https://scumbumbomods.com/tuning-error-notifier/

TUNING ERROR NOTIFIER Updated by Nisa. K (8 Dec 2019) - DOWNLOAD -

Tuning mods can be a complex business, and frequently small errors are introduced to the XML when it is written or occur when the game is patched and the XML syntax changes unnoticed. These errors are logged to the Tuning log file (and you can get that file using the Sims Log Enabler); however, I have found that there are so many mods that have so many errors that it is difficult to see when one of my own mods has developed an error.

Many of these errors can be easily missed and are virtually unnoticeable without extensive testing. Many don't actually affect the game play at all, but could cause problems later with a future game patch. Ideally they should all be fixed, but with the previously mentioned issue of the Tuning log file being full of errors from other mods it's easy to just ignore the minor issues until they eventually become big problems.

The Tuning Error Notifier addresses the issue by allowing you to set a filter of what tuning names to watch out for, and when it notices an error generated by one of those XML tunings it notifies you when the first lot is loaded in the game and can prepare an easily readable HTML report which includes only those errors from the mods you are watching. Once you've taken care of everything the script sits quietly in the background, unnoticed until the next error occurs when again you will become quickly aware of it from a fresh notification.

The following information is included in the ReadMe text file in the download, so you can read this here or there (but not anywhere -- I mean, you can hardly expect me to put this information just anywhere for your own convenience. I'm not about to break into your house as you sleep and slip a copy of it under the alarm clock on your nightstand for you to read bright and early when you wake up. Nor do I intend to tattoo it onto the head of that bald guy you'll be riding behind on the subway to get to work tomorrow.)

I mean those things would be illegal, or at the very least weird, time-consuming and expensive for me.

I won't put this information into the newspaper for you to read over your morning coffee.

Just be satisfied that you can read it here or there, thank you very much.

Oh, I've also included a PDF file that includes three real-world examples of some of these tuning errors from my own mods, how I located and fixed those errors, and what effect they had on the game play.

Basically, install it like any other script mod for The Sims 4.

That said, there are a couple of options you can set. To set them you will need to extract the init.py file from the ts4script file and edit the values near the top of that script.

I've uploaded a fairly comprehensive how-to tutorial of how to edit these values for those not familiar with Python scripting. You can find it in message 5 of the feedback thread for this mod.

After changing the options, you should replace the init.py file in the ts4script with your changed version. It MUST be in the same location, the tuning_error_notifier subfolder of the zip file, in order to function. Recompiling the script should be optional, as the game prefers to load script mods from the source files if both .pyc and .py files are included in a script file.

REBUILD_INVALID_XML Option

Set this to True (default) to override several game functions which parse XML input allowing them to rebuild the XML and output the portion with the error to the log files. This makes it easier to locate certain XML errors which may otherwise be difficult to locate from the game's normal error logging.

The errors which rebuild the XML include: