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@watchingponies Do you get the same lastExceptions ?
@Bra1nBlast3d Do yo have any lot traits/challenges on yours ?
@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.- crinrict10 months agoHero+@Bra1nBlast3d The save I tested had Cursed, Simple Living and off-the-grid. Cursed and Simple living were both fine.
- 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
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