I know for certain that there is no other workaround. And I won't have to ask the wonderful people at NRaas to decipher my error files.

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