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


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Posted

I have a question and I am curious if I am the only one with this problem.

 

KW generally works in smaller cities (sunset valley, moonlight falls) but when I start a new game in for example Bridgeport or the island one, I still get the notification that KW is running and I have all the moodlets and stuff. 

Whenever I try to get the Sims to Wohoo though they just start booing each other, no matter how high the skill level or arousal meter is. 

Solo acts don`t work either. They just teleport to their destination, get undressed and then it cancels their action and they get dressed again. 

 

Is there any way to fix this? I'd like to play with the mod in bigger cities as well.

Posted (edited)

Thanks a lot for replying. I did not know there was an amount of "messy code" just to accept woohoo. The irony of this is that just going 1 version back (Oniki's Kinky World Build 441 v0.8.2 - LoversLab Edition) this problem did not appear in my playthrough, so, if another inactive Sim was to be asking to my active Sim if they wanted to WooHoo, they would just always ask me if I wanted to or not. At least, in my last test.

 

In fact, I'm planning about switching back to this older version and see how it goes again for a confirmation.

 

10 hours ago, spauldo said:

The base game really wasn't designed with polyamory in mind, and the romantic changes that came in with the Generations patch seem to have been written by 17th century puritans.  The No Jealousy LTR gets around some of this, but not all.  You can do poly OK with sims you control as long as you don't move beyond Romantic Interest (although other family members might randomly hate you).  I haven't found a way to get NPCs to live in a poly relationship - just forcing them to live together with StoryProgression castes isn't enough, even if they're all Romantic Interests with each other.

 

I suspect if you want working poly in a life sim game, it's going to have to be in a different game.  I know there's a couple non-Sims life sim games that have come out, but I don't know anything about them.

 

In relation to how, instead, build a successful poliamorous or just open relationship inside Sims 3, a new Reddit thread has been recently posted with a full guide on how to disable accusations and reputations completely in the merit of cheating:

 

https://www.reddit.com/r/Sims3/comments/1rrsmmp/romance_reputation_can_actually_be_tuned_changed/

 

It works pretty well because it sets game rules directly in its original XML, I tried it myself and it's an amazing way to achieve this. Just for you to know.

 

For anything else: I really hope they're going to make the "I don't want to do that" and "automatic self rejection" a fix one day. Kinky World has its own interactions tuning XML but it's such a mess too and I don't really know what to touch there.

 

Edited by BiterBit
Posted
14 hours ago, BiterBit said:

https://www.reddit.com/r/Sims3/comments/1rrsmmp/romance_reputation_can_actually_be_tuned_changed/

 

It works pretty well because it sets game rules directly in its original XML, I tried it myself and it's an amazing way to achieve this. Just for you to know.

 

Oh wow, that's really cool.  I should give that a shot myself.  I've been holding off until my current save goes up in a giant ball of corrupted flames, but it's been strangely stable.

 

But when I meant by "the game wasn't written for polyamory" is more along the lines of the game doesn't understand it.  Those fixes given in those tuning packages turn off the punishment the game gives you, but it's not really the same thing.  I'm hoping a future life sim game actually implements open relationships, poly, etc. as part of the game and not just something that kinda sorta works if you squint right and install the right mods.

 

(I don't hold any grudges against the Sims devs for any of this (except whoever thought up the stupid reputation system) - at the time Sims 3 came out, gay marriage wasn't even legal yet.  They were amazingly progressive for their time.)

Posted
3 hours ago, spauldo said:

 

Oh wow, that's really cool.  I should give that a shot myself.  I've been holding off until my current save goes up in a giant ball of corrupted flames, but it's been strangely stable.

 

But when I meant by "the game wasn't written for polyamory" is more along the lines of the game doesn't understand it.  Those fixes given in those tuning packages turn off the punishment the game gives you, but it's not really the same thing.  I'm hoping a future life sim game actually implements open relationships, poly, etc. as part of the game and not just something that kinda sorta works if you squint right and install the right mods.

 

(I don't hold any grudges against the Sims devs for any of this (except whoever thought up the stupid reputation system) - at the time Sims 3 came out, gay marriage wasn't even legal yet.  They were amazingly progressive for their time.)

 

Yeah I get you. Poliamory and open relationships as a setting are not really conceived in Sims 3, in any way. But at least with this tuning (now updated with a pre-built package you can download eventually) you can build a setting in which no jealousy of any kind is ever triggered. With some more tuning, you can disable Cheater moodlet too with Kinky World itself and eventually have a reputation-less playthrough that "has" open relationships in it.

 

Not that bad in the end for a 2009 game, but I really get your point. There was a mod (Recombombulator) that actually added interactions, Custom Traits and "Open Minded" conversations to build the "real" thing, but sadly it doesn't work anymore. At least for me, with some other mods installed. Reading the comments on the mod states that many users see the same issues

 

BTW I'm really trying to understand how Kinky World is able to deactivate the Cheater moodlet from "guilty feeling" Sims. I can't find that parameter in the XML

Posted (edited)
2 hours ago, BiterBit said:

BTW I'm really trying to understand how Kinky World is able to deactivate the Cheater moodlet from "guilty feeling" Sims. I can't find that parameter in the XML

Whether the moodlet gets added to the sim or not all happens in the code depending on whether it's enabled in the settings. Also, the moodlet isn't strictly negative. If your sim cheats enough it actually becomes a positive mood modifier.

Edited by Omicr0n
Posted (edited)
4 hours ago, Omicr0n said:

Whether the moodlet gets added to the sim or not all happens in the code depending on whether it's enabled in the settings. Also, the moodlet isn't strictly negative. If your sim cheats enough it actually becomes a positive mood modifier.

 

Thanks for replying! Yeah, I know that there are many moodlets related to cheating. But the main one that is going to trigger unless you have an experienced reputation in game, is strictly negative (red and with -15 LTR points indicator). I was trying to create my own configuration in the XML/ITUN file that regulates all of these aspects that is probably the same modification that Kinki World does in that specific setting, where you can enable it (setting it to TRUE) or disabling (giving value Buff 0 or something like that).

 

Do you have any idea of where that buff or trait is located in GameplayData.package > XML/ITUN? I don't think it's specific to the "mod code" because the cheater trait/buff is in the base game - and that's the point of the mod setting itself (giving you the chance of unabling it).

 

I just don't know in which class it's located in the tunable XML.

Edited by BiterBit
Posted (edited)
46 minutes ago, BiterBit said:

 

Thanks for replying! Yeah, I know that there are many moodlets related to cheating. But the main one that is going to trigger unless you have an experienced reputation in game, is strictly negative (red and with -15 LTR points indicator). I was trying to create my own configuration in the XML/ITUN file that regulates all of these aspects that is probably the same modification that Kinki World does in that specific setting, where you can enable it (setting it to TRUE) or disabling (giving value Buff 0 or something like that).

 

Do you have any idea of where that buff or trait is located in GameplayData.package > XML/ITUN? I don't think it's specific to the "mod code" because the cheater trait/buff is in the base game - and that's the point of the mod setting itself (giving you the chance of unabling it).

 

I just don't know in which class it's located in the tunable XML.

Can you screenshot the moodlet you're referring to, or link to a wiki page for it? The Cheater reputation is from the base game reputation system, but the only Cheater moodlet I'm aware of is from KW. If you look inside the ONIKI_KinkyMod.package you'll see the icon for the moodlet I'm referring to, moodlet_unfaithful

moodlet_unfaithful.png.680e612e099d6c1763231407d8bb3dc9.png

 

Edit. I guess in-game it's actually called Unfaithful. If there is an actual moodlet called Cheater in-game then I'm not sure what that's from

Untitled.jpg.0b6a9a9a53e29046a502b718efeb7d9b.jpg

Edited by Omicr0n
Posted
20 minutes ago, Omicr0n said:

Can you screenshot the moodlet you're referring to, or link to a wiki page for it? The Cheater reputation is from the base game reputation system, but the only Cheater moodlet I'm aware of is from KW. If you look inside the ONIKI_KinkyMod.package you'll see the icon for the moodlet I'm referring to, moodlet_unfaithful

moodlet_unfaithful.png.680e612e099d6c1763231407d8bb3dc9.png

 

Edit. I guess in-game it's actually called Unfaithful. If there is an actual moodlet called Cheater in-game then I'm not sure what that's from

Untitled.jpg.0b6a9a9a53e29046a502b718efeb7d9b.jpg

 

Man, I don't know how much I would like to apologize for this.

 

The "Unfaithful" moodlet (that I did, in fact, translate wrongly) is indeed something that Kinky World only adds itself.

 

I've been SO USED to play with Kinky World for years that I thought that was an IN GAME feature!!😂 While instead, Sims basically do not feel guilty for anything like it.

 

This is amazing. With XML mastering you can have no reputations or visibility at all (that is a thing that could be added as next feature inside Kinky World too with minimal edits!!) and polyamory setting too that is basically editing radius of visibility to 0 and no Jealousy at the same time.

 

THIS IS GREAT.

 

I'm sorry for the dumb question and I appreciate your help a lot.

Posted
21 minutes ago, BiterBit said:

 

Man, I don't know how much I would like to apologize for this.

 

The "Unfaithful" moodlet (that I did, in fact, translate wrongly) is indeed something that Kinky World only adds itself.

 

I've been SO USED to play with Kinky World for years that I thought that was an IN GAME feature!!😂 While instead, Sims basically do not feel guilty for anything like it.

 

This is amazing. With XML mastering you can have no reputations or visibility at all (that is a thing that could be added as next feature inside Kinky World too with minimal edits!!) and polyamory setting too that is basically editing radius of visibility to 0 and no Jealousy at the same time.

 

THIS IS GREAT.

 

I'm sorry for the dumb question and I appreciate your help a lot.

It's all good, and like I said, if the sim continues cheating then over time the moodlet turns into a positive, so there's a bit of a roleplaying aspect to it
Untitled.jpg.c06da73ffbbb59e820eb9bbec9475ac8.jpg

 

Posted
10 hours ago, Omicr0n said:

It's all good, and like I said, if the sim continues cheating then over time the moodlet turns into a positive, so there's a bit of a roleplaying aspect to it
Untitled.jpg.c06da73ffbbb59e820eb9bbec9475ac8.jpg

 

 

This mod will never cease to amaze me enough.

 

Thanks for letting me know this!

 

It would have been even more cooler with a different description for this moodlet when positive!!

Posted
12 hours ago, BiterBit said:

 

This mod will never cease to amaze me enough.

 

Thanks for letting me know this!

 

It would have been even more cooler with a different description for this moodlet when positive!!

 

Additionally, the Cheater trait will let the sim start out with this as a positive moodlet instead of negative.

Posted
22 hours ago, FreakyRufus said:

 

Additionally, the Cheater trait will let the sim start out with this as a positive moodlet instead of negative.

 

Oh, you mean the cheater reputation introduced with Generations? That's good to know lol, but btw I play with disabled reputations

Posted
On 3/12/2026 at 7:22 AM, spauldo said:

 

People have been complaining about this for ages, but it's never been addressed.  I suspect I know why - I've taken a look at the source code for Denton's version (which Katie's is based on) and the code for if a sim will accept WooHoo is a giant complicated undocumented mess.  I wouldn't want to touch that code - I'd be worried about introducing all kinds of weird bugs because there's a million corner cases to account for.

 

Hey dude, where exactly did you find the code you were talking about? I would like to have a look at it too, and maybe try tuning it myself

Posted
3 hours ago, BiterBit said:

 

Oh, you mean the cheater reputation introduced with Generations? That's good to know lol, but btw I play with disabled reputations

 

Not that. I was thinking of the Trait added by Kinky World, that you choose on sim creation or on teens aging up, like Athletic, Genius, Flirty, etc.

 

It turns out that it isn't called "Cheater", though, it is called "Unfaithful".

Posted
2 hours ago, BiterBit said:

 

Hey dude, where exactly did you find the code you were talking about? I would like to have a look at it too, and maybe try tuning it myself

 

The source code is included in the zip file with the mod, at least with the most recent releases. Before that, it was a separate download.

 

image.png.0253a7578c9d2a12f71eac483d084368.png

Posted
48 minutes ago, FreakyRufus said:

 

Not that. I was thinking of the Trait added by Kinky World, that you choose on sim creation or on teens aging up, like Athletic, Genius, Flirty, etc.

 

It turns out that it isn't called "Cheater", though, it is called "Unfaithful".

 

Ah I get it now! It's what Omicr0n said indeed :) Sorry, I didn't get what you were saying. And btw thanks also for the source code! I noticed that after posting the question (my bad)

Posted (edited)
On 3/15/2026 at 10:03 PM, FreakyRufus said:

 

The source code is included in the zip file with the mod, at least with the most recent releases. Before that, it was a separate download.

 

image.png.0253a7578c9d2a12f71eac483d084368.png

 

Hey, I've managed to have a look at the source code and also tried to make some modifications to remove the autonomy score that is enabled on NPC, when the controlled Sim is active. I made these changes:

 

- Controlled Sims never refuse to perform request action towards not active Sims (not even when too tired, too hungry etc. and ignoring whatever score logic)

- NPC Sims that asks to woohoo to household & currently active Sim always force a prompt to ask confirmation to the user instead of refusing through the score logic (no more autonomous reject for controlled Sims)

- No more social interaction initiated on activeSim by player (so WooHoo + socials) is related to "score" stuff and it's only acceptable by activeSim, while inactive Sims still maintain autonomy, score and default logic

- This produces almost zero notifications in game that generally can make no sense

 

I compiled the DLL and tried to replace it in the original package, but sadly it didn't work, so clearly I'm using S3PE wrongly or there's something I'm missing. Do you eventually know who these changes may be reported to? I have some kind of changelog with suggested modifications for this and a new compiled DLL that apparently doesn't work, but could be a reference for changes eventually.

 

I think it could potentially be of help to anyone is developing a new build... because apparently the DLL needs the same pipeline and toolchain to be replaced correctly into the package or it won't work.

 

Thanks in the meantime

 

EDIT: Nevermind, I could have actually found a way to make this work. DLL is compiling and I'm testing. Eventually I'll report any updates I have

 

EDIT 2: I actually created a new working DLL > package version with the edits I wrote with a whole production changelog, currently testing (and apparently working perfectly). I'm hoping to speak to someone related to the project!!!

 

EDIT 3: I finalized the whole project with UI refinings, more translations in every language, intelligible rejection notifications for legacy behaviour, mod updating message, logging QoL, manual for developing strictly for OKW new modders, insights, in depth changelog and quick snapshot changelog and probably other stuff. Tests keep looking successful - and I would really love to show this to project owners 😭

 

EDIT 4: I managed to post the branch of the different build if anyone's interested to check it out or give any loved feedback 

Edited by BiterBit
Posted

Sorry if anyone else is having this issue and I just missed it. 
I cannot get the Kraken animation to show up (the event happens, but the kraken is not there!) or mary jane's animations to load in game (I get the "package not found error").
Is anyone else having this issue? I've tried reverting back but I keep having the issue. :/

Posted (edited)
On 3/18/2026 at 11:29 AM, arikenta said:

Sorry if anyone else is having this issue and I just missed it. 
I cannot get the Kraken animation to show up (the event happens, but the kraken is not there!) or mary jane's animations to load in game (I get the "package not found error").
Is anyone else having this issue? I've tried reverting back but I keep having the issue. :/

 

Hey! From what can be seen in the current OKW code, this can potentially happen when required resources are missing or not loaded correctly (animation/object resources in specific packages), even if the interaction logic is present in the main mod package.

 

In 442 v0.8.3, make sure your install includes all core files from "full_install", especially (but along with every other):

 

- ONIKI_KinkyMod.package
- ONIKI_Anims.package
- ONIKI_Objects.package

 

Also note: OKW looks keeping a serialized "stage list" in save data for animations. If files were changed or removed between installs or upgrades/downgrades, old references for missing animations can persist and trigger “package not found” messages you're seeing.

 

You can try this "clean reset flow":

 

1. Load the affected save.
2. In OKW settings, run "Uninstall Kinky World" and wait for the confirmation.
3. Save as a new file after a few seconds (clean intermediate save).
4. Quit the game.
5. In "Documents\Electronic Arts\The Sims 3", delete OKW XML exports and cache files (especially scriptCache.package).
6. Reinstall the full package set carefully from the zip file (including the 3 packages above).
7. Load the cleaned save, enable OKW, wait for full initialization (you'll see welcome messages).
8. Save again as a new file.
9. Return to main menu and reload that new save.

 

This always solved me a lot of troubles and theoretically should solve missing Kraken/animation resource issues too if they work in the base mod as intended (I never tried them)

 

Side note: As of now I posted a new build of KW edited by me with a lot of (I hope) improvements - I hope I did this correctly and paying the highest respect to anyone who worked on the project

Edited by BiterBit
Posted

Lovers,

 

I hope you're all staying safe, healthy, and most of all kinky so far this year.

 

I'm still workin' on some new animations and other stuff for the next build. Not really sure on any ETA, but sooner than later preferred lol

 

I'm sure some folks will enjoy having different flavors of KW to choose from, while others will equally be annoyed it has branched off again. I'm wondering if anyone could share their feedback on whether or not it's a good idea to change the name of this download to try and minimize confusion?

Posted
2 hours ago, KinkyKatie89 said:

I'm sure some folks will enjoy having different flavors of KW to choose from, while others will equally be annoyed it has branched off again. I'm wondering if anyone could share their feedback on whether or not it's a good idea to change the name of this download to try and minimize confusion?

 

I wouldn't give it a completely new name, but including your name in the download file at the start or end might work. It is still an enhancement to Kinky World, so I think that should still be in the name.

Posted
53 minutes ago, FreakyRufus said:

 

I wouldn't give it a completely new name, but including your name in the download file at the start or end might work. It is still an enhancement to Kinky World, so I think that should still be in the name.

Yes I agree with this :)

Posted

Hi!

First of all I love this mod since it adds a lot of spice and drama to my gameplay.

I just have an issue with it loading in bigger cities like Bridgeport or the Island one.

It works fine in Moonlight Falls and Sunset Valley.

 

It loads normally at first and the moddlets work but whenever I want to get them into wohoo activities (wether its with other sims or themselves) they stop. boo and get dressed again.

 

Is that a known issue? and is there a way for me to fix this?

 

I have asked before but I think my question got overlooked!

 

 

Posted
6 minutes ago, ALIENNONONo said:

Hi!

First of all I love this mod since it adds a lot of spice and drama to my gameplay.

I just have an issue with it loading in bigger cities like Bridgeport or the Island one.

It works fine in Moonlight Falls and Sunset Valley.

 

It loads normally at first and the moddlets work but whenever I want to get them into wohoo activities (wether its with other sims or themselves) they stop. boo and get dressed again.

 

Is that a known issue? and is there a way for me to fix this?

 

I have asked before but I think my question got overlooked!

 

 

There's no specific issue with running it in bigger towns. I've played with it in Bridgeport, Los Aniegos, and Angel City. So there's something else causing your problem

Posted
2 minutes ago, Omicr0n said:

There's no specific issue with running it in bigger towns. I've played with it in Bridgeport, Los Aniegos, and Angel City. So there's something else causing your problem

Thanks for replying!
Do you maybe know if it takes longer to load in a bigger city?

 

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