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KWSV (KinkyWorld Sunset Valley) [Discussion]


Coyotl

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Fair question. I'll probably start making lots available before the entire town is presentable. (My idea of presentable)

 

Or did you mean the high school?

Because that's frelled.

 

That's what's been up the last couple days. I've been off testing and demolishing. Beautiful idea trying to evoke the feel of the school that was there, but in practice ...  damn. I thought it Bridgeport High when it started doing long freezes on a fairly regular basis. 

And it starts right at the beginning of the day. Look at this:

post-771484-0-99518600-1493270077_thumb.jpg

 

I like the hill and the look, but it kills. Lots of things piled up. One class was on the second floor - the one that fills up first. Apparently sims love sky-walks, because they'll go to another building to get to the second floor and then cross back to the building they started in. And it doesn't matter how many doors are in a room, they all want the same exit point. (Not necessarily the shortest route, either)

 

So, that all got scrapped for a fresh start. This time, basics on the ground floor only in an open campus structure while testing, and adding in just a few things at a time to see what happens.

That let me see that when everyone arrives in the morning, they all tend to congregate in the southern-most building on the lot unti the bell rings. (South determined by arbitrarily having designated the original City Hall to be on the north side of Central park.)

When the gym was added, it turned a bit nightmare again. But I learned 'em. Go ahead - try to get stuck there now:

post-771484-0-43803300-1493270567_thumb.jpg

 

As you can see, the gym (on the left of the campus) has an open structure around the pool. To the game, this doesn't actually constitute a 'building', and is now ignored when the morning crowd gathers. They now meet up in the central classroom, and disperse rapidly when it's time for class.

 

Building the school in pieces and playing as it develops seems to be working well. I've found the cause in 3 cases of lag developing in the school (though one was Dominic's fault, not the school's) and have corrected the situation. At present, it plays well for me with only minor stuttering at times (like when everyone gets up to leave class at the same time). For reference, although there's 16GB of RAM in the system, it's only an old 1GB video card in there currently.

 

Tomorrow work focuses on adding the library/music/art features back to the school with the second floor expansion while continuing to sort out little things on the first (I still haven't seen them use the chem labs, for example. I like science, but do the sims?)

 

I also created a new family for testing to add a couple more teens to the town. A middle aged mom with two teens in a house they can't afford now that dad's gone.  Dominic, her son, threw a topless party* with all the girls in class when the adults left town for a couple days. During the party he decided to get revenge on the girl who came into the empty classroom and called the cops on him when he tried to rape the off-duty teacher. So he 'jailed' her in return in his bathroom, keeping her there for several days.

This actually caused another performance snag in the school. The system considered her 'in school', cancelling other input options. More importantly, it was constantly considering how to move her to her seat, which was impossible with the locked doors. Everything started to take a hit because Dominic's prisoner couldn't move.

After she learned to like being abused and was released, it cleared back up.

 

*(Topless Party - invite for swimwear party, then top shark and low shark in rapid succession - they only put the bottoms back on)

 

By yon by - let me say a heartfelt thanks to our Benefactor. Not only was it simple and easy to register and get the school working in Kinky World, but after Oniki Kay did such a fabulous job on all of that, she showed up to take my virginity.

 

I don't think we can possibly thank her enough for what she does.

:D

 

 

EDIT:

Hey - surprise!

Go back and read the new opening on the 1st post.

 

Or just jump over to the new download thread without the preamble. (pre-ramble?)

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  • 2 weeks later...

I know this thread has been quiet for a couple weeks. I really don't like double posting. Especially not since the download thread for this topic provided some activity updates.
But, that hasn't answered the big question on some people's minds - "Hey, Old Dude! 'sup with the high school?"

Besides getting a little sidetracked putting up the Gilded Gator hotel, and then the accompanying partial rebuild of Mirabello Plaza. And as long as we're here, might as well add a few of the other downtown buildings...
Well, yeah, the High School is right across the street...

I've also been dealing with problems created by having that extra cmar penis in the mods discussed earlier. After removing that, most of the women in town had male bodies when naked. So, they've all been replaced with fresh versions of themselves.
And you may have noticed that there's been some painting of custom art for in game going on. That's definitely going to help the look & feel of KWSV.

Exciting news on that front: Joy Twentyfour has just started promoting a new show - her Phases Of The Mood tour. The line between porn star and celebrity is rather lost in the custom posters that will be replacing the defaults from the game.

A Joy Twentyfour teaser:

post-771484-0-37644800-1494542299_thumb.jpg

Huge thanks go to Joy's hardworking agent, Mariana Soprano, for supplying the original photos and allowing Joy to undertake this publicity campaign.

 

But, yeah - I'm back to heavy focus on the high school, and play testing seems much improved over the previous version. It should be up for downloading by the weekend.
Let's take a peek, shall we?
post-771484-0-83514800-1494542242_thumb.jpg

 

I've been tweaking the room sizes, and have things working so that everyone gathers in the primary classroom when waiting for the morning bell, eliminating one more bit of AI confusion. The students never seemed to use the chemistry stations, so for now at least, there's on a very small (3 tables) science lab upstairs. The two main classrooms each hold a dozen students, but there's not nearly that many in my town.

Hey, remember me mentioning school mascot/team for KWSV? Well, didn't want to waste a lot of thought, so went (at least for now) with the Flying Dildo sort of half mentioned when looking for suggestions. Team Nickname - The Grip. Motto - The Difference Between. Colours - Pink & Purple. (Put it all together and you get a joke my son made up a few decades ago)
So, you can see what school banners look like here, and ... Hey! What's that down on the bottom of the pool?
post-771484-0-76914000-1494542261_thumb.jpg

I've also been learning how to get to the materials on objects that don't use the typical texture channels. For reference, here's a look at the ongoing repaint of The Dancing Dino statue.
post-771484-0-83116800-1494542277_thumb.jpg


Other high priority items at the moment are error correction. I was stupid and forgot to reset the price on the Whorehouse Paintings series - they're set at the mesh default of 800 instead of the 300 intended. Quick & easy fix.

Mirabello Plaza went up without my usual level of playtesting. The afternoon before it was posted,  it was a statuary parking lot and general construction storage dump for work going on below ground. Pieces had been tested, but not traffic patterns, etc.,. I'm currently looking at pulling the snack bar out of the theatre and putting a food kiosk with seating in the plaza to replace it. There's a possibility of putting a small seating area up by the current snack bar, moving the employee door directly adjacent to the work area. But that seems likely to only minimally address the sim AI. So better to move it all out in the open.

 

Obviously from the above pic, the Dancing Dino is moving right along. But a lot of focus has been on the population and homes at the moment. I'm also gathering screens when playing for the express purpose of more paintings.

 

I'm especially interested in multiple good pics of likely candidates for celebrity posters & adverts. Currently my roster is limited to only Joy Twenty Four, and two of my own sims - Emma Song (a singer, surprise) and Kimota! The Marvelous (magician, even less surprise).

Agents representing likely talent should have your peoples call my peoples.

 

 

EDIT: The High School is up now in the download thread. (linked above)

It should be noted that this is an In-Progress version. It's all fully prettified, but i need feedback and experience reports to get everything finalized in the design. And, of course, the team logo/name/colours are very up in the air right now. Many of the signs are very rushed and even just clip art. I felt it was more important to get things functional so it could be tested by more than just me. I'll upgrade the graphics and add multiple team options as we go.

When the high school was requested, there were only 3 teens in my town. I've created new families & households to build it up over a dozen now, but still haven't had more than ten of them attend school at the same time. How big are the teen populations of other towns? How many attend your school?

For my current experience, the class sizes should be reduced a bit to bring more teacher rotation into play. But this school is built for others, so the classes are currently larger - holding a dozen students each. That might not be enough, or it might be too much.

 

You tell me.

 

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  • 2 weeks later...

I hope you'll achive some old families like Alto's family. That would be interesting in neiborhood plot

 

My apologies for not responding much sooner - thought i had.

 

I'm not sure what you're suggesting here. Could you go into it a little bit more to clarify what you're thinking?

 

At the moment, there are no actual members of old families in town, though they have left their mark. And there are new families that are based on some of the old.

Like the previously mentioned Bunch family is still there in name, though reworked closer to the parody concept.

Some have been directly replaced - like Cold became Hot (Frio brothers are now Caliente brothers), Wolff became wolves, etc.,.

And when the Asylum is built, it's planned for a couple members of an old family to be there now.

 

But things are always evolving, and new ideas are very welcome, so please do elaborate.

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Truthfully, i know very little about the Alto family. I never played them, and mostly know only the randomly generated rumors that sometimes used them. I'll have to learn more about them in order to use them well. There's certainly room still to incorporate more stories, so feel free to suggest specifics, and/or to point me towards a good info source.

Meanwhile, i'll go back and look at what little info was presented in their summaries and such.

 

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  • 2 weeks later...

Looking great so far! Replaced all the buildings, took over the Working Girls household, now starting to change the population of town.

 

Some details I noticed:

 

a) Mirabelle Plaza - two theatres, two groceries?

I'm not sure if it's a good idea to place multiple copies of shops - like two Theatre rabbithole doors, two Grocery Store rabbitholes (one rug, one door). Just something I haven't seen before.

 

B) Do the Working Girls really have two BSDM cellars with barbecues standing in their centers, or did an object get replaced?

 

c) Add a rabbithole to the KW school?

The "KW" version of the school currently has no rabbithole, so younger children can't go to school. (KW High School doesn't accept pre-teen schoolkids).

You could just add the School rabbithole somewhere on the KW school lot. Toggling KW Highschool on and off should make them switch between rabbithole school and the KW version. (I'll test later to make sure.)

I usually build a separate High School when playing KW; when I turn KW on, the teenage students switch to the new school.

(Note: It's best to activate KW school on a Saturday so the game has some time to prepare - AFAIK looking for sims and enrolling them takes a bit of ingame time.)

 

d) I think I installed all the prerequisites, but some of the Working Girls have incomplete clothing (Jeans in bed? Seems something got autoreplaced, I'll double-check if I really installed everything or not.)

 

 

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  • 2 weeks later...

Several very good observations there, and some have already been implemented during my time trapped offline. The excess doors have been removed from Mirabello, as well as the Bistro to cut down on foot traffic. The school rabbithole has been incorporated to the High School design.

 

The garages in the Working Girls household should each have shackles on the floor and wall mounted restraints. I thought they were required by Kinky World, but looking now it seems that Lady666 uses them for her animations. These are the links:
Stockade BDSM Furniture http://www.sexysims....ad.php?t=175302
Bondage Frame http://www.sexysims....ad.php?t=174813

Of course, this means that you likely need Lady666's animations, too, if, for some unfathomable reason, you're not already using them.

The room on the right, with only the firepole access, is The Trap. Hence the double door/airlock approach upstairs, allowing the player to use the locks to control who gets in or out.

 

The clothing issues are completely on my end. I was hunting down links on the clothing used when the net connection turned evil. I'll be resuming that hunt and get a guide posted this weekend.

 

Work is currently progressing on a save game that will incorporate all the changes available so far, and a few more, as well as an all new population and a bunch of new & modified homes. See my latest post on the download thread for more info on this.

 

 

EDIT: Clothing reference and links added to the KWSV download thread. Included are two items you're missing, one of which is the T-back Thong, which would be the problem you mentioned. The other is a top that Letti wears for her athletic outfit. (Others tend to wear it as part of their whore career uniform)

 

Here's quick links so you don't have to go to the other thread:

Julie J's Female Sexy Top
Marcos Edson's T-back Style Thongs
 

 

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Hey there, I've got a question!

Would you ever be willing to upload the Sunset Valley world that you're putting all of these lots and things into?  The reason I ask is because my computer, beefy as it is, will become the most obnoxiously slow machine when it comes to placing buildings in TS3.  And with each new lot, that's another....what, three to five minutes that I have to sit and wait....and then another minute to turn the building if it's necessary....then another minute or two for the game to actually place it-- you get what I'm trying to say.

 

Of course, we'd still have to download the necessary items and clothing and whatnot, but gosh it'd be so much easier to just download the world itself as it develops.  I'd be more than willing to download the world fifty million times if it meant that I could avoid the agonizingly slow load -- and occasional crash -- of trying to replace every lot myself.

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Hey there, I've got a question!

Would you ever be willing to upload the Sunset Valley world that you're putting all of these lots and things into?  The reason I ask is because my computer, beefy as it is, will become the most obnoxiously slow machine when it comes to placing buildings in TS3.  And with each new lot, that's another....what, three to five minutes that I have to sit and wait....and then another minute to turn the building if it's necessary....then another minute or two for the game to actually place it-- you get what I'm trying to say.

 

Of course, we'd still have to download the necessary items and clothing and whatnot, but gosh it'd be so much easier to just download the world itself as it develops.  I'd be more than willing to download the world fifty million times if it meant that I could avoid the agonizingly slow load -- and occasional crash -- of trying to replace every lot myself.

 

Oh, yes. Absolutely. In fact, that's what was just being mentioned last night. I'm currently working on an initial release of a save game that will incorporate everything to date, and a fair bit new - including town population.

With any luck, it'll go up next weekend.

 

Now to see if this reply can be posted. I'm waiting for my router to re-connect to the local junction, but that junction is in a state of persistent resetting. Have to time my send like a leap in an old school side scroller...

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Hey there, I've got a question!

Would you ever be willing to upload the Sunset Valley world that you're putting all of these lots and things into?  The reason I ask is because my computer, beefy as it is, will become the most obnoxiously slow machine when it comes to placing buildings in TS3.  And with each new lot, that's another....what, three to five minutes that I have to sit and wait....and then another minute to turn the building if it's necessary....then another minute or two for the game to actually place it-- you get what I'm trying to say.

 

Of course, we'd still have to download the necessary items and clothing and whatnot, but gosh it'd be so much easier to just download the world itself as it develops.  I'd be more than willing to download the world fifty million times if it meant that I could avoid the agonizingly slow load -- and occasional crash -- of trying to replace every lot myself.

 

Oh, yes. Absolutely. In fact, that's what was just being mentioned last night. I'm currently working on an initial release of a save game that will incorporate everything to date, and a fair bit new - including town population.

With any luck, it'll go up next weekend.

 

Now to see if this reply can be posted. I'm waiting for my router to re-connect to the local junction, but that junction is in a state of persistent resetting. Have to time my send like a leap in an old school side scroller...

 

Posted perfectly!!  And that's such exciting news, oh my god, I can't wait!!!!!!!!!!!!!!!

 

 

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... here's the story of my game in Sundown Valley ... 

 

I started SV, replaced all the buildings, saved the empty town, started playing the Working Girls household ... but I dislike playing more than one sim at a time, so the girls each went on a 3-day holiday to start their whoring careers. (Most of the early attempts end in discussions with pesky police officers, but you can start whoring again as soon as the officer turns around ...).

 

Working Girls Household: A fence blocked the "torture cellar" ... I edited the place a bit.

 

... back in town, I had them the three adults in the household whore for a day while the teen was at school. It was the little place opposite town center, former bistro i think. Having several whores work in the same place caused congestions (spiral staircase, elevator).

 

... when the teen returned from school, I sent everyone home, then switched households. 

 

My new sim became a woohooer and gardener, and gets solicited a lot, especially when he visits town center. :D

My plan was to make him start a brothel (Patreon build), he got rich selling Weed (KW plant), I got bored, he adopted a baby, I got bored of them just after her childhood started, and started a new household :D

 

 

Feedback:

The town center works really well on my machine (i7-2600 8GB).

Addons used (everything except Into the Future, Island Paradise, Pets) is a bit more than I usually use, but I haven't had any problems.

Major house edit: Elevators tend to slow things down, I usually replace buildings that have them.

Minor house edit: Working Girls Household: There was a fence blocking the spiral staircase into the right torture cellar, maybe something got autoreplaced.

 

 

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... here's the story of my game in Sundown Valley ... 

 

I started SV, replaced all the buildings, saved the empty town, started playing the Working Girls household ... but I dislike playing more than one sim at a time, so the girls each went on a 3-day holiday to start their whoring careers. (Most of the early attempts end in discussions with pesky police officers, but you can start whoring again as soon as the officer turns around ...).

 

Working Girls Household: A fence blocked the "torture cellar" ... I edited the place a bit.

 

... back in town, I had them the three adults in the household whore for a day while the teen was at school. It was the little place opposite town center, former bistro i think. Having several whores work in the same place caused congestions (spiral staircase, elevator).

 

... when the teen returned from school, I sent everyone home, then switched households. 

 

My new sim became a woohooer and gardener, and gets solicited a lot, especially when he visits town center. :D

My plan was to make him start a brothel (Patreon build), he got rich selling Weed (KW plant), I got bored, he adopted a baby, I got bored of them just after her childhood started, and started a new household :D

 

 

Feedback:

The town center works really well on my machine (i7-2600 8GB).

Addons used (everything except Into the Future, Island Paradise, Pets) is a bit more than I usually use, but I haven't had any problems.

Major house edit: Elevators tend to slow things down, I usually replace buildings that have them.

Minor house edit: Working Girls Household: There was a fence blocking the spiral staircase into the right torture cellar, maybe something got autoreplaced.

 

FIRST _ THANK YOU! Feedback really helps, and this will get reviewed more thoroughly later when brain is less toasty.  (Thankfully the bit below is cut & paste from earlier this eve)

 

I, like you, prefer to play a single sim generally. (You'll see a lot of solo households) I generally view the Working Girls as 'NPCs' that make the town a better place in which to play.

The fence should have a gate, but it is completely overkill, and was very nearly removed more than once. It was only there due to one situation with a party attended by some sims that shouldn't be down there. I used the double door as an airlock arrangement, alternately enabling and disabling locks as needed to control who went in, while disallowing climbers trying to escape up the pole. I'd generally recommend doing just what you did, and deleting it. In fact, the whole Trap side there is just an experiment that should be cleared out by anyone wanting room, or even to restore it to a garage for their vehicle.

I'll try to incorporate these conversations into usage guidelines for the mod.

 

Meanwhile:

 

 

I tell, it's frelling weird walking around KWSV these days. So many new faces while so many familiar are absent. (Like the Working Girls are not yet back in the game) Over the last couple weeks, while building and testing the KW Hotels, a metric shitload of new sims were created. And pretty much ANY sim in my game winds up with full bio (in no small part due to the damn lag while changing between clothes & loading libraries. Plenty of time to think about those things, and it helps to inform the look.)

I random dump a bunch of sims into town to fill up the population before starting to play, and so there's lots of characters i barely recognize. Very weird in a town filled with sims created by me.

A lot of these new sims are part of the new KWSV population, not just temps in my game. Some even already have newly built homes and have been placed in-game. I rather expect that the population will grow and change over time, just as the buildings in town do. I'm also thinking of a general pool of sims that can be drawn from to use in your games to keep things fresh, or fill other needs when they might arise.

 

 

A Progress Report:

 

All released lots are in place, of course.

Mirabello Plaza has been remodeled, removing the Bistro & excess rabbithole doors. There's a weird spot where empty sidewalk is blocking access that needs to be sorted (and it WILL be), but otherwise it's good to go.

The Gym has a new room upstairs - the 'Eastern Work-Out Room'. It's on the east side of the building, if you label that side as east. (I don't)

More to the point, it has Yoga Mat, martial arts Work-Out Dummy, and Bricks for board breaking. (So you won't have to go lurking around the Civic Center Construction Zone to practice any more.) Beneath is an open air rest area to chill after a good work out.

The new Bistro is still up in the air. I've got a few bits & pieces constructions while trying to decide what theme & look to go with. It may be the last thing that gets done this week.

There's a minor campground added to Crystal Springs, with cook-fire, seating & sleeping bags.

 

Has the Dancing Dino been mentioned? The top floor has been minimized for now, but it's in place. For those who haven't heard mention before, the Dancing Dino is a neighborhood hangout & recreation area. It's located where that clumsily dropped beauty & tattoo parlor was (and you can still get both there). But the Dancing Dino also houses an arcade, bowling alley & pool hall. Outside there's a trampoline, golf range, viewing pond, and Gnubb field. Upstairs is a dance hall/club, but that's been stripped down to just a snack area for the time being.

 

All in-progress work areas (clubs, graveyard, hospital) have been cleared out and the original structures restored. They, and the rest, will be fodder for later updates.

 

As of earlier this evening, there were 19 households placed in modified or newly constructed homes. The combined total of these households is 39 Sims, 2 Dogs, and 1 Horse.

There are an additional 22 Sims ready and waiting for places to live.

There are still 11 Sims that need to be recreated to rebuild 4 households, 2 of which have already modified homes waiting for them to occupy.

(Oops. Make that 12.5, and another 'home' waiting for the just remembered 1.5 Sims. Forgot the Esperanzas.)

 

Note to LukMaxPL - there is now a lone Alto left in town, bitterly carrying on their story.

And a big shout-out to maraas for John Murphy.

Thanks to both for the inspirations.

 

 

How many will actually be in this first release version? I'm not sure. I'm sure that not everyone who's ready will go in, and most likely a few new ones will get created to fill perceived gaps. The population won't be properly balanced, not that it ever would be Actually 'balanced'. These are disturbed people, generally speaking, as mentioned before.  I mean balanced in a KW sort of way. Later versions will have a good mix of types to be sure to cover location attractors and fetish types. For example - there would be a set number of masochists of each sex out there for 'bait'. Right now? I've got no clue. I can think of three for sure, and there's one or two in the 11 Sims waiting to be recreated. But are there more? Maybe. Is there a good mix of sexes? No. Only one male that comes to mind. (Again, there may well be more already in town, but the new crew isn't well documented yet. I need another census after this first Save release is prepped & ready to go.)

 

Some Notes On The Population:

There are no weird randomly mixed facial features - everyone has an individually crafted face, custom coloured hair, and personalized wardrobe with customized textures. Everyone should have a biography, often with a notion of how to play the character, and sometimes with specific challenge notes.

As said above, the population is a bit askew these days. A majority of the town are exhibitionists, often flirty. A great many are rapists. A fair chunk is insane, inappropriate and/or unstable. More than a few are outright evil. Everybody has at least one Kinky World trait.

A common theme you'll see is sims who, for a variety of reasons, find themselves in homes they can't afford to keep, making a need for quick cash that may lead to ... questionable options?

(Okay - it may lead to working at the hotel is what it might lead to. Or that sort of thing)

 

Another thing you'll likely notice is that a whole damn lot of folks seem to run around bare foot. And when they do wear shoes, it's always flats, or very low heels. Related issues, but separate answers.

On the heels - it's because of the way heels work in Sims3. High heels make legs look good because they stretch the leg (and attendant musculature) with the extension of the foot. In Sims3, the heel instead pushes the foot up into the leg, shortening and deforming the look. Yuck. So no heels.

On the bare feet - it's two fold. First is the fact that a lot of times, the top and bottom come off for sex, and the shoes stay on. That often looks awkward, or just damned stupid. Secondly, it just reflects me. I'll spend about 12-15 hours wearing shoes in a typical month. (It's good to be a hermit)

 

 

On Sunset Valley Homes:

"You might see one of our billboards around town - like the one with the wistful, naked raven-haired girl on the waterfront that proclaims "Beautiful Living", or the one with the naked inter-racial couple coupling that encourages "Live In Racial Harmony". SVH has proven to be highly popular with the locals, customizing homes and crafting new residences with an eye toward exhibitionist living. Some have even gone as far as removing toilets from the home to encourage/force exposure when the need arises. It may have surprised our design team when this proved popular in some circles, but they gladly ran with it. Saving money on plumbing helps pay for all those big windows...

Interiors offer open space designs, frequently with only one enclosed room - the bedroom - to allow quiet slumber. In addition to the free & open feeling of these homes, they offer the advantage of a single stereo supplying music to the everywhere except the quiet bedroom.

Another popular feature in many SVH residences is pet-proofed trash. Fenced corals or off ground storage for your garbage that keeps pests out.

post-771484-0-30090500-1498544002_thumb.jpg

Visit our showrooms today and learn why Sunset Valley Homes is now the ONLY name in Sunset Valley homes!"

 

They handle most of the remodeled and newly built homes, so that should give you an idea of what to expect. In addition to ensuring that Tom & other peepers (and passers by) have good visual access, homes usually makes sure there's necessary interior space for exhibitionists to tease & please.

 

 

 

Planned Release notes:

I may have to start a second thread for this since the save will push the limit for posting. I plan to make two versions of the save available - one regular version, one route-fixed version.

I prefer the non-route-fixed version of Sunset Valley for my games. I don't generally play long, multi-generational games, and that's where the big advantages of the route fixed version come into play. I'm left with mostly the bad parts of it - like the clumsy attempt to re-align lots to edge up closer to the sidewalks, while ignoring the shearing created on other edges of the lot. Leaving minor discrepancies that run along the straight edge of a sidewalk would be greatly preferred to all the new seams and sometimes huge shears in the landscape. (Look at the edge of Maywood Glen/Romany Hollow where the sidewalk heads out toward the fire department for a glaring example)

You're stuck with enough of my own preferences, but this one is worth accommodating both groups of players, in my opinion. Though it may be that the route-fixed save would be fine with the base game world, it's best to be sure and go both ways. So, each version might get its own thread. I'll sort the logistics when we get there.

 

 

Long ramble, but waiting for cool weather so the net connection is hopefully stable. And... I'm old. Geezer's are entitled to ramble. I'm sure it was in my contract.

 

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Where We At?

The problem with the market at Mirabello Plaza has been, if not corrected, at least worked around. You may note 4 squares on the floor inside the market are a different tile. Those four squares may not be built upon, nor walked upon. This appears to be at the world level, unchangable with the current tools, like the invisible seed spawners on the lot. So things are a little uglier, a little less elegant, but work better than before. (This also eliminates a traffic snag that was caused by seemingly clear sidewalk being impassable.)

The Gilded Gator has received a bit of an overhaul, eliminating the elevator and spiral staircase in favor of two double wide stairs. The second floor now has only 3 rooms instead of 4. Good trade, in my opinion.

The new Oasis Bistro is open down at the Old Pier Beach.

post-771484-0-00361700-1498893648_thumb.jpg

Besides learning another cool little pro-tip on building there, a slight bummer discovery was made - there is no rabbithole door for the Bistro, only a rug. So while doors are used everywhere else, it's the rug that must be activated here. I've tried to embed visual reminders. As you can see in the image, the blue rug, while matching with the tables to the side, stands out very distinctly over by the door. It's also framed by 4 floor lights. A closer look would reveal that the two door on the building have opposing diagonal striped patterns on them, forming a down pointing arrow toward the rug. (It's a bit more subtle than it sounds, but only a bit)

Currently placed population count is 69 Sims (35 Female, 34 Male - plus 2 dogs, 1 horse and 1 ghost) in 35 households, all either modified or newly built homes.
7 Sims are still waiting for the work on their homes. (4 Male, 3 Female, making exactly 50/50 split on the population gender base, quite by accident. Only discovered it when counting things up today.)
For perspective on those numbers above. IIRC, the base version of Sunset Valley has 67 sims living in 27 households. We're already past that level. At completion, there will be 9 more sims and considerably fewer empty houses and lots available. I believe that most people who download and install mods & saves know how to clear out unwanted sims and bulldoze lots. But that'll be covered in the player's guide, along with an overview of the population so you can decide who you want to play, to eliminate, to never play but always keep around as NPCs, etc.,.  (Actually, this may wind up being a downloadable html guide, allowing me to incorporate my already existing Population Chart used for work reference.)

So, anyway - looks like the first edition will be finished building this weekend. Then another day or two going through to double-check locations and set specifics like dancer show times, setting lots up in  both route-fixed & regular versions, completing the initial player's guide, etc.,...

All in all, it's fair to call it pretty-damn-close. A time measured in days instead of weeks.

And it even looks like they might have gotten the situation with the net connection taken care of. I'm not sure though, because the universe has a fucking wicked sense of humor, and currently i'm the punchline. The power supply on my net computer has gotten exceeding uppity, and sometimes it won't even keep powered up long enough to complete the boot-up sequence. It's done this before, and once it gets things out of its system, it's usually good for weeks or months. But it's chosen now to get a good laugh.
I might have to resort to trying some pi.

For those who may be wondering, the net computer is not the work/play computer. That's a secure machine*, so it has no external connects and no internet access. Sneakernet only.

Well, Dren!
I just did a quick test and compiled the current save into a .rar archive. It's 132MB in size - larger than the base post maximum by 1/3. I'll have to learn how to upgrade my posting status. Never needed to know before. If that's going to slow things down, then a file storage/sharing service will be used to make it available straight away. (I'm typing offline, so can't even try learn the procedure at the moment. As noted above, no telling if it'll be an option when online later.)



===

*(Yes, sure. I know 'secure machines' are connected all the time. And 'secure machines' get hacked, broken, and held for ransom, too. After your first few six figure data losses, the definition of secure changes. Especially since i'm not bonded any more.)
 

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  • 4 months later...
  • 3 months later...
1 hour ago, CharlyHoleg said:

Hi there !

Thanks for your wonderful and amazing job !!!

I play KWSV (SaveGame) but when i make my sims wohoo, there's only one possibility (vaginal) and only one animation (i have plenty of others working perfectly on Oniki). 

Have i missed something ?

Thx for your help guys !

You lack of animations.

 

You need to download third party animations.

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17 hours ago, CharlyHoleg said:

Hi there !

Thanks for your wonderful and amazing job !!!

I play KWSV (SaveGame) but when i make my sims wohoo, there's only one possibility (vaginal) and only one animation (i have plenty of others working perfectly on Oniki). 

Have i missed something ?

Thx for your help guys !

If I understand your post correctly then you have the animations, but likely need to re-enter them in the woohoo list since that savegame is basically a 'new' game in that world. I seriously started using export/import features from any mod that offered them due to the time it takes to set up a new playthrough the way we like it.

 

If this isn't the problem, then without more detailed info we'll be tossing darts in the dark :tongue:

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  • 3 months later...

KICKS THE DOOR DOWN

I have a new, hearty computer that's ready to test this stuff out again!  Reinstalling everything but the clothes because that's gonna take forever, I'm lazy, and I don't want to deal with it.  also some of the links are dead so there's that

 

Hopefully, updates are going to continue!  I remember this being one of my favorite worlds to play KW things with!  @Coyotl , feel free to message me if you'd like an UPDATE to work with. ?

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