CHANGELOG 0.9.9 Build 453

Fixes


- Added a Kinky CAS slider limit extension so Kinky Extended CAS can track more than the
  vanilla CAS facial/body slider array size. This mirrors the useful MasterController/XCAS-style
  behavior needed by large custom body-slider sets such as JVSmith Enhanced Bodies.

- Added a new persisted Kinky Extended CAS setting, Extended Slider Number, with default 100.
  The setting is available in Miscellaneous > Kinky Extended CAS above Kinky CAS Cooldown and is
  clamped to the supported range 25-500.

- Kinky CAS now applies the configured slider limit during the active CAS session by expanding
  each active CASFacialBlendPanel slider data array when the game has initialized it with the
  vanilla 25-slot size. This is scoped to Kinky Extended CAS and does not run when the feature is
  disabled.

- Fixed the remaining Kinky CAS extended-slider registration issue where sliders above EA's
  vanilla tracked count could appear in the UI but not apply changes because the panel still kept
  mNumSliders and mSliderData registration limited to the first 25 entries. Kinky CAS now rebuilds
  the active panel's slider registration from its visible slider grids, allowing extended slider
  sets to update their FacialBlendData and show numeric values correctly, matching the expected
  MasterController/XCAS-style behavior.

- Registered the new setting in ResetSettings, same-build integrity recovery, and upgrade
  add-if-missing logic so existing saves receive the key without overwriting any serialized value.

- Added runtime English fallbacks for the new Kinky CAS setting label and edit prompt.
  Package STBL update still recommended for localization coverage:
  
- Oniki.KinkyMod.OptionSettings.KinkyCasExtendedSliderNumber | EN (may vary): Extended Slider Number
- Oniki.KinkyMod.OptionSettings.KinkyCasExtendedSliderNumber.EditPrompt | EN (may vary): Enter the maximum number of CAS facial/body sliders Kinky CAS should track.

- Added a new Feedback & Notifications setting, Notification for towel outfit, default true.
  The setting controls only the "I better get dressed properly" style notification shown when a
  Sim leaves a towel outfit after going outside; it does not disable the actual forced dress-up.

- Registered the towel notification setting in ResetSettings, same-build integrity recovery, and
  the Build 453 upgrade add-if-missing path so current 453 tester saves and older saves receive the
  key without overwriting any serialized value.

- Package STBL update recommended for the new towel notification setting label:
- Oniki.KinkyMod.OptionSettings.TowelOutfitNotification | EN (may vary): Notification for towel outfit

- Fixed towel-outfit detection for the outside dress-up flow so KW recognizes both the legacy
  Special:towel outfit and the EA SkinnyDippingTowel category.

- Fixed a towel-outfit outside regression where the Sim could remain outside in a towel for hours
  because ShouldRunUpdateTick treated the OutfitManager as idle/clean after the outfit resource
  stabilized indoors. The update gate now wakes the OutfitManager when the Sim is outside in a towel
  outfit, allowing the existing dress-up logic to run at the configured Sim Data update interval.

- Hardened the outside towel dress-up target resolution. If EA's GoingOutside outfit lookup returns
  no usable outfit, returns the current towel outfit, or resolves to Naked, KW now falls back to
  Everyday 0 and validates the target outfit before calling ChangeOutfit.

- Added focused MiscellaneousLogging diagnostics for towel/outside processing under the existing
  global buffer gate. The General_Logging export now records gate wake/skip decisions, towel
  detection state, outside skip reasons, outfit resolution/fallback, notification state, and
  ChangeOutfit results for this flow.

- Removed the random restore-previous-outfit branch from LoseTowel. After the Sim loses the towel
  and reacts, KW now always redresses to Everyday 0 with a spin instead of sometimes restoring the
  previous towel outfit instantly and without animation.

- Fixed a Send Photo Text reset when a duplicated kinky selfie/photo was sent back to the Sim shown
  in the picture. KW photo copies now preserve their original lot/room/posture metadata and selfie
  flag, and lot registration checks safely treat unresolved photo lots as not registered instead of
  throwing a NullReferenceException while evaluating blackmail/photo-exhibition handling.

- Fixed a crash when opening Offer Shady Goods with KW underwear in the actor's inventory.
  Underwear resale pricing no longer recursively calls Underwear.ResalePrice, preventing the
  StackOverflowException seen while ShadyMenu was building the picker.

- Fixed ShadyMenu item filtering so callers now apply their intended item test.
  This keeps Offer Shady Goods and the criminal hideout Sell Drugs flow from showing or pricing
  items outside their allowed sale list, including underwear when the hideout flow expects only
  accepted drug/arousal/willpower chemical goods.

- Hardened the criminal hideout Sell Drugs eligibility test so it no longer routes underwear or
  other generic IResalable objects through the drug-sale gate while building the rabbithole pie menu.

- Cleaned up the criminal hideout Not Interested notification so it no longer exposes raw score,
  inventory price, and payout debug values to the player.

- Added an explicit CannabisHerb fallback for criminal hideout sale eligibility and scoring when
  the runtime chemical component is not present on the inventory item.

- Fixed hospital Buy Medicines showing an empty picker by registering non-prohibited medicines
  into the same HospitalShopping store opened by the hospital rabbithole interaction.
  Medicines remain available through the grocery/general store integration as before.

- Hardened Kinky medicine data validation so empty/template KinkyMedicines XML rows are ignored
  instead of being registered as invalid store items or GuidMap entries. Medicine creation now
  refuses placeholder data with an empty name, zero pill count, or invalid/zero model key.

- Confirmed KinkyMedicines currently provides a disease-specific medicine only for AIDS
  (`HIV_1`). Crabs and Zombie have no tuned pill entry, so NPC disease recovery now uses the
  hospital fallback or passive safety recovery for those diseases instead of trying to spawn an
  invalid medicine object.

- Fixed KW disease transmission so Sims only spread normal disease instances while the disease is
  in Incubation or Illness. Convalescence-stage disease entries no longer continue infecting nearby
  Sims after treatment or partial recovery.

- Wired the KW disease event listener lifecycle into startup/shutdown and changed Sunlight Charm
  handling to purge all KW disease entries from the affected Sim. This prevents the spell from
  merely removing the visible disease moodlet while leaving the underlying contagious disease data
  active.

- Added autonomous NPC disease recovery support for resident, non-selectable human Sims in Illness.
  Eligible NPCs first try a valid disease medicine through the existing TakePill interaction,
  governed by DiseaseTakePillChance; if no valid medicine exists, they can queue a hidden hospital
  Complete Disease Treatment fallback.

- Kept the player-facing hospital Complete Disease Treatment interaction manual and paid, but added
  an internal NPC-only hospital definition for disease cleanup. Resident NPCs are not blocked by
  household funds for this automatic fallback, avoiding long-lived infected townies that continue
  circulating and spreading disease.

- Added a passive NPC disease safety recovery timer as a final fallback. Non-selectable resident
  NPCs that remain in Illness too long move into Convalescence after 36 Sim hours for Crabs or
  72 Sim hours for other KW diseases.

- Fixed hospital Artificial insemination treating a successful pregnancy side effect as a failed
  service when Womb.StartPregnancy returned false even though the Sim became pregnant.

- Added a hospital Artificial insemination interaction for fertile female Sims with a valid KW womb.
  The service costs 2000 Simoleons, runs through the hospital rabbithole, and starts a KW pregnancy
  on completion. If the Sim has valid SpermBag items, the player can optionally select one as the
  donor sample; canceling the picker or declining the prompt falls back to a random valid male donor.
  Male Sims or Sims without a valid KW womb do not show the interaction in the pie menu.

- Added runtime English fallbacks for the new Artificial insemination labels and feedback.
  Package STBL update still recommended for localization coverage:
- Oniki.KinkyMod.Hospital_ArtificialInsemination:InteractionName | EN (may vary): Artificial insemination
- Oniki.KinkyMod.Hospital_ArtificialInsemination:NotEnoughMoney | EN (may vary): Your Sim must own at least 2000 Simoleons to do this.
- Oniki.KinkyMod.Hospital_ArtificialInsemination:MustBeFertile | EN (may vary): Your Sim must be in fertile state to perform this.
- Oniki.KinkyMod.Hospital_ArtificialInsemination:UseCustomSpermBagQuestion | EN (may vary): Do you want to use a custom sperm bag to fertilize your Sim?
- Oniki.KinkyMod.Hospital_ArtificialInsemination:SpermBagPickerTitle | EN (may vary): Choose sperm bag
- Oniki.KinkyMod.Hospital_ArtificialInsemination:SpermBagPickerTab | EN (may vary): Sperm bags
- Oniki.KinkyMod.Hospital_ArtificialInsemination:ColumnSpermBag | EN (may vary): Sperm bag
- Oniki.KinkyMod.Hospital_ArtificialInsemination:ColumnSpermBagTooltip | EN (may vary): Sperm bag
- Oniki.KinkyMod.Hospital_ArtificialInsemination:ColumnCount | EN (may vary): Count
- Oniki.KinkyMod.Hospital_ArtificialInsemination:ColumnCountTooltip | EN (may vary): Count
- Oniki.KinkyMod.Hospital_ArtificialInsemination:ColumnQuality | EN (may vary): Quality
- Oniki.KinkyMod.Hospital_ArtificialInsemination:ColumnQualityTooltip | EN (may vary): Quality
- Oniki.KinkyMod.Hospital_ArtificialInsemination:NoDonorFound | EN (may vary): No valid sperm donor was found.
- Oniki.KinkyMod.Hospital_ArtificialInsemination:Success | EN (may vary): Artificial insemination was successful.
- Oniki.KinkyMod.Hospital_ArtificialInsemination:Failed | EN (may vary): Artificial insemination failed.

- Hardened automatic Kinky Traits spread so preference traits respect exclusive gender preference
  orientation more consistently. Exclusive straight male Sims no longer receive Love Big Cock or
  Love Futanari from the spread pass, exclusive straight female Sims no longer receive female-body
  preference traits such as Love Big Boobs, Love Bald Pussy, or Love Hairy, and exclusive lesbian
  Sims now also exclude Love Futanari alongside Love Big Cock.

- Fixed Kinky Traits persistence for EA Service/Role Sims, including bouncers, bartenders,
  mail carriers, and other service-managed Sims. Trait assignments now persist through a full
  game shutdown and reload instead of surviving only inside the same application session.

- Cleared the runtime Kinky Traits cache on world leave so stale in-memory trait state cannot
  mask missing save data or leak across reload flows.

- Hardened persistent SimData eligibility for service-managed Sims so valid human Service/Role
  NPCs can store their KW trait data in the normal save-backed path instead of falling back to
  volatile runtime data.

- Fixed Ask to Show Bottom / Ask to Show Cock on male Service/Role Sims by routing accepted
  requests through a narrow service-safe ShowBottom continuation. The service-safe path keeps the
  visible show/reaction flow, restores clothing immediately afterward, and avoids the full
  two-Sim ShowBottom state machine that could hard-reset EA-managed service Sims.

- Kept the historical ShowBottom behavior unchanged for normal Sims. Only EA Service/Role targets
  that are male or futanari use the new service-safe continuation; other service targets still use
  the conservative rejection path when the risky continuation is not appropriate.

- Added focused miscellaneous logging for the Service/Role show flow under the existing General
  Logging toggle. The log records accepted requests, service-safe pushes, outfit show/restore
  results, and cleanup phases without reintroducing noisy pie-menu pass/fail diagnostics.

- Hardened KW Use Toilet against rare invalid runtime state that could leave an autonomous Sim
  repeatedly failing in front of a toilet. The interaction now logs a diagnostic ScriptError with
  actor, target, lot, object type, and missing component details, then falls back to the original EA
  toilet interaction for unrecoverable core state issues.

- Fixed the female `womb_null` toilet path specifically: KW now tries to restore the missing womb
  through the existing SimData gender-sync path when the Sim is a valid teen-or-older female. If the
  womb still cannot be restored, KW skips only menstrual-care/protection handling for that toilet run
  and lets the normal KW toilet interaction continue instead of throwing a NullReferenceException.

- Fixed a localization crash when opening Miscellaneous > Interaction Settings > Autonomous "Go Home"
  for Needs with a non-Latin translation for the third button / Read Me First label. The menu now
  passes the STBL key to the shared picker instead of passing already-localized text and localizing it
  a second time, avoiding ResourceUtils.HashString64 crashes on Chinese text such as "请先阅读".

- Root cause confirmed from ScriptError diagnostics: OptionMenu.Show reached the dialog creation stage
  with ThirdButtonKeyOrText already set to the localized Chinese label, then treated that display text
  as a KW localization key and called UITools.Localize again. The failed fallback hash path in
  ResourceUtils.HashString64 threw IndexOutOfRangeException before the picker could open.

- No new STBL rows are required for the Autonomous "Go Home" fix. Existing package entries remain the
  source of truth:
- Oniki.KinkyMod.OptionSettings.MenuAutonomousGoHomeForNeeds.ReadMeButton | EN (may vary): Read Me First
- Oniki.KinkyMod.OptionSettings.MenuAutonomousGoHomeForNeeds.ReadMeTitle | EN (may vary): Autonomous "Go Home" for Needs
- Oniki.KinkyMod.OptionSettings.MenuAutonomousGoHomeForNeeds.ReadMeBody | EN (may vary): These toggles disable Kinky World's automatic Go Home safety fallback...

- The Read Me title/body localization path was left unchanged: those strings are resolved only when the
  third button is clicked and are shown directly in SimpleMessageDialog, so they were not part of the
  double-localization crash path.

- Hardened the same third-button localization path in Brothel schedule pickers so translated Apply
  Schedule buttons are also passed as STBL keys instead of already-localized display text.

- The Brothel hardening covers all matching OptionMenu third-button constructors found in the active
  source audit: PlanningDay, MenuSchedule, and ScheduleDay. PlanningDay is the historical weekly
  brothel-hours picker with the 13-column employee/time-slot grid and dedicated picker diagnostics.

- Follow-up audit found no remaining OptionMenu third-button constructors in the active source that
  pass UITools.Localize(...) or Localization.LocalizeString(...) as already-localized display text.

- Consolidated the scattered ONIKI_Objects.package object STBL resources into one primary STBL
  dataset per supported language. The package now exports 23 STBL resources instead of 119: the 23
  main locale resources were expanded with the strings from the small per-object STBL fragments, and
  the 96 absorbed mini-STBL resources were removed after merge verification.

- Preserved existing per-language object translations during the ONIKI_Objects.package STBL merge and
  used the English value only when a target language did not already have a translated value in its
  source fragments. Verification confirmed that non-STBL resources were unchanged; the only removed
  resources were STBL fragments and the only changed common resources were the main locale STBLs.

- Imported a user-provided Chinese Taiwan object translation pass into the consolidated CHO_TW
  object STBL dataset. The source contained 43 unique keys from two STBL files with no conflicts;
  40 existing CHO_TW strings were updated, 3 were already identical, and no extra keys were added
  because the prior consolidation had already brought all fragment keys into the unified dataset.

- Integrated Clydie's ONIKI_Anims.package animation update for Build 453.099. Clydie's updated
  clips were merged into the live animation package while preserving the existing live STBL
  translation resources and name map.

- Updated Clydie's affected social and couch animation clips:
- a2a_soc_tease2_x
- a2a_soc_Neutral_ShowPussy_Friendly_Neutral_x
- a_sofa_sit_on_lap_idle_x / a_sofa_sit_on_lap_idle_y
- a_sofa_sit_on_lap_rubbing_x / a_sofa_sit_on_lap_rubbing_y
- a_sofa_sit_on_lap_vaginal_x / a_sofa_sit_on_lap_vaginal_y
- a_soc_flashbottom_loop_x
- a2a_soc_AskFor_Neutral_135_y

- Updated ONIKI_KinkySettings.package KinkyStages.xml to match Clydie's staging changes for the
  couch sit-on-lap sequence. The idle stage is now non-looping and requires the teasing stage next,
  the teasing stage requires the vaginal stage next, and the couch sit-on-lap rubbing/vaginal stages
  no longer request stage-driven strap-on use because the strap-on mesh does not follow the revised
  penis animation cleanly.

- Expected Clydie animation improvements as of now: less foot/shoe height sinking on the touched tease/show
  clips, more movement in the neutral Show Pussy clip, reduced couch clipping for the sit-on-lap
  sequence, longer couch clips with added sound, and a forced idle -> rubbing -> vaginal sequence
  once the sit-on-lap animation path is selected.

- Made the Kraken attack and Kraken pregnancy toggles visible even when Island Paradise / EP10 is
  not installed. The Kraken runtime already depends on KW's custom Kraken object/animation resources
  and an active ocean-swimming posture rather than an Isla Paradiso-only world gate, so hiding
  `KrakenEnabled` and `KrakenPregnancyEnabled` behind `ProductVersion.EP10` could leave non-EP10
  players with Kraken attacks enabled but no in-game way to disable them. This is a UI visibility
  fix only; the Kraken spawn, attack, cooldown, and pregnancy logic are unchanged.

- Reworked whoring WooHoo stage selection so active whoring situations prefer more reserved
  locations before accepting generic open-space stages. The whoring path now tries bedroom/bed
  objects, bathroom or stall-style objects, and then other indoor objects before falling back to
  generic object/floor selection.

- Decoupled whoring location preference from the brothel lookup. Brothel data is still used when
  available for bedroom discovery and room reservation, but the reserved-location priority now also
  applies when a Sim is actively in a whoring flow even if the lot's Brothel record is missing or
  fails to resolve at that moment.

- Fixed the whore/client role check in the WooHooSequence whore path so the brothel lookup checks
  the actual whore target instead of the customer actor. This prevents brothel-specific placement
  logic from being skipped when the interaction actor is the client.

- Hardened brothel bedroom handling so room id 0 is not treated as a valid reserved bedroom. Room 0
  is kept only as an outdoor/non-room fallback path, rather than being accepted as a private room and
  causing outdoor benches or garden objects to be chosen before indoor beds, bathrooms, or stalls.

- Added focused General/Miscellaneous logging for whoring location selection under the existing
  logging toggle. New `[KW-WHORE-LOCATION]` entries record the whore, customer, lot, pass name,
  requested/final room, brothel/prefer-whoring-location state, candidate totals, floor/object counts,
  bed/bathroom/indoor candidate counts, and the selected stage/object/position.

Group WooHoo stage/state-machine stabilization

- Reworked large WooHoo group stage orchestration for 5+ and 6-Sim animations, based on the
  current Build 453.099 source baseline. This consolidates the earlier 6-Sim stage investigation,
  the 5+1 fallback experiments, the `Continue WooHoo Here...` object-change fixes, and the final
  double-state-machine baseline into the active release notes.

- Added a new LoversLab setting, Use split state machine for group animations, default true. This
  keeps the robust split orchestration enabled by default while allowing direct A/B testing against
  the improved single `woohooinstance` path when debugging compatibility issues.

- Added a new LoversLab setting, Instant WooHooGoTo for group animations, default true. Large group
  WooHoo can now use an effective Instant GoTo path even when the global WooHoo GoTo option is set
  to Route, reducing multi-Sim routing failures around beds, rugs, floor positions, and custom
  objects without changing normal smaller WooHoo flows.

- Registered both large-group settings in ResetSettings, same-build integrity recovery, and the
  Build 453 upgrade add-if-missing path so current tester saves and older saves receive the keys
  without overwriting any serialized value.

- Package STBL update recommended for the new LoversLab setting labels:
  - Oniki.KinkyMod.OptionSettings.KWInstantWooHooGoToForGroupAnimations | EN (may vary): Instant WooHooGoTo for group animations
  - Oniki.KinkyMod.OptionSettings.KWUseSplitStateMachineForLargeGroupAnimations | EN (may vary): Use split state machine for group animations

- Replaced the earlier stable-but-imperfect 5+1 fallback based on `solo_generic_object` with a
  second real `woohooinstance` for the isolated sixth actor lane. The main state machine now drives
  the five primary actors while the secondary `woohooinstance` drives the original actor `w` through
  a single-lane `x` adapter, using `Animx` for the `w` clip and preserving object animation
  parameters when available.

- Kept the original `woohooinstance` JAZZ as the required large-group animation graph. The temporary
  custom `kw_woohoo_solo_loop` JAZZ experiment has been removed manually from the animation package (`0x02D5DF13-0x00000000-0xA171E155F9712310`).

- Hardened the actor-`w` split path with single-lane actor rebinding, explicit enter recovery before
  loop requests when a new secondary state machine is created after the main Enter phase, retry and
  per-stage suppression handling for SACS request failures, idle recovery for the isolated Sim, and
  cleanup when a Sim stops being the isolated actor.

- Fixed the `WooHooGoTo = Instant` timing race where the master could complete GoTo and re-enter
  `WooHooLoop` before followers checked for the master. Followers now recover when the master already
  has sufficient sync level or is already in the same instance's loop, logging
  `goto_wait_master_recovered` instead of failing with `master_goto_missing_or_foreign`.

- Hardened `WooHooContinue` and object changes for `Continue WooHoo Here...`. KW now validates
  `ChangeStage(...)` before stopping the current flow, queues the master GoTo before followers,
  uses high-priority GoTo requests for the continue-object path, and marks object restarts with a
  pending-GoTo state so the old loop exits cleanly instead of pausing on the previous object.

- Added object-restart lifecycle markers for group stage moves, including `object_restart_begin`,
  `object_restart_ready`, `object_restart_loop_exit`, `object_restart_pause_skipped`, and
  `object_restart_consumed`. These make bed-to-bed, bed-to-rug, bed-to-floor, and custom-object
  transitions easier to diagnose and prevent participants from staying tied to the previous object.

- Relaxed manual routing acceptance for 5+ Sim groups. Follower tolerance around the master's action
  position and master tolerance around the target object's route position now use a larger 4-tile
  radius, and Sims that are already near the needed large-group position can be accepted without
  forcing a fragile final path to a tight object slot.

- Added defensive object lifecycle recovery after large-group synchronization failures. If cleanup
  clears `GameObject` during a 5+ Sim `SynchronizationFailed` stop, KW attempts to restore the
  previous object only when the current stage still supports it, preventing a bed sequence from
  silently turning into a floor sequence only because the object reference was lost.

- Added participant loop cohesion recovery for cases where the master remains in `WooHooLoop` but
  one or more followers fall out of the loop interaction. KW now tries a targeted requeue first,
  then one soft state-machine restart, and stops the sequence cleanly if recovery cannot bring the
  group back together.

- Reduced the large-group WooHoo sequence logger after the forensic phase. Normal events now keep
  lighter participant summaries, very frequent SACS/idle markers are suppressed from routine output,
  and full participant snapshots remain focused on setup, stop, failures, exceptions, recovery,
  cancellation, and other decisive events.

- Expected large-group behavior after this pass: 6-Sim stages no longer leave four Sims idle at the
  center of the object, actor `w` no longer visibly lags by an extra loop in the common stage-change
  cases, `Continue WooHoo Here...` is much more reliable with Instant GoTo, high-speed testing is
  more tolerant, and the remaining visible difference is limited to a small possible clock offset
  between the two parallel state machines.

Validation

- In-game large-group WooHoo retests confirmed the current double-`woohooinstance` baseline is stable
  across autonomous stages, manual/proposed next stages, `Continue WooHoo Here...`, bed-to-bed and
  bed-to-rug/floor object changes, normal speed, and speed 3. The tests showed no center-object idle
  group glitch, no visible actor-`w` extra-loop delay in the common stage-change cases, no freeze, no
  sequence timeout, and no related ScriptError in the scenarios covered.

- In-game Kinky CAS retests confirmed extended sliders now work correctly, including the external
  user case that originally reported non-working bottom/body sliders. Follow-up diagnostic logs
  showed active CAS panels registering beyond the vanilla 25-slot limit (for example CASHeadEars
  25->34 and CASMouth 25->35) before commit to Naked:0.

- In-game towel outfit retests confirmed the new notification toggle suppresses only the feedback
  notification and not the outfit change itself. Diagnostic logs confirmed the updated gate emits
  gate_wake for outside towel Sims, then resolves the target to Everyday 0 and completes
  ChangeOutfit successfully.

- In-game towel timing tests confirmed the Miscellaneous > Update tick value controls how quickly
  the periodic OutfitManager check reaches the outside towel gate; the fix makes the next eligible
  tick process the Sim instead of being skipped as idle_clean.

- In-game LoseTowel investigation confirmed the historical coin-flip branch could restore the
  previous towel outfit instantly and without spin. The branch was removed so the redress path is
  deterministic and visually consistent.

- In-game retest confirmed Kinky Traits assigned to service-managed Sims persist after saving,
  closing the game application, reopening it, and reloading the save.

- In-game retest confirmed Ask to Show Cock / service-safe ShowBottom works on tested Service/Role
  Sims, including pizza delivery and mixologist/bartender cases, with successful redress and no
  yielding-context ScriptErrors when the updated DLL is installed.

- In-game retest confirmed the Chinese "请先阅读" translation for Read Me First no longer crashes the
  Autonomous "Go Home" for Needs picker.

- Package verification confirmed the patched ONIKI_Anims.package matches Clydie's update for all
  affected CLIP resources. The only intentional remaining differences versus Clydie's source package
  are the live STBL resources and live _KEY name map, which were preserved to avoid translation and
  package-name-map regressions.