Otti Posted July 12, 2024 Posted July 12, 2024 (edited) Okay,Now i know the Culprit of Caged_Fenrirs problem.My Sims don´t buy or have the "cheap " TV. @Yotix , Yes i mean exactly this animation with reading and join.Strangely I got no Errors or resetting,but the book got destroyed too. What i first was asking for with the 95%/5% ratio,if JvSmith or one of the Animators show me a way to modify this Animation back to what it was in the older Versions of OKW. @Omicr0n , I hated it too,that the bars are decreasing to fast,thanks there is a Solution of it.Again it is from NRaas.With Mastercontroller (not knowing if you need the cheat mod too) you can click and drag the bars ,and with the Relativity Mod you can change the Ratio of the bars.(example: i have set the bladder from 1.0 to 0.5 ,so my Sims need to pee less.) Edited July 12, 2024 by Otti added text
Lifelace Posted July 12, 2024 Posted July 12, 2024 On 7/7/2024 at 4:29 AM, LoversRoo said: keepgetting this glitch <?xml version="1.0" encoding="utf-8"?> <ScriptError Version="6" Type="MiniScriptError"> <ExceptionData>Oniki.KinkyMod v0.7.0 (430) System.ArgumentException: The requested value `Tease' was not found ---> System.FormatException: Input string was not in the correct format #0: 0x00017 throw in System.System.Int32:Parse (string,System.Globalization.NumberStyles,System.IFormatProvider) ([3AF2F3C0] [7] [398C2ED8] ) #1: 0x00009 call in System.System.Int32:Parse (string,System.IFormatProvider) ([3AF2F3C0] [398C2ED8] ) #2: 0x0000e call in System.System.Convert:ToInt32 (string,System.IFormatProvider) ([3AF2F3C0] [398C2ED8] ) --- End of inner exception stack trace --- #0: 0x00000 superop in System.System.Enum:Parse (System.Type,string,bool) ([39CBA1A0] [3AF2F3C0] [1] ) #1: 0x00061 call in Oniki.Gameplay.Oniki.Gameplay.WooHooAction:.ctor (Oniki.Utilities.XMLRow) (3B526210 [4E3F30D8] ) #2: 0x0014a newobj in Oniki.Gameplay.Oniki.Gameplay.WooHooActor:.ctor (Oniki.Utilities.XMLRow) (4E3F0E10 [4E3F35E8] ) #3: 0x00131 newobj in Oniki.Gameplay.Oniki.Gameplay.WooHooStage:Parse (Oniki.Utilities.XMLEntry) (4DDE30E0 [48CD5120] ) #4: 0x0009b callvirt in Oniki.Gameplay.Oniki.Gameplay.WooHooStage:Load (System.Xml.XmlDocument,string,Sims3.SimIFace.ResourceKey) ([3A2CB8A0] [4696B150] [vt:4DFF5A3C] ) #5: 0x001aa call in Oniki.Gameplay.Oniki.Gameplay.WooHooStage:Load (string) ([462CBF50] ) #6: 0x00051 call in Oniki.Gameplay.Oniki.Gameplay.WooHooStage:Load () () #7: 0x000cf call in Oniki.Oniki.Settings:Apply () () #8: 0x000c2 callvirt in Oniki.Oniki.Main:Start () () #9: 0x00149 call in Oniki.Oniki.KinkyMod:OnWorldLoadFinishedHandler (object,System.EventArgs) ([398788A0] [3B180908] ) </ExceptionData> </ScriptError> Hi Jvsmith, Please add "Tease = 1," into "public enum WooHooTypes" (right under "Teasing = 1," so game can parse both "Tease" and "Teasing"
Omicr0n Posted July 12, 2024 Posted July 12, 2024 (edited) 26 minutes ago, Otti said: @Omicr0n , I hated it too,that the bars are decreasing to fast,thanks there is a Solution of it.Again it is from NRaas.With Mastercontroller (not knowing if you need the cheat mod too) you can click and drag the bars ,and with the Relativity Mod you can change the Ratio of the bars.(example: i have set the bladder from 1.0 to 0.5 ,so my Sims need to pee less.) I know I could do this, but I'd rather not have to cheat the needs every time. I'd rather if there was a gameplay solution instead. I also don't want Relativity affecting energy since that'll mess with everyone's sleep schedule. Edited July 12, 2024 by Omicr0n
Yotix Posted July 12, 2024 Posted July 12, 2024 (edited) 4 hours ago, Otti said: @Yotix , Yes i mean exactly this animation with reading and join.Strangely I got no Errors or resetting,but the book got destroyed too. What i first was asking for with the 95%/5% ratio,if JvSmith or one of the Animators show me a way to modify this Animation back to what it was in the older Versions of OKW. I think that's a silent error, KW just doesn't have any text for this type of problem so it doesn't tell you things went awry. As far as I gleaned from devs discussing the problem, all animations with objects tend to break when trying to switch to the next stage. Selfie woohoo on a couch with dildo fails if you only have one dildo, but works if you place additional dildos on the lot. The "reading on towel" sex anim also uses an object (the book) and no matter how many of them I have, it always cancels and destroys the book. There's also a lesbian dildo spank anim that I often see mentioned in error popups. If you could figure out what exactly happens there and fix it everyone would be happy, only this does not sound like an easy animation fix. The problem appears to be in how KW handles custom objects that are in use in a sex scene, when trying to switch from the active stage to the next stage. Since it affects several animations (selfie woohoo couch, read on towel woohoo) I don't think fiddling with one animation will do anything (except maybe if you manage to remove the object). Edited July 12, 2024 by Yotix 1
Chrissy90 Posted July 12, 2024 Posted July 12, 2024 (edited) Hello! Firstly, thank you so much for your work on this mod! I've been playing with 430 in a new save recently and have gotten the same script errors that LoversRoo has been getting along with this one: Spoiler <?xml version="1.0" encoding="utf-8"?> <ScriptError Version="6" Type="MiniScriptError"> <ExceptionData>Oniki.KinkyMod v0.7.0 (430) System.NullReferenceException: A null value was found where an object instance was required. #0: 0x000da callvirt in Sims3.Gameplay.CAS.Sims3.Gameplay.CAS.SimDescription:Instantiate (Sims3.SimIFace.Vector3,Sims3.SimIFace.ResourceKey,bool,bool) (B198AAA0 [vt:966AA45C] [vt:966AA46C] [1] [0] ) #1: 0x00016 call in Sims3.Gameplay.CAS.Sims3.Gameplay.CAS.SimDescription:Instantiate (Sims3.SimIFace.Vector3,Sims3.SimIFace.ResourceKey,bool) (B198AAA0 [vt:966AA3C4] [vt:966AA3D4] [1] ) #2: 0x00012 call in Sims3.Gameplay.CAS.Sims3.Gameplay.CAS.SimDescription:Instantiate (Sims3.SimIFace.Vector3,Sims3.SimIFace.ResourceKey) (B198AAA0 [vt:966AA324] [vt:966AA334] ) #3: 0x00055 callvirt in Sims3.Gameplay.Services.Sims3.Gameplay.Services.Service:CreateNpcSim (Sims3.Gameplay.CAS.SimDescription,Sims3.SimIFace.Vector3) (6DF892A0 [B198AAA0] [vt:966AA274] ) #4: 0x0017b call in Sims3.Gameplay.Services.Sims3.Gameplay.Services.Service:CreateSim (Sims3.Gameplay.Core.Lot,Sims3.Gameplay.CAS.SimDescription) (6DF892A0 [7C9466D8] [B198AAA0] ) #5: 0x00023 call in Sims3.Gameplay.Services.Sims3.Gameplay.Services.Service:FindAssignmentOnLot (Sims3.Gameplay.Core.Lot,Sims3.Gameplay.Services.ServiceSituation&,Sims3.Gameplay.Core.Lot&,Sims3.Gameplay.Actors.Sim&) (6DF892A0 [7C9466D8] [966AA11C] [966AA120] [966AA124] ) #6: 0x000e9 call in Sims3.Gameplay.Services.Sims3.Gameplay.Services.FakeMetaAutonomy:FindAssignment (Sims3.Gameplay.Services.ServiceSituation&,Sims3.Gameplay.Core.Lot&,Sims3.Gameplay.Actors.Sim&) (6DF892A0 [966AA11C] [966AA120] [966AA124] ) #7: 0x00010 callvirt in Sims3.Gameplay.Services.Sims3.Gameplay.Services.Service:CheckForAssignment () () #8: 0x0000a call in Sims3.Gameplay.Services.Sims3.Gameplay.Services.Service:Simulate () () #9: 0x00003 call in Sims3.Gameplay.Services.Sims3.Gameplay.Services.FakeMetaAutonomy:Simulate () () #10: 0x0005e callvirt in Oniki.Services.Oniki.Services.KWServices:Simulate () () #11: 0x00027 leave.s in ScriptCore.ScriptCore.ScriptProxy:Simulate () () </ExceptionData> </ScriptError> I have no idea how to read these things, but seeing Services mentioned a lot makes me think it's related to KW service sims not existing, despite their services being enabled. I initially noticed Tom Peeping never seemed to show up to my sim's house and decided to check in Settings>Services>NPCs and the value of all of them is "NPC Not Created." This was after about 5 in-game days, so they had plenty of time to be created. Interestingly enough, they show up in MasterController lists as part of the population, but they are perpetually "out-of-town" (the normal state for presently inactive service sims). I have debug enabled and they also don't show up as an option to force spawn on a lot, furthering the idea that they don't actually exist. After I noticed Tom Peeping was MIA, I also realized I had seen a bizarre lack of Flashers around town as well, so it seems KW isn't creating any NPCs to fill these service roles (after further testing, it seems KW is also not using the town's original NPCs for KW specific service roles either). I was able to replicate this bug in a new test save, though in the test save they also didn't exist in any MasterController lists. For comparison, I also tested another new save after putting 426 back in and the NPCs were created normally. Though in the test save with 430 installed I wasn't able to replicate this exact script error alongside this bug, so it could be unrelated. I'll test further. I should note that I tried clicking some of the NPCs in the Settings>Services>NPCs menu in both test saves and my original save. In the original save, it did seemingly nothing. In the 430 test save, it also did seemingly nothing. But in the 426 test save, I was able to assign the NPCs to a sim. I did this with Tom Peeping and he promptly showed up next door and started doing his thing. This seems to only effect KW specific services like Peeping Toms, Flashers, etc. I'm going to test more and see if it also effects Whore and Callgirl situations. Edit: After testing in a new game, it seems this issue doesn't effect Whores, but it seems to break player controlled Callgirls. I had my sim sign up to be a Callgirl and set her work days as every day, but she wasn't getting any calls at all. My guess is because many of the Callgirl related NPCs are special KW NPCs that something is going haywire there since those NPCs don't exist. My sim is a Callgirl in another save (created using version 226) and she is able to get clients just fine, but that saved game has the aforementioned special NPCs. I tested this for awhile and still couldn't replicate the above script error, but the NPCs not being created thing is consistent and happens in 100% of new games. Edited July 12, 2024 by Chrissy90
LaundryBasketLid Posted July 12, 2024 Posted July 12, 2024 Agreeing with what Omicr0n said. I'd prefer a check for the moodlets rather than for the energy as I'm often having my sims drink coffee instead of sleeping.
Jvsmith Posted July 13, 2024 Author Posted July 13, 2024 On 7/12/2024 at 12:46 PM, Lifelace said: Hi Jvsmith, Please add "Tease = 1," into "public enum WooHooTypes" (right under "Teasing = 1," so game can parse both "Tease" and "Teasing" Are you kidding? I have already written about this error in different threads of this forum: Find in which animation description file (OKW_something.package) this incorrect tag is located using s3pe and simply correct it in a text editor. This does not require rewriting the mod code. And if you think that it is so simple - then go ahead, do it yourself, you will quickly understand that editing enumerators is a hopeless undertaking, because they do not work as you probably imagine.
Jvsmith Posted July 13, 2024 Author Posted July 13, 2024 20 hours ago, Chrissy90 said: Hello! Firstly, thank you so much for your work on this mod! I've been playing with 430 in a new save recently and have gotten the same script errors that LoversRoo has been getting along with this one: Hide contents <?xml version="1.0" encoding="utf-8"?> <ScriptError Version="6" Type="MiniScriptError"> <ExceptionData>Oniki.KinkyMod v0.7.0 (430) System.NullReferenceException: A null value was found where an object instance was required. #0: 0x000da callvirt in Sims3.Gameplay.CAS.Sims3.Gameplay.CAS.SimDescription:Instantiate (Sims3.SimIFace.Vector3,Sims3.SimIFace.ResourceKey,bool,bool) (B198AAA0 [vt:966AA45C] [vt:966AA46C] [1] [0] ) #1: 0x00016 call in Sims3.Gameplay.CAS.Sims3.Gameplay.CAS.SimDescription:Instantiate (Sims3.SimIFace.Vector3,Sims3.SimIFace.ResourceKey,bool) (B198AAA0 [vt:966AA3C4] [vt:966AA3D4] [1] ) #2: 0x00012 call in Sims3.Gameplay.CAS.Sims3.Gameplay.CAS.SimDescription:Instantiate (Sims3.SimIFace.Vector3,Sims3.SimIFace.ResourceKey) (B198AAA0 [vt:966AA324] [vt:966AA334] ) #3: 0x00055 callvirt in Sims3.Gameplay.Services.Sims3.Gameplay.Services.Service:CreateNpcSim (Sims3.Gameplay.CAS.SimDescription,Sims3.SimIFace.Vector3) (6DF892A0 [B198AAA0] [vt:966AA274] ) #4: 0x0017b call in Sims3.Gameplay.Services.Sims3.Gameplay.Services.Service:CreateSim (Sims3.Gameplay.Core.Lot,Sims3.Gameplay.CAS.SimDescription) (6DF892A0 [7C9466D8] [B198AAA0] ) #5: 0x00023 call in Sims3.Gameplay.Services.Sims3.Gameplay.Services.Service:FindAssignmentOnLot (Sims3.Gameplay.Core.Lot,Sims3.Gameplay.Services.ServiceSituation&,Sims3.Gameplay.Core.Lot&,Sims3.Gameplay.Actors.Sim&) (6DF892A0 [7C9466D8] [966AA11C] [966AA120] [966AA124] ) #6: 0x000e9 call in Sims3.Gameplay.Services.Sims3.Gameplay.Services.FakeMetaAutonomy:FindAssignment (Sims3.Gameplay.Services.ServiceSituation&,Sims3.Gameplay.Core.Lot&,Sims3.Gameplay.Actors.Sim&) (6DF892A0 [966AA11C] [966AA120] [966AA124] ) #7: 0x00010 callvirt in Sims3.Gameplay.Services.Sims3.Gameplay.Services.Service:CheckForAssignment () () #8: 0x0000a call in Sims3.Gameplay.Services.Sims3.Gameplay.Services.Service:Simulate () () #9: 0x00003 call in Sims3.Gameplay.Services.Sims3.Gameplay.Services.FakeMetaAutonomy:Simulate () () #10: 0x0005e callvirt in Oniki.Services.Oniki.Services.KWServices:Simulate () () #11: 0x00027 leave.s in ScriptCore.ScriptCore.ScriptProxy:Simulate () () </ExceptionData> </ScriptError> I have no idea how to read these things, but seeing Services mentioned a lot makes me think it's related to KW service sims not existing, despite their services being enabled. I initially noticed Tom Peeping never seemed to show up to my sim's house and decided to check in Settings>Services>NPCs and the value of all of them is "NPC Not Created." This was after about 5 in-game days, so they had plenty of time to be created. Interestingly enough, they show up in MasterController lists as part of the population, but they are perpetually "out-of-town" (the normal state for presently inactive service sims). I have debug enabled and they also don't show up as an option to force spawn on a lot, furthering the idea that they don't actually exist. After I noticed Tom Peeping was MIA, I also realized I had seen a bizarre lack of Flashers around town as well, so it seems KW isn't creating any NPCs to fill these service roles (after further testing, it seems KW is also not using the town's original NPCs for KW specific service roles either). I was able to replicate this bug in a new test save, though in the test save they also didn't exist in any MasterController lists. For comparison, I also tested another new save after putting 426 back in and the NPCs were created normally. Though in the test save with 430 installed I wasn't able to replicate this exact script error alongside this bug, so it could be unrelated. I'll test further. I should note that I tried clicking some of the NPCs in the Settings>Services>NPCs menu in both test saves and my original save. In the original save, it did seemingly nothing. In the 430 test save, it also did seemingly nothing. But in the 426 test save, I was able to assign the NPCs to a sim. I did this with Tom Peeping and he promptly showed up next door and started doing his thing. This seems to only effect KW specific services like Peeping Toms, Flashers, etc. I'm going to test more and see if it also effects Whore and Callgirl situations. Edit: After testing in a new game, it seems this issue doesn't effect Whores, but it seems to break player controlled Callgirls. I had my sim sign up to be a Callgirl and set her work days as every day, but she wasn't getting any calls at all. My guess is because many of the Callgirl related NPCs are special KW NPCs that something is going haywire there since those NPCs don't exist. My sim is a Callgirl in another save (created using version 226) and she is able to get clients just fine, but that saved game has the aforementioned special NPCs. I tested this for awhile and still couldn't replicate the above script error, but the NPCs not being created thing is consistent and happens in 100% of new games. I'll take a look
Jvsmith Posted July 13, 2024 Author Posted July 13, 2024 22 hours ago, Yotix said: I think that's a silent error, KW just doesn't have any text for this type of problem so it doesn't tell you things went awry. As far as I gleaned from devs discussing the problem, all animations with objects tend to break when trying to switch to the next stage. Selfie woohoo on a couch with dildo fails if you only have one dildo, but works if you place additional dildos on the lot. The "reading on towel" sex anim also uses an object (the book) and no matter how many of them I have, it always cancels and destroys the book. There's also a lesbian dildo spank anim that I often see mentioned in error popups. If you could figure out what exactly happens there and fix it everyone would be happy, only this does not sound like an easy animation fix. The problem appears to be in how KW handles custom objects that are in use in a sex scene, when trying to switch from the active stage to the next stage. Since it affects several animations (selfie woohoo couch, read on towel woohoo) I don't think fiddling with one animation will do anything (except maybe if you manage to remove the object). You are absolutely right. The roots of this problem really lie in the mechanics of the mod's work with accessories. Moreover, the mod's behavior changes when using different compilers. And unfortunately, I don't know yet where exactly to dig to solve this problem. 1
Otti Posted July 13, 2024 Posted July 13, 2024 I´ve looked again,but that book destroying happend in my Game ,If the Book is a Skillbook.If my sims is reading a normal book,it goes back into the inventory after wohoo.Also i can´t confirm that the Dildos get destroying on masturbating on Couch.My Simettes use it,and if they are done it goes back.Tested it with the standard purple Dildo, and the Long Version from LS. Weird...
kamilovargas17 Posted July 14, 2024 Posted July 14, 2024 Hola yo venia usando la version 409 del 2019 que hasta ya estaba traducida a latino, pero este foro es muy complejo de manjerar, ahora acabo de instalar esta version 430 para tener todo actualizado pero una vez configuro el mod mis sims no hacen nada, bostezan antes de la accion, a pesar de estar exitado ¿PORQUE NO PUBLICAN UNA GUIA SENCILLA DE COMO CONFIGURAR EL MOD?? QUE ALGUIEN AYUDE POR FAVOR.
FreakyRufus Posted July 14, 2024 Posted July 14, 2024 On 7/8/2024 at 1:06 AM, I Null I said: Hey thanks! I hate to bug you about something else, but do you happen to know about the outfit manager in Kinky World? It keeps throwing debug errors and i'm not sure, but i think it might be the cause of my crashes. Edit: I uploaded an image, but it won't display for some reason. I'll type the error here. "OutfitManager.WaitAndLock ActiveSwitchOutfitHelper is locked by an unknown process." I'm not sure why, but that debug error and another related to outfit manager keep being thrown. I've tried using the current Kinky World version as well as version 399 to no avail. I've tried enabling all settings regarding outfits, and disabling them, and i keep getting this error no matter what. I dont' want Kinky World to mess with outfits of sims not even on my lot, but i can't figure out how to disable this crap. Can you please help me figure this out? Sorry, I don't know much about the kinky outfits. As far as I know, it is used: when sims gets out of the bath/shower, they will put on a towel whores, call girls, brothel employees can have a special outfit that they will change into when on the job For the first, there is a KW setting under global settings to enable or disable wearing a towel after a bath. There is another setting under global for something like "update wardrobe", that will occasionally make a sim decide they want to start wearing sexier clothes and will change their current outfits. This usually happens when a sim's exhibition skill goes up a level. I haven't seen errors related to the outfit manager being locked.
Dr.Modz Posted July 15, 2024 Posted July 15, 2024 (edited) So question regarding services like random dogs visiting locks and the peeping tom, how do you get them (well all of those events) to occur. I have them enabled and I even put a high probability rate for them to occur but they don't happen. I did click the populate button and it changed it from 0 to 10 npcs, but when try looking for the npcs in the service tab it says they aren't generated. Edited July 15, 2024 by Dr.Modz
Lifelace Posted July 16, 2024 Posted July 16, 2024 On 7/13/2024 at 12:55 PM, Jvsmith said: Are you kidding? I have already written about this error in different threads of this forum: Find in which animation description file (OKW_something.package) this incorrect tag is located using s3pe and simply correct it in a text editor. This does not require rewriting the mod code. And if you think that it is so simple - then go ahead, do it yourself, you will quickly understand that editing enumerators is a hopeless undertaking, because they do not work as you probably imagine. Add it to enum doesn't hurt and improve compatible with old animation. It is simple and easy fix. C# accept different name with same value don't you think ?
Yotix Posted July 16, 2024 Posted July 16, 2024 (edited) Found a reproducible silent error that actually moves furniture around, never saw that before (probably the same problem with anim objects?) Repro: 1. have a desk with computer, desk chair, some space behind the chair, and have a witch sim do "chat with webcam" 2. don't cancel chat with webcam, and queue up "Conjure Apple" She will now perform parts of the animation on the wrong tile, and when she gets up the chair has moved. Posting just because it's easily reproduced, I've never seen a mod move objects, & in case someone with tech skills finds this interesting Spoiler Edited July 16, 2024 by Yotix
tomblack123 Posted July 17, 2024 Posted July 17, 2024 (edited) I am getting blacksreen upon game start when I use this replacement: Nevermind, I quickly alt tab out from the game and it failed to load. Also, can anyone explain what "Update Ticks" means in the miscellaneous settings, which is set to 225 by default? Kinkyworld's wiki is gone, and not even the Waybackmachine can access certain pages that might explain things. Edited July 18, 2024 by tomblack123
Yotix Posted July 17, 2024 Posted July 17, 2024 1 hour ago, tomblack123 said: Also, can anyone explain what "Update Ticks" means in the miscellaneous settings, which is set to 225 by default? Kinkyworld's wiki is gone, and not even the Waybackmachine can access certain pages that might explain things. I found a thread explaining that Sims by default runs at 30 ticks per second. Another thread on steam claims it's 37. Nraas Relativity affects how many ticks per seconds Sims uses, so this apparently this determines how fast time runs in Sims. So 225 update speed at 30 ticks would mean KW updates every uh 7.5 seconds, at 37 it would be every ~6 seconds. Presumably update does things like "if there is a naked sim around, increase horniness slightly" or "if a sim is idle make them do something".
tomblack123 Posted July 17, 2024 Posted July 17, 2024 (edited) 7 hours ago, Yotix said: I found a thread explaining that Sims by default runs at 30 ticks per second. Another thread on steam claims it's 37. Nraas Relativity affects how many ticks per seconds Sims uses, so this apparently this determines how fast time runs in Sims. So 225 update speed at 30 ticks would mean KW updates every uh 7.5 seconds, at 37 it would be every ~6 seconds. Presumably update does things like "if there is a naked sim around, increase horniness slightly" or "if a sim is idle make them do something". I'm curious because I'm using the smoothness patch (I bet everyone at this point) with tps set to 1000, which exactly improves simulation lag and performance. I thought if I increased Kinkie's update ticks too to a higher value it would also improve performance. But in the case of Kinkie, guess I should do the opposite and reduce the value?. Nraas Relativity can help too against the lag? I'll take a look at that as well. Edited July 17, 2024 by tomblack123
Sidternay Posted July 17, 2024 Posted July 17, 2024 I wanted to bring up an issue I have been having with Kinky World for months. So when I call a repairman to fix something in my house, Kinky World creates its own repairman in my game to fill the role. That's cool and all but when the repairman finished the job he does not leave my house, he stays for hours and charges me more even though the job was completed long ago. Also I cannot interact with the repairman, I can't ask him to leave nor fire him like I should be able to. I know for a fact that it's kinky world because when I uninstall it the repairman works as it should. I'm hoping there is a way to fix this. like maybe giving an option to disable the KW repairman, thank you.
Jvsmith Posted July 18, 2024 Author Posted July 18, 2024 This is something new, I don't know what's going on with Loverslab: "A new version of this file is waiting for approval." Updates in version 431: 1. Returned the Denton code for the maid, added the ability to disable the kinky maid in the settings. 2. Added the ability to disable the kinky repairman in the settings. 3. Bugs with call girls and flashers have been fixed. Testers needed. 4. A new compiler was used, all complaints should be directed to Microsoft 5. Tanning layers have been added to the addons. Look for them in accessories. 9
Chrissy90 Posted July 18, 2024 Posted July 18, 2024 5 hours ago, Jvsmith said: This is something new, I don't know what's going on with Loverslab: "A new version of this file is waiting for approval." Updates in version 431: 1. Returned the Denton code for the maid, added the ability to disable the kinky maid in the settings. 2. Added the ability to disable the kinky repairman in the settings. 3. Bugs with call girls and flashers have been fixed. Testers needed. 4. A new compiler was used, all complaints should be directed to Microsoft 5. Tanning layers have been added to the addons. Look for them in accessories. Hello, again! If point 3 is in reference to the bugs I reported, then I'm afraid the issues remain. I went ahead and tested version 431 in a new save and even after over a week of in-game time KW still hadn't created the appropriate NPCs for KW specific roles, so those services weren't working. Just as in 430, this means flashers, peeping tom, etc weren't showing up and doing anything. This still seems to have some effect on Callgirls, as I made my sim a Callgirl again and she still wasn't receiving any calls or clients. I got this tiny script error 10 times in the span of a minute during this testing, not sure if it's related: <?xml version="1.0" encoding="utf-8"?> <ScriptError Version="6" Type="MiniScriptError"> <ExceptionData>Oniki.KinkyMod v0.7.0 (431) System.NullReferenceException: A null value was found where an object instance was required. #0: 0x00014 callvirt in Oniki.Services.Oniki.Services.KWServices:Simulate () () #1: 0x00027 leave.s in ScriptCore.ScriptCore.ScriptProxy:Simulate () () </ExceptionData> </ScriptError>
Sidternay Posted July 18, 2024 Posted July 18, 2024 13 hours ago, Jvsmith said: This is something new, I don't know what's going on with Loverslab: "A new version of this file is waiting for approval." Updates in version 431: 1. Returned the Denton code for the maid, added the ability to disable the kinky maid in the settings. 2. Added the ability to disable the kinky repairman in the settings. 3. Bugs with call girls and flashers have been fixed. Testers needed. 4. A new compiler was used, all complaints should be directed to Microsoft 5. Tanning layers have been added to the addons. Look for them in accessories. Thank you so much for number 2
Jvsmith Posted July 19, 2024 Author Posted July 19, 2024 18 hours ago, Chrissy90 said: Hello, again! If point 3 is in reference to the bugs I reported, then I'm afraid the issues remain. I went ahead and tested version 431 in a new save and even after over a week of in-game time KW still hadn't created the appropriate NPCs for KW specific roles, so those services weren't working. Just as in 430, this means flashers, peeping tom, etc weren't showing up and doing anything. This still seems to have some effect on Callgirls, as I made my sim a Callgirl again and she still wasn't receiving any calls or clients. I got this tiny script error 10 times in the span of a minute during this testing, not sure if it's related: <?xml version="1.0" encoding="utf-8"?> <ScriptError Version="6" Type="MiniScriptError"> <ExceptionData>Oniki.KinkyMod v0.7.0 (431) System.NullReferenceException: A null value was found where an object instance was required. #0: 0x00014 callvirt in Oniki.Services.Oniki.Services.KWServices:Simulate () () #1: 0x00027 leave.s in ScriptCore.ScriptCore.ScriptProxy:Simulate () () </ExceptionData> </ScriptError> I can't reproduce the bug you're reporting. In my case, all KW services work without problems, Flashers show random Sims their charms, Callgirls regularly receive calls from clients. I can only guess what is causing the problem in your game. System.NullReferenceException: A null value was found where an object instance was required. #0: 0x00014 callvirt in Oniki.Services.Oniki.Services.KWServices:Simulate () () This error indicates the absence of a simulation object, that is, NPCs are not created. Something is preventing creating NPCs or removing them from the game. Is there a file with NPCs in your mod directory - ONIKI_NPCs.package? Are you using NRaas_Overwatch or NRaas_ErrorTrap?
Yotix Posted July 19, 2024 Posted July 19, 2024 (edited) I've been playing the latest build (flashers deactivated though); the only bug I noticed in several hours is a typo. (Play a female sim. The hospital offers "tubal ligatation" but afterwards it's "tubal ligation". I guess the 2nd is correct. (Oh and I had an out of memory crash zooming back to my sim, but I blame EA for that ) About the missing NPCs: Maybe open CAS and look through Saved Sim presets, you should see some KW NPC templates listed be in there (like Onikikay the KW teacher and other KW NPCs). If you do see them Oniki_NPCs is likely not the issue. Maybe check if you have some Nraas overwatch setting like "clean up homeless" enabled, that would delete KW sims as far as I know. Edited July 19, 2024 by Yotix
Omicr0n Posted July 19, 2024 Posted July 19, 2024 21 minutes ago, Yotix said: (Oh and I had an out of memory crash zooming back to my sim, but I blame EA for that ) If you have a decent video card, you could test this out and see if it helps. I've been testing it in my own game recently with positive results. Keeps RAM usage down and instead uses more of your card's VRAM. 1
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