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Posted (edited)

!!!!IMPORTANT NOTE!!!!

 

My question "What version of the JVSmith files do you have" seemed very fair, because I just found out it 100% matters!

 

I (Toadify ;) ) have the march edit, and the files were finalized with the march edit, and everything worked fine as such. Seeing this problem pop up multiple times and getting sus I threw out the march update of the jvsmith files briefly, threw in the june update and - LO AND BEHOLD, SEAMS! Wobbly morphs!!!

 

Whenever the @Jvsmith files get updated, the cloned erect files seemingly get broken. If he doesn't mind, and after discussing it with @BorderofExtacy , we could provide the default bodyfiles from JVsmith's march update (just those, since i.e. the athletic bottom, which I have in my bodies xml, stays functional) in the BOE asset files.

 

(Pictures in spoiler)

 

 

Spoiler

March update: All is well! Ginger is minimum weight and max fitness, so seams will 100% show up on them, but everything looks clean!!!

 

TS32025-07-0919-20-51_935.thumb.png.8c2e8421517bb709777c93da88945025.png

 

June update:

(Same animation for max consistency)

(Ginger is much closer to medium here, as is their partner, and stuff still looks funky)

 

TS32025-07-1021-40-40_991.thumb.png.b15b2c72cdf37929e01d5b84a86489b7.png

 

Broken default erect form in CAS, sim is at about -0,5 in weight and + 0,7 in fitness;

 

Spoiler

TS32025-07-1021-46-54_413.thumb.png.58666ba0c1bdbf3cf43625a4978b5c09.png

 

Edited by Scubasuit
Posted
4 hours ago, Scubasuit said:

!!!!IMPORTANT NOTE!!!!

 

My question "What version of the JVSmith files do you have" seemed very fair, because I just found out it 100% matters!

 

I (Toadify ;) ) have the march edit, and the files were finalized with the march edit, and everything worked fine as such. Seeing this problem pop up multiple times and getting sus I threw out the march update of the jvsmith files briefly, threw in the june update and - LO AND BEHOLD, SEAMS! Wobbly morphs!!!

 

Whenever the @Jvsmith files get updated, the cloned erect files seemingly get broken. If he doesn't mind, and after discussing it with @BorderofExtacy , we could provide the default bodyfiles from JVsmith's march update (just those, since i.e. the athletic bottom, which I have in my bodies xml, stays functional) in the BOE asset files.

 

(Pictures in spoiler)

 

Broken default erect form in CAS, sim is at about -0,5 in weight and + 0,7 in fitness;

 

 

 

Guys, it's completely obvious. It's not for nothing that I wrote in the information on my mod:
"Important note:
This is default replacements mesh mod. You can only have ONE default replacement mod per mesh."

Either you use my mod, or others. My sliders won't work with third-party meshes, if you want to use other meshes, then make your own sliders, it's actually not difficult.

Posted (edited)
2 hours ago, Jvsmith said:

 

 

Guys, it's completely obvious. It's not for nothing that I wrote in the information on my mod:
"Important note:
This is default replacements mesh mod. You can only have ONE default replacement mod per mesh."

Either you use my mod, or others. My sliders won't work with third-party meshes, if you want to use other meshes, then make your own sliders, it's actually not difficult.

The erect forms aren't default replacements, they have different casps/instance codes and everything.  And they work if the version of your stuff is right. But they glitch out when the version isn't the exact same. People were having issues because they got the june update of the defaults while the erect meshes were built on the march update. It's just the erect forms (the butt geoms and such are taken from the default & the peen geom is echanged for a permanently erect one, btw sliders still work) that act up, the non-erect works totally fine. Your defaults, still the only defaults in the game, are totally ok. 

 

People never have two defaults, since the erect forms aren't defaults. They are completely different casparts, which are linked through an "outfit" file to the defaults, and they break when the linked default (even if casp instance etc is still the same) gets replaced. This is on our end, and simply means we need to make sure that the defaults and the erect forms made from the default's meshes are from the same update. I have proposed for the basic butt to also be a non-default so only non-defaults are connected to the outfit with non-erect and erect system (as i.e. the athletic butt never has issues) but BOA was unsure about it.

 

I have countless pics of there being zero issues with this system's erect forms + the march update defaults.

Edited by Scubasuit
Posted
16 minutes ago, Scubasuit said:

The erect forms aren't default replacements, they have different casps/instance codes and everything.  And they work if the version of your stuff is right. But they glitch out when the version isn't the exact same. People were having issues because they got the june update of the defaults while the erect meshes were built on the march update.


I don't understand why you need a separate mesh for an erect penis at all, if the same thing can be achieved with sliders? And even its shape is not much different. What's the point? And what exactly do you want from me? For me to fix someone else's mod? Or for me to somehow miraculously achieve compatibility of my sliders with all possible meshes? Alas, this is impossible.

Posted (edited)
32 minutes ago, Jvsmith said:


I don't understand why you need a separate mesh for an erect penis at all, if the same thing can be achieved with sliders? And even its shape is not much different. What's the point? And what exactly do you want from me? For me to fix someone else's mod? Or for me to somehow miraculously achieve compatibility of my sliders with all possible meshes? Alas, this is impossible.

 

We don't want anything from you!

 

We were simply planning to include the defaults from the march update with the BOA files, to ensure that compatability ourselves, and update the erect forms (and include the new defaults) every 2 - 3 updates from you. You don't need to do anything. I just tagged you to make you aware.

 

The erect & non erect casparts system was done for these reasons:

 

1) When "exclude invalid positions" is enabled in passion, only the default penis gets recognized as a penis, the athletic and slim butt penises don't get recognized as penises, and this system solves that. It's all in the "bodies" xml. 

2) the long-term ability to include non-erect and erect forms of...Alternative...Penis & butt shapes (all non defaults, obviously) for i.e. aliens and other supernaturals, all recognized as penises even when "exclude invalid positions" is enabled. I've also made a sheer babydoll dress with non-erect and erect form penis casparts and made an outfit file out of it etc that gets 100% recognized as a penis with this system, yay!

 

Basically, ensuring sims with penises don't do animations where they're fingering a non-existent vag, and that they do animations where their own peen does stuff. 

 

and it's all still 100% compatible with sliders.

 

A sim being erect form caspart hard + slider hard gives this funny result: 

Spoiler

TS32025-06-2713-52-13_464.thumb.png.6027ce572bf8eaa90a82dbb182f45e35.png

 

 

Edited by Scubasuit
Posted (edited)

Babydoll dress (was a 3-group item lol, with the extra group needed for the penis and the group needed for the 3D sheer skirt), recognized as penis with "exclude invalid positions" enabled, so the sim would never perform animations that have the wrong anatomy for them:

 

Note that the erect form penis shape got altered after this.


 

Spoiler

TS32025-04-2615-47-18_043.thumb.png.c213af7f95bed28bfaa724caf40bb653.png

TS32025-04-2615-47-39_395.thumb.png.6b446c96dbe3dcd9db0671c6297a400c.png

TS32025-04-2615-48-10_269.png.c9897b3d4460e4611b61f59ffb31b3a4.png

 

 

 

So, this system would ensure that people who make nsfw cc their stuff always gets recognized as a dick if it has a dick, inspired by the sims 4 system. Making all sorts of lingerie etc as well as alienesque stuff work fine.

 

Edit: Granted, since the original slider-hard system also still works, imo it could be better if we left the defaults alone and only included non-defaults (including one with the "basic" butt mesh) in this, so only making erect forms for the non-defaults, but BOA was unsure about that.

 

Edited by Scubasuit
Posted
9 minutes ago, Scubasuit said:

 

We don't want anything from you!

 

We were simply planning to include the defaults from the march update with the BOA files, to ensure that compatability ourselves, and update the erect forms (and include the new defaults) every 2 - 3 updates from you. You don't need to do anything. I just tagged you to make you aware.

 

The erect & non erect casparts system was done for these reasons:

 

1) When "exclude invalid positions" is enabled in passion, only the default penis gets recognized as a penis, the athletic and slim butt penises don't get recognized as penises, and this system solves that. It's all in the "bodies" xml. 

2) the long-term ability to include non-erect and erect forms of...Alternative...Penis & butt shapes (all non defaults, obviously) for i.e. aliens and other supernaturals, all recognized as penises even when "exclude invalid positions" is enabled. I've also made a sheer babydoll dress with non-erect and erect form penis casparts and made an outfit file out of it etc that gets 100% recognized as a penis with this system, yay!

 

Basically, ensuring sims with penises don't do animations where they're fingering a non-existent vag.

 

and it's all still 100% compatible with sliders.

 

A sim being erect form caspart hard + slider hard gives this funny result: 

  Hide contents

TS32025-06-2713-52-13_464.thumb.png.6027ce572bf8eaa90a82dbb182f45e35.png

 

 


Ok, I understand why a separate mesh is needed, in fact, such a problem can be solved by correctly calling morphs in the mod code. But this method is also possible, although it is a strange hack. In this case, either make separate BGEO and BBLN morphs for your bottom meshes, and do not call the default ones in CASP. Or do not make a BottonNude_lod(x) mesh at all. Make only a custom mesh for the penis BottomNude_lod(x)_1 and register it in VPXY with the default bottom mesh but with a custom penis mesh. In this case, you will not have to worry about compatibility. So the erect penis will be correctly displayed with absolutely any default bottom mesh and you will not need to make separate morphs. Such a package file will contain only penis meshes, a CASP resource with the correct links to the correct morphs and a VPXY resource. And if you want your penis mesh not to react to sliders, just renumber it with other VertexIDs that do not overlap with the default ones. I hope I wrote it clearly, detailed explanations of mechanics are not my strong point, alas ;) If something is not clear, ask additional questions.

Posted (edited)
13 minutes ago, Jvsmith said:


Ok, I understand why a separate mesh is needed, in fact, such a problem can be solved by correctly calling morphs in the mod code. But this method is also possible, although it is a strange hack. In this case, either make separate BGEO and BBLN morphs for your bottom meshes, and do not call the default ones in CASP. Or do not make a BottonNude_lod(x) mesh at all. Make only a custom mesh for the penis BottomNude_lod(x)_1 and register it in VPXY with the default bottom mesh but with a custom penis mesh. In this case, you will not have to worry about compatibility. So the erect penis will be correctly displayed with absolutely any default bottom mesh and you will not need to make separate morphs. Such a package file will contain only penis meshes, a CASP resource with the correct links to the correct morphs and a VPXY resource. And if you want your penis mesh not to react to sliders, just renumber it with other VertexIDs that do not overlap with the default ones. I hope I wrote it clearly, detailed explanations of mechanics are not my strong point, alas ;) If something is not clear, ask additional questions.

 

Okay, thank you!

 

This is all still very experimental. But since it worked (with the march update...) BOA decided to release it as such. It's definitely still prone to updates, but we wanted to make sure penises get read by the game as penises and vaginas and vaginas and both as both and that for sims of all genders (i.e. a dick put on a female body also gets properly recognized as a dick), and that's +- the case now. When BOA is awake & has the spoons they'll likely look into this. (I am in Europe, they're in America)

 

 

Edited by Scubasuit
Posted
17 minutes ago, Scubasuit said:

 

Okay, thank you!

 

This is all still very experimental. But since it worked (with the march update...) BOA decided to release it as such. It's definitely still prone to updates, but we wanted to make sure penises get read by the game as penises and vaginas and vaginas and both as both and that for sims of all genders (i.e. a dick put on a female body also gets properly recognized as a dick), and that's +- the case now. When BOA is awake & has the spoons they'll likely look into this. (I am in Europe, they're in America)

 

 


That is why Oniki KW initially did not try to recognize the presence of the correct body parts in a sim, because it is almost impossible with the existing huge variety of body mods, and was limited only to calling Cmar sliders and a whole trunk of additional Sim properties is used in separate custom SimData classes to store gender and other features, which wildly complicates and weighs down the mod, but allows you not to worry about compatibility with a bunch of different default and non-default meshes. In the reworked versions, this is no longer the case, Denton added the ability to connect non-default meshes and save them in the SimData properties. I've tweaked this system a bit and added my own non-default meshes as an example for creating and using correct custom bodies. If you carefully study the contents of the files with athletic and slim bodies in my mod, you will understand how to make custom bodies that will not conflict with the default ones.

  • 3 weeks later...
Posted

My sims still have a censor and they stand merged into each other when i try making them do any erotic animation. I cant seem to find any solution, has anyone had this issue?

Posted
On 7/31/2025 at 5:35 PM, jennyjen124 said:

My sims still have a censor and they stand merged into each other when i try making them do any erotic animation. I cant seem to find any solution, has anyone had this issue?

Decensoring has never been a part of Passion. There are many different mods out that allow you to remove the censor blur. One of them is listed under "Other Mods" on this post of the original Passion thread:

 

https://www.loverslab.com/topic/82485-passion-requires-patch-level-163/#findComment-1971844

  • 2 weeks later...
Posted

Thanks for improving upon passion! KW had too many extreme fetishes for me to feel comfy downloading like animals and non-con, but the original passion always had a few rough spots like vampires that'd bug out and tank entire families relations with each other. It's nice to see an upgrade roll around that gives a more simple woohoo session.

 

Posted
On 8/17/2025 at 8:42 AM, elixdude said:

so i tried the new version but it ends up the sims like having a seizure or something lol...

how so? i had someone submit a report via DM that something similar happens to plumbots, but i wasn't sent a visual . regardless i haven't been able to look into it yet because ive been quite sick 🙇‍♂️

Posted
9 hours ago, BorderofExtacy said:

how so? i had someone submit a report via DM that something similar happens to plumbots, but i wasn't sent a visual . regardless i haven't been able to look into it yet because ive been quite sick 🙇‍♂️

 

Here you go, I can't post mp4 here so I use zip instead

preview.zip

  • 2 weeks later...
Posted
16 hours ago, bobplum said:

In my game it looks the same. Sims start an animation and one second later they switch to the next one without any input. I tried to disable all autonomy, but it didn't help. 

i'd say try changing the settings related to randomization length - i need to double check but i believe it's set quite low by default and i hadn't gotten around to fixing that. if the issue persists let me know!

Posted (edited)
19 hours ago, BorderofExtacy said:

i'd say try changing the settings related to randomization length - i need to double check but i believe it's set quite low by default and i hadn't gotten around to fixing that. if the issue persists let me know!

 

That kinda fixed it, but now when I changed position it has this error

image.png.a456a2ded93b7016310d92d02ff5161b.png

 

And the animation end immediately.

Edited by elixdude
Posted
On 9/1/2025 at 3:20 PM, BorderofExtacy said:

i'd say try changing the settings related to randomization length - i need to double check but i believe it's set quite low by default and i hadn't gotten around to fixing that. if the issue persists let me know!

Not op but I came in here because the sims were rapid switching between positions after one animation loop. Made the randomization length much longer (1 minute in game by default) and it seemed to fix the issue!

Posted

not sure how many people have eyes on this thread itself, but figured i'd get potential opinions.

 

the next update i was going to try and tackle a few things - updating the settings being one of them, especially considering the current default settings cause the rapid switching.

my question is; would people prefer a 'flat' settings interface (ie how it is currently, no sub-menus) or a 'nested' one, like in nraas mods where settings are in more specific sub menus?

 

despite being so simple on the end user's side, the code around the settings is a bit of a mouthful to go about changing either way so figured i'd see what people prefer first!

Posted
On 9/8/2025 at 12:14 AM, BorderofExtacy said:

not sure how many people have eyes on this thread itself, but figured i'd get potential opinions.

 

the next update i was going to try and tackle a few things - updating the settings being one of them, especially considering the current default settings cause the rapid switching.

my question is; would people prefer a 'flat' settings interface (ie how it is currently, no sub-menus) or a 'nested' one, like in nraas mods where settings are in more specific sub menus?

 

despite being so simple on the end user's side, the code around the settings is a bit of a mouthful to go about changing either way so figured i'd see what people prefer first!

 

I prefer nraas mods interface more tbh :)

Posted
On 9/7/2025 at 12:14 PM, BorderofExtacy said:

not sure how many people have eyes on this thread itself, but figured i'd get potential opinions.

 

the next update i was going to try and tackle a few things - updating the settings being one of them, especially considering the current default settings cause the rapid switching.

my question is; would people prefer a 'flat' settings interface (ie how it is currently, no sub-menus) or a 'nested' one, like in nraas mods where settings are in more specific sub menus?

 

despite being so simple on the end user's side, the code around the settings is a bit of a mouthful to go about changing either way so figured i'd see what people prefer first!

I could go either way; navigating nraas is hell for me since im very not used to it, but i suppose as long as there's documentation for every major menu i can adapt.

Posted

Just installed this version and I got the 1-2 secs animation changes, tried with a 10 min for each animation and I got this:

 

BTW: I dont have any sequences (hell, I dont even know how to use those so I leave it at default)

Video-16.zip

Posted

I posted a video before this message but it seems it needs to be approved first, it was about an error like the other guys with animations changing every 1-2 secs but I also found a script error if you want to check it:

 

Spoiler

<?xml version="1.0" encoding="utf-8"?>
<NRaas.ErrorTrap>
<ModVersion value="100"/>
<BuildVersion value="0.2.0.209"/>
<Installed value="BaseGame, EP1, SP1, EP2, SP2, EP3, SP3, EP4, SP4, SP5, EP8, EP9, EP11"/>
<Enumerator value="3"/>
<Content>


-- Script Errors --


Object:

 Name: Mara Talley
 Type: Sims3.Gameplay.Actors.Sim
 Object id: 0x2f2000e7aa7c7ca0
 Position: (870.4999, 37.2330, 1053.5000)
 Room id: 2
 Level: 0
 Flags: InWorld, IsUsed
 Lot: Sims3.Gameplay.Core.Lot
 Lot Name: Twinbrook Lakefront Wellness Center
 Lot Address: 65 Sand Road
 IsValid: True
 World: NonShipping
 OnVacation: False
 Season: Summer
 Posture: S3_Passion.PassionPosture+Normal
 Household: Shinn
 LotHome: That 70’s House
 Active Actor
SimDescription:

 Name: Mara Talley
 Age: YoungAdult
 Gender: Female
 SimDescriptionId: 3395715114035084432
 LotHomeId: 0
 HomeWorld: NonShipping
 Proper Genealogy
 Valid: True
 Species: Human
 Household: Shinn
 Occult: None
 Alien: 0.007262904
 Career: Culinary (1)
 School: <None>
 Lot: That 70’s House
 Address: 65 Golf View Road
 Skill Charisma: 2
 Skill Cooking: 5
 Skill Guitar: 0
 Skill Handiness: 3
 Skill Logic: 10
 Skill Learn to Talk: 1
 Skill Nerd Influence: 2
 Skill Chess: 2
 Skill Social Networking: 0
 Skill Arcade Machine: 4
 Skill Writing: 0
 Skill Homework: 5
 Skill Peg Box: 3
 Skill Blocks: 3
 Skill Cooking: 3
 Skill Photography: 0
 Trait Workaholic
 Trait Simmunity
 Trait Nerd
 Trait Schmoozer
 Trait Heavy Sleeper
 Trait Ambitious
 Trait Friendly

Interactions:
1: Passioning
CowGirl
S3_Passion.Passion+Interactions+PassionLoop+Definition
S3_Passion.Passion+Interactions+PassionLoop+Definition
High

 Counter: 2
 Sim-Time: Fri. at 6:02 PM
 Start-Time: 09/16/2025 17:19:42
 PreLoadup-Time: 09/16/2025 17:21:18
 Loadup-Time: 09/16/2025 17:21:51
 Log-Time: 09/16/2025 20:14:17

System.NullReferenceException: A null value was found where an object instance was required.
#0: 0x00b0d callvirt   in S3_Passion.Passion+Player:DoLoop () ()
#1: 0x00009 stloc.u1   in S3_Passion.Passion+Interactions+PassionLoop:Run () ()
#2: 0x000db stloc.u1   in Sims3.Gameplay.Interactions.Sims3.Gameplay.Interactions.InteractionInstance:RunInteractionWithoutCleanup () ()
#3: 0x00348 stloc.u1   in Sims3.Gameplay.ActorSystems.Sims3.Gameplay.ActorSystems.InteractionQueue:ProcessOneInteraction () ()
#4: 0x0011c stfld.u1   in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.Sim:DoInteraction () ()
#5: 0x00015 br.s       in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.Sim:Simulate () ()
#6: 0x00027 leave.s    in ScriptCore.ScriptCore.ScriptProxy:Simulate () ()

 

Loaded Assemblies:
 Arsil_CustomTraitsManager
 Arsil_ToddlerSleepingMat
 AutoSave
 Battery.Abductor
 Battery.Utility
 Buzz_CleanAllForEveryOne
 Buzz_MoodFix
 ConsortScriptModGeneric
 LazyDuchess.PuddingFaceFix
 NRaasAntiMagicScroll: Version 9
 NRaasConsigner: Version 22
 NRaasErrorTrap: Version 100
 NRaasGoHere: Version 44
 NRaasMasterController: Version 134
 NRaasMasterControllerCheats: Version 134
 NRaasMover: Version 29
 NRaasOverwatch: Version 123
 NRaasRegister: Version 81
 NRaasRetuner: Version 10
 NRaasShooless: Version 18
 NRaasSleepFreedom: Version 21
 NRaasStoryProgression: Version 267
 NRaasStoryProgressionMoney: Version 267
 NRaasWoohooer: Version 129
 NRaasWoohooerKamaSimtra: Version 129
 Passion
 ScriptCore
 SimIFace
 Sims3GameplayObjects
 Sims3GameplaySystems
 Sims3Metadata
 Sims3StoreObjects
 SimsMxHospitalOverhaul
 Skydome_EveryoneCanCarryChild
 StoreObjectsGalleryShopBase
 StoreObjectsGalleryShopDoor
 StoreObjectsToyMachine
 System
 System.Xml
 UI
 cmar.morphingPenis
 cmarXmods.PregnancyController
 mscorlib
</Content>
</NRaas.ErrorTrap>

 

Posted

I'm not a script error expert, but it looks like passion failed to engage the 2nd sim with that animation. Probably--although I don't see evidence for it here, it does happen a lot with this kind of thing--because the other sim got called away to perform some other interaction before Passion could find it. I don't know how to fix the null value errors, but usually they go away on their own when I'm fixing other problems.  The second sim is usually mentioned in Passion script error reports, so my guess is that that sim dropped out of the picture right away after the animation was requested.

 

That being said, you've also got some out of date Nraas mods, which may not match well with the current ones you have. It's worth while to keep all of the mods up to date by downloading them from the source:  https://nraas.net/community/

 

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