BiterBit Posted March 21 Posted March 21 View File Oniki's Kinky World Build 451 v0.9.7 - LoversLab Edition [BiterBit's QoL] Introduction (March 2026) Hi everyone. It's BiterBit here! I'm not very new to LoversLab, I've been around here for ages, but I'm pretty fresh on Sims 3 modding instead. Nonetheless, I've always loved The Sims 3 and also Oniki's Kinky World since the first years it came out and I always loved playing with it. After having myself involved in some programming stuff, lately I've spent a lot of time trying to find some tunings I thought the mod really really needed, at least in my experience, so I created new builds (from branch, of course) for anyone to (possibly, hopefully) enjoy the changes. ------------------------------------------------ IMPORTANT: 443 is a branch developed from @KinkyKatie89's Oniki's Kinky World Build 442 v0.8.3 - LoversLab Edition [Katie'sExpansion] 0.8.3 - and I started my edits from that specific build. Nothing of what I did would have ever been possible without her, @Omicr0n, @Chrissy90 , @Loveternity, @Clydie , @MaryJane and of course @Jvsmith and @Denton47 who shared important parts of this project all along. And clearly, clearly, this would never have been possible without the heritage that @OnikiKay originally left to this world with this mod. So thank you, because I think this is one of the greatest mods ever created. ------------------------------------------------ I clearly also included my source code in the zip files and I worked hard to ensure to maintain the most relevance to the original code without drastic changes. This build is purely born with an intention of accessibility, through minor features and bug fixing, and before realizing it could damage someone's progress. I'll always be available for ANY kind of clarification, adjustment, cooperation, edit or anything else. ------------------------------------------------ IMPORTANT DISCLAIMERS 1) For older builds, an optional "ONIKI_KinkyMod.package" to replace the original is available if your PC has a different language than EN or IT and you want the mod to work esclusively in EN (English) complete text. Check it out at the bottom. If anyone dedicates their time translating native language strings with s3se STBL Editor by Inge, or equivalent tool, please contact me and I'll include them in another versioning. 2) Starting from build 445, I preferred to just have individual info sections for build releases, the first section below is instead shared between 442-444 variants, with notes. 3) Please, look at the "Known animations for Kinky World" section to download updated version for animations. Starting from build 450 a "Scan for packages" feature has also been added to avoid typing in manually the XMLs name! It takes about 6 minutes, but then you can save your settings (export them) and reimport them in every save so you'll have every anim package ready at first! 4) Along with point 3, there's also a very important "CAS needed resources" section for CMAR resources (without them, most things won't work) and a section for the "ONIKI_Videos.package" required for TV channels to work properly!! ----------------------------------------------- WHAT'S NEW IN 443? Many things!! 1) "Household Sims always accept player inputs" (443 v0.8.5+) This is a new setting located in the "WooHoo" or "Sex" section, probably the one I'm mostly proud and happy for. What does it do? At great request (I guess, it surely was my request) it always lets you control your Sims, avoiding the "No, I don't want to do that". It bypasses the "Autonomy" setting for NPCs so you're always able to command YOUR HOUSEHOLD SIMS. This means that you can now leave "High" autonomy option ON everytime, because this new setting (default=true) allows YOUR inputs to make YOUR Sims to ALWAYS accept your commands (not "every" Sim, that's "always accept"), so just like the base game of The Sims 3 was intended (where Sims do not refuse your inputs). This is COMPLETELY REVERTABLE and legacy-friendly, so you just need to disable this new option and your Household Sims will go back to previous builds logic, but this time with some fixed notification in English, Italian and some other languages. This as a whole, has been applied concisely and in the same way to social interactions like "Seduce", "Tease", etc. as well, that previously produced a notification like "No, I don't want to do that" even in couples, or strange hardcoded notifications for your own Sims. With this setting they're all gone, but you will still need enough physical appearance or ability ("hard-gate") to do specific things or to get your "WooHoo offers" to be accepted by other Sims (as per the legacy logic). VERY IMPORTANT: As per my testings, debug and constant studies, NPC scoring AND autonomy remains completely untouched from this edit. ------------------------------------------------ 2) "Household Sims always receive prompt to accept" (MASTER-a) (443 v0.8.5+) This is also a new setting I'm really happy for, that's related to gaining more control of your Sims, but slightly detached from the other one for its logic. This new setting (default=true) allows ANY of your Household Sims to ALWAYS receive a prompt to accept or reject a WooHoo request when incoming from anyone, so you ALWAYS(*) have control on the situation, in any moment. This means you'll never find your Household Sims rejecting someone again for their autonomy score, because YOU can always decide to do that or not, with an exception (*) to the other household Sims. This also work when you are far away from another Household Sim and you're controlling another Sim - the prompt will appear anyway(*), so YOU will know! (*): With this MASTER setting on and without the "SLAVE" condition below, the score logic is still applied to other Households (inactive) Sims when asked to WooHoo. This has been made to avoid "spam prompts" (accept/reject) situations and also to provide some kind of "realism" to it (so that your Households Sims are still following their "inactive NPC score logic" when YOU (activeSim) ask THEM (inactiveSim+HouseholdSim) to WooHoo. With the only "MASTER" on, it will be like in the base game, where you cannot really decide if the other Household Sim accepts or rejects your romantic (or woohoo) interest. ------------------------------------------------ 3) "Force prompt in every possible Household situation" (SLAVE-a) (444 v0.8.6+) If the above MASTER setting (Household Sims always receive prompt to accept) is set to Enabled, this option (default=OFF) will also override the "NPC score logic" for the inactive Household Sims ("realism gate"). So, if for example you're asking to WooHoo from your active Sim, to another Household inactive Sim, they won't be reacting basing on their autonomy anymore with this Enabled, but they'll launch a prompt to confirm or reject as well. This was an accessibility feature made so players can decide how they actually want to manage their gameplay style. Always keep in mind that this is a "Slave" feature/setting, so, completely relying on the MASTER above, if you enable this setting without the MASTER, you'll obtain no actual result. ------------------------------------------------ 4) "Sex Accept Auto Confirmation" (edited rule) (444 v0.8.6+) This option was already present in the "legacy" code, but when enabled, it used to override the new QoL settings that are above it. So it has been edited in the following way: - If it is enabled, and ONLY the MASTER (Household Sims always receive prompt to accept) is Enabled, every prompt allowed by said MASTER will receive auto accept, bypassing prompt (score logic for active > inactive and auto accept for inactive > active OR NPC > active OR NPC > inactive) - If it is enabled, and MASTER + SLAVE (Force prompt in every possible Household situation) are Enabled, every prompt allowed by MASTER + SLAVE will receive auto accept, bypassing prompt (your Household Sims will accept any kind of request, ever) - If it is enabled and MASTER is Disabled (Slave by itself alone does nothing) it's going to return to the original design, so where the NPC Score Logic would have prompted your only active Sim (in that specific moment) to accept or Deny, it's going to always accept. But rejections are still possible and are autonomous, in this case. It might be complex but once you play, you figure it out quickly. You might just want to keep it Disabled to always be a real conquerer for all of your Sims! ------------------------------------------------ 5) "Ignore arousal score in player's romantic relationships" (MASTER-b) (444 v0.8.6+) 6) "Ignore arousal score in player's romantic relationships" (MASTER-c) (444 v0.8.6+) 7) "Ignore arousal score for entire WooHoo loop" (SLAVE-b&c) (444 v0.8.6+) These are pretty easy features and very "verbose" ones. In many occasions, you probably noticed that your promised spouse, wife, steady partner or romantic interest, even when living in your same house and with the greater possible LTR (Long Term Relationship - relationship points), in random moments may reject your WooHoo offers several times with no apparent clear reason. This is because by game code, arousal score is a very core and critic value to decide if a Sim accepts or rejects your request. In short words: with these MASTER settings Enabled (default=OFF), if you have a romantic interest, a steady partner, a spouse or a wife (every level of "love" relationships in game), being in the same household or not, they will not be so much influenced by arousal anymore to accept or deny. Meaning they could allow you to have some WooHoo even if they're not that "turned on" in that moment, but still calculating every other necessary score (LTR, type of bond, needs/motives, other things). So it's not "an always accept" (you'll still be rejected), it's more like "maybe we can try starting woohoo without being that much aroused". Same goes for "player's friendships" (default=OFF) that applies exclusively to "Friend+" LTR, meaning someone that is already at least your friend and could allow you to WooHoo without being that much aroused. As already said, every other kind of value that is critical will still be considered in calculations (hunger, energy, LTR, type of bond, cheating and so on). This is only a kind of "I'll do that just because I like/love you" stuff. Also, normally (without the SLAVE below Enabled) this will only allow you to have them ideally say "yeah, fine" to your WooHoo request, but the outcome and the loop will still be affected by Arousal, so your WooHoo may be really poor generally if no one is aroused or only you are aroused (don't you say? 😂) The SLAVE last option (Ignore arousal score for entire WooHoo loop) is the ultimate tuning for this, e.g. that arousal score/values won't even influence outcome or woohoo sequences to keep on going (like "arousal doesn't mean anything in my world"). This is like "re-enforcing" the ideas and not minding about arousal at all. Every single one of these options will only influence player-directed interactions and DO NOT modify general NPC autonomy or score in ANY way. For a more satisfying relevance and "realism", I actually recommend keeping all of these three OFF to stick to normal behaviours. Because normally your partners (and friends) will accept your requests with good LTRs by my testings, and also: what kind of person would you be if you never mind to seduce or tease anyone to WooHoo? 😂 (Clearly it's a joke and I made these settings for any of you, so just play as you love to) ------------------------------------------------ 8. "Fix Teens position in adults animations" (444 v0.8.6+) This is subtle but very useful. I've always noticed that in almost every animation, Teens, when approached, are too short to satisfy the X,Y,Z levels requested by the animation itself, meaning that usually they will be in the "wrong" axial position because they're not as tall as Young Adults or older Sims. This option (default=OFF) just applies a pre-fixed move value in the "Move Up" direction and just a very tiny "Move Left" value to adjust their position for every animations, without caching a multiplier. It's a "work in progress" thing because every animation may different a lot, so you won't always reach "perfection". But it's a nice idea that by my testings actually works with good general results, so it's a nice to have. ------------------------------------------------ 9) "Interrupt NPC interactions when needed" (444 v0.8.6+) This is a pretty easy QoL feature (default=OFF) but IMO really needed. You probably noticed that from time to time, your Sims, in complete autonomy (depending on autonomy level), may decide to start a social kinky interaction or a woohoo interaction with someone. When that someone is already doing something, like watching TV, playing on PC and so on, your Sims will sometimes wait infinitely standing there until that NPC/inactiveSim interaction is over, sometimes hours, and you have to cancel it. This option tries to fix that issue for non-critical behaviours only. So now: - If you start an interaction and an NPC (no Household) is doing something specific (apart from critical things like rabbithole, sleeping, or whatever similar) the interaction is interrupted automatically like in the normal base game. If it's NPC action towards your Sims (active or not) the action will NOT be interrupted. It's an household-direct-action gating only. - If you start an interaction and a Household inactive Sim is doing something specific (apart from critical things like rabbithole, sleeping, or whatever similar) the interaction is interrupted automatically like in the normal base game. If it's Household Sims towards your active Sims, your actions will NOT be interrupted (loop prevention). Pretty useful feature, but have your own saying about it, I'll be happy for any kind of feedback about everything. ------------------------------------------------ 9) "Incest level" (fixed) (444 v0.8.6+) 10) "Limit incest mechanics to Household Sims only" (444 v0.8.6+) (444 v0.8.7) These are fixed or new features in "Global Settings". As reported in changelog and detected from users report, Incest level was bugged from original previous builds, because it called "BloodRelated" code even when selecting "StepRelated" level. Also, by default, incest level was designed to impact on the whole world, meaning every Sim in your town could practice it. So: - A bugfix has been done and now "StepRelated" is a "real" step related setting - "Limit incest mechanics to Household Sims only" (new) allows you to choose if "everybody in the world can have incest" or only your Household Sims actually can. In v0.8.7 this setting received a hotfix to a bug that could previously prevent some Sims, in some situations, use romantic or kinky interactions outside of the household. For now the last QoL feature (10) has only EN/IT references. ------------------------------------------------ 11) New toggles for every logging and "interaction logging" (443 v0.8.5+) (444 v0.8.6+) If you go to "Miscellaneous" in Settings now, you'll find user-friendly toggles logging features. By default, in previous versions, when you launched OKW a lot of XMLs for debugging were produced in the Documents folder at some kind of non-stop rates. But these are meant (in theory) to be there for debugging purposes and (usually) mostly for developers, not for end users generally, while normally playing. These things are also adjustable by several XMLs that are present into main packages, but still didn't have an easy-access toggle in game for common users. I know that mods are already something "complex" by nature, but I really like designing these little things for anyone's comfort (mine included). So now you can disable every single logging kind in game, but they will be default=true for fresh installs to maintain legacy accuracy and accessibility for bug reports. You just have to change them to False. I also added a new debug feature (443+) that's mainly for modders or passionate users, named "Enable interaction logging": when true, it dumps XML log files where the mod traces down how every single interaction you encountered that produced a notification or dialog among Sims, has been generated by the code. This log allows you to better know the flows that triggered it and eventually find related hashed keys ready to translate or edit. This is a default=OFF. This has been made in 443. In 444 v0.8.6 instead I expanded the "false" condition to apply in any case for one of the legacy loggings (there were edge cases where some logs were still produced in user's folder - as per the changelog). For now everything has only EN/IT reference. ------------------------------------------------ 12) "Debug notifications for failed stages" (444 v0.8.6+) This is a setting called "Debug notifications for failed stages" (default=OFF) that, when is enabled will use "legacy" failed stages notification to let you know why a "change position" failed: When DISABLED, instead, normal behaviour will produce actual user-friendly text notifications (that were previously hardcoded stuff now converted into text), like for example: Oniki.KinkyMod.WooHoo.ChangeStage.Warning.PostureNotSupported 0xAD71830EB01B4477 EN: I can't change position now, that stage is not compatible with the current posture! Oniki.KinkyMod.WooHoo.ChangeStage.Warning.SetupFailed 0x142C8F32F441B80C EN: I can't change position now, that stage setup failed! ------------------------------------------------ 4) Minor stuff (443 v0.8.5+) (444 v0.8.6+) I won't go into more boring details in the post, I'll instead share my changelogs and snapshots on an external links to not bloat it too much, but here's a little summary: AN INFINITE AMOUNT OF STUFF has been translated to IT (italian) strings, because sadly many things were out of context, or possibly "auto-translated" from English, despite it has been made a very good work in general to let the mod be understandable. But once I opened the strings, I realized that like only a third of the entire mod content was translated, probably less in other languages or not "not at all". When a string is not translated it just appears as hardcoded stuff or old copy-paste from EN that might be dismissed, that I thought for years being the basic mod. That's why I created packages for anyone to use, that replace everything in English: you'll see things you've never seen before! You can OPTIONALLY download them and replace them (with their related version only) so at least if almost everything is untranslated in your native language you'll still be able to have some kind of context for what's happening! You'll find them at the bottom of the post. I've also found some hash key that was missing in EN strings as well, so I fixed some of them (full in changelogs), like these: Oniki.KinkyMod.Interaction:WooHooRejectedHungry (0x1EC04492E74810BB) ORIGINAL NOTIFICATION: "Interaction:WooHooRejectedHungry" EN (NEW) > "No... My hunger is killing me right now." IT (NEW) > "No... Ho veramente troppa fame adesso." Oniki.KinkyMod.AskForWooHoo.InteractionFeedback:WhoreRejected (0x575A12C54B9B7DA8) EN (NEW) > "No... Don't you see I'm working? You'll have to pay for this right now, like anyone else." IT > "No... Sto lavorando adesso. Dovresti pagarmi, come tutti gli altri." Oniki.KinkyMod.AskForWooHoo.InteractionFeedback:ThreesomeAndMoreRejected (0x5856238CCF87F7BD) EN (NEW) > "What? A group thing? I would never do that!" IT > "Che? Una cosa di gruppo? Non farei mai niente del genere! (443+) Version upgrade pop up now shows which previous version you had, and which version you actually installed (data about previous versions are serialized in the very save file): (443+) A towel regeneration tool has been added to the pie menu of debug options. This is because sometimes in my playthrough on previous builds, the towel ID item went missing and my Sim used to equip a strange vest from China instead of a Towel, from World Adventures pack. I'm still working on it, especially on "failed" and "errors" tasks stuff but it might be useful to anyone. IN ANY CASE I added a fallback to default outfit now if the towel ID item is broken, so you should never see RANDOM outfits again replacing a towel, after having a shower or a bath with the related setting enabled. By far this doesn't of course replace anything that is "legacy", it just goes a little into a minor QoL thing: (443+) I added some minor "look-at safety fixes" for when, after ending an animation, your Sims eyes may produce strange behaviours and facial expressions. This is of course not a consequence to modifications I made to the code, because I used to see that very early in time before producing this QoL build. I just thought to give it a try and "fix" this (because the mod actually impacts some eyes behaviours at some points), but I'm still investigating about what this is actually triggered by. (444+) Automatic Sleep WooHoo, even when rejected, could produce a successful woohoo count as reported me by a precious user, resulting in cheating count or rape count even when you would have not actually woohooed with anybody. This should now be fixed, with details in the changelog. (444+) "Reset All Settings" has been brought back to life (it resets every setting and makes them go in runtime as well): (444+) ["Kinky World..." > "Settings"] interaction is now reachable by clicking on EVERYTHING (Sims, objects, terrain) (444+) WooHoo fatigue/athletic gain has been defaulted to 25 instead of 50, because if you WooHoo a lot you actually end up "cheating" the skill or being always quickly fatigued (444+) Every other important detail, thing or fix I may have forgotten is surgically in changelogs ------------------------------------------------ Everything listed should be a "safe" QoL fix that doesn't change any core critical mechanic of the legacy builds. Please report me anything that's not coherent or not working properly. Also, I noticed that there may be unlocalized strings from EN for Menstrual and Pregnancy Stuff and there's likely still no actual way to disable and refresh the fertile state for female Sims (you can only wait for its end and override values) but I didn't touch any of Katie's work specifically, in respect and because maybe she's working on it and might think in the future about just merging or adding. ------------------------------------------------ Build 445 v0.8.8 - "The Master Build" Sorry for the jerky name, but I had to do this considering how "massive" this is comparing to any of my other builds. I have hundreds of hours of works for this and a changelog of like 2000 lines 😂 WARNING: As of now, this build is completely in English for anyone, because there was too much stuff to translate all at once. There is something like 20 separate STBL files for every language and it was almost impossible to do that by myself. Please, let me know if you still prefer your own language to general English and I'll be sure to dedicate some time to translate completely (as I can) this single build. What's new here? A LOT!!! Dammit 😂 Let's have some order: 1) SETTINGS MENU Settings Menu has been completely overhauled. It means that now Settings show more comprehensible sections, undersections, labels for containers and clearer indications. As for this, also Pregnancy Menu has been overhauled very specifically and some settings have also been converted (like PregnancyDisabled = false to PregnancyEnabled = true and what that really means). 2) PREGNANCY MENU Pregnancy Settings have been overhauled not only graphically, but also logically. Inside this menu, now you can see different toggle for your gameplay style, like: - Enable Fertility (and only fertility mechanic and related buffs, maintaining every other feature, including period) - Dedicated toggle to enable or disable Menstrual Cycle itself if you don't want to experience it on female Sims - Separated menu for the advanced features Katie brought in her builds, that now you can enable or disable in a separated way from Menstrual Cycle entirely, so you have multiple game styles available --------------------------------------------------- 3) KINKY TRAITS Kinky Traits have been totally overhauled. They are not in the CAS anymore, so vanilla traits are back fully in Simology, and Kinky Traits instead have been migrated into the Skill Tab, where the "additional" were before. Description and benefits have been added where missing, with icons imported as well, and now, when you have to add traits, a new functional table is there with ON and OFF toggles for the unlocked traits, contextual to your individual Sims: Table headers are fundamentals here because they allow you to sort your results depending on the toggle! Clicking on "Value" (ON/OFF) will quickly show you the single traits you have ON (so, enabled) and so on!! Now, to consult your own traits or to check other people traits (discoverable, as before, but now also investigable) you have to go through "Kinky World..." > "Kinky Traits" for individual Sims (or for yourself as well)! As you can see in the screenshot, by the way, there's also a Camera Mode (Experimental) here that's some kind of a jerky add 😂 It's very cool and I'll share details later! IMPORTANT: If you don't like the system I made for changing or investigating Kinky Traits (5000/500 LTR points for each feature) just go to Miscellaneous and Enable the "Kinky Traits Debug Mode": that way, no actual Kinky Traits Change or Investigation will be ever charged (it's all free) and other Sims traits will be visible instantly. --------------------------------------------------- 4) SIMS BASIC AUTONOMY Autonomy has changed drastically, but in the good way. As you can see by the main menu, "Kinky Autonomy" has been reserved exclusively to how much your Sims will choose Kinky Actions by themselves, while instead, the autonomy intended as "EA autonomy" has been completely rewritten, with also a dedicated toggle for enhanced features. Before build 445, considering that Autonomy has been injected completely over EA one through Kinky World, there were literally HUGE LACKS in how Sims should take care of themselves. IN THE MOST OF SITUATIONS, they would have not think about satisfying their basic needs (Hunger, Bladder, Sleep, Thirst for vampires etc. and FATIGUE), so they could easily die when left alone. You may have noticed that also, when a pool is around, Sims would have only been SWIMMING THE ENTIRE TIME. This not only was gameplay negative because it lacked action rotation, but was also dangerous because EA clearly keeps an eye on Sim's fatigue motive, that when is too low, DOES NOT SUGGEST Sims to swim (THEY CAN DROWN) and doesn't even suggest them things like working out etc. Because they're clearly fatigued. Also: when your Sim was out of his own home, and wouldn't find a place to sleep or eat, it could very easily die because in Kinky World it was missing a feature to tell them to go home (and I repeat, I hate that KW right now ENTIRELY overrides the EA autonomy, it's sick, but it's already done). Let's just say that if in your Kinky World saves, NPC and Household Sims used to die more than normal, this is the reason. So, to be quick: now Sims properly remember how to survive, especially in pools, and there's a dedicated toggle ("Enhanced Basic Autonomy") that tries to simulate EA "cancel action" in emergency situations: it means that when this toggle is ON, Sims get scanned a little more for their needs, and when there is a CRITICAL need (like hunger or sleep at -75 or something) Sims can now autonomously CANCEL THEIR CURRENT INTERACTION because they need to survive. I was actively proud of this, it took me weeks of work to actually rebuild, inside KW code, the literal autonomy EA provides with the base game that in KW was MISSING. I suggest keeping that toggle Enabled, but if you want, you can disable it (so Sims will still think about themselves, but will not cancel interactions in emergency situations). Don't let them die please. --------------------------------------------------- 5) NEW FEATURES IN SETTINGS New settings have been brought in as well, on request and by my creativity: - Gender Free Masturbate On All Fours: it was sick that only females could choose to masturbate on all fours "freely", but for males, "Submissive" and "Big Cock Lover" was requested. It seemed very illogical to me. If you enable this toggle, now both female and male Sims can masturbate on all fours whenever they want. You can choose your Kinky Traits as you wish. This setting is inside "Sex & Animations" big menu. - Post WooHoo Arousal Cooldown: have you ever noticed that after woohooing, your Sim can just kiss or flirt right after and instantly get aroused again creating some kind of gameplay loop? With this option, in "Sex & Animations" menu, you can now decide how many Sim minutes your Sims have to wait before getting any kind of arousal again after WooHooing. I mean, sex is great, but would you really get that aroused so quickly every second? 😂 - Kinky Traits Debug Mode: if you don't like the LTR points system I've built for traits, along with "investigations" to other Sims traits, enable debug mode. You'll see every trait, of anybody, and you can change your traits and anyone traits just freely, like some kind of god mode. This is inside "Miscellaneous" menu. - "Enable Global Buffer": this is a "huge" little features. In my studies, I've found 900 different callbacks the mod used to use for writing data in memory (for loggings) even when NO LOG was actually produced, so it was a waste of resources of your computer, and contributed a lot to lagginess and potential freezes, and also on save loadings. As soon as you enter your game, put this to Disabled, and to be sure, also enter "Logging features" and disable any kind of logging you find there (despite none of it will work with the global disabled in any case). - Enable Camera Mode (Experimental): men I had fun with this. I connected some features to TS3 phone APIs to simulate a first person mode in S3 and actually, beside it being just an experiment, I find it GREAT because you see so many things from the eyes of your Sims that you would never imagine... Like birds, ceilings in hour house, socialization on another layers, and so on. It doesn't work as you would expect in animations, because the head positioning is not decided and calculated by EA in those, so it won't work properly there. But it's just a nice add I left into the mod. Let me know if you enjoy this!! I'm loving it - Dialogs & Notifications: there's a new container here for clearer toggles about notifications now. - "Kinky World..." Pie Menu: this has been overhauled as well, by the way. If you have debug enabled or disabled, in both cases you'll find that the interactions now have been separated into useful logic groups!! Like "Infos...", "Tools...", "Advanced..." and so on! Some unused feature have also been removed, so that they wouldn't load your click on every Sim for useless reasons. --------------------------------------------------- 6) SAFETY AND PERFORMANCES I focused a lot on these ones in build 445. There's many things I did to improve the mod performances on your game. - As said, logging features have been moved in a separate container inside Miscellaneous ("Logging Features") so you can disable all of them as soon as you load your save. And as said, just as quickly, mind to disable "Enable Global Buffer". This should let you see almost immediately that your game runs very smoother and will load faster. That is because the mod used to write data in memory CONSTANTLY and without any particular meaning in 900 different points into the code and this would be very heavy on your game, especially during long gameplays. If global buffer is disabled, nothing is written into memory in relation to logging. IMPORTANT: Keep the global buffer disabled if you don't need any logging, otherwise performance can drop significantly. - "Uninstall Kinky World" has been redone entirely. If Kinky World, at the very beginning you launch your game, injects and replace MOSTLY of the EA basegame, it never had a proper method to at least try in the best effort to delete every runtime injection it did (in the main menu as well, not only in your save!!!!), so now, when you try uninstall Kinky World in a specific save, deleting your package later and scriptCache, there's much more chance that it will at least be very playable. - Loading times for your saves have been reduced generally. I added caching features for saves and also enhanced the parsing ability for Kinky code to avoid scanning the same elements thousand of times when a save is loaded, so that timings have been really enhanced. At least, I really noticed an improvement here after comparing loading times with the logger I implemented. I'm pretty sure there's still so much more that can be done here, and I'll be sure to do that with proper time and resources. As always, please let me know if something isn't working as expected. 6) BUG FIXINGS AND MISCS - KWPhotograph had a bug that has been reported to me, that when shooting a photo of naked bodies of any kind, would not be properly stored in a save. When you reloaded your save, your pictures would disappear from inventory and from digital frames as well. This bug should be solved now. - "Cancel NPC interactions when needed": This feature I brought in 444 was potentially too heavy and used to cancel actions in a potentially too much aggressive way. It has been restored to a default CancelByScript interaction, so it should be way, way lighter now. - Due to a bug in Kinky Code, some Friendly and Romantic interactions were not available in previous builds, especially in Female/Female situations. This has been fixed now, so every EA interaction is now restored, with one only inconvenience: considering that Kinky World injects its own romantic interactions alongside EA ones (for score and arousal purposes), you may find double interactions in your pie menu like "Kiss"/"Kiss", "Flirt"/"Flirt" and so on. I still didn't find a way to avoid this, so I apologize in advance for this kind of things. But I thought that having dupes was better that not having romantic interactions at all! - Many things I may have forgotten because of a 2000 lines changelog (then decreased to about 1000 lines because it was insane) --------------------------------------------- Build 446 v0.8.9 - "The Following" 446 is finally out! And it comes with MULTI and FULL-EN versions. Keep in mind that only a few languages has a really "inclusive" work of translation in the MULTI one, like Russian, Italian and I think a few others. Please, reach out to me if you want to contribute to your own language! What's new here? A LOT, as every other build 😂 But this time I'll just post some images and quickly summarize the new changes, as per my comments: - You can now use EA Default Outfit feature (that overrides the previous default outfit for that category) - it's in Miscellaneous - You can now spread the damn Kinky traits to the whole world NPCs with the press of a button in Global Settings! - Showers, Baths and Sinks now works properly when mod is in Disabled Status, so DoLoop restore Hygiene in proper timings and censorship is applied - Man, Mermaid Motives has been overhauled as well. Those poor Mermaids could never get their hydration restored properly because EA apparently forgot to tune the hygiene replacement for them. With this build, where I likely patched EA's game entirely, every kind of shower they do autonomously or manually prompted, finally restores their hygiene to max. Keep in mind that autonomously they keep preferring the "All In One Bathroom" as a shower, or Sinks, because EA only considered EP10 apparently, to program their broken hygiene replacement. You can use "Force Mermaids to have showers" in Miscellaneous if you want more variety, but it requires an object scanning in every current lot for every time a mermaid needs to hydrate, so it's kinda costing on your CPU. Aside from that, now they survive properly and have nice routines!! - Regarding Physical Attractiveness that needs to be edited everytime and in every save, I made a difference with a new toggle named "Seduce is Free to Use" so that now you can always use that social, as well as NPCs, but the result will still depend by the normal scoring! - Made some more performance enhancements and fixes to stability, so loading times should be a little quicker and frame timing in your playthrough should be better - always disable the global buffer and any kind of logging! - NPC creation disposal is not a problem anymore! You can disable it in "Services" and furthermore you can also disable the notification for safety! - At great request, Incest Mechanics has been overhauled so that now you can choose separately if incest is allowed for NPCs or for your active household family, playing with combinations! - You can now manually prompt your Sim to masturbate in the shower while showering, that was previously a rare autonomous choice you would almost never see. It's hardcoded as a female animation (like masturbate on all fours) so if you want males to perform it as well, just enable "Gender Free Self Masturbations"! - You can now ignore teens "ageScale" that prevents them from doing things like woohooing passively in bed like adults, when Teens Interactions is enabled. - You can now perform manual join/woohoo actions without your Sims refusing them (when "Accept Player Inputs" is enabled), like "Passive Vaginal/Oral/Handjob" etc. while a Sim is sleeping, or like "Join the shower" or "Join Masturbation"! - An entire refactor has been made to the Kinky Traits, that were correctly migrated to the new unified system but without properly hooking their logic (like for Slut, Strip Behavior and a lot more). So now every trait should be properly followed by their in-game logic!! - You now have extended creampied penis for handjob and oraljobs (with refined anal and vaginal), and a whole male Orgasm mechanic that was previously absent!! - You can now hide duplicates for KW Romantic Interactions by a toggle in Miscellaneous (minding that incest or teens interactions may require them) and as well, I added a "Restore Funny Interactions" that was definitely missing, considering that KW empties the funny bucket for those! You may see duplicates, but at least funny interactions are back! Male orgasms: I probably did a lot more but I'm forgetting what exactly. As always I have weeks of work and like hundreds of changelog lines 😂 And please forgive me if there might be some bug or stuff I forgot along the way. It's been a huge job with this build as well. I also do this all by myself, so it can be hard sometimes to just figure out everything all together. I'm about to update the thread for specifics, adding changelog as well, and upload FULL-EN and MULTI versions for 446, so that anyone can enjoy their native language where it was already present: keep in mind I didn't translate everything I did in every language. -------------------------------------------------------- Build 447 v0.9.0 - "Yet Another One?" 447 is now out as well, with MULTI and FULL-EN versions! This time, strings have been revisited a lot, especially for English, Italian, German, Portuguese and Russian, thanks to Clydie, anton557 and bruhlovar69! I also applied translation where I could, for new build content, and filled up the remaining empty strings with english (in other languages as well)! As always, please, reach out to me if you want to contribute to your own language! What's new here? Again, the usual "A LOT" 😂 Like last time I'll just post a summary of the new changes, as per my comments: - Plumbots code have been rewritten entirely: you will be allowed to have kinky interactions with Plumbot only with Sex Bot Chip installed, and you will be able to produce that chip instantly once you unlock level 7 of the Bot building skill. You will still have to find required materials! Once they'll only have this chip installed, they will be able to get pregnancy (under toggle), arousal levels, autonomy and some kind of "always accept" behavior. This will only be until you install "Ability to feel" or "Ability to love" that will give them some kind of consciousness, and therefore ability to decide for themselves, depending on scoring etc., like for humans! - A new toggle will also allow SimBots now, that have been excluded from this mod for many years. A huge work has been made to improve their behaviors, their moodlets, and their outfit logic to make their kinky parts appear when they are needed! - Imaginary Friends will also be always allowed (even when not real yet) under a new toggle! Mind the fact that they can actually get people pregnant 😅 - A lot of new toggles to customize your playthroughs have been implemented, with arousal management, more spontaneous exhibition, more spontaneous selfies, exhibition motive multiplier, and more! You will be able now, like never before, to decide how much the "Long Term Arousal" (background level) can actually influence the "Short Term Arousal" (classic one) so that your Sims (and every Sim) can get aroused even without any particular or specific human interaction (if you want). - A new moodlet toggle is available if you want to disable the "Morning Wood" behavior! A big patch has also been made on "Desperate Lover", that could not be disabled even in "False/Disabled", producing notification and moodlets no matter what! "Loves Sex" radar has also been patched, now disabling the toggle actually hides the radar! - Sex Skill Journal has been overhauled completely! Now you can see how many events and partners you scored for each category, and a dedicated section to partners that includes virginity and "type" of partners, robots, futanari and creatures included! Prostitute section will not appear anymore, unless you actually have earnings or you work as one, and you will be able to see the intrauterine sperm in womb of your latest partners! - Birth Control Pill has been overhauled, so that you can actively take it now in any menstrual cycle phase, including ovulatory (fertile period), so that it will skip it instantly (if you want), allowing you to also take the pill right after woohooing, so that fertility state is skipped! - Hole in the wall has been almost completely rewritten from scratch: it was pretty much broken in any possible behavior. There will be a new section in Global Settings to allow to customize your experience with the hole! So max time allowed, failsafe max time, ignore skills or exhibition, make your joiner always accept and a lot more! - Kinky Traits have been patched and enhanced! When you earned some traits like Woohooer (Loves Sex) it could happen that you could lose a vanilla CAS trait because of legacy code (that used to remove the "worst"), now it doesn't happen anymore! You can also now decide percentage of total population to spread traits to, and disable the traits picker dialog for when you change Sim or go to the skill tab! - Hydration for mermaids and hygiene for humans now are restored correctly during woohoo sequences in showers and baths! - Underwear system has also been almost entirely rewritten, because it didn't work at all! Sims will now correctly wear panties and bras, will now correctly show them or remove them, and wear it back when possible! Autonomy will also allow Sims to grab fresh underwear every once in a while! - New "Cure All Diseases" interaction on the hospital, tunable in Settings > Diseases (you can choose the price), that will now finally allow you to instantly cure any kind of disease (5 hours rabbithole). At great request (hoping it was fine for everyone of you) I renamed "AIDS" in every language with a more "The Sims" name, something like "The Terrible One". There's probably more but I forgot 😅 It's been another huge work, but I'm very proud of the results. Build 447 v0.9.1 I also updated a new file version (0.9.1) as a ZIP, removing the old ones, that once extracted, contains directly the two mod versions (so I keep having only one file per version). Please, once you extract the ZIP, only copy and paste one version of your liking, MULTI or FULL-EN, and not both. They just differ for language displayed text. NOTE: 0.9.1 adds only a new notification behavior (fixed) for "SchoolLocation.AssignStudents:NoSchoolRegistered" (when you enable the "High School" setting) that now clearly specifies what you need to do. In addition, there's also fixed strings for Italian, a key the was missing in MULTI, now in every language (translated where I could - 0x59F1EE648C7446A8) and new imported language (Japanese) thanks to @Negative-Andy! In case of update, still remember to delete scriptCache.package! I didn't update the changelog for this, it will be eventually updated for an eventual 448 directly. Build 447 v0.9.2 As per the latest comments, I uploaded as well a new file version (0.9.2) as a ZIP, with the two language modes available, where I fixed a critical bug that could occur when "Enable Dominant/Submissive Relation" toggle was enabled. If you tried to woohoo during sleep another Sim, your pie menu could just go crazy and show uncoherent interactions: This has been fixed in 0.9.2 and now you have a complete pie menu where you can choose wether to perform active or passive category woohoo: Keep in mind that passive and active may have a confusing meaning if you're a male or a female, but the important thing (for now) is that the feature works no matter what and it doesn't cause Sim state corruption anymore (Sims stuck during sleep not able to wake up). I'll update the changelog as soon as I can! Build 448 v0.9.3 What's new here? 1) Shemale/Futanari mechanics have been overhauled entirely. - New dialogs for futanari incest mom > daughter. Also, many naked broadcaster and show cock dialogs have been updated to support "FB" variants for when mommy has... a cock. So please translate them where necessary. - Futanari bodies now work properly. This means that surgery and "Transform to Shemale" are supposed to work and NOT produce invisible CAS bodies. They also have proper erections now, and sliders you can edit your futa with, as you usually do with your mods. WARNING: Kinky World code explicitely relies on specific CMAR resources, in details these ones: - CMAR's SexySims > (cmar_FemalePenis.zip and cmar_FemaleAccessoryPenis.zip - for female penis) - CMAR's SexySims > (cmar_PenisSlidersCAS.zip - for male & female penis sliders + cmar_PenisMesh_Map1V2.zip OR cmar_PenisMesh_Map2V2.zip - NOT both, for penis mesh) To CMAR's respect, I'm listing the download pages and specific resources like it's reported in their SexySims's info page, but please if you have any confusion or if for whatever reason download links won't work in the future, or any issue, message me and I'll share the ZIP I already made with all the needed resources; eventually I can also post them here. Also: keep in mind that if you make two Futa Sims have sex, they will both have a womb, so they will have respective womb dialogs. This cannot be changed as of now, Kinky World does not have an "acknowledgement mechanic" to distinguish who is penetrating who, it just has a difference from who has a womb and who doesn't. 2) Maternity bumped bodies for teens now works properly as well. You'll just need CMAR's resources once again: - CMAR's Mod The Sims > (cmar_tfMaternitySuperPack.zip- for Teens maternity wear) 3) High School Situations has some new clearer notifications. They will tell you what you are missing and what you need to do if something isn't working properly. Translate them in your language if it has not been made yet. School needs a general overhaul as well, but I couldn't make it in 448. 4) New Strap-On Interactions to be enabled in Miscellaneous This was needed, at least in my opinion. If you enable this toggle, while you WooHoo with any Sim and you're a female (not futa), you'll have the option (in "Kinky..." > "WooHoo...") to equip or unequip a strap on whenever you want, so that if in any case the strap on is misssing, you can fix the animation. It's a CAS-only edit, so it is supposed to have a very low impact. 5) Submissive and Masochist are now compatible traits This was needed as well and only relied on Traits XML that is in KinkySettings.package. Now the two traits are compatible and can be chosen along with one another. 6) Keyboard shortcuts bug has been fixed I forgot to remove KWTriggers.cs code edits when I edited it in the past to introduce camera mode shortcuts (then just delegated to ReFiner), original code has been restored and now everything works as expected, with Buy/Build mode shortcuts with DEL and ESC keys. 7) Mail Carrier and other Service Sims have been fixed. In previous builds I accidentally forgot to re-enable properly the Mail Carrier Mechanics and some other Service NPCs mechanic, that now works properly. WARNING: In previous versions, the mail carrier, once enabled, used to come at your home every day even if no actual mail had to be delivered, with PutInMail() feature. This meant that he/she would deliver a null object in your mailbox, that caused a corruption on the mailbox itself, causing a soft reset to your Sim everytime you interacted with it, because your Sims could not grab a null object/package from the mailbox. This has been fixed now, but the KW Mail Carrier will only work when the EA Mail Carrier situation really, actually starts, meaning that there is something to deliver (bills, packages, etc.). It will not come "every day at random". 8 ) Porn Masturbation can happen without Kinky Selfies posted online. Now masturbation on porn is available by default even when no Kinky Selfies are posted online. There's a new toggle in Global Settings (where its menu has been overhauled for clarity) that's enabled by default. As per the legacy code, your Sim must at least be Aroused to start a Masturbation: it usually transitions from Aroused to Horny while looking at porn, and then triggers the mechanic. Build 449 v0.9.4 It's out as well now! Added behaviors: - Masturbation on porns now happens anyway. If you are a male (females are missing their animations) a general fallback to standard masturbation on PC has been added, and it can start as well if you're just aroused, not necessarily horny. Now, if you don't find any valid target for Kinky Selfies online (including your own posted selfies) to masturbate, you fallback to general masturbation with a fallback STBL notification for context. - Spanking has been revisited entirely. Animations wouldn't work in most cases, and they used to be linked to several blocks, including "no punishment reason", because it mainly relied to a "Mean..." action that needed a reason to be mean (so something "bad" Sims did or an evil trait). Now, if you are a Submissive, Masochist or Slut/Pervert Sim, you can "Ask {1.SimFirstName} to spank you" as an interaction, to any Sim (but especially Dominants), and they may reject or accept your request with their own logic (based on Traits, LTR, etc.). If they are Dominant they are clearly more likely to accept. But now, if any Sim is Submissive, Masochist or Slut/Pervert, when you click them, you will also have an added interaction in "Kinky..." bucket, named "Ask {1.SimFirstName} if {MB.he}{FB.she} wants to be spanked" so it can be bi-directional, not only asked by the valid Sims, but proposed to the valid Sims. When valid Sims receive a consensual accepted spank, they will get a "new" positive moodlet for the spanking: And they will also get a "Horny" state as a result, as per their STBL notification. When Dominant Sims now perform a spank on Submissive Sims only, or WooHoo with a Submissive Sim only, they will get an entirely new moodlet I created myself named "Domination Satisfaction" that you can see from previous comments: All these things have been made not only to fix the spank behavior, but also to enhance Dominant/Submissive relation, asked from a long time. Please, keep in mind that consensual spanking mechanics will need to be enabled in Global Settings > General Gameplay Mechanics, right under "Enable Dominant/Submissive Relation". The "Evil Spank" that used to be visible in the "Mean..." bucket, meant to trigger crying/negative moodlet for Teens and general Sims, has been moved to a new toggle inside the "Violence" new submenu in Global Settings. It is an act of force against an unwilling Sim, and it's default disabled. As long as it's disabled, in School Situations the HeadMaster will never trigger a spank meant to punish Sims against their will. Many previously "default" violent features (interaction, traits) have been moved into the "Violence" section. I made these changes to ensure that every behavior that in the past has been implemented into this mod, is at least enabled intentionally and not provided as a standard for a first install. ------------------------------------------------------- Build 450 v.0.9.5 As usual: "What's new?" As usual: A LOT. Let's start. I'll add screenshots as well, as soon as I can. 1) "Scan for packages" feature Are you tired of manually inserting animation packs XML names inside Kinky World? Well, with this feature you don't have to, anymore. It's able to scan every XML in your game (it's only way to do that) so that they will be added automatically at the end of the process: you can now just install as many animation packs in your Mods folder, and let the scan begin, and conclude. NOTE: It takes up to 6 minutes and cannot be made any shorter, because it's a unique API that by default scans every XML resource inside the game. It's the best I could do. So once every package is recognized and added to your list, please save your game or at least go to "export settings" so you have a backup you can import again in other saves. Or you could just use 6 minutes of your time again 🤣 2) Masochist Trait has been overhauled In previous builds, this trait mainly got its advantages and features from violent behaviors, like r*ape and such. This has been completely "fixed": new moodlets for Masochists that adds "Good Spank" moodlet, "Maso Bliss" moodlet (for any rough sex), new pie menu interaction named specifically "Ask for Rough Sex" that opens a picker filtered for Rough/BDSM/Anal categories and stages, that are linked to the Maso Bliss cumulative moodlet. About 25-28 new strings (duplicated from the r*pe previous logic) for normal rough sex, incest rough sex, fertile rough sex. This trait now has an actual meaning in the mod that DOES NOT depend from actual non consensual violence. NOTE: Please mind the fact that these are reference images, but the text is different and has been updated, also thanks to @Gentlelovely. 3) Dominant and Submissive traits have been overhauled Welcome to the Sub/Dom 2.0. Now, Sub & Dom have 2 new moodlets each, with different behaviors. First one is related to being spanked or having sex with a Dominant Sim if you're a submissive (and viceversa) and the other cooler one, is the "radar" moodlet. When Dom&Sub Sims are next to each others, like in the same room, the "radar" moodlet is active and will remain active as long as they are close. Like "spiritual magic". NOTE: You can now have submissive AND masochist traits together. It means you can combine both experiences! NOTE: Please mind the fact that these are reference images, but the text is different and has been updated, also thanks to @Gentlelovely. 4) New "Ask to be invited over" friendly interaction This is a cool adding originally requested by @mrph, and that I ultimately found very cool. It literally allows you to ask any Sim to be invited over THEIR house, unlikely EA that mainly allows you to ask a Sim over YOUR house. It uses the same logic, reject/acceptance behaviors (aligned with EA defaults, but inverted) and dedicated new STBL. NOTE: This will not appear for Sims who DO NOT have a valid house/residence in your World, as expected, and you'll see a proper greyed out interaction with a tooltip to tell you that. Same for when you are already at a Sim's house and cannot ask them to "come over". 5) Keyboard shortcuts have been upgraded! No more XML needed to enable your shortcuts! A cool and comfy setting has been added into "Miscellaneous" that will enable every known shortcut for Kinky World! NOTE: You can actually CHANGE the shortcuts with S3PE editing the TRIG resources, if you want! 6) Multi category picker for WooHoo requests This is a minor "touch": when you ask for woohoo to a Sim for a certain category, by default you can only see the pre-selected category stages (like Oral, Anal, etc.), if you want to change category you typically have to close the picker and start the interaction again. With this toggle enabled you don't have to! Multi category picker will always be enabled as well, like when you execute "Change position": 7) Performance updates I had a run on performances as well on 450, on general runtime mod CPU load. I patched a little things like OutfitManager, SimData, and a lot of tasks that usually are 24/7 on many Sims, to reduce CPU load. By my testings it should run in a smoother way, but performances can be worked on way more than this. Let me know if you still encounter any issue and if you want, you can try increasing "Update ticks" in Miscellaneous to the max level, to see if your game runs even smoother. It's just the definition of "how long" does it take to the mod to update every Sim "SimData" bucket in your world, so just backup your save first or save the value somewhere before editing it. A huge patch has been also done to the High School Situation system: even there, there are a lot of really heavy tasks running H24, and it's the reason why KW School is very very laggy. I tried my best, despite it can be enhanced even more. 8 ) Violence has been revisited conceptually, and logically Since 449 a new "Violence" category has been added to "Global Options" so that every actual non-consensual violence from Kinky World could end up there. This has been revisited a lot in 450. Inside the "Violence" category, you'll now find new containers for every specific behavior, such as R*pe, Grope, Mean Spank and Pull Down Clothes, so you can enable/disable them from there and by default, in fresh saves, everything is OFF. Not only that, but following requests of many, violence reactions have been made more "realistical", considering that in older builds nothing would ever happen for most of them. So: - Service "R*pists" have been moved in the R*ape category inside Violence - There's a new "violence" guard upon every violent interaction, by default, that will trigger witness Sims reaction like panic/fear/fight (when available) and in any case, who witnesses violence, receives a "--" LTR visual effect and an actual LTR dropdown in relation to the aggressor. This is applied to Pull Down Clothes, Spank, Grope and R*ape, while previously only R*ape had "something" but very limited; - PullDownClothes, as reported by many, should trigger negative reactions. Now it does. It's categorized inside the "Mean..." interactions bucket, and if you do that on a sleeping Sim, it will wake up and be mad. Observing and witness Sims will also react very negatively to that, like you would expect if someone randomly naked you while sleeping. But this has a compatibility toggle to switch to "old" logic, so you'll have both ways. With legacy toggle, it will be back in "Kinky..." pie menu with no reactions. - Grope has been renewed by having its own toggle (default off, clearly) while it was previously defaulted on and you could not disable it. It has new mechanics like described by the violence guard, and a legacy toggle to bring it back to legacy logic. Also: with the new version, no one ever likes being groped, transforming the act into woohoo. It just ends. - You can use "old logic" for every new updated mechanic, meaning that, if you don't want LTR negative effects and no reactions (like in 442 for example) you can enable the respective toggle in the category, named "Use Old Logic for *". - R*ape would almost exclusively advantage aggressors, and never victims; now you have "Victim Bonus To Win Fight" that allows you to put an extra bonus for winning the actual fight with aggressors, you can even bring it to 100% bonus, meaning "always winning" against them. - Masochists and Submissives Sim can now fight back. In older builds, for "autonomous" r*ape interactions started from service Sims or general Sims, Masochists and Submissives would just "accept" the act. Now there's a toggle to disable that, so that they will fight back like any other Sim. This took an enormous amount of time and it has only been made to ensure that by default, KW doesn't enhance or propose violence, but still allows it because it has always been, for years. I kindly ask you to not ask me to edit this menu more, because it really made me feel uncomfortable and badly, delaying my work everyday for the heavy task. I could have edited more r*ape behaviors, like creating a toggle where no one actually accepts or like being r*ped, I just couldn't handle that any longer. 9) Other bugfixings and corrections - "Follow Sim" bug originally reported by @mrph related to "Ask Sim A to have sex with Sim B" has been patched and it should work properly (report my any kind of issue) - "Tease" or any other KW interaction replacing your active Sim interaction like "Ask for WooHoo" if launched in the same tick/second has been patched as well, reported from @mrph as well - TV usage has been patched as well, it had contradictory logic for using TV. Also, in the main post, I referenced a download link for the actual KW Channels that are referenced by the code: without that package, you'll see empty and black TV every time! It's kinda of a huge package, so I can't directly put it inside the default mod release. - Travel behavior has been fixed: when you use a portal to Oasis Landing or travel to a destination like World Adventure, any mod typically uses RAM (not serialized/persistable values) to transport your active toggles (ON/OFF, Enabled/Disabled etc.) from your previous world to the next world, because it's an actual world quit/world load. In doing this, KW would "leake" the RAM saved toggle to any save you may have loaded in between, so applying the travel destination toggles to any other save if you didn't quit the game first. This has been fixed, so it doesn't happen anymore. - Many NRE and ScriptErrors have been analyzed and consequently patched in the mod - Logic for accepting a proposed spanking from someone else has been fixed (it was too harsh/difficult) - "Do School Cheer" interaction related to University has been patched (Kinky World used to delete it for a cooldown issue, now EA's original has been restored) - Human "Hygiene" need has been patched in Autonomy (and Enhanced Basic Autonomy) because it wouldn't have been considered as an important need like the others (reason why they ignored their hygiene mostly) - Other minor fixes I'll update the file very soon, along with the changelog (that's pretty massive). Please report me anything that is wrong, and as always, I hope you can all enjoy! v.0.9.6 This version is only released because "Spank" had a old gate bug that would allow users to perform it correctly only on household Sims. So when you tried to do that on an NPC (non selectable) the animation wouldn't start because of this old gate, that has been removed and fixed. Nothing more than that!! -------------------------------------------------------- Build 451 v0.9.7 1) Brothel Overhaul This is something many people reported and asked for. I've found the Brothel in an usual messy state compared to the rest of the mod, so I had fun putting my hands into this. What has been changed or overhauled? - Many STBLs have been renewed because they told incorrect things or were missing important details (starting from the very own "Become a Brothel Manager". - After becoming a Brothel manager, you'll be able to access the Brothel Manager Menu now, without a long search for the interaction in the pie menu, and without waiting for the phone or PC animation: just click on your Sim (or on an employee Sim while you are the manager) and click on "Open Brothel Manager Menu" -> It will open instantly. - The several menus in the brothel manager has many separator raws like "***" or "'''" that I found to be very ugly and anacronystic. They have been removed, I think nobody needs that. - Employees now cannot be recruited if you don't firstly assign a correct Brothel lot: a greyedout test + tooltip will appear if you try to. - When you recruit employees (of any kind) they will be automatically assigned to your unique Brothel lot (if you only have 1 active); otherwise the mod will ask you where do you want to assign them (to avoid "ghost" employees). - If you accidentally end up having Employees that are NOT assigned to any Brothel lot (for example coming from legacy saves, or after you dismantle a Brothel), you now have a new section in the Brothel Manager menu, inside "Employees", that is named "Lot Unassigned Employees": this list is filtered for employees without a valid lot assigned. Assign a new brothel for them! - When you manage the working schedule for every employee, in the individual section, there's now a new clickable string named "Occupation Conflicts" that will show you if that current employee has some EA Occupation that may conflict with the brothel (so School, Part Time Job, Full Time Job). This is very helpful! - A new section has been created entirely in the Brothel Manager menu, named "Advanced Settings". From here, you'll be able to set things like enable/disable the autonomous "Go To Lot" for when the brothel is open, for your household selectable Sims and some other things, like NPCs prioritizing their job over the brothel hours. - When the brothel is officially "closed" or if your Sims are in "Free Time" period, there's not any "Go to lot" forced interaction anymore, whether you have the autonomous interaction enabled or not. If you enable the interaction, that will now get PROPOSED the Go To Lot interaction without canceling any other action (like rabbitholes and such) you can also set a different cooldown for it. Let's say you see the interaction popped up in your queue: if you set 120 Sim minutes for a cooldown, once you remove that from the queue it will not re-appear if 120 Sim minutes haven't passed. - "Go To Lot" is now disabled by default for your Household Sims, so you'll need to enable it if you want to. It means that if a shift is starting, being your Brothel closed or open, they won't "go to lot" forcedly, unless you want them to do that. NPC Sims will still be forced instead (otherwise the Brothel doesn't work) but there a new setting named "NPC prioritize EAs Occupations": it just makes sure that if NPCs have school or other job, they will do that first and then come to your brothel secondly. - Minor Brothel things have changed through fixing stuff - I just don't remember them all, but they're in 451. I tested everything I could here, but I couldn't be testing any possible scenario, due to lack of time and energies. So please report me anything that's not working. 2) Jealousy and Cheating overhauled Following to many requests, this has been changed as well. Before 451, Jealousy and cheating scorings/reactions along with the Journal update and behavior was unified in the only toggle available (e.g. "Jealousy"). Now the menu contains way more options, where: - Jealousy is exclusively visibility and "emotional" reactions to cheating (so WooHoo partner that is different from actual partner). - Score Logic that makes targets accept or reject WooHoo requests considering it "cheating" can be disabled (so "nothing" is thought as cheating during requests) - Acceptance difficulty if cheating logic is enabled can now be tuned up if you want, with its own toggle - You can now decide if woohooing with a different partner will be reported in Journal as cheating, updating "Cheater" KW reputation as well (useful if you play in polyamorous gameplays) - You can now decide separately if the fact that the journal writes cheating events, makes your Sims more likely to cheat in the future or NOT - You also have a new debug interaction in the "Sim..." category named "Clean up cheatings from Journal" that lets you bring to 0 the actual cheatings registered in your journal, for individual Sims. - "Cheating moodlet" is still a separate mechanic, unrelated, that must be enabled or disabled uniquely I tested everything I could here as well, but due to lack of time I couldn't be testing any possible scenario. So please, again, report me anything that's not working. 3) New dialogs for gay and lesbian couples Several new strings have been created to support dialogs between gay couple that cannot rely on the womb feature (not being present or not being filled with semen, like the regular scenarios). So, for gay and lesbian partners there are now a few strings enabled that will trigger for anal and vaginal sex (in both cases). KW cannot distinguish who is pentrating who in an accurate way, so dialogs needed to be "generic" - you can't create "keep cumming in me" for these ones, not in a reliable way. 4) "Kinky Tuning" in UI has been created There were many parameters that were only tunable from the ONIKI_KinkyModTuning.package, and no UI in the game. This has been overhauled! Inside "Miscellaneous" you will now have a new category named "Kinky Tuning (Advanced)" with the most useful tunable parameters I've seen so far, related to: - Skills and progression - Relationship (and LTR from WooHoo) - Exhibition - Whores and economy Etc. The individual tunables maintained their "official" name from the XML inside the package, for an easier recognition from users and modders, but the prompt dialogs will clearly describe what they do, in details, so you can know what the hell you are editing! 5) Autonomous "Go Home" interaction Many players stumbled upon this after my main "KWAutonomy" build in 445 that avoided Sims dying from their neglected needs. Since 445 every Sim (household or NPC) just goes home if their needs are critical and can't manage to satisfy them correctly in their current lot. But considering this was my best effort and I'm not a "game programmer" or an EA software engineer, the autonomy is not as perfect as the base game one. This could result in emptier lots, despite I never verified if this comes from my changes or not. But now you'll have a new "container" with new settings inside "Global Options" > "General gameplay Mechanics" > "Autonomous Go Home Interaction" that will allow you to disable the autonomous "Go Home" interaction pushed in Sims queues when their needs are critical, differenciated by: - Current active Sim - Household Sims (every Sim) - NPC Sims It's really advised that you know what you are doing while you disable this: Sims may die a lot more if you disable these settings, especially Household and NPCs global filter. But at the same time, EA can still send Sims home through other channels, so it's a good shot to test "less emptier" lots with this, if it can help. 6) Menstrual Cycle for Robots This is a new setting that will allow you to choose separately between humans and Robots (so Plumbots and Servobots) if they are going the have period and menstrual cycle or not. Setting this to OFF will still grant they have wombs, but they will always be stuck on "lutheal" phase, so no fertility and no period mechanics should ever trigger on them. Sex bot chip has also been patched: if you remove it, now, the womb will correctly be cleaned up from Plumbots. 7) "Masturbate on toilet" toggle At great request, this autonomous action on toilet that can annoy most players, can be turned off so that the masturbation loop during the use of toilets will not start at all, anymore. Also, another fix has been made: if you had "undress while using toilets" to OFF and your Sims started masturbating, they would masturbate with their clothes on. Starting from 451, if your Sims use the toilet while being dressed, if you keep masturbation on toilet enabled, they will autonomously undress when needed. 8. Kraken attacks pregnancies This was a little weird. Kinky Kraken Attacks has its own toggle for ON/OFF-ing the feature, but the actual pregnancy from a Kraken attack was related to enabling ZooLover, without any indication to the user. This has been changed: you'll still be able to enable or disable Kraken Attacks from Global Options, but now, a new pregnancy toggle is inside the pregnancy menu > "Pregnancy Types", that will allow you to set if female Sims can get pregnant or not, like they regularly do, in an unrelated way from ZooLover settings. Right below that toggle, you'll also find the chance that the offspring is going to be born as a mermaid or not (like the original toggle). 9) Minor changes and fixes - Many ScriptErrors have been analyzed and fixed again to enhance mod stability and behavior - Glory Hole Toilet had some rare case scenarios where Sims wouldn't undress during its use: it has been fixed. - Kinky Traits had a bug where after creating a new household family and playing with it, at a fresh start with KW enabled right away, you would have found Kinky Traits assigned randomly. It was a "bug" now solved where I left a piece of code where it shouldn't have been. - Kinky Traits spread now considers "gay" or "lesbian" gender before applying some traits. So if a Sim is gay or lesbian to KW/EA SimData system, it will avoid assigning traits like "Big Boobs Lover", "Hairy/Bald pussy lover" or "Big cocks lover" for lesbians. - KW Virginity produced 2 different notifications in some cases: one per stage and one per woohoo sequence. It has now been fixed so you'll receive a notification at the end of the sequence only, uniquely, for any Sim. - "Disable free will" value "watched" from KW towards EA has been patched. Before 451 (and in any build) KW could still produce some autonomous actions when you set your EA free will to "NO" (so "Level 1" by EA code), because in the code there was an observation to the "OffForAllSims" value that is not typically assigned or used by EA, so it was never actually triggered. Now, KW stops inducing autonomy when "Level 1" is set (therefore "No Free Will" in EA slider in settings). Please keep in mind that EA itself is buggy: sometimes you need to set a different value, save your settings, and then re-apply them again to see any difference. This is from EA, not KW. NOTE: 451 is released with some base packages edited from @Clydie - they did an amazing work cleaning up orphan voices in many XMLs, retuning some values in animations and added clapping sounds to the spank animations. This was great and worked amazingly, so it was replaced directly in the base files you can download. Thanks Clydie!! Also: please note that there are a lot of strings that has been created in English and need translations, and some other strings that were old but have been overhauled entirely, so they came back to being English, especially the Brothel ones. Please translate them into your languages, and once you post your file here I will upload the updated strings version on LoversLab IMPORTANT NOTICE This may be my "final" build guys. At least for some time. I have yet to finish ReFiner, end up other projects I have on GitHub (including a modified version of S3PE I didn't release yet, and a software for Keychron keyboards) and some other things. So I don't know if there will be other builds of mine soon, unless some critical bug fixing that will need to be implemented, especially after my last changes. I presumably won't be working on new toggles/behaviors/implementation for a while. This means that anyone is able to fork my work if they want, with new builds (and they always could, I have no problem with that!). I just ask to credit my work if you keep forking these builds, just leaving my name in the credits Thank you from my heart to anyone who supported me all this time long, especially: - @Gentlelovely - @ptsdfromhome - @elixdude - @mrph - @anton557 - @bruhlovar69 - @EvanBuckley - @Max Rock - @Dustercoat0321 - @Clydie And anyone else who showed support and appreciation here. You all helped me a lot keeping on working on KW. I hope you can enjoy these builds I always really made with my heart! -------------------------------------------------------- Compatible updated animations for Kinky World You can find known compatible packages for Kinky World, below. Mind the fact that many creators, in their files, added variants for older versions of Kinky World (prior to 409 or similar) and above a certain version, typically JVsmith or Denton's/Katie's. Always download files that are linked to recent builds for compatibility! This list is not complete, I just added it to help people finding the correct updated version to download for these creators, but there's probably a lot more. Also, starting from build 450 (once it'll come out), you'll have a "Scan for packages" feature that will allow you to avoid manually typing in the name of resources. Aren't we in 2026? 😂 [The Sims 3] Mike24 Animations for Kinky World [Sims 3] [WIP] Amra72's sex animation for Oniki's Kinky World V 1.4a [Sims3][WIP] L666's Sex Animations for Kinky World S.16; S.1;S.12 MaryJane's animations for Kinky World and Passion (Updated: 01March2021) Sims3 animations & variants (Update 23. November 2025) - Clydie's animations + other creators packs [Sims 3][WIP] ooOLaLa City's Sex Animations for Kinky World & Passion (TS3) [**Animated Penis**][Updated: 3rd February 2025] -------------------------------------------------------- CAS needed resources for Kinky World WARNING: Kinky World code explicitely relies on specific CMAR resources (especially for females/futanari and their erections), in details these ones: - Main download page: CMAR's SexySims - Specific resources (direct link): cmar_FemalePenis.zip AND cmar_FemaleAccessoryPenis.zip - for female penis - Main download page: CMAR's SexySims - Specific resources (direct link): cmar_PenisSlidersCAS.zip (for male & female penis sliders) AND cmar_PenisMesh_Map1V2.zip OR cmar_PenisMesh_Map2V2.zip - NOT both Maps, only one, for penis mesh Maternity bumped wearing for teens (otherwise teens may be invisible if pregnant): - Main download page: CMAR's Mod The Sims - Specific resources (direct link): cmar_tfMaternitySuperPack.zip If you have any confusion, issue or if for whatever reason download links won't work in the future, message me and I'll share the ZIP I already made with all the needed resources; eventually I can also post them, I just won't until it's strictly necessary. IMPORTANT: There surely are other resources that can work for maternity, bodies or skins. I just listed what in my knowing are working and what I programmed in the code to work properly. --------------------------------------------------------- TV Channels (Kinky One, Kinky Lesbians, etc...) Please, keep in mind that the TV channels, to work properly, require ONIKI_Videos.package that is downloadable from ONE of these posts (NOT BOTH): Kinkyworld TV *Updated* 10/13/2017 [Sims3] Kinkyworld TV complete: guide and package They provide the amazing and lost in time package that will finally let you hear and see the Kinky channels!! One of them looks like the original ONIKI's file (I didn't verify it), and @JackiMah324 also did an amazing job! Kinky World code calls directly files like the ones included in these packages, and they are amazing! This can be included as a default in further builds, but: - It should be asked to Jacki if they agree - It's a huge file and LoversLab might not allow too big files to be uploaded! So in the meantime, please just download this amazing package from that post!! -------------------------------------------------------- Other resources that might be helpful (for open relationships + other stuff in game) "ReFiner", my most complete mod of all times, for a lot of in game tuning and "first person mode" No Camera Fade for Sims (for Camera Mode enhancements) - recommended as a tuning for Refiner's first person mode Old "history" of ReFiner: My collection of self-made mods for Sims 3 (2026) Romance Reputation CAN actually be tuned, changed OR disabled completely in Sims 3 on 2026 I created "a mod" that disables (OR FIXES) "Dirty Surroundings" moodlets ------------------------------------------------ HOW TO INSTALL (NEW "FRESH" INSTALL) Same as every other builds actually: 1. Download and extract the zip in a folder of your choice. 2. Open the "full_install" subfolder. 3. Copy and paste all sixteen ".package" files into your "*/Electronic Arts/The Sims 3/Mods/Packages/" directory. 4. ALWAYS, ALWAYS navigate back to your "Electronic Arts/The Sims 3" folder and DELETE the "scriptCache.package" file. THIS IS VERY IMPORTANT AND REQUIRED FOR EVERY MOD UPGRADE. YOU MAY ENCOUNTER A LOT OF ISSUES IF YOU DON'T DELETE IT!! 5. The "optional_addons" folder is not strictly required for basic mod functionalities, but it's hihgly recommended nontheless, for all the special effects and extras added by art developers & masterminds. 6. The "source code zip" is strictly thought for modders who want to take a look at the edits and build a fork based on them (etc. etc.). You can completely delete it from your folder if you don't need it. 7. If you're asking youself, it's also still possible to create subfolders in Mods folder as per the original Resources config file ("Packages/*/*.package"). But mind the fact that, this way, the readability will be slowed up basing on your PC and you may encounter more general issues, because Sims 3 is an old game and mods are read better when every file is just in the same "Packages" folder. Just paste every single package in the Mods folder if you're unsure about what you're doing. The only important thing is that you don't remove any of the "full_install" folder packages from there. 8. You can start the game ------------------------------------------------ HOW TO SOLVE STRANGE KNOWN ISSUES (BY A "CLEAN SAVE INSTALL") If you have any error that is uncommon and doesn't depend on the mod itself but presumably about missing stuff or how you installed it, try following these steps: 1. Load an issue-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 (EVERY "full_install" PACKAGE carefully, or EVERY PACKAGE ENTIRELY). 7. Load the cleaned save, enable OKW, wait for full initialization (you'll see welcome messages etc.) 8. Save again as a new file. 9. Return to main menu and reload that new save This should induce your game and your mod to initialize everything as some kind of "fresh start" and solve a lot of issues. At least it did in my experience, many times. ------------------------------------------------ OPTIONAL "Full EN" versions (every language string has been overwritten with S3SE to EN - English) After downloading exclusively the mod related version at the right of the file, just replace the "ONIKI_KinkyMod.package" file and delete every cache package to be sure: ONIKI_KinkyMod.package (b443 v0.8.5) - "fixed" as well as per the "What's new" section ONIKI_KinkyMod.package (b444 v0.8.6) ONIKI_KinkyMod.package (b444 v0.8.7) Starting from 445/446, "FULL-EN" versions are just directly included in the ZIP so that's way easier to choose a version, you can just copy and paste the entire folder. ------------------------------------------------ Technical changelogs & release snapshots Cumulative Changelogs & Snapshots (May 30 2026).zip ------------------------------------------------ Please, if anything needs to be changed or doesn't work properly, just notify me as soon as possible. Thank you. Any feedback is very, very appreciated. Submitter BiterBit Submitted 03/21/26 Category The Sims 3 Requirements 12
spauldo Posted March 21 Posted March 21 I'm glad to see a new person working on KW. It's amazing how this mod just keeps going, years after Sims 3 was discontinued. I'll give your version a shot, assuming my current save ever dies on me. Anyway, good luck with it! 1
BiterBit Posted March 22 Author Posted March 22 (edited) 10 hours ago, spauldo said: I'm glad to see a new person working on KW. It's amazing how this mod just keeps going, years after Sims 3 was discontinued. I'll give your version a shot, assuming my current save ever dies on me. Anyway, good luck with it! Thanks a lot dude! I fell in love with the project and really wanted to contribute. I'm already testing something else (444) that should be another improvement to this version (always "legacy" respectful, only QoL stuff). And to clarify it better, the "fixed" file version has just a string of text that has been corrected in English but it's the same mod version. Edited March 22 by BiterBit
mrph Posted March 22 Posted March 22 Hi! Thank you for your work. I've repeatedly contacted the developers of this mod (at various stages) with minor suggestions. Unfortunately, no one has paid attention to them. I'll share them with you. I hope you'll at least read these suggestions and respond. 1. Currently, the incest settings offer three options: disabled, distant relatives, and close relatives. Please add an additional option: «active family» and «only brother-sister» relationships. (I would like to prevent incest from spreading throughout the city and limit it to the active family. Alternatively, I would like to allow incest throughout the city, but only in brother-sister relationships.) This will add color to the existing game world. 2. Please pay attention to the diseases. I noticed that they are not treated by a bath/shower. The mudlet disappears, but the infection continues. I have tested it by taking numerous baths, showers, and even a bubble bath. We need to add interaction at the hospital - treating diseases for money (an impressive amount). Therefore, I suggest replacing "zombie" with a more common and treatable infection. It is worth adding more medicine/ointment for treatment. It is better to remove/ replace HIV altogether, as it is unnecessary in the game. And most importantly, if it's possible, infecting a spouse is automatically considered adultery (with all the consequences). I don't know if this is feasible, but it would be amazing! 3. If a woman has the masochist trait, you should add an interaction where the sim is asked to have rough sex (rape), and the sim must either use the appropriate interaction (rape, with a 100% chance of success) or not (if they have the kindness trait, etc.). In the case of a masochist (male), at a similar request, the woman should be the active one during sex (femdom), using a dildo. I think this would be interesting. )) 4. And another idea. You can add the interaction "intimidate" (for Sims with a crime profession of any rank), after which the Sim will agree to any kind of sex. It works reliably on Sims with the trait "coward," "unfaithful," and similar traits, while Sims with the traits "brave," "rapist," etc. will fight back, leading to a fight and damage to their relationship. After being raped, you can "steal" some money from the Sim (a few thousand or a percentage of their family's savings). 5. And one last wish. Introduce a lending/payment system into the mod. In the "rabbit hole" of crime, Sims borrow a certain amount with daily exorbitant interest. A deadline is set for repayment. If Sims fail to repay, they are forced to work as prostitutes in the area of the criminal rabbit hole (with the spawning of rapists and the recruitment of citizens), during the nighttime (with the freezing of sleep, hunger, and toilet needs. Afterward, set hygiene to a minimum and stress to a maximum). Depending on the amount, a certain number of days is set (e.g., 1000 = 1 day). At the same time, set the sim's status to "whore," and after working for a certain number of days, raise the status to "call girl." Is it possible to expand/think through the system of interaction with additional traits (lover of muscular, teenagers and so on). It is not clear their impact on the gameplay. I thought that with a certain trait, the sim will show weakness in the specified area, but nothing like that happens. It turns out that these traits are only for beauty? Can't it be corrected? For example, so that the sim-woman would agree to sex with the sim-man according to the chosen trait, and vice versa. You can add existing traits - kind, cheerful, or on the contrary - rude, angry... After all, a woman can like different men. At the same time, include the appropriate reaction to interaction with Sims who have these traits. I hope I was able to clearly express my thoughts (using an online translator complicates communication). I really hope that you will consider these suggestions. Thank you. 1
Loveternity Posted March 22 Posted March 22 1 hour ago, mrph said: I've repeatedly contacted the developers of this mod (at various stages) with minor suggestions. Unfortunately, no one has paid attention to them. That last part isn't true; you'll find several replies to you on the other thread and even when a direct reply isn't given I can assure you that everything does get read and considered. BiterBit has also reached out to Katie and Omicr0n directly, but people can be busy/unavailable to reply. Hopefully they'll have a chat soon enough, I for one am excited to see people still caring about the mod. 2
mrph Posted March 22 Posted March 22 3 hours ago, Loveternity said: Последнее не соответствует действительности; В другой ветке вы найдёте несколько ответов, и даже если прямого ответа нет, могу заверить, что всё читается и учитывается. BiterBit также связался напрямую с Кэти и Omicr0n, но люди могут быть заняты или недоступны для ответа. Надеюсь, скоро они пообщаются, я лично рад видеть, что люди всё ещё будут заботиться об этом моде. Hi. I'm talking about a reaction (is this possible or not; any clarifications or "we'll do it, please wait"), specific actions, and results. It just seems like comments disappear into the forum archives, mod updates are released, and the expected results aren't there. That's why I keep trying to contact someone who can do this or explain why it's not possible. After all, these suggestions would truly improve the mod and make the game more realistic. I apologize if I offended anyone. 1
BiterBit Posted March 22 Author Posted March 22 (edited) 6 hours ago, mrph said: 1. Currently, the incest settings offer three options: disabled, distant relatives, and close relatives. Please add an additional option: «active family» and «only brother-sister» relationships. (I would like to prevent incest from spreading throughout the city and limit it to the active family. Alternatively, I would like to allow incest throughout the city, but only in brother-sister relationships.) This will add color to the existing game world. 2. Please pay attention to the diseases. I noticed that they are not treated by a bath/shower. The mudlet disappears, but the infection continues. I have tested it by taking numerous baths, showers, and even a bubble bath. We need to add interaction at the hospital - treating diseases for money (an impressive amount). Therefore, I suggest replacing "zombie" with a more common and treatable infection. It is worth adding more medicine/ointment for treatment. It is better to remove/ replace HIV altogether, as it is unnecessary in the game. And most importantly, if it's possible, infecting a spouse is automatically considered adultery (with all the consequences). I don't know if this is feasible, but it would be amazing! 3. If a woman has the masochist trait, you should add an interaction where the sim is asked to have rough sex (rape), and the sim must either use the appropriate interaction (rape, with a 100% chance of success) or not (if they have the kindness trait, etc.). In the case of a masochist (male), at a similar request, the woman should be the active one during sex (femdom), using a dildo. I think this would be interesting. )) 4. And another idea. You can add the interaction "intimidate" (for Sims with a crime profession of any rank), after which the Sim will agree to any kind of sex. It works reliably on Sims with the trait "coward," "unfaithful," and similar traits, while Sims with the traits "brave," "rapist," etc. will fight back, leading to a fight and damage to their relationship. After being raped, you can "steal" some money from the Sim (a few thousand or a percentage of their family's savings). 5. And one last wish. Introduce a lending/payment system into the mod. In the "rabbit hole" of crime, Sims borrow a certain amount with daily exorbitant interest. A deadline is set for repayment. If Sims fail to repay, they are forced to work as prostitutes in the area of the criminal rabbit hole (with the spawning of rapists and the recruitment of citizens), during the nighttime (with the freezing of sleep, hunger, and toilet needs. Afterward, set hygiene to a minimum and stress to a maximum). Depending on the amount, a certain number of days is set (e.g., 1000 = 1 day). At the same time, set the sim's status to "whore," and after working for a certain number of days, raise the status to "call girl." Is it possible to expand/think through the system of interaction with additional traits (lover of muscular, teenagers and so on). It is not clear their impact on the gameplay. I thought that with a certain trait, the sim will show weakness in the specified area, but nothing like that happens. It turns out that these traits are only for beauty? Can't it be corrected? For example, so that the sim-woman would agree to sex with the sim-man according to the chosen trait, and vice versa. You can add existing traits - kind, cheerful, or on the contrary - rude, angry... After all, a woman can like different men. At the same time, include the appropriate reaction to interaction with Sims who have these traits. I hope I was able to clearly express my thoughts (using an online translator complicates communication). I really hope that you will consider these suggestions. Thank you. Hi mrph, thanks for commenting and sharing your feedback. These ideas are very cool, some of them could easily be implemented or corrected too, like for example I would like to know better into the code if the incest mechanic can easily "spread" - limiting that to the only active household can be doable and it's also a very nice idea. In my changes in fact I focused mainly on household "gating" to not impact overall previous code and NPC logic for the same reason. Same thing goes for deseases. I think little QoL fixes can be made pretty easily there if we're talking about specific interactions or adding just a pie menu thing at the hospital to cure them. I did not go that deep in mechanics because I really wanted to only fix some strings + what I thought was a basic feature missing, that was of course hard to implement and therefore not yet implemented. I had some time and resources and choosed to try and fix those. Contextually, I thought other people maybe in the meantime would have just played that version waiting for the next one that would have not been my version. This is what I had in mind. Other important things to clarify: I'm not "the owner of the project now", I've never been and I could never be it (by myself) so I would never change any drastic nor critical things in the mod (like expanding the lore, creating new mechanics from scratch etc.), and I stated this in the main post on the publishment day. My solely purpose was sharing a version almost identical to Katie's build that included gating logics to make the mod a little more enjoyable and not change it completely, while people waited for next version that could eventually (OR NOT) include this changes. I clearly knew someone else would have heavily relied on previous code structure and logic sooner or later so I changed the least possible and shared every edit I made, surgically, in the changelog, adding source code and making myself totally available. I never thought about "grabbing the project", I thought anyone was too busy to think about it right now so I would have sticked to legacy build code and whoever would have come after me could have just advance the build number and keep on going, with or without my changes. I wanted at least one public version that could allow player to control their Sims and that's all. I also agree with what @Loveternity was probably trying to say: changing mod code, especially for such an old game, is not an easy thing and you cannot always do like huge wonderful things without like destroying the whole project. It can be fragile and you need to be super careful to everything, especially if you're already working about something. So it might seem no one cares but people try to merge everything they could. But I absolutely agree about the fact that an answer, a feedback (even basic), especially while someone read you can always make a difference, especially if prolonged in time. I could have definitely waited more for an answer myself, but not being replied to after an initial conversation already started where I anticipated that I wanted to publish minor changes as a branch, made me think there wasn't interest at all as well. With that said, I think that whatever kind of change from now on needs to be discussed in a different way and presumably not with me, because if I publish another build with whatever kind of improvement I could create more problems, considering I created them with publishing this post as well. Edited March 22 by BiterBit 2
Loveternity Posted March 22 Posted March 22 2 hours ago, BiterBit said: With that said, I think that whatever kind of change from now on needs to be discussed in a different way and presumably not with me, because if I publish another build with whatever kind of improvement I could create more problems, considering I created them with publishing this post as well. I'd rather have "problems" than a dead forum personally. Seriously, it's not truly a problem from my perspective that you've posted your changes. Somewhat unfortunate that it happened before Katie responded to you, but don't let that stop you from doing what you want. We all love this game and this mod and that's a great thing. 3
spauldo Posted March 23 Posted March 23 I have to wonder how much the forum is actually holding the mod back. Don't get me wrong - I enjoy the community here. But where forums really shine for community involvement, support, and feedback, they're a poor substitute for an actual code repository when it comes to development. What you end up with is what we have here - a few people working on their own versions and occasionally dumping big blocks of code on each other. I can't help but think that if Oniki had just set up a repository on something like Github* a lot of the annoyances in the mod would have been fixed a long time ago. * I have no idea how the terms of service on the various public repository sites would work with a sex mod. I just use Github as an example. 1
BiterBit Posted March 23 Author Posted March 23 (edited) On 3/22/2026 at 8:21 PM, Loveternity said: I'd rather have "problems" than a dead forum personally. Seriously, it's not truly a problem from my perspective that you've posted your changes. Somewhat unfortunate that it happened before Katie responded to you, but don't let that stop you from doing what you want. We all love this game and this mod and that's a great thing. That's a kind thing to read so thank you. And also yeah I kinda would edit a lot more things that we can consider pure QoL fixes that still maintain code as legacy as possible just like mrph was proposing about incest and all of that. I think that the fact that traits don't do much and don't talk too much in the actual mod is another truth too, I've noticed myself that it could be enriched a lot. I was also working on two new settings that allowed players to ignore the arousal values in calculations for the woohoo to get accepted depending on romantic or normal relationships, because I know this has been a mechanic that annoyed players for a while. Like: "I'm engaged to my Sim and it never accepts my WooHoo", and that's because in the code there's a huge gap at the moment that centralizes the arousal score more than a lot of other things. So as an accessibility feature it could be implemented for example and actually I already did it. The point is that I wanted to share pure code logic changes with everyone, to be implemented, and release a build as an example, not "to steal a work". I posted "myself" because no one replied me in a while on multiple channels, and I presumed that at the moment, no one would have cared about me going further. I also gave for granted that in any case I would have shared my deepest availability to help anyone merge their code to mine or mine to theirs (if wanted) My original idea was the same that @spauldo proposed, about a unified version where everyone could contribute, that's why I asked for support in the main thread and contacted two different people... I don't want to post other builds if this means breaking people's work or, as I've been reading, changing the branch names so one of the other is not Kinky World or not LoversLab edition anymore. It breaks my heart actually. Edited March 23 by BiterBit
BiterBit Posted March 23 Author Posted March 23 (edited) 11 hours ago, spauldo said: I have to wonder how much the forum is actually holding the mod back. Don't get me wrong - I enjoy the community here. But where forums really shine for community involvement, support, and feedback, they're a poor substitute for an actual code repository when it comes to development. What you end up with is what we have here - a few people working on their own versions and occasionally dumping big blocks of code on each other. I can't help but think that if Oniki had just set up a repository on something like Github* a lot of the annoyances in the mod would have been fixed a long time ago. * I have no idea how the terms of service on the various public repository sites would work with a sex mod. I just use Github as an example. Yeah sure, GitHub is a great example of this. But I really cannot see how different things couldn't be made when communication just works properly and someone coordinates a project for example, like it happens in work environments as well. I always stated that I was completely available to anything, like stop publishing builds or help anyone to merge my code or something like that. Forum is not the best to do that but it's still highly possible I also thought that if a developer really cares about Kinky World projects should always think about compatibility and migrations for example, and I tried my best to do that as well. I'm sorry if this has been seen as just "dumping code block" on someone else while I really tried doing the opposite Edited March 23 by BiterBit
BiterBit Posted March 23 Author Posted March 23 (edited) On 3/22/2026 at 11:38 AM, mrph said: Hi! Thank you for your work. I've repeatedly contacted the developers of this mod (at various stages) with minor suggestions. Unfortunately, no one has paid attention to them. I'll share them with you. I hope you'll at least read these suggestions and respond. 1. Currently, the incest settings offer three options: disabled, distant relatives, and close relatives. Please add an additional option: «active family» and «only brother-sister» relationships. (I would like to prevent incest from spreading throughout the city and limit it to the active family. Alternatively, I would like to allow incest throughout the city, but only in brother-sister relationships.) This will add color to the existing game world. 2. Please pay attention to the diseases. I noticed that they are not treated by a bath/shower. The mudlet disappears, but the infection continues. I have tested it by taking numerous baths, showers, and even a bubble bath. We need to add interaction at the hospital - treating diseases for money (an impressive amount). Therefore, I suggest replacing "zombie" with a more common and treatable infection. It is worth adding more medicine/ointment for treatment. It is better to remove/ replace HIV altogether, as it is unnecessary in the game. And most importantly, if it's possible, infecting a spouse is automatically considered adultery (with all the consequences). I don't know if this is feasible, but it would be amazing! 3. If a woman has the masochist trait, you should add an interaction where the sim is asked to have rough sex (rape), and the sim must either use the appropriate interaction (rape, with a 100% chance of success) or not (if they have the kindness trait, etc.). In the case of a masochist (male), at a similar request, the woman should be the active one during sex (femdom), using a dildo. I think this would be interesting. )) 4. And another idea. You can add the interaction "intimidate" (for Sims with a crime profession of any rank), after which the Sim will agree to any kind of sex. It works reliably on Sims with the trait "coward," "unfaithful," and similar traits, while Sims with the traits "brave," "rapist," etc. will fight back, leading to a fight and damage to their relationship. After being raped, you can "steal" some money from the Sim (a few thousand or a percentage of their family's savings). 5. And one last wish. Introduce a lending/payment system into the mod. In the "rabbit hole" of crime, Sims borrow a certain amount with daily exorbitant interest. A deadline is set for repayment. If Sims fail to repay, they are forced to work as prostitutes in the area of the criminal rabbit hole (with the spawning of rapists and the recruitment of citizens), during the nighttime (with the freezing of sleep, hunger, and toilet needs. Afterward, set hygiene to a minimum and stress to a maximum). Depending on the amount, a certain number of days is set (e.g., 1000 = 1 day). At the same time, set the sim's status to "whore," and after working for a certain number of days, raise the status to "call girl." Is it possible to expand/think through the system of interaction with additional traits (lover of muscular, teenagers and so on). It is not clear their impact on the gameplay. I thought that with a certain trait, the sim will show weakness in the specified area, but nothing like that happens. It turns out that these traits are only for beauty? Can't it be corrected? For example, so that the sim-woman would agree to sex with the sim-man according to the chosen trait, and vice versa. You can add existing traits - kind, cheerful, or on the contrary - rude, angry... After all, a woman can like different men. At the same time, include the appropriate reaction to interaction with Sims who have these traits. I hope I was able to clearly express my thoughts (using an online translator complicates communication). I really hope that you will consider these suggestions. Thank you. Hi again mrph I took a look at the code after your comment and I've found a lot of interesting things. 1. Incest mechanics are a little buggy at the moment. Incest can easily spread through "the whole city" like you said and also "Step-related" gating seems to recall blood related Sims as well, so it's kind of a bug and should definitely reach a bug fix in next builds or releases. Also, a new gating that would allow player to choose "allow incest only in households or in the whole world" should really be added too, I completely agree, it's a good accessibility feature and respects the original idea 2. Baths and showers that "make moodlets go away but not the diseases" is kinda intended seeing how the code works and the previous build discussions (and I agree with this logic). Buffs and moodlets for now are related to physical consequences your Sims experiment because of the illness, so you can "attenuate" the symptoms with good showers or baths, or in rare cases reduce them (like crabs), so like a pretty realistic dynamic. The actual intended way of "having sympthoms and having the need to buy medicines to slowly cure you through a progress and phases situation" is intended indeed and I wouldn't change that. Despite that, a "Receive a treatment" interaction to the hospital (for example for 5k or 10k Simoleons) for every specific illness that cures the specific illness in an Hospital rabbithole of many hours, can indeed be implemented and a nice idea. Point is that it would break the original thought of these mechanics and feel like some kind of "cheat" to the original idea that diseases are serious and curing them is not easy. It might be a toggle setting and can be thought about. 3. Every other thing you mentioned is a good idea and a good feedback but it's kinda out of the scope for my intentions, because adding or changing what you proposed would mean completely change the idea behind that, that wasn't my idea in the first place Side note: As another precious user reported me, there's also another critical bug that should really need to be fixed: when you sleep with another Sim and there's a "sleep auto-woohoo" request/interaction (not manual), if that interaction is rejected, game code still considers it as successful woohoo, translating it to possible raping or cheating count. So I wouldn't change "core mechanics" honestly (also to ensure future code sharing most compatible as possible) but I would surely do a bug fix to a lot of stuff including the things you rightly listed in a potential next build and I noted them in a TODO list. Edited March 23 by BiterBit 1
IvaInn Posted March 23 Posted March 23 I hope you'll continue making improvements. I'm currently playing with the Jvsmith last build, but I'm sure many will find them useful. 2
BiterBit Posted March 24 Author Posted March 24 (edited) Hey everyone. I hope you all are doing fine. Lately I've been working again to some code (hopeful) improvements for the mod, and I have a few introduced changes for a new build that is actually in testing phase: - One new setting available for households confirmation prompt ("force prompt in every situation") - Some settings for animations move values to pre-apply to Teens + Young Adults, Adults and Elders, 'cause they are almost always unbalanced - Some "ignore arousal score" settings for romantic and friendship relationships (player-directed interactions only, not for NPCs) - Some bug fixing related to sleeping with another Sim that could wrongly cause a successful WooHoo count even when not actually happening, that a nice person pointed out - Some bug fixing related to "StepRelated" incest that allowed blood related stuff, as @mrph pointed out - A new setting that make player decide between "the whole world is doing incest" or "only my household is doing incest", as @mrph pointed out - "Settings" is now reachable through clicking on terrain and objects - New EN strings that were previously hardcoded stuff - One new debug notification for modders (and polished intelligible notifications for user) - More IT strings translated - A new "Reset all settings" feature that was missing from very old times (EN/IT) - A new setting (default=false) to cancel NPC interactions automatically if NOT critical action, so your Sim won't wait infinitely standing when queuing actions - More "minor" stuff I'm sharing this here for transparency and to keep things aligned with the current development situation. I would really like to share and upload this build, as I think it could be helpful and enjoyable for many people. Once testing is complete, I’ll likely share it here. As usual, a ZIP variant for the whole mod that is FULL-EN for anyone, a complete changelog + snapshot and my full source code will be provided. And as always, I'll be available for discussion or collaboration if needed. Of any kind. Keep safe and keep playing Edited March 25 by BiterBit 6
BiterBit Posted March 25 Author Posted March 25 (edited) Hi everyone. After all the testing activities I could perform by myself, I finished build 444 and uploaded it in the main post as well as the FULL-EN package to replace if wanted, along with the changelog and the snapshot. The main post has been updated too to give the full picture. Now build 444 can be downloaded and installed if you want. Editing, designing and testing this much stuff hasn't been easy, but I enjoyed it a lot and gave it everything I could. Every single one of these changes is born from my love for this mod and Sims 3 and from many ideas I had since a long time ago. I apologize generally if my premature publishing in the past has caused troubles to anyone who was still working on something else: in these builds I tried to maintain the legacy code from last known builds as intact as possible for logic and features and I did my best to not touch anything that could be a work in progress from previous builds, just adding my separate tunings/settings. Clearly, if you're developing for KW, feel free to not include everything from my builds, or anything at all if you don't feel like it. I would just love to be credited if any of my QoL addition makes it into the future. I don't plan on making any new particular changes as of now, unless specified, and I will strictly release new versions or builds if something really needs to be corrected (textually), fixed (in code), removed or eventually to add more strings in more languages for anyone to understand menus better. Please, contact me if you need anything and to report any bug or issue. Thanks to anyone for their support and I hope you all enjoy. EDIT: I originally forgot the Source Code for 444 in the main ZIP entirely, and put inside a wrong README file from 442 version. I fixed it a few minutes later, so, eventually, you can just try downloading again for the correct ZIP. Edited March 25 by BiterBit 4
jiyem24782 Posted March 26 Posted March 26 Just the fact that people still care enough about sims 3 to create and fix problems with the game and mods makes me happy. I still consider it the best of the sims so far. So much to do even with it's issues. Like Second Life except with bots that I can control with mods. The mods like this make sims 3 great. 3
BiterBit Posted March 26 Author Posted March 26 (edited) 1 hour ago, jiyem24782 said: Just the fact that people still care enough about sims 3 to create and fix problems with the game and mods makes me happy. I still consider it the best of the sims so far. So much to do even with it's issues. Like Second Life except with bots that I can control with mods. The mods like this make sims 3 great. I completely agree with that. Every now and then, I go back to Sims 3 because it's (imo) the best Sims game ever. And when I do that, Kinky World really can't miss my Mods folder, since years. This game is so full of passionate modders that through the years transformed it in an even more amazing game then it originally was. This year I decided to celebrate this love trying to become one of them or contribute as I could 🫠 Edited March 26 by BiterBit 2
mrph Posted March 28 Posted March 28 @BiterBit Hi! I'm very grateful that my requests were heard and realized! Thank you so much! I'd like to point out that my English is poor and I use a translator. So, if anything I say seems strange, please know that I didn't mean to offend anyone. I'm here to help and try to be positive. Regarding concerns about using/modifying someone else's code to develop your own version of the mod, I think you shouldn't be afraid to create your own branch. A new branch means new ideas, new horizons in the game. Let them be implemented and then added/merged into the main version of the mod. That's better than no implementation of new ideas at all (except for edits and minor tweaks). People want to see more realism in the game's relationships, interactions, and subtlety of settings, which influence so much of what's already been created. There's a lot of unrealized and abandoned content in the mod—character traits and their impact on interactions, illnesses—the type of illness and treatment options, family relationships and lovers, the potential and consequences of jealousy—not just breakups but also fights with competitors, various vile acts, and so on. Much needs to be improved and developed. Well done to Oniki for creating the mod. Well done to everyone who continued to develop this mod. But we need to monitor the development path so it doesn't lead to a dead end and stall. Ideally, we should create a team. But it seems that's just a dream... Many creators only take on individual edits, some add something new to the mod, but then, over time, each creator stops working on it... Maybe they run out of ideas, or maybe they're just not interested. Therefore, it's important to pick up the baton early to keep the process moving forward. All creators working on the mod are working together! The main thing is skill and desire! And imagination! But that's just my opinion. Of course, it's up to you to decide what to do. Your version 444 v0.8.7 is stable, everything works fine. If you don't mind, I'll post a few more ideas for improving/fixing the mod as I go along. 1
mrph Posted March 29 Posted March 29 @BiterBit Hi. I forgot to mention an issue that's been bothering many people. The menu sorting is broken (when clicking on a Sim). It's sorted in reverse order. This was discussed in a related thread. A cause/solution was found there, but nothing has changed. This is causing serious inconvenience. Is there a way to restore the menu sorting to normal (A-Z)? Thank you for your work! 1
BiterBit Posted March 29 Author Posted March 29 (edited) 51 minutes ago, mrph said: @BiterBit Hi. I forgot to mention an issue that's been bothering many people. The menu sorting is broken (when clicking on a Sim). It's sorted in reverse order. This was discussed in a related thread. A cause/solution was found there, but nothing has changed. This is causing serious inconvenience. Is there a way to restore the menu sorting to normal (A-Z)? Thank you for your work! Hi mrph! Thank you for your support and for your feedback in previous comments. I would really love, one day, to participate to a full team of artists and modders to really "evolve" this project further! I can do a lot of stuff by myself, but for now, I'm just trying to just not "change everything" in an exclusive way because I don't find it too right if other people are working on the same project (still). But, anyway, I'm surely happy to be of any help or to release versions that really bring something really needed and mostly bug fixings! I gave a look at the menus in game and also by the code, and I didn't find what you're mentioning. Let me explain: injections in pie menus are decided by game code itself, through a "priority" system and a mechanism related to injection registration. So you don't always find the same interaction in the same place with big menu pies and you don't have a reliable, stable way to "fix" it either to always be in the same place (at least, as far as I've seen until now). The only system that allows you to "fix" options to always stay there it's the UI system, where the actual Settings for the mod are, and that order is hard coded. An attempt to "order" every string to stay in the same place in pie menus can be attempted but could be really unstable and has to be designed to a policy level to apply to every kind of pie menu for the mod. It can be difficult and not very common! If you want, post a screenshot of any kind or any advanced detail you have for the issue you're facing, I'll look into it further if something can be made. In the meantime, I'll listed myself in a TODO note very minor minor "bugs" or things that can be fixed, but I still didn't work on a further build! Edited March 29 by BiterBit 1
Daguy2021 Posted March 29 Posted March 29 (edited) Oh, neat, I wasn't expecting to find a new update after all this time. I'm a little wary of installing actually as I'm on a pretty old version that so far has been stable for years. In fact, it looks like I've missed a couple of handoffs/forks. Are there actual new features (in this version, and I guess the last handful, now I think about it...) or is it mostly just system tweaks and refinements? Does the hole in the wall object work (and is it implemented anywhere? Usually I have to place it myself using build mode) any better than it used to? I think I've gotten it to work once in around twenty times, usually my sim will just climb her way out, no matter how unlucky, cumsy, or what negative traits I give her. And it's only ever worked for me with sims within the family, and if they get 'called' to join autonomously in the split second they aren't trying to run off and do something else like play catch. How is the school system these days? I typically turn/keep it off, as there just weren't enough hours in the day, and nurse rarely interacted with my household sims, the janitor basically did nothing except use the principles PC, and the Principle gave one of my sims a spanking once but every other punishment was forced via debug always-accept and was my sims offering a bride for grade improvements which isn't really the vibe. All that asked, thanks for the update, it's great to see TS3 still has some life in the (adult) modding community given that I can't play TS4 without feeling an intense desire to return to TS3 or even TS2. And Wicked Whims is just so damn vanilla it actually pains me coming away from Kinky World, Rimjobworld, and the various Fallout and Skyrim adult mods. Edited March 29 by Daguy2021 1
BiterBit Posted March 29 Author Posted March 29 (edited) 3 hours ago, Daguy2021 said: Oh, neat, I wasn't expecting to find a new update after all this time. I'm a little wary of installing actually as I'm on a pretty old version that so far has been stable for years. In fact, it looks like I've missed a couple of handoffs/forks. Are there actual new features (in this version, and I guess the last handful, now I think about it...) or is it mostly just system tweaks and refinements? Does the hole in the wall object work (and is it implemented anywhere? Usually I have to place it myself using build mode) any better than it used to? I think I've gotten it to work once in around twenty times, usually my sim will just climb her way out, no matter how unlucky, cumsy, or what negative traits I give her. And it's only ever worked for me with sims within the family, and if they get 'called' to join autonomously in the split second they aren't trying to run off and do something else like play catch. How is the school system these days? I typically turn/keep it off, as there just weren't enough hours in the day, and nurse rarely interacted with my household sims, the janitor basically did nothing except use the principles PC, and the Principle gave one of my sims a spanking once but every other punishment was forced via debug always-accept and was my sims offering a bride for grade improvements which isn't really the vibe. All that asked, thanks for the update, it's great to see TS3 still has some life in the (adult) modding community given that I can't play TS4 without feeling an intense desire to return to TS3 or even TS2. And Wicked Whims is just so damn vanilla it actually pains me coming away from Kinky World, Rimjobworld, and the various Fallout and Skyrim adult mods. Hi dude and thank you for your feedback and support! I'll try replying in "layers" for better readability: - This is a build made starting from 442 - Katie's Expansion, and nothing "core" was changed from main code, aside from new QoL gatings, settings and fixes that actually improves (at least in my opinion) the gameplay mechanics a lot. Builds you find in this post added several options and fixes that are listed in details in the main thread, where the "biggest" ones are that now your controlled Sims always follow your orders (like in base game) and they always receive a prompt to accept or deny WooHoo requests with optional further custom tunings. Check out the post eventually! - "Hole in the Wall object" still exists and is functional in code, but it remains somewhat potentially "fragile" in practice, and I did not edit any of its features and code logics. It is generally not a “smart always-on world system” because manual placement is still the normal expected user behaviour. Reliability depends on stage/posture availability and runtime conditions (acceptance/rejection checks, motives, cooldowns, interruptions, etc.). So your experience (“works occasionally, often breaks flow”) is a known kind of behavior from previous builds and not an "unusual" report. Maybe you can try adjusting your gameplay with new settings introduced with these builds and see if anything changes! - School system (principal/nurse/janitor roles) are still optional subsystems and still "legacy" in core behavior, because I didn't directly edit any of that. But, staff behavior (nurse/janitor/principal autonomy and punishments) can feel "not right enough" depending on world, time, routing, contexts, settings and so on. Considering that previous builds in some ways "obliged" the player to set Autonomy always on "Low" to do basic stuff, the problem might be solved in these builds but I didn't try it myself. Also keep in mind that time dilation is also a serious topic (it can in fact make a lot of stuff less enjoyable) and I usually solve it with Nraas Relativity that I always use myself, a lot, slowing down time at least for a 50% (value "15" in Intervals). Eventually, try adjusting the time lasting with Nraas Relativity and keeping autonomy on High (now it's possible in a full enjoyable way) and see if you notice any improvement! With that said, I think 444 v0.8.7 is pretty stable, I play with it myself and keep a "careful eye" about everything that may be wrong, and so far I didn't reckon anything unusual. I hope I could help your doubts! Edited March 29 by BiterBit
Daguy2021 Posted March 29 Posted March 29 Thanks for the indepth, I appreciate it, I'll probably swap out my current KW install and start a new save just to see what's changed, and tweak some setting. Funny you should mention time dilation. I was very tempted, as days in the sims have always felt just a little too short, but the idea of breaking story progression/my saves even further or causing a save ruining glitch or something like it stayed my hand. I know you can't promise anything, this is a Sims game after all and they all have their issues somewhere be in stability or corruption or both, but has dilation ever killed a save file for you observably? I would very, very much like to use it, as 50% slower does sound like a sweet spot for things like the highschool and doing adventure content. Do you mind if I pick your brains about one more thing too? I notice Molten has done another Kraken 'scene' but it seems to involve the cave. Is it the actual cave while diving or a object I'm just failing to see? Because I just couldn't get it to trigger after installing those animations. Or does it have some obscure trigger requirements like the enchanted dildo with witches?
BiterBit Posted March 29 Author Posted March 29 (edited) 2 hours ago, Daguy2021 said: Thanks for the indepth, I appreciate it, I'll probably swap out my current KW install and start a new save just to see what's changed, and tweak some setting. Funny you should mention time dilation. I was very tempted, as days in the sims have always felt just a little too short, but the idea of breaking story progression/my saves even further or causing a save ruining glitch or something like it stayed my hand. I know you can't promise anything, this is a Sims game after all and they all have their issues somewhere be in stability or corruption or both, but has dilation ever killed a save file for you observably? I would very, very much like to use it, as 50% slower does sound like a sweet spot for things like the highschool and doing adventure content. Do you mind if I pick your brains about one more thing too? I notice Molten has done another Kraken 'scene' but it seems to involve the cave. Is it the actual cave while diving or a object I'm just failing to see? Because I just couldn't get it to trigger after installing those animations. Or does it have some obscure trigger requirements like the enchanted dildo with witches? Hey! Thanks for the kind words! About Nraas Relativity: I've personally never seen it “corrupt” saves by itself or anything like that. What it can actually do is change "dilation" enough to expose "weak points" in heavy scripts, so that (potentially speaking) an increased lag or unexpected behaviors can manifest, if a save is already "stressed". But I never really noticed any difference, not only with Kinky World but with a bunch of other mods installed, including other mods I personally developed, and it only, always, enhanced my experience. I don't even think it can really "break" any story progression because it has a fine default tuning to "connect" to every aspect of the game (motives, other stuff). At around 50% slower, my actual 130 hours accumulated last month on Sims 3 (😂) went just fine (I always used it on my "main" save), but consider testing on a fresh save first and adding mods step by step if you want to be sure. On Kraken stuff: based on current KW code, the built-in Kraken logic is "ocean-swim driven" and not cave-specific or situation-specific. I can't see a dedicated "diving cave trigger" in Kraken code. Only thing I can see as a condition is: - Kraken enabled (ON) - Valid WooHoo conditions (human, at least teen if you enabled that, not being already in a woohoo interaction, etc.) - The Sim must be swimming in the ocean (didn't find any cave thing at least in the main DLL code) - Eventual Chance logic from original settings I also checked the DLL code in ONIKI_Objects.package and apparently there's nothing there related to Kraken mechanics. So if a “cave” scene has been added (I never tried it or seen it myself and sadly I'm not that much of an animation expert), that is likely a stage in a package scene not "directly related" to a cave trigger (in this branch code), therefore it's inside additional packages, that theoretically are already included in ZIPs. I did absolutely include every file that was already there in build 442, so if something is missing is probably related to previous builds 🤔 Another user reported having issue with Kraken in other posts I've read, as far as I remember. It could be useful to get in touch with the creator themselves or eventually going further testing this myself (and let you know if I find something to know about) Edited March 29 by BiterBit
khunabbe Posted March 30 Posted March 30 How to get pregnant ? My pregnancy ended up disappearing after 24 hours. How can I set it up so I can get pregnant and have a baby?
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