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Question about gender/role selection


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Posted

This is kind of a question for the community as a whole because I don't entirely know all the settings for WW.  Is there any way to adjust a % of who does what role?  Full context my sim is gay and versatile but if two sims are set to the role "dynamic" mine will ALWAYS be top.  (I don't entirely mind if but for immersion I was wondering if there way a more detailed way to change this)

 

If there isn't that is fine but there was a weird AI generated answer when I tried to look it up on Google that there IS a setting for it.  (I don't think there is but I wanted to ask, I'm dyslexic and sometimes struggle navigating menus)

Posted

I haven't seen any options like this. Would be nice, though, and I'll be following the thread to find out if I just haven't looked hard enough; my main Sims a gay couple and both are vers. At the moment I use the "swap position" (or "switch position"; can't remember the exact words) option when it doesn't start how I want.

Posted

The animations seem to be broken down into "M". "F", or "B" (both, or either), and by tags (anal, oraljob, cowgirl, passionate, etc.). WW Animation Picker chooses from available animations based upon involved sims gender role or sexual preference or both depending on how you have it configured. Which is why sometimes a "M-F" or "M-B" animation will have a female equip a strap-on and take the M role if both sims' roles and preferences settings are compatible with that. It's also why you sometimes get that "The Animation Picker could not find... etc." error.

 

If you drill down into the settings (both global and individual) you can tweak a lot of different things that might have the end result of limiting the animation picker to only what you want to see, or allow even broader animation compatibility between your sims. Just keep track of what you change, so you can undo it, because it's possible to break it so your sims are incompatible with all of your animations, and then they won't have sex at all.

 

I don't think the animation authors tag their animations in a way I would personally consider accurate (some that are tagged "rough" or "forced" seem pretty vanilla to me), and therefore the Animation Picker can be very hit-or-miss. If you don't want to micro-manage the animations the way I end up doing, your best bet might be to make a couple of Playlists with ones you think are appropriate for your sim's relationship, and just run those instead of letting WW pick them at random. Even then you may still find yourself having to do a "Switch Places with..." command from time to time.

 

I wish someone would tell me what the "Sexual Role" setting actually does. It does not seem to affect the Animation Picker at all that I can observe. I made a female sim and set her as "Top", and set her male partner as "Bottom" expecting to see only animations where the female is leading, but that isn't what happens, so I'm not really sure what that setting even does. The only observable thing it seems to actually do, is determine who lifts whom when I select the Physical Intimacy > Squeeze interaction. I wish it worked on Passionate Kiss too, because watching a five foot, ninety pound woman dip kiss a six foot, two hundred pound man is just... really weird.

Posted (edited)
40 minutes ago, PeterMcPhallus said:

The animations seem to be broken down into "M". "F", or "B" (both, or either), and by tags (anal, oraljob, cowgirl, passionate, etc.). WW Animation Picker chooses from available animations based upon involved sims gender role or sexual preference or both depending on how you have it configured. Which is why sometimes a "M-F" or "M-B" animation will have a female equip a strap-on and take the M role if both sims' roles and preferences settings are compatible with that. It's also why you sometimes get that "The Animation Picker could not find... etc." error.

 

If you drill down into the settings (both global and individual) you can tweak a lot of different things that might have the end result of limiting the animation picker to only what you want to see, or allow even broader animation compatibility between your sims. Just keep track of what you change, so you can undo it, because it's possible to break it so your sims are incompatible with all of your animations, and then they won't have sex at all.

 

I don't think the animation authors tag their animations in a way I would personally consider accurate (some that are tagged "rough" or "forced" seem pretty vanilla to me), and therefore the Animation Picker can be very hit-or-miss. If you don't want to micro-manage the animations the way I end up doing, your best bet might be to make a couple of Playlists with ones you think are appropriate for your sim's relationship, and just run those instead of letting WW pick them at random. Even then you may still find yourself having to do a "Switch Places with..." command from time to time.

 

I wish someone would tell me what the "Sexual Role" setting actually does. It does not seem to affect the Animation Picker at all that I can observe. I made a female sim and set her as "Top", and set her male partner as "Bottom" expecting to see only animations where the female is leading, but that isn't what happens, so I'm not really sure what that setting even does. The only observable thing it seems to actually do, is determine who lifts whom when I select the Physical Intimacy > Squeeze interaction. I wish it worked on Passionate Kiss too, because watching a five foot, ninety pound woman dip kiss a six foot, two hundred pound man is just... really weird.

I had the Sexual Role thing working for sex, but only with a gay male couple (I only play male Sims). The one designated Top routinely took the top position and the Bottom took, well, the bottom lol. So I would guess that it only has an impact if the Sims are of the same gender, in which case it says who should be in what position. It's sort of like a secondary gender check in that way, I guess, where gender is checked first, then role, but the role is disregarded if it's a M/F animation?

 

I agree with the tagging thing. I was irritated that almost all foot fetish animations I could find were tagged M/F, even ones that had nothing to do with anatomy, so I changed the tags myself in S4S so that anything marked "female" but without any anatomical involvement (for lack of a better term) would be marked "both". But because I can't preview the animations in S4S, I have to do a lot of guesswork and/or rely on my memory, which is why I haven't tried more extensive tagging modifications for my personal use. Plus then any time an animator updates their animations, I'd have to port my changes over, and that's just a bit of a pain lol.

Edited by FutureGhost3888
Posted

I think Context tags are one of those YMMV situations. But I have something like 10,000 animations to choose from, and zero compulsion to go through them all and fix perceived tagging errors, especially when one package file might include hundreds of individual animations, and I expect that I probably have duplicate animations in different package files from the same creator. I do still enjoy occasionally hitting the "Random" button and seeing an Animation I've not seen before.

 

I have never opened an animation package in S4S, because I worry about breaking it. S4S is a great little program for managing CC, but it's only slightly more intuitive than Blender. I've broken more than one CC in S4S just trying to change the Category or Price of something, never mind editing tunings or XML or whatever. As a general rule, I eschew tutorials, but with this stuff, I find I need them because it isn't really clear what are valid variables for a given field, and what effect changing something will have, including breaking the thing completely. Obviously I only edit copies and have backups of the originals, but if I monkey around blindly and end up breaking it to the point that I have to resort to a backup, I've essentially wasted my time and accomplished nothing. It doesn't even count as a learning opportunity, because most of the time I can't tell exactly why my edit broke it.

 

Somewhere out there is a Google Sheet that has a list of every WW animation ever made, and detailed information about each, including the name of the package file they're in, and even whether or not they're paywalled. I suggest downloading a copy of it, and then you can edit and add notes to keep track of your local files.

Posted (edited)
39 minutes ago, PeterMcPhallus said:

I think Context tags are one of those YMMV situations. But I have something like 10,000 animations to choose from, and zero compulsion to go through them all and fix perceived tagging errors, especially when one package file might include hundreds of individual animations, and I expect that I probably have duplicate animations in different package files from the same creator. I do still enjoy occasionally hitting the "Random" button and seeing an Animation I've not seen before.

 

I have never opened an animation package in S4S, because I worry about breaking it. S4S is a great little program for managing CC, but it's only slightly more intuitive than Blender. I've broken more than one CC in S4S just trying to change the Category or Price of something, never mind editing tunings or XML or whatever. As a general rule, I eschew tutorials, but with this stuff, I find I need them because it isn't really clear what are valid variables for a given field, and what effect changing something will have, including breaking the thing completely. Obviously I only edit copies and have backups of the originals, but if I monkey around blindly and end up breaking it to the point that I have to resort to a backup, I've essentially wasted my time and accomplished nothing. It doesn't even count as a learning opportunity, because most of the time I can't tell exactly why my edit broke it.

 

Somewhere out there is a Google Sheet that has a list of every WW animation ever made, and detailed information about each, including the name of the package file they're in, and even whether or not they're paywalled. I suggest downloading a copy of it, and then you can edit and add notes to keep track of your local files.

Not a bad idea! I've never modded before doing Sims 4 stuff recently (unless using the Transmogrifier for TS1 or SimsPE for TS2 counts lol), but I've picked up pretty quickly on editing XML stuff at least.  I haven't used any tutorials but use other mods as templates, basically; if one mod made a similar change to I want, then I use that as a template. I've also taken to modifying mods so they don't conflict, like combining tuning changes onto one then deleting the tuning in the other. Most of the time I've had no problem, but there is a bit of a learning curb.

 

I've actually made a few mods for my own use now – the most "involved" one was just to fix something that's bugged me since hot tubs were added – if a Sim has a "bladder failure" in the hot tub, there's a special animation, but they get the same buff as though they wet their pants. I noticed this was never changed recently, despite peeing in the pool or ocean having appropriate buffs, so I managed to change the buff for the hot tub one to the pool one (then changed the buff text string so that it references peeing in water instead of the pool specifically).

 

I do have a problem with S4S crashing with really big files, though. Like I can open Basemental Drugs, for example, but as soon as I try to sort the instances, the app crashes, so I have to unmerge it before editing anything (I actually didn't even edit that one in the end because I realized my problem was my own fault lol). I do have one document where I keep track of others' mods I've changed for conflict reasons so I can edit them each time they update. I should restructure it; it started out as a document just to remind myself I fixed the current clutter bug for the game (a few decor items not showing up in catalog and being unable to be copied with the eyedropper tool) and to remove my fix when/if EA fixes it.

 

So opening a WW animations file wasn't too bad; I just made sure not to edit any actual animations or clips or anything; I only edited the Snippet Tuning. I don't know anything about animations themselves lol. I've also never used Blender, though I do apparently own it (it's on my Steam and I can't recall why lol). Might try my hand at using that in the future.

Edited by FutureGhost3888
Posted

Obviously I would never share anything I've edited, especially CC made by other creators. It's only on my local disk, and for my personal use. I usually throw a _{my initials} on the end of the package filename, so I know what I've edited.

 

I'm actually pretty good at editing textures, and I have quite a bit of CC that has more swatches than they came with. I've also cloned stuff to create duplicates with different ambiances or need modifiers. You played Sims1? Do you remember The Rejuvenator? It was an opaque black shower clone with sci-fi lights all over it that maxed all your needs? I cloned a base game chair that does the same thing.

 

I've also used Blender to successfully edit a couple of meshes . I edited a Hair CC that I really liked, removing two locks of hair that fell in front of the body, because of terrible clipping. That one turned out really well. Later, I took two tops, one with a neckline I liked and another with sleeves I liked, and bashed them together in Blender. That took me six hours to get right, and I'm still only 80% happy with the result.

 

The only thing I can't seem to figure out, is how to make something with copied but uniquely named tuning(s) (so it does not require the object it was cloned from to be present), import modified mesh/texture(s), and then have it show up in the game as intended. I keep missing a step or something, I think.

 

 

 

Posted (edited)
32 minutes ago, PeterMcPhallus said:

Obviously I would never share anything I've edited, especially CC made by other creators. It's only on my local disk, and for my personal use. I usually throw a _{my initials} on the end of the package filename, so I know what I've edited.

 

I'm actually pretty good at editing textures, and I have quite a bit of CC that has more swatches than they came with. I've also cloned stuff to create duplicates with different ambiances or need modifiers. You played Sims1? Do you remember The Rejuvenator? It was an opaque black shower clone with sci-fi lights all over it that maxed all your needs? I cloned a base game chair that does the same thing.

 

I've also used Blender to successfully edit a couple of meshes . I edited a Hair CC that I really liked, removing two locks of hair that fell in front of the body, because of terrible clipping. That one turned out really well. Later, I took two tops, one with a neckline I liked and another with sleeves I liked, and bashed them together in Blender. That took me six hours to get right, and I'm still only 80% happy with the result.

 

The only thing I can't seem to figure out, is how to make something with copied but uniquely named tuning(s) (so it does not require the object it was cloned from to be present), import modified mesh/texture(s), and then have it show up in the game as intended. I keep missing a step or something, I think.

 

 

 

Of course I remember the Rejuvenator! Still use it when I play lol. It was too hard to keep Sims alive and happy enough to do more than just work and survive otherwise. I actually was 5 when I started playing TS1 - my cousin gave me  her copy at Thanksgiving in 2000. I remember being afraid I'd get in trouble on the Sims site for being so young so I tried to make myself sound like a "cool teenager" by giving myself the super cool (/s) name of "cooldood555"... it's still my EA username lmao.

ETA: Since you're familiar with Simslice... do you remember those tomato guards or whatever they were? IIRC they used to beat up and scare away annoying NPCs like Burglars... I'm getting a wave of nostalgia right now lol

 

That's really cool that you've done all that! I'm very impressed by Blender stuff because I feel like even if I could figure it out, I'd probably not be very good at it. I have DAZ3D and I use it to model characters for drawings I do (better than the old wooden statue things lol), but I just sucked at adjusting things to look decent. But then again, if I'm just using it for my own purposes, it doesn't matter if it's super good-looking lol.

 

I might have an idea of how to do the tuning thing? I know if I open an object in S4S and go to the Tuning tab of the Studio, I can hit "Customize" and it'll basically fill in a custom tuning name for the object, using my creator name at the start. If I hit "OK", then "Apply to ALL Swatches", I can go to the Warehouse section and the Object Tuning in there will be the one I just set. I would think from there you can just copy and paste everything below the first two lines (the xml version one and the one that names the object tuning) from the object you're copying from? For the meshes and textures I'm not sure but I would think you could just import them in the Studio section under their respective tabs? Even with Blender installed I can't get S4S to recognize it atm, so I can't test the meshes, but I tried altering the textures along with this altered tuning and it seems to work.

Edited by FutureGhost3888

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