landess Posted May 25, 2022 Posted May 25, 2022 On 4/2/2022 at 1:58 PM, MrsSanta said: The Page seams kinda dead as not many have thanked u for the wonderful update ❤️ I mentioned to get this stickied but Clydie said he didn't want that awhile back so it's possible members may be missing it. As for likes, I've become accustomed to the 'hit and run' users of this forum. 1
Clydie Posted May 25, 2022 Author Posted May 25, 2022 9 hours ago, landess said: most of my KW and associated type mods are in that huge merged package Much hope you did not merge the various animation files. Lately I came here across something. MJ have a row of their animations which are linked by <NextStage> in the OKW file and in the middle of this row always a animation from swanny was played...... Looked further into this and found that some animators have used the same titles for some animations. I.e. a_bed_blowA or similar. OK, OK now I understood why in KW some certain animations came not up, or for example I select one from analust and then one from SM or WTW was played (do not remember exactly) . Same clip name lead to the same CLIP IID hash key and KW play the fist one it will find in the (OKW ?) list. Have now renamed all animation clips of some creators affected and changed the corresponding OKW files by adding the creator to the clip name to make it unique. I.e. a_WTW_bed_blowA or a_SM_bed_blowA a.s.o. Lot of stupid work it was, but now it works as intended. Long speaking, short sense : One a merge, all except one of such clips with the same name would be deleted. (That was the point I am trying to make) Still need a little time, then I will report all affected (mostly older) animations and may provide a update of the animation files and the corresponding OKW files. 3
landess Posted May 26, 2022 Posted May 26, 2022 5 hours ago, Clydie said: did not merge the various animation files When I first made it I did, but then as more updates and other things were released. I knew I had to dive into that file and do my best to 'remove' certain packages and hope it didn't corrupt my ability to use old saves which I've been using for years. After a lot of trial and error(s) i was finally able to isolate and get those files away from the merge. So all animations and certain other files can now be replaced without incident, but I have mentioned in other posts that some things like my NRaas mods are quite old and it's possible that is the reason 'Some' things work fine for me while others report having problems with 'compatibility'. I listed the versions of those I use but no one has ever asked me for copies so there's that. As for the duplicate names - I have stopped using certain older animations which didn't really grab me when compared to others and would be somewhat distracting when the game decided to use one after others which I prefer. As for that merged file - it still has the original 'Stocks' which were fixed for animation starting positions (the Sims would try to walk behind before using) but hadn't been fixed for the pose/use leaving the Sims to the far left of the intended position when simply 'standing there'. That feature wasn't important enough for me to try and dig it out again and 'hope' the saves didn't break as mentioned. 1
Clydie Posted May 26, 2022 Author Posted May 26, 2022 7 hours ago, landess said: and 'hope' the saves didn't break Did not experience saves breaks so far, except you try to load a KW used save in a passion game later on. (the other way around works) Think save breaks happen if you change or delete core mods. And I know only KW doing that. But there are only a hand full core mods. i.e. Cmar Xcas or Simmlers gameplay mod. OK, if you change your mod folder may some objects are missing and will be replaced. That can be a pain, but the game should run. Anyway to merge a core mod with other mods should be avoided. 7 hours ago, landess said: fixed for animation starting positions (the Sims would try to walk behind before using) Wow, never saw that. Do you remember what mod this is ?
TheLadysGhost Posted May 26, 2022 Posted May 26, 2022 13 hours ago, landess said: When I first made it I did, but then as more updates and other things were released. There is a way to remove things from merged packages using s3pe, here. Of course, YOU know to make a back up, or even a second mods folder, and if testing, not to save if things go sideways! And I fully get it if you do not even want to try, considering the age of your saves, and that you are generally happy with how things are. I use this for lesser package removals, such as some of my older work that is in one of three merges. Things done way before I had a clue, and most look like poop to me now, so some I just deleted from the merges. As they are not core mods (like KW), there is little chance of corruption, only that Sims wearing those items will have substitue outfits. 19 hours ago, Clydie said: Much hope you did not merge the various animation files. I have done this, but ONLY the animation files as a separate merged package, with all original separate files in a compressed archive. I do not do this with my current set up. 1
landess Posted May 26, 2022 Posted May 26, 2022 12 hours ago, Clydie said: Do you remember what mod this is It's the bondage 'Rack'. Originally released - Sims needed to walk behind it to use - so without cheats - one had to place it against wall, stopping Sims from pathing to it. That was patched but Sims using it 'solo' would be almost a full arm span to the left of the proper position. This is the version I still have. Finally it was patched to put 'solo' Sims where they needed to be, which any animations of a sexual nature with 2 Sims occurred. 1
Clydie Posted May 27, 2022 Author Posted May 27, 2022 10 hours ago, landess said: it's the bondage 'Rack'. Oh, OK. That was it you meant. Fortunately I have it with the routing fix installed in my game. Thanks ! 16 hours ago, TheLadysGhost said: ONLY the animation files as a separate merged package Can not clearly say in which animation files you will find identical keys. But will provide a list and a solution later on. Currently I just finished a modification of the SM animations which I much like. SM used this ultra long but movable older penis which is not supported by KW so that those animations look odd in the game. However, reworked all 72 animations in a way to implement the movable penis from Lucas. With this I renamed the animation titles by adding SM_ to make them unique, overhauled the OKW XML and added sound to each animation. A lot of work but I like the result. Now I wait for the consent of SM allowing me to share them here. 1
TheLadysGhost Posted May 27, 2022 Posted May 27, 2022 4 hours ago, Clydie said: Can not clearly say in which animation files you will find identical keys. But will provide a list and a solution later on. I would have to make a test, but if they use the same name, it is possible that when merging, s3pe overwrites them as the next same name is loaded. This could explain something in my game. I thought that I had separated the packages agin in this Mods folder, but having looked, they are in one merged file. During a recent woohoo session, my Sims began on an altar, as directed. Next animation was a floor animation, and they were inside the altar. So, I will direct them to altar woohoo again, and check exactly which animations are played. Updating Spaceman's anims was a great idea! I'm sure it is a LOT of work!!! 1
Clydie Posted May 27, 2022 Author Posted May 27, 2022 4 hours ago, TheLadysGhost said: my Sims began on an altar, as directed. Next animation was a floor animation, and they were inside the alta Such I experience rarely too. But this has nothing to do with the animation names or keys. Maybe the animation player inside the game stumble sometimes. 4 hours ago, TheLadysGhost said: if they use the same name, it is possible that when merging, s3pe overwrites them For sure. It is like I wrote above : "Same clip name lead to the same CLIP IID hash key ....." And then : "One a merge, all except one of such clips with the same name (and CLIP IID hash key) will be deleted" - in that merge file. So, if you try to extract such files back out of a merge, they may not complete anymore. If you use them maybe some CLIP's are missing then and this will lead to sims only stupidly standing around or interrupt the WooHoo session because KW do not find the clips as directed in the OKW XML. 4 hours ago, TheLadysGhost said: it is a LOT of work It was a lot of time consuming work and I am tired to animate only penises mostly ? , but I am through with it and wait for SM's consent now !
TheLadysGhost Posted May 27, 2022 Posted May 27, 2022 4 hours ago, Clydie said: For sure. It is like I wrote above : "Same clip name lead to the same CLIP IID hash key ....." And then : "One a merge, all except one of such clips with the same name (and CLIP IID hash key) will be deleted" - in that merge file. But this goes to what I said about start on altar, and next animation is floor. I think you had said that if next clip in sequence perhaps has same name, odd things may happen? 4 hours ago, Clydie said: So, if you try to extract such files back out of a merge, they may not complete anymore With animations, I had been simply letting s3pe overwrite. No need to remove the old animations. But with knowing there may be 2 of same name, I will also need to look closer. 4 hours ago, Clydie said: wait for SM's consent now ! I hope he is around. 1
Clydie Posted May 28, 2022 Author Posted May 28, 2022 10 hours ago, TheLadysGhost said: But this goes to what I said about start on altar, and next animation is floor. Oh, that would mean KW does not verify the "object" used for a WooHoo session on each animation played but only once at the beginning of the session. Could be possible. Ensured that my installed animations have all unique names now. In the above sense no such "switches" from i.e. bed to floor should occur anymore. Will have an eye on that. Good idea ! Thank you 1
MrsSanta Posted June 11, 2022 Posted June 11, 2022 I think you should share the SM package, as long as you thank him for his work. In truth with all the extra work you have done with rhese are yours as well as his. If he have something to add he is free to do so. Stay safe and lots of love ❤️ 1
Clydie Posted June 13, 2022 Author Posted June 13, 2022 On 6/11/2022 at 3:25 PM, MrsSanta said: I think you should share the SM package Will do so soon. I am to busy at the moment with RL things. Thank you for your comment.
Clydie Posted June 19, 2022 Author Posted June 19, 2022 On 5/27/2022 at 1:53 PM, TheLadysGhost said: Updating Spaceman's anims was a great idea! I'm sure it is a LOT of work!!! On 6/11/2022 at 3:25 PM, MrsSanta said: I think you should share the SM package..... Just uploaded the SMAnimations update for KW. See the first page of this thread, the letters in "blue" as always. And also here, please read the txt file inside the ZIP for instructions. Hope you will like them. Have fun, stay save and happy simming ! ------------------------------------------------------------------------------ Credits go to : Spaceman1 for the animations Ghost-17a for the Penis mod Denton47 for the Denton47_VFX package and all others for their nice mods and tools i.e. Inge and Peter, Cmar, Blender Team a.s.o. -------------------------------------------------------------------------------- 6
TheLadysGhost Posted June 19, 2022 Posted June 19, 2022 14 minutes ago, Clydie said: Just uploaded the SMAnimations update for KW. I look forward to checking them out! Thank you for so much work!!! 1
MrsSanta Posted June 19, 2022 Posted June 19, 2022 Well what do you know just when I needed some fun coughing my lungs up with Corona our beloved hero Clydie steps in and give me a big grin on my face, before the next coughing fit hits. Thanks so much for all the hard work. Lots of new mod for ts3 still. Seams that a lot of simmers who started playing ts4 have come over to the "dark" side lol. Recheck your mail bud and lots of love ❤️ ❤️ ❤️ 1
playervlad1999 Posted June 19, 2022 Posted June 19, 2022 Thank you for all your hard work Clydie, can't wait to try them out. 1
moltenrock3402 Posted June 20, 2022 Posted June 20, 2022 Oooooo nice update Clydie! When I am free I'm going to see how you implemented the custom effect (cum) made by Denton. 1
Angelus75 Posted June 20, 2022 Posted June 20, 2022 Thanks Clydie , love spaceman anim before , well done to update in KW ? 1
Clydie Posted June 20, 2022 Author Posted June 20, 2022 18 hours ago, MrsSanta said: I needed some fun coughing my lungs up with Corona..... Sorry to read that. Send another PM to you, please check ! Hope you will fully recover soon.
Clydie Posted June 20, 2022 Author Posted June 20, 2022 @TheLadysGhost @MrsSanta @playervlad1999 @moltenrock2304 @Angelus75 Many thanks for your response. Much appreaciated !
TheLadysGhost Posted June 20, 2022 Posted June 20, 2022 1 hour ago, Clydie said: Many thanks for your response. Much appreaciated ! As said by so many, WE appreciate YOUR hard work!!! Spaceman's anims have always been good, but because of peener alignment, looked awkward in KW. What you did is spectacular work... Thank you! 1
Clydie Posted June 30, 2022 Author Posted June 30, 2022 (edited) Small Updates : cmomoney_CigaretteMod One final thing what incommoded me on the cigarette mod was, that the smoking sim does not stop smoking what ever you do -except to reset the sim, even if the smoking icon is crossed out. Due to that habit, sims miss to do tasks they have in queue. Often an annoyance -for me- in the game. Smoking a cigarette might be important for smokers, but every smoker surely sometimes trow away a half cigarette for some reason. However, found a way to let the sim stop smoking immediately now. It is not a clean game play interrupt, but you can let the sim stop smoking immediately by clicking the icon in the upper left side of the screen. This works also if the icon is already crossed out. On all other things, the mod in all four versions remain the same. And another small update for the KW animations. See the first page of this thread, the letters in "blue" as always. Have fun and stay safe Edited June 30, 2022 by Clydie 6
marcod10 Posted July 1, 2022 Posted July 1, 2022 Thanks for the cigarrete mod update @Clydie I might add that I would love sims to have a smoke while sitting, would it be possible? maybe integrate it with Flotheory´s just sit mod? Just an idea, anyway, thanks for the great work as always ? 1
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