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Just a heads up.
I kind of have the same problem since yesterday's update. Except that i am not able to load (infinite loading screen) the lot as long as the building is there.
I am only able to enter the lot via ''manage worlds'' and from there go into build mode.
I put the actual house into my Library and replace it. I tried all the ''tricks''. Move the fam out and back in. Nope.
With mods or without mods.
My fam lives (lived) in a pretty home i built them at Sulani's Key Point.
Long story short, i will have to pack all of their stuff, bulldoze the entire home and build a new one. My guts tell me something has changed in build mode.
No idea what. I checked the changelog.
It's fine. I'll build them a new, even cuter home. I'm glad that i still have my ancient family.
By the way, i tried a backup save from last month back when their home was still very small. That save also didn't load.
The home was built with a deck over the water.
That's all i got.
Oh of course I tried to place the home on the same lot in a brand-new save, tried to move in a random sim but that also results in an infinite loading screen.
@watchingponies Do you get the same lastExceptions ?
@Bra1nBlast3d Do yo have any lot traits/challenges on yours ?
- Bra1nBlast3d10 months agoSeasoned Veteran
@crinrictI do indeed; Off-The-Grid and Wild Foxes. And, just like your edits above, removing off-the-grid allows me to load into the lot properly.
I sent you my (bugged) save for testing.- crinrict10 months agoHero+
@Bra1nBlast3d Thanks for testing that. Guess I'm going to adjust the title again :D
The LE is really odd though. Wonder what about the off the grid lot challenge causes issues with outfits.
- Bra1nBlast3d10 months agoSeasoned Veteran
@crinrict I've done some digging, and I think the outfit part of the exception is a red herring. The game fails to apply loots to sims during a critical part of the zone loading process, causing a cascading failure. At the top of the exception log, an error in `zone_modifier_actions.py` is logged. In this update, `zone_modifier_actions.py` changed. The changed area looked like this before:
class ZoneModifierBroadcastLoot(ZoneModifierSimLootMixin, ZoneModifierAction): ALL_SIMS_ON_LOT = 'AllSimsOnLot' ACTIVE_SIM_ONLY = 'ActiveSimOnly' RANDOM_SIM_ON_LOT = 'RandomSimOnLot' FACTORY_TUNABLES = {'loot_distribution': TunableVariant(description='\n How to distribute the loot. By default, distributes the loots\n to all the Sims on the active lot.\n \n Another behavior is to only distribute to the active Sim. This\n option could be used for things like TNS or global situations.\n ', locked_args={'all_sims_on_lot': ALL_SIMS_ON_LOT, 'active_sim_only': ACTIVE_SIM_ONLY, 'random_sim_on_lot': RANDOM_SIM_ON_LOT}, default='all_sims_on_lot')} def _perform_action(self): distribution_type = self.loot_distribution if distribution_type == self.ACTIVE_SIM_ONLY: active_sim = services.get_active_sim() if active_sim is None: return self.apply_loots_to_sims([active_sim]) elif distribution_type == self.ALL_SIMS_ON_LOT: self.apply_loots_to_sims_on_active_lot() elif distribution_type == self.RANDOM_SIM_ON_LOT: self.apply_loots_to_random_sim_on_active_lot()
Now _perform_action() looks like this:
def _perform_action(self): distribution_type = self.loot_distribution if distribution_type == self.ACTIVE_SIM_ONLY: active_sim = services.get_active_sim() if active_sim is None: zone = services.current_zone() zone_spin_up_service = zone.zone_spin_up_service active_sim_id = zone_spin_up_service._client_connect_data.active_sim_id active_sim = services.sim_info_manager().get(active_sim_id) if active_sim is None or not active_sim.get_is_enabled_in_skewer(consider_active_sim=False): active_sim = services.get_selectable_sims().get_next_selectable(active_sim) if active_sim is None: return self.apply_loots_to_sims([active_sim]) elif distribution_type == self.ALL_SIMS_ON_LOT: self.apply_loots_to_sims_on_active_lot() elif distribution_type == self.RANDOM_SIM_ON_LOT: self.apply_loots_to_random_sim_on_active_lot()
So it's been changed to try harder to get the active sim if none is available. But for some reason (still unclear to me), `_client_connect_data` does not exist, which is the `NoneType` in the initial error. So the game fails at the line where we try to get the active sim id.
Via script injection I changed the function to check for `zone_spin_up_service._client_connect_data` and I was able to load with the lot challenge still applied.
This tells me that the error will occur with any zone modifier that uses "<V n="loot_distribution" t="active_sim_only" />" for its loots, not just Off The Grid.
EDIT: So far I'm only able to reproduce with Off The Grid. If anyone is seeing this in the future, please share what lot challenges/traits you had applied.
- 10 months ago
My lots stopped loading after I put off the grid lot challenge and I took it off and now it works again so hopefully they get that fixed soon
- watchingponies10 months agoSeasoned Traveler
Hey !
Yes, it's off-the-grid. When i remove it, i can load the lot in Live Mode.
That saves me from building a new house.
Good stuff. Thank you !
I had off-the-grid, simple living and the Vulcano activity.
Underneath is the LE when trying to load in with off-the-grid active:
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