Jump to content

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


Recommended Posts

Posted
On 6/11/2024 at 1:53 AM, Jvsmith said:


Try to set to Disabled.

 


This is a problem in one of the animation files that you have installed, more precisely in the file describing the animation positions, something like OKW_something.package. Which one exactly and how to fix it is too long to tell, dig in this direction yourself :) Use s3pe.

Many thanks for the tips. I will have a look at this with S3PE. Maybe I'll also discover why build 246 doesn't work according to the settings after a few hours of play, but acts as it wants, even though I haven't made any changes to the settings or installed any new files in the meantime. 🤔

 

 

Posted

When I take kinky selfies, I’m not getting the option to frame the shot and the image is blank.  The picture description still says topless, or whatever, but there is no image. Is this a setting in the mod? Or maybe a conflict with another mod.

Posted (edited)

Some details I noticed on this build:

 

Bartending: Mixing a drink often gets cancelled by another Mix Drink interaction, this did not happen as often previously. I suspect sims ordering beer interrupt my vanilla S3 cocktails, but not sure. 

 

Woohoo: If an NPC sim sleeps on a couch and another sim joins the interaction, I get a "woohoo instance is not valid" error. Not sure if it happens every time; the oral part seemed to work, I think it bugged out switching to another stage.

 

Will test the new build (new thread) now, TY!

 

- After updating to the new build and loading my save, I saw new panties available. KW did not recognize them as panties, I had to register them manually. Did not check if saving and reloading registers them, just went to debug and managed to register them.

IDs to copy-paste and add to KW undies:

 

Bra
0xECA797C27FDE8EDC

Panties
0x2276F2D0532C3604
0x659210480F6AE929
 

 

 

 

 

 

Edited by Yotix
Posted
On 6/12/2024 at 2:46 PM, Laslolaslo said:

When I take kinky selfies, I’m not getting the option to frame the shot and the image is blank.  The picture description still says topless, or whatever, but there is no image. Is this a setting in the mod? Or maybe a conflict with another mod.

This is intentional and was never intended to actually create an actual picture / screenshot of the kinky selfy. This is just a placeholder for a nude picture of somebody to play with. aka blackmail others, send to other people for increasing ones exhibition skill or sell for little profit, based on top lower or full nude. The only time when an actual picture is taken, is when you use the phone camera and point it in a direction. Only this will create a screenshot-pic. The kinky selfy does not imitate that.

Posted (edited)

So I can't use OKW because my save is already too bloated and laggy, but I really like the "undress" and "move" (to adjust the sims position during the animation) options that this mod has...

Is there a way I could extract these features from the mod, then make a mod of my own? Because I can't find any mod that lets you remove clothes piece by piece, or quickly move the position of the sims (you can do it with debug enabler, but it takes too long).

 

Thanks.

Edited by IroquoisPliskin
Posted
20 hours ago, toragor said:

This is intentional and was never intended to actually create an actual picture / screenshot of the kinky selfy. This is just a placeholder for a nude picture of somebody to play with. aka blackmail others, send to other people for increasing ones exhibition skill or sell for little profit, based on top lower or full nude. The only time when an actual picture is taken, is when you use the phone camera and point it in a direction. Only this will create a screenshot-pic. The kinky selfy does not imitate that.

Thanks, I remember in earlier versions of KW, you could take an actual kinky selfie for web models. I guess that feature is gone, appreciate the response.

Posted
On 6/12/2024 at 7:46 AM, Laslolaslo said:

When I take kinky selfies, I’m not getting the option to frame the shot and the image is blank.  The picture description still says topless, or whatever, but there is no image. Is this a setting in the mod? Or maybe a conflict with another mod.

 

On 6/15/2024 at 10:37 AM, toragor said:

This is intentional and was never intended to actually create an actual picture / screenshot of the kinky selfy. This is just a placeholder for a nude picture of somebody to play with. aka blackmail others, send to other people for increasing ones exhibition skill or sell for little profit, based on top lower or full nude. The only time when an actual picture is taken, is when you use the phone camera and point it in a direction. Only this will create a screenshot-pic. The kinky selfy does not imitate that.

 

This is the default setting. A problem with the way that things like selfies are handled in the game is that they can take up a lot of space in save files, and the game does not clean them up at all even if every sim that had them (e.g., when you send a selfie to another sim, that selfie is added to the inventory of their phone), the image remains in the game save database.

 

There are settings in the game that let you change the quality of the selfies, and if you use a good game cleaner tool like Regul Save Cleaner, it can help keep things like this from ballooning the size of your save(s).

 

I believe that the setting you want is under Kinky World ... > Settings > Global Settings > Selfie Creation. I have the value set to "high" in my game, and I think I recall that this setting controls the quality and image size of selfies taken. With this setting, when you direct a sim that you control to take a kinky setting, you will be given an opportunity to frame the selfie and zoom in or out, change the angle the selfie is taken from, etc. The image is saved to your sim's camera > photo inventory, and it can be dragged out and hung on the wall, where it will appear as a medium sized photo. Selfies that are autonomously taken just show up as the head and shoulders of the sim. This "head shot" style of selfie also happens if you direct a sim to take a selfie and you select a different sim to control before they complete taking the selfie.

 

There are four different possible values for this setting (none, low, medium, and high), and I haven't changed them to the different ones to check out the differences, but they generally relate to the quality and size of player directed selfies.

Posted
17 hours ago, FreakyRufus said:

 

 

This is the default setting. A problem with the way that things like selfies are handled in the game is that they can take up a lot of space in save files, and the game does not clean them up at all even if every sim that had them (e.g., when you send a selfie to another sim, that selfie is added to the inventory of their phone), the image remains in the game save database.

 

There are settings in the game that let you change the quality of the selfies, and if you use a good game cleaner tool like Regul Save Cleaner, it can help keep things like this from ballooning the size of your save(s).

 

I believe that the setting you want is under Kinky World ... > Settings > Global Settings > Selfie Creation. I have the value set to "high" in my game, and I think I recall that this setting controls the quality and image size of selfies taken. With this setting, when you direct a sim that you control to take a kinky setting, you will be given an opportunity to frame the selfie and zoom in or out, change the angle the selfie is taken from, etc. The image is saved to your sim's camera > photo inventory, and it can be dragged out and hung on the wall, where it will appear as a medium sized photo. Selfies that are autonomously taken just show up as the head and shoulders of the sim. This "head shot" style of selfie also happens if you direct a sim to take a selfie and you select a different sim to control before they complete taking the selfie.

 

There are four different possible values for this setting (none, low, medium, and high), and I haven't changed them to the different ones to check out the differences, but they generally relate to the quality and size of player directed selfies.

Thanks very much

Posted

I just noticed that you can't change poses with the keyboard shortcuts anymore. Is there any way to fix this? Does anyone have the same problem after the new update? 

Posted
On 6/16/2024 at 10:26 PM, FreakyRufus said:

 

 

This is the default setting. A problem with the way that things like selfies are handled in the game is that they can take up a lot of space in save files, and the game does not clean them up at all even if every sim that had them (e.g., when you send a selfie to another sim, that selfie is added to the inventory of their phone), the image remains in the game save database.

 

There are settings in the game that let you change the quality of the selfies, and if you use a good game cleaner tool like Regul Save Cleaner, it can help keep things like this from ballooning the size of your save(s).

 

I believe that the setting you want is under Kinky World ... > Settings > Global Settings > Selfie Creation. I have the value set to "high" in my game, and I think I recall that this setting controls the quality and image size of selfies taken. With this setting, when you direct a sim that you control to take a kinky setting, you will be given an opportunity to frame the selfie and zoom in or out, change the angle the selfie is taken from, etc. The image is saved to your sim's camera > photo inventory, and it can be dragged out and hung on the wall, where it will appear as a medium sized photo. Selfies that are autonomously taken just show up as the head and shoulders of the sim. This "head shot" style of selfie also happens if you direct a sim to take a selfie and you select a different sim to control before they complete taking the selfie.

 

There are four different possible values for this setting (none, low, medium, and high), and I haven't changed them to the different ones to check out the differences, but they generally relate to the quality and size of player directed selfies.

I stand corrected. And here I thought the "Selfie Creation" setting was only for the "frequency" of autonomous use of kinky selfies. I have to try that then. thx dude

 

Posted

I've been playing with build 409 for a few days now. Everything without problems and without error logs.
So I have now updated to 426.
Everything still seems to work except for what I was actually looking for. Saving the corrected positions.
The program claims to have saved the coordinates in the BIN every time, but none of these files can be found there. The positions output as a log always look like this:

<ActorOffsets Version="6" Type="Offsets> </ActorOffsets>

So, what am I doing wrong, or what do I have to set where so that the saving of the positions finally works?

Translated with DeepL.com (free version)

Übersetzt mit DeepL.com (kostenlose Version)

Posted (edited)
2 hours ago, eltonolocco said:

Everything still seems to work except for what I was actually looking for. Saving the corrected positions.

Every animation is individual and may need different offset numbers. Long speaking short sense, you have to modify the OKW_XXX.XML

for each animation. @Denton47 implemented that possibility a while ago and provided a template of the xml possibilities for download.

 

You can also go to the post below, there I upload samples for Clydie and SM animations. By the way, it works really good.....

 

https://www.loverslab.com/topic/140858-save-animation-offset/?do=findComment&comment=4332085

 

Edited by Clydie
Posted (edited)
12 hours ago, Clydie said:

Every animation is individual and may need different offset numbers. Long speaking short sense, you have to modify the OKW_XXX.XML

for each animation. @Denton47 implemented that possibility a while ago and provided a template of the xml possibilities for download.

 

You can also go to the post below, there I upload samples for Clydie and SM animations. By the way, it works really good.....

 

https://www.loverslab.com/topic/140858-save-animation-offset/?do=findComment&comment=4332085

 

I already use the movable penis and the animations that can handle it.
But that doesn't help much with teen/adult constellations or older animations that don't support the animated penis.
I understood the feature of Build 246 in such a way that the program saves the changes I make during play via Kinki World Debug (forward/backward/up/down) individually and from then on uses the respective coordinates of a position instead of the default setting. And this even takes into account whether it is a Teen/Adult or a Teen/Teen or an Adult/Adult meeting. (Always assuming that this situation has already been saved once as an offset.
Unfortunately, I have no idea how to edit XML files.
 

Translated with DeepL.com (free version)

EDIT:
I cannot find a file named OKW_XXX.XML in either the user folder structure or the installation folder structure.
Would it be enough to create an OKW_XXX.txt and change the file extension to .XML so that the build can create the coordinates in it? If so, where exactly should I place the file?

Edited by eltonolocco
Posted
36 minutes ago, eltonolocco said:

I cannot find a file named OKW_XXX.XML

OK, the "XXX" stand for the animation name. Sorry to confuse you.

For example lets say Amra72 animations. You open the file OKW_Amra72_animations.package with S3PE. Therein you will find the KW_Amra72_animations.xml.

This you can open and modify with an editor then.

Did you read my post I linked ?

Posted (edited)
4 hours ago, Clydie said:

OK, the "XXX" stand for the animation name. Sorry to confuse you.

For example lets say Amra72 animations. You open the file OKW_Amra72_animations.package with S3PE. Therein you will find the KW_Amra72_animations.xml.

This you can open and modify with an editor then.

Did you read my post I linked ?

Oh, I thought it was XXX because it's erotic content. :D
 

Yes, I read the post, but I didn't understand everything.
But even if I were able to use S3PE, I wouldn't know where to get the coordinates to enter them there. The build no longer spits them out. When I tested 246 for the first time, it generated at least the coordinates.log files when I clicked on it in the debug area. That's how I know that it differentiates between Adult and Teen. Only the offset data that it supposedly wanted to have saved in the BIN directory could not be found. Although I received a positive confirmation each time I saved the individual offsets.
It's not just about the position of the genitals in relation to each other. In some animations, the Sims are simply too immersed in the furniture they are using.

Wouldn't it also be possible that the build can't locate my BIN directory because I'm using the STEAM version of TS3 and my game installation is under "C:\Program Files (x86)\Steam\steamapps\common\The Sims 3"?

 

If I have understood correctly, then your proposed solution would also work with builds prior to 421, e.g. build 399. The offset save function would therefore not be needed at all.

However, I now have around 1500 animations, some of which have naturally ended up in the blacklist. So it would be quite complicated and time-consuming to correct them all manually, and to adjust them again and again if a piece of furniture doesn't quite fit.
As a test, I'll use your method to move the teenagers up by 0.08 units in the sleeping-woohoo animation. That's how deep they sink into the mattress. I just have to find out for sure what the animation is called and which of the 0,0,0 represents the Vertical axis (y or z).

But it would be much easier if it worked as described here:
 

"Actor Position Reset
When enabled (default), actor positions will reset / use stored offsets between WooHoo stages."
 

I'll keep your recommended solution in mind. If I can't get the offset function to work, I'll at least try to adjust the more frequently occurring animations in your way.
 

Translated with DeepL.com (free version)

 

 

Edited by eltonolocco
Posted
10 hours ago, eltonolocco said:

If I have understood correctly, then your proposed solution would also work with builds prior to 421, e.g. build 399.

1. No, the opposite is right. It ONLY works with build 421 and up.

2. It is not my solution, it is the only solution. The debug and export function is only a help to have the right offsets on hand afterwards to implement into the said XML files.

Really, download the XML template from the first page of this thread, open it with an editor and see and understand how the xml steering the animation.

To make the story short, you have input the line as described in denton47 template in each animation for each actor. Download the OKW files I provided through the link above, open it with S3PE, open the xml in there with an editor and look for the lines after each actor. Then you see what I meant and how it works.

 

And, if the actors clip into other objects, furniture and so on : Only solution is to move the furniture away. It is like in the real life, ones need a little space for woohoo 🙂

 

Posted (edited)
6 hours ago, Clydie said:

1. No, the opposite is right. It ONLY works with build 421 and up.

2. It is not my solution, it is the only solution. The debug and export function is only a help to have the right offsets on hand afterwards to implement into the said XML files.

Really, download the XML template from the first page of this thread, open it with an editor and see and understand how the xml steering the animation.

To make the story short, you have input the line as described in denton47 template in each animation for each actor. Download the OKW files I provided through the link above, open it with S3PE, open the xml in there with an editor and look for the lines after each actor. Then you see what I meant and how it works.

 

And, if the actors clip into other objects, furniture and so on : Only solution is to move the furniture away. It is like in the real life, ones need a little space for woohoo 🙂

 

But then the function is misleading. I really thought it would be as simple as in Fallout 4 where you can even save the adjustments with a hotkey.

But this solution here means constantly switching back and forth between the game and the open XML until you have adjusted all positions. With 1500 animations, that sounds like a life's work. And constantly noting how many steps you have taken and in which direction at which preset step width. That will probably take the fun out of the game.
It would be easier if there was a blacklist just for teenagers so that they could be denied the animations that don't fit at all.


By the way, I didn't mean furniture standing around, but the furniture that is involved. For example, when the Sims's back protrudes through the backrest of the chair during a woohoo on a chair and other ugliness.
I've now seen the XML you're talking about. The values for all teen values have been changed to 0,0.06,0. That seems a bit too general for my purposes.

Thank you for your help and patience and for clearing up the misunderstanding I had with the program. Otherwise I would have spent another few weeks desperately trying to set up a function that doesn't even exist.

 


Translated with DeepL.com (free version)

Edited by eltonolocco
Posted
4 hours ago, eltonolocco said:

The values for all teen values have been changed to 0,0.06,0. That seems a bit too general for my purposes.

Not all should be set like that. This value 6 just correct the height, what is in many cases sufficient. Some animations need a little more adjustment.

It works like this :  first number positive = right negative = left , second number positive = up negative = down, third number positive = forward negative = backward.

 

 

Posted
On 6/20/2024 at 11:41 AM, suzukimaimai2 said:

I'm trying to create a brothel and when I go to recruit, it appears as though the girls say yes but then they don't show up as employees?

 

Brothels are a pain to figure out, and are not intuitive.

 

Open the brothel manager app on your sim's smartphone or on a computer, then:

1. create a brothel on a lot that your sim owns

2. assign the hired workers to that lot

3. Under the individual lot, set a work schedule for the workers. Every worker needs to be assigned their own schedule, and there is a separate schedule for each day of the week. You can copy the current daily schedule to all other days, and you can apply the current worker's schedule to all workers. But, any changes you make have to be copied to other days/workers each time you make a change, they are not linked.

 

You can also use the app to check how happy the worker is with their pay, change their pay, see how much they have recently been earning, etc.

 

When workers get paid, the money goes into the brothel account, it does not go directly into your family funds. The workers get paid daily from the account, and there are some daily maintenance fees that get charged to it, also. If the account doesn't have enough money to pay all the workers and pay the maintenance costs, the workers will eventually quit, and also the brothel could end up being shut down.

 

You can transfer money between the brothel account and your family funds from within the app, under the reports for the entire business. In other words, the brothel account funds is for all lots that you have turned into brothels.

Posted (edited)

I assume that the "save offset" option is supposed to save the name and coordinates of the current animation in the "BIN" directory.
However, I cannot know this, as the program does not do this.

Screenshot 2024-06-22 175513.png

 

Edited by eltonolocco
Posted
18 hours ago, eltonolocco said:

I assume that the "save offset" option is supposed to save the name and coordinates of the current animation in the "BIN" directory.
However, I cannot know this, as the program does not do this.

I guess, the mod save it to the clipboard. Tried it, but I were not able to import it into an editor.

If you push "Export", then you get an XML like "KWActorOffsets_Export_31DB5C69.xml" with all offset lines of all OKW XML files were you have set the offsets as said before.

Think only @Denton47 can tell us on how to use this offset save......

Posted
3 hours ago, Clydie said:

I guess, the mod save it to the clipboard. Tried it, but I were not able to import it into an editor.

If you push "Export", then you get an XML like "KWActorOffsets_Export_31DB5C69.xml" with all offset lines of all OKW XML files were you have set the offsets as said before.

Think only @Denton47 can tell us on how to use this offset save......

Too bad. I was hoping that the function would generate the line that I then have to transfer to the XML. So name of the running animation and coordinates of the actors.
However, this would not have helped me at the moment because the animation that I wanted to correct in this way does not have any XML in its .package that I could extract, edit and re-implement.
I have exported the log file, but it currently only contains the Clydie and SM animations.
By the way, it would be great if the build could access such an XML during the game to position the sims. Then you wouldn't have to edit each animation package individually. At the moment, I don't know what the exported log is supposed to do for me. Okay, I get a list of all the changed animations, but to what extent does that help me at the moment?
This is all really frustrating.
 

Translated with DeepL.com (free version)

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...