Omicr0n Posted February 8, 2025 Posted February 8, 2025 (edited) On 2/6/2025 at 4:25 AM, Jvsmith said: These Nraas add-ons are completely compatible and work great with KW, but they require a careful approach and proper settings: NRaas_ErrorTrap_Tuning_DisableDereferencing.package I'm not too sure about using this one. I know the original KW post suggested using it, but I found out recently that it was leading to save bloat and slow loading time in my game. The tuning package itself wasn't doing those things, but it was preventing ErrorTrap from cleaning up the save. Edited February 8, 2025 by Omicr0n 1
Loveternity Posted February 8, 2025 Posted February 8, 2025 19 minutes ago, Omicr0n said: I'm not too sure about using this one. Neither am I. It's a double-edged sword; if that package is used there will be less of a clean-up. But I do see ErrorTrap dereferencing things related to KW once in a blue moon, not often at all. And the dereferencing doesn't seem to be breaking anything, but who knows. Perhaps it's dereferencing something important, perhaps not. 1
Omicr0n Posted February 8, 2025 Posted February 8, 2025 (edited) 17 minutes ago, Loveternity said: But I do see ErrorTrap dereferencing things related to KW once in a blue moon, not often at all. And the dereferencing doesn't seem to be breaking anything, but who knows. Perhaps it's dereferencing something important, perhaps not. So far the only thing I ever in the correction logs related to KW is something to do with underwear. It's usually a lot of this: Spoiler -- Dereferencing -- Potential Object Found: Sims3.Gameplay.Objects.OnikiStuff.Underwear (ID=0x3dd600e05a1c09d0, W=False, I=False) UNHANDLED Reference: Oniki.Gameplay.OutfitManager Sims3.Gameplay.Objects.OnikiStuff.Underwear mPanties RETAINED C UNHANDLED Reference: Oniki.Gameplay.SimData Oniki.Gameplay.OutfitManager mOutfitManager UNHANDLED Reference: Oniki.Gameplay.Skills.WooHooSkill Oniki.Gameplay.SimData SimData Bridge Reference: System.Collections.Generic.Dictionary`2[System.UInt64,Sims3.Gameplay.Skills.Skill] Reference Continue: Sims3.Gameplay.Skills.SkillManager System.Collections.Generic.Dictionary`2[System.UInt64,Sims3.Gameplay.Skills.Skill] mValues (Using DerefSkillManager) UNHANDLED Reference: Sims3.Gameplay.CAS.SimDescription (Emelie Van Gould, V=True) Sims3.Gameplay.Skills.SkillManager SkillManager UNHANDLED Reference: Oniki.Gameplay.NakedBroadcaster Oniki.Gameplay.SimData mSimData Recursion Reference: Oniki.Gameplay.SimData Oniki.Gameplay.NakedBroadcaster mNakedBroadcaster Bridge Reference: Oniki.Gameplay.SimBroadcaster[] Bridge Reference: System.Collections.Generic.List`1[Oniki.Gameplay.SimBroadcaster] Recursion Reference: Oniki.Gameplay.SimData System.Collections.Generic.List`1[Oniki.Gameplay.SimBroadcaster] mBroadcasters Recursion Reference: Oniki.Gameplay.OutfitManager Oniki.Gameplay.SimData mSimData Bridge Reference: Oniki.Gameplay.SimData[] Bridge Reference: System.Collections.Generic.List`1[Oniki.Gameplay.SimData] Reference Ignore: Sims3.Gameplay.ObjectComponents.ItemComponent Sims3.Gameplay.Abstracts.GameObject mScriptObject (Using DerefObjectComponent) Bridge Reference: Sims3.Gameplay.Abstracts.ObjectComponent[] Bridge Reference: System.Collections.Generic.List`1[Sims3.Gameplay.Abstracts.ObjectComponent] Reference Ignore: Sims3.Gameplay.Objects.OnikiStuff.Underwear System.Collections.Generic.List`1[Sims3.Gameplay.Abstracts.ObjectComponent] mObjComponents (Using DerefGameObject) Reference Ignore: Sims3.Gameplay.ItemTestFunction (Using DerefItemTestFunction) Recursion Reference: Sims3.Gameplay.Objects.OnikiStuff.Underwear (ID=0x3dd600e05a1c09d0, W=False, I=False) Sims3.Gameplay.ItemTestFunction TypeCompareDelegate Edited February 8, 2025 by Omicr0n
Jvsmith Posted February 8, 2025 Posted February 8, 2025 1 hour ago, Omicr0n said: I'm not too sure about using this one. I know the original KW post suggested using it, but I found out recently that it was leading to save bloat and slow loading time in my game. The tuning package itself wasn't doing those things, but it was preventing ErrorTrap from cleaning up the save. 42 minutes ago, Loveternity said: Neither am I. It's a double-edged sword; if that package is used there will be less of a clean-up. But I do see ErrorTrap dereferencing things related to KW once in a blue moon, not often at all. And the dereferencing doesn't seem to be breaking anything, but who knows. Perhaps it's dereferencing something important, perhaps not. On 2/6/2025 at 9:21 PM, Chrissy90 said: Okay @KinkyKatie89 I updated and now have some relevant script error logs to show They don't say the same things as the last one, though, so hey maybe that was an isolated incident. First, two Role sims were partaking in some spanking, apparently, but something went awry. I had always allow spanking set to true, but turned it to false following these just in case. The only difference between the two script errors is the NPC name, so I'll just post the one. (AFAIK both Role sims involved were young adults, not sure if that makes a difference). Hide contents Interactions: 1: Spank Oniki.Gameplay.Punishments.Spank+Definition Chat Autonomous 2: Reaction Oniki.Interactions.Reaction+Definition Oniki.Interactions.Reaction+Definition NonCriticalNPCBehavior Counter: 1 Sim-Time: Fri. at 2:10 AM Start-Time: 02/06/2025 03:06:30 PreLoadup-Time: 02/06/2025 03:07:29 Loadup-Time: 02/06/2025 03:08:48 Log-Time: 02/06/2025 03:35:20 System.NullReferenceException: A null value was found where an object instance was required. #0: 0x00025 callvirt in Oniki.Gameplay.Punishments.Oniki.Gameplay.Punishments.Spank:RunSocialLoop () () #1: 0x00360 callvirt in Oniki.Interactions.Oniki.Interactions.KinkySocialInteraction:Run () () #2: 0x000ab ret in Oniki.Gameplay.Punishments.Oniki.Gameplay.Punishments.Spank:Run () () #3: 0x000db stloc.u1 in Sims3.Gameplay.Interactions.Sims3.Gameplay.Interactions.InteractionInstance:RunInteractionWithoutCleanup () () #4: 0x00348 stloc.u1 in Sims3.Gameplay.ActorSystems.Sims3.Gameplay.ActorSystems.InteractionQueue:ProcessOneInteraction () () #5: 0x0011c stfld.u1 in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.Sim:DoInteraction () () #6: 0x00015 br.s in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.Sim:Simulate () () #7: 0x00027 leave.s in ScriptCore.ScriptCore.ScriptProxy:Simulate () () The next one, no idea what this is but it only happened once. Hide contents<?xml version="1.0" encoding="utf-8"?> <ScriptError Version="6" Type="MiniScriptError"> <ExceptionData>Oniki.KinkyMod v0.7.6 (437) Oh no related script error for this but I've never seen this before: so my sim had the no timer Super Horny moodlet because well...it had been awhile especially by her standards. Anyway, she woohoo'd multiple sims, but the moodlet wouldn't go away? On top of that, instead of lessening her mood it was giving her +10? She has the loves sex trait, but I'd never seen this happen before. I reset the entire town after the week and even with her being reset multiple times through that process, the moodlet remained. I ended up only being able to get rid of it by having her take a cold shower. So here's the deal: Dereferencing destroys a lot of the story progression links, the rank of motives, the desire to use some interactions. Thanks to this, it reduces the time it takes to load a save. THAT'S why dereferencing should be used once, when you see a loooong load. After loading, you need to save and turn off dereferencing. If you always have it on, you will experience lags at the beginning of the game, when the game rebuilds the tree of desires and motives. 3
Jvsmith Posted February 8, 2025 Posted February 8, 2025 1 hour ago, Loveternity said: Correct. As far as I can tell they completely override the in-game interactions tuning if and only if Reduced Autonomy is enabled in game. Just in case I'm wrong, it wouldn't hurt to have @KinkyKatie89 or @Jvsmith confirm that's the case. As for the traitSpecificity part, that one is in the kinkymotives.xml which is no longer found in the KinkyModTuning package; it's in the KinkySettings package now. If my understanding of everything is correct, here's how the game would determine if a Sim can autonomously do an exhibition interaction. 1) The conditions in the kinkymotives.xml must be met. If a trait is specified for example and a Sim lacks that trait they won't have autonomy no matter what. 2) If Reduced Autonomy is enabled, the autonomy settings of KinkyModTuning apply. 3) Changes via Retuner and/or KW Interaction tuning in-game. And it's in that order; 1 overrides 2 and 3, 2 overrides 3 if that makes sense. And by the way, probably due to the dereferencing enabled and the fact that you constantly delete selfies from the game, you did not get a skill increase for autonomous sims after you removed the gate from the motive. The game constantly tries to add motives to sims, push them down the path of exhibitionism, and you prevent it from doing this, and as a result you get only lags with no progress. 2
Jvsmith Posted February 8, 2025 Posted February 8, 2025 4 hours ago, Loveternity said: 1. I also wonder if any performance would be gained for doing something similar for the sex motive by tying it to the pervert/slut reward trait. 2. Oh and speaking of reward traits; I remember a looong time ago it was possible to earn the exhibitionist reward trait by simply maxing exhibition, similar to pervert/slut for sex. But that has not worked for me in ages, I always end up assigning it via MC. I wonder if it's the same for everyone else. 1. Then children will stop being born in your city, unless you enable pregnancy from other mods in the settings. 2. And that's a good idea. 2
Loveternity Posted February 8, 2025 Posted February 8, 2025 @Jvsmith That makes a lot of sense, thank you! I guess the best way to go about it is to disable ErrorTrap dereferencing most times we play, then enable it once we want to do a proper clean-up. I'll start including that package way more.
Loveternity Posted February 8, 2025 Posted February 8, 2025 I've just changed traitSpecificity for exhibition from Unknown to ExhibitionistReward and gave a bunch of Sims the reward trait. There's about 100 residents in my current save, I gave the reward trait to about 20. Quite a noticeable jump in performance even with 1 in 5 Sims having full autonomy. Now I'm wondering if the xml would let me include more traits with commas. Something like "Exhibitionist, ExhibitionistReward, TraitFlirty, TraitChildish, TraitInsane, TraitPartyAnimal, TraitInappropriate". Looks ugly but I wonder if that would work. I might give it a go. Also if commodities could somehow be included. BeDrunk would make a lot of sense. So many ideas but I lack the knowledge damn it.
Jvsmith Posted February 8, 2025 Posted February 8, 2025 (edited) 10 minutes ago, Loveternity said: I've just changed traitSpecificity for exhibition from Unknown to ExhibitionistReward and gave a bunch of Sims the reward trait. There's about 100 residents in my current save, I gave the reward trait to about 20. Quite a noticeable jump in performance even with 1 in 5 Sims having full autonomy. Now I'm wondering if the xml would let me include more traits with commas. Something like "Exhibitionist, ExhibitionistReward, TraitFlirty, TraitChildish, TraitInsane, TraitPartyAnimal, TraitInappropriate". Looks ugly but I wonder if that would work. I might give it a go. Also if commodities could somehow be included. BeDrunk would make a lot of sense. So many ideas but I lack the knowledge damn it. I tried, it doesn't work as it should. In fact, motives are only added to the list of available ones using KW, then the game engine completely deals with them. Nothing prevents you from writing a list of gates separated by commas, and they will even load without an error, but the game ignores them, for some reason. I was too lazy to figure it out further. You can check with debug info on the sim. If it has a motive, you will see its value in the list, otherwise it will be NA. Edited February 8, 2025 by Jvsmith 1
inrush Posted February 8, 2025 Posted February 8, 2025 (edited) On 2/7/2025 at 3:28 AM, KinkyKatie89 said: Yes I was also thinking of this. My current idea is focused on female orgasm for masturbation. A choice between 2 moodlets could trigger after orgasm depending on fertility. I’m also thinking of another moodlet similar to WetPanties if your Sims undies get a little grooly from ovulation but I’m undecided on that. The problem I have with both ideas is artwork. I don’t have any art for the moodlets. These are sadly on the lower priority list only because a lack of artwork. Thanks for sharing your idea 😘 ...arousal level definitely must rise within ovulation period. And no additional artwork needed. Also autonomous naked selfie sending disappears since 426... Edited February 8, 2025 by inrush
Omicr0n Posted February 9, 2025 Posted February 9, 2025 (edited) There seems to be some issues related to drug dealing: Having Cannabis Herb, Joints, or Triplosim in your inventory breaks interactions with the Bridgeport criminal hideout. Clicking on the map icon/building does nothing. With NRaas Selector loaded, clicking on the building works, but the Sell Drugs interaction is not available, and this error gets dumped: Spoiler <?xml version="1.0" encoding="utf-8"?> <NRaas.Selector> <ModVersion value="14"/> <BuildVersion value="0.0.0.32"/> <Installed value="CurrentTip"/> <Enumerator value="1"/> <Content> -- Script Errors -- Sell Drugs Object: Name: Devin Ashton Type: Sims3.Gameplay.Actors.Sim Object id: 0x3dd600e0a36fef80 Position: (491.8403, 52.6255, 1615.6660) Room id: 6 Level: 1 Flags: InWorld, IsUsed Lot: Sims3.Gameplay.Core.Lot Lot Name: The Gentry - 1br, 1ba Lot Address: 61 Dockside Road IsValid: True World: NewDowntownWorld OnVacation: False Season: Summer Posture: Sims3.Gameplay.Actors.Sim+StandingPosture Household: Ashton LotHome: The Gentry - 1br, 1ba Active Actor SimDescription: Name: Devin Ashton Age: YoungAdult Gender: Male SimDescriptionId: 4455749846138574688 LotHomeId: 0 HomeWorld: NewDowntownWorld Proper Genealogy Valid: True Species: Human Household: Ashton Occult: None Alien: 0 Career: <Unemployed> School: <None> Lot: The Gentry - 1br, 1ba Address: 61 Dockside Road Skill Cooking: 1 Skill Dancing: 0 Skill Corruption: 10 Skill Club Dancing: 2 Skill Sex: 0 Skill Rebel Influence: 0 Skill Chess: 2 Skill Bubbles: 1 Skill Social Networking: 0 Skill Writing: 0 Skill Photography: 0 Trait Over-Emotional Trait Excitable Trait Perfectionist Trait Clumsy Trait Snob Interactions: Object: Name: East Tradewinds Shipping Co. Type: Sims3.Gameplay.Objects.RabbitHoles.Hideout Object id: 0xf5900033cb3a0150 Position: (396.8107, 25.0763, 1367.4990) Room id: 0 Level: 0 Flags: InWorld, IsUsed Lot: Sims3.Gameplay.Core.Lot Lot Name: East Tradewinds Shipping Co. Lot Address: 33 Packard Lane IsValid: True World: NewDowntownWorld OnVacation: False Season: Summer Counter: 1 Sim-Time: Tue. at 11:07 AM Start-Time: 02/09/2025 01:58:51 PreLoadup-Time: 02/09/2025 01:59:10 Loadup-Time: 02/09/2025 01:59:33 Log-Time: 02/09/2025 02:00:27 System.NullReferenceException: A null value was found where an object instance was required. #0: 0x00012 ldfld.i4 in Oniki.Interactions.Oniki.Interactions.ShadyDeal:CanBeSold (Sims3.Gameplay.Abstracts.GameObject) ([8768D280] ) #1: 0x00004 call in Oniki.Interactions.Oniki.Interactions.Hideout_SellDrugs:CanBeSold (Sims3.Gameplay.Abstracts.GameObject) ([8768D280] ) #2: 0x00075 call in Oniki.Interactions.Hideout_SellDrugs+Definition:Test (Sims3.Gameplay.Actors.Sim,Sims3.Gameplay.Objects.RabbitHoles.Hideout,bool,Sims3.SimIFace.GreyedOutTooltipCallback&) (795894B0 [7B2C5400] [876E44E0] [0] [806BF39C] ) #3: 0x0014b callvirt in Sims3.Gameplay.Interactions.Sims3.Gameplay.Interactions.InteractionDefinition`3:Test (Sims3.Gameplay.Interactions.InteractionInstanceParameters&,Sims3.SimIFace.GreyedOutTooltipCallback&) (795894B0 [vt:806BF364] [806BF39C] ) #4: 0x0007e callvirt in NRaas.SelectorSpace.Tasks.NRaas.SelectorSpace.Tasks.GameObjectEx:TestInteractions (Sims3.Gameplay.Actors.Sim,Sims3.SimIFace.GameObjectHit,System.Collections.Generic.List`1) ([7B2C5400] [vt:806BF25C] [2243113440/0x85b331e0] ) #5: 0x001e9 call in NRaas.SelectorSpace.Tasks.NRaas.SelectorSpace.Tasks.GameObjectEx:OnPick (Sims3.Gameplay.Abstracts.GameObject,Sims3.UI.UIMouseEventArgs,Sims3.SimIFace.GameObjectHit) ([876E44E0] [856AC620] [vt:806BF1A4] ) #6: 0x000ff call in NRaas.SelectorSpace.Tasks.NRaas.SelectorSpace.Tasks.PickTask:CustomProcessClick (Sims3.UI.ScenePickArgs) (95A12310 [vt:806BF104] ) #7: 0x0000b call in NRaas.SelectorSpace.Tasks.NRaas.SelectorSpace.Tasks.PickTask:ProcessClick (Sims3.UI.ScenePickArgs) (95A12310 [vt:806BF02C] ) #8: 0x00017 callvirt in Sims3.Gameplay.Abstracts.Sims3.Gameplay.Abstracts.UiMouseClickProcessorTask:Simulate () () Loaded Assemblies: ClassStockadeFurniture Cross_Wood NRaasDebugEnabler: Version 54 NRaasErrorTrap: Version 100 NRaasMasterController: Version 135 NRaasMasterControllerCheats: Version 134 NRaasMasterControllerIntegration: Version 135 NRaasSelector: Version 14 Oniki_KinkyMod ScriptCore SimIFace Sims3GameplayObjects Sims3GameplaySystems Sims3Metadata Sims3StoreObjects StoreObjectsBakersStation StoreObjectsCarnivalFoodMachine StoreObjectsCarousel StoreObjectsCowPasture StoreObjectsCraftersConsignment StoreObjectsDoorOfLifeAndDeath StoreObjectsFixerCar StoreObjectsFountainGondola StoreObjectsGalleryShopBase StoreObjectsGalleryShopDoor StoreObjectsGlassAndJewelryWorkbench StoreObjectsGondola StoreObjectsHotTubGrottoGeo StoreObjectsJamMakingStation StoreObjectsMillWheel StoreObjectsPhoneTableMidCModsuite StoreObjectsPriusPlugin StoreObjectsRollerCoaster StoreObjectsStaircaseLanding StoreObjectsStaircaseLandingMansion StoreObjectsStoreHarvestables StoreObjectsTeaSet StoreObjectsToyMachine StoreObjectsTractor StoreObjectsWhackAChicken StoreObjectsZoe System System.Xml UI mscorlib </Content> </NRaas.Selector> KW dumped this error after using the Offer Shady Goods interaction on a sim and closing menu without trying to sell anything: Spoiler <?xml version="1.0" encoding="utf-8"?> <ScriptError Version="6" Type="MiniScriptError"> <ExceptionData>Oniki.KinkyMod v0.7.6 (437) Actor: Devin Ashton Target: Johanna King System.NullReferenceException: A null value was found where an object instance was required. #0: 0x00037 callvirt in Oniki.Interactions.Oniki.Interactions.ShadyDeal:PreSocialLoop () () #1: 0x00000 superop in Oniki.Interactions.Oniki.Interactions.KWSocialInteraction:RunInternal () () #2: 0x000ab ret in Oniki.Interactions.Oniki.Interactions.KWSocialInteraction:Run () () #3: 0x000db stloc.u1 in Sims3.Gameplay.Interactions.Sims3.Gameplay.Interactions.InteractionInstance:RunInteractionWithoutCleanup () () #4: 0x00348 stloc.u1 in Sims3.Gameplay.ActorSystems.Sims3.Gameplay.ActorSystems.InteractionQueue:ProcessOneInteraction () () #5: 0x0011c stfld.u1 in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.Sim:DoInteraction () () #6: 0x00015 br.s in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.Sim:Simulate () () #7: 0x00027 leave.s in ScriptCore.ScriptCore.ScriptProxy:Simulate () () </ExceptionData> </ScriptError> Using the sell drugs interaction at the criminal hideout and closing menu without trying to sell anything resulted in this error and the sim being reset: Spoiler <?xml version="1.0" encoding="utf-8"?> <NRaas.ErrorTrap> <ModVersion value="100"/> <BuildVersion value="0.0.0.32"/> <Installed value="CurrentTip"/> <Enumerator value="1"/> <Content> -- Script Errors -- Object: Name: Devin Ashton Type: Sims3.Gameplay.Actors.Sim Object id: 0x2b99003596558af0 Position: (396.8107, 25.0763, 1367.4990) Room id: 0 Level: 0 Flags: InWorld, IsUsed Lot: Sims3.Gameplay.Core.Lot Lot Name: East Tradewinds Shipping Co. Lot Address: 33 Packard Lane IsValid: True World: NewDowntownWorld OnVacation: False Season: Summer Posture: Sims3.Gameplay.ActorSystems.InRabbitHolePosture Household: Ashton LotHome: The Gentry - 1br, 1ba Active Actor SimDescription: Name: Devin Ashton Age: YoungAdult Gender: Male SimDescriptionId: 4455749846138574688 LotHomeId: 0 HomeWorld: NewDowntownWorld Proper Genealogy Valid: True Species: Human Household: Ashton Occult: None Alien: 0 Career: <Unemployed> School: <None> Lot: The Gentry - 1br, 1ba Address: 61 Dockside Road Skill Sex: 0 Skill Club Dancing: 2 Skill Corruption: 10 Skill Cooking: 1 Skill Dancing: 0 Skill Photography: 0 Skill Chess: 2 Skill Bubbles: 1 Skill Writing: 0 Trait Over-Emotional Trait Excitable Trait Perfectionist Trait Clumsy Trait Snob Interactions: 1: Sell Drugs Oniki.Interactions.Hideout_SellDrugs+Definition Oniki.Interactions.Hideout_SellDrugs+Definition UserDirected Counter: 1 Sim-Time: Mon. at 2:06 PM Start-Time: 02/09/2025 00:41:59 PreLoadup-Time: 02/09/2025 00:42:12 Loadup-Time: 02/09/2025 00:42:31 Log-Time: 02/09/2025 01:07:07 System.NullReferenceException: A null value was found where an object instance was required. #0: 0x00037 callvirt in Oniki.Interactions.Oniki.Interactions.Hideout_SellDrugs:InRabbitHole () () #1: 0x000b4 stloc.u1 in Sims3.Gameplay.Abstracts.RabbitHole+RabbitHoleInteraction`2:Run () () #2: 0x000db stloc.u1 in Sims3.Gameplay.Interactions.Sims3.Gameplay.Interactions.InteractionInstance:RunInteractionWithoutCleanup () () #3: 0x00348 stloc.u1 in Sims3.Gameplay.ActorSystems.Sims3.Gameplay.ActorSystems.InteractionQueue:ProcessOneInteraction () () #4: 0x0011c stfld.u1 in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.Sim:DoInteraction () () #5: 0x00015 br.s in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.Sim:Simulate () () #6: 0x00027 leave.s in ScriptCore.ScriptCore.ScriptProxy:Simulate () () Loaded Assemblies: ClassStockadeFurniture Cross_Wood NRaasErrorTrap: Version 100 NRaasMasterController: Version 135 NRaasMasterControllerCheats: Version 134 NRaasMasterControllerIntegration: Version 135 Oniki_KinkyMod ScriptCore SimIFace Sims3GameplayObjects Sims3GameplaySystems Sims3Metadata Sims3StoreObjects StoreObjectsBakersStation StoreObjectsCarnivalFoodMachine StoreObjectsCarousel StoreObjectsCowPasture StoreObjectsCraftersConsignment StoreObjectsDoorOfLifeAndDeath StoreObjectsFixerCar StoreObjectsFountainGondola StoreObjectsGalleryShopBase StoreObjectsGalleryShopDoor StoreObjectsGlassAndJewelryWorkbench StoreObjectsGondola StoreObjectsHotTubGrottoGeo StoreObjectsJamMakingStation StoreObjectsMillWheel StoreObjectsPhoneTableMidCModsuite StoreObjectsPriusPlugin StoreObjectsRollerCoaster StoreObjectsStaircaseLanding StoreObjectsStaircaseLandingMansion StoreObjectsStoreHarvestables StoreObjectsTeaSet StoreObjectsToyMachine StoreObjectsTractor StoreObjectsWhackAChicken StoreObjectsZoe System System.Xml UI mscorlib </Content> </NRaas.ErrorTrap> The Offer Shady Goods interaction doesn't show up on sims for Cannabis Herb and Joints, and KW dumps this error when you click on another sim with them in your inventory: Spoiler <?xml version="1.0" encoding="utf-8"?> <ScriptError Version="6" Type="MiniScriptError"> <ExceptionData>Oniki.KinkyMod v0.7.6 (437) System.NullReferenceException: A null value was found where an object instance was required. #0: 0x00012 ldfld.i4 in Oniki.Interactions.Oniki.Interactions.ShadyDeal:CanBeSold (Sims3.Gameplay.Abstracts.GameObject) ([86554980] ) #1: 0x00069 call in Oniki.Interactions.ShadyDeal+Definition:TestInternal (Sims3.Gameplay.Actors.Sim,Sims3.Gameplay.Actors.Sim,bool,Sims3.SimIFace.GreyedOutTooltipCallback&) (7B5E3D00 [87E7E400] [7B8F3400] [0] [96504CBC] ) #2: 0x00208 callvirt in Oniki.Interactions.KWSocialInteraction+Definition`1:Test (Sims3.Gameplay.Actors.Sim,Sims3.Gameplay.Actors.Sim,bool,Sims3.SimIFace.GreyedOutTooltipCallback&) (7B5E3D00 [87E7E400] [7B8F3400] [0] [96504CBC] ) #3: 0x0014b callvirt in Sims3.Gameplay.Interactions.Sims3.Gameplay.Interactions.InteractionDefinition`3:Test (Sims3.Gameplay.Interactions.InteractionInstanceParameters&,Sims3.SimIFace.GreyedOutTooltipCallback&) (7B5E3D00 [vt:96504C84] [96504CBC] ) #4: 0x0002d call in Oniki.Interactions.KWInteraction`1+Definition`1:Test (Sims3.Gameplay.Interactions.InteractionInstanceParameters&,Sims3.SimIFace.GreyedOutTooltipCallback&) (7B5E3D00 [vt:96504C84] [96504CBC] ) #5: 0x00070 callvirt in Sims3.Gameplay.UI.Sims3.Gameplay.UI.PieMenu:TestAndBringUpPieMenu (Sims3.Gameplay.Interfaces.IGameObject,Sims3.UI.UIMouseEventArgs,Sims3.SimIFace.GameObjectHit,System.Collections.Generic.List`1,Sims3.Gameplay.Core.InteractionMenuTypes,string,bool,Sims3.SimIFace.GreyedOutTooltipCallback) ([7B8F3400] [7CFDAE70] [vt:96504B3C] [5255138040635645720/0x48ee00347dbadf18] [0] [70BA1B60] [0] [00000000] ) #6: 0x00038 call in Sims3.Gameplay.UI.Sims3.Gameplay.UI.PieMenu:TestAndBringUpPieMenu (Sims3.Gameplay.Interfaces.IGameObject,Sims3.UI.UIMouseEventArgs,Sims3.SimIFace.GameObjectHit,System.Collections.Generic.List`1,Sims3.Gameplay.Core.InteractionMenuTypes) ([7B8F3400] [7CFDAE70] [vt:96504A74] [5255138040635645720/0x48ee00347dbadf18] [0] ) #7: 0x0014a call in Sims3.Gameplay.Abstracts.Sims3.Gameplay.Abstracts.GameObject:OnPick (Sims3.UI.UIMouseEventArgs,Sims3.SimIFace.GameObjectHit) (7B8F3400 [7CFDAE70] [vt:965049D4] ) #8: 0x0012b callvirt in Sims3.Gameplay.Tasks.Sims3.Gameplay.Tasks.PickObjectTask:ProcessClick (Sims3.UI.ScenePickArgs,bool) (867999A0 [vt:96504934] [0] ) #9: 0x0000c call in Sims3.Gameplay.Tasks.Sims3.Gameplay.Tasks.PickObjectTask:ProcessClick (Sims3.UI.ScenePickArgs) (867999A0 [vt:9650482C] ) #10: 0x00017 callvirt in Sims3.Gameplay.Abstracts.Sims3.Gameplay.Abstracts.UiMouseClickProcessorTask:Simulate () () </ExceptionData> </ScriptError> Selling Cannabis Herb/Joints to sims and at the hideout worked previously in 436, so something seems to have changed in that regard in 437. Edited February 9, 2025 by Omicr0n 2
Omicr0n Posted February 9, 2025 Posted February 9, 2025 Not necessarily a bug, but I was curious if lighting sims on fire would stop them from continuing to have sex. The answer is no: Spoiler 4
KinkyKatie89 Posted February 9, 2025 Author Posted February 9, 2025 3 hours ago, Omicr0n said: Not necessarily a bug, but I was curious if lighting sims on fire would stop them from continuing to have sex. The answer is no: Reveal hidden contents Nothing can get in the way of their burning lust for each other. 4
RandomAAAaaahman Posted February 9, 2025 Posted February 9, 2025 Thanks for your great work! I would like to ask what does the "RapeIntensity value" mean? If I set it to a lower value, does that mean it will be easier and more likely for a sim to start a rape? 1
BorderofExtacy Posted February 9, 2025 Posted February 9, 2025 this mod is like a community effort at this point haha i'm not a professional programmer either (just a hobbyist), but if you'd ever want help contributing i can always take a look at things; just nothing related to the more 'taboo' stuff in the mod because its not stuff i personally vibe with. iirc you also posted a call for animators? i think i saw that last night at least. with the consideration of my above personal limits, i could help out on that front too if desired? 3
Clydie Posted February 10, 2025 Posted February 10, 2025 On 2/6/2025 at 5:30 AM, Jvsmith said: And finally: If you edited localization strings for your language, share them with the developer. Because there are still a lot of unlocalized strings in the mod, even for English. But not for GER 🙂 Thank you for your hard work you did do develop KW that far. For @KinkyKatie89 : Here is a GER update for 437 ver 076 ! Thank you for continuing this mod and looking forward to your ver. 438. KatieP_KW437v76_GER_STRINGS.zip 4
KinkyKatie89 Posted February 10, 2025 Author Posted February 10, 2025 22 hours ago, RandomAAAaaahman said: Thanks for your great work! I would like to ask what does the "RapeIntensity value" mean? If I set it to a lower value, does that mean it will be easier and more likely for a sim to start a rape? You are welcome thanks for your message and the kind words 🥰 So the intensity values you’re looking at are related to woohoo scoring. I’m sorry I don’t have time this moment to give an in-depth description but think of it, for examples sakes, the Intensity value goes from 1-10. An intensity of 6 gets calculated along with a ‘woohoo score’ for the overall score of the interaction. intensity does not have to do with the chance or likelihood of starting that interaction. Sorry I’m not able to give a more detailed explanation right now.
KinkyKatie89 Posted February 10, 2025 Author Posted February 10, 2025 21 hours ago, BorderofExtacy said: this mod is like a community effort at this point haha i'm not a professional programmer either (just a hobbyist), but if you'd ever want help contributing i can always take a look at things; just nothing related to the more 'taboo' stuff in the mod because its not stuff i personally vibe with. iirc you also posted a call for animators? i think i saw that last night at least. with the consideration of my above personal limits, i could help out on that front too if desired? Thanks for your message. Shoot me a DM and we can talk more. Animators would be very very welcome. I’ve already made a couple new animations and incorporated some RNG into their interactions because I personally think the mod will start to feel very new and fresh if we get some new animations to help change up the same ones we’ve all be watching for years and years. Just the small addition of a second Spank animation makes a huge difference. Without spoiling an upcoming addition for 438 I will say there is going to be a new object for animators to use 🫣 a new toy will be available for your Sims to enjoy. The object was just created and we currently have Zero animations for it so that’d be an amazing place to start if you’re interested. DM me 💋 2
blue1820 Posted February 10, 2025 Posted February 10, 2025 I just recently come back to TS3 after the last EA update in January, and wanted to try this mod and been testing the last few days, and the only thing i am noticing is its really hard to find animations that will work with this version, i remember years ago playing the original KW using the animations specifically made for it by Amra72, but i get a clipping error popup by this mod saying animations now disabled, happens every time i try adding the Amra72 animations. I did get Mikes animations working, but best i remember Amra72 was the best ever made. Any suggestions in getting Amra72 working or names of animations that i can google search that would work with this mod, would be much appreciated. Thanks.
KinkyKatie89 Posted February 10, 2025 Author Posted February 10, 2025 (edited) 23 minutes ago, blue1820 said: I just recently come back to TS3 after the last EA update in January, and wanted to try this mod and been testing the last few days, and the only thing i am noticing is its really hard to find animations that will work with this version, i remember years ago playing the original KW using the animations specifically made for it by Amra72, but i get a clipping error popup by this mod saying animations now disabled, happens every time i try adding the Amra72 animations. I did get Mikes animations working, but best i remember Amra72 was the best ever made. Any suggestions in getting Amra72 working or names of animations that i can google search that would work with this mod, would be much appreciated. Thanks. Welcome back to TS3 & KW My KW_Amra72_Animations.package from 6/4/2017 works fine and if the animations package has a properly configured XML Entry there's no reason it would not "work with this version." If you've been gone for some time you could have incompatibility and many outdated resources. You're the first person to mention a popup saying "animations now disabled." Sorry you're having some trouble. Make sure you take everything from the 'full_install' directory in the download (but ignore the CondomDispenser.package) What version of Kinky World did you last play and are Updating from?? Did you load an old save with an old KW version and try updating to this? I'll try to help best I can but to help you troubleshoot these are important questions to start with. Every animations package old and new (so long as properly configured XML) will work with this version of KW. To list off my animations for KW that all work correctly: ADSAnims HDSCreations KinkyAnalustAnimations KinkyLucasAnimations KinkyLucasMultiAnimations KinkyLucasRoughAnimations KinkyMoltenAnimations KinkyWorldMasteranimations KIWanimations KW_Amra72_Animations KW_Clydie_Anims KW_Galgat_animations KW_K69_Animations KW_L666_Animations KW_L666_Kinky_Animations KW_L666_RapeBdsm_Animations KW_MaryJane_Animations KW_mike24_classics KW_mike24_lesbians KW_mike24_pets KW_OLLCity_Anims KW_Sybian_Saddle_Anims SFanimations SMAnimations WTWanimations Edited February 10, 2025 by KinkyKatie89 1
blue1820 Posted February 10, 2025 Posted February 10, 2025 (edited) Maybe this will prove helpful, i get this in game (Invalid WooHooStages) (mostly because of missing clip resources) Have been detected and disabled check the logs for more details. Here's the log file. <Log Version="1" Type="Log"> <LogData>Oniki.KinkyMod v0.7.6 (437) ### WARNING ### WooHooStage.Parse: Key: KW_Amra72_Animations.a_(Am)Floor_Kiss_01o Unknown xml tag: Duration WooHooStage.Load: Resource : kw_amra72_animations : 158 stage(s) Loaded </LogData> </Log> Edited February 10, 2025 by blue1820
KinkyKatie89 Posted February 10, 2025 Author Posted February 10, 2025 (edited) 7 minutes ago, blue1820 said: Maybe this will prove helpful, i get this in game (Invalid WooHooStages) (mostly because of missing clip resources) Have been detected and disabled check the logs for more details. Here's the log file. <Log Version="1" Type="Log"> <LogData>Oniki.KinkyMod v0.7.6 (437) ### WARNING ### WooHooStage.Parse: Key: KW_Amra72_Animations.a_(Am)Floor_Kiss_01o Unknown xml tag: Duration WooHooStage.Load: Resource : kw_amra72_animations : 158 stage(s) Loaded </LogData> </Log> That's very helpful info and it's only caused by one thing : invalid XML Entries for that specific package. Use these for Amra72 and lmk if problem persists. OKW.Amra72animations.zip And notice the log says Resource: kw_amra72_animations : 158 stage(s) Loaded This means it loaded properly but the xml entry for a specific animation is wrong but the other 158 are fine. Edited February 10, 2025 by KinkyKatie89 5
blue1820 Posted February 11, 2025 Posted February 11, 2025 Spoiler <Log Version="1" Type="Log"> <LogData>Oniki.KinkyMod v0.7.6 (437) KinkyMod.OnPreLoad PatchEnums: 7 object(s) found. * Oniki.Gameplay.Commodities * Oniki.Gameplay.Socializing * Oniki.Gameplay.TraitChips * Oniki.Gameplay.Traits * Oniki.Careers.Acting * Oniki.Careers.Modeling * Oniki.Careers.Whoring GuidMap.Create AlchemyPotion.Load: KinkyPotions ### AlchemyPotion.Load: 6 recipes added. Loading Custom Controls... Commodities.LoadTunings: KinkyMotives KWBuff.Load: KinkyBuffs ### WARNING ### Traits.ParseTraitData: Missing localization: Gameplay/Excel/traits/TraitList:DaughterLover Drinks.Load: KinkyDrinks KinkySkill.Load: KinkySkills ### DEBUG ### Loading Books: KinkyBooks Plants.Load: KinkyPlants Ingredients.Load: KinkyIngredients MedicineData.Load: KinkyMedicines Pets EP is installed. PreLoad: 121 object(s) found. ### DEBUG ### Has ProceduralTest: Gameplay/Excel/Socializing/Action:Nuzzle ### DEBUG ### Has ProceduralTest: Gameplay/Excel/Socializing/Action:BarkAtStray ### DEBUG ### Has ProceduralTest: Gameplay/Excel/Socializing/Action:Nuzzle WorldName: DOT11 StrayPetTunings.PreLoad: Add allowed world type : Undefined StrayPetTunings.PreLoad: Add allowed world type : Vacation StrayPetTunings.PreLoad: Add allowed world type : University StrayPetTunings.PreLoad: Add allowed world type : Future KWRole.CreateData: 2001367972 KWRole.CreateData: 1287321889 KWRole.CreateData: 996087246 KWRole.CreateData: 2013638293 KWRole.CreateData: 634397039 KWRole.CreateData: 1938081013 Photography.Load: Loading Kinky Subjects... Photography.Load: Loading Kinky Collections... PreLoad: DONE KinkyMod.OnWorldLoadFinishedHandler: DOT11 KinkyMod.PostLoadFixup ### DEBUG ### KWPhotograph.PostLoad: 0 photo(s) destroyed KinkyMod.PostLoadFixup: DONE Adding missing trait: DaycareProblemChildHiddenTrait ### DEBUG ### Added 0 books. Main.Start: Savegame Build: 437 - Current Build: 437 Main.Start: World Guid: -1807015565 Settings.Apply WooHooStage.LoadLegacy: Package: l666_rapebdsm_animations : 33 positions L666_RapeBdsm_Animations.a_L666_mutmastgang_01o Clip resource not found Actor: 0 Name: a_L666_mutmastgangA_01 Id: 0x6023504F66A9B327 L666_RapeBdsm_Animations.a_L666_gangthreenoescape_01o Clip resource not found Actor: 0 Name: a_L666_gangthreenoescapeA_01 Id: 0x3D211E38949B83E8 L666_RapeBdsm_Animations.a_L666_gangthreenoescape_02o Clip resource not found Actor: 0 Name: a_L666_gangthreenoescapeA_02 Id: 0x3D211E38949B83EB L666_RapeBdsm_Animations.a_L666_spitroastroughbed_01o Clip resource not found Actor: 0 Name: a_L666_spitroastroughbedA_01 Id: 0x1502FFD3E74BF826 L666_RapeBdsm_Animations.a_L666_dprevthrbed_01o Clip resource not found Actor: 0 Name: a_L666_dprevthrbedA_01 Id: 0x7FA69978D431A53B L666_RapeBdsm_Animations.a_L666_doubspoonpenetbed_01o Clip resource not found Actor: 0 Name: a_L666_doubspoonpenetbedA_01 Id: 0x63A5F1D99ECCD90D ### WARNING ### WooHooStage.Parse: Key: KW_Amra72_Animations.a_(Am)Floor_Kiss_01o Unknown xml tag: Duration WooHooStage.Load: Resource : kw_amra72_animations : 158 stage(s) Loaded WooHooStage.Load: Resource : kinkystages : 45 stage(s) Loaded OutfitEntry.Import: 0 Outfits imported. BodySelector.Load: BodyDefault Added BottomNude: 0x791177023F4DE467 Added TopNude: 0xF35C05ECA54F70D5 Added BottomNude: 0xF60F9F2E38B0E255 Added TopNude: 0x6AFCC6F320405DD Added BottomNude: 0x6314F032BF59CC02 Added TopNude: 0x6DE093ED962ECBD1 Added BottomNude: 0xEB8FB2BFDCBB21A Added TopNude: 0x2D1F494EF09A4E40 NPC.Load Loading: KinkyTopics KWServices.Create AutonomyManager.Start SimData.OnPostEnterWorld: 79 SimData found... SimData.OnPostEnterWorld: Starting tasks SimData.OnPostEnterWorld: 79 tasks started. Cleaning Services: Sims3.Gameplay.Services.PizzaDelivery KWPizzaDelivery.Create KWPizzaDelivery.PostLoadFixup SimRelation.OnWorldLoadFinished: 220 relations found. KinkyMod.OnWorldLoadFinishedHandler: DONE Roles.CreateNPCs KWRole.FixRoles ServiceManager.Start StrayAnimals.Start Rapist.Start Flasher.Start Callgirl.Start Peeping.Start Narcos.Create Main.Start: All modules started. </LogData> </Log> Hey Katie, after some testing i was able to get that version of Amra72 you posted in the list, but i am still getting the (Invalid WooHooStages) (mostly because of missing clip resources) Have been detected and disabled check the logs for more details. That's still coming up when i load the game with a different log file posted in the spoiler. but KW_Amra72_Animations is still showing active in my list, and not removed like before. Maybe something in there that may be important.
Chrissy90 Posted February 11, 2025 Posted February 11, 2025 7 minutes ago, blue1820 said: Hey Katie, after some testing i was able to get that version of Amra72 you posted in the list, but i am still getting the (Invalid WooHooStages) (mostly because of missing clip resources) Have been detected and disabled check the logs for more details. That's still coming up when i load the game with a different log file posted in the spoiler. but KW_Amra72_Animations is still showing active in my list, and not removed like before. Maybe something in there that may be important. Every animation set for KW comes with 2 packages and they are both needed. For example, for Amra72's animations you should have: KW_Amra72_Animations.package OKW_Amra72_Animations.package The OKW file has the XML in it that has all the information for the animations for the mod to read. The KW file has all of the CLIP resources aka the actual animations themselves. So if you're getting "(Invalid WooHooStages) (mostly because of missing clip resources) Have been detected and disabled check the logs for more details." then for some animation set, you have the XML package, but not the CLIP package. In this case, according to your log file it seems like you're missing the CLIP package for L666_RapeBdsm_Animations. ie KW_L666_RapeBdsm_Animations.package. Go here and re-download L666_RapeBdsm_Animations and make sure you put both the OKW and KW package files in your Packages folder 🙂: 1
Chrissy90 Posted February 11, 2025 Posted February 11, 2025 5 minutes ago, blue1820 said: Thanks for the reply, that's strange as i do have both files for each animation in the mods folder, but here's the big question, do both files get added manually to to this mods animation list, or just the larger sized files? If I understand it correctly, you're technically only registering the XML package (the smaller one), which is then allowing KW to detect the associated package file with the clip resources (the larger one). The L666 animations are registered, it's just not able to find the associate CLIP resources for some reason. If you already had both for all, then I'm not really sure what could be wrong. I just know when this was happening to me, I didn't have both the package files for some animation.
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