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


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Posted (edited)
23 minutes ago, KinkyKatie89 said:

I wish I had an immediate answer for you on the slowdown and brothel issues from 436 > 437 but I don't 😞 but I'm adding it to the list of things to look into and talk with Jv about

hey no prob, I'm actually quite content with 436 so don't worry about it. That's why I'm asking if other people have the same issue or is it just my set up. But I'll explore more later when I get a chance to see if I can find more answers too. 

 

Quote

Welp, there's the reason for the performance hit! Unless I play on a world that I know is pet-friendly like Appaloosa Plains, I remove strays with Register and I don't even allow residents to have pets with SP. Now the million dollar question is how on earth that happened in your game...

 

This is one of the things I'm going to look at, whether 437 is causing these animals and NPCs to age, this would explain the cpu usage increase. Do you guys use Consort age mod? It updates the sims at 1 am, which creates a massive slow down for a few minutes. The 437 lag I experienced was similar to this lag, which makes me suspect it might be these sims constantly aging, 1 day at a time to 500+.

But like I've said, I'm not sure yet. It may not be related at all.

Edited by nitromon
Posted
3 minutes ago, Loveternity said:

By the way, here's a very minor bug that I haven't seen before (just when I think I've seen all kinds of KW bugs):

1.jpg

stfu Darlene no one likes you

Posted
3 minutes ago, KinkyKatie89 said:

stfu Darlene no one likes you


Hey now, I actually have a soft spot for her! She's my favorite in that family. But don't get me started on Arlo...

I checked with MC and apparently she's a teenager but in a relationship with a YA Parker Langerak. What's strange is that they list each other as partners, yet the relationship itself appears as romantic interest. Probably a teen x adult oddity and not the fault of KW.

Posted
3 minutes ago, Loveternity said:


Hey now, I actually have a soft spot for her! She's my favorite in that family. But don't get me started on Arlo...

I checked with MC and apparently she's a teenager but in a relationship with a YA Parker Langerak. What's strange is that they list each other as partners, yet the relationship itself appears as romantic interest. Probably a teen x adult oddity and not the fault of KW.

haha ok Darlene can sit with us then

 

yea idk that's a new one on me too, hopefully not KW

Posted

excuse me, what's the current situation with diseases? I've never had anyone get infected in the original or in the sequels... Is it possible to set this up here? I don't really want to install Vector...

Posted (edited)

Ok report back:

 

The moment I put in 437, it lagged like crazy. however, I was able to find the cause, somewhat. I deleted all the placeholders and social jigs in the game, which effectively reset some of the sims. I guess there must be some error with some service sim. This eliminated the unbearable lag.

 

However, that only revealed the lag and the sluggish performance are 2 separate issues.

 

Without the lag, the game is better, but sluggish such as the camera movement/rotation and sims don't seem to be very active, seems to be idling. It takes a while for the woohoo to initiate after acceptance, which is why the brothel earning that day is again $18,000 rather than $33-38k. 

 

I did do more examination and overall FPS was 5-10 FPS lower than running on 436, consistently through the game. But I don't think FPS is accurate reflection because the camera rotation is way smoother in 436. Also, in 437 objects/sims take longer to load when moving to a lot, seeing a lot of grey mesh and low res sims. Takes a few seconds for them to load. Overall, 437 just seems to be sluggish for some reason. I should point out also that after 1 sim day, 437 pushed the ram usage up to 3.2GB, I had to reset my sims to save without error 12. But on 436 the next day, it only goes up to 2.7GB. That's a vast difference, suggesting something is going on in the game.

 

I checked the loverslab tab in the kinkyworld setting, but they were identical. I have almost everything disabled anyways. 

 

Um, that's all I got. I'm quite happy with 436, so don't worry about me in sense if 437 is working for you guys, stick with it for your future developments. But if there is some bug in 437, I hope this report has been helpful. Cheers!

Summary on 437:

  • unbearable lag (resolved: deleting placeholders/social jigs)
  • sluggish performance:
    • lower FPS by 5-10
    • increase ram usage by 500MB
    • slow and chopping camera rotation/movement
    • sims idling, takes longer to change outfit and initiate woohoo
    • slow texture loading: grey mesh, low res sims
Edited by nitromon
Posted

@nitromon Jigs huh, makes sense. ErrorTrap usually takes care of those but it's not foolproof.

As for the difference in performance between 436 and 437, I wish I could be of help but I don't notice that difference in my game. Granted, even on 436 I wouldn't say that changing outfits, initiating woohoo etc. is instant. It can take some seconds but that's how it's always been for me. I'm starting to wonder if I've become way more tolerant of those delays than I should be.

Posted (edited)

 

24 minutes ago, Loveternity said:

@nitromon Jigs huh, makes sense. ErrorTrap usually takes care of those but it's not foolproof.

As for the difference in performance between 436 and 437, I wish I could be of help but I don't notice that difference in my game. Granted, even on 436 I wouldn't say that changing outfits, initiating woohoo etc. is instant. It can take some seconds but that's how it's always been for me. I'm starting to wonder if I've become way more tolerant of those delays than I should be.


That was one of the things that surprised me in 436 because in 394 it is not that fast. There's always that delay, clothes change, and they wait a few seconds before it initiates. But iono, for some reason 436 is working extremely well in my game, my brothel is thriving because the woohoo is so fast, the employees were actually fatigued before their shift was over.  :lol:

but I thought I should ask, it's been a while now and I think most people know about it, but make sure your cores are unparked if they are parked. Especially with modern CPUs, they have so many cores, core parking creates latency in these issues. again, this might be a little outdated as I haven't really been keeping up with the new tech and sims 3, I'm still on Win 7.

In resource monitor, choose the CPU tab, and check if they are parked. If they're parked you can unpark them using Parkcontrol.

2ZsXisn.jpg

Edited by nitromon
Posted
10 hours ago, inrush said:

excuse me, what's the current situation with diseases? I've never had anyone get infected in the original or in the sequels... Is it possible to set this up here? I don't really want to install Vector...

I am not sure what you mean about diseases. What exactly do you mean? Set what up? I do not know what Vector is.

Posted
37 minutes ago, KinkyKatie89 said:

I am not sure what you mean about diseases. What exactly do you mean? Set what up? I do not know what Vector is.


AIDS, Crabs and Zombie Plague from the KW settings menu. It's been years since I tried that feature and I don't remember the reason, but it was one of the things I decided to never use.

I do use NRaas Vector. In short it's a custom disease loader. Example of what it does; you can completely replace the sick moodlet form the vanilla game to only occur when your Sim is sick with a disease recognized with Vector. So let's say you get a common cold; going to the doctor helps, but that's not going to immediately cure the Sim. And there are strains, resistances, immunities etc.

You could even use it for a zombie apocalypse scenario.

Posted
13 minutes ago, Loveternity said:


AIDS, Crabs and Zombie Plague from the KW settings menu.

lol I know I know. Sorry, I meant what exactly is wrong with diseases? I also don’t play with that aspect of KW turned on.

 

Ive never used Vector thanks for the explanation.

 

@inrush please try to provide more info on what is wrong with diseases. Need more info.

Posted (edited)

Hi. Is it normal that when using the full installation it says “update from version 432”? Before this, it always wrote the number of the previous one. That is: 436, 435...

And a couple more questions: 1) bloody vagina. if I want to get 50%, do I need to change <bloodyVaginaAfterRoughSex value="False"> to true first?

2) I’ve been interested in this for a long time. Debug has an attractiveness setting, the default is 5, but how can I increase it naturally? Maybe there was an answer somewhere, but I forgot)

Edited by IvaInn
Posted
2 hours ago, IvaInn said:

Debug has an attractiveness setting, the default is 5, but how can I increase it naturally?

 

From years of experience it's not possible to increase it without the debug option. All Sims have a default of 5.

However, what's interesting is that it carries to offspring. The value becomes the average of both parents. Let's say a Sim with a score of 7 has a child with a score of 9. The child will be an 8.

Even more interesting to me is that recently that feature of it has been broken in my game, but IIRC it didn't break with a specific version of KW; it actually broke with NRaas Woohooer. But meh, to me that mod is worth the mild incompatibility issues. :P

Posted (edited)
1 hour ago, Loveternity said:

Even more interesting to me is that recently that feature of it has been broken in my game, but IIRC it didn't break with a specific version of KW; it actually broke with NRaas Woohooer. But meh, to me that mod is worth the mild incompatibility issues. :P

I haven't tested it recently but I don't recall having issues with KW's attractiveness, and I also use Woohooer. The attractiveness system that KW has is different/separate from the base game attractiveness which is what Woohooer affects, so it'd be weird for there to be any sort of conflict there.

 

The problem I have with KW's attractiveness stat is you have to manually set it on everyone, which is tedious, so I just never bother changing it from the default value of 5.

Edited by Omicr0n
Posted

@Omicr0n To be clear, only the part about the average value carrying to offspring has bugged out for me. The rest of the effects are working properly; a Sim with 10 attractiveness will make other Sims hornier way faster. Maybe it wasn't Woohooer that broke it, I might be misremembering.

 

And despite the tedium, I do like setting it for Sims if they don't look average to my tastes.

Posted
26 minutes ago, Loveternity said:

@Omicr0n To be clear, only the part about the average value carrying to offspring has bugged out for me.

That's fair. I never actually knew that it was inherited by children in that way.

Posted
2 hours ago, Omicr0n said:

The problem I have with KW's attractiveness stat is you have to manually set it on everyone, which is tedious, so I just never bother changing it from the default value of 5.


It's not that bad, it only allows you to change residents, so you can't change any of the service sims. Then in the residents, you only have to change them once and as stated they pass on genetically. But here's the thing, you don't really need to change most of them as most people will be average at a 5 anyways. So you only need to change the really ugly ones or really beautiful ones. After 1 or 2 generations, they will average out with others and you'll have more varieties in between.

There is one problem though. After several generations your sims will all be averaged out. For example, in order to maintain a 10, both couples must be a 10. If they are not, then their offspring will get at most a 9. And if I remember correctly a 9 and a 10 will be defaulted down to a 9, not a 10. I pretty much do not have sims under a 5. So after a few generations most of them are simply 7s.

Posted

@KinkyKatie89 Found an actual bug, but it's a funny one. Say, you didn't forget to add a check for the vaginal bleeding so that only female Sims get it, right? :P

Bella and Mortimer got a little rough, Bella didn't get the moodlet but Mortimer sure did!

Posted
23 minutes ago, Loveternity said:

@KinkyKatie89 Found an actual bug, but it's a funny one. Say, you didn't forget to add a check for the vaginal bleeding so that only female Sims get it, right? :P

Bella and Mortimer got a little rough, Bella didn't get the moodlet but Mortimer sure did!

Omg what have I done? Bahahha

 

mmmmmaybe I forgot to add a check for females only 😂

Posted
9 hours ago, Loveternity said:

 

From years of experience it's not possible to increase it without the debug option. All Sims have a default of 5.

However, what's interesting is that it carries to offspring. The value becomes the average of both parents. Let's say a Sim with a score of 7 has a child with a score of 9. The child will be an 8.

Even more interesting to me is that recently that feature of it has been broken in my game, but IIRC it didn't break with a specific version of KW; it actually broke with NRaas Woohooer. But meh, to me that mod is worth the mild incompatibility issues. :P

 

I once thought that it might depend on character traits, but...

NPCs from the Kinky mod have different meanings.

Thanks for the answers!

Posted
9 hours ago, nitromon said:


It's not that bad, it only allows you to change residents, so you can't change any of the service sims. Then in the residents, you only have to change them once and as stated they pass on genetically. But here's the thing, you don't really need to change most of them as most people will be average at a 5 anyways. So you only need to change the really ugly ones or really beautiful ones.

Yeah but I already go through the trouble of giving all of the residents makeovers, so when everybody looks above average to me then the stat value sort of loses all meaning

Posted

I definitely think that some automation of the calculation of this indicator is theoretically achievable. As mod can detect a small dick/large dick/huge dick according to slider value and further sims reacts differently regarding of it.

So theoretically  we can to calculate attractiveness value by sliders value or by some function where the slider values are arguments.

I have heard of the concept of judging a person's attractiveness by the ratio of the size of his facial bones to the ratio of his skeletal bones, which supposedly occurs in those who look at him. Although those who claim that this model is true are widely considered marginal xDD, it could be accepted as valid for the game as it just a game.

Posted (edited)
6 hours ago, inrush said:

So theoretically  we can to calculate attractiveness value by sliders value or by some function where the slider values are arguments.

I have heard of the concept of judging a person's attractiveness by the ratio of the size of his facial bones to the ratio of his skeletal bones, which supposedly occurs in those who look at him. Although those who claim that this model is true are widely considered marginal xDD, it could be accepted as valid for the game as it just a game.


This might be fine for a feature that can be toggled, but I wouldn't want it to be this way. I personally enjoy it, though I can understand it being considered tedious to set attractiveness levels. With that said, I think manual editing is necessary since general attractiveness isn't a black-and-white/is-or-isn't value like having a large ass, large breasts, or a large dick. Attractiveness is a value that can change dramatically depending on who is looking at the person. So I think it's important for the player to have the most input in that regard.

Anyway I noticed some oddities and wanted to ask about them as I'm not sure if there are tunables/settings or something that I could change to stop them or if these are bugs.

First, I got a KW Story Progression notification (one of the *insert sim* feels like husband isn't attracted to her anymore* ones) despite having all KW Story Progressions set to False. Are there further settings in the Settings or Tunables package that I need to adjust to fully turn this feature off, or is getting this notification a bug?

Second, starting in Build 436 and continuing in 437 I've noticed a LOT more sims around town buying and doing drugs. This honestly felt like it wasn't even a potential autonomous action in previous builds. I preferred it not happening. lol So again is there a setting or tunable I have missed? If not, I'll throw disabling KW drug interaction autonomy into the features-people-would-like bucket.

Edited by Chrissy90
Posted
2 hours ago, Chrissy90 said:

So again is there a setting or tunable I have missed? If not, I'll throw disabling KW drug interaction autonomy into the features-people-would-like bucket.


Interactions tuning section in KW Settings (and probably through NRaas Retuner too). I use Monocodoll's Vile Ventures mod for drugs, so disabling drug autonomy from KW is one of the first things I did.

Doesn't stop Sims from getting KW drugs, I still clean up "oniki medicine" from everyone's inventories every now and then. But they no longer use it.

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