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Oniki Kay’s Kinky World build 426 - LoversLab Edition (Updated 2024-05-14)


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20 hours ago, Denton47 said:

The whole KW Pregnancy and Menstrual cycle system is quite comprehensive and it is obvious that Oniki Kay put a lot of work into it, however the Pregnancy system contains some really weird stuff that I don't want anything to do with, so I'm afraid I cannot help out with this.

 

Regarding the Modeling Career, KW uses the base game OpportunityManager so you should be able to use NRaas DE to clear the history and get the Opportunity back, but this is not something I have tested.

 

I appreciate your response after taking a look at things.

 

I had a feeling it was likely something more involved than a quick patch I could implement without a potentially major rework on what's there.

 

I've done some programming/scripting for my job, so I understand the challenges of trying to support someone else's code, especially when things aren't documented (either through provided documentation or through comments in the code itself,) the implementation is a bit convoluted and you can't ask the person what they were thinking when they wrote what they did and why they did it that way because they're no longer working at the company.

 

(This can happen to your own older code especially after you've learned how to do things more efficiently from when you initially implemented it.)

 

Thanks again for the enhancements and other quality of life changes you are able to implement.

Edited by zapotek2034
corrected typo
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Build 422:


+[Fixed]: Shemale interaction texts and thought balloons (will still say his, not her).
+[Fixed]: Sim count in CityHall interaction.
+[Fixed]: Autonomous BarAdvanced+OrderDrink (MakeDrink) should work now.
+[Fixed]: KW Socialize Interactions being available while ScubaDiving.
+[Fixed]: BrothelManager Localization issue.
+[Modified]: Kraken behavior and management.
+[Modified]: Lowered chance to loose Swimwear when jumping into pool to 15% (Tunable).
+[Modified]: HoleInWall: Increased chance for smaller Sims to get stuck (Tunable).
+[Added]: German localization by Clydie.
 

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11 hours ago, IvaInn said:

Not that this is any big problem, or maybe I'm doing something wrong, but after I downloaded the teen towels from ATS3 (as stated in the manual), my teen boy after taking a shower too wraps itself in a women's version of a towel (although I have a men's version) and turns into who knows what.

Polotenze.png

 

Teens always use the Female towel, I think this is base game, these are the towel resources,

 

Female
CASP 0x034AEECB-0x00000000-0x5D0380445F623EF4

Male
CASP 0x034AEECB-0x00000000-0x275F8CED20B447E5

 

There is a Special Outfit Category called "towel", I don't know if it possible to edit that.
 

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TY again for your fantastic work.

 

BTW: I solved my problem with my sim hardly ever getting molested...

(The simple trick: Place bars if necessary, make kinky alcohol drinks, wait.)

(Hardcore version: Sleep on a couch, especially at university parties ...) 

 

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On 3/2/2024 at 3:02 PM, zapotek2034 said:

When reviewing how the mod works, are you able to tell how it handles pregnant sims with regards to traveling to other worlds?

 

In an older copy of KinkyWorld, v0.36 (Build 362), a female sim could travel to China/Egypt/France from World Adventures, to the future or to University, get pregnant from another sim in that world via a KinkyWorld interaction, then give birth upon returning home.

 

When you loaded your save using the older version, it doesn't give the "injecting kinky interactions" message like versions 375 and above do, so my guess is that something in the later builds is either:

  • overriding the Maxis/EA pregnancy behavior
  • is using it's own separate pregnancy tracking behavior that doesn't account for the change in worlds
  • isn't retaining some data about the "father" sim once you have left the world where that sim lives and breaks how the game creates a child sim.
  • intentionally disabled due to breaking some other feature.

 

From the link below, it should be possible using the standard EA WooHoo interaction and it had worked for me at one point with the KinkyWorld sex interaction in an older build.

https://sims.fandom.com/wiki/Pregnancy

 

One interesting behavior is that the "non-home" worlds will prevent the character from giving birth until they return home.

 

Upon returning home, both CMar's pregnancy controller and the debug function in KinkyWorld show the character is pregnant, but no offspring is produced either by letting the pregnancy progress normally, or accelerated with CMar's pregnancy controller.

 

AFAIK you've never been able to get pregnant at University, even with no mods at all.  I suspect that's hard coded into the base game.  You can get university sims pregnant if you visit university as a vacation world using something like NRaas Traveler.

 

You can get pregnant in a vacation world, either by a local, a visitor, or another member of your household.  The pregnancy doesn't progress while you're there, but it should start normally once you're home.

 

You can't have a kid with a tomb mummy.  I tried, multiple times, using different techniques.  My theory is the mummy gets destroyed after the fight scene and the pregnancy gets removed by the base game.

 

Any locals you impregnate while in a vacation world will (after a short delay) suddenly have toddler children that show up in your family tree.

 

Visiting sims (like the ones at the hotel with you) can get pregnant but the pregnancy won't exist once you get back to your homeworld.  I assume that's because these sims are merely a copy of the originals, and only a few attributes such as likes/dislikes are copied back to the original.

 

It's been several years since I've run without KW, but I believe this is all base game behavior and KW doesn't change it.  All the above still applies in 409 (I haven't tried in 421 yet).  So if it's working differently for you, I suspect you've got something else going on.

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On 3/11/2024 at 2:31 PM, spauldo said:

AFAIK you've never been able to get pregnant at University, even with no mods at all.  I suspect that's hard coded into the base game.  You can get university sims pregnant if you visit university as a vacation world using something like NRaas Traveler.

 

You can get pregnant in a vacation world, either by a local, a visitor, or another member of your household.  The pregnancy doesn't progress while you're there, but it should start normally once you're home.

 

I haven't used NRass Traveller or any NRass mods alongside KW, but the player controlled female sims were able to get impregnated by the locals from the vacation worlds or university.

 

As you stated, the pregnancy doesn't progress enough to give birth in those worlds, but will complete once you return home.  I agree there is likely some mechanic in the base game itself that makes it work that way.

 

However, since KW is implementing its own system to handle the menstrual cycle and possibly some pregnancy behaviors in the 0.36 version, my guess is that it's either overriding/extending the standard woohoo behavior when performing Kinky actions, or running it's own custom "woohoo" behavior with the Kinky interactions in parallel, that allowed for the initial impregnation to occur.

 

I just thought it was a cool feature which didn't carry over to the later releases for whatever reasons.

 

Here's the link to the old version from Oniki's patreon for anyone who wants to give it a try on a new game.

https://www.patreon.com/posts/public-version-0-13991745

 

I found it to be a bit hard to revert back to this version from version 409, (at the time I originally rolled back to the older version,) since the kinky jobs hadn't progressed as far and it's buggier in comparison.

 

Unfortunately, I don't have any experience modding the sims at this time, but would have made an attempt to do so if it was something relatively simple to patch in.

 

Per Denton47's response, the code to handle the menstrual cycle and pregnancy in KW is complex and would likely take a lot of time to understand enough to determine how everything works.  If I have some time in the future to sit down to learn how to do so, I might make the attempt.

 

One other feature that seems to have stopped working from the older versions is with teasing the peeping Sims.  For the older versions, if you teased the peeping sim enough, (I think the teasing sims horny level needed to be at maximum,) the sim performing the teasing actions would then motion to the peeping sim, the peeping sim would then enter the house and would then trigger a kinky action.

 

For the newer versions, I haven't been able to get the teasing sim to trigger the "join me" action regardless of the horny level.

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Hello.

I am going to notice about underwear "system". No we have it in a left/right garter category and its  ID registered in OKW settings that female sim can to put on, remove give to especially liked lover as gift and so on, and it removes in some... situations according to its registration in OKW settings right? 

But there also a lot of default clothes with closed crotch that also seems to be removed, but does not belong to garters and we can to change its category manually because it is default stuff...

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On 3/10/2024 at 8:05 AM, Denton47 said:

+[Fixed]: Autonomous BarAdvanced+OrderDrink (MakeDrink) should work now.

I'm not sure about drink ordering yet as I haven't gotten around to testing that in my game, but the drink making definitely works. Sims seem to love making the alcoholic drinks. A little too much at times it seems. This wouldn't be a problem, but they seem to prefer making the strongest drink possible, absinthe. Spending time at the Angelista house in Bridgeport which has a bar in the dining room, they seem to spend a lot of their time making/drinking absinthe and then eventually passing out on the floor. I also went to a party at another house and absinthe seemed to be the more common drink that sims were making. I don't think I actually saw anyone make beer there.

 

Is it possible for me to adjust the preferences/chances for drinks that sims make? Or are the preferences being affected by their traits or something? I'd prefer to have the lighter drinks like beer be prioritized with absinthe being less common, so that sims don't spend so much time being wasted. I see that the KinkyDrinks XML has a field called RelativePopularity, with Absinthe being a 2 and beer being a 5. Not sure if that field only pertains to drinks ordered, or if it affects making them as well, and it's unclear to me whether a higher value means more or less popular

Edited by Omicr0n
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On 3/18/2024 at 1:34 PM, caoride said:

Sorry just asking, but is it caused by KW that repairman lingers longer in my household and makes me pay more?(50 to 150)

Yes. Not sure why he costs more, maybe because KW extends the situation. If your sim is aroused / horny and you have enough money, they may autonomously "tease and watch" the repairperson which can lead to woohoo. (I don't think this can be triggered manually).

If your sim is not aroused the handyperson will usually just stand around for a while, or start using your sim's computer, then leave. 

(I've played this with female sims and male handypersons, I think other combinations (les, gay, male sim and handygirl) are valid, so I tried for neutral wording but I guess it sounds weird ...) 

 

(If you do not have enough money ... I suspect there's also something in that situation for not being able to pay the handyperson? it would be the norm for porn mods :D but not sure if I've seen that ingame here.)

 

Edited by Yotix
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5 hours ago, Yotix said:

Yes. Not sure why he costs more, maybe because KW extends the situation.

Thanks! I'm mostly OK with him staying longer(of course better if adjusted), but the price could return to default setting.

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Just installed Seasons again after many years.

... and found a new kinky interaction (when relaxing on a beach towel) I didn't know about, and which I quite like:

- "Relax here" -> Sims may walk up and remove your clothing (rare)

- "Relax here" -> read a book -> Sims may walk up, pop up a message (beatchtowel (sic) massage question) and give you a back rub, which arouses the sim

 

Unfortunately, at the end of the back rub the sim will take off my sim's bottom and then usually they both reset, destroying the book (I've tried twice, both times losing the Mixology 2 book, in Isla Paradiso.)

If they don't reset at this point, a message pops up (towel rubbing rejected or something) and then they'll definitely reset.

The same reset happens if my female sim gives a backrub to a sunbathing sim, the only difference is I also got a "feedback public" popup.

 

With Nraas Error Trap installed, the reset will move my sim back home, and write an error message about null value where a value was expected.

(I've attached a log). They also reset with the setting to always accept On.

ScriptError_DESKTOP-1NFTO5R__03-20-2024__10-50-34__D1C46B69.xml

Edited by Yotix
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Hello. When i installed LL version mod i get a problem that i can`t quit from CAS and in script mod log is writing this:
<ExceptionData>Oniki.KinkyMod v0.7.0 (422) Sims3.SimIFace.SacsErrorException: This state machine does not have a valid C++ driver, which is usually caused by a call to StopAllAnimation(). It is likely that the host object was reset. Objects that host state machines should null out and re-acquire state machines on reset. They may also avoid calling the base DoReset on GameObject if they do not need its functionality. (actor = 'x', state = 'Idle') #0: 0x005cb throw in Sims3.SimIFace.Sims3.SimIFace.StateMachineClient:RequestState (bool,string,string,Sims3.SimIFace.SACS.DriverRequestFlags,int,Sims3.SimIFace.StateMachineClient,string,Sims3.SimIFace.BridgeOrigin) (54B83690 [0] [4DC358E8] [4C1ACF30] [64] [60] [00000000] [00000000] [00000000] ) #1: 0x0001c call in Sims3.SimIFace.Sims3.SimIFace.StateMachineClient:RequestState (bool,string,string) (54B83690 [0] [4DC358E8] [4C1ACF30] ) #2: 0x00018 callvirt in Sims3.Gameplay.Objects.OnikiStuff.Sims3.Gameplay.Objects.OnikiStuff.Kraken:StartIdle () () #3: 0x00040 call in Sims3.Gameplay.Objects.OnikiStuff.Sims3.Gameplay.Objects.OnikiStuff.Kraken:OnStartup () () #4: 0x000b1 callvirt in Sims3.Gameplay.Abstracts.Sims3.Gameplay.Abstracts.GameObject:Init (bool) (60F87A80 [1] ) #5: 0x0000a callvirt in ScriptCore.ScriptCore.ScriptProxy:PostLoad () () </ExceptionData>

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On 3/16/2024 at 5:47 PM, Omicr0n said:

I'm not sure about drink ordering yet as I haven't gotten around to testing that in my game, but the drink making definitely works. Sims seem to love making the alcoholic drinks. A little too much at times it seems. This wouldn't be a problem, but they seem to prefer making the strongest drink possible, absinthe. Spending time at the Angelista house in Bridgeport which has a bar in the dining room, they seem to spend a lot of their time making/drinking absinthe and then eventually passing out on the floor. I also went to a party at another house and absinthe seemed to be the more common drink that sims were making. I don't think I actually saw anyone make beer there.

 

Is it possible for me to adjust the preferences/chances for drinks that sims make? Or are the preferences being affected by their traits or something? I'd prefer to have the lighter drinks like beer be prioritized with absinthe being less common, so that sims don't spend so much time being wasted. I see that the KinkyDrinks XML has a field called RelativePopularity, with Absinthe being a 2 and beer being a 5. Not sure if that field only pertains to drinks ordered, or if it affects making them as well, and it's unclear to me whether a higher value means more or less popular

<RequiredTraits>, <RequiredWorld>, <EncouragedAges> and <EncouragedGenders> are used to create a weighted list of drinks once the Alcohol power is chosen, <RelativePopularity> is for base game drinks (I think) and not used for Alcohol. Only Mild power has more than one drink so this weighting doesn't really matter much unless you add more Kinky Drinks.

 

Which Alcohol power a Sim chooses is based on the advertised Alcohol and BeDrunk commodities, but I don't quite understand how those motives are supposed to work as they scale with Alcohol power, I will need to research some more.
 

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On 3/18/2024 at 1:34 PM, caoride said:

Sorry just asking, but is it caused by KW that repairman lingers longer in my household and makes me pay more?(50 to 150)

The KW Repairman will hang around longer after everything is repaired to see if there is anything else he or she can do, this is what the KW Repairman charges for repairing objects:

 

Electronics 150
Plumbing 100
Other 75
 

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While drink making works, and drink ordering works in the sense that sims can successfully order drinks now, so far I haven't witnessed anybody ordering any of the alcoholic drinks at bars/clubs. They always just order the plain Regular Drinks. Can anybody else confirm this behavior? I want to make sure that's just the current normal behavior, and not because I have some sort of mod conflict.

Edited by Omicr0n
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5 hours ago, kassandrita said:

I'm not able to have "passionate" sexual relations between teenagers. teenagers x teenagers nor teenagers x adults.
What do I do?

Probably "teen interactions" in settings... I'll check for exact menu item when get to the computer.

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On 3/20/2024 at 7:08 PM, popka21 said:

Hello. When i installed LL version mod i get a problem that i can`t quit from CAS and in script mod log is writing this:
<ExceptionData>Oniki.KinkyMod v0.7.0 (422) Sims3.SimIFace.SacsErrorException: This state machine does not have a valid C++ driver, which is usually caused by a call to StopAllAnimation(). It is likely that the host object was reset. Objects that host state machines should null out and re-acquire state machines on reset. They may also avoid calling the base DoReset on GameObject if they do not need its functionality. (actor = 'x', state = 'Idle') #0: 0x005cb throw in Sims3.SimIFace.Sims3.SimIFace.StateMachineClient:RequestState (bool,string,string,Sims3.SimIFace.SACS.DriverRequestFlags,int,Sims3.SimIFace.StateMachineClient,string,Sims3.SimIFace.BridgeOrigin) (54B83690 [0] [4DC358E8] [4C1ACF30] [64] [60] [00000000] [00000000] [00000000] ) #1: 0x0001c call in Sims3.SimIFace.Sims3.SimIFace.StateMachineClient:RequestState (bool,string,string) (54B83690 [0] [4DC358E8] [4C1ACF30] ) #2: 0x00018 callvirt in Sims3.Gameplay.Objects.OnikiStuff.Sims3.Gameplay.Objects.OnikiStuff.Kraken:StartIdle () () #3: 0x00040 call in Sims3.Gameplay.Objects.OnikiStuff.Sims3.Gameplay.Objects.OnikiStuff.Kraken:OnStartup () () #4: 0x000b1 callvirt in Sims3.Gameplay.Abstracts.Sims3.Gameplay.Abstracts.GameObject:Init (bool) (60F87A80 [1] ) #5: 0x0000a callvirt in ScriptCore.ScriptCore.ScriptProxy:PostLoad () () </ExceptionData>

This occurs when the Kraken object gets reset for some reason, it can happen when you travel and some of the NRaas mods can also do this, I have added a fix for this in the next build.
 

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On 3/21/2024 at 10:57 PM, Omicr0n said:

While drink making works, and drink ordering works in the sense that sims can successfully order drinks now, so far I haven't witnessed anybody ordering any of the alcoholic drinks at bars/clubs. They always just order the plain Regular Drinks. Can anybody else confirm this behavior? I want to make sure that's just the current normal behavior, and not because I have some sort of mod conflict.

I assume this is intentional since there is no KW OrderDrink, only a KW MakeDrink which includes Alcohol, Sims can only order the RegularDrink autonomously using the base game interaction as far as I know.

 

Professional Bars work like this, a Sim will use the base game OrderDrink, this will create a linked interaction to the Bartender who will use (KW) MakeDrink while the Sim waits, when the drink is created the Sim will pick it up and the OrderDrink interaction ends.
 

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7 hours ago, Denton47 said:

 

@Denton47 There seems to be script errors when woohooing I geta notification in red in the top left I tried screenshotting it but it does,nt show to notiification but the text is

 

woohooinstance.Changestage: Cant change stage
Setup Failed

 

there are others which it,s saving a log file which is

 

<?xml version="1.0" encoding="utf-8"?>
<ScriptError Version="6" Type="MiniScriptError">
  <ExceptionData>Oniki.KinkyMod v0.7.0 (422)

 

Actor: Corey McWilliams
Target: Clyde Cooper

System.ArgumentException: The list is empty.
#0: 0x0000e throw      in Sims3.Gameplay.Core.Sims3.Gameplay.Core.RandomUtil:GetRandomObjectFromList (System.Collections.Generic.List`1) ([1114751744/0x4271c300] )
#1: 0x000c0 call       in Oniki.Interactions.Oniki.Interactions.WooHooSequence:FindObject (Oniki.Gameplay.WooHooStage,Sims3.Gameplay.Actors.Sim,System.Collections.Generic.List`1,Sims3.Gameplay.Abstracts.GameObject&,bool) ([8874E310] [34392C00] [9218868438342157944/0x7ff000004271c678] [95DF13C4] [0] )
#2: 0x0099e call       in Oniki.Interactions.Oniki.Interactions.WooHooSequence:Setup (Oniki.Gameplay.WooHooStage,Oniki.Gameplay.WooHooPostures,Sims3.Gameplay.Actors.Sim[],int,Sims3.Gameplay.Abstracts.GameObject,Sims3.SimIFace.Vector3,Sims3.SimIFace.Vector3,bool) (3E1D7888 [8874E310] [1] [00000000] [0] [00000000] [vt:95DF138C] [vt:95DF139C] [0] )
#3: 0x0002c call       in Oniki.Interactions.Oniki.Interactions.WooHooSequence:Setup (Oniki.Gameplay.WooHooStage,Oniki.Gameplay.WooHooPostures,Sims3.Gameplay.Actors.Sim[],int,Sims3.Gameplay.Abstracts.GameObject,bool,bool) (3E1D7888 [8874E310] [1] [00000000] [0] [00000000] [0] [0] )
#4: 0x001a4 callvirt   in Oniki.Interactions.Oniki.Interactions.Tease:PostSocialLoop () ()
#5: 0x004ae callvirt   in Oniki.Interactions.Oniki.Interactions.KWSocialInteraction:RunInternal () ()
#6: 0x000e4 stloc.u1   in Oniki.Interactions.Oniki.Interactions.KWSocialInteraction:Run () ()
#7: 0x000db stloc.u1   in Sims3.Gameplay.Interactions.Sims3.Gameplay.Interactions.InteractionInstance:RunInteractionWithoutCleanup () ()
#8: 0x00348 stloc.u1   in Sims3.Gameplay.ActorSystems.Sims3.Gameplay.ActorSystems.InteractionQueue:ProcessOneInteraction () ()
#9: 0x0011c stfld.u1   in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.Sim:DoInteraction () ()
#10: 0x00015 br.s       in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.Sim:Simulate () ()
#11: 0x00022 ldc.i4.0   in ScriptCore.ScriptCore.ScriptProxy:Simulate () ()
</ExceptionData>
</ScriptError>

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