Jump to content

Oniki's Kinky World Build 442 v0.8.3 - LoversLab Edition [Katie'sExpansion]


Recommended Posts

Posted (edited)
26 minutes ago, Aouregan said:

A lot of the NRAAS mods do not work well with KW. I would not recommend running Errortrap or Overwatch.

You can use ErrorTrap and OverWatch with KW, but there's additional instructions for doing so which can be found in the OP of the original KW thread.

Edited by Omicr0n
Posted (edited)
10 minutes ago, Omicr0n said:

You can use ErrorTrap and OverWatch with KW, but there's additional instructions for doing so which can be found in the OP of the original KW thread.

Interesting, but I am perfectly fine without OW or ET.

It might be interesting for a lot of other people, tho.
I removed those mods, after they continuously reset my sims mid-coitus ("unroutable Sim found") XD

Even on the 8 GB Win 7 machine I use to play S3, I never felt that I needed them. I guess they make sense, if you wanna play 8 generations deep on maps like Bridgeport, cause I can see that going downhill pretty fast,

Edited by Aouregan
Posted
15 minutes ago, Aouregan said:

Interesting, but I am perfectly fine without OW or ET.

It might be interesting for a lot of other people, tho.
I removed those mods, after they continuously reset my sims mid-coitus ("unroutable Sim found") XD

Even on the 8 GB Win 7 machine I use to play S3, I never felt that I needed them. I guess they make sense, if you wanna play 8 generations deep on maps like Bridgeport, cause I can see that going downhill pretty fast,

Even without KW, OW tends to be overly sensitive and ends up resetting sims that were merely doing some long running interaction and weren't actually stuck. It's better to configure it to just report when it thinks a sim is stuck but don't automatically reset the sim. This allows the player to determine whether the sim is stuck or not, which can help find routing issues.

Posted (edited)
13 minutes ago, Omicr0n said:

Even without KW, OW tends to be overly sensitive and ends up resetting sims that were merely doing some long running interaction and weren't actually stuck. It's better to configure it to just report when it thinks a sim is stuck but don't automatically reset the sim. This allows the player to determine whether the sim is stuck or not, which can help find routing issues.

I am not sure I would want that. What would university be without the random room mates dying of hunger and whatnot XD
It would just be a boring laggy mess.
I swear, last time I went to uni, I had a room mate dying of hunger, another random sim, too, and a room mate succumbing to fire, all in two weeks. It was hilarious. But I am straying off topic.

Edited by Aouregan
Posted
8 minutes ago, Aouregan said:

I am not sure I would want that. What would university be without the random room mates dying of hunger and whatnot XD
It would just be a boring laggy mess.
I swear, last time I went to uni, I had a room mate dying of hunger, another random sim, too, and a room mate succumbing to fire, all in two weeks. It was hilarious. But I am straying off topic.

Personally I find that university roommates do a poor job of taking care of themselves whether the map has routing issues or not :lol:. They definitely love lighting themselves on fire with the stoves.

Posted (edited)
13 minutes ago, Omicr0n said:

Personally I find that university roommates do a poor job of taking care of themselves whether the map has routing issues or not :lol:. They definitely love lighting themselves on fire with the stoves.

It is the outrageous amounts of sims on that map and all their action queues. Also a ton of timed scripted events triggering all at once, Mornings 06:30 are hell. The engine cannot work them down fast enough. Now add Kinkyworld into the mix and stuff just goes crazy XD

Edited by Aouregan
Posted
15 minutes ago, Aouregan said:

It is the outrageous amounts of sims on that map and all their action queues. Also a ton of timed scripted events triggering all at once, Mornings 06:30 are hell. The engine cannot work them down fast enough. Now add Kinkyworld into the mix and stuff just goes crazy XD

It's even worse if you try to pile on NRaas StoryProgression like I do. You definitely have to turn the overall speed down to Snail and make other adjustments before it becomes playable

Posted
Just now, Omicr0n said:

It's even worse if you try to pile on NRaas StoryProgression like I do. You definitely have to turn the overall speed down to Snail and make other adjustments before it becomes playable

I do think the built in story progression actually does a good job. And for population Kinkyworld has it covered, admittedly more rudimentary than NRAAS.

Posted
6 minutes ago, Aouregan said:

I do think the built in story progression actually does a good job. And for population Kinkyworld has it covered, admittedly more rudimentary than NRAAS.

I like the configurability of StoryProgression, as well as the caste system. I've gotten too used to having granular control over everything so I continue to stick with it.

Posted
13 hours ago, Omicr0n said:

Если вы запустите новую игру, установив только KW, возникнет ли проблема?

I've deleted all mods except the Nrass master controller (the game doesn't want to run without it), my characters keep putting the phone away anyway. An error appears in my Sims folder (attached file)

ошибка скрипт симс 3.PNG

Posted
6 hours ago, huyo_mayo said:

I've deleted all mods except the Nrass master controller (the game doesn't want to run without it), my characters keep putting the phone away anyway. An error appears in my Sims folder (attached file)

ошибка скрипт симс 3.PNG

I sent you a message for further information

Posted (edited)

@Omicr0n Stupid question: Is properly implementing the actor career actually planned in the future or has that idea been binned entirely with Oniki leaving? It still seems like a non-functional mess, last time I tried it. Or maybe I am just too stupid to get the requirements/dependencies for it right.

Edited by Aouregan
Posted

@KinkyKatie89 @Omicr0n and team :

 

I hate every kind of violence, but thought, the "spank" animations of the ONIKI_Anims.package need a make up.

So, I refurbished them a little. May you want to have a look. Attached you will find my latest version incl. the corresponding XML.

61 animations should be registered, of course including the changes and the new one for the "Girthy Giant" which I uploaded here earlier already.

 

May it is helpful for your may coming version.

 

@BiterBit , since you did not touch any of the KW -let's say- side packages : You can use this small update for the ONIKI_Anims also for your version if you want.

 

Many thanks to all for the hard and nice work to improve and enhance KW. 

 

 

ONIKI_Anims_442_083_cly.zip

Posted
6 hours ago, Aouregan said:

@Omicr0n Stupid question: Is properly implementing the actor career actually planned in the future or has that idea been binned entirely with Oniki leaving? It still seems like a non-functional mess, last time I tried it. Or maybe I am just too stupid to get the requirements/dependencies for it right.


This is not a stupid question! In fact, Omicr0n and I were just talking about this the other night! It will be a big undertaking, but it is something me, Katie, and Omicr0n have talked about fixing up and making functional. I can't tell you when this will be, but just know this is an aspect of the mod we are all interested in revamping in the future. 😊

Posted
39 minutes ago, Chrissy90 said:


This is not a stupid question! In fact, Omicr0n and I were just talking about this the other night! It will be a big undertaking, but it is something me, Katie, and Omicr0n have talked about fixing up and making functional. I can't tell you when this will be, but just know this is an aspect of the mod we are all interested in revamping in the future. 😊

Sweet! ❤️
Can't wait :)

Posted
11 hours ago, Clydie said:

@KinkyKatie89 @Omicr0n and team :

 

I hate every kind of violence, but thought, the "spank" animations of the ONIKI_Anims.package need a make up.

So, I refurbished them a little. May you want to have a look. Attached you will find my latest version incl. the corresponding XML.

61 animations should be registered, of course including the changes and the new one for the "Girthy Giant" which I uploaded here earlier already.

 

May it is helpful for your may coming version.

 

@BiterBit , since you did not touch any of the KW -let's say- side packages : You can use this small update for the ONIKI_Anims also for your version if you want.

 

Many thanks to all for the hard and nice work to improve and enhance KW. 

 

 

ONIKI_Anims_442_083_cly.zip 10.9 MB · 1 download

Hi @Clydie thanks for the new anims can't wait to try them out! Wanted to ask, how do these relate to your most recent anims update "231_anim_cly.zip" and can they be used with Biter Bit's build? thank you in advance!

Posted
7 hours ago, marcod10 said:

Hi @Clydie thanks for the new anims can't wait to try them out! Wanted to ask, how do these relate to your most recent anims update "231_anim_cly.zip" and can they be used with Biter Bit's build? thank you in advance!

 

This have noting to do with the Clydie_Anims at all.

 

So, if you want to use it, just replace Kinky_Stages.XML and ONIKI_Anims.package and you are good to go.

And they work for both : KinkyKatie89s - and BiterBit's KW Versions.

 

But please : I just refurbished the two spank loop animations a little, turned around two for the Githy Giants and add one for the Girthy Giants. That all !

Posted (edited)
On 6/4/2026 at 10:35 AM, Clydie said:

 

This have noting to do with the Clydie_Anims at all.

 

So, if you want to use it, just replace Kinky_Stages.XML and ONIKI_Anims.package and you are good to go.

And they work for both : KinkyKatie89s - and BiterBit's KW Versions.

 

But please : I just refurbished the two spank loop animations a little, turned around two for the Githy Giants and add one for the Girthy Giants. That all !

 

Oniki was (is) a lot of things... amazing coder. KW is still one of the most ambitious mods out there. An animator she was not XD

That "Oniki & Chill" animation still makes me giggle, whenever it fires.

Edited by Aouregan
Posted (edited)

@Omicr0n
You guys have anyone taking care of the HighSchoolSituation.cs at the moment I could talk and brainstorm a bit with? There is a lot of unfinished stuff in there and I am working on a modification / conversion of the high school functionality for my own needs. Maybe we could bounce ideas around.
The main issue I am having is the limited amount of time per school day to pack all the stuff in that I want XD

So my approach currently is to have different curricula on different days of the week with fallback to "normal" class, if specialized rooms for those classes are not present. That makes the extra curricula optional to have, aka you do not want alchemy class, simply do not add an alchemy station anywhere, the class room will not exist, and the system falls back to normal class on a day/time alchemy class would be held, just as a quick example.

Then there is also a lot of bloat from (probably) planned things, like the readyroom reference in the janitor role, but that room is never referenced anywhere in HighSchoolSituation.cs. Or references to all the other afterschool activities outside of sports and arts that are never used.

Edited by Aouregan
Posted
16 hours ago, Aouregan said:

@Omicr0n
You guys have anyone taking care of the HighSchoolSituation.cs at the moment I could talk and brainstorm a bit with? There is a lot of unfinished stuff in there and I am working on a modification / conversion of the high school functionality for my own needs. Maybe we could bounce ideas around.
The main issue I am having is the limited amount of time per school day to pack all the stuff in that I want XD

So my approach currently is to have different curricula on different days of the week with fallback to "normal" class, if specialized rooms for those classes are not present. That makes the extra curricula optional to have, aka you do not want alchemy class, simply do not add an alchemy station anywhere, the class room will not exist, and the system falls back to normal class on a day/time alchemy class would be held, just as a quick example.

Then there is also a lot of bloat from (probably) planned things, like the readyroom reference in the janitor role, but that room is never referenced anywhere in HighSchoolSituation.cs. Or references to all the other afterschool activities outside of sports and arts that are never used.

Limited time? The students are in class 8/9 AM to 2/3 PM.

Posted (edited)
6 hours ago, S3Xlover said:

Limited time? The students are in class 8/9 AM to 2/3 PM.

Yeah, 09:00 to 11:30 and 13:00 to 15:00, then 15:00 to 17:00 for afterschool activities.
But I need to split that out over multiple days, since I cannot possibly fit regular class, alchemy, science, witchcraft plus some more, AND the regular afterschool stuff into every single day.
So that is the approach I am going: different classes on different days, first block always reserved for the regular class (Hey, the smut is what we are all using the mod for in the first place :D ). That effectively only leaves me the time frame between 13:00 and 15:00 for the extra classes, since I am also adding some of the planned, but never implemented afterschool activities, like music.

Edited by Aouregan
Posted
16 hours ago, Aouregan said:

@Omicr0n
You guys have anyone taking care of the HighSchoolSituation.cs at the moment I could talk and brainstorm a bit with? There is a lot of unfinished stuff in there and I am working on a modification / conversion of the high school functionality for my own needs. Maybe we could bounce ideas around.
The main issue I am having is the limited amount of time per school day to pack all the stuff in that I want XD

So my approach currently is to have different curricula on different days of the week with fallback to "normal" class, if specialized rooms for those classes are not present. That makes the extra curricula optional to have, aka you do not want alchemy class, simply do not add an alchemy station anywhere, the class room will not exist, and the system falls back to normal class on a day/time alchemy class would be held, just as a quick example.

Then there is also a lot of bloat from (probably) planned things, like the readyroom reference in the janitor role, but that room is never referenced anywhere in HighSchoolSituation.cs. Or references to all the other afterschool activities outside of sports and arts that are never used.

 

Download my source code from here 

The school has been significantly reworked. I didn't add any new activities because I couldn't think of anything specifically that could be improved.

Keep in mind that if you have a lot of sims at school, the game will lag drastically when they're acting autonomously.

Regarding time: Are you using Nraas Relativity? With this mod, you can accomplish a lot within the standard school time.

Posted (edited)
14 minutes ago, Jvsmith said:

 

Download my source code from here 

The school has been significantly reworked. I didn't add any new activities because I couldn't think of anything specifically that could be improved.

Keep in mind that if you have a lot of sims at school, the game will lag drastically when they're acting autonomously.

Regarding time: Are you using Nraas Relativity? With this mod, you can accomplish a lot within the standard school time.

 

Yeah I use relativity, but see my last comment above why time is short for my plans (our comments overlapped time wise) :)
I will take a looksie at your code. Thanks man.

And my school is a girls only boarding school, so no problem with large amounts of students. It is usually just a handful.

 

I hope I can limit my changes to the HighSchoolSituation.cs itself, which would make sharing slightly easier. The world doesn't need yet another individual branch of KW :)
Ideally all that would be needed then is decompiling and recompiling the DLL with the modified cs by people who want the changes.

Edited by Aouregan
Posted
Just now, Aouregan said:

 

Yeah I use relativity, but see my last comment above why time is short for my plans :)
I will take a looksie at your code. Thanks man.

And my school is a girls only boarding school, so no problem with large amounts of students. It is usually just a handful.

 

Please note SchoolLocation.cs it contains the school schedule.

Posted (edited)
15 minutes ago, Jvsmith said:

 

Please note SchoolLocation.cs it contains the school schedule.

 

Thanks. Will have a look at that one, as well. I don't necessarily want to mess with the length of the school day itself, tho. I think having different afternoon classes each day is still the most viable approach for what I have in mind. And it is how real schools operate, so makes sense. You don't have the same set of classes each day.

So Mondays in the block from 13:00 to 15:00 will be class A, Tuesdays class B, etc. The morning blocks I will leave untouched.

Edited by Aouregan

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...