@GalacticGal - Hi! I hope you don't mind me responding. I was on here and saw your question and thought I'd chime in. Here's the link to Ancestral Home Details on Deaderpool's Tumblr page: https://deaderpool-mccc.com/#/doc/mc_population
Basically, if you flag a household like the Goths as 'ancestral' there would be Goth's as long as possible in the game. In my current Save, I flagged the Landgraab's as ancestral.....and I'm on Gen 5 or something, and there's still Landgraab's in my game. Personally, I like the ancestral designation, as I like to see my favorite NPC families stick around (as I'm generational player). I didn't flag the Caliente's or the Lothario's and the family lineage died off, so now there are none in my game.
Oh, cool, thank you. I'll have to take a good hard look at the information in that link. I know I don't even scratch the surface on what this mod can do, so this is one of those things that got me curious. I appreciate the response.
> @GalacticGal said: > (Quote) > > What significance is the ancestral designation, if you please?
With the story progression-tool, MCCC makes sure that the other sims/families in the game get married, have children etc, which also means that they change surnames and move around between the lots. If you mark a household as ancestral, it makes sure that the household in question remains on the same lot, and that they in case of "story progression" marriage do not change their surname to something other than the ancestral surname.
Most of you will be already aware that prior to the release of "Tiny Living" at Tuesday, 2020/01/21
there will be (as usual) a patch with unknown game breaking potential.
We expect this patch within the next days.
Regarding previous EA schedules, tomorrow or Thursday 01/16 might be a good day for a patch release.
Because of "Tiny Living" being only a Stuff Pack, we expect, that the damage is limited.
There might be also a MCCC hotfix, but as always it will take its time.
You know @Deaderpool and his willingness to work on this matter, so I'm convinced,
that there will be a solution in a reasonable time frame if necessary.
What could you do?
If you decide to install the upcoming S4 January patch, you should be prepared for game errors and to update your mods.
Check now which script mods you are using in your game: Game Options > Others > View Custom Content > scroll down to section "Script Mods"
Probably everything you find in this section has to be updated to the new game version or to be deleted.
You find the corresponding files in your S4 folder ...\Documents\Electronic Arts\The Sims 4\Mods and its subfolders.
Script mods are usually (but not necessarily) files with an ts4script extension (i. e. mc_cmd_center.ts4script).
You might also consider to deactivate the automatic update function in Origin,
which gives you the opportunity to wait until updates of your favorite mods are available. There is no need to install the patch at once! But note also, that if you plan to install "Tiny Living" on release day (Tuesday, 2020/01/21)
you have to patch beforehand or during pack installation.
I will keep you informed about the newest developments.
I've got version 6.6.3 installed and a weird thing happened.
I went into the menu as I wanted to see which flags a particular sim had. When I clicked on sim flags the menu vanished and I got an orange notification box come up saying error logged or something, I'm afraid I can't remember exactly what it said.
Does anyone know why this happened? and how I can access the sim flags menu?
I'm having trouble with come CC when the MCCC is installed. Whenever I try to use bed frame and mattress cc that are separate items they never work. Does anyone know a fix for this? or maybe where I can find bed CC that is one piece and not separate? I've tried looking online and haven't found anything.
I've got version 6.6.3 installed and a weird thing happened.
I went into the menu as I wanted to see which flags a particular sim had. When I clicked on sim flags the menu vanished and I got an orange notification box come up saying error logged or something, I'm afraid I can't remember exactly what it said.
Does anyone know why this happened? and how I can access the sim flags menu?
I'm having trouble with come CC when the MCCC is installed. Whenever I try to use bed frame and mattress cc that are separate items they never work. Does anyone know a fix for this? or maybe where I can find bed CC that is one piece and not separate? I've tried looking online and haven't found anything.
It's pretty hard to tell you what to do from the distance. We can't see what's happening in your game but need more details to understand the issues. Please come to our MCCC discord: https://discord.gg/fuVM8Ed
Bonxie: Great Skua, stercorarius skua. Meet me on Fair Isle.
hi I'm having trouble with MCCC and other script mods. They all show up on the mod list in game when it launches however i can't find them in game, (the MCCC isn't on the computer) i dont know what to do please help!!
hi I'm having trouble with MCCC and other script mods. They all show up on the mod list in game when it launches however i can't find them in game, (the MCCC isn't on the computer) i dont know what to do please help!!
Have you tried the troubleshooting steps on Deaderpool's website:
Regarding today's Sims 4 patch (PC: 1.60.54.1020 / Mac: 1.60.54.1220)
there seems to be no issues with the current MCCC Version 6.6.3
We've seen some errors with mods altering the UI, like UICheats. For some of these mods updates are already available. Check the download sites for further information.
Please make sure, that you use the latest MCCC Version 6.6.3.
The older versions will certainly not work with the new patch.
Hi, I was directed to this mod because I was looking for a way to allow Sims to wear multiple accessories in the same slot, and I was told this mod can do that, but I can't for the life of me figure out how. I've looked up instructions but they all seem to be outdated. Is this something that is just not possible anymore?
Hi, I was directed to this mod because I was looking for a way to allow Sims to wear multiple accessories in the same slot, and I was told this mod can do that, but I can't for the life of me figure out how. I've looked up instructions but they all seem to be outdated. Is this something that is just not possible anymore?
Sorry, that isn't possible in MCCC and never was. Maybe you're confusing MCCC for Sims 4 with it's "predecessor" NRaaS for Sims 3, which had such an option.
Bonxie: Great Skua, stercorarius skua. Meet me on Fair Isle.
Hi.
I don't know if this is obvious to everyone else (and i'm gonna feel sooo stupid soon LOL) but i want to let people know that you can't have "freeze career" and "freeze skills" flags on if you go to university. I was so confused when people told how easy it was to get As and all i got was Fs and was kicked out...and then it hit me..i had those two flags on which prevented my sim to learn stuff in school.
Hi.
I don't know if this is obvious to everyone else (and i'm gonna feel sooo stupid soon LOL) but i want to let people know that you can't have "freeze career" and "freeze skills" flags on if you go to university. I was so confused when people told how easy it was to get As and all i got was Fs and was kicked out...and then it hit me..i had those two flags on which prevented my sim to learn stuff in school.
Don't feel stupid. We all forget some of the settings we've used. My Sim mom rolled the desire to have another baby. Mind you she has five children, four teens and one child. I've already froze her out of having any more. (But once I saw that whim, you know I did a quick check to make sure she was flagged, which she is.) She's no spring chicken after all. LOL Adrian was already a bit of a surprise to the family, which is why he's so much younger than the first four. Today, the eldest in aging up to YA, as a matter of fact. The others will follow at a rapid pace. It would be odd to have her walking about with a big pregnant belly when her first four kids are in university. Not impossible, but weird.
Hi. I just thought I'd pop in here to share that I was having all kinds of problems getting a certain setting to function in my game. My very young love birds weren't able to propose, despite having the game set for it. Today, a thought occurred to me, because this isn't the first time I've gone through this. I deleted the entire MCCC mod, including the cfg file. Then I installed a fresh copy of the mod. I went into my game and reset things where I wanted them, plus explored a few other options I hadn't even really looked at. (Getting bold with more experience.) Just now had the opportunity to see if this fixed my problem. Seems my Sims 'promised' boyfriend was hanging around her lot, way out back near one of the trails. They both live in Brindleton Bay. When I realized that was him over by the Wild Cherry Tree, I turned the camera on him, and having her as my active Sim, clicked on him to see if she could propose. I found the option there. Yay! Now, I just have to let things play out so that when the timing is right, he can ask her to be his bride.
So, my advice, and please those who know so much more about this mod, do correct me, if I'm wrong. If all else fails go ahead and delete the cfg file when replacing this mod with a newer version. You'll likely find you won't have to do this but once in a great while. It's been ages and several upgrades in between before I discovered this problem had returned. I'm just very thankful that I re-discovered how to fix it on my own. Smiling so hard my cheeks ache.
I'm unable to verfiy myself on MC's discord, so I can't get support that way but I have a big exception problem and I have no idea what it is, All I can tell you its related to build/buy mode
<?xml version="1.0" ?><root>
<report><version>2</version><sessionid>f863ff47a506651e5e2cfa8f</sessionid><type>desync</type><sku>ea.maxis.sims4_64.15.pc</sku><createtime>2020-01-26 02:42:42</createtime><buildsignature>Local.Unknown.Unknown.1.60.54.1020-1.200.000.435.Release</buildsignature><categoryid>(AS)olympus.controls::GUIComponent</categoryid><desyncid>f863ff47a506651e5e2cfa8f</desyncid><systemconfig/><screenshot/><desyncdata>ReferenceError: Error #1069: Property SetListItemListener not found on [object DropdownExtension] and there is no default value.
at olympus.controls::GUIComponent/ConfigUI()
at olympus.controls::GUIComponent/OnAddedToStage()
at olympus.core::LayoutManager/LoadWidgetCompleteHandler()
rtim=39580</desyncdata></report>
<report><version>2</version><sessionid>f863ff47a506651e5e2cfa8f</sessionid><type>desync</type><sku>ea.maxis.sims4_64.15.pc</sku><createtime>2020-01-26 04:39:40</createtime><buildsignature>Local.Unknown.Unknown.1.60.54.1020-1.200.000.435.Release</buildsignature><categoryid>(AS)olympus.controls::GUIComponent</categoryid><desyncid>f863ff47a506651e5e2cfa8f</desyncid><systemconfig/><screenshot/><desyncdata>ReferenceError: Error #1069: Property SetListItemListener not found on [object DropdownExtension] and there is no default value.
at olympus.controls::GUIComponent/ConfigUI()
at olympus.controls::GUIComponent/OnAddedToStage()
at olympus.core::LayoutManager/LoadWidgetCompleteHandler()
rtim=741416</desyncdata></report>
<report><version>2</version><sessionid>f863ff47a506651e5e2cfa8f</sessionid><type>desync</type><sku>ea.maxis.sims4_64.15.pc</sku><createtime>2020-01-26 04:39:40</createtime><buildsignature>Local.Unknown.Unknown.1.60.54.1020-1.200.000.435.Release</buildsignature><categoryid>(AS)widgets.BuildBuy.VenueConfiguration.controls::LotInfoPanel</categoryid><desyncid>f863ff47a506651e5e2cfa8f</desyncid><systemconfig/><screenshot/><desyncdata>TypeError: Error #1009: Cannot access a property or method of a null object reference.
at widgets.BuildBuy.VenueConfiguration.controls::LotInfoPanel/RefreshLotData()
at widgets.BuildBuy.VenueConfiguration.controls::LotInfoPanel/HandleVenueInfoUpdate()
at olympus.io::CommunicationObject/Dispatch()
at olympus.io::CommunicationManager/SendUIMessage()
at gamedata.BuildBuy.shared::BuildBuyStateData/HandleGameStateLoadComplete()
at olympus.io::CommunicationObject/Dispatch()
at olympus.io::CommunicationManager/SendUIMessage()
at olympus.io::CommunicationManager/SendMessage()
at olympus.core::UIManager/GameStateLoadComplete()
at olympus.core::LayoutManager/GameStateLoadComplete()
at olympus.core::LayoutManager/LoadWidgetCompleteHandler()
rtim=741452</desyncdata></report>
<report><version>2</version><sessionid>f863ff47a506651e5e2cfa8f</sessionid><type>desync</type><sku>ea.maxis.sims4_64.15.pc</sku><createtime>2020-01-26 04:39:51</createtime><buildsignature>Local.Unknown.Unknown.1.60.54.1020-1.200.000.435.Release</buildsignature><categoryid>(AS)widgets.BuildBuy.VenueConfiguration.controls::LotInfoPanel</categoryid><desyncid>f863ff47a506651e5e2cfa8f</desyncid><systemconfig/><screenshot/><desyncdata>TypeError: Error #1009: Cannot access a property or method of a null object reference.
at widgets.BuildBuy.VenueConfiguration.controls::LotInfoPanel/UpdateVenueDropdown()
at widgets.BuildBuy.VenueConfiguration.controls::LotInfoPanel/HandleVenueInfoUpdate()
at olympus.io::CommunicationObject/Dispatch()
at olympus.io::CommunicationManager/SendUIMessage()
at gamedata.BuildBuy.shared::BuildBuyStateData/HandleGameStateLoadComplete()
at olympus.io::CommunicationObject/Dispatch()
at olympus.io::CommunicationManager/SendUIMessage()
at olympus.io::CommunicationManager/SendMessage()
at olympus.core::UIManager/GameStateLoadComplete()
at olympus.core::LayoutManager/GameStateLoadComplete()
at olympus.core::LayoutManager/LoadWidgetCompleteHandler()
rtim=742487</desyncdata></report>
</root>
I'm unable to verfiy myself on MC's discord, so I can't get support that way but I have a big exception problem and I have no idea what it is, All I can tell you its related to build/buy mode
Have a look at this tutorial video for correct verifying: https://www.youtube.com/watch?v=6rP5CM5cbwc
In general it's easier to support you on Discord, so we would prefer that way.
EDIT: The server owner told me that they tightened some of the security rules. So if you are a New User there and cannot Verify, wait 10 minutes and then try again to push the :white_check_mark: under Eliza's post.
As for your error message: That is the content of a lastUIException. Don't now whether this was intentional, but do you have a lastException.txt file (without UI in the name)? LastUIExceptions don't tell us as much about the issue.
LastUIExceptions are usually caused by UI mods (UI = User Interface) such as UI Cheats Extension, More Columns in CAS, custom school/work mods etc. Anything that changes the UI basically. So make sure any UI mods you have work with the latest patch. If you still get the error after that you’ll have to 50/50 everything in your mods folder to find what’s causing it. Note that Weerbesu's mods (UI Cheats Extension, More Columns in CAS, etc.) moved to Patreon. What's available on MTS isn't being updated any more and may cause lastUIExceptions.
Post edited by Bonxie on
Bonxie: Great Skua, stercorarius skua. Meet me on Fair Isle.
I have a question about MCCC and generating a randomised population. I know the game requires a certain number of characters to act as walkbys, bartenders, coworkers for my scientist, trick or treaters, service people and a whole bunch of others.
This means that between the regular game mechanics and MCCC (I’m thinking population module in particular), many random households of one Sim now exist with my game and manage households tab.
For the first time I am enjoying some prolonged and rotational play. What I want to know is if the population growth will eventually slow down or stop? My laptop is not terribly high spec, so I anticipate some problems if the game gets too cluttered. Things are working pretty well at present, I’d just like to keep it that way. General advice in this area much appreciated. Thanks in advance.
I have a question about MCCC and generating a randomised population. I know the game requires a certain number of characters to act as walkbys, bartenders, coworkers for my scientist, trick or treaters, service people and a whole bunch of others.
This means that between the regular game mechanics and MCCC (I’m thinking population module in particular), many random households of one Sim now exist with my game and manage households tab.
For the first time I am enjoying some prolonged and rotational play. What I want to know is if the population growth will eventually slow down or stop? My laptop is not terribly high spec, so I anticipate some problems if the game gets too cluttered. Things are working pretty well at present, I’d just like to keep it that way. General advice in this area much appreciated. Thanks in advance.
MCCC doesn't spawn NPC characters and doesn't alter the way it's done by the game engine. NPCC from Paulson or Townie Overhaul from Bienchen have such a feature. They're altering a sim spawn process in a way that only exsiting sims are used for the required role instead of creating new ones. That's imho a pretty good feature. My sim count is pretty stable.
MCCC manages existing sims like moving them to lots, getting them married and pregnant. That sim habitation management is the so called "story progresssion", which was the prime reason to develop MCCC since the Sims 4 doesn't have a feature like this.
Regarding you question, you can set the values for maxium sim numbers in household management using the "maximum sim count" switch. As said before, MCCC has no feature like this and doesn't interfere with sim spawning.
Bonxie: Great Skua, stercorarius skua. Meet me on Fair Isle.
This may be a difficult question since I believe most people don’t use this feature, but is the MC Population feature (not the main one, but the one where you can download a list with townies’ names, and it includes careers, gender, age, etc. and gives you everything in notepad file). I remember doing this, but I somehow forgot how to get to that in the mod. Will someone please guide me the specific settings to get there in MC Command?
This may be a difficult question since I believe most people don’t use this feature, but is the MC Population feature (not the main one, but the one where you can download a list with townies’ names, and it includes careers, gender, age, etc. and gives you everything in notepad file). I remember doing this, but I somehow forgot how to get to that in the mod. Will someone please guide me the specific settings to get there in MC Command?
It's in the sim menu.
Sim Commands - Logging Commnads - Log Population Details. - this is the one you want, but you have to pick exactly whci detials you want.
I have the oddest bug with MC. If I try to get my sims to take a mud bath with the "floral hygiene clawfoot tub," the mud is white. I removed all of the mods/cc in my game, and there were no issues, but when I added in only mccc, I get this white mud issue. I have the most recent version of mccc, so I don't think it's a compatibility issue. Has anyone else had this bug? Can I do anything about it? Ultimately, I really like having mccc in my game, so this little bug is not going to make me uninstall it. If this isn't the right way to go about reporting a bug with mccc, let me know how to do it. I used to be pretty active on this forum a few years ago, so I just want to wave hi to anyone who might remember me
Comments
Oh, cool, thank you. I'll have to take a good hard look at the information in that link. I know I don't even scratch the surface on what this mod can do, so this is one of those things that got me curious. I appreciate the response.
http://www.getfreeebooks.com/star-trek-original-series-fan-fiction-trilogy/
> (Quote)
>
> What significance is the ancestral designation, if you please?
With the story progression-tool, MCCC makes sure that the other sims/families in the game get married, have children etc, which also means that they change surnames and move around between the lots. If you mark a household as ancestral, it makes sure that the household in question remains on the same lot, and that they in case of "story progression" marriage do not change their surname to something other than the ancestral surname.
Most of you will be already aware that prior to the release of "Tiny Living" at Tuesday, 2020/01/21
there will be (as usual) a patch with unknown game breaking potential.
We expect this patch within the next days.
Regarding previous EA schedules, tomorrow or Thursday 01/16 might be a good day for a patch release.
Because of "Tiny Living" being only a Stuff Pack, we expect, that the damage is limited.
There might be also a MCCC hotfix, but as always it will take its time.
You know @Deaderpool and his willingness to work on this matter, so I'm convinced,
that there will be a solution in a reasonable time frame if necessary.
What could you do?
If you decide to install the upcoming S4 January patch, you should be prepared for game errors and to update your mods.
Check now which script mods you are using in your game:
Game Options > Others > View Custom Content > scroll down to section "Script Mods"
Probably everything you find in this section has to be updated to the new game version or to be deleted.
You find the corresponding files in your S4 folder ...\Documents\Electronic Arts\The Sims 4\Mods and its subfolders.
Script mods are usually (but not necessarily) files with an ts4script extension (i. e. mc_cmd_center.ts4script).
You might also consider to deactivate the automatic update function in Origin,
which gives you the opportunity to wait until updates of your favorite mods are available.
There is no need to install the patch at once!
But note also, that if you plan to install "Tiny Living" on release day (Tuesday, 2020/01/21)
you have to patch beforehand or during pack installation.
I will keep you informed about the newest developments.
If you have any questions please ask,
or visit our Discord: https://discord.gg/fuVM8Ed
☆☆☆ Have Fun! ☆☆☆
#MCCC #Patch #Update
http://www.getfreeebooks.com/star-trek-original-series-fan-fiction-trilogy/
I went into the menu as I wanted to see which flags a particular sim had. When I clicked on sim flags the menu vanished and I got an orange notification box come up saying error logged or something, I'm afraid I can't remember exactly what it said.
Does anyone know why this happened? and how I can access the sim flags menu?
http://www.getfreeebooks.com/star-trek-original-series-fan-fiction-trilogy/
It's pretty hard to tell you what to do from the distance. We can't see what's happening in your game but need more details to understand the issues. Please come to our MCCC discord: https://discord.gg/fuVM8Ed
Have you tried the troubleshooting steps on Deaderpool's website:
https://deaderpool-mccc.com/#/help/troubleshooting
there seems to be no issues with the current MCCC Version 6.6.3
We've seen some errors with mods altering the UI, like UICheats. For some of these mods updates are already available. Check the download sites for further information.
Please make sure, that you use the latest MCCC Version 6.6.3.
The older versions will certainly not work with the new patch.
Download the latest MCCC from:
https://deaderpool-mccc.com/#/releases
Alternative DL site, just in case you're facing issues:
https://www.patreon.com/posts/mc-command-6-6-3-31900928 - FREE DOWNLOAD!
If you have any questions please ask,
or visit our Discord: https://discord.gg/fuVM8Ed
☆☆☆ Have Fun! ☆☆☆
#MCCC #Patch #Update
http://www.getfreeebooks.com/star-trek-original-series-fan-fiction-trilogy/
Sorry, that isn't possible in MCCC and never was. Maybe you're confusing MCCC for Sims 4 with it's "predecessor" NRaaS for Sims 3, which had such an option.
I don't know if this is obvious to everyone else (and i'm gonna feel sooo stupid soon LOL) but i want to let people know that you can't have "freeze career" and "freeze skills" flags on if you go to university. I was so confused when people told how easy it was to get As and all i got was Fs and was kicked out...and then it hit me..i had those two flags on which prevented my sim to learn stuff in school.
Don't feel stupid. We all forget some of the settings we've used. My Sim mom rolled the desire to have another baby. Mind you she has five children, four teens and one child. I've already froze her out of having any more. (But once I saw that whim, you know I did a quick check to make sure she was flagged, which she is.) She's no spring chicken after all. LOL Adrian was already a bit of a surprise to the family, which is why he's so much younger than the first four. Today, the eldest in aging up to YA, as a matter of fact. The others will follow at a rapid pace. It would be odd to have her walking about with a big pregnant belly when her first four kids are in university. Not impossible, but weird.
http://www.getfreeebooks.com/star-trek-original-series-fan-fiction-trilogy/
So, my advice, and please those who know so much more about this mod, do correct me, if I'm wrong. If all else fails go ahead and delete the cfg file when replacing this mod with a newer version. You'll likely find you won't have to do this but once in a great while. It's been ages and several upgrades in between before I discovered this problem had returned. I'm just very thankful that I re-discovered how to fix it on my own. Smiling so hard my cheeks ache.
http://www.getfreeebooks.com/star-trek-original-series-fan-fiction-trilogy/
<?xml version="1.0" ?><root>
<report><version>2</version><sessionid>f863ff47a506651e5e2cfa8f</sessionid><type>desync</type><sku>ea.maxis.sims4_64.15.pc</sku><createtime>2020-01-26 02:42:42</createtime><buildsignature>Local.Unknown.Unknown.1.60.54.1020-1.200.000.435.Release</buildsignature><categoryid>(AS)olympus.controls::GUIComponent</categoryid><desyncid>f863ff47a506651e5e2cfa8f</desyncid><systemconfig/><screenshot/><desyncdata>ReferenceError: Error #1069: Property SetListItemListener not found on [object DropdownExtension] and there is no default value. at olympus.controls::GUIComponent/ConfigUI() at olympus.controls::GUIComponent/OnAddedToStage() at olympus.core::LayoutManager/LoadWidgetCompleteHandler() rtim=39580</desyncdata></report>
<report><version>2</version><sessionid>f863ff47a506651e5e2cfa8f</sessionid><type>desync</type><sku>ea.maxis.sims4_64.15.pc</sku><createtime>2020-01-26 04:39:40</createtime><buildsignature>Local.Unknown.Unknown.1.60.54.1020-1.200.000.435.Release</buildsignature><categoryid>(AS)olympus.controls::GUIComponent</categoryid><desyncid>f863ff47a506651e5e2cfa8f</desyncid><systemconfig/><screenshot/><desyncdata>ReferenceError: Error #1069: Property SetListItemListener not found on [object DropdownExtension] and there is no default value. at olympus.controls::GUIComponent/ConfigUI() at olympus.controls::GUIComponent/OnAddedToStage() at olympus.core::LayoutManager/LoadWidgetCompleteHandler() rtim=741416</desyncdata></report>
<report><version>2</version><sessionid>f863ff47a506651e5e2cfa8f</sessionid><type>desync</type><sku>ea.maxis.sims4_64.15.pc</sku><createtime>2020-01-26 04:39:40</createtime><buildsignature>Local.Unknown.Unknown.1.60.54.1020-1.200.000.435.Release</buildsignature><categoryid>(AS)widgets.BuildBuy.VenueConfiguration.controls::LotInfoPanel</categoryid><desyncid>f863ff47a506651e5e2cfa8f</desyncid><systemconfig/><screenshot/><desyncdata>TypeError: Error #1009: Cannot access a property or method of a null object reference. at widgets.BuildBuy.VenueConfiguration.controls::LotInfoPanel/RefreshLotData() at widgets.BuildBuy.VenueConfiguration.controls::LotInfoPanel/HandleVenueInfoUpdate() at olympus.io::CommunicationObject/Dispatch() at olympus.io::CommunicationManager/SendUIMessage() at gamedata.BuildBuy.shared::BuildBuyStateData/HandleGameStateLoadComplete() at olympus.io::CommunicationObject/Dispatch() at olympus.io::CommunicationManager/SendUIMessage() at olympus.io::CommunicationManager/SendMessage() at olympus.core::UIManager/GameStateLoadComplete() at olympus.core::LayoutManager/GameStateLoadComplete() at olympus.core::LayoutManager/LoadWidgetCompleteHandler() rtim=741452</desyncdata></report>
<report><version>2</version><sessionid>f863ff47a506651e5e2cfa8f</sessionid><type>desync</type><sku>ea.maxis.sims4_64.15.pc</sku><createtime>2020-01-26 04:39:51</createtime><buildsignature>Local.Unknown.Unknown.1.60.54.1020-1.200.000.435.Release</buildsignature><categoryid>(AS)widgets.BuildBuy.VenueConfiguration.controls::LotInfoPanel</categoryid><desyncid>f863ff47a506651e5e2cfa8f</desyncid><systemconfig/><screenshot/><desyncdata>TypeError: Error #1009: Cannot access a property or method of a null object reference. at widgets.BuildBuy.VenueConfiguration.controls::LotInfoPanel/UpdateVenueDropdown() at widgets.BuildBuy.VenueConfiguration.controls::LotInfoPanel/HandleVenueInfoUpdate() at olympus.io::CommunicationObject/Dispatch() at olympus.io::CommunicationManager/SendUIMessage() at gamedata.BuildBuy.shared::BuildBuyStateData/HandleGameStateLoadComplete() at olympus.io::CommunicationObject/Dispatch() at olympus.io::CommunicationManager/SendUIMessage() at olympus.io::CommunicationManager/SendMessage() at olympus.core::UIManager/GameStateLoadComplete() at olympus.core::LayoutManager/GameStateLoadComplete() at olympus.core::LayoutManager/LoadWidgetCompleteHandler() rtim=742487</desyncdata></report>
</root>
Have a look at this tutorial video for correct verifying:
https://www.youtube.com/watch?v=6rP5CM5cbwc
In general it's easier to support you on Discord, so we would prefer that way.
EDIT: The server owner told me that they tightened some of the security rules. So if you are a New User there and cannot Verify, wait 10 minutes and then try again to push the :white_check_mark: under Eliza's post.
As for your error message: That is the content of a lastUIException. Don't now whether this was intentional, but do you have a lastException.txt file (without UI in the name)? LastUIExceptions don't tell us as much about the issue.
LastUIExceptions are usually caused by UI mods (UI = User Interface) such as UI Cheats Extension, More Columns in CAS, custom school/work mods etc. Anything that changes the UI basically. So make sure any UI mods you have work with the latest patch. If you still get the error after that you’ll have to 50/50 everything in your mods folder to find what’s causing it. Note that Weerbesu's mods (UI Cheats Extension, More Columns in CAS, etc.) moved to Patreon. What's available on MTS isn't being updated any more and may cause lastUIExceptions.
This means that between the regular game mechanics and MCCC (I’m thinking population module in particular), many random households of one Sim now exist with my game and manage households tab.
For the first time I am enjoying some prolonged and rotational play. What I want to know is if the population growth will eventually slow down or stop? My laptop is not terribly high spec, so I anticipate some problems if the game gets too cluttered. Things are working pretty well at present, I’d just like to keep it that way. General advice in this area much appreciated. Thanks in advance.
MCCC doesn't spawn NPC characters and doesn't alter the way it's done by the game engine. NPCC from Paulson or Townie Overhaul from Bienchen have such a feature. They're altering a sim spawn process in a way that only exsiting sims are used for the required role instead of creating new ones. That's imho a pretty good feature. My sim count is pretty stable.
MCCC manages existing sims like moving them to lots, getting them married and pregnant. That sim habitation management is the so called "story progresssion", which was the prime reason to develop MCCC since the Sims 4 doesn't have a feature like this.
Regarding you question, you can set the values for maxium sim numbers in household management using the "maximum sim count" switch. As said before, MCCC has no feature like this and doesn't interfere with sim spawning.
It's in the sim menu.
Sim Commands - Logging Commnads - Log Population Details. - this is the one you want, but you have to pick exactly whci detials you want.