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Since BE says confidence 10% on that, it sounds like it has no idea what’s wrong. Which will happen, it can’t always know the cause.
A lot of script mods broke with the last patch - plus it introduced a bug where apparently sims with high singing skill lose interactions, unrelated to mods.
After a game update, it’s always best to test without any mods or cc - not even better exceptions - and then gradually add things back in, continuing to test as you go. Just because a mod is the most recent version doesn’t mean it will work. You need to give the modders time to run their own tests and if necessary build their updates after each patch.
- Compulsivian2 years agoNew Hotshot
TwistedMexi's Better Exceptions mod is broken for the time being, like many other script mods. Try to remove it, and delete the localthumbcache.package from your Sims 4 Folder before playing.
@tiquillon You'll actually find this particular error for many script mods right now. Several modders had added a fix for an issue from a previous patch, but Maxis has now updated that and the fix needs to be removed. Some of these mods don't have other issues and can still be used; BE should be one of those. Other mods may have other issues as well as this start-up LE, as there was an wide range of coding change that is impacting them.
I'm having this problem to using the updated BE mod (it was updated 15 ish minutes ago).
I have over 1,200 pieces of cc so I'm assuming something in there is causing it but there is no practical way for me to test 1200 pieces of cc to find out. It's also not practical for me to remove my cc folder for the time being because I've spend many, many hours dressing up my sims in CAS and taking out that folder would mean all my efforts and time were for nothing.
I will be playing offline for a week when the next update hits, I am not subjecting myself to this again. Patch days have to be the worst.
- @RomanoffRxses A friend suggested that I download the Curseforge app which scans and updates your mods for you. But I believe it only works for the mods you downloaded through their website. I will try to play offline as well !
@tiquillon Even if you use Curseforge, you still need to deal with mods that are broken. Curseforge does offer support in how to do that if you use their app.
My current recommendation for people who use mods (not just CC, which is fine except for some build/buy gameplay objects) is to play a vanilla save for at least another few days. This patch was VERY rough on mods, including in some new ways.
- lilmssmoov82 years agoSeasoned Newcomer
As previous replies have said, this patch was rough on most mods. I also got this flag and did 50/50 method, and while yours could be a different mod, the culprit for me was "Scumbumbo's Teleport Any Sim". If you have this mod, try removing it and seeing if it works!
Removing Scumbumbo's Teleport Any Sim worked for me, too. I removed Scumbumbo's Teleport Any Sim, Andrew's Pose Player, and all poses I had just to be safe (since the others rely on Scumbumbo's Teleport Any Sim). Just to give some general advice to everyone that uses mods, use Scarlet's Realm mod list to check the status of your mods.
Hi ! Have you found a solution ?
@Kimberlay974 Please check the "solution" post for the topic I've merged this one into. Many, many mods are the answer. Many are already updated.
I updated all my mods... I've removed the mods on your list but I keep getting the notification for "tunable_perf". I've tried to removed again and be patient. Thank you!
@Kimberlay974 Many, many mods not on the list will have this error. And not just script mods -- many, many nonscript mods as well. Remove them all and add back in batches or wait for creators to have time to update. There's some other updating needed for many mods that's quite complicated and time consuming.
Yes I'll do this. Thank you so much!
Omg thank you, the teleport any sim mod was it for me too
@lilmssmoov8 @wrekt_angles @Playfulchan Teleport Any Sim is updated! You can get it direct from Andrew's page on Sims 4 Studio, and it's linked from the Scumbumbo memorial website as well.
Hello, I don't have any CC and no script except for Tmex. What could it be due to? Thank you.
@45218518 Please test with no mods at all, check Broken/Updated Mods for updates, and then add non-updated mods back in gradually. Many, many mods that are broken have not actually been reported to make it onto the list.
I did the 50/50 method with my script mods and found it was the Tmex-EAHotfix for script menu for my game. Maybe this could help.
@Exodus884 You'll find that mod currently listed as Obsolete (and therefore to be removed) in Broken/Updated Mods .
- Ysharros2 years agoRising Rookie
For those who are still having this issue and in case it helps one or two of you -- since it could be any of a number of script mods -- in my case it was Meaningful Wedding Stories by Rex/konanhurry. The mod has since been updated.
Luthienrising's advice is spot-on, as always. If you don't know what's causing an issue, remove a number of mods (the Occam's Razor or 50-50 method is the most efficient), load a game, and just keep going till you can narrow down the file/mod that's causing the current problem. Yes, it's a little tedious -- especially if, like me, you have a lot of mods/cc and save files take a while to load -- but it's better than possibly damaging your 9th-gen legacy save (or *gasp* having to play without mods). XD
Because I'm autistic and can't help explaining things: If you're not sure what this whole 50-50 business is about and don't use a mod manager (like me, because I've had bad experiences with mod managers in the past so now I do things manually), the WHY of doing it is because that method is statistically quicker than removing mods one by one (or removing them all and adding them back in one by one), unless you get lucky. There's a bunch of ways to organise doing it, but here's how I do it:
1. Set up a 'testing for broken mods' folder somewhere; some people use the desktop, I just use a folder in my documents (but not in the EA/Sims 4 folder). Because I'm also ADHD and have trouble being methodical (and have a ton of mods), I actually use sub-folders in there for each batch of mods I've moved out of the mods folder. They are cunningly-named Batch 1, Batch 2, etc.
2. Move (not copy) about half the mods in your Sims4/mods folder into the testing folder.
3. Load your game, and a save. If you get the error, the problem *wasn't* with the mods you moved. Quit the game. Leave the moved mods in the testing folder for now.
4. Move half the mods remaining in the Sims 4/Mods folder into the testing folder.
5. Load your game, and a save. If you still get the error, repeat steps 4 & 5 until your game loads and doesn't throw the error. Now you know that the broken mod is in the last batch you removed.
6. Add half the mods in the 'threw-an-error' batch back into your mods folder and load the game. If you get an error, it's one of those mods -- which, by now, should be a pretty small possible selection, so it shouldn't take too many more iterations to find the culprit. Rinse, repeat until you find the mod that needs to be either removed or updated.
Once everything is pinned down / updated / cleaned up, move the mods from the testing folder back into the Sims 4 / Mods folder and you should be good to go.
In my case, I removed *only* script mods (and their associated packages, if any) because others had already discovered that script mods were the issue. I also kept MCCC, TMex's Better Exceptions, Lot51 Core and a few other 'core' scripts in my mods folder because a) they'd been updated already and b) I was 99% sure it wasn't them, and they are usually helpful in tracking down problems (or required for many of the mods to even function). I didn't remove my CC for the same reason: no scripts.
One final note with apologies for the pedantry to those who already know all this: consider organizing your mods folder if you don't already. Having 1200 cc, package, and script files just lying around in there makes updating and maintenance a giant PITA. Just remember that script files can't be more than 1 folder deep inside the mods folder or they won't work (so e.g. Sims 4 > Mods > This folder can haz scripts > This folder can't). And if a respected modder like Twisted Mexi tells you to install their mod in a particular way, do it that way even if it might not really *have* to be that way -- because 100% they know better than a player how their work should be installed for the least possible issues. Anyway, my mods folder has a ton of subfolders, each one labelled with the name of the modder and the mod (or mods): e.g. LMS (Little MS Sam) More Woodworks, Adeepindigo Education Overhaul, or MCCC Version blah.
Hopefully this will help someone. If not, I got to practice my typing.
I have this error and don’t know what is causing it
@Olefams It can be any script mod that was updated since Dec. 5, 2023, and wasnt re-updated after Maxis changed the code that modders were updating for in the first place. Check all your post-Dec. 5 script mods for updates. Many are already in Broken/Updated Mods . I will note that it's a harmless LE.
This is the exact error I have. Do you know what caused it?
@Olefams It will be one or more script mods that were previously updated after Dec. 5, 2023; a fix made to them for that was no longer needed after 1.105 and causes tunable_perf. Most have now been updated. See Broken/Updated Mods . If after updating mods using that -- and of course deleting the localthumbcache file -- you still have tunable_perf, check for updates to any other script mods you have (because of those that for one reason or another aren't reported on AHQ).
- simmer88909 months agoSeasoned Newcomer
how do i delete BE mod?
i moved the documents Sims 4 folder to the desktop to start fresh even removed the cache files i still get the BE error i removed all files which belong to BE
im thinking about reinstalling my game cause idk it seems like the mod has broken the game completely.
my sim doesnt react to commands for example cooking it does a t pose for a sec, and thats it.
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