BiterBit Posted May 7 Author Posted May 7 (edited) 14 minutes ago, SirAuser said: I'm using the latest KW version: Build 446 v0.8.9. 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. As I said, I can pretty much assure you this is not a KW issue. Also, Enhanced Basic Autonomy has literally nothing related to the phone use. It's a safety feature for Sims (as stated in the post) that scans them more frequently in search of critical needs (like hunger, bladder, sleep, etc.) and allows the quitting of their current interaction (whichever it is, except KW interactions) to fulfil their primary needs. So it cannot interfere in any way and wouldn't call the phone features in any case. Kinky autonomy is also pretty much unrelated: it just defines how much they manage their arousal levels, that for sure is not satisfied by WooHooer texts or texts in general. When Kinky autonomy levels are low or high, Sims just autonomously perform actions like tease, seduce, ask for woohoo and exhibition behaviours... And that's pretty much all. I'll also point out again that I've never seen a leaf icon in the entire game, especially for kinky selfies (that are the only phone variant KW introduces and are pretty rare). It may be that WooHooer adds this leaf icon and marks kinky selfies as the same category. The issue is 100% WooHooer that is highly known to have high risks of incompatibility with Kinky World. As much as you can run tests, it's just not recommended to have that mod installed with KW. Edited May 7 by BiterBit
S3Xlover Posted May 7 Posted May 7 On 5/5/2026 at 8:37 PM, BiterBit said: 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). And hence the poorly written coding of TS3. Sims 2 never gave me issues though it also was module based as Sims 3. I forgot already all about Sims 1 as that is too far back lol. TS3 was rushed by EA and why it was/is so horrible. I get the older applications on newer/modern hardware but come on. Just poor futurization insight. This is why I'd love to see the IP revised for today's systems but quite unlikely. Supposedly, it's been sold to some Foreign company and unlikely to be rebuilt. So sad. Basically kills The Sims franchise. I reinstalled my discs as there may be corruption in old install so I'm still not sure why I was having so many issues. I reinstalled my NRAAS mods also and have yet to experience issues I was. I think possibly some cc might have been the issue but haven't tested that yet. Carefully weeding what was the issue. I know KW clashes with some NRAAS but had weeded out conflict or so I thought. NRAAS is supposedly non core unlike KW but find it misrepresented. KW "injecting" part is what caught my eye. A mod should not be intrusive to the point of creating game corruption. I'm not sure where the issue is but think the original KW modding code is a start. Supposedly the Passion mod is better written and not as problematic though I've never tried it. Looking forward to someday seeing KW stable but so many variants based off of original project leaves me to wonder. The animations are fun to watch when they work correctly. 🤣🤣🤣🤣
BiterBit Posted May 8 Author Posted May 8 (edited) 10 hours ago, S3Xlover said: And hence the poorly written coding of TS3. Sims 2 never gave me issues though it also was module based as Sims 3. I forgot already all about Sims 1 as that is too far back lol. TS3 was rushed by EA and why it was/is so horrible. I get the older applications on newer/modern hardware but come on. Just poor futurization insight. This is why I'd love to see the IP revised for today's systems but quite unlikely. Supposedly, it's been sold to some Foreign company and unlikely to be rebuilt. So sad. Basically kills The Sims franchise. I reinstalled my discs as there may be corruption in old install so I'm still not sure why I was having so many issues. I reinstalled my NRAAS mods also and have yet to experience issues I was. I think possibly some cc might have been the issue but haven't tested that yet. Carefully weeding what was the issue. I know KW clashes with some NRAAS but had weeded out conflict or so I thought. NRAAS is supposedly non core unlike KW but find it misrepresented. KW "injecting" part is what caught my eye. A mod should not be intrusive to the point of creating game corruption. I'm not sure where the issue is but think the original KW modding code is a start. Supposedly the Passion mod is better written and not as problematic though I've never tried it. Looking forward to someday seeing KW stable but so many variants based off of original project leaves me to wonder. The animations are fun to watch when they work correctly. 🤣🤣🤣🤣 Man, I still find myself repeating that if Kinky World is corrupting your game, is not because it's "bad programmed", but because you are playing with conflicting mods, you know it and you are also saying it 😅 Kinky World is enough stable to provide regular gameplay, even on older saves, at least in my playthrough (I have 30 different saves all playable and loadable in 3 minutes), and what can corrupt your game is still removing the mod without uninstalling it or playing with known incompatible mods. But... Do as you please and believe what you want 😅 Kinky World is not a light mod, it's known and it's stated, and it has a meaning for that. Whoever is looking for a light mod doesn't download this. If you're looking for just an "animation mod" Kinky World is definitely the wrong one, it's a lot more, a whole system coded to sustain different needs, skills, autonomy, objects, careers, simulations, a lot more. I see a lot of people coming here complaining about how KW is old, unstable and causes trouble... With 30 different Nraas and generic mods in their folder. I mean... You are wasting your time coming here to attack a mod downloaded by thousands of people through the years just because you don't want to install it as it is supposed to. "Looking forward" an infinite amount of time if you expect it to work with incompatible mods. And I'm also working hard to make it more stable and lighter in every build. So this is just meaningless. Edited May 8 by BiterBit 2
anton557 Posted May 8 Posted May 8 On 4/30/2026 at 7:56 PM, BiterBit said: EDIT: I'll ask for help to @anton557 as well, if you feel like it, please help me translate it correctly in Russian 🙏 Thank you!! I'll help, but it's better to add new lines without translation. Because there are errors, especially in lines that do not need to be translated (I compared them in the WinMerge program). I'll send you the corrected translation later.
BiterBit Posted May 8 Author Posted May 8 3 minutes ago, anton557 said: I'll help, but it's better to add new lines without translation. Because there are errors, especially in lines that do not need to be translated (I compared them in the WinMerge program). I'll send you the corrected translation later. Don't worry about that, if you're speaking about ReFiner, I translated the mod myself line for line, to be sure everything is accurate and that makes sense But thanks a lot for your interest!!
anton557 Posted May 8 Posted May 8 (edited) 1 hour ago, BiterBit said: Don't worry about that, if you're speaking about ReFiner, I translated the mod myself line for line, to be sure everything is accurate and that makes sense But thanks a lot for your interest!! Here is the corrected translation. I also corrected the old lines. It is advisable to remove the slang, as I do not always understand it (exp: Futanari - Transsexual, but Coguar - It's definitely not an animal, Manter - that's slang too.). Russian has its own slang, English has another one. Because of this, there are some difficulties in translation 😃 https://drive.google.com/file/d/1_1LDcMSRWLK6ps99-jmySsQwncLIKigb/view?usp=sharing Edited May 8 by anton557 2
BiterBit Posted May 8 Author Posted May 8 15 minutes ago, anton557 said: Here is the corrected translation. I also corrected the old lines. It is advisable to remove the slang, as I do not always understand it (exp: Futanari - Transsexual, but Coguar - It's definitely not an animal, Manter - that's slang too.). Russian has its own slang, English has another one. Because of this, there are some difficulties in translation 😃 https://drive.google.com/file/d/1_1LDcMSRWLK6ps99-jmySsQwncLIKigb/view?usp=sharing Thanks! I will include these in 447 MULTI version!
BiterBit Posted May 8 Author Posted May 8 (edited) Some updates for everyone about 447! The build is almost finished, and this is what has been done until now: - 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! - 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! There's probably more but I forgot 😅 It's been another huge work, but I'm very proud of the results. As soon as I finish testings and refinements, I'll post it in the usual EN and MULTI versions! Edited May 8 by BiterBit 5
anton557 Posted May 8 Posted May 8 (edited) I also want to report some conflicts from the official Sims 3 store: https://store.thesims3.com/productDetail.html?productId=OFB-SIM3:21371 - Batteries do not work (charging does not save money for utilities) https://store.thesims3.com/luckypalms.html - Gold Edition (Skill "Gambling" not work) https://store.thesims3.com/productDetail.html?productId=OFB-SIM3:55540 - not work moodlets Edited May 8 by anton557 2
Mike_Engel Posted May 8 Posted May 8 Hello BiterBit, Greetings, and thank you for answering my question about the mod. I have already downloaded and fully installed it, including the addons, exactly as you explained in the document included with the files. I do have one issue though: in the duo relationship interaction, I only have the vaginal interaction available. The other four interactions cannot be selected and say that no animation was found. This also happens in group interactions, but in that case none of the actions are available, and the option to invite another Sim to join does not appear either. I carefully checked the folders and installed everything completely. I am using the multilingual version, which by the way is mostly translated into Spanish. You did a great job. If you could help me figure out what is causing the issue with the interactions, that would be amazing. Thank you very much for your work. 1
BiterBit Posted May 8 Author Posted May 8 14 minutes ago, Mike_Engel said: Hello BiterBit, Greetings, and thank you for answering my question about the mod. I have already downloaded and fully installed it, including the addons, exactly as you explained in the document included with the files. I do have one issue though: in the duo relationship interaction, I only have the vaginal interaction available. The other four interactions cannot be selected and say that no animation was found. This also happens in group interactions, but in that case none of the actions are available, and the option to invite another Sim to join does not appear either. I carefully checked the folders and installed everything completely. I am using the multilingual version, which by the way is mostly translated into Spanish. You did a great job. If you could help me figure out what is causing the issue with the interactions, that would be amazing. Thank you very much for your work. Hey! Translations in Spanish aren't mine, so are directly imported from previous versions, I can't take the compliment! What I did in 447 instead, was filling up entirely the missing strings in every language, so where the target language is missing, it will now prompt english instead of raw code What you describe by the way, looks like a mod conflict or eventually a non-correct installation. Please if you can just contact me with a message and send me out your mod list! Best way to install the mod is looking up for every "ONIKI" file currently existing, along with addon file names, deleting them all, and then just pasting back the entire folder after ZIP extraction! You may have ONIKI_ double files at the moment!
S3Xlover Posted May 9 Posted May 9 19 hours ago, BiterBit said: Man, I still find myself repeating that if Kinky World is corrupting your game, is not because it's "bad programmed", but because you are playing with conflicting mods, you know it and you are also saying it 😅 Kinky World is enough stable to provide regular gameplay, even on older saves, at least in my playthrough (I have 30 different saves all playable and loadable in 3 minutes), and what can corrupt your game is still removing the mod without uninstalling it or playing with known incompatible mods. But... Do as you please and believe what you want 😅 Kinky World is not a light mod, it's known and it's stated, and it has a meaning for that. Whoever is looking for a light mod doesn't download this. If you're looking for just an "animation mod" Kinky World is definitely the wrong one, it's a lot more, a whole system coded to sustain different needs, skills, autonomy, objects, careers, simulations, a lot more. I see a lot of people coming here complaining about how KW is old, unstable and causes trouble... With 30 different Nraas and generic mods in their folder. I mean... You are wasting your time coming here to attack a mod downloaded by thousands of people through the years just because you don't want to install it as it is supposed to. "Looking forward" an infinite amount of time if you expect it to work with incompatible mods. And I'm also working hard to make it more stable and lighter in every build. So this is just meaningless. I'm guessing you've misread or misinterpreted my last reply. I know there was corruption somewhere and since reinstalled the game and so far no issues even with NRAAS but have yet to try out the fresh reinstall with KW. I'm still testing it all for myself to try and find what it was that was causing the corruption in the first place. Even NRAAS was throwing error files. I do believe it was likely some CC but I only use clothing and other objects but was only using NRAAS and KW mods. Since the reinstall, not 1 single ingame error or file so maybe the installation was fouled. Anyhow, interesting chat. Best wishes with your mod project. 1
elixdude Posted May 9 Posted May 9 (edited) 10 hours ago, BiterBit said: Some updates for everyone about 447! The build is almost finished, and this is what has been done until now: - 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! - 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! There's probably more but I forgot 😅 It's been another huge work, but I'm very proud of the results. As soon as I finish testings and refinements, I'll post it in the usual EN and MULTI versions! Now you're one of my favorite modder who keep fixing KW alot, like ALOT, compared to previous version. Really thankful with what you did there! Edited May 9 by elixdude 3
mrph Posted May 9 Posted May 9 @BiterBit Hi. I just wanted to remind you about STDs. Specifically, the effective treatment at the hospital (for a fee) or pills (purchased in the store). Showering and bathing don't help – the moodlet disappears, but the Sim remains a carrier, and after a while the disease reappears. This makes the disease system unplayable. And the diseases themselves – or rather, their names. Maybe it would be better to rename AIDS to something less scary? The zombie plague certainly fits into the game's lore, but I personally disabled zombies completely due to its unrealistic nature. Perhaps we could limit the game to a couple of real-world diseases that are expensive to treat. The spread of STDs also doesn't seem to be properly implemented. This problem could be easily solved by randomly assigning a disease to designated rapist Sims. Then everything will work itself out. If possible, you could limit the spread probability by percentage in the STD settings. I think this is a significant development for this mod. Thank you for your hard work! I believe in you! 1
mrph Posted May 9 Posted May 9 16 hours ago, anton557 said: Here is the corrected translation. I also corrected the old lines. It is advisable to remove the slang, as I do not always understand it (exp: Futanari - Transsexual, but Coguar - It's definitely not an animal, Manter - that's slang too.). Russian has its own slang, English has another one. Because of this, there are some difficulties in translation 😃 Антон, спасибо за перевод. Надеюсь там все названо своими именами, как надо. 1
BiterBit Posted May 9 Author Posted May 9 (edited) 56 minutes ago, mrph said: @BiterBit Hi. I just wanted to remind you about STDs. Specifically, the effective treatment at the hospital (for a fee) or pills (purchased in the store). Showering and bathing don't help – the moodlet disappears, but the Sim remains a carrier, and after a while the disease reappears. This makes the disease system unplayable. And the diseases themselves – or rather, their names. Maybe it would be better to rename AIDS to something less scary? The zombie plague certainly fits into the game's lore, but I personally disabled zombies completely due to its unrealistic nature. Perhaps we could limit the game to a couple of real-world diseases that are expensive to treat. The spread of STDs also doesn't seem to be properly implemented. This problem could be easily solved by randomly assigning a disease to designated rapist Sims. Then everything will work itself out. If possible, you could limit the spread probability by percentage in the STD settings. I think this is a significant development for this mod. Thank you for your hard work! I believe in you! Hi mrph and thanks again for your feedback and support. Yes, you are right about everything, and while working on 447 sadly I forgot to have a look about diseases. Here's what I've found about the topic: "Crabs" is the only disease that benefits from shower and bathing in the code, while other ones require medication/treatment flows. At the moment, as you pointed out, there's no "direct Treatment" available at the hospital to just cure a disease, but that should be added because I think that many things in this mod have been made a little too much realistic for a 2009 game, forgetting that it's still just a game people play to have fun. Hospital right now just allows you to buy specific medicines for treatment, and treatment is considered as "a long journey through healing", so as you said, this might be perceived as an impossible feature to play (that I actually don't even like, sadly, in a game like The Sims). Contagion is also present on WooHoo, but it's likely tuned in an XML (probably in KinkySettings.package) and in that file there's surely a way to tune the spreading, but I agree about the fact that this should be implemented in the actual mod settings, not in a file to edit with S3PE. Same goes for global contagion percentage "slider": it looks tunable by the XML but not in the actual mod. As per the disease seeding on Rapist: that could be done, by the code this isn't present, but it's a more "huge" thing to work on (because it requires a design idea and testing behind it). I also agree about the terminology here, where AIDS is not that inviting to play, in a disease system into a game you want to play because it's fun and just satisfying. This whole disease system should be rewritten from scratch as per the Underwear or Plumbots/Simbots one, but it would require a lot of time to make it from scratch (and resources I use). I noted this up in a better way this time, so I don't forget. I'll check out if at least for 447, I can introduce some minor enhancements like a new interaction to the hospital, that will just cure your disease for high aumounts of Simoleons just once per day and per Sim (or something like that) and eventually let you know! Edited May 9 by BiterBit 1
anton557 Posted May 9 Posted May 9 (edited) 56 minutes ago, mrph said: Антон, спасибо за перевод. Надеюсь там все названо своими именами, как надо. Есть 2 слова, которые, возможно, стоит будет поправить. Надо только разобраться как переименовать Когуар и Мантер. Если листать источники английского сленга, то их по разному интерпретируют. Но если смотреть описание в самом моде, то когуары любят молодых, а мантеры тех кто постарше. Всё остально переведено дословно, каждая строка делалась вручную. Если строка относилась к обоим гендерам, но в английском это не прописывалось из-за его особенностей, то прописывал параметры {F.} И {M.}. Edited May 9 by anton557 1
Clydie Posted May 9 Posted May 9 @BiterBit Again about STBLs : Please have look on the attached ZIP and the included TXT file with favour !! Hope it is not to late for your announced update. Thanks for all your work to improve the KW mod. INFO_AND_STBL_FOR_BiterBit_ver446_089.zip 2
BiterBit Posted May 9 Author Posted May 9 10 minutes ago, Clydie said: @BiterBit Again about STBLs : Please have look on the attached ZIP and the included TXT file with favour !! Hope it is not to late for your announced update. Thanks for all your work to improve the KW mod. INFO_AND_STBL_FOR_BiterBit_ver446_089.zip 192.88 kB · 0 downloads Hi Clydie, it's very nice to hear from you here! Please, considering I did not completely understand what you meant (after reading the TXT as well), consider leaving a message to me so I can fully adjust what is needed in build 447 before releasing it! As far as I noticed there are strings in main KW package but in animation packages as well (as you pointed out) I also noticed that KW is almost completely translated in German by ages (and this is very great), I don't know if that was you! Just text me if you can so we can work this thing better! 1
Clydie Posted May 9 Posted May 9 58 minutes ago, BiterBit said: Please, considering I did not completely understand what you meant The thing is, that the 25 strings I listed in the txt file are not belong to the KW mod code. I think they should be deleted there, what I did in the attached ENG stbl file. I suspect, JVSmith took them over by mistake long ago. On the other hand, I consider to equip my animations with those stbls in a future update. But can not work on that as long as they exist in some KW stbls to avoid possible conflicts. (If you look to "OKW_Clydie_Anims.package" XML those mentioned lines for the strings have been disabled for the time being.) Hope this a little clarify the point I am trying to make. Many thanks for your attention and all your work. 1
BiterBit Posted May 9 Author Posted May 9 (edited) 1 hour ago, Clydie said: The thing is, that the 25 strings I listed in the txt file are not belong to the KW mod code. I think they should be deleted there, what I did in the attached ENG stbl file. I suspect, JVSmith took them over by mistake long ago. On the other hand, I consider to equip my animations with those stbls in a future update. But can not work on that as long as they exist in some KW stbls to avoid possible conflicts. (If you look to "OKW_Clydie_Anims.package" XML those mentioned lines for the strings have been disabled for the time being.) Hope this a little clarify the point I am trying to make. Many thanks for your attention and all your work. Thanks for the explanation, you are right! I need to know if you are you talking about the "217_ANIM_cly.zip" file that is hosted in this post that cointains "KW_Clydie_Anims.package": Os if there's some other updated file! I need to be sure so I can check the STBLs you are referring to! Keep in mind that (usually) a notification is produced by specific code parts that calls back to UI.Tools.Localizer, therefore there usually must be a S3SA resource to produce them! In code you program something like "after this happens, launch this notification/dialog" (and you do that in a DLL inside of a S3SA resource) so if a package only contains STBLs for animation names, notification strings will not be read correctly by the mod 🙏 In any case, I will help for sure! Once I get which correct file it is, I will delete the corresponding STBLs or help as I can! In the meantime I already imported the German strings in the MULTI version (sounds like an avenger sentence) so that they will be in 447, and I'll also translate what is missing! Have you noticed that in german STBLs there are strings that are not used by English at the end of the file?? (If you can, message me) EDIT: I think I got it, I was a bit of an ignorant here. There's not only the main code in being able to call STBLs through the Localizer, but XML can call it as well when it's referenced (like in your case). In your package, there's something like: Text="situations/woohoo:a_SM_floor_blowB_01o" That the main mod translates by Localizer with: Oniki.KinkyMod.situations/woohoo:a_SM_floor_blowB_01o 0x7BDAC3438A99DCE7 "I'm up for swinging sex partners if you are!" So prefix Oniki.KinkyMod.* + the latter situations/woohoo etc. This is the string that needs to be in your animation package and not in KW (as you pointed out) so I will remove from the entire STBLs of main Kinky package the 25 strings you indicated But please, still let me know which is the most updated package for your animations you're talking about, so that I can actually also download it and play with it!! Also: in the XML I downloaded from package (KW_Clydie_Anims.XML), there are 30 strings and not 25, so let me know because in case I delete all of them!! Oniki.KinkyMod.situations/woohoo:a_LUC_analthroneB_txt_01o Oniki.KinkyMod.situations/woohoo:Bed_sisterA_01o Oniki.KinkyMod.situations/woohoo:Bed_sisterA_02o Oniki.KinkyMod.situations/woohoo:AskForOral_B Oniki.KinkyMod.situations/woohoo:lws_bed_kissA_01o Oniki.KinkyMod.situations/woohoo:lws_bed_kissA_02o Oniki.KinkyMod.situations/woohoo:a_SM_floor_blowB_01o Oniki.KinkyMod.situations/woohoo:XTC_BedCuddleB_01o Oniki.KinkyMod.situations/woohoo:lws_bed_stop_kissB_01o Oniki.KinkyMod.situations/woohoo:L666_misscoffB_20o Oniki.KinkyMod.situations/woohoo:pooltable_actor1 Oniki.KinkyMod.situations/woohoo:MissiorgB Oniki.KinkyMod.situations/woohoo:MissiorgB2 Oniki.KinkyMod.situations/woohoo:lws_haybale_kissB_01o Oniki.KinkyMod.situations/woohoo:cly_bedmissA_02o Oniki.KinkyMod.situations/woohoo:cly_couchlickA_010 Oniki.KinkyMod.situations/woohoo:cly_bar_teaseB_01o Oniki.KinkyMod.situations/woohoo:cly_floorteaseB_01o Oniki.KinkyMod.situations/woohoo:cly_balett_spacatA_01o Oniki.KinkyMod.situations/woohoo:a_cly_washB_01o Oniki.KinkyMod.situations/woohoo:picnictable_actor1 Oniki.KinkyMod.situations/woohoo:cly_washcunB_01o Oniki.KinkyMod.situations/woohoo:picnictable_actor0 Oniki.KinkyMod.situations/woohoo:bed_orgam_makeout_actor0 Oniki.KinkyMod.situations/woohoo:a_SM_floor_blowA_01o EDIT 2: My bade, from Notepad++ I duplicated them, they are 25! Edited May 9 by BiterBit 1
Clydie Posted May 9 Posted May 9 1 hour ago, BiterBit said: I need to be sure so I can check the STBLs you are referring to! Yes that the animations I referring to - AND- the joke is that there are NO STBLs so far. But in my OKW XML there are some (disabled) lines what create an in game message during this specific animation once this lines are activated in the XML. Those lines look like this "<Feedback Loop="1" Text="situations/woohoo:a_SM_floor_blowB_01o"/>" and they are currently disabled by using <!-- XXXX -->. But the (correct) keys for 25 of those lines you will find in the ENG KW STBLs and to my opinion there they should be deleted. (my list provided) That is all about. Once deleted from KW STBLs I consider to implement STBL files therefore in the KW animation or OKW animation packages update. 1 hour ago, BiterBit said: Have you noticed that in german STBLs there are strings that are not used by English at the end of the file?? YES. Since years now I collect and implement strings what came up in the "untranslatedKEYs.XMLs and implement them into the GER localization. So, I guess the GER localization shows some more Keys as any other language files 🙂 And, some more Info : I do not translate any of the bestiality strings and leave them as they are..... Note : at the moment I have a really bad WWW connection. Will come back later if you need further clarification on that . Thank you for response ! 2
BiterBit Posted May 9 Author Posted May 9 (edited) 20 minutes ago, Clydie said: Yes that the animations I referring to - AND- the joke is that there are NO STBLs so far. But in my OKW XML there are some (disabled) lines what create an in game message during this specific animation once this lines are activated in the XML. Those lines look like this "<Feedback Loop="1" Text="situations/woohoo:a_SM_floor_blowB_01o"/>" and they are currently disabled by using <!-- XXXX -->. But the (correct) keys for 25 of those lines you will find in the ENG KW STBLs and to my opinion there they should be deleted. (my list provided) That is all about. Once deleted from KW STBLs I consider to implement STBL files therefore in the KW animation or OKW animation packages update. YES. Since years now I collect and implement strings what came up in the "untranslatedKEYs.XMLs and implement them into the GER localization. So, I guess the GER localization shows some more Keys as any other language files 🙂 And, some more Info : I do not translate any of the bestiality strings and leave them as they are..... Note : at the moment I have a really bad WWW connection. Will come back later if you need further clarification on that . Thank you for response ! Thanks for clarification!! I correctly removed from ONIKI_KinkyMod.package all the 25 strings that were in your XML: Oniki.KinkyMod.situations/woohoo:a_LUC_analthroneB_txt_01o Oniki.KinkyMod.situations/woohoo:Bed_sisterA_01o Oniki.KinkyMod.situations/woohoo:Bed_sisterA_02o Oniki.KinkyMod.situations/woohoo:AskForOral_B Oniki.KinkyMod.situations/woohoo:lws_bed_kissA_01o Oniki.KinkyMod.situations/woohoo:lws_bed_kissA_02o Oniki.KinkyMod.situations/woohoo:a_SM_floor_blowB_01o Oniki.KinkyMod.situations/woohoo:XTC_BedCuddleB_01o Oniki.KinkyMod.situations/woohoo:lws_bed_stop_kissB_01o Oniki.KinkyMod.situations/woohoo:L666_misscoffB_20o Oniki.KinkyMod.situations/woohoo:pooltable_actor1 Oniki.KinkyMod.situations/woohoo:MissiorgB Oniki.KinkyMod.situations/woohoo:MissiorgB2 Oniki.KinkyMod.situations/woohoo:lws_haybale_kissB_01o Oniki.KinkyMod.situations/woohoo:cly_bedmissA_02o Oniki.KinkyMod.situations/woohoo:cly_couchlickA_010 Oniki.KinkyMod.situations/woohoo:cly_bar_teaseB_01o Oniki.KinkyMod.situations/woohoo:cly_floorteaseB_01o Oniki.KinkyMod.situations/woohoo:cly_balett_spacatA_01o Oniki.KinkyMod.situations/woohoo:a_cly_washB_01o Oniki.KinkyMod.situations/woohoo:picnictable_actor1 Oniki.KinkyMod.situations/woohoo:cly_washcunB_01o Oniki.KinkyMod.situations/woohoo:picnictable_actor0 Oniki.KinkyMod.situations/woohoo:bed_orgam_makeout_actor0 Oniki.KinkyMod.situations/woohoo:a_SM_floor_blowA_01o So now they don't exist any longer in any language!! I also translated to German, Russian, Italian and Portuguese every new content string that was added along 447! As per the bestialities - I completely understand! Would you mind if I just copy at least the english reference string so it doesn't appear as pure raw code in game for German players? Edited May 9 by BiterBit 2
BiterBit Posted May 9 Author Posted May 9 (edited) 3 hours ago, mrph said: @BiterBit Hi. I just wanted to remind you about STDs. Specifically, the effective treatment at the hospital (for a fee) or pills (purchased in the store). Showering and bathing don't help – the moodlet disappears, but the Sim remains a carrier, and after a while the disease reappears. This makes the disease system unplayable. And the diseases themselves – or rather, their names. Maybe it would be better to rename AIDS to something less scary? The zombie plague certainly fits into the game's lore, but I personally disabled zombies completely due to its unrealistic nature. Perhaps we could limit the game to a couple of real-world diseases that are expensive to treat. The spread of STDs also doesn't seem to be properly implemented. This problem could be easily solved by randomly assigning a disease to designated rapist Sims. Then everything will work itself out. If possible, you could limit the spread probability by percentage in the STD settings. I think this is a significant development for this mod. Thank you for your hard work! I believe in you! As long as it's just a very little enhancement, it's done!! Please do not consider this a patch or a full overhaul - I just wanted to help anyone who has a disease and cannot even find a way to cure it (like you said); this system should be revisited completely as I pointed out earlier. I hope this helps!! It will be in 447 and already translated where I could! EDIT: For now, I also added a new setting named "Cure Any Disease Cost" so that anyone will be able to customize the total price they have to pay! Edited May 9 by BiterBit 1
licentious luiza Posted May 9 Posted May 9 TYSM for the long needed update, darling! sending you my love and gratitude 💕 i'd like to ask for some help, too. i'm using boringbones' classic sims revival and there's a hygiene mod which conflicts with kinky mod. problem is, i can't find this setting in neither of the .package files. by looking at the source code, i DID see the file that may be my problem, but i also don't know how to turn the source code into a .package file from there. i also just disabled woohooer, so if that was causing any problems, they're gone. what should i do? 🙃 ScriptError_licentiousluiza__05-08-2026__22-12-03__8FD69238.txt
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