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Do we have a more general bug report on this because I feel we need one?
I have a Very similar problem, with a different error code (mine is 132:3d75644b:e4596f1a) and better exceptions mod is able to tell that it has something to do with ladders. I've been working on a large-ish build that has become unaccessible in live mode (as in, I can access it in build mode only but when I try to load the family that I moved there it won't load and I get the error). I have several ladders on the lot, some of them are ocean ladders since it's a lot in Sulani where I'm building. (and yeah I have already established that it's not my mods, it's that one lot. Another lot in the same neighbourhood loads just fine )
Did you try deleting all the ladders one by one to find out which one it is ?
- siirysiir5 years agoSeasoned Ace@crinrict I didn't try one by one, but it wouldn't load even if I deleted ALL the ladders (I even threw in some stairs for the same price!).
I got 2 new error codes:
132:4b22762b:ba8128
132:7b4d70e8:60e42291
and I noticed that I get a fresh new error code after every time I have relaunched the game. Meaning that if I continued regardless of the error and tried to load the same lot again I would always get the same error code.
Better exceptions got this to say about it: "Exception in <function buildbuy_session_end at 0x00007FF4CB003050>, args: (1072712611429024854,), kwargs: {} RuntimeError('Unable to acquire ladder data for objID 1097485229444892399.') (RuntimeError: Unable to acquire ladder data for objID 1097485229444892399.) "
I wasn't able to find an object with that ID in Sims 4 Studio but I'm not very experienced in using it (I don't make cc). But maybe if there's a way to find out what that object is, I could then delete it and try if the lot loads after that.
Also something new:
I was able to load the build if I did the following: 1) bulldozed the lot 2) moved in a family 3) entered build mode and loaded my lot from gallery 4) went to live mode. However if I travelled and tried to return to the lot, obviously it would not load again.- crinrict5 years agoHero+@siirysiir Are you using allcheats ? If so, try if objects.destroy 0x1097485229444892399 does anything
Put testingcheats first.- siirysiir5 years agoSeasoned Ace
@crinrictOh, that's a new one for me! After a quick googling I'm assuming you mean TwistedMexi's allcheats? I'll give it a try right away!
EDIT: one hour later..
Nope. I installed the mod and used the command you suggested. (And yes, remembered testingcheats, script mods are enabled etc.) It was kinda hard to find information about this mod (didn't find any usage guide other than just to enable testingcheats) but I understood that it would print stuff on the console whether the cheat you used succeeded or not.. But I got nothing so I have to assume it couldn't remove that item since I still kept getting the same error (not sure if it's really important at this point what the exact error code is, since it's regenerated after each launch but always starts with 132: ).
We've been guessing around with my SO (we're a household of programmers) that it might be some object that has been removed at some point but not perfectly. Like some of the data persists? And it ruins the whole build. I'm assuming this same thing has happened to other builders too, Sati's error code started with 132 as well. Sometimes I wish I was in the dev team, I just really, really want to get this build working.. :/
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