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


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Posted (edited)
59 minutes ago, elixdude said:

Hello BiterBit, another thank you for the update!

 

There's bug when I use KW and this mod https://modthesims.info/d/690087/customizable-uncustomizable-outfits.html

 

On Chemistry Lab outfit, when I try to disable with that mod, my sim still using the lab coat. I assume it's because KW force sim to wear lab coat when mixing potion.

 

Hey dude, thanks for your appreciation and report.

 

As I suspected, it’s an interaction conflict with mods that customize/disable the University chemistry lab coat.

 

Both mods replace the same chemistry lab interactions (Make Potion / Discover Potion). That outfit mod from DestroSpean skips the lab coat when you disable it (patching EA's default behavior); Kinky World instead still call the vanilla lab-coat switch (SwitchToLabOutfit).

 

Whichever mod patches those interactions last wins the "race".

 

If Kinky World loads after that mod, your “disable lab outfit” setting won’t apply. Kinky World also adds Create Drug on the chemistry lab, which always uses the vanilla lab-coat behavior and doesn’t read the other mod’s disable toggle.

 

Workaround is: don’t run both mods together for chemistry lab use or try changing mod load order (no guarantee).

 

There’s no Kinky World setting to turn off the lab coat, though I may think about adding a toggle like that in the future.

 

Keep in mind that I try focusing resources and time about actual issues that are KW related only, and not patching mods compatibility (unless strictly required) but I surely noted this up!

Edited by BiterBit
Posted
1 hour ago, BiterBit said:

 

Hey dude, thanks for your appreciation and report.

 

As I suspected, it’s an interaction conflict with mods that customize/disable the University chemistry lab coat.

 

Both mods replace the same chemistry lab interactions (Make Potion / Discover Potion). That outfit mod from DestroSpean skips the lab coat when you disable it (patching EA's default behavior); Kinky World instead still call the vanilla lab-coat switch (SwitchToLabOutfit).

 

Whichever mod patches those interactions last wins the "race".

 

If Kinky World loads after that mod, your “disable lab outfit” setting won’t apply. Kinky World also adds Create Drug on the chemistry lab, which always uses the vanilla lab-coat behavior and doesn’t read the other mod’s disable toggle.

 

Workaround is: don’t run both mods together for chemistry lab use or try changing mod load order (no guarantee).

 

There’s no Kinky World setting to turn off the lab coat, though I may think about adding a toggle like that in the future.

 

Keep in mind that I try focusing resources and time about actual issues that are KW related only, and not patching mods compatibility (unless strictly required) but I surely noted this up!

 

Thank you for the explanation! Guess I'll just let it be for now :)

Posted (edited)

Hello BiterBit, this is probably a bit of an unorthodox and possibly even stupid question, but I'm trying to look though the source code of the latest version of the mod in Visual Studio 2026 and when I try to compile the project DLL it just complains about 5 missing "type or namespace" names. I have some more basic experience with C# as a whole but basically no experience with Sims 3 modding so I wanted to just ask if there's a specific way I'm supposed to build the DLL or whatever.

It specifically complains about the 5 missing names in my attachment screenshot, at least so far:

OptionSettingMenuDialogsNotifications (This one is inside of OptionSettingMenuDialogs.cs, line 4, but its part of the legacy alias and that's all there is in the file)
OptionSettingMenuHoleInWall (This one is inside of OptionSettingMenuGlobal.cs, line 187)
OptionSettingExhibitionMotiveMultiplier (This one is inside of OptionSettingPrivacyMenu.cs, line 16)
OptionSettingMenuAdvanced (This one is inside of OptionSettings.cs, line 15)
OptionSettingMenuDialogsNotifications (This one is inside of OptionSettings.cs, line 23)
 

Very sorry if this is a dumb thing to be asking for help on, but I just wanna try and tinker around with the code and do a couple things with it and I don't know how to get it to compile the DLL. If you need more information I'll try and provide what I can.

devenv_2z9tNNdsvg.png

Edited by tidfid32
Posted (edited)
54 minutes ago, tidfid32 said:

Hello BiterBit, this is probably a bit of an unorthodox and possibly even stupid question, but I'm trying to look though the source code of the latest version of the mod in Visual Studio 2026 and when I try to compile the project DLL it just complains about 5 missing "type or namespace" names. I have some more basic experience with C# as a whole but basically no experience with Sims 3 modding so I wanted to just ask if there's a specific way I'm supposed to build the DLL or whatever.

It specifically complains about the 5 missing names in my attachment screenshot, at least so far:

OptionSettingMenuDialogsNotifications (This one is inside of OptionSettingMenuDialogs.cs, line 4, but its part of the legacy alias and that's all there is in the file)
OptionSettingMenuHoleInWall (This one is inside of OptionSettingMenuGlobal.cs, line 187)
OptionSettingExhibitionMotiveMultiplier (This one is inside of OptionSettingPrivacyMenu.cs, line 16)
OptionSettingMenuAdvanced (This one is inside of OptionSettings.cs, line 15)
OptionSettingMenuDialogsNotifications (This one is inside of OptionSettings.cs, line 23)
 

Very sorry if this is a dumb thing to be asking for help on, but I just wanna try and tinker around with the code and do a couple things with it and I don't know how to get it to compile the DLL. If you need more information I'll try and provide what I can.

devenv_2z9tNNdsvg.png

 

Hi tidfid32.

 

You may not believe me if I told you I lost about 2 entire days in my first days of modding to understand how to correctly edit and compile Kinky World and to build successful DLLs to import in packages.

 

Modding on TS3 is not very easy as a first step, you need several settings to compile correctly, this is even more crazy with Kinky World, to the point I created several guides for myself.

 

I personally do not use Visual Studio to code in Kinky World for this reason, I instead use advanced code editors.

 

Those five CS0246 errors usually don’t mean the source is “broken” or incomplete. The types do exist, but in separate .cs files under the Oniki.UI folder that are not listed in the Visual Studio project (.csproj). For example, OptionSettingMenuDialogs.cs is only a small compatibility alias; the real class is in OptionSettingMenuDialogsNotifications.cs. If that file isn’t part of the build, you get exactly the error you see.

 

If you somehow enable the showing of all files, you can open the Oniki.UI folder, and see whether these files are present but grayed out (not included in the project):

 

OptionSettingMenuDialogsNotifications.cs
OptionSettingMenuHoleInWall.cs
OptionSettingExhibitionMotiveMultiplier.cs
OptionSettingMenuAdvanced.cs

 

Not using VS since long times, I would suggest: if they’re on disk, right‑click and Include in Project for each one, then rebuild. That often clears all five errors.

 

As I was saying, also, TS3 script modding is not a normal VS app:

 

Target .NET Framework 2.0, platform x86 (32‑bit); not .NET 4/6/8 and not “Any CPU” for a quick test.

 

You need references to The Sims 3 game assemblies (e.g. ScriptCore, SimIFace, Sims3GameplayObjects, UI, etc.) from your game install, plus mscorlib 2.0 from the TS3 toolchain: a fresh VS 2022 project won’t find those by itself.

 

Some setups also reference some NRaas DLLs if the source expects them: I've found many of them already in the source project when I started modding KW from 442.

 

The output is a script DLL that must go into a .package with an S3SA resource (S3PE or similar), of course you may already know this.

 

So: Visual Studio can work for small edits, but only after the project includes all source files and the TS3 reference set is configured.

 

If you only want to tweak a few settings or behaviors, sometimes there’s a settings/XML path without compiling.

 

If you need a full custom DLL, expect a fair bit of one-time setup (references, x86, packaging) and A LOT OF STRUGGLES.

 

I highly, highly recommend using other advanced Code Editors if you want to edit and successfully build KW, or other mods, not only because it's complicated but because KW is full of connected flows and logics and you may risk of breaking up something important.

 

For more informations, if you want, don't hesitate to contact me in private.

Edited by BiterBit
Posted
46 minutes ago, CMaxi said:

Hi, I think the number for each stage in the menstrual cycle are in hours, right?

 

Hi, yes! Each phase is defined in Sim hours, by an "f" usual constant. Like "53f", but you usually only see the number in Settings.

Posted (edited)
7 hours ago, BiterBit said:

 

Hi tidfid32.

 

You may not believe me if I told you I lost about 2 entire days in my first days of modding to understand how to correctly edit and compile Kinky World and to build successful DLLs to import in packages.

 

Modding on TS3 is not very easy as a first step, you need several settings to compile correctly, this is even more crazy with Kinky World, to the point I created several guides for myself.

 

I personally do not use Visual Studio to code in Kinky World for this reason, I instead use advanced code editors.

 

Those five CS0246 errors usually don’t mean the source is “broken” or incomplete. The types do exist, but in separate .cs files under the Oniki.UI folder that are not listed in the Visual Studio project (.csproj). For example, OptionSettingMenuDialogs.cs is only a small compatibility alias; the real class is in OptionSettingMenuDialogsNotifications.cs. If that file isn’t part of the build, you get exactly the error you see.

 

If you somehow enable the showing of all files, you can open the Oniki.UI folder, and see whether these files are present but grayed out (not included in the project):

 

OptionSettingMenuDialogsNotifications.cs
OptionSettingMenuHoleInWall.cs
OptionSettingExhibitionMotiveMultiplier.cs
OptionSettingMenuAdvanced.cs

 

Not using VS since long times, I would suggest: if they’re on disk, right‑click and Include in Project for each one, then rebuild. That often clears all five errors.

 

As I was saying, also, TS3 script modding is not a normal VS app:

 

Target .NET Framework 2.0, platform x86 (32‑bit); not .NET 4/6/8 and not “Any CPU” for a quick test.

 

You need references to The Sims 3 game assemblies (e.g. ScriptCore, SimIFace, Sims3GameplayObjects, UI, etc.) from your game install, plus mscorlib 2.0 from the TS3 toolchain: a fresh VS 2022 project won’t find those by itself.

 

Some setups also reference some NRaas DLLs if the source expects them: I've found many of them already in the source project when I started modding KW from 442.

 

The output is a script DLL that must go into a .package with an S3SA resource (S3PE or similar), of course you may already know this.

 

So: Visual Studio can work for small edits, but only after the project includes all source files and the TS3 reference set is configured.

 

If you only want to tweak a few settings or behaviors, sometimes there’s a settings/XML path without compiling.

 

If you need a full custom DLL, expect a fair bit of one-time setup (references, x86, packaging) and A LOT OF STRUGGLES.

 

I highly, highly recommend using other advanced Code Editors if you want to edit and successfully build KW, or other mods, not only because it's complicated but because KW is full of connected flows and logics and you may risk of breaking up something important.

 

For more informations, if you want, don't hesitate to contact me in private.

Thanks for your response! Adding those four missing .cs files inside of VS caused it to build just fine. I'm not sure why it wasn't working when opening the .csproj before, but now it builds perfectly fine and generates a proper .dll file. Whether my changes are stable or not will be up to me to test though lol. (as well if it even works properly, but you've given me more than enough information to help) :cool:
 

Thanks so much for your help, appreciate it!

devenv_5GnlP916K0.png.4e77335f3e120cdc8958e3dae0f680a9.png

Edited by tidfid32
formatting sucks
Posted
On 5/17/2026 at 5:26 AM, BiterBit said:

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!

The God persists. I love to see it.

Posted
39 minutes ago, Steve2D said:

The God persists. I love to see it.

 

You're too generous 🤣 But thank you 🙏

 

Hope you can enjoy every new content!

Posted
8 hours ago, BiterBit said:

 

You're too generous 🤣 But thank you 🙏

 

Hope you can enjoy every new content!

I do have one minor tweak: sharking a sim should make them very angry. I know that you're focusing on repairing the code and so on, but that seems to be in line with some of your recent changes. Also, it should definitely be considered violent, and at some point in the future, other sims should call the police if they see you doing it.

Posted (edited)
1 hour ago, Steve2D said:

I do have one minor tweak: sharking a sim should make them very angry. I know that you're focusing on repairing the code and so on, but that seems to be in line with some of your recent changes. Also, it should definitely be considered violent, and at some point in the future, other sims should call the police if they see you doing it.

 

I never even tried that interaction, but you are probably right, I just still don't know what it does do.

 

I'll be sure to check it out and let you know

 

EDIT: Yeah, it's translated as a slang, "low/top shark", and in some languages it doesn't even make sense in my opinion (they base localization on English) but it actually means throwing off clothes during sleep, with different outcomes based on the situation. It surely belongs to a non consensual menu and needs a clearer STBL. I'll see what I can do

Edited by BiterBit
Posted

I've had a lot of issues using KW in the past as it corrupts saves over time. Is that issue still persistent in this branch that anyone's noticed, or has it been meaningfully fixed? I'd love to use it again as it used to be insanely good, but I don't want to run it only to find my game unplayable after an in-game year or two. 

Apologies if this has already been answered, I did a quick scan and couldn't find anything directly talking about it. If it's still got issues, I DO see that BiterBit is very active in both fixes and communication, so I'll definitely keep my eye on the mod. Cheers!

Posted
3 hours ago, Steve2D said:

I do have one minor tweak: sharking a sim should make them very angry. I know that you're focusing on repairing the code and so on, but that seems to be in line with some of your recent changes. Also, it should definitely be considered violent, and at some point in the future, other sims should call the police if they see you doing it.

 

I think it depends on context.  It's basically a prank.  When you do it to a friend in the company of friends, it's funny.  We call it "pantsing" here in the States.

 

When you do it to a stranger in public, it's assault.

 

Honestly, I prefer it the way it is now - the sim getting sharked giggles and then gets dressed again.  That seems to fit better in a mod where people randomly walk around naked.

Posted
11 minutes ago, AltoBot said:

I've had a lot of issues using KW in the past as it corrupts saves over time. Is that issue still persistent in this branch that anyone's noticed, or has it been meaningfully fixed? I'd love to use it again as it used to be insanely good, but I don't want to run it only to find my game unplayable after an in-game year or two. 

Apologies if this has already been answered, I did a quick scan and couldn't find anything directly talking about it. If it's still got issues, I DO see that BiterBit is very active in both fixes and communication, so I'll definitely keep my eye on the mod. Cheers!

 

Lots of things have been fixed, but BiterBit's branch moves fast.  No one can say that it won't cause long-term corruption because it hasn't been around all that long.

 

That said, it's probably the best shot at a stable long-term game out of the three versions right now.  JvSmith is supposed to be working on a major rewrite so his next version might be worth checking out too, but I have no idea when that will be.

Posted (edited)
37 minutes ago, AltoBot said:

I've had a lot of issues using KW in the past as it corrupts saves over time. Is that issue still persistent in this branch that anyone's noticed, or has it been meaningfully fixed? I'd love to use it again as it used to be insanely good, but I don't want to run it only to find my game unplayable after an in-game year or two. 

Apologies if this has already been answered, I did a quick scan and couldn't find anything directly talking about it. If it's still got issues, I DO see that BiterBit is very active in both fixes and communication, so I'll definitely keep my eye on the mod. Cheers!

 

Hey AltoBot.

 

As a "default", Kinky World does not corrupt anything, as stated multiple times in different channels, at least not with these builds, but it's definitely invasive and huge as a mod. It patches and injects many layers of code into the base game.

 

You have three basic ways of breaking up your save:
 

1) You save with Kinky World installed in your world (not necessarily enabled, but that's worse) and you delete OKW from your mod list without executing "Uninstall Kinky World" in the main menu, and then reloading your save. You'll find UI that doesn't work and your game unplayable. This is expected from how KW is built and it's not a "corruption" by the mod, but inherited from its absence in your mods, not properly executed.

 

2) You change OKW version going downgrade or in general with different branch of the same mod, instead of following the expected upgrade block behavior, that is pretty linear (442, 443, 444 etc.). This can potentially break your save because bools, code, and keys aren't matching.

 

3) You play with so many mods that cause conflicts and several script errors that you actually intentionally break your save, when it's fully recommended to just play with the fewer mods possible. Especially when you do not delete scriptCache.package during Mods change.

 

You need to imagine something like: you install 300 mods in Skyrim, save your game, remove them all, and try to load that save game again. It's the same effect.

 

I highly suspect in any case that KW did not even use to corrupt anything ( - that "much" - ) in the first place, but it was probably a mix between point 1), 2) and 3), like all these years along.

 

In any case, I have like 30 saves, some of them are older, and none of them is corrupted, they all load in 1-5 minutes max and they all work correctly.

 

With that said: if you need to leave a save like "stale" for a year or two, it's recommended that you do not upgrade Kinky World outta nowhere but you actually save the version in your save name so that you remember which version you need to install or have as a backup; or you just backup your saves folder AND your mod folder. So you basically backup your whole game and can use it even 10 years later.

 

Huge jumps are not always that easy to handle for such a big mod (like e.g. 380 vs 449).

Edited by BiterBit
Posted (edited)

hey darling! just coming by to see what's up, and i see that's a lot!!! i haven't had any problems so far with the file you sent me that day, but i've still gotta update to the latest build. btw, must i restart a save for that to work well?! i'd love to be sure!

thank you for keeping up this AMAZING work. i've been mentioning you on a woohoo thread over reddit and i hope that will bring even more people along to help you out with whateverthefuck you need. much love, baby 🫂

Edited by licentious luiza
Posted
58 minutes ago, BiterBit said:

 

Hey AltoBot.

 

As a "default", Kinky World does not corrupt anything, as stated multiple times in different channels, at least not with these builds, but it's definitely invasive and huge as a mod. It patches and injects many layers of code into the base game.

 

You have three basic ways of breaking up your save:
 

1) You save with Kinky World installed in your world (not necessarily enabled, but that's worse) and you delete OKW from your mod list without executing "Uninstall Kinky World" in the main menu, and then reloading your save. You'll find UI that doesn't work and your game unplayable. This is expected from how KW is built and it's not a "corruption" by the mod, but inherited from its absence in your mods, not properly executed.

 

2) You change OKW version going downgrade or in general with different branch of the same mod, instead of following the expected upgrade block behavior, that is pretty linear (442, 443, 444 etc.). This can potentially break your save because bools, code, and keys aren't matching.

 

3) You play with so many mods that cause conflicts and several script errors that you actually intentionally break your save, when it's fully recommended to just play with the fewer mods possible. Especially when you do not delete scriptCache.package during Mods change.

 

You need to imagine something like: you install 300 mods in Skyrim, save your game, remove them all, and try to load that save game again. It's the same effect.

 

I highly suspect in any case that KW did not even use to corrupt anything ( - that "much" - ) in the first place, but it was probably a mix between point 1), 2) and 3), like all these years along.

 

In any case, I have like 30 saves, some of them are older, and none of them is corrupted, they all load in 1-5 minutes max and they all work correctly.

 

With that said: if you need to leave a save like "stale" for a year or two, it's recommended that you do not upgrade Kinky World outta nowhere but you actually save the version in your save name so that you remember which version you need to install or have as a backup; or you just backup your saves folder AND your mod folder. So you basically backup your whole game and can use it even 10 years later.

 

Huge jumps are not always that easy to handle for such a big mod (like e.g. 380 vs 449).

I appreciate the response.

I'll be the first to admit I'm not extremely well-versed in Sims 3 modding as compared to many other games I've modded over the years, so apologies if I sound ignorant. I've just had very few worlds survive beyond a year with KW in the past and all I had downloaded was it and a bunch of animations for it. It usually gets laggy beyond playability until I eventually relent and uninstall, starting over from scratch. (I found out at one point my main problem was nraas mods which I didn't know conflicted, but after rectifying that I played exclusively with KW and addon animations)

People are giving this branch glowing praise though, so maybe I'll give it another shot. And considering how active you are in the replies, I know a reliable source of help if something comes up that I can't resolve myself.

Now, time to uninstall the nraas suite again lmao

Posted
20 minutes ago, licentious luiza said:

OH, another question! can't remember if it has been mentioned before, but is it compatible with lyralei's RPG Manager?

 

Hey Luiza! Thanks again, as always, for your support :)

 

I don't know. I usually suggest having the fewer mods installed with KW, but I'll check it specifically and let you know; I must see what the mod actually contains by scripts.

Posted (edited)
44 minutes ago, AltoBot said:

I appreciate the response.

I'll be the first to admit I'm not extremely well-versed in Sims 3 modding as compared to many other games I've modded over the years, so apologies if I sound ignorant. I've just had very few worlds survive beyond a year with KW in the past and all I had downloaded was it and a bunch of animations for it. It usually gets laggy beyond playability until I eventually relent and uninstall, starting over from scratch. (I found out at one point my main problem was nraas mods which I didn't know conflicted, but after rectifying that I played exclusively with KW and addon animations)

People are giving this branch glowing praise though, so maybe I'll give it another shot. And considering how active you are in the replies, I know a reliable source of help if something comes up that I can't resolve myself.

Now, time to uninstall the nraas suite again lmao

 

I will telly you: I play with Kinky World myself, I'm not just "a modder", so I really care a lot about the mod being stable and most of all, performant as well.

 

You may notice that, installing latest version, especially since 445, worlds/saves take less to load up in your game, and the lagginess is generally reduced.

 

You can also turn off more lagginess when you enter up your world and disable the "Global Buffer" inside "Miscellaneous" toggle; these are all new enhancements I brought up in the mod, because there were something like a thousand callbacks in code that used to write data in memory even when no log was produced or it wasn't necessary in general.

 

I studied profilers inside the mod, observed my own logs, to adjust the way it works. I elaborated a performance roadmap in my files to achieve this.

 

Kinky World is a heavy mod and it will stay a heavy mod as long as every people in the world doesn't ask with a generally lighter mod with fewer features, but now it is supposed to work better, especially if you disable the global buffer and whatever kind of logging inside of "Logging Features" as soon as you start your game.

 

Along with that, you are right: I deeply respect Nraas work in general and I started modding myself thanks to ReTuner and observing his general famous works, but his mods are generally not really compatible with Kinky World: they can clean up alarms and listeners, override interactions and singletons, a lot of stuff.

 

If you want to play with Kinky World it's really recommended to not have a huge list of mods. I developed another mod simultaneously to be added to Kinky World as well that is completely compatible (aside from "Full Romance Interactions" at the present moment, but I'm working on it) that can also help you achieve other things you usually do with many other mods (ReFiner). An update to 2.1 is also coming for this and also introduces traveling alone for teens, at least to Oasis Landing, without the need of installing Nraas Traveler (that makes my game lag a lot), along with many other toggles.

Edited by BiterBit
Posted

I welcome you and thank you for your active participation in this amazing mod and the fact that your support does not let this wonderful game go into existence))) I saw that you were online and I dare ask you a question, as I searched all the forums, but I still haven't found a place to calm the ardor of my characters and, in other ways, all the residents of the town so that they don't arrange sex scenes very often. My Sims are so obsessed with each other that I'm tired of constantly filming their arousal.

Screenshot-60.jpg

Posted (edited)
42 minutes ago, Irina377 said:

I welcome you and thank you for your active participation in this amazing mod and the fact that your support does not let this wonderful game go into existence))) I saw that you were online and I dare ask you a question, as I searched all the forums, but I still haven't found a place to calm the ardor of my characters and, in other ways, all the residents of the town so that they don't arrange sex scenes very often. My Sims are so obsessed with each other that I'm tired of constantly filming their arousal.

Screenshot-60.jpg

 

Hi Irina :)

 

This has been a problem for long, but I introduced some way to make the experience customizable.

 

Arousal in Kinky World is generated for pretty much everything (since ages), and this is thought like that to enhance Sims autonomy and maintain variety between NPCs, to make the world feel "alive".

 

But, with that said, I agree about the fact that tease, seduce, "ask to have sex", "show *" etc., being proposed by autonomy, will raise NPC and household Sims Arousal level very fast.

 

You have many ways to reduce this issue:

 

1) "Post WooHoo Arousal Cooldown" toggle inside "Sex Gameplay Mechanics": you can set this number to a very high number of Sim minutes, so that, after being "satisfied", your Sims will not generate Short Term Arousal that is the main responsible of ask for sex. Setting up values like 500 Sim minutes will impact on every Sim (household + NPC) and will define that, after completing a woohoo (where arousal disappear) nothing can produce woohooing request anymore for that amount of time (because there's no arousal).

 

2) Set Kinky Autonomy Level to Low or Disabled: this will grant that in general Sim will not choose Kinky actions in their autonomy, but it's more brutal.

 

3) In "Arousal Settings" inside Global Options, you can define "0" as a value for LTA Arousal and also "0" for LTA to STA influence, to be sure that LTA doesn't generate over time and that it doesn "leak" into STA levels. Long Term Arousal is a value the mod has for "an internal long time arousal" different from the typical Short Term Arousal. It is generally not used by the code unless you enable LTA to STA influence.

 

These are the only current options for tuning the experience (I don't know about the XML, I never had a look at it), but I may think about adding more of them in the future.

 

Let me know if you manage to find a solution.

Edited by BiterBit
Posted
30 minutes ago, BiterBit said:

 

Привет, Ирина! :)

 

Эта проблема существовала давно, но я предложил способ сделать этот процесс настраиваемым.

 

В Kinky World возбуждение генерируется практически для всего (и так было всегда), и это задумано таким образом, чтобы повысить самостоятельность симов и поддерживать разнообразие между NPC, чтобы мир казался «живым».

 

Но, несмотря на это, я согласен с тем, что поддразнивание, соблазнение, «предложение заняться сексом», «показ» и т. д., предлагаемые автоматически, очень быстро повысят уровень возбуждения NPC и членов их семей.

 

Существует множество способов уменьшить эту проблему:

 

1) Переключатель «Охлаждение после секса» в разделе «Механика сексуального игрового процесса»: вы можете установить это число на очень большое количество сим-минут, чтобы после «удовлетворения» ваши симы не испытывали кратковременного возбуждения, которое является основной причиной просьб о сексе. Установка значений, например, 500 сим-минут, повлияет на каждого сима (домохозяйство + NPC) и определит, что после завершения секса (когда возбуждение исчезает) в течение этого времени больше не будет никаких просьб о сексе (потому что возбуждения нет).

 

2) Установите уровень «Неограниченной автономии» на «Низкий» или «Отключено»: это гарантирует, что в целом сим не будет совершать действия, связанные с нестандартными сексуальными предпочтениями, но это будет более жестоко.

 

3) В разделе «Настройки возбуждения» в глобальных параметрах вы можете задать значение «0» для долговременного возбуждения (LTA Arousal), а также «0» для влияния LTA на STA, чтобы убедиться, что LTA не генерируется со временем и не «просачивается» в уровни STA. Долговременное возбуждение — это значение, которое мод использует для «внутреннего длительного возбуждения», отличающегося от типичного кратковременного возбуждения. Обычно оно не используется кодом, если вы не включите влияние LTA на STA.

 

На данный момент это единственные доступные варианты настройки (насчет XML-файла я ничего не знаю, никогда его не изучал), но в будущем я, возможно, добавлю и другие.

 

Дайте мне знать, если вам удастся найти решение.

Oh! I will definitely take your advice)) This game is just a masterpiece for all time (for me, of course, after Skyrim) And such mods bring even more realism and enliven them. I ran to make the settings as you said, and if everything goes the way I wanted, I will definitely let you know.

Posted (edited)

What animation  packs would anyone recommend? I've got KW working and it seems to be very stable so far, but I find myself wanting to get more in the way of animations for my sims. Do the old sets still work, and if so, are there any that are known to cause problems?

Then I'll stop spamming the thread hahaha

Edited by AltoBot
Posted (edited)
5 hours ago, licentious luiza said:

OH, another question! can't remember if it has been mentioned before, but is it compatible with lyralei's RPG Manager?

 

Thanks again for your appreciation Luiza, I re-read your message :D

 

I had a check on the code of RPG Manager to find potential issues with Kinky World.

 

At fist glance, I would tell you that only installing RPG Manager alongside KW should not break anything in particular.

 

For what RPG Manager actually does (by my lookups), e.g. mainly adding optional backstory/setup tools (first-load wizard, City Hall pie menus, Edit Town / household bin helpers), it's not supposed to impact major KW systems like WooHoo, arousal, autonomy, etc.

 

Overlap exists: both can change the same Sim data if you run RPG Manager's tools, especially gender preference, long-term relationships, and pregnancy (RPG uses vanilla Pregnancy.Start; KW has its own pregnancy layer). Skills, careers, degrees, and household funds are also touched but with much lower risk.

 

On a save already tuned with KW, I would suggest to decline the first-run RPG wizard unless you want bulk changes and then use RPG Manager as a manual tool on chosen Sims rather than mass-running townie/relationship/pregnancy managers on your main KW household.

 

Day-to-day KW play is usually unaffected if you don't actively run RPG tools every time... So coexistence is generally fine; conflicts are most likely from intentionally running RPG setup tools on Sims KW already manages, not from merely having both mods installed.

 

To really know "how much" RPGManager is incompatible you can only test it enough (on a backup save eventually) but it doesn't result in being a "critical mod" for Kinky World (at least, by my first analysis)

Edited by BiterBit

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