Post by KatJustice97 on Jul 16, 2023 14:14:05 GMT -5
Hello! I am trying to make a painting from "scratch" (sort of). I cloned the 3x3 S4S recolorable and added a frame to the mesh, and after a long, painstaking process of trial and error, I managed to get it to show up in game. Given the size of my original image, I had to stretch the mesh quite tall, then upon realizing it was enormous in game, scale the whole thing down. It's a reasonable size now, but the footprint is still 3 wide when it could very easily be 2 (maybe even 1). I didn't realize until I was done that because I used Standalone Recolor instead of Selective Clone or Create 3D Mesh that I couldn't auto-fit the Footprint with S4S, so I put the file in the S4S Mods folder and tried to Selective Clone it through Studio because there's a good amount of swatches and I don't want to have to re-input them for every single file (12 objects time 11 swatches... 132 attachments *shudder*). However, when I did, I got the following error:
Is this my doing somehow? Should I just bite the bullet and Clone/3D Mesh the Studio recolorable and re-attach all of the meshes and swatches? Or is there an easier way to fix this?
{Error Message}The Sims 4 Studio - Version 3.2.0.6
System.AggregateException: One or more errors occurred. (Object reference not set to an instance of an object.)
---> System.NullReferenceException: Object reference not set to an instance of an object.
at S4Studio.Core.CloneEngine.CloneObj(IDBPFPackage result, String hash_salt, CloneObjectOptions opts, IStringTableCache global_stbl, IResourceProvider game, Sims4FileTable game_filetable, UInt64 instance, String creator, Boolean& swatchable)
at S4Studio.Shared.ObjectFeatureViewModel.Clone(IDBPFPackage package, String hash, IEnumerable`1 selected_prototypes)
at S4Studio.Shared.FeatureViewModel.<>c__DisplayClass28_0.<createitem>b__0()
at System.Threading.Tasks.Task.InnerInvoke()
at System.Threading.Tasks.Task.<>c.<.cctor>b__272_0(Object obj)
at System.Threading.ExecutionContext.RunFromThreadPoolDispatchLoop(Thread threadPoolThread, ExecutionContext executionContext, ContextCallback callback, Object state)
--- End of stack trace from previous location ---
at System.Threading.ExecutionContext.RunFromThreadPoolDispatchLoop(Thread threadPoolThread, ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Threading.Tasks.Task.ExecuteWithThreadLocal(Task& currentTaskSlot, Thread threadPoolThread)
--- End of inner exception stack trace ---
System.AggregateException: One or more errors occurred. (Object reference not set to an instance of an object.)
---> System.NullReferenceException: Object reference not set to an instance of an object.
at S4Studio.Core.CloneEngine.CloneObj(IDBPFPackage result, String hash_salt, CloneObjectOptions opts, IStringTableCache global_stbl, IResourceProvider game, Sims4FileTable game_filetable, UInt64 instance, String creator, Boolean& swatchable)
at S4Studio.Shared.ObjectFeatureViewModel.Clone(IDBPFPackage package, String hash, IEnumerable`1 selected_prototypes)
at S4Studio.Shared.FeatureViewModel.<>c__DisplayClass28_0.<createitem>b__0()
at System.Threading.Tasks.Task.InnerInvoke()
at System.Threading.Tasks.Task.<>c.<.cctor>b__272_0(Object obj)
at System.Threading.ExecutionContext.RunFromThreadPoolDispatchLoop(Thread threadPoolThread, ExecutionContext executionContext, ContextCallback callback, Object state)
--- End of stack trace from previous location ---
at System.Threading.ExecutionContext.RunFromThreadPoolDispatchLoop(Thread threadPoolThread, ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Threading.Tasks.Task.ExecuteWithThreadLocal(Task& currentTaskSlot, Thread threadPoolThread)
--- End of inner exception stack trace ---
Is this my doing somehow? Should I just bite the bullet and Clone/3D Mesh the Studio recolorable and re-attach all of the meshes and swatches? Or is there an easier way to fix this?