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


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Posted
29 minutes ago, AltoBot said:

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

 

No spamming at all, you are welcome here :)

 

As far as I know, every animation still works great. I use Amra's, Mike24's, L666's, MaryJane's, Clydie's, TakumiiSakura's downloaded from their respective pages.

 

But it's full of them! My best advice is to download the latest updated version for each package, but everyone else's advice on animations is really welcome, I'm interested as well to this topic.

Posted
1 hour ago, BiterBit said:

 

Thanks again for your appreciation Liza, 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)

thank you for the swift reply as usual, Biter!

i have been testing RPG Manager with a couple other mods and kinky. no big deal to be honest, i mainly use it so my townies have sensible skills and degrees from day 1. i did run the initial scan, but no pregnancies or romantic relationships altered.

i'll come report if anything goes wrong, but so far so good!

Posted (edited)

Hello, thank you for your hard work.

This file contains the Korean translations (localization data). I’ve been using it personally, but found it quite inconvenient to copy, paste it every time. Therefore, I would highly appreciate it if this could be officially integrated into the project.

 

Korean 449.zip

Edited by jung0321
Posted (edited)
12 hours ago, jung0321 said:

Hello, thank you for all your hard work.

This file contains the Korean translations (localization data). I’ve been using it personally, but found it quite inconvenient to copy, paste it every time. Therefore, I would highly appreciate it if this could be officially integrated into the project.

 

Korean 449.zip 17.42 MB · 0 downloads

 

Thank you! Korean was really needed, from such a long time missing!

 

I'll import this as soon as I can and re-upload the file!

 

EDIT: Every KOR string has been imported successfully into every package, mod ZIP file has been updated in the download page! MULTI version in the ZIP now has full Korean strings :)

 

EDIT 2: For anyone that's wondering, ReFiner 2.1 has also finally come out with new toggles for teens, like mood swings, curfew, Into The Future content and (partial) Travel support!

Edited by BiterBit
Posted
45 minutes ago, Negative-Andy said:

Hello. This is a Japanese translation file with only one line translated and some corrections to the paraphrasing. It's not very important, so it will be useful when updating to 0.9.5.

Japanese0.9.4.zip 5.42 MB · 0 downloads

 

Done! Imported in actual test build 450 v0.9.5 (MULTI).

 

Thanks :)

Posted (edited)

I wanted to share some updates on current work on 450:

 

- A major fix has been introduced to a legacy bug, that could (temporarily) break your pie menu unless reloading, when you travel to a destination (Oasis Landing or World Adventures). If you'd manage to travel to a destination and then you'd go to main menu in the same session and select another save, RAM usage would just have transported every toggle in Settings to the "new" save, making the save believe that Kinky World was enabled, when it wasn't (so more critical on fresh save or with different persisted toggles in general).

 

In those cases, click on terrain could easily corrupt for invalid logic (debug=enabled/disabled for example) and you couldn't click anything else unless reloading the same save quitting to main menu or relaunching your game.

 

This was a rare scenario (I was testing travels with ReFiner), but still, it has been fixed in 450 and won't happen anymore, because RAM will only be used one way only to the destination and deleted in any case when you go to main menu.

 

 

- KW Triggers has been enhanced as well. Now you have a lot more triggers: for opening settings (CTRL + K) and most of all, moving your actor Sims during WooHoo scenes, where CTRL + ENTER triggers "Set Move Value", and CTRL + Arrows move your Sim quickly (like Move Up, Move Down, PageUp etc) so you can easily adjust Sim positions in space while woohooing if you don't like default placement.

 

There will also be a new toggle to enable keyboard shortcuts inside Miscellaneous without the need of using the XML inside the package anymore, to enable/disable Shortcuts and a notification will prompt users with the known shortcut keys.

 

- If I manage to, I'm planning on adding a new moodlet for Submissive Sims, for spanking and woohooing with dominant Sims or a similar mechanic.

 

As much as I really feel unconfortable with editing violence mechanics, a fix was necessary and requested by many.

 

Given that more than someone pointed out this in the past, things like grope or undress clothes during sleep do not trigger any nearby reaction, not even in the victim, and I think that "more violent" actions don't even have a proper witnesses LTR drop. So:

 

- Grope won't have positive outcomes like "the victim is liking it" transforming to normal WooHoo when it's just aroused or horny, I personally find it pretty crazy.

 

- Now, Grope (that is already included in the rape toggle) will trigger a red "- -" visual effect for LTR levels (like any vanilla mean action), inducing a very heavy LTR drop to all witnesses. Witnesses will also react with panic, and possibly also fight when the action is available, to stop the groping. I'm not making this "perfect", because I don't like this, but at least there is an actual downside for doing it. This will probably be applied to Evil Spank as well and to all violent mechanics in general (not consensual spanking).

 

- Undress during sleep has been moved in the "violence" category like @Steve2D suggested, with a separate toggle, and into the "Mean..." interactions bucket (not Kinky anymore). It has also been fixed: now the target will awake, have an angry reaction with proper STBL context (already existing but never adjusted - 0xE52B6A058BF50D03) and every witness (including the victim) will trigger an LTR drop.

 

- The LTR drop pulse/radius to witnesses will be applied to every violent mechanic along with the already existing mechanics

Edited by BiterBit
Posted
9 hours ago, BiterBit said:

- The LTR drop pulse/radius to witnesses will be applied to every violent mechanic along with the already existing mechanics

 

How will this affect the S&M aspect of the game?  It's not my kink personally so I don't know much about that aspect of KW, but I've got friends who are into that kind of thing and I suspect a lot of KW players are as well.

 

Also, will the changes affect school disciplinary spanking?

Posted (edited)
35 minutes ago, spauldo said:

 

How will this affect the S&M aspect of the game?  It's not my kink personally so I don't know much about that aspect of KW, but I've got friends who are into that kind of thing and I suspect a lot of KW players are as well.

 

Also, will the changes affect school disciplinary spanking?

 

In theory, it is supposed to, as per the non consensual violence. Right now, Sims who get spanked against their will just act like nothing happened against their "spanker", so it doesn't make much sense, but I get your question.

 

I don't know also what do you mean about S&M, but if you're referring to submissive and masochist, everything is still the same. With the difference that violence mechanics (any of them) in my test build are actually producing negative LTR effects on witnesses and victims, despite their traits, but without changing their reaction.

 

Some STBLs from masochist trait also starts with "I really hate {}, but...", so it is also aligned to that. Many actions went by or have been aligned to, the mean bucket. And I think they should produce negative reactions like in the base game.

 

I also noticed that some traits produce positive reactions to unconsensual violence, and as far as I was willing to change that, I didn't.

 

What I did change, was that every violent mechanic now triggers negative LTR value and visual effects, on victims and participants, even for "disciplinar" events.

 

At least as of now and I'm still working on it. But I'm unsure about keeping on releasing files where violence is just free and unobserved by any Sim.

Edited by BiterBit
Posted

I've checked the last update, and you did a wonderful figuring things out! Thanks a lot, @BiterBit! 

The animation works perfectly (considering you have the option of consensual spanking activated).  However, I've noticed that my game crashed and froze twice since the last update.

I wonder if it's just me, or someone else had a similar issue. 

 

Here's the Errorscript log in case you wanna check it out:

 

__________________________________________________________

 

<?xml version="1.0" encoding="utf-8"?>
<ScriptError Version="6" Type="MiniScriptError">
  <ExceptionData>Oniki.KinkyMod v0.9.4 (449) System.ArgumentException: The requested value `Vagina' was not found ---> System.FormatException: Input string was not in the correct format
#0: 0x00017 throw      in System.System.Int32:Parse (string,System.Globalization.NumberStyles,System.IFormatProvider) ([2FF7D200] [7] [2E120ED8] )
#1: 0x00009 call       in System.System.Int32:Parse (string,System.IFormatProvider) ([2FF7D200] [2E120ED8] )
#2: 0x0000e call       in System.System.Convert:ToInt32 (string,System.IFormatProvider) ([2FF7D200] [2E120ED8] )
--- End of inner exception stack trace ---

#0: 0x00000 superop    in System.System.Enum:Parse (System.Type,string,bool) ([2E48D930] [2FF7D200] [1] )
#1: 0x0005c call       in Oniki.Gameplay.Oniki.Gameplay.WooHooAction:.ctor (Oniki.Utilities.XMLRow) (2FD5AEB8 [3BEE2B88] )
#2: 0x001e5 newobj     in Oniki.Gameplay.Oniki.Gameplay.WooHooActor:.ctor (Oniki.Utilities.XMLRow) (4014C500 [3B950450] )
#3: 0x001fa newobj     in Oniki.Gameplay.Oniki.Gameplay.WooHooStage:Parse (Oniki.Utilities.XMLEntry) (4024E930 [2E2D04F0] )
#4: 0x000bb callvirt   in Oniki.Gameplay.Oniki.Gameplay.WooHooStage:Load (System.Xml.XmlDocument,string,Sims3.SimIFace.ResourceKey) ([403E57E0] [5896C6E0] [vt:2FC51A14] )
#5: 0x000f5 call       in Oniki.Gameplay.Oniki.Gameplay.WooHooStage:Load (string) ([3D1BE780] )
#6: 0x00084 call       in Oniki.Gameplay.Oniki.Gameplay.WooHooStage:Load () ()
#7: 0x001f5 call       in Oniki.Oniki.Main:Start () ()
#8: 0x00148 call       in Oniki.Oniki.KinkyMod:OnWorldLoadFinishedHandler (object,System.EventArgs) ([2E0D88A0] [2EF14470] )
</ExceptionData>
</ScriptError>

 

_____________________________________________________

 

 


 

 

 

xcpt DESKTOP-MH359K4 26-05-22 22.19.30.txt

Posted
On 5/12/2026 at 9:21 PM, BiterBit said:

 

Aaah! Yes, now I definitely remember.

 

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

 

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

 

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

 

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

 

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

Back again! I got really busy once again, my birthday was the 17th and I had a friend come down to visit me all week, but I swear, all I had on my mind was trying the newest features you put out last week. Finally I can get to them! 
Oh boy, that sounds very time consuming and complicated! Take your time and if you ever get round to it, I swear I'll die of happiness lol. FYI, I LOVE that you added male orgasms. Guys deserve that burst of pleasure moodlet too :D and it's very immersive, one of my favorite addons from you! Thank you for noting my idea, and an even bigger thank you for all the CRUCIAL fixes and updates you've been doing. Even if my ideas never see the light of day, just having a more smooth running, cleaned up KW is reward enough!

Posted (edited)
On 5/18/2026 at 3:47 PM, BiterBit said:

Build 449 v0.9.4

 

It's out as well now (any minutes soon).

 

Added behaviors:

 

- Masturbation on porns now happens anyway.

 

If you are a male (females are missing their animations) a general fallback to standard masturbation on PC has been added, and it can start as well if you're just aroused, not necessarily horny. Now, if you don't find any valid target for Kinky Selfies online (including your own posted selfies) to masturbate, you fallback to general masturbation with a fallback STBL notification for context.

 

 

- Spanking has been revisited entirely.

 

Animations wouldn't work in most cases, and they used to be linked to several blocks, including "no punishment reason", because it mainly relied to a "Mean..." action that needed a reason to be mean (so something "bad" Sims did or an evil trait). Now, if you are a Submissive, Masochist or Slut/Pervert Sim, you can "Ask {1.SimFirstName} to spank you" as an interaction, to any Sim (but especially Dominants), and they may reject or accept your request with their own logic (based on Traits, LTR, etc.). If they are Dominant they are clearly more likely to accept.

 

But now, if any Sim is Submissive, Masochist or Slut/Pervert, when you click them, you will also have an added interaction in "Kinky..." bucket, named "Ask {1.SimFirstName} if {MB.he}{FB.she} wants to be spanked" so it can be bi-directional, not only asked by the valid Sims, but proposed to the valid Sims.

 

When valid Sims receive a consensual accepted spank, they will get a "new" positive moodlet for the spanking:

 

image.png.d8cacb2b9eca3f45f93dd467231c03d2.png

 

And they will also get a "Horny" state as a result, as per their STBL notification.

 

When Dominant Sims now perform a spank on Submissive Sims only, or WooHoo with a Submissive Sim only, they will get an entirely new moodlet I created myself named "Domination Satisfaction" that you can see from previous comments:

 

image.png.9128a067f0bd4065e7219c312b26fb0e.png 

 

All these things have been made not only to fix the spank behavior, but also to enhance Dominant/Submissive relation, asked from a long time.

 

@Gentlelovely is presumably gonna cry in happiness for all of this 🤣 I will also add (eventually, in the future) things you proposed like "experience subspace once it's over" and things like that.

 

Please, keep in mind that spanking mechanics will need to be enabled in Global Settings > General Gameplay Mechanics, right under "Enable Dominant/Submissive Relation".

 

The "Evil Spank" that used to be visible in the "Mean..." bucket, meant to trigger crying/negative moodlet for Teens and general Sims, has been moved to a new toggle inside the "Violence" new submenu in Global Settings. It is an act of force against an unwilling Sim, and it's default disabled. As long as it's disabled, in School Situations the HeadMaster will never trigger a spank meant to punish Sims against their will.

 

"Grope" has also been integrated in the "Violence" submenu, being unconsensual. I consider Grope as rape, especially considering the dialogs that trigger from those situations you can see in STBLs. So it's in the same toggle. Along with that, the Rapist trait has been hidden from Kinky Traits menus unless you enable the option, also because it doesn't actually do anything without that mode enabled.

 

So in 449, you won't see "Grope" and "Evil Spank" as interactions, unless you enable them.

 

I made these changes to ensure that every behavior that in the past has been implemented into this mod, is at least enabled intentionally and not provided as a default.

 

I'm uploading the file anytime soon and will update the changelog as well.

 

- Please translate strings in your language if something has turned back to english or has an english default. I will import everything in a new uploaded file.

Omg, no because waiittttt, I'm actually gonna cry of happiness!!! I just saw this! This is like a birthday gift I swear!! Thank you so much for adding this!! You added the icing on my birthday week!! The new moodlets look great, and I adore the description of the Dom's satisfaction so much. You did so amazing with this! I'm dropping everything right now to go play this new update! I cannot express how much I appreciate you! Moving the grope and evil spank to more approrpriate places is such a great move, I'm so happy to see that separation! You are a GEM in the kinky sims 3 space, you have my eternal gratitude! 😭😭😭😭

Edited by Gentlelovely
Posted
3 hours ago, BiterBit said:

I don't know also what do you mean about S&M, but if you're referring to submissive and masochist, everything is still the same. With the difference that violence mechanics (any of them) in my test build are actually producing negative LTR effects on witnesses and victims, despite their traits, but without changing their reaction.

 

I'm talking about sadomasochism (there's an English Wikipedia article on it, I don't know the Italian term and I don't trust machine translation for this kind of thing).  Basically, people that enjoy inflicting or receiving pain.  It's sometimes related to dominant/submissive play, but not always.  The "sadist" is the person who enjoys inflicting pain, and the "masochist" is the person who enjoys receiving pain.  It's also not just about sex, although of course that's what KW focuses on.

 

(Sorry if all that is obvious, but different cultures have different ideas about this kind of thing.)

 

I worry that a negative relationship hit for all observers will have a negative effect on gameplay for people who play out those kinds of fantasies.  If it's an S&M situation, the negative relationship hit isn't horribly realistic - observers with the sadist or masochist traits wouldn't see a problem with it, nor would mean spirited or evil sims.  Close friends might not as well - presumably they're aware of the couple's tendencies.  To do it right, the game has to be able to tell if it's people doing consensual S&M or not and then figure out how each individual observing it would react based on their personality.

 

It'd be nice if someone that's into S&M would put in their opinion of how it should work - it's very much not my thing so I can't go into any specifics.  I'm more of the poly, futa, and "whoops, how'd I just have a fairy baby?" kind of player.

 

Regarding the disciplinary spanking: I don't think a negative relationship hit for observers makes sense there.  The only observers that should maybe get it are friends of the student getting spanked.  If the player has enabled spanking, then their Sims world is one where spanking is practiced in schools.

Posted (edited)
8 hours ago, Zhaiel said:

I've checked the last update, and you did a wonderful figuring things out! Thanks a lot, @BiterBit! 

The animation works perfectly (considering you have the option of consensual spanking activated).  However, I've noticed that my game crashed and froze twice since the last update.

I wonder if it's just me, or someone else had a similar issue. 

 

Here's the Errorscript log in case you wanna check it out:

 

__________________________________________________________

 

<?xml version="1.0" encoding="utf-8"?>
<ScriptError Version="6" Type="MiniScriptError">
  <ExceptionData>Oniki.KinkyMod v0.9.4 (449) System.ArgumentException: The requested value `Vagina' was not found ---> System.FormatException: Input string was not in the correct format
#0: 0x00017 throw      in System.System.Int32:Parse (string,System.Globalization.NumberStyles,System.IFormatProvider) ([2FF7D200] [7] [2E120ED8] )
#1: 0x00009 call       in System.System.Int32:Parse (string,System.IFormatProvider) ([2FF7D200] [2E120ED8] )
#2: 0x0000e call       in System.System.Convert:ToInt32 (string,System.IFormatProvider) ([2FF7D200] [2E120ED8] )
--- End of inner exception stack trace ---

#0: 0x00000 superop    in System.System.Enum:Parse (System.Type,string,bool) ([2E48D930] [2FF7D200] [1] )
#1: 0x0005c call       in Oniki.Gameplay.Oniki.Gameplay.WooHooAction:.ctor (Oniki.Utilities.XMLRow) (2FD5AEB8 [3BEE2B88] )
#2: 0x001e5 newobj     in Oniki.Gameplay.Oniki.Gameplay.WooHooActor:.ctor (Oniki.Utilities.XMLRow) (4014C500 [3B950450] )
#3: 0x001fa newobj     in Oniki.Gameplay.Oniki.Gameplay.WooHooStage:Parse (Oniki.Utilities.XMLEntry) (4024E930 [2E2D04F0] )
#4: 0x000bb callvirt   in Oniki.Gameplay.Oniki.Gameplay.WooHooStage:Load (System.Xml.XmlDocument,string,Sims3.SimIFace.ResourceKey) ([403E57E0] [5896C6E0] [vt:2FC51A14] )
#5: 0x000f5 call       in Oniki.Gameplay.Oniki.Gameplay.WooHooStage:Load (string) ([3D1BE780] )
#6: 0x00084 call       in Oniki.Gameplay.Oniki.Gameplay.WooHooStage:Load () ()
#7: 0x001f5 call       in Oniki.Oniki.Main:Start () ()
#8: 0x00148 call       in Oniki.Oniki.KinkyMod:OnWorldLoadFinishedHandler (object,System.EventArgs) ([2E0D88A0] [2EF14470] )
</ExceptionData>
</ScriptError>

 

_____________________________________________________

 

 


 

 

 

xcpt DESKTOP-MH359K4 26-05-22 22.19.30.txt 23.44 kB · 0 downloads

 

I'll have to check this out as soon as I can.

 

There's a logic/feature inside the code that transforms futa Sims into a female localization in notifications, in the languages where pronouns for females and males are different, and even if it's "great" sadly it is giving me issue.

 

I'm not very sure if it's that (I'll check it out and give you an answer) but eventually I'll remove this or give a different architecture to this feature.

 

Thanks in the meantime for reporting this!

 

EDIT: Nor the crash or the scriptError is related to Futanari localization or Kinky World itself, I discovered something else. Please look at my next comment reply for details!

Edited by BiterBit
Posted
On 5/15/2026 at 7:47 AM, BiterBit said:

 

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.

 

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

So THAT is why some interactions (such as heckling) cannot be disabled despite setting autonomous=disabled in retuner.

What do you mean that EA "doesn't use" the "isAutonomous" condition? Was it omitted by EA's logic code?

 

I've tried recently (447) to stop sims from automatically sleeping on coach in public places, but sims around town still sleep on them despite my disabling the autonomous option. Does this not get read by Oniki's code either?

 

Yes, nraas retuner allows you to assign advertised scores to a certain interaction, and usually altering them by an order of magnitude (10x) can significantly affect how sims choose to interact with them in the future.

 

For example, I've reduced all advertised fun values by 10 associated with the interaction of "turning on" stereos, and now sims no longer blast musics in every room.

Posted
4 hours ago, Gentlelovely said:

Omg, no because waiittttt, I'm actually gonna cry of happiness!!! I just saw this! This is like a birthday gift I swear!! Thank you so much for adding this!! You added the icing on my birthday week!! The new moodlets look great, and I adore the description of the Dom's satisfaction so much. You did so amazing with this! I'm dropping everything right now to go play this new update! I cannot express how much I appreciate you! Moving the grope and evil spank to more approrpriate places is such a great move, I'm so happy to see that separation! You are a GEM in the kinky sims 3 space, you have my eternal gratitude! 😭😭😭😭

 

It's not even over because I'm thinking about the trance state only reserved to Submissive you were talking about 🫠

 

I'll update you about that. I was thinking of making it work in the same way the dominant works for the dominants, or with adding some more things to it.

 

👌

Posted (edited)
9 hours ago, spauldo said:

 

I'm talking about sadomasochism (there's an English Wikipedia article on it, I don't know the Italian term and I don't trust machine translation for this kind of thing).  Basically, people that enjoy inflicting or receiving pain.  It's sometimes related to dominant/submissive play, but not always.  The "sadist" is the person who enjoys inflicting pain, and the "masochist" is the person who enjoys receiving pain.  It's also not just about sex, although of course that's what KW focuses on.

 

(Sorry if all that is obvious, but different cultures have different ideas about this kind of thing.)

 

I worry that a negative relationship hit for all observers will have a negative effect on gameplay for people who play out those kinds of fantasies.  If it's an S&M situation, the negative relationship hit isn't horribly realistic - observers with the sadist or masochist traits wouldn't see a problem with it, nor would mean spirited or evil sims.  Close friends might not as well - presumably they're aware of the couple's tendencies.  To do it right, the game has to be able to tell if it's people doing consensual S&M or not and then figure out how each individual observing it would react based on their personality.

 

It'd be nice if someone that's into S&M would put in their opinion of how it should work - it's very much not my thing so I can't go into any specifics.  I'm more of the poly, futa, and "whoops, how'd I just have a fairy baby?" kind of player.

 

Regarding the disciplinary spanking: I don't think a negative relationship hit for observers makes sense there.  The only observers that should maybe get it are friends of the student getting spanked.  If the player has enabled spanking, then their Sims world is one where spanking is practiced in schools.

 

To be completely honest, sadomachist, BDSM and feeling pain during sex is an actual Kink, and it's ok to have an actual trait in Kinky World for that.

 

I just don't understand how this should be related to non consensual violence and rape. We are talking about a logic in the mod where Sims with this trait enjoys "that" as the only way of validating this trait.

 

I know for sure people with the sado kink in real life and I don't think they would feel represented by this. Is being a sado accepting random violence of that level? That you have to "live" or have a romance with, an actual violent person?

 

Beside from that I could agree about the fact that who designed this in the first place almost only added that as a characteristic for masochists. Like: no moodlet for rough stages, no moodlets for spanking (now added), no dedicated STBL for the after sex to make the traits more immersive. They just thought "let me use "r*pe" and to be honest it's sad to me looking at those scenes.

 

I have yet to understand how to concile this honestly. But I generally don't like how it is right now. That the only way to enjoy being sado is that one.

 

As per the "disciplinary" spank, I might somehow agree, that who enables the option wants to live in a world where it's "allowed". But there should still be a consequence to that in my opinion.

 

EDIT: I would also like to point out that, beside negative LTR effects I'm introducing, basic things (that I really don't like) are still the same, like:

 

- "the amount of rapes that give a reward a masochist"

- IsEnjoying(victim)

- +Fun e +STArousal

- PostWooHoo, ReportAction, negative creampies, dialogs etc are still skipped and/or applied as per the legacy code

- positive outcomes after woohooing

 

There are many other bonuses related, instead, to consensual behavior that are still present and could be ehnanced more to explicitely support consensual "rough" dynamics, like:

 

- BDSM/Rough animations/stages

- +Fun during BDSM non-rape stages

- AskToSpank that gives +Fun and +Arousal and proper STBL notification

- BloodyVagina from Rough Sex

- Other things that may be introduced.

 

And I think I'm going to enhance those, because I honestly think that who has a masochist Kinky would generally look for this in a game to feel represented, instead of looking for rapist to rape them.

 

EDIT 2: I'm currently creating new consensual moodlets and behaviors for Masochist, that for all these years have been only rewarded in relation to rape. Good Spank moodlet will only also be reserved to Masochists, because Submissive and Slut will have their own buffs in 450.

 

EDIT 3: This actually makes sense now for people who play as masochists:

 

image.png.8b337f310c1b6548b97ee33a8d2a30cc.png  image.png.08696e50cbdb2fdd66c3895196bd005e.png

 

image.png.7eb1d194af2d7d037c6421dd681cf349.png

 

With "good spank" moodlet added as well. Now it's a proper trait that doesn't rely on rape and I'm actually enhancing this even more.

Edited by BiterBit
Posted (edited)
21 minutes ago, Oestrogen said:

So THAT is why some interactions (such as heckling) cannot be disabled despite setting autonomous=disabled in retuner.

What do you mean that EA "doesn't use" the "isAutonomous" condition? Was it omitted by EA's logic code?

 

I've tried recently (447) to stop sims from automatically sleeping on coach in public places, but sims around town still sleep on them despite my disabling the autonomous option. Does this not get read by Oniki's code either?

 

Yes, nraas retuner allows you to assign advertised scores to a certain interaction, and usually altering them by an order of magnitude (10x) can significantly affect how sims choose to interact with them in the future.

 

For example, I've reduced all advertised fun values by 10 associated with the interaction of "turning on" stereos, and now sims no longer blast musics in every room.

 

If we are talking exclusively about placing booby traps, yes, EA omitted that in the code, at least in the one you can see from the decompiled DLLs and to be honest it's the only time I've seen that in my life with an interaction.

 

It's the reason why you would see the placement of traps even after setting it to not autonomous: EA didn't add that difference, so Sims code doesn't use that.

 

But the magnitude is another thing and it might work differently: adding a very lower score to the formula for that (or any interaction) especially in relation to a specific need, makes the trick as you said. The code will think "how much weight should this action have for this Sim need or traits?", and lowering it solves it.

 

As of now anyway, I'm using ReFiner for the booby traps, that disable Mood Swings (that I hate) and without those, apparently Teens stopped placing traps.

Edited by BiterBit
Posted
On 5/18/2026 at 2:19 AM, BiterBit said:

 

EDIT 2: I patched out and overhauled the whole dynamic, because there were some things that I didn't like. By code there are 2 types of spanking, and one of them includes non consensual violence, that produces negative moodlets and a crying reaction from the victim. Both positive and negative spanking would be performed with the "Mean" or "Insulting" bucket of interactions, and it really didn't make sense.

 

One time I was playing with the Landgraabs in SV, and when I switched the camera back to the couple from Malcolm, I was greeted by a dominating Nancy publicly spanking Geoff (submissive) in front of the bistro for all to see, with crying Geoff receiving a hefty -100 ish moodlet afterwards. It was automatic, because I didn't even know spanking was a thing in KW at the time.

 

Thanks for introducing the fix, it was uncomfortable to watch (for me).

Posted
On 5/21/2026 at 2:57 AM, BiterBit said:

 

As far as I know, every animation still works great. I use Amra's, Mike24's, L666's, MaryJane's, Clydie's, TakumiiSakura's downloaded from their respective pages.

 

Speaking of animations, would you explain to us non-coding folks why certain KW animations were already recognised/registered by the mod, whereas others had to be manually typed in? Did Oniki hardcode some OKW animation list names into the mod?

Posted (edited)
4 minutes ago, Oestrogen said:

Speaking of animations, would you explain to us non-coding folks why certain KW animations were already recognised/registered by the mod, whereas others had to be manually typed in? Did Oniki hardcode some OKW animation list names into the mod?

 

Short answer is yes, I think most of them are incorporated in the main package or in the main packages in the folder. I guess to not let people feel like the base mod is "empty" (it mostly is without animations).

 

Long answer is: I need to check this out specifically for a technical question. But yeah, some little animations are just in the base package (I doubt they are in the S3SA "purely" in the code, they need some other kind of resources)

Edited by BiterBit
Posted
On 5/13/2026 at 6:00 PM, BiterBit said:

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

Now I know this has since been fixed (thank you for that!), but my curious mind cannot help but wonder if JVSmith's enhanced bodies (which iirc includes a shemale body) also included that mesh.

Yes, I just checked, the two instance IDs referenced were found in JVSmith's edit fBottomAltNude+penis.package (both teen 0x49CBFB1B775EC86E and adult 0xB25D1F4F442041E6). 

Posted (edited)
44 minutes ago, Oestrogen said:

Now I know this has since been fixed (thank you for that!), but my curious mind cannot help but wonder if JVSmith's enhanced bodies (which iirc includes a shemale body) also included that mesh.

Yes, I just checked, the two instance IDs referenced were found in JVSmith's edit fBottomAltNude+penis.package (both teen 0x49CBFB1B775EC86E and adult 0xB25D1F4F442041E6). 

 

I have yet to check this but I'm glad you could check this by yourself 😃 I guess in older versions there were already bodies made to work or just the CMAR resources already suggested/included. But as far as I remember, erection wouldn't work in any case because they relied on CMAR's scripts: I had to rewrite erection from scratch basing them on how they already work on males and this is now Kinky World code itself.

 

ChangeOutfit was also broken even with the right resources sadly: when transforming to shemales every outfit in CAS (everyday, sleepwear etc.) would just go in override with naked parts exposed.

 

Now every info is in the main post already so that if anyone looks for text like "resources" or "shemale" will be directly prompted to that section of the post with the reference links as well.

Edited by BiterBit
Posted (edited)
11 hours ago, Oestrogen said:

Speaking of animations, would you explain to us non-coding folks why certain KW animations were already recognised/registered by the mod, whereas others had to be manually typed in? Did Oniki hardcode some OKW animation list names into the mod?

 

By the way I checked this, and I believe ONIKI's animations are inside one of the main packages named "ONIKI_Anims.package" that is typically considered a default package to be included in the mod and that is why you see those animations when you just default install KW.

 

Other animations could be included as well, but considering those are respectively downloadable from every artist's page, it's better to just go to their post and download them from there. But it might be a good idea referencing them all inside the main post!

 

EDIT: I re-read your comment and better understood what you meant. Yes, some packages are hardcoded and detected instantly while others need to be typed in: this can be easily fixed to add a scan feature. I think I'm gonna add this to 450 because it's super useful.

 

Your feedbacks are always amazing insights, so thank you for that.

 

EDIT 2: I just implemented a package scanner. I'll let you know how it is performing.

 

EDIT 3: Sadly it doesn't work. Manual adding for package works because it converts the name you are giving to the mod, to an instance ID hash that is found and loaded. But in Sims 3 it doesn't exist any actual public API for "enumeration" (not that I've found) that is capable of seeing every _XML resource inside packages. It can read it or not if you tell it exactly how it's named, or it won't scan for them. Very sad. Good news is that at least I can add a manual detecting for known XMLs, so if you manage to provide me a full list I can definitely add it.

 

EDIT 4: Oh my f*cking God, it did work. I tried using an API apparently never used before, "KeySearch" applied to every XML resource inside the game. It takes quite a while to scan every package (about 5 minutes or more) but then it actually F*CKIN WORKS:

 

image.png.811828989a38f91908c60092f8062601.png   image.png.250688e22f7745508ebecc522d6b2715.png

 

I'LL KEEP YOU POSTED, THIS IS A REVOLUTION!!!

 

Only downside to this (for now) is that it has to scan the whole set of merged XMLs (9000 files) so it takes up to 5-6 minutes depending on scenarios.

 

But IT WORKS AMAZINGLY.

Edited by BiterBit
Posted (edited)
8 hours ago, Zhaiel said:

I've checked the last update, and you did a wonderful figuring things out! Thanks a lot, @BiterBit! 

The animation works perfectly (considering you have the option of consensual spanking activated).  However, I've noticed that my game crashed and froze twice since the last update.

I wonder if it's just me, or someone else had a similar issue. 

 

Here's the Errorscript log in case you wanna check it out:

 

__________________________________________________________

 

<?xml version="1.0" encoding="utf-8"?>
<ScriptError Version="6" Type="MiniScriptError">
  <ExceptionData>Oniki.KinkyMod v0.9.4 (449) System.ArgumentException: The requested value `Vagina' was not found ---> System.FormatException: Input string was not in the correct format
#0: 0x00017 throw      in System.System.Int32:Parse (string,System.Globalization.NumberStyles,System.IFormatProvider) ([2FF7D200] [7] [2E120ED8] )
#1: 0x00009 call       in System.System.Int32:Parse (string,System.IFormatProvider) ([2FF7D200] [2E120ED8] )
#2: 0x0000e call       in System.System.Convert:ToInt32 (string,System.IFormatProvider) ([2FF7D200] [2E120ED8] )
--- End of inner exception stack trace ---

#0: 0x00000 superop    in System.System.Enum:Parse (System.Type,string,bool) ([2E48D930] [2FF7D200] [1] )
#1: 0x0005c call       in Oniki.Gameplay.Oniki.Gameplay.WooHooAction:.ctor (Oniki.Utilities.XMLRow) (2FD5AEB8 [3BEE2B88] )
#2: 0x001e5 newobj     in Oniki.Gameplay.Oniki.Gameplay.WooHooActor:.ctor (Oniki.Utilities.XMLRow) (4014C500 [3B950450] )
#3: 0x001fa newobj     in Oniki.Gameplay.Oniki.Gameplay.WooHooStage:Parse (Oniki.Utilities.XMLEntry) (4024E930 [2E2D04F0] )
#4: 0x000bb callvirt   in Oniki.Gameplay.Oniki.Gameplay.WooHooStage:Load (System.Xml.XmlDocument,string,Sims3.SimIFace.ResourceKey) ([403E57E0] [5896C6E0] [vt:2FC51A14] )
#5: 0x000f5 call       in Oniki.Gameplay.Oniki.Gameplay.WooHooStage:Load (string) ([3D1BE780] )
#6: 0x00084 call       in Oniki.Gameplay.Oniki.Gameplay.WooHooStage:Load () ()
#7: 0x001f5 call       in Oniki.Oniki.Main:Start () ()
#8: 0x00148 call       in Oniki.Oniki.KinkyMod:OnWorldLoadFinishedHandler (object,System.EventArgs) ([2E0D88A0] [2EF14470] )
</ExceptionData>
</ScriptError>

 

_____________________________________________________

 

 


 

 

 

xcpt DESKTOP-MH359K4 26-05-22 22.19.30.txt 23.44 kB · 0 downloads

 

I was wrong about my latest comment to this, that I will correct as well.

 

The crash you attached and the ScriptError you mentioned are not related to the Futanari localization helper I built in 448/449.

 

This ScriptError you attached is similar to the one another user attached in some comments before, and it's related to the fact that you have a package for animations where an XML is marking a woohoo stage as "Vagina" but it's actually defined in code as "Vaginal" so it doesn't get recognized:

 

<Action>
  <Partner>1</Partner>
  <Category>Vagina</Category>   <!-- typo: should be Vaginal -->
</Action>

 

You should look, with S3PE, to all the animation packages you added because one of them is actually containing an XML with wrong values or just not built for Kinky World (maybe another mod).

 

This might cause multiple errors in game but doesn't usually make the game lag or crash and it's not related to build 448 or 449.

 

@licentious luiza had a similar error and posted a faulty package with this error that should be reported to the creator.

 

The xcpt you attached for your crash is instead (as usual) Sims 3 reporting a native error related to GPU (graphical drivers) or the game itself, so as long as I really care about implementing enhancement to performances, this data is not telling me that there are actual issues related to how the mod is coded!

 

If you keep having freezes or crashes, please let me know and try providing every detail you can about world, scenario, context and the amount/kind of mods you currently have installed, especially if you are playing with Nraas mods.

Edited by BiterBit

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