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


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Posted (edited)

 

Whelp, guess I'm adding Relativity to my mod list after all, thanks for the rundown.

 

As for the Kraken stuff, I actually meant this;

 

ezgif-7-e169a723bd.gif.ffeb6cbe2728edbae

 

https://www.loverslab.com/files/file/20994-sims-328092024-moltenrock-kw-animations/

 

It's the cave for sure, but, but I had not only forgotten to 'add' the anims but it also doesn't seem to work on the caves already placed - I had to place on my lot via buydebug like in the gif. But hey, at least I got it working, even if the animation was actually a little different to that one.  It's actually a masturbation/solo action with the cave. A shame it's not something that can just happen when you get too close, or linger without going in, or as a result from exploring, but still pretty awesome - and probably the biggest insertion a sim can currently experience lol - they even lay stunned for an entire stage afterwards which seems fitting (not a pun, or is it...).

 

I'm also now wondering how many animation packs I've forgotten to 'add' over the years...

Edited by Daguy2021
Posted
7 hours ago, khunabbe said:

How to get pregnant ? My pregnancy ended up disappearing after 24 hours.

How can I set it up so I can get pregnant and have a baby?

 

Hi Khunabbe!

 

After having a look at the code, I've found this specifically:

 

- Pregnancy should work by default in this build (and previous builds, I didn't edit anything) at default values when you install the mod

- To actually get a Sim pregnant, make sure KW Pregnancy is enabled, make sure sperm life and fertilization is at valid values, avoid protections in general (condoms, pills, sterilization of any kind), and try WooHooing during the female Sims fertile window (than you can also override and adjust)

 

A normal KW pregnancy lasts about 72 in-game hours before birth, so if it "disappears after 24h", by looking at code, it is likely because of a pending or failed start (not a "full active pregnancy"). Try again with both sims fully loaded and active and with every setting checked out!

Posted (edited)
6 hours ago, Daguy2021 said:

 

Whelp, guess I'm adding Relativity to my mod list after all, thanks for the rundown.

 

As for the Kraken stuff, I actually meant this;

 

ezgif-7-e169a723bd.gif.ffeb6cbe2728edbae

 

https://www.loverslab.com/files/file/20994-sims-328092024-moltenrock-kw-animations/

 

It's the cave for sure, but, but I had not only forgotten to 'add' the anims but it also doesn't seem to work on the caves already placed - I had to place on my lot via buydebug like in the gif. But hey, at least I got it working, even if the animation was actually a little different to that one.  It's actually a masturbation/solo action with the cave. A shame it's not something that can just happen when you get too close, or linger without going in, or as a result from exploring, but still pretty awesome - and probably the biggest insertion a sim can currently experience lol - they even lay stunned for an entire stage afterwards which seems fitting (not a pun, or is it...).

 

I'm also now wondering how many animation packs I've forgotten to 'add' over the years...

 

Yeah this explains everything! Kraken code by the "main" DLL code is simply behavioural code for "ocean" Kraken you normally find in water, indeed.

 

In this case, we're talking about a custom and separate package that, inside, contains the animations themselves and probably the actual object (OBJD/.object file) I see from S3PE!

 

And by the way, yes, you should totally have a try on Nraas Relativity 😄

 

I'm also working on 3 separate mods that allow poliamory (in many game "layers"), disable reputations, allow players to tune different calls received by the in game phone and a lot of other stuff, and they're all compatible with Kinky World! I'll post them after proper testing (despite they already work fine!)

Edited by BiterBit
Posted

Relativity is all downloaded and ready to be added to my core folder. I'm just going to be very, very careful as I add more mods (I'm doing a total rebuild of an ancient mod folder), because I've already accidently broken several things I only barely caught.

 

I'm also still conflicted as to whether to go with Nraas SP and turn off the endless notification spam so I can use Asymmetrical Relationships which sounds gamechanging for inter-personal stuff and especially sex mods (prostitute sims could have a high enough relationship on the customers side to accept, even while they despise the customer), but, that would mean giving up EASP Retuned and the one that actually conflicts with said relationship mod Simler's Core which is does a lot of what Nraas does but feels less laggy and comes with a lot of general game fixes from the novel length changelog.

 

Oh, call tuning sounds pretty useful, actually. 

Posted (edited)
44 minutes ago, Daguy2021 said:

Relativity is all downloaded and ready to be added to my core folder. I'm just going to be very, very careful as I add more mods (I'm doing a total rebuild of an ancient mod folder), because I've already accidently broken several things I only barely caught.

 

I'm also still conflicted as to whether to go with Nraas SP and turn off the endless notification spam so I can use Asymmetrical Relationships which sounds gamechanging for inter-personal stuff and especially sex mods (prostitute sims could have a high enough relationship on the customers side to accept, even while they despise the customer), but, that would mean giving up EASP Retuned and the one that actually conflicts with said relationship mod Simler's Core which is does a lot of what Nraas does but feels less laggy and comes with a lot of general game fixes from the novel length changelog.

 

Oh, call tuning sounds pretty useful, actually. 

 

Yeah, I totally get you! Story Progression is an amazing mod, but indeed very "invasive" on EA Story Progression itself (and it was born for that reason I guess).

 

I created a mod called "ReLover" (not still fully published) that, mainly:

 

- Replaces Short Term Contexts to accept romantic interactions between Sims (so you can kiss another Sim in the same conversation and everyone's happy)

 

- Deletes every chance of jealousy and accusing, including triggers on family and friends that in vanilla get angry when seeing a related/friend cheating

 

- Deletes social interactions that are normally related to "confess" or "report" attractions or cheatings

 

- Allows every Romantic interaction normally possible in game depending only on LTR, and therefore it also allows you to marry, go steady or propose to multiple partners (new wives/husbands will show up in family tree as new "role" Sims comparing to old ones, but everyone will still be "wired")

 

- Doesn't alter EA story progression because it's mostly for player directed inputs and relationships

 

- Disables every kind of reputation beside Faithful and Eternally Faithful

 

- It's user friendly because it has separate toggles for everything and easily revertable and tunable

 

It all started tuning exposed XML tunables with Nraas Retuner, but it wasn't enough for what I had in mind, so I built a whole scripting mod for this to give "reality" to my idea. As soon as it's ready I'll link it here, adding "ReCaller" and eventually "ReCleaner" and "ReHelper" to the pack as well!

 

They all add a lot of fun to Kinky World too, in my experience!

Edited by BiterBit
Posted

Thank you very much for this build! I cannot wait to try it out :)
Just a question though: is there a way to revert the time it takes for sims to refill their bladder need quickly?
I'm new to KW, and one thing I notice is how every sim now spend a much longer time using the toilet.

 

Thanks! 

Posted
5 hours ago, BiterBit said:

 

Hi Khunabbe!

 

After having a look at the code, I've found this specifically:

 

- Pregnancy should work by default in this build (and previous builds, I didn't edit anything) at default values when you install the mod

- To actually get a Sim pregnant, make sure KW Pregnancy is enabled, make sure sperm life and fertilization is at valid values, avoid protections in general (condoms, pills, sterilization of any kind), and try WooHooing during the female Sims fertile window (than you can also override and adjust)

 

A normal KW pregnancy lasts about 72 in-game hours before birth, so if it "disappears after 24h", by looking at code, it is likely because of a pending or failed start (not a "full active pregnancy"). Try again with both sims fully loaded and active and with every setting checked out!

"make sure KW Pregnancy is enabled"

But it only shows "non KW pregnancies " what it mean.  It set disabled or enable? 

Posted
4分钟前,khunabbe说道:

请确保已启用KW孕妇功能

但只显示“非KW怀孕”,这是什么意思?是取消还是启用了? 

 

2123.png

Posted
43 minutes ago, khunabbe said:

 

2123.png

 

This is a legitimate doubt and also a legitimate report.

 

This menu is a little confusing and I really wanted to change it in the first place.

 

"Non KW Pregnancies" must be set to Enabled, because, despite the name, KW currently needs this to properly keep/convert pregnancy flows that are related to EA vanilla flows.

 

If this remains "Disabled", pregnancies may get cancelled.

 

I've noted this for a potential future build/versioning to convert to "Allow Base Pregnancy Conversion (Required for KW)" (or something similar) and also eventually give a complete overhaul to this menu.

 

Try to change that and see if that works!

Posted (edited)
2 hours ago, Oestrogen said:

Thank you very much for this build! I cannot wait to try it out :)
Just a question though: is there a way to revert the time it takes for sims to refill their bladder need quickly?
I'm new to KW, and one thing I notice is how every sim now spend a much longer time using the toilet.

 

Thanks! 

 

Hi mate and thank you for your support and feedback.

 

This is, as well, a legitimate concern for how code works at the moment.

 

KW does not directly increase the base toilet duration or bladder filling themselves, they still have vanilla values as far as I can see from the code.

 

But, what can make it feel slower is the extra KW behavior around toilet use, such as:

 

- outfit switching (undress/redress animation if they use toilet naked)

- arousal related to bathroom behavior (as for masturbation animations that you may miss but are performed autonomously in arousal contexts)

- female Sims hygiene checks during cycle-related flows if that setting is enabled

 

So yes, toilet use can "feel" longer in KW contexts, even though the base bladder timing is not actively extended.

 

If you want a more "vanilla" toilet experience, you can try setting "Use Toilet Naked" option to Never (or at least "Aroused Only", reducing animation events a lot) or reducing/disabling KW autonomy (so Sims won't masturbate while on toilet but at the cost of general autonomy itself).

 

At the moment, sadly, there is no dedicated separate toggle for disabling toilet self-WooHoo only 😥

 

EDIT: I almost forgot. If your problem in current build is toilet use related to masturbating animations, you can try another solution with any of 444 builds:

 

- Set arousal motive and arousal boost multiplier values to 0 for Sims so it doesn't actually generate (at all)

- Enable the "Ignore arousal score" settings I've imported in 444+ builds

- Leave autonomy High

 

In this context, it's still not a full "patch" for the lack of a specific toilet setting, but you should have Sims deciding to accept your WooHoo always ignoring arousal values and Sims never actually have a self animation on toilet (if arousal is not there)!

Edited by BiterBit
Posted (edited)

Hi everyone!

 

I just wanted to let you know that while revisioning Kinky World, I also worked on and then published, 4 other mods that can help you enjoy more your regular playthoughs:

 

  • "ReLover": a "complex but easy" mod to allow open relationships and poliamory in an advanced way with fine tunings for reputations, interactions and also celebrity scandals, and to disable reputations completely, with easily revertable toggles. Works amazingly with Kinky World!
     
  • "ReCaller": a simple mod to tune your experience with phone calls, allowing you to specifically choose which kind of phone calls your household Sims receive and do not receive, easily revertable as well.
     
  • "ReHelper": to allow further tunings in game for things like Burglar events (house robberies), Pet Noises, Sims autonomously "obsessing" with interactions towards pets and other stuff that can now be disabled.
     
  • "ReCleaner": basically a mod to help you identify "dirty" or "broken" items that usually generate Dirty Surroundings moodlets (Dirty, Filthy, Vile Surroundings) and also disable the moodlets themselves completely if you want. You can now know what exactly is broken or dirty and needs your action to be fixed!


You can find full details in the original Reddit post with a download link (that I'll update from time to time) for the full pack and full guide!

Edited by BiterBit
Posted

This is probably a dumb question and I apologize in advance, either I'm just not understanding the wording or I'm making it more complicated than it is. I have Katie's latest Kinkyworld build 442 v0.8.3 right now and love all the things she did, so does this mod take that build and add onto it? I'm interested in checking out this version but I don't want to lose all the cool things from Katie's version.

Posted (edited)
2 hours ago, Gentlelovely said:

This is probably a dumb question and I apologize in advance, either I'm just not understanding the wording or I'm making it more complicated than it is. I have Katie's latest Kinkyworld build 442 v0.8.3 right now and love all the things she did, so does this mod take that build and add onto it? I'm interested in checking out this version but I don't want to lose all the cool things from Katie's version.

 

Hi mate!

 

The ones in my post are actually just "QoL" builds that take the code from previous build (442 v0.8.3) and bring new gating settings or minor bugfixes as you can see from the listing in the main thread/post. It was meant to be a normal versioning for quality of life before understanding that Katie was still developing her own and I somehow overlapped.

 

I wanted to share my builds with my main changes regarding Sim control in the main developing workflow, but I misunderstood the situation and published my version separately, that as I say, remains as "legacy" as possible towards 442.

 

So, installing this version, you'll find the exact things you already find in Katie's build, but with little enhancements reported in details in my post, like the ability to make your Sims always accept your command, always receive prompts to accept or reject any request, Incest fixes, ignore arousal score for WooHoo and other "minor" stuff.

 

I absolutely did not remove any of Katie's work (and I would never do that) so in features they are the same!

Edited by BiterBit
Posted

Don't be afraid to fork and go your own way. I think that any version that advances anything with this mod is a good thing. Each modder continues for a while and then goes away. You are the latest. Have at it and shape it in to your vision. We won't complain, only benefit from your programming knowledge. :)

 

Posted
15 minutes ago, jiyem24782 said:

Don't be afraid to fork and go your own way. I think that any version that advances anything with this mod is a good thing. Each modder continues for a while and then goes away. You are the latest. Have at it and shape it in to your vision. We won't complain, only benefit from your programming knowledge. :)

 

 

Thanks a lot for your feedback and support mate.

 

I'm actually still working on another versioning of Kinky World that is supposed to bring more enhancement and fixes, especially in some critic points I've noticed regarding Sims autonomy when status of the mod is Disabled for any reason, or what actually happens in your save when you put your mod in Disabled state.

 

I'll update everything if this next version comes out flawlessly from my testings!

Posted (edited)
21 hours ago, BiterBit said:

 

Hi mate!

 

The ones in my post are actually just "QoL" builds that take the code from previous build (442 v0.8.3) and bring new gating settings or minor bugfixes as you can see from the listing in the main thread/post. It was meant to be a normal versioning for quality of life before understanding that Katie was still developing her own and I somehow overlapped.

 

I wanted to share my builds with my main changes regarding Sim control in the main developing workflow, but I misunderstood the situation and published my version separately, that as I say, remains as "legacy" as possible towards 442.

 

So, installing this version, you'll find the exact things you already find in Katie's build, but with little enhancements reported in details in my post, like the ability to make your Sims always accept your command, always receive prompts to accept or reject any request, Incest fixes, ignore arousal score for WooHoo and other "minor" stuff.

 

I absolutely did not remove any of Katie's work (and I would never do that) so in features they are the same!

I see, thank you for explaining further! I really appreciate it! Can't wait to try it out :D
Also interested in your personal mods you listed, particularly your polyamory mod. I currently use this mod for my poly sims, but the control you offer for the relationships are things I've wanted for a while.

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

I see, thank you for explaining further! I really appreciate it! Can't wait to try it out :D
Also interested in your personal mods you listed, particularly your polyamory mod. I currently use this mod for my poly sims, but the control you offer for the relationships are things I've wanted for a while.

 

You're welcome!

And by the way, yes, when I was originally looking for an "open love" gameplay, I saw that mod too. But I also saw that it required many packages and added material to work properly with added traits, and also some commandlines to be executed in worldloads at every save, to also be executed again to disabled the mod when you would have removed it. It was pretty invasive (imo of course) and too complex.

 

So I went up creating my own "one package" mod that actually patches stuff at runtime in vanilla game and doesn't require any script utility or anything miracolous to work. It just "orders" the game to change some mechanics, hide some interactions from pie menu and ignore some default scores, with huge gains on general gameplay. For sure it may not be as fancy as Better Polyamory (that is still a great mod and introduces a lot more interactions, more creative work, more stuff in general) but surely (ReLover) allows polyamory in a new way, also patching the Short Term Context that literally allows you to kiss or flirt with multiple Sims in the same conversation and dates not to end when you interact in romance with other Sims, and it's easy to install and remove without any issue! 🙏

 

I'm also working on a new "huge" mod that actually not only includes every module listed in the Reddit post, but avanced features like Needs control, Lifetime Wish and Rewards control, and more. I'll publish it when ready!

Edited by BiterBit
Posted

@BiterBit

Hi. I have a few ideas.

 

Striptease. Interact with the ONIKI pole.

- Additional Interaction (click on the pole) – offer a Sim a private dance for money (opportunity to earn money and organize a strip club in the game) – ends with a request for pole sex for an additional fee.
- Additional Interaction (click on the pole) – offer a Sim a private dance for relationship reasons (on a date). To increase relationship and arousal – always ends with pole sex.

 

A hole in the wall.

- Additional Interaction (click on the hole) – Look what's there!

Sim climbs in/gets stuck – sex. Form a queue of people present, spawn 2-3 NPCs if necessary.

 

New interaction (to avoid touching someone else's source code):
- Lover of Rough Interactions (if the Masochist trait is present, ask the opponent to initiate rough sex (rape), while eliminating negative moodlets by replacing them with a fulfilled wish)

 

- Invite Over (force the opponent to invite you over, followed by arousal)

 

- Blackmail (after sex in a public place, regardless of whether anyone saw it) – instead of the "Tricked" moodlet, a "Blackmail" moodlet appears from an NPC extortionist (you need to create a pair of NPCs for such cases), demanding money and a time limit of 24 hours for payment. If the money is not available, the infidelity is revealed and the husband/partner breaks off the relationship or the Sim's reputation is lowered. If the money is available, the Sim must arrive at a designated location to hand over the money, where they will also be forced to have sex.


The frequency of this event should be set in the mod settings.

- Forcing the opponent to perform the "Grope" interaction - after:
1. grabbing her butt:
After refusing - the "Grope" interaction.

After agreeing - offer sex
2. the "Seduce" interaction occurs:
Offer sex (Default)
Consent - sex
Refusing - the opponent "gropes" her, with consequences - either consensual or non-consensual sex.

 

- The "Grope" interaction in public should trigger a cheating reaction if the Sim doesn't fight back (a dialog box should be inserted - fight back? - yes/no)
The interaction itself needs to be set to trigger in a private location (I don't know if this is possible).

 

- Change the Sim's behavior when she's extremely aroused, undressing and asking to be fucked. What is this? Why?
Let her go to the bathroom and masturbate! The on/off switch for this event should be in the mod settings.

 

- We need to bring back the forced sex interaction when a Sim is caught masturbating in the bathroom. It's realistic and logical. The on/off switch for this event should be in the mod settings.

 

- NPCs refusing to interact with a Sim if they're covered in semen – a disgusted or frightened animation (like a ghost flying past) and a dialog box saying "Go wash your face, you look like a slut!" (except for a spouse – divorce). I think this makes sense. The exception is if the Sim works as a prostitute at an agency. The on/off switch for this event should be in the mod settings.

 

I hope there's nothing impossible here, and you'll consider implementing some of this.

Thank you, and good luck!

Posted

And one more thing.
We need to reinstate the ability to request a join from any participant, not just the person initiating the sex. It's very inconvenient when an NPC is the initiator, and the active Sim can't invite another NPC to join.

Posted (edited)
13 hours ago, mrph said:

And one more thing.
We need to reinstate the ability to request a join from any participant, not just the person initiating the sex. It's very inconvenient when an NPC is the initiator, and the active Sim can't invite another NPC to join.

 

Hi mrph!

 

I read all of your suggestion and I appreciate a lot this last one in particular, that I personally noticed myself in today's testings.

 

I recently spent a lot of time (and resources) trying to understand how the in-deep autonomy of Kinky World works, because in default, it overrides basically every kind of EA basic decision for Sims, even in "Disabled" mode, that I originally needed to perform testings on other stuff, discovering that it's some kind of "fake" Disabled state. So every kind of changes that implements new stuff that is "core" to decisions, traits and content, really needs to check out to how this "EA decision system override" is deeply built. This explains also why, if you remove kinky world from a saved game, strange anomalies could occur (from previous builds as well). It's because the mod completely tries to override EA in almost every single thing and object.

 

So, I spent a lot of time doing some researches on this and trying things that didn't work out, so I'm not sure about implementing the new content you proposed (entirely, I mean), that still remain great suggestions to me.

 

Right now I'm still working on some kind of "QoL" approach to the mod, and secundarily to understand how deep it goes to also understand what I can really "add" that is new. I'll eventually let you know more in details about this, and most of all about this last thing you said that I think it's very important and probably very easy to implement (sharing join requests between controllable Sims).

 

I just need to re-script my project a little due to some changes that didn't work out in a first moment.

 

In the meantime, thanks as always for sharing your ideas!

 

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

 

EDIT: As a strong evidence of what I'm saying, I noticed that "KW RunAutonomy" in "LoversLab" settings sub-menu, is currently OFF by default on presumably a LOT of previous builds. This parameter basically order Sims to actually take care of their motives (hunger, energy, etc.) and when it's disabled causes a lot af anomalous behaviours, including Sims going in idle and barely surviving at times. This really explains why I always noticed through time that with KW enabled at default, Sims were a little strange. I'm keeping on with micro-patches and investigations about this and keep eventually all posted

 

EDIT 2: I found the issue and finally solved it after 2 days. Even with KW RunAutonomy enabled, main KW Autonomy code had a main lack where in a public lot (or a residential lot where invited) Sims could NEVER eat by themselves or go home to eat if custom EA engine decided it wasn't appropriate (as per the main game logic). Point is that EA autonomy clearly prompts your Sims to go home and eat, while Kinky World, overriding every single autonomy aspect of the game, didn't. I almost cried myself out when patching the microcode needed so they could finally manage to go home and eat. Kinky code had a fallback to a random action repeated in loop when hungry, that potentially could also loop your Sims into death, especially into pools given that "swim here" was prompted as a random action in the loop of hunger situations. This fix is probably coming to light in build 445 along with other features.

Edited by BiterBit
Posted

Ideally, you'd create your own branch with additional interactions that actually make the game more interesting and realistic than adding feminine hygiene and the like.
I think you'll immediately see demand for your work, because people need it.
If KinkyKatie89 doesn't want to collaborate on the mod, then we'll go our separate ways, and people will choose what to use. Of course, collaboration is better, but what can you do?! You won't lose either way.
Your productivity is much higher and more active. It's better not to waste time waiting for someone to agree and do something – you have to do it yourself, ahead of the curve. Time is already short.
As the saying goes, do what you must, and come what may!

And other players will help you with their suggestions to make this mod a masterpiece, because it's the player who determines what's missing in the game.
I'll help. If needed, I can create and design many ideas for various interactions (with a spouse, with a boss, in certain situations, or even develop the situations themselves). I once created mods for Fallout New Vegas to add variety to the game. Unfortunately, I haven't mastered modding The Sims. There are very few good games left with features like The Sims.

Posted (edited)
5 hours ago, mrph said:

Ideally, you'd create your own branch with additional interactions that actually make the game more interesting and realistic than adding feminine hygiene and the like.
I think you'll immediately see demand for your work, because people need it.
If KinkyKatie89 doesn't want to collaborate on the mod, then we'll go our separate ways, and people will choose what to use. Of course, collaboration is better, but what can you do?! You won't lose either way.
Your productivity is much higher and more active. It's better not to waste time waiting for someone to agree and do something – you have to do it yourself, ahead of the curve. Time is already short.
As the saying goes, do what you must, and come what may!

And other players will help you with their suggestions to make this mod a masterpiece, because it's the player who determines what's missing in the game.
I'll help. If needed, I can create and design many ideas for various interactions (with a spouse, with a boss, in certain situations, or even develop the situations themselves). I once created mods for Fallout New Vegas to add variety to the game. Unfortunately, I haven't mastered modding The Sims. There are very few good games left with features like The Sims.

 

I generally agree about the fact that I'm spending so much time and work on refining and reshaping this project for anyone to use the mod, that it would really be a shame to not share it to anyone who wants to try these versions of it, especially because when I make changes, I really do that for anyone to enjoy and not only for what I'd like to see different! I also edit and trace the code I edit so that anyone can eventually rely on my modifications if they want or implement them in their code as well!

 

I actually also like a lot what Katie introduced to Kinky World, especially bringing female dynamics and hygiene to the gameplay, that are really fun to experience even if you're a guy, and opens the mod to a greater public, for greater immersion. What I did notice instead, was that there wasn't still an option to really customize your experience. For example, in the actual code, there's no option to actually disable menstrual cycle or to just disable fertility: so if you don't like that mechanic you're forced to always see "Fertile Period" moodlet on your female Sims or periodic notifications/behaviours related to period. Every option in the mod has its own tuning and toggle and personally, I would really want to introduce one, for anyone to choose how they want to play! Same as I did for player input controls. I actually managed (as of now) to reshape a whole new menu for Pregnancy & Menstrual Cycle, clearly not "modifying" what Katie did in any way, just to add more controls for anyone to choose their playstile.

 

I'm also sure that a lot of people currently enjoy what Katie did and I appreciate it personally!

 

I would love to participate to the project with more people, especially because (at least for now) I don't really know how animations work and how easily can they "marry" to the code, but I really plan to make this mod more stable, open, tunable and mostly balanced! And personally, I would also like to reshape the name or the features themselves that some settings bring, because it's very unclear and can be confusing for users (like "pregnancy disabled = false"??), inducing them to tune the mod in the wrong way.

 

So that's a primary step, because if you introduce new content to a messy mod you delay more work for later 🙏 Let's just remember that with current autonomy, even on high, Sims can currently die because they don't always choose to eat or sleep...

 

Let's just see, until then, how much stability I can manage to bring and in the meantime, thanks again for your appreciation and feedback!!

Edited by BiterBit
Posted (edited)

Hi everyone!

 

I wanted to keep everyone posted about what I'm doing.

 

Build 445 v0.8.8 is almost ready to come out, and it's probably going to focus on two main areas:

 

- Revisiting of the Pregnancy & Menstrual Cycle menu with clearer and meaningful options and more settings to enhance and further customize your gameplay (like allowing or disallowing fertility for example, or menstrual cycle itself)

 

- Complete overhaul of the "base/default" autonomy system that allows Sims to survive when left to themselves.

 

These days and without actual resting, because I'm obsessing (😂), I focused mainly on the reason why, Sims left with High autonomy and mod status Enabled, could still:

 

- actually completely ignore their main needs (Hunger, Bladder, Fatigue - especially in pools - , Sleep) to the point of actually dying, in residential or community lots and especially on older saves where KW has been present since long time;

 

- stay in idle mode, doing completely nothing for hours.

 

I discovered that some very core and important settings not only were default OFF in KW releases, but even when ON lacked on very specific fields that would allow Sims to actually survive, like putting proper score on main needs that would bring them to go home or to eventually eat, sleep, get out of a pool and so on, especially when in community lots. This was literally missing.

 

I also discovered that, overriding almost the entire EA autonomy (sadly), Kinky World can sometimes POTENTIALLY be faulty of breaking some postures and valid tokens for standard animations, especially when swimming, resulting in failed route outputs that could stuck your Sims forever until they died. An example of this is when you try, in specific saves, to dive in a pool from a diving board but you cancel the interaction right after, or you enque another action outside of the pool right after.


EDIT: After investigating and realizing that in various saves that problem isn't there (pool glitching), I'm not entirely sure Kinky World causes this problem. Furthermore, after introducing some "safety fixes" regarding Sim needs, KW RunAutonomy seems to be able to be left OFF, so it doesn't impact load and CPU, that it's probably the primary reason why it went disabled in the first place, adding also the fact that it would have required a whole rewiring and re-programming of the EA autonomy system in every detail. So the situation is more stable without KW RunAutonomy now, Sims survive either way with new fixes, and problematic behaviours in pools seems really really related to specific save conditions I'm not able to study further or reproduce.

 

In any case, to be honest, the more I dive into KW code, and the more I'm really scared of how autonomy has been implemented throughout the years, considering that EA autonomy is something pretty delicate that I would never override this way, to the point that I actually thought about rebuilding Kinky World entirely WITHOUT relying on a Custom "Kinky World autonomy" that in my opinion is very fragile and dangerous. But that's a huge project to think about right now.

 

Before releasing this build, I'll give a general check on any other thing I can fix or add without touching anything core that right now works properly and performance-friendly. Also, I was thinking to directly releasing two mod versions, one that's standard, and one that's directly "FULL-EN" so anyone will need to actually replace any main package to have full english language and both ZIPs will always be available.

 

Let me know what you think about this.

 

As always, stay safe and keep playing Sims 3! And if you feel like, give a try to my latest mod release, "ReFiner" that is clearly compatible with Kinky World and has been built in a parallel way!

Edited by BiterBit

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