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Oniki's Kinky World Build 451 v0.9.7 - LoversLab Edition [BiterBit's QoL]


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Posted
2 hours ago, ptsdfromhome said:

Wow, thank so much for both the detailed explanation and the fix!

 

Btw I had the Household Sims always accept player inputs setting off, so getting the notification wasn't a bug.

 

If possible, could you port the underwear mechanic to male sims too? I feel like KW is a little "imbalanced" when it comes to some things leaning more towards female sims but also now that I found out sims can wear underwear, I'd like to be able to make all of my sims wear underwear, regardless of their gender or how it relates to sex -- I love making the game a tad bit more realistic where I can and tbh I've always thought underwear in the sims is somewhat "useless" in the sense that sims can only wear it if they aren't wearing anything else on top, shirts or pants :P

 

But I understand if it's too big a task. I know your goal is to fix bugs and such and it probably would require writing a lot of new code. But regardless, thanks again!

 

Hey!

 

Right now I wouldn't really do that. For a simple reason: I'm slowly testing out the underwear mechanic after I patched it, and it can be pretty much unstable.

 

The reason why underwear didn't work before my patch, is because it was a very, very experimental feature and also unstable.

 

There is a complex logic behind the fact that when a female Sim performs "show panties" or "show boobs" the object should be NOT worn and then be worn again.

 

So to avoid that every "show panties", "show boobs", "show pussy" and such just delete the item from CAS and after the interaction female Sims just wear those items back in CAS, a huge (very huge) logic is implemented in background, in a way that still doesn't work completely in my testings (I'm still working on it).

 

Also, the fact that after woohooing (for example) females now have a double check to restore previous "snapshotted" CAS elements like panties or bras, delays the outfit change comparing to males, so they can be stuck in mid air for like a second.

 

So "why the underwear never worked in Kinky World" is very clear to me 😂

 

There's also another critical reason: the outfit is changed by KW in many, many (so many) different ways and uses different code logic for every kind of path, like:

 

- Masturbate in shower

- Woohoo during sleep

- Using bathroom

- Using shower

- WooHooing normally (typical Kinky World interaction)

 

All these fluxes use a different logic to make a Sim "ready" (so with the right outfit and/or naked outfit) and making underwear work properly (so female re-wear items after) means patching every single one of these paths.

 

I'm going crazy - but it's doable.

 

The problem is that translating this unstable mechanic on male Sims could be the reason why I kill myself 😂

 

It's not a pure rejection, it's a rejection as of now.

 

I'll let you know! What I care about right now, is to make the underwear basic mechanic something that works properly and that doesn't break CAS nor outfits!

Posted
On 5/1/2026 at 2:27 PM, BiterBit said:

 

Hey!

 

Yeah, this is absolutely to be kept in mind: corruption still happens in vanilla game, as well as with other mods. We're talking about a very old game that has never been fully fixed or patched by EA and about the fact that any mod can actually ruin your save, being Custom Content.

 

But despite that, I still don't really get what you are asking here. KW, as of now, at least in my case, has never corrupted a save in my entire life (from a gamer perspective and a modder perspective) unless I removed the package from the packages folder without a proper uninstallation. That's the only case where you corrupt your save and make it unusable, and there's a reason for that.

 

Aside from that, never happened once in my life.

 

That being said: Kinky World is a heavy mod, and a very, very invasive mod, because it touches every possible aspects in the game: CAS, code logic, pie menu, notifications, relationships, autonomy, data in general and for every object, Sim and creature - it's a "complete override" mod as a standalone, and that's also the reason why usually it's recommended to have the least possible mods active in your folder with KW.

 

With KW installed and enabled, I never had a problem with one save, even if it was particularly old. It may have more lag, or longer loadings, but it has never been corrupted. I really have older and heavy saves with KW installed and I can load them whenever I want.

 

I would also like to add that I've spent a lot (really a lot) of time implementing the code in a way that doesn't ruin or corrupt anything just by being alive, and that starting from 443 or 444 (I don't remember) I completely re-overhauled the "Uninstall Kinky World" feature in the main settings - it's designed to un-load every possible thing that the mod patches up, so that you can backup save and then remove the packages from your mod folders.

 

It clearly still needs to be refined, but we're not talking about the Kinky World version from 2015, that's pretty much what I'm sure about working on this project for more than a month without ever pausing it.

 

EDIT: If you actually want to take a look at older KW versions code, you can do that to understand how they eventually "break everything". You just need to extract the main DLL from the package with S3PE and then decompile the whole source project with ILSpy.

 

EDIT 2: I not only have very old saves perfectly working with KW (at least with my builds) but I also have different words, including Isla Paradiso or World Adventure worlds.

Do you run NRAAS with it? I do as it supposedly cleans up EAs messy code. I do but have worked out most of the conflict so far. What I mean by corrupted save is that there tends to be so many error files after playing a while. I do use the Delphy tool to check my CC for conflict prior to running. When using NRAAS, I do get errors but not near as much when mixing in any KW mod and still can't figure out why. It's all good though as it's cool to test out the different KW variants. I'm not slighting anyone's work as I'm sure it's labor intensive to even get it stable with such a crappy EA release as it is. Probably why they shut down Maxis though EA is the problem. They obviously didn't plan well enough for modding implementation but created a way albeit disastrous.

Posted
8 hours ago, ptsdfromhome said:

哇,非常感谢您提供的详细解释和解决方法!

 

顺便说一下,我关闭了 “家庭模拟市民始终接受玩家输入”的设置,所以收到通知并不是 bug。

 


如果可以的话,能否将内衣系统也移植到男性模拟市民身上?
我觉得 KW 在某些方面有点“不平衡”,似乎更偏向女性模拟市民。不过既然现在我知道模拟市民可以穿内衣,我就想让所有模拟市民都穿内衣,不管他们的性别或者性取向如何——我喜欢尽可能地让游戏更贴近现实。说实话,我一直觉得模拟人生里的内衣有点“没用”,因为模拟市民只有在上身没穿衣服(比如衬衫或裤子)的情况下才能穿内衣 。 :P


 

但我理解如果任务太大的话。我知道你的目标是修复 bug 之类的,这可能需要编写大量新代码。不过无论如何,再次感谢!

I'm a layman, although I've been using KW for over a year. It seems KW's underwear was initially designed only for women; there's no option for men. To create men's underwear, the code would have to be rebuilt entirely, and women's underwear wouldn't work with men (potentially due to skeletal incompatibility), requiring remodeling. This would be a massive undertaking, I suspect. English isn't my native language, so the above sentences might be a bit awkward; I hope you understand.

Posted

While we're on the subject of Debug's 'Show Info,' I'd love to see flags for physical (e.g., Big Tits, Big Dick, Big Butt, Pubic Hair) added to a more accessible location. Naturally, these should remain hidden from other Sims until they are actually observed.

Posted (edited)
8 hours ago, S3Xlover said:

Do you run NRAAS with it? I do as it supposedly cleans up EAs messy code. I do but have worked out most of the conflict so far. What I mean by corrupted save is that there tends to be so many error files after playing a while. I do use the Delphy tool to check my CC for conflict prior to running. When using NRAAS, I do get errors but not near as much when mixing in any KW mod and still can't figure out why. It's all good though as it's cool to test out the different KW variants. I'm not slighting anyone's work as I'm sure it's labor intensive to even get it stable with such a crappy EA release as it is. Probably why they shut down Maxis though EA is the problem. They obviously didn't plan well enough for modding implementation but created a way albeit disastrous.

 

I personally don't.

 

I'm kinda of an analytic person, so if there's a problem I try to investigate it individually and to patch it individually, so I typically don't go installing a lot of mods trying to solve a single issue, but that's different because I can code my mods even to see other mods issues or EA's issue. And I think that a mod should serve a specific necessity, because it can crash your game or make your save unusable, so it needs to be chosen carefully (but this is just my opinion). In this context, keep in mind that Delphy's Dashboard doesn't always exactly tell you if two mods are incompatible: you would have to decompile every C# project code and understand if they conflict.

 

You can see it with ReFiner: I built a logging feature first to understand why Isla Paradiso generated lags and freezes, and tried to "engineer" a solution that would avoid townies to get continuously stuck or without a path to their destination (that is the main cause), same with mermaids, caves, and such. Same thing to how to disable specific calls to be received or to disable animal noises by finding the logic in EA's code that recalled, in specific moments, the sounds of pets. Before trying to code myself, I used to install many mods to solve that specific issue (lags & freezes on IP) including Nraas Mods, but it didn't work for me sadly.

 

EA is messy, and you are right. But I don't personally feel the need to install any Nraas mod in particular, that I also don't strictly understand because sometimes the menus gets really (really) confusing, especially when they are translated (even if I could override to english).

 

I only use Nraas Relativy for time, as long as I don't create my own mod to manage time as well (as of now) tunable in my own way and with my very own menus.

 

With that said - this doesn't mean Nraas mods aren't worth it, Nraas is one of the greatest modders existed in the world and left a huge heritage to all the people who play TS3.

 

I just think that KW should live with the less possible mods in your folder (in my case everything runs greatly) and that in my case, I never needed that many mods to make my game run, especially with KW, and especially considered that sometimes, by design, Nraas mods tends to override and clean up a lot of things that generally Kinky World use to function regularly (including objects, singletons, pie menus and such).

 

And considering I've almost always played with KW, I speak from a point of view that never actually used Nraas mods, playing very "vanilla" in this scenario

Edited by BiterBit
Posted
2 hours ago, jung0321 said:

While we're on the subject of Debug's 'Show Info,' I'd love to see flags for physical (e.g., Big Tits, Big Dick, Big Butt, Pubic Hair) added to a more accessible location. Naturally, these should remain hidden from other Sims until they are actually observed.

 

Are you referring to specific Kinky Traits or physical flag that "mark" a Sim as big cock, big butt, pubic hair etc.?

 

If it's about traits, you can use debug traits mode to see instantly everyone's traits, but if you're talking about the flags that assign that kind of physical appearance to a Sim, you are right!

 

I'll sign this up in my TODO

Posted
12 hours ago, jung0321 said:

While we're on the subject of Debug's 'Show Info,' I'd love to see flags for physical (e.g., Big Tits, Big Dick, Big Butt, Pubic Hair) added to a more accessible location. Naturally, these should remain hidden from other Sims until they are actually observed.

 

Done.

 

A new "Show Body Properties" will be inside "Debug..." > "Infos..." > in 447 but won't be related to "what you actually know", because it's still a debug feature and would be a little too much complicated to do that in the other way.

 

But still does what you ask for (and what I think it's helpful), it just summarizes body flag for you to better know/understand the target, in this way:

 

[KW Debug] Body properties ({0.SimName})

Gameplay flags
  Big breasts: Yes/No
  Big butt:    Yes/No
  Big penis:   Yes/No
  Hairy:       Yes/No
  Shaved:      Yes/No
  Futanari:    Yes/No
  Robot:       Yes/No

Raw morphs (SimData)
  Breast size: …
  Butt size:   …
  Penis size:  …

Instant checks
  Fully naked: Yes/No
  Lower naked: Yes/No
  Upper naked: Yes/No
  Has Bra: Yes/No/NA
  Has Panties: Yes/No/NA

This is the body state for this Sim, not what others have learned.

 

👌

Posted

@BiterBit Hi!
Regarding the incest system, I really miss the "brother/sister only" restrictions in these interactions, completely excluding parents (aunts and uncles remain). I hope this isn't difficult to implement by adding additional options in the settings.
I'd like to limit this type of depravity—some people are interested in incest in all its glory, while others prefer a more limited experience.
Also, I'm quite inclined to expect a negative reaction from parents if they catch their children engaging in this indecency. You could even use standard gameplay options—scolding/depriving them of rights/house arrest.
What do you think?

Posted
1 hour ago, mrph said:

@BiterBit Hi!
Regarding the incest system, I really miss the "brother/sister only" restrictions in these interactions, completely excluding parents (aunts and uncles remain). I hope this isn't difficult to implement by adding additional options in the settings.
I'd like to limit this type of depravity—some people are interested in incest in all its glory, while others prefer a more limited experience.
Also, I'm quite inclined to expect a negative reaction from parents if they catch their children engaging in this indecency. You could even use standard gameplay options—scolding/depriving them of rights/house arrest.
What do you think?

 

Hi mrph!

 

This is generally a good idea, but would require a lot of work to be implemented (new settings, new logic, new refactor to older settings) so it's something I can't do as of now. Also keep in mind that custom reactions (like parents being punitive or sad, decreasing LTR and such) are all mechanics that would need to be added... A lot of time and work!

 

As of now I'm still focusing on patching the mod where it's actually broken - underwear (mostly completed), exhibition, selfies, woohoo autonomy, plumbots (pretty messed up, but almost finished), Simbots (completely new mechanic I had to write from scratch) and marginal things.

 

I don't know when I'll be able to do what you're asking, but I'll definitely note this up 👌

 

Thank you for your feedback!

Posted

First I would like to thank you for continuing to upgrade ONIKI_KinkyWorld.  I have not played in a while and decided to start again.  There are  a couple of things I am having issues with.

 

1) the hole in the wall does not work like it use to, my sims will stick her head in the hole, the dialogue  would start and when asking for help a sims would come and join in woo hoo, but when it was another sims turn she would automatically free herself, in an earlier version ( of course I forgot which one) more than 2 sims were able to do her before she she freed herself.

 

2) The kinky trait limitation which  includes what they are sexually attracted to,   Liking a big butt, hairy sims etc is not a trait imo it's like saying liking vanilla ice cream is a trait.  and to get another trait that my sims worked at will cost them a hefty lifetime happiness points.  Is there anyway to turn off that feature?

 

I don't know how to use s3pe or s3ru. so I'm SOL if that the only way to change things

Posted (edited)
18 hours ago, PuddinZak said:

First I would like to thank you for continuing to upgrade ONIKI_KinkyWorld.  I have not played in a while and decided to start again.  There are  a couple of things I am having issues with.

 

1) the hole in the wall does not work like it use to, my sims will stick her head in the hole, the dialogue  would start and when asking for help a sims would come and join in woo hoo, but when it was another sims turn she would automatically free herself, in an earlier version ( of course I forgot which one) more than 2 sims were able to do her before she she freed herself.

 

2) The kinky trait limitation which  includes what they are sexually attracted to,   Liking a big butt, hairy sims etc is not a trait imo it's like saying liking vanilla ice cream is a trait.  and to get another trait that my sims worked at will cost them a hefty lifetime happiness points.  Is there anyway to turn off that feature?

 

I don't know how to use s3pe or s3ru. so I'm SOL if that the only way to change things

 

Hey!

 

1) The hole in the wall has not been edited by my builds in any way, ever, so I don't know "when" it has been modified so that actually doesn't work properly, but I'll check it out anyway as soon as I have time, to understand if I can patch it.

 

2) Traits have been unified because they were mixed in multiple panels (Simology CAS and Skill Tab) occupying slots for vanilla reserved traits, and still didn't have a one-only interface to be managed.

 

As long as liking hairy Sims or Big Butts are not "actual traits", they have been differentiated in Core and Preference traits to be distinguishable, and in vanilla game you still can find real traits that are more like simple preferences, like "Likes to Swim". Is this even a real trait? It is, as long as liking something a lot is something related to personality.

 

In the end, we're talking about a game, and a mod, and unifying traits has been more just a QoL feature to have them all in one place, and easy to manage (and to edit/code in their logic), that I actually worked on a lot of time.

 

Traits have not lost their logic (unless a bug report) so if you want a trait you worked for, you can still obtain it: there's a flow where the mod asks you if you want to replace a trait you just earned, for free, or if you want to spend LTR points in a second moment. Also, there's no traits loss in general: at the start of a save where migration happens, the traits are just transferred in the Skill Tab, they aren't lost, and if they are more than 5, you get LTR refund to your actual points: I tried designing everything I could to maintain logic meaning.

 

At last: if you don't like it, as I stated multiple times in comments and in the main thread, you can just go to Miscellaneous > Debug Kinky Traits Mode > Enabled to just swap every Kinky Trait for free, without using points. I would even add that you can easily edit your current points with likely any mod, just for this feature (in case of any issue) but it's not necessary.

 

EDIT: I just corrected the main post, information about Debug Mode wasn't correctly indicated where I thought it was.

 

3) I did not include any kind of feature that requires users to edit packages with S3PE, for a design intent. In my builds I do what is possible to include everything I can in settings and not in XMLs. This will also be more clear in build 447 where I'm bringing new settings to also manage arousal and woohoo motives as well.

 

--------------------------------------

 

EDIT 2: I had a look at the code related to the Hole in the wall. What I've found out is that its logic has several gatings that can manifest in your save/scenario depending on situations.

 

Sims remain “stuck” only as long as the "stuck" condition in code is true.

 

After each joiner, stuck Sim automatically searches for another Sim and requires a cooldown on the same joiner. Another check excludes those who have already passed, so the same joiner will not be reselected for the automatic queue.

 

At this point, if no suitable joiner is found, the stuck Sim exits immediately.

 

So, after the first round the "new candidates" list may be empty or wrongly calculated: so end of scene, that might be what you are encountering.

 

Also, if the joiner no longer has the linked interaction queued, or the pending interaction disappears from the queue before it starts (errors of some kind or canceled interaction I would suppose, as well), the scene closes "by itself" even without a timer.

 

If during the woohooing, status does not remain "Accepted" (rejections/exhaustion/distress reasons), the scene is once again ended.

 

So: it might just be patched adding a simple logic, like "stay stuck for X time and just get out for emergencies or critical errors" (just so to speak). As long as I have time, I can try to patch it adding a toggle to choose this different behavior.

 

EDIT 3: I've actually patched it. Now, if the Sim "scans" every other Sim on the lot during the stuck moment and doesn't find anybody, will not unstuck immediately just for that reason: it's supposed to stay stuck until the natural completion of the timer. Then, depending on partner >=1 or 0, it will produce the two different dialogs that were already in the code. Reject/distress/needs are still considered as a valid reason for the Sim to get out.

 

EDIT 4: I've overhauled the whole feature, as typical of me. Now, aside from the fact that the stuck Sim doesn't get out immediately from the hole if doesn't find a joiner, there are 2 different timers: "max stuck duration" that is individually considered, and "anim duration" while the join takes place. This means that during the animation of a joiner, the "max stuck duration" is frozen, because otherwise you would still allow only 1 Sim after closing the stuck situation.

 

I may think about having a Settings section dedicated only to the tunable of the Hole in the Wall, so it's easier to customize that for players.

 

EDIT 5: I couldn't help myself. I created a "Hole in the Wall Settings" inside "Global Settings" where you will be able to:

 

- Decide maximum time allowed in the wall (frozen between joiners)

- Decide maximum "failsafe" timer like "it's been too much, it can't last longer than X"

 

EDIT 6:

 

image.png.80e3faae07ce187e5986d52b50c32e4d.png

 

Done. Please keep in mind this is still very messy: the code logic I've found still provides like 100 different situations where a join could not be accepted, either by the joiner or the host, to the point where I wonder why it got created in the first place given it's designed to be very very rejected.

 

But with these toggles (and eventually "Always Accept") it now works properly, at least by my testings.

Edited by BiterBit
Posted

Hi, firstly ty for expanding on the mod its clear that you put a lot of effort into this and are continuing to do so. And the qol improvements are very much appreciated.

 

I would be greatful for some advice as I have run into an error where saved games dont load. When I attempt to load a save the loading bar goes up to about 99% and then just stays there. The game doesnt freeze or crash as the tips still cycle normally - the save just never loads as I have left it for up to 45 minutes and I have a very powerful pc. What makes this issue weird to me is that the game will load a save so long as it is from the first day of gameplay - but not after the first night has passed.

 

Im currently running v0.8.8 (which I know I should probably update), along with ooOLaLa City's animations, cmars bodies, jonhas body sliders, and nraas master controller. I was also running nraas errortrap and overwatch - but I removed them for testing as I assumed they were causing the problems (even though I did disable the problematic settings and installed DisabledDereferencing) however this proved futile as the issue persists even without them. After every failed save the mod generates the same error log which I cannot attach as it is an xml file but I will attach a .txt which contains the full error log pasted in.

 

I am brand new to modding the Sims 3 so its probably something dumb I either did or did not do during installation - or I glossed over an obvious incompatibility. But any help or advice would be much appreciated as I cant play the game with this issue.

KWErrorLog_Export_EAF92267.txt

Posted (edited)
10 minutes ago, _So_Long_Anon_ said:

Hi, firstly ty for expanding on the mod its clear that you put a lot of effort into this and are continuing to do so. And the qol improvements are very much appreciated.

 

I would be greatful for some advice as I have run into an error where saved games dont load. When I attempt to load a save the loading bar goes up to about 99% and then just stays there. The game doesnt freeze or crash as the tips still cycle normally - the save just never loads as I have left it for up to 45 minutes and I have a very powerful pc. What makes this issue weird to me is that the game will load a save so long as it is from the first day of gameplay - but not after the first night has passed.

 

Im currently running v0.8.8 (which I know I should probably update), along with ooOLaLa City's animations, cmars bodies, jonhas body sliders, and nraas master controller. I was also running nraas errortrap and overwatch - but I removed them for testing as I assumed they were causing the problems (even though I did disable the problematic settings and installed DisabledDereferencing) however this proved futile as the issue persists even without them. After every failed save the mod generates the same error log which I cannot attach as it is an xml file but I will attach a .txt which contains the full error log pasted in.

 

I am brand new to modding the Sims 3 so its probably something dumb I either did or did not do during installation - or I glossed over an obvious incompatibility. But any help or advice would be much appreciated as I cant play the game with this issue.

KWErrorLog_Export_EAF92267.txt 8.81 kB · 1 download

 

Hey!

 

Thank you for your feedback and support.

 

This doesn't actually look related to Kinky World, at least by the log you are attaching, but by something that can't properly load when it's already serialized after the first save.

 

If the issue doesn't happen when you try "a fresh save", it is likely because a fresh save does not contain uncoherent data to load (it's fresh) - while, when you save manually, you serialize in your save every parameter a mod needs to persist inside of it, Kinky World included.

 

Where there are critical error in mods, typically you would also see ScriptError.XML (generated by The Sims 3) and not only KWErrorLog, that also indicates (usually) that you are actually inside your save already, and not actually loading.

 

The ErrorLog you attached sadly isn't helpful, because it's just saying that some ActionData aren't found (and I already patched it in further versions), it's not critical, it just means that in some specific situations, Sims cannot interact with a tunable interaction that KW decided because it depends on the EPs you have installed or about some other error, but never fail to load a save.

 

If you actually only have ooOLaLa City's animations, cmars bodies, jonhas body sliders, and nraas master controller, I would suggest trying (just for a test) to remove everything except Kinky Word and trying to see if it loads. If it does, the issue is incompatibility, but on a level I could not properly define by your mod list.

 

It could be that Kinky World touches CAS and bodies on many level, and therefore results in a save not loading properly.

 

Try testing:

 

- With only KW installed

- With the latest version (446) of the mod
- Without KW and/or without any mod installed, and see if it makes any difference

 

Keep in mind that in my case, save can took a max of 3 minutes to be loaded in the worst cases, so there's surely something wrong!

 

Eventually, consider sending a message to me so I can try helping you better (if I can).

Edited by BiterBit
Posted
On 5/3/2026 at 4:33 AM, BiterBit said:

 

I personally don't.

 

I'm kinda of an analytic person, so if there's a problem I try to investigate it individually and to patch it individually, so I typically don't go installing a lot of mods trying to solve a single issue, but that's different because I can code my mods even to see other mods issues or EA's issue. And I think that a mod should serve a specific necessity, because it can crash your game or make your save unusable, so it needs to be chosen carefully (but this is just my opinion). In this context, keep in mind that Delphy's Dashboard doesn't always exactly tell you if two mods are incompatible: you would have to decompile every C# project code and understand if they conflict.

 

You can see it with ReFiner: I built a logging feature first to understand why Isla Paradiso generated lags and freezes, and tried to "engineer" a solution that would avoid townies to get continuously stuck or without a path to their destination (that is the main cause), same with mermaids, caves, and such. Same thing to how to disable specific calls to be received or to disable animal noises by finding the logic in EA's code that recalled, in specific moments, the sounds of pets. Before trying to code myself, I used to install many mods to solve that specific issue (lags & freezes on IP) including Nraas Mods, but it didn't work for me sadly.

 

EA is messy, and you are right. But I don't personally feel the need to install any Nraas mod in particular, that I also don't strictly understand because sometimes the menus gets really (really) confusing, especially when they are translated (even if I could override to english).

 

I only use Nraas Relativy for time, as long as I don't create my own mod to manage time as well (as of now) tunable in my own way and with my very own menus.

 

With that said - this doesn't mean Nraas mods aren't worth it, Nraas is one of the greatest modders existed in the world and left a huge heritage to all the people who play TS3.

 

I just think that KW should live with the less possible mods in your folder (in my case everything runs greatly) and that in my case, I never needed that many mods to make my game run, especially with KW, and especially considered that sometimes, by design, Nraas mods tends to override and clean up a lot of things that generally Kinky World use to function regularly (including objects, singletons, pie menus and such).

 

And considering I've almost always played with KW, I speak from a point of view that never actually used Nraas mods, playing very "vanilla" in this scenario

I anticipated that very answer but unfortunately I lack the time or patience to do my own mod work though. I also feel that even the NRAAS mods can run into issues as the Sims 3 is such a mess as they never actually tried fixing known issues as it was not cost effective. It would be nice if the project was rebuilt and modernized by another entity that actually cares about fan base over profit but unlikely EA would ever sell the IP but let it collect dust. Just seeing how "the sims" was designed as chunks says everything. Sims 4 a total flop as they again neglected the established fan base. I'm looking to try out your actual mod alone just to see how it runs. I use NRAAS as they seem a popular choice for game stability. I'm hoping your mod version won't require NRAAS loaded also. My issues with the game could be running a 32 bit app on 64 bit OS. I have a copy of Windows 7 but haven't gotten around to setting it up and installing Sims 3 on it just to see if there's a difference. I'm at a loss as to why a newer OS would have difficulty in running an older process to begin with. I'm looking into a few other OS options strictly for PC gaming. Windows is still notoriously a resource hog with all the bloated excess installed though it was designed as an all around OS. Just seeing all the processes running in task manager is nuts.

Posted (edited)
13 minutes ago, S3Xlover said:

I anticipated that very answer but unfortunately I lack the time or patience to do my own mod work though. I also feel that even the NRAAS mods can run into issues as the Sims 3 is such a mess as they never actually tried fixing known issues as it was not cost effective. It would be nice if the project was rebuilt and modernized by another entity that actually cares about fan base over profit but unlikely EA would ever sell the IP but let it collect dust. Just seeing how "the sims" was designed as chunks says everything. Sims 4 a total flop as they again neglected the established fan base. I'm looking to try out your actual mod alone just to see how it runs. I use NRAAS as they seem a popular choice for game stability. I'm hoping your mod version won't require NRAAS loaded also. My issues with the game could be running a 32 bit app on 64 bit OS. I have a copy of Windows 7 but haven't gotten around to setting it up and installing Sims 3 on it just to see if there's a difference. I'm at a loss as to why a newer OS would have difficulty in running an older process to begin with. I'm looking into a few other OS options strictly for PC gaming. Windows is still notoriously a resource hog with all the bloated excess installed though it was designed as an all around OS. Just seeing all the processes running in task manager is nuts.

 

 

With such an old game, is actually a paradox: you have old code, old software, old resources, that may run better with older hardwares becase modern technology doesn't always work that way (e.g. including "previous full compatibility"). A lot of times it's just the opposite.

 

Sims 3 for example, on modern hardware, can even not recognize your drivers or graphics card and this is crazy, you have to manually edit files to make it do that.

 

Another famous issue is that modern high-end processors can make the game crash very more often (because of the 32 bit situation you described and the way it was programmed to run).

 

I have Win 11 with latest gen hardware on my PC and the only way I can make my Sims 3 smooth in an easy way is:

 

- Using "Process Lasso" (software) to make the game process (TS3.exe) only use 4 physical cores (0,1,2,3) instead of something like 20 cores mixed with virtual cores > it never crashed since I did that;

- Using the lowest possible number of mods to avoid race, CPU cost and mods conflict

 

I use ReFiner, Kinky World, Relativity and a bunch of other mods for Camera Mode and nothing else, my saves are loaded in 1-3-5 minutes at the worst scenarios, and in game everything is pretty smooth as well besides when I enable global buffer logging or I play Isla Paradiso (that is still now very playable).

 

If you get a chance to try KW 446 and ReFiner as well, let me know.

 

I always do what I can to enhance stability and performances not depending from any other mod (and to answer you: absolutely no other mod is required to run KW, especially Nraas mods).

Edited by BiterBit
Posted
On 5/4/2026 at 6:46 PM, BiterBit said:

 

Hey!

 

1) The hole in the wall has not been edited by my builds in any way, ever, so I don't know "when" it has been modified so that actually doesn't work properly, but I'll check it out anyway as soon as I have time, to understand if I can patch it.

 

2) Traits have been unified because they were mixed in multiple panels (Simology CAS and Skill Tab) occupying slots for vanilla reserved traits, and still didn't have a one-only interface to be managed.

 

As long as liking hairy Sims or Big Butts are not "actual traits", they have been differentiated in Core and Preference traits to be distinguishable, and in vanilla game you still can find real traits that are more like simple preferences, like "Likes to Swim". Is this even a real trait? It is, as long as liking something a lot is something related to personality.

 

 

 

Thanks for your quick response and explanation.  As I had said it has been a long time since I played  and there were a lot of changes I did not understand.   Again I appreciate that you took the  effort and a lot time to upgrade this 

Posted

I don't know if this has asked before but does anyone know if there's a way to curb the intensity of texting autonomy? Like if my sim is standing doing nothing, they will autonomously and repeatedly begin to send insulting, woohooty, and nude texts to other sims. Attempting to cancel the action does not work unless via reset sim. I've tried to look for any settings but I haven't been able to find any. And I know it's from this mod because every time it happens a bubble appears with a leaf icon, which shows when performing nudity interactions.

Posted (edited)
1 hour ago, SirAuser said:

I don't know if this has asked before but does anyone know if there's a way to curb the intensity of texting autonomy? Like if my sim is standing doing nothing, they will autonomously and repeatedly begin to send insulting, woohooty, and nude texts to other sims. Attempting to cancel the action does not work unless via reset sim. I've tried to look for any settings but I haven't been able to find any. And I know it's from this mod because every time it happens a bubble appears with a leaf icon, which shows when performing nudity interactions.

 

This is pretty strange to be honest because I've never experienced such an issue and my Sims barely use the phone at all despite having all the EPs available including Generations and University Life.

 

Also, along with others, I'm also seeing that Sims never act in their autonomy to send kinky selfies, SMS or anything like that (and I'm still investigating this).

 

What version of KW are you using specifically?

 

What you are reporting is very unusual and unlikely depending from only Kinky World. It may as well depend from other mods you have installed that modify autonomy as well. I'm not even sure if there's a leaf icon for kinky SMS and selfies in general. I think the leaf depends from a specific trait (vanilla CAS trait) or a "social group" inherent to the EP that introduced the smartphone as a phone with social groups

 

Eventually, I'll check this out and let you know, but you might as well have a wise test removing other mods if present. In any case, you may also try Nraas Retuner that allows you to change autonomous actions that are allowed, if the ones you are looking for are available. Keep in mind that woohoo texts are not generated by KW but are a vanilla thing, and "nude SMS" don't really exist. Flow in KW provides that Sims actually have to take naked pictures first (of themselves) and then send them to a specific Sim (you would see a completely different flow of events).

 

Furthermore, besides motive care/fix, the only fallback that exists is the mod is the "None" fallback, which is used to get the Sims do whatever they like/can do in that specific moments to simulate meta autonomy as EA does.

 

It's very unlikely that this is KW, they almost never do the same thing over and over, at least in my case or that anyone ever reported.

Edited by BiterBit
Posted (edited)
3 hours ago, SirAuser said:

I don't know if this has asked before but does anyone know if there's a way to curb the intensity of texting autonomy? Like if my sim is standing doing nothing, they will autonomously and repeatedly begin to send insulting, woohooty, and nude texts to other sims. Attempting to cancel the action does not work unless via reset sim. I've tried to look for any settings but I haven't been able to find any. And I know it's from this mod because every time it happens a bubble appears with a leaf icon, which shows when performing nudity interactions.

NRAAS Woohooer could be the problem. I had the same problem and solved it by removing it and deleting cache. Worth mentioning that It happened to me even with Woohooty message disabled.

Edited by mkdsf
Posted

Would it be possible to display the exact pregnancy probability right under the intrauterine sperm status? In the settings, I can't really gauge what a value like 'Sperm Fertility: 10' actually translates to.

Posted
2 hours ago, jung0321 said:

Would it be possible to display the exact pregnancy probability right under the intrauterine sperm status? In the settings, I can't really gauge what a value like 'Sperm Fertility: 10' actually translates to.

 

Hey!

 

You are right about this, that setting is not very clear (as many others that don't have an explicatory prompt).

 

The sperm fertility value is a number that is multiplied in a formula that decides "how much" that sperm is fertilizing when a female Sim is in her ovulatory state ("Fertile Period").

 

Even reading the formula myself is pretty much confusing at this moment, and "10" is just a default value that means "sperm will be about to always be fertilizing". Fertilization also keeps track of woohoo skill (for some reason) at the moment, and of course the lifetime value and the check for fertilization in the womb is scheduled like in a lot of ticks/time clocks after a creampie.

 

As long as I might be incorrent, you can consider that "10" as "sperm is fertilizing" and therefore you will almost always get a female Sim pregnant. The only values you can play with, to be honest, are in the range between 0 and 0.9, but in this exact moment what I would suggest is just considering "0" as an OFF and "different from pure 0" as an ON you can play with and see results.

 

There are many things I would like to re-write from scratch and this is probably one of them, but I can't do that in 447.

Posted

I send you a cordial greeting, biterbit. I recently re-downloaded The Sims 3 and started adding mods, which I had never done before. I always played the vanilla version. A few days ago, I found your post about the updates to the Kinky mod, and I think you’re doing a great job improving the mod and adding new features.

When checking the post and downloading the latest version (0.8.7), it only downloads the .package file. What you mention as the full_install folder and the optional_addons folder are not included in this downloaded file. My question is: should these folders come with the file, or are they installed automatically after installing the mod?

Currently, I haven’t started the game nor do I have saved games, since I’ve been gathering a few mods and learning more about this fascinating topic. Thank you very much for your work.

Posted (edited)
55 minutes ago, Mike_Engel said:

I send you a cordial greeting, biterbit. I recently re-downloaded The Sims 3 and started adding mods, which I had never done before. I always played the vanilla version. A few days ago, I found your post about the updates to the Kinky mod, and I think you’re doing a great job improving the mod and adding new features.

When checking the post and downloading the latest version (0.8.7), it only downloads the .package file. What you mention as the full_install folder and the optional_addons folder are not included in this downloaded file. My question is: should these folders come with the file, or are they installed automatically after installing the mod?

Currently, I haven’t started the game nor do I have saved games, since I’ve been gathering a few mods and learning more about this fascinating topic. Thank you very much for your work.

 

Hi Mike and thank you for your support!

 

There must be some mistake.

 

The single package you are talking about (located at the bottom of the post) is the file you must replace inside your installation folder only if you want "FULL-EN" strings comparing to the language displayed in your game, that usually is more complete and enjoyable (because strings must be manually translated). I only placed some files for older versions at the bottom of the post, because I still didn't use to upload the full build in EN as well (I started doing that later).

 

What you need to download to actually play the mod, is on the "Download this file" button:

 

image.png.f1ee614978b64d4d9507d0adf8d09798.pngimage.png.da13b23f81ca9022a378a3fcf96db3c9.png

 

And in that case you can choose the version you want to download!

 

0.8.7 is not the latest, is one of the oldest! I think LoversLab automatically places the oldest file in chronological order at the top of the list!

 

I recommend downloading latest build in order (so 446) where the versioning is corresponding in being the latest as well (so 0.8.9)! You can also choose FULL-EN build or MULTI language build.

 

At that point, you can just extract the content of the ZIP in a folder of your choice, and copy and then paste in the "Packages" folder, the actual mod folder, like this one:

 

image.png.c39e30441e63746b040c288d2baecbe7.png

 

Reach out to me in private if you have any issue!

Edited by BiterBit
Posted (edited)
19 hours ago, BiterBit said:

Also, along with others, I'm also seeing that Sims never act in their autonomy to send kinky selfies, SMS or anything like that (and I'm still investigating this).

 

What version of KW are you using specifically?

 I'm using the latest KW version: Build 446 v0.8.9.

 

17 hours ago, mkdsf said:

NRAAS Woohooer could be the problem. I had the same problem and solved it by removing it and deleting cache. Worth mentioning that It happened to me even with Woohooty message disabled.

I just now read this message and I can't believe I just realized Woohooty texts are from Nraas Woohooer, I just checked myself and indeed it was there on the Woohooer settings but the setting was already disabled! My apologies for the confusion, I haven't touched the game in a while, haha. I assumed it was KW freaking out because every time my sim sent a text message no matter if it was insulting or friendly, a "nudity" bubble would appear (a green leaf icon), which is the same one that appears when receiving a nude picture from someone. 

 

One thing I noticed yesterday, though, when I was doing some tests: I found that disabling Kinky Autonomy Level (KAL) and Enhanced Basic Autonomy (EBA) stopped the incessant texting. Today I ran some other tests just to make sure (still with Nraas Woohooer installed to try and reproduce the issue). Since the issue happened with both KAL and EBA enabled, I enabled only one setting at a time: KAL only on Low then Hard, and then EBA only. Neither triggered the texting frenzy. Some more testing may be required but, to be honest, it might only be a Woohooer issue, mixed with the game's own wacky phone autonomy. However, I did find the Nudity icon thing weird.

Edited by SirAuser
minor context added

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