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Oniki Kay’s Kinky World - Jvsmith Edition build 500


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Posted

Hi,
Every time I play the game I got an error for some animation stage missing or something. I'm OK with the pop up so I'm aware I got this issue, but as it's not a big problem I never corrected and I got a lot of error log in the Sims Folder.

So I wonder is it possible to add and option to disable the log creation, overwrite the previous log or just add it to the previous?
Anyway it's not a big problem, the logs are require but in my case they just accumulate in the disk.

Thanks in advance.

Posted
17 hours ago, CMaxi said:

but in my case they just accumulate in the disk.

you can safely delete all those files.

For my part, I delete frequently all files inside the "WorldCaches" and the "Thumbnails" folder and all files in the "Documents/Electronic Arts/The Sims 3" root folder EXCEPT "Options.ini" and "tslus.bin".

(I don't know how often I wrote this in this forum already 🙂 )

 

Posted
2 hours ago, Clydie said:

you can safely delete all those files.

For my part, I delete frequently all files inside the "WorldCaches" and the "Thumbnails" folder and all files in the "Documents/Electronic Arts/The Sims 3" root folder EXCEPT "Options.ini" and "tslus.bin".

(I don't know how often I wrote this in this forum already 🙂 )

 

Yes, it's not a problem delete them, I do it  when I remember and I use the Regul Save Cleaner (https://modthesims.info/d/652440/regul-save-cleaner.html) for al the rest of files, but if we can just got a enable/disable option it would be great.
Thanks for you reply.

Posted

I had a question about latest version you uploaded.

I have these for previous version.

image.png.78fc62f71f6d164a7afd308f02d3a2e1.png

Do I suppose to keep the "OKW_Animation_template", "ONIKI_KinkyModTuning422" and only replace "ONIKI_KinkyMod425" with latest version?

Posted

I'm at my wit's end about this: has anyone run into the issue of active sims losing autonomy? This was an issue I ran into a few months ago that later forced me to abandon that save file (I managed to get to four generations with KW enabled and never ran into any issues thanks to Denton's and JVsmith's updates). I thought maybe there was a conflict happening with nraas go here, but the issue persists regardless of the version or existence of that mod. It's gotten to the point where, after loading into a save, sims will complete one action autonomously before needing me to intervene as they won't even manage their motives. I barely managed to get to week 2 with this save as the issue popped up on day 3 and grew increasingly worse. Sometimes the whole town will be impacted, but the issue predominantly occurs within the active household.

 

Overwatch and Errortrap are tuned appropriately. EA and KW autonomy are set to high. All KW services, diseases, venues, and story progression are disabled. LL settings remain largely untouched (though the times I have fiddled with it, autonomy issues didn't resolve anyway). Neither nraas or kw spit out any errors besides the usual ones on loadup, and there is no lag in the game when the autonomy issue happens. It mainly seems to happen when a sim is pregnant in my household, but it's hard to say what triggers it. I'm fairly stubborn about troubleshooting KW issues that have popped up over the years, but this is the first to leave me stooped.

 

EDIT: I thought I resolved the issue by removing two pregnancy-related mods (Mixed Pregnancy feelings and More Pregnancy Interactions) since I was able to make it to week 3, but the issue persists.

Posted

@xpeanutbrittlex I remember having a similar issue years ago, for me it turned out to be due to a mod conflict but I don't remember the specifics. Curious that pregnancy seems to play a part in it in your case...

What I would try is the following;

1) Enable debug of KW and reset one of your active Sims through the KW debug menu; it's a "softer" reset than the one done by MC. Does that reset autonomy, even temporarily?

2) MC itself has an autonomy option as part of its Cheats module. In Advanced you should be able to find a change autonomy option. What happens when you do that on one of your Sims?


3) Disable KW autonomy and see if the more "traditional" autonomy comes back.

Just thinking out loud really, it's what I would try if I were in your shoes.

Posted

@xpeanutbrittlex Another thing to try, something I experienced that is a bit different but maybe related - I mostly play with active autonomy off, but with KW installed every time you load the game, the autonomy setting in the game is ignored and sims start acting for themselves again. I then have to go into game options, enable autonomy, unpause the game and let it run for a moment, then go back into settings and turn autonomy off again, then the setting gets respected.  I have to do this every time the game loads.

 

So maybe for your case, try doing the opposite, load the game, go into settings, disable autonomy, let the game run for a moment, settings again and enable autonomy, see if that helps? 

Posted (edited)

@morpheousz With your suggestion, I can at least play for a few days with guaranteed autonomy! A win in my book. However, after a few days, the issue does resume and I'm forced to quit the game to kickstart autonomy again.

 

@loveternity I tried your methods, but the issue persists. Nothing seems to kickstart the autonomy unless I quit the game, reload, and try the above method. I have discovered that it's no longer tied to the presence of a pregnant sim in my household. A mod conflict is starting to seem more likely, but I've been ripping out a slew of random mods here and there over the last few days. I know you said you don't remember the specifics of your mod conflict, but any chance you might recall if it was a script or tuning mod?

 

Update: Previous solution no longer works. I have ripped out almost all of my mods. At this point, barring any mod removal that might surprise me (crossing fingers), it's looking like KW is the issue.

Edited by xpeanutbrittlex
Updated info
Posted

@xpeanutbrittlex The only thing I do remember about my situation is the first thing that helped was to get rid of my DisableDereferencing tuning of ErrorTrap. After playing the game without it I saw it dereference something that was part of an outdated mod I forgot I even had but it's been so long that I don't remember what the mod was.

It's worth noting that to this day I still play without the DisableDereferencing tuning without issues. Perhaps it used to be required with past versions of KW and/or ErrorTrap, but I've found that nowadays I can get away with KW and ErrorTrap playing nicely together.

Posted (edited)

@Loveternity What's funny is I remember playing with an earlier version of KW without the DisableDeferencing tuning and had no issue. When I heard about the updates Denton and JVsmith were doing a few months ago, I still didn't have the tuning file. Granted, I threw Denton's KW into an ongoing save, but I was able to go two generations before the autonomy issue started presenting itself (it would always happen during a party). Then it got progressively worse even after I started a fresh save. I have fewer mods than I did then, but I thought that since the file is so frequently cited in various threads, it must be what I was missing. Apparently not lmao.

 

Just to make sure I have all my ducks in a row, the normal logs that should be present after every game session are the two from KW (Startup and Localization) and the two from errortrap (Correction Logs & Dereferencing), correct? (I've always assumed it was normal, but this autonomy issue has thrown every assumption I've had about KW out the window.)

 

Edit: Forgot to add, I noticed that whenever KW does its injections on loadup, I have autonomy when the percentage starts at 0%. If it starts at a higher number like 43%, autonomy is broken. I clear all caches before every play session, so injections don't seem to correlate to it or whenever I clean the save with regul save cleaner.

Edited by xpeanutbrittlex
Updated info
Posted
1 hour ago, xpeanutbrittlex said:

Just to make sure I have all my ducks in a row, the normal logs that should be present after every game session are the two from KW (Startup and Localization) and the two from errortrap (Correction Logs & Dereferencing), correct? (I've always assumed it was normal, but this autonomy issue has thrown every assumption I've had about KW out the window.)


KW always generates those two files for me as well. ErrorTrap varies a lot more, depends on how long you play for so that it can do its corrections and depending on how much it corrects your mileage can vary a lot.

 

Quote

Edit: Forgot to add, I noticed that whenever KW does its injections on loadup, I have autonomy when the percentage starts at 0%. If it starts at a higher number like 43%, autonomy is broken. I clear all caches before every play session, so injections don't seem to correlate to it or whenever I clean the save with regul save cleaner.


Now that's interesting. Every time I load my save the percentage starts at 0%, anything else is not normal. It really seems that in your case KW is messing something up, especially since it won't even inject properly. I wish I had a good guess as to why or what that might be.

Posted
9 hours ago, Loveternity said:

Now that's interesting. Every time I load my save the percentage starts at 0%, anything else is not normal. It really seems that in your case KW is messing something up, especially since it won't even inject properly. I wish I had a good guess as to why or what that might be.

 

Fascinating. So, KW doing what it does best?

 

Well, can't say I'm not intrigued. I have one constant trigger for the autonomy breaking, and it's when one of my sims finishes a whoring session. Everything runs like it should until my sim returns home. Given how KW likes to brute force its way, I can't rule out a mod conflict yet until I finish sifting through my mods. If the culprit is one of my mods, I'll post it here for the next mad fool. If it isn't, I'm SOL as I'm hesitant to add anything else to JVSmith's plate considering how this particular issue doesn't seem to impact the rest of the community.

 

Thanks for the help though!

Posted

@xpeanutbrittlex Huh. A whoring session makes sense actually; Sim autonomy is disabled while whoring, so if for whatever reason your Sims get "stuck" in that state, their autonomy would never come back.

 

What is supposed to happen is that upon returning home automatically after an escort "mission" (or when you manually stop whoring), autonomy should be back.

There is a debug option for such cases; Cancel Interaction. This should stop whatever whoring/escorting interaction is stuck on the Sim but even if that brings autonomy back the question remains; why on earth is it getting stuck in the first place?..

Posted

Your work is extremely valuable, but looks like you drove somewhere wrong...

1st we lost spontaneous woohoo while sleeping and recently i have seen two GUYS having VAGINAL sex with EACH OVER...

Posted

Updates in version 436:

1.Fixed many minor bugs in various parts of the code (KWMaid, KWBedSleep and others), fixed some detected errors with variable overflow and empty variable values.

 

Sorry, I haven't had much free time this month. So no new major changes to the mod. Only bug fixes.

Posted
2 hours ago, inrush said:

Your work is extremely valuable, but looks like you drove somewhere wrong...

1st we lost spontaneous woohoo while sleeping and recently i have seen two GUYS having VAGINAL sex with EACH OVER...

 

Try the new version. And guys in bed do anal, not vaginal :) and only in case of full consent of both sims.

Posted
28 minutes ago, Fritz_The_Horny_Cat said:

 

The files that come are .cs not .package, where to put those files, or can I put them in the same mods folder?

 

Source files?

That developer files. You installed the wrong version.

 

It is explained in description page.

Spoiler

Contents:
Oniki_KinkyMod.436.zip - mod files, put them over the old files in the folder where KinkyWorld is located.
Oniki_KinkyMod_SourceCode.436.zip - Source code, not required for downloading, needed by programmers and those interested.
Oniki_Addons.zip - Additional files with underwear, effects, objects that I edited and improved. And also Cmar's pubic hair, it's hard to find it on the Internet now. Not required for downloading.

 

Posted (edited)

Hi! 💙 Thank you so much for continuing with Denton's work. You both have done an incredible job with this mod, which, by the way, I have translated into Spanish (both variants). I hope you can add both to the mod, and if at any point they need updating, just let me know and I'll be happy to do it. Have a great day! 😊

PATRYCARRO_KinkyWorld_SPA.rar

 

Edited by PatryCarro
Posted

Anyone else struggling with the object weight system? I've left values to the default of 10, set the same room multiplier to 1, then double bed to 15, 50 or 100 as a test.

My understanding is that as long as I have plenty of animations (and I believe I do), Sims will more often than not look for a double bed on the current lot to get it on. But they seem to still prefer to stay in the same room no matter what value I set the double bed to.

Sorry in advance if I've misunderstood the way it's supposed to work.

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