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


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Posted (edited)
40 minutes ago, anton557 said:

 

I found a conflict. Nraas Story Progression has the same functionality (City - Career - School). The only fix option is to add a compatibility mode with the Nraas mod so that these parameters do not overlap. Or cut this function out of the KW, as it does not quite relate to the subject of modification. Why KW regulate school attendance? I didn't notice any more conflicts, everything works perfectly.

 

I'm happy you solved it.

 

If you ask me, I think a lot of things in Kinky World could just be snapped out to make it lighter, work better to make it way more compatible and smooth in general.

 

But it's not what I want to be doing. At least now. I think Kinky Word has some kind of legacy in it, and I don't feel like removing parts of it, I don't even think I want to allow myself  to have that kind of "power"; I respect that this mod has been a journey through years for so many modders, all of them.

 

School is a cool feature, it allows you to create a secondary school that beside the Kinky part, also allows you to have some kind of "real" school mechanics in it, like a little separate sub-mod.

 

It definitely should need to be enhanced in so many ways and it has its flaws, but I'm really unsure about deleting it. For sure - without a lot of modules, as said, Kinky World would work so much better and it could be lighter...But right now I just don't feel like deleting an entire feature, especially considering you can just keep it disabled.

 

As per the "why it touches everything", this has many levels of answers. It needs to change the actual school location, and I think that to perform this, the mod has to fix career levels and hour ranges. Even with default ranges for school (9:00 - 14:00) I believe it would be the very same, as I don't think it's just the hours range that makes it incompatible with Nraas.

 

But sure - what I can actually do in the future is look into the code more to understand if this feature can be way lighter than it actually is, touching the less possible, and to create (if possible) a compatibility mode for Nraas Story Progression.

 

I noted this up and if I find or create anything relevant, I'll let you know. As of now, as always, it's just recommended that you keep the less mods possible in your folder.

Edited by BiterBit
Posted

I Just installed your latest up and wanted to say thank you for fixing the hole in wall and made it even better, plus bringing back some of EA old scripts.  You are doing a wonderful job at keeping Sims 3 relevant 

Posted
1 minute ago, PuddinZak said:

I Just installed your latest up and wanted to say thank you for fixing the hole in wall and made it even better, plus bringing back some of EA old scripts.  You are doing a wonderful job at keeping Sims 3 relevant 

 

Thanks dude, I'm very very happy you enjoyed it. I think I've found the hole in the wall in a terrible state and I'm very glad the work on it is appreciated.

 

I love Sims 3 and also this mod!

Posted
1 hour ago, BiterBit said:

 

Nice to now 🙂 Did you have ReFiner all time along or did you install it just for this test?

 

It appears that it might be overriding KW when enabled, and that can make sense considering that they both touch the same Romantic bucket!

 

EDIT: I tested it myself and you were 100% right. ReLover's "Full Romance Interactions" is designed to unlock every possible Romantic bucket but it has a condition that actively checks if a target is enabled to have them in the first place. So in case of incest, it can happen that ReLover's checks overrides the Kinky World Romantic Injections for Incest!

 

I'll just double check ReLover's code as soon as I have time so I'll see if this can be avoided, but as of now it gets into the standard behavior for its features!

 

In case of Kinky World enabled (and other mods as well), it's just recommended to use Full Romance Interactions only in the need of marrying or going steady with multiple partners, disabling the feature afterward, or to just not use it in case of incest.

 

In any case I'm happy you solved it :D 

I had ReFiner installed before noticing the issue. Wanted it mostly for the ability to have multiple spouses, other fixes and disabling the annoying calls being a nice bonus. I am constructing a somewhat Greek mythology inspired clusterfuck of a family tree, using as few cheats as I can, starting with just one werewolf sim and a genie she got from a lamp. The rest of the sims in my planned tree should be born, raised, and gain their powers in regular gameplay. Been playing on this save for like half a year now.

Posted (edited)
3 minutes ago, _45954_ said:

I had ReFiner installed before noticing the issue. Wanted it mostly for the ability to have multiple spouses, other fixes and disabling the annoying calls being a nice bonus. I am constructing a somewhat Greek mythology inspired clusterfuck of a family tree, using as few cheats as I can, starting with just one werewolf sim and a genie she got from a lamp. The rest of the sims in my planned tree should be born, raised, and gain their powers in regular gameplay. Been playing on this save for like half a year now.

 

This sounds extra cool and I hope everything goes for the best in your save, it's a very cool idea.

 

I'm also very glad you're enjoying playing with ReFiner as well.

 

With that said, I'll be sure to check if I can implement, in the future, in Kinky World or in the very ReFiner, a compatibility mode for that, so that going steady or propose marriage is still going to be enabled anyway even in case of incest, where Kinky World needs to inject its romance interactions.

 

Thanks for your feedback

Edited by BiterBit
Posted

I think build 447 v0.9.2 broke NRaaS MasterController Integration module. I updated today (I had build 446) and I noticed that MCI wasn't working so I tried uninstalling Kinky World and creating a new save. MCI started working again. When I re-installed Kinky World, MCI it went back to not working.

Posted (edited)
1 hour ago, ptsdfromhome said:

I think build 447 v0.9.2 broke NRaaS MasterController Integration module. I updated today (I had build 446) and I noticed that MCI wasn't working so I tried uninstalling Kinky World and creating a new save. MCI started working again. When I re-installed Kinky World, MCI it went back to not working.

 

Not the 0.9.2 specifically because it introduces very minor changes along with 9.1, but it could be something related to 447 in general, being a more massive build as any other number advancement, compared to 446 and so on.

 

I'll check this out as soon as I can what breaks what, I'm kinda unsure about what can be

 

Keep in mind that it's a submodule for another mod that may be conflicting - as much as I care (a lot) about maintaining compatibility, I don't know how much I can improve that, but I of course hope I will

 

EDIT: After having a look at the code (of Kinky World and Integration itself) I still don't really know what can break Nraas mod. If you are referring to Integration not even loading, it's pretty strange indeed.

 

Are you referring to that? To Integration not having a UI or some kind of feature correctly loaded?

 

Do you have any Script Error or relevant report/file I could use?

 

Sadly just said like that doesn't allow me to go any further

 

EDIT 2: One thing that comes to my mind are the listener added at the world load to consult potential traits that are present on Plumbots, or a patch made to "KWMailCarrier.Stop()" to check wether the service should be stopped or not, but it's really just an idea.

 

If you have any other relevant detail, please share it to me

Edited by BiterBit
Posted (edited)

I'm continuing to follow, as best I can, all the different branches of KW modding going on. Quite informative what I've read and clears up my confusion on how the mod has been implemented. I had thought that they merely added but actually overhaul or overwrite much of the code for sim behavior or so it seems. It's no wonder that NRAAS and KW mods clash as they both fight over control. It explains the "injection" process KW shows while loading. I actually prefer the NRAAS menu options though I do admire KW animations when they apply correctly to the sim situations. As BiterBit eluded to in our previous messaging, I am interested in a animation mod more so than a menu override as I prefer the ability to control aspects of the game NRAAS provides like adjusting pregnancy details and others. Many NRAAS modules do conflict with KW because they both affect menu options and both cannot occupy the same space. I had thought that KW merely added to menu options but clearly isn't the case. Correct me if I'm wrong. Following the work going on has inspired me to try the mods without NRAAS instead of tediously adjusting settings to avoid conflicts by swapping the mods folder for each play style. I know cache files need deleted and rebuilt on restart. So many are unaware or forget that part. I admire the work and dedication so many have contributed to add adult level aspects to the game though several additions are not my thing. I'm not here to create static with anyone either but to learn how aspects of the game are implemented. Some are simply easily agitated in thinking I'm cruelly criticizing but actually interested in clarity. It's frustrating to understand when errors happen without understanding how it all works together. I was first drawn to Kinky World mod because it was thought to add and not override menu options but clearly isn't the case. I've learned a lot since then and appreciate the better understanding of how it all comes together. Bestwishes.n

Edited by S3Xlover
Posted
9 hours ago, BiterBit said:

 

Hey!

 

Thank you so so much for your appreciation and feedback!! 🙏 It helps me a lot.

 

I remember we talked about domination/submissive relation but sadly I don't properly remember what we discussed specifically! Can you tell me more about it? So I can think about implementing new things in a future build :D

 

I also agree about Masochistic and Submissive being in conflict - it doesn't make sense. It might just be legacy code and not actual things that "wouldn't work"! I will check this out and give a feedback to you about this :) I noted this up! I also think that you can (in the meantime) edit the "Kinky Traits" XML yourself inside "KinkySettings.package" with S3PE where "conflict with *" is defined for every trait (I'm not 100% sure).

 

In any case, I'll let you know!

This was my original request: I'd love to have a more fleshed out and defined Dom and sub relationship dynamic with sexual and non-sexual interactions and moodlets for the relationship. For example, serving a meal to a Dom sub gives the sub sim a happy buff or or a Dom receiving a satisfied buff after getting a massage from a sub or after giving a sub a spanking. I guess I'm looking for more slice of life effects of a sub and Dom living together that's effected by both sex and/or relationship.
After seeing you worked on the orgasm features, I'm wondering now if a subs can have unique features related to their orgasms. Maybe after a spanking they have a chance to experience subspace once it's over. If you've never heard of the term, here's what it means: Subspace is a trancelike, "floaty" mental state, often described as a euphoric "high," foggy, or "mushy" feeling, occurring during intense BDSM play. Key indicators include a feeling of being in a trance, reduced cognitive function (inability to process thoughts), high pain tolerance, and deep, quiet relaxation.
Basically just some Dom/sub specific touches would be nice as I'm mostly invested in that dynamic :D

I'm not all to familiar with using S3PE, so I hope it's something that the next build can change, in the mean time I'll try to figure out how to do that.

 

Thanks for getting back to me so quickly!

Posted (edited)

hey it's me again! i come to report my ENDLESS TESTING with washing hands interaction, and i've disabled EVERYTHING but nraas overwatch and errortrap + kinky mods and dependencies. this one will never let me go! any ideas? i'm ALMOST going back to sims 2
P.S.: i DID try running without ANY nraas mods as well. difference was, sims weren't reset, but they clearly didn't finish the washing hands animation and were reset too but in a less intrusive way NRaas usually does

ScriptError_licentiousluiza__05-12-2026__21-58-58__A9CD9445.txt

Edited by licentious luiza
Posted (edited)
1 hour ago, Gentlelovely said:

This was my original request: I'd love to have a more fleshed out and defined Dom and sub relationship dynamic with sexual and non-sexual interactions and moodlets for the relationship. For example, serving a meal to a Dom sub gives the sub sim a happy buff or or a Dom receiving a satisfied buff after getting a massage from a sub or after giving a sub a spanking. I guess I'm looking for more slice of life effects of a sub and Dom living together that's effected by both sex and/or relationship.
After seeing you worked on the orgasm features, I'm wondering now if a subs can have unique features related to their orgasms. Maybe after a spanking they have a chance to experience subspace once it's over. If you've never heard of the term, here's what it means: Subspace is a trancelike, "floaty" mental state, often described as a euphoric "high," foggy, or "mushy" feeling, occurring during intense BDSM play. Key indicators include a feeling of being in a trance, reduced cognitive function (inability to process thoughts), high pain tolerance, and deep, quiet relaxation.
Basically just some Dom/sub specific touches would be nice as I'm mostly invested in that dynamic :D

I'm not all to familiar with using S3PE, so I hope it's something that the next build can change, in the mean time I'll try to figure out how to do that.

 

Thanks for getting back to me so quickly!

 

Aaah! Yes, now I definitely remember.

 

I think that something can be implemented - but as I kinda was telling the last time, it's a difficult (not impossible) job for me, because it would require me to import new images (with certain parameters) into S3PE, edit the main XML to make the moodlets get their thumbnail, then code their logic and test it out before releasing it. Don't get me wrong - the one you are proposing is a fantastic idea and would definitely enhance the Kinky mechanics between Sims when Dom/Sub is involved, it's just that I don't know if I ever get that much time and resources to do that :(

 

Male orgasm were easier because inside the XML I "told" the code to use the same thumbnail it was already available and I just had to "hook" the orgasm mechanic to male as well, while it was already existing for females, I didn't really create the feature "from scratch", although creating things from scratch is definitely still possible, even to me

 

I can kinda think of some kind of new moodlet that might use some already present thumbnail, not only from KW package but from the game itself (that's something I did with missing thumbnails for traits and reward traits, like the offrsping ones!)

 

I noted this, this time, so I can definitely give you a precise answer once I actively start working on new content :)

 

What I mainly meant is that before bringing to life actual "new" content I wanted to fix things first (the many things people are still reporting) - but I repeat that what you are proposing is really great!

Edited by BiterBit
Posted (edited)
40 minutes ago, licentious luiza said:

hey it's me again! i come to report my ENDLESS TESTING with washing hands interaction, and i've disabled EVERYTHING but nraas overwatch and errortrap + kinky mods and dependencies. this one will never let me go! any ideas? i'm ALMOST going back to sims 2
P.S.: i DID try running without ANY nraas mods as well. difference was, sims weren't reset, but they clearly didn't finish the washing hands animation and were reset too but in a less intrusive way NRaas usually does

ScriptError_licentiousluiza__05-12-2026__21-58-58__A9CD9445.txt 2.56 kB · 1 download

 

I THINK I FINALLY KNOW WHAT THE PROBLEM IS.

 

I had to fix the same thing while I was working on showers the last month.

 

Kinky World, in its legacy code, uses to override the Sink_WashHands interactions, but when the mod is disabled it just does that in the wrong way.

 

This means that the way it calls to Run() the base interaction is just wrong and not working, and I also see this by the code. In theory, this should not happen when you put the mod in the Enabled status.

 

I'll clearly fix this in the next build or version I'm publishing, but in the meantime, just consider keeping KW enabled once it is in your save!! I have replicated the bug in 2 different save (soft reset in wash hand because of this bug, previously present on showers as well) and it vanishes automatically once you enable the mod in settings!

 

EDIT: I just fixed it and now it works properly. Kinky World Disabled/Enabled doesn't make any difference now and Sims do not go in soft reset anymore (at least in my bug and my save). The hotfix will be released in next public build/version!

 

Let me know if enabling KW in your case/test solves the situation as it happened for me! So I know we're talking about the same bug. It was also caused by the very reason reported in your last Script Error (very precisely) so thanks for that!

Edited by BiterBit
Posted
13 minutes ago, BiterBit said:

 

I THINK I FINALLY KNOW WHAT THE PROBLEM IS.

 

I had to fix the same thing while I was working on showers the last month.

 

Kinky World, in its legacy code, uses to override the Sink_WashHands interactions, but when the mod is disabled it just does that in the wrong way.

 

This means that the way it calls to Run() the base interaction is just wrong and not working, and I also see this by the code. In theory, this should not happen when you put the mod in the Enabled status.

 

I'll clearly fix this in the next build or version I'm publishing, but in the meantime, just consider keeping KW enabled once it is in your save!! I have replicated the bug in 2 different save (soft reset in wash hand because of this bug, previously present on showers as well) and it vanishes automatically once you enable the mod in settings!

 

EDIT: I just fixed it and now it works properly. Kinky World Disabled/Enabled doesn't make any difference now and Sims do not go in soft reset anymore (at least in my bug and my save). The hotfix will be released in next public build/version!

 

Let me know if enabling KW in your case/test solves the situation as it happened for me! So I know we're talking about the same bug. It was also caused by the very reason reported in your last Script Error (very precisely) so thanks for that!

OMG THAT'S AWESOME!!!??! i'd NEVER had imagined that. and TRULY, I'VE TRIED EVERYTHING!image.png.b40d22faf02fc090a3f3487ae775ed5f.png

i'm not usually one to make logs, but i just had to. SO GLAD you found it!!! and happy to help 😍
 

Posted
On 5/8/2026 at 1:41 PM, 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

 

Futas aren't transsexuals.  Transsexuals are people who change from one sex to the other.  A futanari is a woman with fully functional male and female organs.  The closest translation would be "hermaphrodite," although that's not quite right either - that term when used for humans generally implies birth defects and genetic problems.

 

There is no word in English for what a futanari is because they don't exist in reality.  That's why we use the Japanese word - futanaris are from Japanese fiction.

 

Cougars and Maneaters are slang, but it's difficult to know what to translate them to since there aren't regular words in English for those.  Cougars are older women that chase after younger men.  The definition of "maneater" is pretty loose - it could just mean a romantically aggressive woman, bit it could mean a woman that dominates and destroys the lives of the men she hooks up with.  I'm not sure what definition KW uses.

Posted
On 5/10/2026 at 3:00 PM, anton557 said:

Could you test the school's work? I play in bridgport for a teenager. I see that the school starts at 9, but in fact at 14. Maybe a conflict with some NRASS mod, but I'm not sure.

 

UPD: I still don't understand why it's happening. I made the reset city in Master Controller, now when the game is 7:00, the school day is transferred to the next day and so infinity. Maybe it's due to the fact that in KW there is a "Summer holidays" feature and somewhere a conflict of mods. In the game for the moment summer season. The school bus, which is at 8:00, is also missing. The character does not attend school and because of this, academic performance decreases and parents punish the teenager.

 

I've seen this happen before, and it's not a KW issue.  It's usually caused by traveling.  I don't have the Sims at hand at the moment, but one of the NRaas mods adds a "Fix Homeworld" option in its menu from the town hall.  That usually does the trick.

Posted
20 hours ago, BiterBit said:

I tried turning a teen into a shemale the other day but I noticed they don't even have a CAS for shemale appearance, so they appear as bottom invisible. I need to try turning a Young Adult+ into a Shemale to understand what Kinky World actually does to the penis (and of course I'll check it out by the code). Once I have news, I'll let you know!

 

That's a longstanding KW bug, introduced sometime after Oniki's last version but before the split between JvSmith and Katie (both their versions have the bug).  It's intermittent - sometimes it works, sometimes it doesn't.

 

I've talked to both Katie and JvSmith about it, and other people have reproduced it.

 

I have seen it happen with an adult, but it's nearly always teens.  I was using the Greenwood family as a testbed trying to narrow this down (clear caches -> Start game -> new Sunset Valley save -> choose Greenwood -> enable KW -> wait for injection -> transform the mom and teen daughter to shemale -> set superhorny on both -> send them to masturbate -> send them to shower), but I would get different results even with the same packages.  Happens with both JvSmith's Enhanced Bodies as well as the body meshes I used back when Oniki was still around.  They'll show up in non-Kinky contexts sometimes - I could have a futa teen change to the Naked outfit and her penis would show, but it wouldn't show if she masturbated, for instance.

 

If you can figure out this bug, you'll be nominated to be in my list of favorite people of 2026 :)  It's driven me nuts for ages.

Posted
13 hours ago, BiterBit said:

If you have any other relevant detail, please share it to me

The only thing I can think of is that it doesn't matter whether KW is enabled or not, MCI won't work as long as KW is installed.

Posted (edited)
4 hours ago, spauldo said:

 

That's a longstanding KW bug, introduced sometime after Oniki's last version but before the split between JvSmith and Katie (both their versions have the bug).  It's intermittent - sometimes it works, sometimes it doesn't.

 

I've talked to both Katie and JvSmith about it, and other people have reproduced it.

 

I have seen it happen with an adult, but it's nearly always teens.  I was using the Greenwood family as a testbed trying to narrow this down (clear caches -> Start game -> new Sunset Valley save -> choose Greenwood -> enable KW -> wait for injection -> transform the mom and teen daughter to shemale -> set superhorny on both -> send them to masturbate -> send them to shower), but I would get different results even with the same packages.  Happens with both JvSmith's Enhanced Bodies as well as the body meshes I used back when Oniki was still around.  They'll show up in non-Kinky contexts sometimes - I could have a futa teen change to the Naked outfit and her penis would show, but it wouldn't show if she masturbated, for instance.

 

If you can figure out this bug, you'll be nominated to be in my list of favorite people of 2026 :)  It's driven me nuts for ages.

 

I'm used to build the most advanced loggers I can to understand why a problem happens and how to fix it (you'll see this in Miscellaneous), so I like to think that it's more a matter of time and not a matter of "if" 🤣

 

Beside jokes yeah it's something I want to understand. Considering that shemales are a large part of this mod that result in being a little broken, I can think of this as a big focus in potential build 448.

 

If I find the exact issue and eventually a solution, I'll let you know. I just paused for a while to get some rest :D

 

EDIT: I started logging and trying to implement some fixes to the shemale outfit. But I was noticing that a CAS part is necessary for shemales to work properly and that apparently this resource is not included in the main packages. Is there a reference download page for shemale packages to be included? Am I missing something? It may explain invisible parts in my scenarios

Edited by BiterBit
Posted
1 hour ago, ptsdfromhome said:

The only thing I can think of is that it doesn't matter whether KW is enabled or not, MCI won't work as long as KW is installed.

 

Yeah no I get it, this looks highly some kind of incompatibility at World Load, where most mod's schedulers are. The point is that at the world load the mod really isn't so different from previous builds.

 

I might think about some more testings with MCI, but as I said it has minor priority because it's another mod conflict :(

 

If you can eventually have a look at ScriptError, presumably useful one of ErrorTraps as well if you have it installed, I can have a better look.

 

Let me also know what you mean exactly with "it doesn't work"

Posted
8 minutes ago, BiterBit said:

If you can eventually have a look at ScriptError, presumably useful one of ErrorTraps as well if you have it installed, I can have a better look.

I'll take a look when I get the chance but I don't think I get any script errors. Maybe enabling KW logging could help.

8 minutes ago, BiterBit said:

Let me also know what you mean exactly with "it doesn't work"

I just get the EA CAS rather than the NRaaS one. I realized it when I right-clicked on the menu button (the three dots) at the bottom left and the only menu would open (MCI it opens the CAS settings) and also the Smooth Patch package was working, making the clothing load faster (the package file isn't compatible with MCI, so it just disables itself).

Posted (edited)
1 hour ago, ptsdfromhome said:

I'll take a look when I get the chance but I don't think I get any script errors. Maybe enabling KW logging could help.

I just get the EA CAS rather than the NRaaS one. I realized it when I right-clicked on the menu button (the three dots) at the bottom left and the only menu would open (MCI it opens the CAS settings) and also the Smooth Patch package was working, making the clothing load faster (the package file isn't compatible with MCI, so it just disables itself).

 

I have to be honest: I tried downloading Master Controller and Integration modules, leaving literally only these two mods in my folder beside ErrorTrap to get any more error details.

 

I tried loading a fresh save I already had and also creating a whole new save in Sunset Valley: there's no "added" button anywhere I could see. CAS, Edit Town, general 3 dots buttons in the game: I never saw any master controller added button, I just saw the CAS menu features in Master Controller settings when I'd click on the City Hall, as the first raw in the table.

 

I also went searching up online and found out many people says this new menu "doesn't work" so I don't really know how to test this thing out, and I don't know "which mod" has to be blamed: there no additional mod in my folder now and I still can't see this button.

 

Can you screenshot it eventually and describe in details how to reproduce this issue and its differences?

 

EDIT: I also literally tried to leave only MC and MCI:

 

image.png.62c09e4ea2c03a11f5e145a3e61edfdd.png

 

It is still not working, I don't get any extra button:

 

image.png.1c2461924259856168d312e32efcb3a6.png       image.png.cc81e0360f3e3cf27af12d787976d0ec.png

 

(Sorry for italian texts)

 

I would jump to the conclusion that how the mod is supposed to add a new button here could pretty much be unstable, but I might be wrong... The script errors clearly tell me that the assembly (DLL) from MC and MCI is loaded, but they just don't add any button.

 

I really don't know if we can blame KW in this case

 

EDIT 2: I found out that maybe, the right click with the mouse on thee option settings in CAS is what you are referring to. Considering there's no instructions about this mod I had to look at the actual code to find out that there's a right click feature instead of the normal one, that opens the "CAS..." settings while you are in CAS. I'll just try with a little more testings

 

EDIT 3: Master Controller Integration works perfectly with any of my builds, I tried it myself. Look here:

 

image.png.3b46346d9db5906caba353dd24598028.png

 

This is the right click menu that opens in CAS when you have MCI installed, and is the same menu that opens when you go to City Hall > Nraas > MC > Advanced Options or whatever (I have italian strings).

 

This completely works, always, fresh save, old saves, KW saves, it just works.

 

I have ReFiner, KW 447, some other lighter mods for Camera Behavior and Nraas Relativity for time management.

 

I don't think KW is causing any troubles with it.

Edited by BiterBit
Posted
22 hours ago, BiterBit said:

 

I had a quick look at the code and found out something helpful:

 

- The three default bras and panties are hardcoded in the mod (so they are in the main core packages), they not only will be in any save by default, but are defined indeed in the "default settings" of the mod (for fresh new saves).

 

- The only way (for now) to add new panties and bras is knowing the resource ID and add it manually to the menu in the Underwear sub section. This can be improved - and I noted it in my TODOs - with a picker that just scans all the available resource keys so that you can manually select resources instead of digiting the code.

 

- Manual addings to that list is saved per-save, they don't translate to your other saves (as every setting in Kinky World, is not shared), this means that, being interpreted as a "setting", once you switch to another save the registered resources are different there and you have to manually add them. Good news is that, being interpreted as settings, you may go to "advanced" in your "prime save", go to "Export Settings", and then Import your settings to any save you want so that resource IDs will be shared. This is clunky and not perfect - it will import all of the other settings as well - but at least you can share your resource IDs to your other saves!

 

As said, I noted this up in my TODOs so I can improve this better.

 

If you feel like, please share some CC regarding panties or bras, so I can test those out myself in my adding process.

Thanks, I didn’t see that the export settings had been moved to the advanced tab. 

Posted

Speaking of ErrorTrap, is it still recommended to use the tuning package to disable dereferencing when combining ErrorTrap with KW?  I've been carrying it forward since forever, but lots of things have changed since then.

 

I don't know enough about the .NET ecosystem to know what it's for, hence why I ask.

Posted (edited)
1 hour ago, spauldo said:

Speaking of ErrorTrap, is it still recommended to use the tuning package to disable dereferencing when combining ErrorTrap with KW?  I've been carrying it forward since forever, but lots of things have changed since then.

 

I don't know enough about the .NET ecosystem to know what it's for, hence why I ask.

 

You probably don't need it anymore.

 

"Modern" ErrorTrap already keeps in mind most KW patterns, and the old tuning package could refer to obsolete keys, especially since I updated the mod from 442 restoring some EA's classic flows for behaviors (that I know, at least).

 

If you play with ErrorTrap, I would suggest removing the tuning package, playing with the defaults for a few sessions, and if you see the word DEREFERENCED next to types from the Oniki.* or OnikiStuff namespace in the ScriptError logs that ErrorTrap produces, then disable Allow Dereferencing from the ErrorTrap menu.

 

Otherwise, I really think you can leave it enabled.

 

Beside from that: did you already look at my previous comment about shemales? I've seen that KW still reference, in code, CAS resources by IDs and names (0x49CBFB1B775EC86E for teens e 0xB25D1F4F442041E6 for adults), but I can't find anything in the main packages the mod provides (KW) so this might explains the invisible parts.

 

Where do you typically download or enable shemale parts? Wherever these shemale parts are, they should be included with the mod, because the code clearly relies on them :/ I saw that in the past many people used to download CMAR's female penises, but every download page seems broken now

 

EDIT: I've found CMAR female penises on SexySims, and it actually works now, no more invisible CAS parts for any shemale. Point is that with only CAS resources and nothing else, there's clearly no erection. I'm investigating this to understand how to fix it

 

EDIT 2: I've also found the latest known version of Morphing Penis from CMAR: I'm understanding how it works and why in Kinky World there's no erection for these penises. Might be complicated but there's probably a solution.

Edited by BiterBit
Posted
On 12.05.2026 at 15:53, _45954_ said:


Эй! Обожаю мод и очень рад видеть, что кто-то активно его развивает. Тем не менее, у меня есть проблема. «Введение извращённых взаимодействий» после загрузки сохранения, похоже, убивает романтические взаимодействия между близкими симами, за исключением купания голышом. Первый скриншот был сделан до того, как я снял паузу и дал инъекции. Вторая — после. У меня есть NRAAS, Woohooer и ещё куча модов. Без Woohooer категория романтического взаимодействия полностью отсутствовала при попытке начать взаимодействие между этими двумя симами. (Мать и сын.) Проблема была и в ранних версиях. Надеюсь, это удастся решить!

Hi. I'm not sure if I understood the issue with romantic interactions between relatives correctly... perhaps it's a bit of a translation error.

I just wanted to point out that NRaas WooHooer also has a setting that allows romance between close relatives.

I apologize if I misunderstood the question and intruded.

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