Jvsmith Posted February 6, 2025 Posted February 6, 2025 Just now, Loveternity said: That is strange, because that kind of defeats the purpose of KW Story Progression. Or maybe I remember it wrong, I wish I could check with wayback machine but that specific part of the wiki is lost it seems. I can only speak for myself, but I want to see some inactive Sims go that way. For example, if the Flirty, Party Animal and Childish Zelda Mae has become the Town Bike, it makes perfect sense for her to turn it up to 11. Whereas someone who is a loner and shy would never. Well, just edit that sim and give her some relevant trait, or pester her with requests and orders to show you something. This way you raise the motive and she may even acquire some learned trait.
Omicr0n Posted February 6, 2025 Posted February 6, 2025 1 hour ago, Jvsmith said: And don't forget that additional motives and actions add load to the game. There have already been people here who complain that version 437 is much slower than 436, this is true, because it has returned all the default autonomous actions, at request from other users. Speaking for myself, I never asked for anything to be reverted. I was merely trying to figure out why sims were no longer autonomously leveling the Exhibition skill, because I remembered them doing so before and then at some point I noticed they weren't anymore. It's possible I missed it, but I never saw any mention of the autonomy for it being disabled. Once you explained that it had been intentionally disabled and how to re-enable it via tuning, I was perfectly content with doing that myself for my own game. I also haven't personally noticed a performance difference though. 1
Loveternity Posted February 6, 2025 Posted February 6, 2025 We're in the same boat, @Omicr0n. I'm assuming Jv is not referring to us and our discussion on his thread. We never "complained" or asked for a change, we were simply trying to figure out why things changed when it wasn't mentioned anywhere in the changelog. Sad to see that apparently other people complain and request stuff but eh, it is what it is.
Jvsmith Posted February 6, 2025 Posted February 6, 2025 (edited) You can easily check everything. Download the original 409 Oniki mod. Create a new game, play it through the game year. You will see how far the LoversLab version has gone from the original. As for speed: Use LD_SmoothPatch, NRaas_ErrorTrap, NRaas_Overwatch with the necessary settings and use SaveCleaners from time to time. DO NOT use a huge amount of additional content and textures with super high resolution. Adjust the autonomy settings using the menu and tunings. Save often. DO NOT save during kinkyactions. After traveling to another city, restart the game. Sims3 is a very old 32-bit game, it does not know how to properly use memory and processor threads, and it was always slow, even without any additional content. Accept it We love Sims3 with all its flaws. Edited February 6, 2025 by Jvsmith
Jvsmith Posted February 6, 2025 Posted February 6, 2025 These Nraas add-ons are completely compatible and work great with KW, but they require a careful approach and proper settings: NRaas_Career.package NRaas_CareerDataAcademics.package NRaas_CareerDataHomemaker.package NRaas_CareerDataPartTime.package NRaas_CareerDataSchool.package NRaas_CareerDataSelfEmployed.package NRaas_CareerDataTones.package NRaas_CareerDataUnemployed.package NRaas_DebugEnabler.package NRaas_Decensor.package NRaas_Dreamer.package NRaas_Dresser.package NRaas_ErrorTrap.package NRaas_ErrorTrap_Tuning_DisableDereferencing.package NRaas_ErrorTrap_Tuning_DisableLogCounts.package NRaas_HomeOpener.package NRaas_MasterController.package NRaas_MasterControllerCheats.package NRaas_MasterControllerExpandedTattoo.package NRaas_MasterControllerIntegration.package NRaas_NoCD.package NRaas_Overwatch.package NRaas_PocketProtectorPotionCase.package NRaas_PocketProtectorTablet.package NRaas_Register.package NRaas_RelationshipPanel.package NRaas_Relativity.package NRaas_SecondImage.package NRaas_Tempest.package NRaas_Traveler.package NRaas_GoHere, NRaas_Woohooer basically work, but sometimes can lead to some problems. But they perfectly complement the Passion mod. What other recommendations can I offer? Read the mod loading and unloading logs, and react accordingly, if you see animation file loading errors in them, then edit the corresponding OKW and get rid of such errors. It's easy. 1
Jvsmith Posted February 6, 2025 Posted February 6, 2025 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. 1
nitromon Posted February 6, 2025 Posted February 6, 2025 (edited) 6 hours ago, Jvsmith said: There have already been people here who complain that version 437 is much slower than 436, this is true, because it has returned all the default autonomous actions, at request from other users. Yah, I noticed a major dramatic slow down in 437 from 436. However, I don't know anything between 394 to 436 as that is where I upgraded from. Just curious what does it mean default autonomous actions were returned? Because in the "loverslab" section under setting, I checked and most of them in my game are still disabled. 436 is amazing, runs smoother than any version before. In 394 I had gone through the "interaction tuning" and disabled majority of the autonomous actions such as grope, skinny dip, and even I think "kinky talk," etc... This is because in 394, sims actually get stuck in these interactions. So I assume going into 437, these still remain disabled since I manually turned them off in the interaction tuning before? Anyways, thanks for making 436, I'm loving every min of it. Edited February 6, 2025 by nitromon 1
Loveternity Posted February 6, 2025 Posted February 6, 2025 1 hour ago, nitromon said: Just curious what does it mean default autonomous actions were returned? Basically at some point between Denton's 426 and Jvsmith's 431, the motives xml changed so that all exhibition autonomy was blocked for all Sims apart from those that have the Exhibitionist trait. This change was not communicated or documented as far as I can tell, so players (myself included) spent quite some time thinking there must be a bug because our autonomy options were not making a difference because of that change. According to Jv it was heavily requested that the autonomy is reduced and apparently now someone's requested for it to be back. If you're curious you can check the previous thread (this post would be a good start), draw your own conclusions.
Chrissy90 Posted February 6, 2025 Posted February 6, 2025 (edited) 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). Spoiler 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. Spoiler <?xml version="1.0" encoding="utf-8"?> <ScriptError Version="6" Type="MiniScriptError"> <ExceptionData>Oniki.KinkyMod v0.7.6 (437) Actor: Jett Atkins Target: Alexis James System.ArgumentException: The list is empty. #0: 0x0000e throw in Sims3.Gameplay.Core.Sims3.Gameplay.Core.RandomUtil:GetRandomObjectFromList (System.Collections.Generic.List`1) ([2332341424/0x8b04b4b0] ) #1: 0x000a4 call in Oniki.Interactions.Oniki.Interactions.WooHooSequence:FindObject (Oniki.Gameplay.WooHooStage,Sims3.Gameplay.Actors.Sim,System.Collections.Generic.List`1,Sims3.Gameplay.Abstracts.GameObject&,bool) ([A12F6770] [589C0400] [9218868439559750112/0x7ff000008b04c1e0] [79719B94] [0] ) #2: 0x00836 call in Oniki.Interactions.Oniki.Interactions.WooHooSequence:Setup (Oniki.Gameplay.WooHooStage,Oniki.Gameplay.WooHooPostures,Sims3.Gameplay.Actors.Sim[],int,Sims3.Gameplay.Abstracts.GameObject,Sims3.SimIFace.Vector3,Sims3.SimIFace.Vector3,bool) (BC036618 [A12F6770] [1] [00000000] [0] [00000000] [vt:79719B64] [vt:79719B74] [0] ) #3: 0x00026 call in Oniki.Interactions.Oniki.Interactions.WooHooSequence:Setup (Oniki.Gameplay.WooHooStage,Oniki.Gameplay.WooHooPostures,Sims3.Gameplay.Actors.Sim[],int,Sims3.Gameplay.Abstracts.GameObject,bool,bool) (BC036618 [A12F6770] [1] [00000000] [0] [00000000] [0] [0] ) #4: 0x00180 callvirt in Oniki.Interactions.Oniki.Interactions.Tease:PostSocialLoop () () #5: 0x0042b callvirt in Oniki.Interactions.Oniki.Interactions.KWSocialInteraction:RunInternal () () #6: 0x000ab ret in Oniki.Interactions.Oniki.Interactions.KWSocialInteraction:Run () () #7: 0x000db stloc.u1 in Sims3.Gameplay.Interactions.Sims3.Gameplay.Interactions.InteractionInstance:RunInteractionWithoutCleanup () () #8: 0x00348 stloc.u1 in Sims3.Gameplay.ActorSystems.Sims3.Gameplay.ActorSystems.InteractionQueue:ProcessOneInteraction () () #9: 0x0011c stfld.u1 in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.Sim:DoInteraction () () #10: 0x00015 br.s in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.Sim:Simulate () () #11: 0x00027 leave.s in ScriptCore.ScriptCore.ScriptProxy:Simulate () () </ExceptionData> </ScriptError> 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. Edited February 6, 2025 by Chrissy90 1
Jvsmith Posted February 6, 2025 Posted February 6, 2025 Just now, Chrissy90 said: 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. This can sometimes happen on heavily trashed saves. Use my recommendations above. Sometimes in severe cases of a heavily damaged save, when the game crashes or freezes after fully loading the save, it can be radically cleaned by uninstalling KW through the settings, so the kinky progress is lost, but the save can be salvaged. There is also an item in the debug menu for resetting arousal. And I specifically added a decrease STA in a cold shower for approximately such cases, initially there was no such feature. And keep in mind that for sims with the Woohooer trait, LTA is always above 50. Therefore, I do not recommend adding it for sims who do not have a developed sex skill. Otherwise, they cannot be normally satisfied. It is better to add it after university or after reaching the top in social groups, when you get an additional slot for traits. And try to reduce ArousalGainMultiplier in the settings to for example 0.5 3
Loveternity Posted February 6, 2025 Posted February 6, 2025 8 hours ago, Chrissy90 said: On top of that, instead of lessening her mood it was giving her +10? Jv gave great advice already, but this specific part is normal for Sims with the pervert/slut reward trait. The one you should be getting automatically with level 10 woohoo/sex skill. 1
KinkyKatie89 Posted February 7, 2025 Author Posted February 7, 2025 22 hours ago, Yoxgg04 said: can we add a visual effect or moddlet for female orgasms? 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 😘 2
Chrissy90 Posted February 7, 2025 Posted February 7, 2025 1 hour ago, 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 😘 There might be moodlets in the game already that have icons that might suit any new ones. If you wanted to make custom ones, I might be able to help. I'm not an artist by any means, but I have bullshitted my way into making surprisingly cute things before. I can't promise anything, because I have never even tried to make a custom moodlet icon, but I would be willing to try! 2
KinkyKatie89 Posted February 7, 2025 Author Posted February 7, 2025 Loverssssss👀 Hope you’re kinky and keepin happy. I just wanted to say hi and tell you I’ve been workin on KW. I have not been able to keep up with answering everyone’s comments but I see you. Rather than quoting individual remarks I’ll just make a broad update/statement to everyone. Here’s an unorganized rant about what’s on my mind and things, and stuff. So yeah Build 438 is comin’ ‘round the mountain when she cums. A new KW NPC is coming to town. Adjustments and additions to the WooHoo clothing control…..to give you more control 🫣. Some adjustments are being made to the Spank interaction and its overall integration with Sim Traits, which has only ever been to increase points toward a trait. I missed an oversight in the SpankAnytime option that allowed Adults to Spank one another and I didn’t really mean for that to happen lmao. However this bloomed an idea for re-working the Spank interaction a bit. Anyway, some folks, myself included kind of, may not love the changes so it doesn’t have to be final and just be open to some experimentation with this mechanic is all I’m asking. I am aware of some bugs. Some already fixed, some not. A couple Feedback prompts during woohoo are overlapping and that’s fixed but the unknownLTR:xxxxx when a Sim hasn’t been intimate for a long time isn’t fixed yet. I made minor adjustments to the 0-100% tuning for both vaginal bleeding and police response. They, uh, worked but incorrectly up until now but shhhhhhhh don’t tell anyone! So not only am I programming some new stuff for KW (with Jv too) but I have also played this mod for about a decade. Woooo has it cum a long way. I’m saying this because I also have my own opinions on the mods performance as the newest Builds get released, which I’m now contributing to ha but anyway. I’ve played every Build from early 300 builds to now. I also noticed a big performance hit going from 436 > 437. Admittedly I was not paying close enough attention to some of these autonomous changes Jv made between these Builds but the change in performance is noticeable even on my good hardware for its generation. Soooooo what’s my point? Well idk. I’m gathering that some people wanted changes, others may not have. Maybe communication was poor or there’s been misinterpretation of ideas or requests made to the Developer. None of that matters. Here’s the deal. Like most Art shared with an audience or user there’s going to be subjective opinions on what’s “better” or whatever. That’s ok. Life would be fucking lame af if it weren’t like this. Because of this, Build 436 is better. No Build 429 is better. It’s all coming from a place of love and Passion (pun intended) about ts3 and Kinky World. You still with me?? So guys & gals. Lords & Ladies. You fine fine specimen reading this. I am of the logic performance should always outweigh just about everything else. We need as much performance as we can get out of this old 32bit game and KW running alongside haha I will be asking Jvsmith to revert the necessary code back to 436 to reduce autonomy and gain performance BUT ONLY IF it does not remove the players ability to tune the autonomy otherwise. ONLY IF. This is not final but I just want to be open with you that we’re going back to 436 performance so long as players can still adjust what they want accordingly. Alright thanks for coming to my TED talk. I love you all. See you soon 💋 5
Loveternity Posted February 7, 2025 Posted February 7, 2025 12 minutes ago, KinkyKatie89 said: So yeah Build 438 is comin’ ‘round the mountain when she cums. That made me smile way more than it should. Quote I made minor adjustments to the 0-100% tuning for both vaginal bleeding and police response. They, uh, worked but incorrectly up until now but shhhhhhhh don’t tell anyone! I won't tell anyone, but the male Sims in my game sort of know something's up with that. Quote Like most Art shared with an audience or user there’s going to be subjective opinions on what’s “better” or whatever. That’s ok. Life would be fucking lame af if it weren’t like this. True for more than just art. I don't want to get too philosophical, but no one can ever please everybody. That's why I firmly believe that when someone works on something they should have a clear "vision" of what their work is and what it isn't. If someone doesn't like it, they can look elsewhere! Quote I will be asking Jvsmith to revert the necessary code back to 436 to reduce autonomy and gain performance BUT ONLY IF it does not remove the players ability to tune the autonomy otherwise. That's fantastic! And personally I would not mind waiting as long as it takes for this to get done properly, because it sounds like a real challenge to have the best of both worlds. 2
Yoxgg04 Posted February 7, 2025 Posted February 7, 2025 8 hours ago, 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 😘 thank you youre doing great i hope to see it some day. 1
nitromon Posted February 7, 2025 Posted February 7, 2025 On 2/6/2025 at 1:23 AM, Loveternity said: Basically at some point between Denton's 426 and Jvsmith's 431, the motives xml changed so that all exhibition autonomy was blocked for all Sims apart from those that have the Exhibitionist trait. That is curious. I did notice that sims in 436 do not care if there are sims in the room when they engage in woohoo. And also they do not get interrupted either if a sim walks in. But it does seem strange that restoring this would slow down the performance by that much in game. Though I do have the exhibition on in the story progression, but I practically have every autonomy in the game disabled other than woohoo itself through interaction tuning. In 394, sims get stuck on these interactions easily. Hmm... if this is true, then I should try 437 again, this time disable the exhibition in the story progression and see if it runs similar to 436. 1
Loveternity Posted February 7, 2025 Posted February 7, 2025 @nitromon You might also want to experiment with reverting the change of the motives xml in the 437 version and see if that makes a difference, I made a post about that on Jv's thread. 2
KinkyKatie89 Posted February 7, 2025 Author Posted February 7, 2025 2 hours ago, Loveternity said: @nitromon You might also want to experiment with reverting the change of the motives xml in the 437 version and see if that makes a difference, I made a post about that on Jv's thread. @nitromon & everyone yes. I thought it was much more involved in the code than this but it’s not. Turns out this is the contributor to the performance dip people (myself included) are experiencing from 436 > 437. This setting is going back to “Exhibitionist” by default for Build 438. 3
Omicr0n Posted February 7, 2025 Posted February 7, 2025 (edited) 2 hours ago, KinkyKatie89 said: This setting is going back to “Exhibitionist” by default for Build 438. Would it make more sense to tie the exhibition motive to the in-game Story Progression: Exhibition setting, rather than making that change in the tuning? The story progression setting not doing anything is what lead to my confusion before. Could possibly add an additional option to the setting where the autonomy/motive is only enabled on sims with the Exhibitionist trait, and either make that or Disabled the default Edited February 7, 2025 by Omicr0n 1
Loveternity Posted February 7, 2025 Posted February 7, 2025 3 hours ago, KinkyKatie89 said: @nitromon & everyone yes. I thought it was much more involved in the code than this but it’s not. Turns out this is the contributor to the performance dip people (myself included) are experiencing from 436 > 437. This setting is going back to “Exhibitionist” by default for Build 438. I think "ExhibitionistReward" is a bit more practical since it doesn't interfere with normal traits. And we could simply give the reward trait via MC to as few or as many Sims as we like to indirectly determine how much performance each of us is willing to sacrifice for degeneracy. 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. 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
nitromon Posted February 8, 2025 Posted February 8, 2025 (edited) 8 hours ago, Loveternity said: @nitromon You might also want to experiment with reverting the change of the motives xml in the 437 version and see if that makes a difference, I made a post about that on Jv's thread. Thanks so much. I have some experiment to do. But just curious, I took at look at that thread and the picture you posted on the autonomy such as kinkydance, show panties, etc... all of that, are they the same tuning in the "interaction tuning" menu in game? Because those are the ones I have already disabled in the interactive tuning. If so, are you saying that those tuning do not work unless I have "reduced autonomy" turned on? Because I think they are already disabled since in 437 I do not see sims doing anything like removing panties, kinkydance, etc... Yah, I really did disable practically everything other than autonomous woohoo from 394. 394 was really buggy now in hindsite, sims get stuck in these interactions. There are a few new ones that were made after 394 which I just noticed such as autonomous asking someone to shave themselves. Perhaps I should hunt those down too. "See the traitSpecificity part the arrow is pointing to? Change it from Unknown to a trait that is never or rarely used so that only Sims with that trait will have exhibition autonomy. If you set it to Exhibitionist for example, only those with the normal trait will have it. If you set it to ExhibitionistReward, only those with the reward trait will." This looks promising! Edited February 8, 2025 by nitromon 1
Loveternity Posted February 8, 2025 Posted February 8, 2025 6 minutes ago, nitromon said: are they the same tuning in the "interaction tuning" menu in game? Because those are the ones I have already disabled in the interactive tuning. If so, are you saying that those tuning do not work unless I have "reduced autonomy" turned on? 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.
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
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