Fleet Battles / Commander Training Bug – Cannot Progress
To EA/Capital Games Support: Subject: Fleet Battles / Commander Training Bug. Account Info: Game: SWGOH, Platform: iOS (iPhone 11), Ally Code: 946-573-654, IGN: inactive. Issue: Tarkin Fleet Commander Training quest is stuck at "Reach Level 48 and complete Tarkin Fleet Commander Training" even though I meet the requirements. I cannot access Fleet Battles or get capital ship materials. Steps Tried: Restarted game, cleared cache, restarted device. Request: Please check and fix my account progression so I can complete Fleet Commander Training and unlock Fleet Battles. Thank you.29Views1like3CommentsGame crash while loading lot in Live Mode - Corrupted Lot Resource
Hi all 🙂 Thanks for taking a look at this post about my game issue! Ok, so I'm not sure if this is related to the corruption issues that I've heard a bit about since the patch, but I think I've narrowed down the specific error affecting my own game. I've tried a lot of things while attempting to diagnose & fix this error, but I've hit a roadblock. Sorry for the length - I just want to give as much clear detail as possible about my issue. General Info: My game is updated for the most recent patch (November 4 2025/v.1.119.109.1020); I have updated all my script mods that have been updated for the patch, and removed all script mods that haven't been specifically marked as updated; My Mods folder currently contains 84.5GB of mods, but the majority of these are CAS or BuildBuy objects, not script mods - and Better Exceptions has not flagged any of these as causing any issues; I have been deleting localthumbcache.package every time I change something and test my game; I have repaired my game through the EA app; I can start a new save with no issue; I can load into other households in my main save in Live Mode - I'm just having trouble with loading into one particular lot in Live Mode (a problem, because this is my main gameplay household); This error is also happening with previous iterations of this save. The Issue: My main save seems to be stable and working correctly, except for one issue: When I attempt to load into my main gameplay household in Live Mode (Parkside Place in San Sequoia), I get stuck on the loading screen for a long time, before a Better Exceptions file is generated. The loading screen remains until the BE file finishes generating, then the game crashes. This error has been happening consistently since I updated my game and mods for the most recent patch. I've never been able to load into the lot in Live Mode since updating, however, I can load into the lot in Build Mode. When loading into the lot in Build Mode, BE gives a popup saying there is an issue with my mods, and it is scanning. However, this doesn't crash my game. In Build Mode, a small red "!" icon appears on the Household Inventory icon. Opening the Household Inventory causes this red "!" to disappear, and the Household Inventory shows as empty. The red "!" reappears on subsequent loads into the lot in Build Mode. (I'm not sure if this is related to anything.) What I've tried so far: The first time this error happened when loading into my game after the patch, Better Exceptions flagged the cause (100%) as a particular file from SrslySims' SCCO mod - SCCO_IngredientTuning-Required.package. The tuning errors flagged were all related to Stand Mixer/Fondant files, except for one, which was an override file for a canned PowerSip_Llamaberry object. I decided to remove the entire SCCO mod from my Mods. Back in game, I tried loading into the lot in Live Mode again, but I got the same error - on the loading screen, Better Exceptions file generated, then game crash. This time, the BE report was less confident: 10% possible cause being "script_object". Looking into the lastException file, I discovered this: the game keeps throwing errors related to two drink objects - PowerSip_Llamaberry and OrangeJuice. Even after I fully removed SCCO (which originally overrode the EA PowerSip), the logs show the zone‐load process trying to destroy or respawn these two objects but failing because their tuning no longer exists in the save. For PowerSip, the error appears as a NoneType commodity_flags failure during object creation, meaning the game was attempting to load tuning that was missing. For the Orange Juice, the lastException specifically shows the engine trying to remove object_drink_OrangeJuice and throwing a TypeError: argument of type 'NoneType' is not iterable. To rule out household, Build Mode, and Sim inventory causes, I first isolated the Parkside Place lot itself. I moved the household off-lot, then opened the Parkside lot in Build Mode and fully reset it by bulldozing the entire build and terrain twice (a standard method to clear cached terrain/build data). From the San Sequoia world map, I placed a completely blank Gallery lot onto Parkside to overwrite any hidden build-mode residue, then re-entered Build Mode and bulldozed again to ensure the lot was truly empty. Next, to test the lot cleanly, I used a premade EA Sim with an empty inventory and no CC, and temporarily moved them onto the Parkside lot. Despite the lot being fully cleared and overwritten, attempting to load it in Live Mode still produced the same script_object.py:1459 desync and crashed on the loading screen. This confirmed that the corruption was not coming from the build, terrain, Sims, or inventories - but from the lot resource itself at the save-file level, which was still attempting to spawn or delete invalid objects left behind by removed tuning (in my case, the orphaned PowerSip Llamaberry and Orange Juice objects). I tried returning only the SCCO PowerSip Llamaberry override file, the OrangeJuice file, and the SCCO_IngredientTuning-Required.package that the PowerSip's tuning was referencing, back into my Mods. The same error & crash occurred during spin-up. This time, Better Exceptions flagged the IngredientTuning-Required file as 100% confident in it being broken. To fix the first part of the corruption (the PowerSip override), I extracted EA’s original tuning for object_drink_PowerSip_Llamaberry and replaced the custom SCCO tuning inside the override file (SCCO_EP13_Ingredient_SingleDrink_OVERRIDE-PowerSipLlamaBerry.package) with the EA tuning. I then placed only this edited override back into my Mods folder to test. After this fix, the next BE/lastException/lastCrash reports no longer flagged the PowerSip at all, confirming that the override corruption was resolved. However, the game still generated the same loading-screen crash, and this time the reports showed only the Orange Juice object failing during the zone spin-up. The Orange Juice error appears in the logs as a failed removal call on object_drink_orangejuice, throwing TypeError: argument of type 'NoneType' is not iterable during on_remove and live_drag_component cleanup. Because this SCCO Orange Juice object is not an override file and its tuning can’t simply be replaced with EA data, I currently have no direct method to repair it, and it appears to be the last remaining object whose missing tuning is still baked into the Parkside lot and causing the load-screen crash. TL;DR My Parkside Place lot in San Sequoia became corrupted after SCCO objects (a PowerSip Llamaberry override and an SCCO-based Orange Juice object) were deleted by the game during zone spin-up. Even after removing SCCO, the lot kept trying to spawn/delete those objects, causing Better Exceptions to repeatedly throw NoneType commodity_flags errors and OrangeJuice NoneType reservation_mixin errors during the loading screen. I fully rebuilt the lot from scratch, moved the household out, bulldozed the terrain twice, placed a blank Gallery lot, bulldozed again, and tested with a clean premade Sim - but the same crash occurred, meaning the corruption is baked into the lot resource itself, not the build or the Sims. I repaired the PowerSip corruption by restoring EA’s original tuning into the SCCO override file, which removed all PowerSip-related errors from the BE logs. The only issue left is the Orange Juice, which is not an override file and therefore cannot be repaired the same way. The lot still crashes on load because the game can’t destroy this missing OrangeJuice object, and I have no way to clear that tuning reference. What I'm specifically asking for help with: I’m looking for any method to remove or clear corrupted object references (in this case, an OrangeJuice object with missing tuning) that remain baked into a lot, even after: The lot is bulldozed repeatedly A blank Gallery lot is placed and bulldozed The household is removed All SCCO files that initially caused the error have been removed from Mods A clean test Sim with empty inventory is used No object with that tuning exists anywhere in the save In short: Is there any way to remove a stuck/deleted object reference from a corrupted lot resource, when the game tries to delete it during zone spin-up but fails because its tuning no longer exists? Any suggestions - world-state resets, lot-resource resets, methods of cleaning stuck objects, or even advanced save-file tools - would be hugely appreciated. 💗 Please let me know if you need any of my BE reports, lastException or lastCrash files to look into any of this more (I've kept all of them from all my tests). Thanks again for reading!Customized Wedding Events Without Goals?
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