Hi there! You are currently browsing as a guest. Why not create an account? Then you get less ads, can thank creators, post feedback, keep a list of your favourites, and more!
Quick Reply
Search this Thread
Mad Poster
Original Poster
#1 Old 10th Feb 2024 at 4:43 PM Last edited by Bulbizarre : 10th Feb 2024 at 4:56 PM.

This user has the following games installed:

Sims 2, University, Nightlife, Open for Business, Pets, Seasons, Bon Voyage, Free Time, Apartment Life
Default CJH_GlobalOverrides(Pets+) - Can't bring pets to community lots
I've come across a very strange issue due to two of Chris Hatch's hacks.

CJH_GlobalOverrides(Pets+) - Dated 2018-02-18
CJH_TimeController - Dated 2019-06-27

Previously, I was using an older version of the Time Controller, which caused some unrelated issues involving carpools never showing up. I upgraded and that was fix.

However, this resulted in dozens upon dozens of errors about node transitions the first time I loaded a lot after updating the hack. Since community lots don't get saved, this happened every time I had a Sim visit one. After trying several other things such as editing the lot and using the lot cleaner on it, I found a way of fixing it: I had a Sim purchase it as a business, visit it once, then return home to sell it.

However, afterwards, any attempt to bring a pet to the lot results in this error. Resetting causes all the Sims to teleport to the middle of the lot and then suddenly vanish, locking the game out of Live mode. Returning back to the neighbourhood and back home works, but instead of returning home properly the pet errors repeatedly until resetting, then everyone appears next to the mailbox.

Code:
Object id: 841
name: N001_User00032 - Scout
Stack size: 9
Error: Undefined Transition.
Iterations: 256
  Frame 8:
    Stack Object id: 429
    Stack Object name: Car Ownable - Invisible - Walking Lot Transitions
    Node: 17
    Tree: id 8301 name 'Interaction - Ownable - Get Out' version -32713
    from CarGlobals
    Prim state: 0
    Params: 0    Locals: 429 0
  Frame 7:
    Stack Object id: 841
    Stack Object name: N001_User00032 - Scout
    Node: 19
    Tree: id 8206 name 'Vehicle - Get Out' version -32758
    from LotTransitionGlobals
    Prim state: 0
    Params:    Locals: 0 429 0 0
  Frame 6:
    Stack Object id: 429
    Stack Object name: Car Ownable - Invisible - Walking Lot Transitions
    Node: 6
    Tree: id 8197 name 'Sub - Return Home' version -32737
    from LotTransitionGlobals
    Prim state: 0
    Params:    Locals: 429 493 0
  Frame 5:
    Stack Object id: 493
    Stack Object name: Controller - Travel
    Node: 63
    Tree: id 8195 name 'Interaction - Leave Lot' version -32706
    from LotTransitionGlobals
    Prim state: 0
    Params:    Locals: 60 493 0 0 1 819
  Frame 4:
    Stack Object id: 636
    Stack Object name: Sofa - Modern Asian - 0, 0 - Lead
    Node: 5
    Tree: id 281 name 'Wait For Notify' version 8
    from global
    Prim state: 1
    Params: 0 1    Locals:
  Frame 3:
    Stack Object id: 636
    Stack Object name: Sofa - Modern Asian - 0, 0 - Lead
    Node: 14
    Tree: id 8213 name 'Function - Main - Process Autonomy' version -32753
    from PetGlobals
    Prim state: 0
    Params:    Locals: 636 0
  Frame 2:
    Stack Object id: 841
    Stack Object name: N001_User00032 - Scout
    Node: 8
    Tree: id 8221 name 'Function - Main - Loop' version -32755
    from PetGlobals
    Prim state: 0
    Params: 1 120    Locals:
  Frame 1:
    Stack Object id: 0
    Node: 3
    Tree: id 8266 name 'Function - Main' version -32753
    from PetGlobals
    Prim state: 0
    Params:    Locals:
  Frame 0:
    Stack Object id: 0
    Node: 0
    Tree: id 4096 name 'Function - Main' version 4
    from TemplateSmallDog
    Prim state: 0
    Params:    Locals:


WhatCausedThis identified the mod causing this to be CJH_GlobalOverrides(Pets+).

Any ideas? A way to get rid of the node transition errors would also be helpful here, thankfully I only broke a few lots.

EDIT: Never mind. It's now spread to all community lots, even the ones I hadn't bought and sold.
Attached files:
File Type: txt  ObjectError_N001_t64658.txt (90.8 KB, 0 downloads)

I'm secretly a Bulbasaur. | Formerly known as ihatemandatoryregister

Looking for SimWardrobe's mods? | Or Dizzy's? | Faiuwle/rufio's too! | smorbie1's Chris Hatch archives
Advertisement
Mad Poster
Original Poster
#2 Old 11th Feb 2024 at 1:42 AM
It was a completely unrelated issue. I'd installed BO - Sellable Cars the night before and then forgot about it. Removing it fixed the issue.

I'm secretly a Bulbasaur. | Formerly known as ihatemandatoryregister

Looking for SimWardrobe's mods? | Or Dizzy's? | Faiuwle/rufio's too! | smorbie1's Chris Hatch archives
Back to top