Sims 2 object error n001


















In my game I have already resurrected Bella, so there will be no "I am Dead" token in her memory. To show you how to delete the "I am Dead" token from someone's memory, I'm going to use Darleen Dreamer, who is listed right above Bella in my game, as an example.

So if Bella has a dead token in her memory in your game, this is what you need to do. Now that you have the dead tokens removed from Bella's memory depending on if you had them in there in the first place we need to remove them from the rest of her family. The first people to assume that will have a memory of her death is Mortimer, Cassandra and Alexander Goth.

Find their pictures in the bottom left column, surf through their memories and delete any token that says "Bella died". What we want to do is erase any memory of her death in everyone. Once again, since I have already resurrected Bella in my game, I'll be using Darleen Dreamer's family now as an example.

In your game, be sure to go to Mortimer, Cassandra and Alexander Goth's memory instead. Now, click "Commit" down in the righthand bottom corner to save your changes because we're now moving out of that section. A list of all the characters in the game will appear in the top right column. Scroll down until you get to Bella Goth. You need to click on the sim description to see the picture and profile of that sim. Scroll until you find her.

Now that you've gone through all that work just to make sure Bella isn't dead or to correct it if she was , save your work. Now it's finally time for us to load up the game! Open the Sims 2. We'll also finally be putting the inSIMenator to work. Enter Pleasantview and go to the Goth household. Check the family tree of any member of the Goth's and make sure Bella is in color and not black and white.

Black and white would mean she's dead. If she's in color, you know you did everything right in SimPE and she's ready to be resurrected. That's the inSIMenator! Choose it and place it somewhere on your lot. Now, when you click on different parts of the inSIMenator it'll give you different menus.

For example, the big blue tower on the left controls all aspects of aging. Using this you can age your sims backwards or forwards depending on what you want. The big white middle section is involved in having children. You can choose to have alien pollination, twins, etc with whatever sim you choose. Elders cannot use this feature so you won't be able to click on it if you're using Mortimer. The white tower on the far right controls fitness, aspiration, motives and a few other things you can toy around with.

However, the chair is what we're interested in right now. It's what controls the majority of the things the inSIMenator can do, like the resurrection of Bella that we're going to do. We want to click that and find Bella Goth's name.

Depending on your game she'll be in one of the few different menus in there. In my game I found her under "Default She will most likely be under Default though.

Once you find her, click on her name and voila! She should appear. If you get a message saying "Bella Goth has died on another lot and will return in spirit to the place of her death" you didn't do SimPE quite right.

In that case you most likely forgot to uncheck the ghost options under "Sim Description". However, we're NOT done yet. Also seen for calls to Sleep. This occurs when a true or false branch of a BHAV node is non-existent.

To fix this, change the node to refer to an existing node, or create the non-existing one. This occurs when a node in a BHAV is run more than 10, times.

It often occurs when a node is linked to itself, or in Set To Next that are too broad resulting in more than 10, items , or if you zero out the variable you using in Set To Next prior to each call resulting in the same item being found 10, times. In this case the error can be fixed by using concise searches, and by making sure that no nodes make loops that will cause them to be run 10, times. At other times this error will occur even if there is no mistake in the coding, but simply because an object is running a long and complex section of code without giving the game time to service other functions.

In this case the insertion of an Idle at some point in the code prior to where the error typically occurs will prevent the "Too many interations" error. The Idle call often only requires "1" tick as its parameter. The intentional insertion of error 0xFFFC tests during code development is a useful means of debugging, but ideally these should be removed from production code in favour of either silent error handling routines or the provision of user friendly error messages.

If you see this error, the likelihood is that you have not allocated space for the array you are trying to use. This means that the requested animation requires a target object that is not present in the Stack Object. This means that an animation was requested by this node to be played, but the object is not defined as animatable.

This occurs when a Local Variable is either defined, or called when it has not been allocated by the header of the BHAV. Check that a referred to BCON resource is present. This means that there is no entry in the SLOT of the value requested in that node.

When a node refers to a tree table entry that is not defined in the object. This is common maybe exclusive with Primitive 0xD, Push Interaction. This error occurs when a Primitive called in the node expects a Stack Object to be defined, and either there has been none defined, or it has been assigned to 0.

When an expression attempts to change a read-only value, such as "Time of Day". Most of the Global From Simulation data types are read-only. If you see this error, the likelihood is that you have not allocated space for the number of attributes you are trying to use.

Eight attributes are preallocated by default, but if you need a bigger number than this, you will need to explicity define the quantity you require. Occurs when a non-existent Primitive is attempted to be called; Primitives being defined as an OpCode between 0x, and 0x00FF. This means that there is no entry in the SLOT of the value requested in that node. When a node refers to a tree table entry that is not defined in the object.

This is common maybe exclusive with Primitive 0xD, Push Interaction. This error occurs when a Primitive called in the node expects a Stack Object to be defined, and either there has been none defined, or it has been assigned to 0. When an expression attempts to change a read-only value, such as "Time of Day". Most of the Global From Simulation data types are read-only.

If you see this error, the likelihood is that you have not allocated space for the number of attributes you are trying to use. Eight attributes are preallocated by default, but if you need a bigger number than this, you will need to explicity define the quantity you require.

Occurs when a non-existent Primitive is attempted to be called; Primitives being defined as an OpCode between 0x, and 0x00FF. Dividing by zero in an expression in SimAntics and will result in an error just like everywhere else.

This article is imported from the old MTS2 wiki. Jump to: navigation , search. Category : Sims 2 Modding. Personal tools Log in. Namespaces Page Discussion. Views Read View source View history. This page was last modified on 5 August , at This page has been accessed 99, times. Privacy policy About SimsWiki Disclaimers. Contents 1 Object Errors 1. Check tree primitive blocked completion 1. Too many iterations 1. Undefined Transition 1.

Inventory token propert index out of range 1.



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