BiterBit Posted May 14 Author Posted May 14 6 minutes ago, elixdude said: I just changed the Oniki.KinkyMod from ONIKI_KinkySetting.package to this It works normally when I put the kKeyboardShortcuts value back to False Let me understand the issue better: when kKeyboardShortcuts value= False you can interact with objects on buy mode with Delete and Esc, but if you set it to True (for a reason I didn't get) the normal shortcut with DEL and ESC don't work anymore? I can look up into this, but it has no correlation to my builds in any case, I have to investigate the issue
elixdude Posted May 14 Posted May 14 Just now, BiterBit said: Let me understand the issue better: when kKeyboardShortcuts value= False you can interact with objects on buy mode with Delete and Esc, but if you set it to True (for a reason I didn't get) the normal shortcut with DEL and ESC don't work anymore? I can look up into this, but it has no correlation to my builds in any case, I have to investigate the issue Correct. I don't know since which build this happened, maybe after you add the camera thing? or before that? not sure... but it was working fine on first 2 of your KW version before...
BiterBit Posted May 14 Author Posted May 14 (edited) 23 minutes ago, elixdude said: Correct. I don't know since which build this happened, maybe after you add the camera thing? or before that? not sure... but it was working fine on first 2 of your KW version before... Yeah. It's not because of the camera "per se" considering it doesn't even have a shortcut in KW (it doesn't work that way) but when I tried implementing it, I experimented with KWTrigger.cs inside the project to make it work, forgetting my changes. So yeah, it was a bug: I tried registering multiple channels that conflict when the parameter is set to true; this wasn't like that before my implementation on KWTrigger.cs that is not even needed. Using Delete/Esc isn't "forbidden". With the fix just made, F5/Q/E will still be tied to the package's TRIGs, but now the rest of the Purchase keys should return to normal. I'll just try testing this in my test build and let you know. EDIT: Just tested it now. After the fix everything now works as expected: ESC is "back"/"cancel action" and DEL sells the object like before. Thanks for reporting, it will be in the next version. Edited May 14 by BiterBit 1
elixdude Posted May 14 Posted May 14 (edited) 14 minutes ago, BiterBit said: Yeah. It's not because of the camera "per se" considering it doesn't even have a shortcut in KW (it doesn't work that way) but when I tried implementing it, I experimented with KWTrigger.cs inside the project to make it work, forgetting my changes. So yeah, it was a bug: I tried registering multiple channels that conflict when the parameter is set to true; this wasn't like that before my implementation on KWTrigger.cs that is not even needed. Using Delete/Esc isn't "forbidden". With the fix just made, F5/Q/E will still be tied to the package's TRIGs, but now the rest of the Purchase keys should return to normal. I'll just try testing this in my test build and let you know. EDIT: Just tested it now. After the fix everything now works as expected: ESC is "back"/"cancel action" and DEL sells the object like before. Thanks for reporting, it will be in the next version. This is why you're one of my favorite modder, thank you king! Edited May 14 by elixdude 1
licentious luiza Posted May 14 Posted May 14 2 hours ago, BiterBit said: Hi Luiza I had a quick look at your errors (I may investigate further later) and this is what I've found: 1) Import error: Your imported KW settings file has invalid XML around character 1620 on line 1 (broken attribute/tag). It's unknown what caused this actually, if it's KW that is exporting a file in a broken state or if you or something else edited that XML. You can fix that file or export fresh settings from a clean game - it only "breaks" the import action, not necessarily your whole save. 2) Tease error: Some WooHoo stage XML uses Category value Tease, but KW expects "Teasing" (or "1"). You can search your animation/stage packages XML for Tease and fix to Teasing, clear scriptCache.package and then retest again! thank you so much for your input, Biter! i'll get into that and bring reports later! 1
mrph Posted May 14 Posted May 14 Hi. It was actually very convenient when the save/next scene/change position hotkeys worked. Is this something we might consider in the future? At least just save and change position? 1
JohnyBlaze1 Posted May 14 Posted May 14 7 hours ago, BiterBit said: Hey! Yeah I get what you mean. As I was saying, the mail carrier in previous versions (once enabled) in the scenarios where nothing needed to be delivered, still left invisible objects in the mailbox, corrupting it sadly. This means that when you'd go and grab the mail you would go in soft reset because it could leave a "null" object inside the mailbox that you couldn't transfer in your inventory! Problem is that after fixing it it may not be coming anymore 😅 I'll fix it as soon as I can! EDIT: Fixed There was a bug, now it's gone. It's going to come up in next release! Hello again. The fresh method unfortunately gave the same result. Thank you kind sir. 👍 Will be waiting. 1
BiterBit Posted May 14 Author Posted May 14 (edited) 1 hour ago, mrph said: Hi. It was actually very convenient when the save/next scene/change position hotkeys worked. Is this something we might consider in the future? At least just save and change position? Hey mrph As I stated in the latest comments, it was a bug I introduced by mistake when I first attempted to introduce a camera shortcut (in the wrong way - then done correctly in ReFiner with CTRL + X) while editing KWTriggers.cs. I fixed the bug and shortcuts will be at their default behaviors (like Mail Carrier) in the next build! It's almost ready in any case Edited May 14 by BiterBit 1
licentious luiza Posted May 14 Posted May 14 4 hours ago, licentious luiza said: thank you so much for your input, Biter! i'll get into that and bring reports later! found the culprit. it was K69's! here's the fixed version in case someone cares to test it with me. i simply changed the category in line 297 from Tease to Teasing OKW_K69_Animations_TUNEDBYLUIZA_TeaseToTeasing.package 1
BiterBit Posted May 14 Author Posted May 14 (edited) 17 hours ago, FeenSims said: As for Returner: I’ve disabled interactions like placing fart pillows on sofas, etc. That used to work flawlessly, but it doesn’t anymore. I got very curious about this because it's one of the last things that were left to be checked out in my final steps. I went into EA DLL code to verify this: with my surprise, EA includes a "isAutonomous" condition inside the "SetBoobyTraps", but doesn't use it. It means that, even if you set "Autonomous=Disabled" or whatever, with Nraas Retuner, you literally have no certainties that the action will not be performed... It's random, and EA doesn't say "autonomous VS not autonomous", it appears to just check if an object is enabled to receive a trap or not. Considering this thing has been annoying me a lot as well, and considering I'm also hating the "mood swings" for teenagers, I'm actually trying and implementing 2 new toggles in ReFiner: - (Generations) Disable Booby Traps: to just set the condition to every possible item (CanHaveTrap) to "False" OR (more likely) disable the booby trap interaction as well, with the side effect that it will disappear from pie menu (because EA doesn't make a difference between autonomous and player directed) - (Generations) Disable Teens MoodSwings: exactly what its name suggests I'll let you know EDIT: There's a score, actually, that gives a "weight" to autonomous actions, and I still don't know if Retuner touches that weight or it just sets the action to "disabled". I'll let you know as well EDIT 2: I implemented a toggle to disable mood swings, but with booby traps the thing is more complicated. I'll check it out more to understand if there's any problem with Retuner (probably not) and if something can be done easily with ReFiner. As of now the only solution I "engineered" would be removing the booby trap "property" from every object, but it requires a scan on the lot and it should be reapplied on a scheduler, or in general every time a new valid object is on the lot. Edited May 15 by BiterBit 1
_45954_ Posted May 15 Posted May 15 Haven't used ErrorTrap so far, as I've seen it being listed as incompatible on one of the older versions of KW. Can they be just used together now, or do I need to change any specific settings or install any additional things if I want to use them together?
_45954_ Posted May 15 Posted May 15 Another thing - My plumbot seems to be obsessed with making drugs.
spauldo Posted May 15 Posted May 15 5 hours ago, _45954_ said: Haven't used ErrorTrap so far, as I've seen it being listed as incompatible on one of the older versions of KW. Can they be just used together now, or do I need to change any specific settings or install any additional things if I want to use them together? ErrorTrap has been compatible for years, but only if you used the DisableDereferencing tuning file that was a separate download from NRaas. I asked BiterBit about it a couple pages back, and he had some recommendations. I'd suggest reading his response to my question and following the directions there. If you do, please post your results - I'm very curious how it turns out but I'm not able to test it at the moment. 2
BiterBit Posted May 15 Author Posted May 15 6 hours ago, _45954_ said: Haven't used ErrorTrap so far, as I've seen it being listed as incompatible on one of the older versions of KW. Can they be just used together now, or do I need to change any specific settings or install any additional things if I want to use them together? As spauldo wisely said, I clarified this some comments ago, but I'll answer again without any issue. Yes, you can use NRaas ErrorTrap with current Kinky World. They are not hardblocking each other. Older “incompatible” notes refer to specific ErrorTrap options (especially save dereferencing or cleanup) and not to forbidding both mods. I didn't check specifically the ONIKI_KinkyModTuning.package, but it may already ship the "classic" compatibility tuning. Beside that, they are ok, with just a marginal suggestion. If you see broken situations/behaviors, missing listeners, or odd load-time cleanup, set ErrorTrap’s kPerformDereferencing (or Dereferencing setting in general) to false. If you use KW, it's recommended to just use ErrorTrap mainly for logging and diagnosis, as I always say, it's recommended to keep the lowest possible number of mods in your folder along with KW itself, that is a heavy mod and requires a lot of things to work properly. 4 hours ago, _45954_ said: Another thing - My plumbot seems to be obsessed with making drugs. As per the "plumbot obsession", it's not related to my new builds, it appears to be something "regular" that can happen to every Sim near a lab with specific conditions, not only plumbots. Sim autonomy in KW, related to drugs, has these requirements to be chosen: - Skills Logic ≥ 5 and Science ≥ 5 - Simoleons ≥ §5000 - Cooldown of 12 hours of gameplay per Sim on "CreateDrug" - In theory autonomy always chooses chooses "DRUG_1" (should be Blue Sky) when autonomous, not the other two I don't know if you have other mods that might be interfering with autonomy but it's a strange behavior. I might think of some mitigations for this but it's not my current priority because I'm working on general 448 👌 1
Steve2D Posted May 15 Posted May 15 Do you have any updates regarding consequences for SA? I earlier proposed that the moodlet for getting arrested be adjustable in the settings, but I also think you should add the embarrassed moodlet for getting sharked. Also, perhaps NPCs could autonomously shark and humiliate your sim, if they're enemies, insane, evil, or mean spirited? That would vary the gameplay a little and make having enemies more interesting.
BiterBit Posted May 15 Author Posted May 15 (edited) 30 minutes ago, Steve2D said: Do you have any updates regarding consequences for SA? I earlier proposed that the moodlet for getting arrested be adjustable in the settings, but I also think you should add the embarrassed moodlet for getting sharked. Also, perhaps NPCs could autonomously shark and humiliate your sim, if they're enemies, insane, evil, or mean spirited? That would vary the gameplay a little and make having enemies more interesting. Hey! As I pointed out earlier in time, I didn't edit any raping mechanic in my builds and I didn't plan to do that, for just a personal choice, especially considering that a lot of things needed a fix before that (as you can see from a lot of comments here). In build 448 I mainly focused on general QoL fixes and in particular on Shemales/Futanari stuff that were completely broken (now, apparently fully working). What I'm currently missing is general playtesting to ensure everything is fine and a general check on the spanking animation some user asked me for. I noted your suggestion/feedback in relation to that whole section of the mod, I'm just unsure about when or if I am going to add anything to it (as of now). Beside being a topic I don't really like to modify or edit, not even play test it, there were also other 2 points I also stated out earlier: - I'm trying to slow down a little because of the work done until now, so I'm going with a general slow pace on code modifications - Adding new content from scratch (new humiliation mechanics, new interactions, autonomy editings, new moodlets and resources to package so that the mod can use them), it's pretty complicated and generally a long work. It's not impossible, but slightly out of the scope for the moment I'm also simultaneously working on ReFiner 2.1 (along with KW 448) and on a separate small mod to unlock more teens interactions throughout the game. So I still don't know if or when I'll eventually be able to make any kind of adjustment to rape mechanics Edited May 15 by BiterBit 1
tiffany182005 Posted May 16 Posted May 16 On 5/14/2026 at 5:49 AM, BiterBit said: This is very very strange and the only thing that comes to my mind is that you might have an incorrect installation! Please try following what's reported in the main post, at the bottom, and if you can just paste the entire folder of the mod instead of copying and pasting the individual files Also delete scriptCache! I tried a fresh install. scriptCashe is gone. They are still just going through the motion of undressing and immediate redressing. Nothing else is happening. It is also happening to the town NPC's. I'll get a notification that they're doing solo or with others and go to see if it changed for them and nope, still the same outcome.
BiterBit Posted May 16 Author Posted May 16 7 minutes ago, tiffany182005 said: I tried a fresh install. scriptCashe is gone. They are still just going through the motion of undressing and immediate redressing. Nothing else is happening. It is also happening to the town NPC's. I'll get a notification that they're doing solo or with others and go to see if it changed for them and nope, still the same outcome. In this case you might be having another mod that may be influencing animations, or your animation packages are not loaded correctly. Keep in mind that if this was an actual distributed issue, no one in the world would be having a functioning Kinky World... Have you tried a fresh save where you only have Kinky World installed and no other mod, to understand if this is a conflict? Also keep in mind that animations need to be registered inside the "Packages" Menu that you have in "Sex & Animations". Feel free to send me a message eventually to have a specific look at the issue.
FeenSims Posted May 16 Posted May 16 On 5/14/2026 at 11:57 AM, BiterBit said: I'll investigate as soon as I have time about the Retuner stuff. As per the mommy/daddy, there's actually no variable like MA.Daddy or FA.Mommy, the problem is that feedbacks notification are strictly built on sex, so if you go looking for them in STBLs, you will see that there's only 2 kind of strings set: - .Mommy - .Daddy And they produce the same variant with mother + son and dad + daughter. At least in english! Are you playing in German? Yesterday I've spent time in creating new strings on purpose for Futanari scenarios, I just need to get them to work! And also: I fixed the issue where male pronounces were used for shemale (now it works properly) EDIT: It works now, with new dialogs and in both directions!! MommyFuta > Daughter OR Daughter Futa > Mother: Reveal hidden contents I'm so proud of the general work I'll have some more tests but I think it's working properly, pronounces included. I had a look at the notifications in German and you were right, compared to english some of them were a little confusing, so I translated them correctly (assuring that it makes sense even if I'm not german). Please feel free to report me the strings that actually are not making sense in German so I can find them better, despite I think I looked at all of them. It's all coming in next release! Yes, I play in German. And in my game, the pronouns appear as follows: <Text Key="9AD78D03324B3243">{MA.Horny !}{FA.Aroused !}</Text> And here are a few more problematic text strings: <Text Key="95E49F4D1D1D3D29">Hey, my dearest Daddy, I’m feeling so hot down there. Just take a look. Please, please do something—I don't know how else I'm going to stand it!</Text> <Text Key="EAF5B24BFDBCA21A">My Daddy {0.SimFirstName} certainly has a mighty morning wood. Wow, I'm getting all hot!</Text> However, I don't know exactly what you've fixed so far. I would need to take a closer look at that once the new build becomes available. 1
Negative-Andy Posted May 16 Posted May 16 I apologize for the repeated messages. I have corrected some of the English text in the main file to Japanese. Please import this file. Japanese.zip 1
BiterBit Posted May 16 Author Posted May 16 (edited) 1 hour ago, Negative-Andy said: I apologize for the repeated messages. I have corrected some of the English text in the main file to Japanese. Please import this file. Japanese.zip 5.33 MB · 0 downloads Done, just imported JP strings Also: never apologize for this!! You are welcome, and you're contributing for all of the japanese players. Feel free to upload them anytime! They will be in the next public release. Edited May 16 by BiterBit 1
elixdude Posted May 17 Posted May 17 (edited) I wonder, is it possible if the "browsing for porn" via computer makes sim that has horny moodlet jerking off even without anyone uploaded kinky selfie? It's lil bit funny to me when they're watching porn but just typing lol Edited May 17 by elixdude 1
BiterBit Posted May 17 Author Posted May 17 (edited) 7 hours ago, elixdude said: I wonder, is it possible if the "browsing for porn" via computer makes sim that has horny moodlet jerking off even without anyone uploaded kinky selfie? It's lil bit funny to me when they're watching porn but just typing lol Yeah, definitely. This was really necessary. Along with anything else I've been working on, I always noticed that Sims would go to "Browse web for porn" without never actually finding it. I never did dig into it to understand the process. I'm implementing a new toggle in Global Options to make Sims masturbate on porn without depending on selfies. EDIT: I'm also re-organizing the Global Settings Menu because it has too many options in a random order. EDIT 2: It has been implemented with a new toggle, that if the game doesn't find selfies online, it starts a masturbation on porn anyway. Default true and it's working great! Edited May 17 by BiterBit 2
BiterBit Posted May 17 Author Posted May 17 (edited) Hey everyone! As usual, on Sundays I generally have a good mood when it's a sunny day. I think that this is a good moment to post the 448 v0.9.3. 😂 So: Build 448 v0.9.3 What's new here? 1) Shemale/Futanari mechanics have been overhauled entirely. - New dialogs for futanari incest mom > daughter. Also, many naked broadcaster and show cock dialogs have been updated to support "FB" variants for when mommy has... a cock. So please translate them where necessary. - Futanari bodies now work properly. This means that surgery and "Transform to Shemale" are supposed to work and NOT produce invisible CAS bodies. They also have proper erections now, and sliders you can edit your futa with, as you usually do with your mods. WARNING: Kinky World code explicitely relies on specific CMAR resources, in details these ones: - CMAR's SexySims > (cmar_FemalePenis.zip and cmar_FemaleAccessoryPenis.zip - for female penis) - CMAR's SexySims > (cmar_PenisSlidersCAS.zip - for male & female penis sliders + cmar_PenisMesh_Map1V2.zip OR cmar_PenisMesh_Map2V2.zip - NOT both, for penis mesh) To CMAR's respect, I'm listing the download pages and specific resources like it's reported in their SexySims's info page, but please if you have any confusion or if for whatever reason download links won't work in the future, or any issue, message me and I'll share the ZIP I already made with all the needed resources; eventually I can also post them here. Also: keep in mind that if you make two Futa Sims have sex, they will both have a womb, so they will have respective womb dialogs. This cannot be changed as of now, Kinky World does not have an "acknowledgement mechanic" to distinguish who is penetrating who, it just has a difference from who has a womb and who doesn't. 2) Maternity bumped bodies for teens now works properly as well. You'll just need CMAR's resources once again: - CMAR's Mod The Sims > (cmar_tfMaternitySuperPack.zip- for Teens maternity wear) 3) High School Situations has some new clearer notifications. They will tell you what you are missing and what you need to do if something isn't working properly. Translate them in your language if it has not been made yet. School needs a general overhaul as well, but I couldn't make it in 448. 4) New Strap-On Interactions to be enabled in Miscellaneous This was needed, at least in my opinion. If you enable this toggle, while you WooHoo with any Sim and you're a female (not futa), you'll have the option (in "Kinky..." > "WooHoo...") to equip or unequip a strap on whenever you want, so that if in any case the strap on is misssing, you can fix the animation. It's a CAS-only edit, so it is supposed to have a very low impact. 5) Submissive and Masochist are now compatible traits This was needed as well and only relied on Traits XML that is in KinkySettings.package. Now the two traits are compatible and can be chosen along with one another. 6) Keyboard shortcuts bug has been fixed I forgot to remove KWTriggers.cs code edits when I edited it in the past to introduce camera mode shortcuts (then just delegated to ReFiner), original code has been restored and now everything works as expected, with Buy/Build mode shortcuts with DEL and ESC keys. 7) Mail Carrier and other Service Sims have been fixed. In previous builds I accidentally forgot to re-enable properly the Mail Carrier Mechanics and some other Service NPCs mechanic, that now works properly. WARNING: In previous versions, the mail carrier, once enabled, used to come at your home every day even if no actual mail had to be delivered, with PutInMail() feature. This meant that he/she would deliver a null object in your mailbox, that caused a corruption on the mailbox itself, causing a soft reset to your Sim everytime you interacted with it, because your Sims could not grab a null object/package from the mailbox. This has been fixed now, but the KW Mail Carrier will only work when the EA Mail Carrier situation really, actually starts, meaning that there is something to deliver (bills, packages, etc.). It will not come "every day at random". 8 ) Porn Masturbation can happen without Kinky Selfies posted online. Now masturbation on porn is available by default even when no Kinky Selfies are posted online. There's a new toggle in Global Settings (where its menu has been overhauled for clarity) that's enabled by default. As per the legacy code, your Sim must at least be Aroused to start a Masturbation: it usually transitions from Aroused to Horny while looking at porn, and then triggers the mechanic. ------------------------------------------------------------ File will be uploaded any minutes soon, and I'll share the changelog once I edited it correctly. Both FULL-EN and MULTI versions will be included (like latest 447s). As stated in the past, this build may bring "slightly less" content comparing to others, because I'm trying to get some rest 😂 But I'll keep noting every suggestion and work on builds when I have time and resources. As always, I hope you can all enjoy! Edited May 17 by BiterBit 5
elixdude Posted May 17 Posted May 17 (edited) 2 hours ago, BiterBit said: Yeah, definitely. This was really necessary. Along with anything else I've been working on, I always noticed that Sims would go to "Browse web for porn" without never actually finding it. I never did dig into it to understand the process. I'm implementing a new toggle in Global Options to make Sims masturbate on porn without depending on selfies. EDIT: I'm also re-organizing the Global Settings Menu because it has too many options in a random order. EDIT 2: It has been implemented with a new toggle, that if the game doesn't find selfies online, it starts a masturbation on porn anyway. Default true and it's working great! Thank you for the update, but when I tried the "Browse web for porn", the sim didn't masturbate at all and just typing... EDIT: Nevermind, apparently need to be on horny state instead of aroused lol. False alarm! Edited May 17 by elixdude 2
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