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


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Posted

I know there is a lot of incompatibility with other mods when using KW.

 

I'm curious, do you personally use KW along with any of the NRAAS mods? Are there any of the NRAAS mods that you notice are particularly glitchy when used alongside the KW mod?

 

The biggest issue I've encountered while using them together is that sometimes my games will no longer allow me to switch to a new household. Randomly, it will just grey out the option to switch once I have clicked on "switch to new household". 

I actually play the KW mod in a funny way - I never save any of my games when I enable KW (to avoid corruptions) and I constantly move the KW mod out of packages folder when I am building up a world and creating new Sims, etc. 

Its a bit of a chore but I encounter a lot of issues alongside NRAAS and I just wonder if you have had any insight on certain NRAAS mods that are more compatible with KW.

 

Cheers!

Posted (edited)
4 hours ago, Advercius said:

I know there is a lot of incompatibility with other mods when using KW.

 

I'm curious, do you personally use KW along with any of the NRAAS mods? Are there any of the NRAAS mods that you notice are particularly glitchy when used alongside the KW mod?

 

The biggest issue I've encountered while using them together is that sometimes my games will no longer allow me to switch to a new household. Randomly, it will just grey out the option to switch once I have clicked on "switch to new household". 

I actually play the KW mod in a funny way - I never save any of my games when I enable KW (to avoid corruptions) and I constantly move the KW mod out of packages folder when I am building up a world and creating new Sims, etc. 

Its a bit of a chore but I encounter a lot of issues alongside NRAAS and I just wonder if you have had any insight on certain NRAAS mods that are more compatible with KW.

 

Cheers!

 

It really depends on which mods you install, but I'll answer to this in layers.

 

1) I actually do not use Nraas mods for any kind of purpose, relying only on Kinky World and ReFiner, with some exception. I currently have Nraas Relativity for time management, but I'm planning on creating a "ReTimer" module inside ReFiner because I don't like how the mod is generally structured. Lately I've added Nraas Mover to try enabling teens living alone, but I think I'll replace this as well with a toggle inside ReFiner. I also occasionally use Master Controller for editing nude bodies or things like that, but very rarely.

 

Nraas mods are also very heavy depending on modules/specific mods, so they make your save load in much longer times and your game lag a little more, whether it's on startup (after world finishes its loading) or general gameplay. Some Nraas mods are also known "publicly" to not support certain Kinky World behaviors in code, so I really don't use them for that reason as well.

 

2) The issue you experimented is not introduced by Kinky World, but I can see that there are several Nraas mods who may interfere and some EA vanilla behaviors who have an impact as well. To see the "Switch household button" up in the screen or to see the "Switch to this household" in the info panel for whatever household you click by the main map in Edit Town, several things are required:

 

- MovingSituation.MovingInProgress > move-in/move-out must be NOT active, if this process is still "open" the game may not make the button available
- Active services on the lot: Workers, Adoptions, Grim Reapers, Service NPCs, KW Services, whatever is catalogued as a "service" and it's active on your lot, may prevent you to switch you between households
- Aging / travel in progress / fire / burglar events: may prevent it as well
- SaveGameInProgress (clearly) - may prevent it as well

- ExitEditTown fails > state machine locked, so a general bug in EA base game (I think it's pretty rare)

 

Beside from these vanilla conditions, Nraas Mover and Nraas Traveler customize their own logic for the switch household, so in code I have in my repo for Nraas mods, the "Edit town" feature is altered, so you may want to try removing them to understand if the issues solves itself.

 

3) Kinky World doesn't generally "corrupt" anything - as I explained many times, you can risk save corruption:

 

- When you save your game with many mods installed, especially with conflicts

- When you upgrade your mod versions without deleting scriptCache.package

- When you switch between Kinky World versions going downgrading instead of upgrading

- When you remove Kinky World from Mods folder without following a proper Uninstallation, with the "Uninstall Kinky World" feature that I patched and enhanced as well

 

I have about 30 saves, all with Kinky World, several even older ones, and they all load up, none of them is corrupted. Corruption may happen when you remove Kinky World, for a simple reason:

 

- Kinky World is a heavy mod and to perform its tasks needs to hook to any kind of in game code and logic, injecting many (REALLY many) layers of code. Even after removing the mod, if you already saved your game, something from the base game may be left "linked" to Kinky World code replacements, so in those cases you may see things not working properly.

 

This is known: if you want Kinky World on a save, you need to keep it enabled for all of its lifetime, or just try and using "Uninstall" feature, that is not 100% guarantee.

 

4) General KW compatibility for Nraas Mods is pretty low actually, with different levels:

 

- Nraas WooHooer has a really high level of conflict

- Nraas Overwatch has a really high level of conflict

- Nraas ErrorTrap has a really high level of conflict

 

NOTE: Reason is explicit change of dynamics used by Kinky World and the "aggressive" cleanup or edits some mods do on Kinky World handlers, alarms, NPC logics, interactions and a lot more.

 

- Nraas Traveler has a medium level of conflict

- Nraas Mover has a medium level of conflict

- Every other Nraas mod has a general low risk of conflict, but still bumps up your game with a lot of CPU load required.

 

Clearly we are talking of "risks" and not "100% gamebreak", many people use Nraas Mods with KW (along with like 1000 mods) and they play "fine".

 

But these are the main reasons I don't use them (beside Kinky World) because they are too heavy for my tastes, and Kinky World is a heavy block on itself. Also, at least since I started working on Kinky World, the mod implements its own patches for enhancing things and bringing content (beside many things that were already there from legacy code) so I never felt the need to install them.

 

Clearly, I always state this, this doesn't mean I "attack" Nraas mods (I would never), they are the reason I started modding myself and they are all amazing mods, massive mods, and a gift to player all over the world.

 

I just don't like their structure very much (nor their meaningless translations in some languages, like Italian for example) especially in relation to Kinky World. When I install Nraas Mover, for example, I see a little annoying lag at world startup, that is understandable, but I don't like in the design.

 

Personally, I would say that with just Kinky World, ReFiner and a few other mods, I find myself playing Sims 3 perfectly and never had any kind of issue.

Edited by BiterBit
Posted

Hi, I localized the mod into PT-BR.

I used Antigravity to assist me with the translation, since ChatGPT frequently blocked the translation due to the explicit nature of the content. Five checks were performed to ensure everything matched the original text, especially regarding the number of key, while also maintaining a consistent standard for explicit terms.

Placeholders were also used to determine gender, since many words in Brazilian Portuguese are gendered. This also helped with interactions that mention the active Sim and the other Sim, while respecting the characters’ sexual orientation. After the translation, some words had to be adapted according to the context. For example, if a Sim penetrated their partner and that partner was another male Sim, some lines could end up being displayed in the feminine form. This type of inconsistency was corrected using {FB} and {MB} for their partner (and "partner" is a gendered word in Brazilian Portuguese).

I'll keep helping in this localization for future builds, okay? And I find any error while playing, then I'll fix it and send it here again, okay?

KW_Build449_PT-BR_Localization.zip

Posted (edited)
1 hour ago, EvanBuckley said:

Hi, I localized the mod into PT-BR.

I used Antigravity to assist me with the translation, since ChatGPT frequently blocked the translation due to the explicit nature of the content. Five checks were performed to ensure everything matched the original text, especially regarding the number of key, while also maintaining a consistent standard for explicit terms.

Placeholders were also used to determine gender, since many words in Brazilian Portuguese are gendered. This also helped with interactions that mention the active Sim and the other Sim, while respecting the characters’ sexual orientation. After the translation, some words had to be adapted according to the context. For example, if a Sim penetrated their partner and that partner was another male Sim, some lines could end up being displayed in the feminine form. This type of inconsistency was corrected using {FB} and {MB} for their partner (and "partner" is a gendered word in Brazilian Portuguese).

I'll keep helping in this localization for future builds, okay? And I find any error while playing, then I'll fix it and send it here again, okay?

KW_Build449_PT-BR_Localization.zip 96.81 kB · 0 downloads

 

Hi Evan!

 

Thank you very much for your contribution - and of course, it's super ok and super appreciated. I'm glad you are doing all of this!

 

There's only one "side note" to this: @bruhlovar69 already provided strings for Portuguese - Brazilian, as you can also see in the credits at string "0x5F2C0BD19CCA08F0" (often used to credit translators in general) - "Traduções para português por bruhlovar69." So build like 449 already has, in theory, every needed string. Are you noticing something wrong?

 

I can of course replace this file for the 450 build, adding your name along bruhlovar69's one who contributed before.

 

But in terms of communication and respect I would just ask him directly to cooperate for this :D

 

If you can make a diff or a detailed explanation indicating what you changed exactly, it would be perfect.

 

I have no issue replacing the files, and another post can also be created for strings replacement, like @Negative-Andy originally did (considering there may be 2 variants in this case).

 

We'll just verify at first that bruhlovar is able to reply and provide a feedback (in reasonable times).

 

Let me know!

Edited by BiterBit
Posted

Hi BiterBit. I don't have any specific questions or requests to make, I just wanted to say something. I haven't been checking this thread much lately but today I did and I wanted to say I really like what you've been doing with the mod! You're really committed to making it better and more feature-rich, which is truly commendable! As others have said, I've never seen a modder like you. You're always happy to discuss bug fixes and feature suggestions and you make your changes very quickly. You're always friendly and take into consideration pretty much everything we tell you. I'm sure you'll continue making KW even better! Your ReFiner mod is also pretty amazing too! I've been using it since you've first uploaded on the internet!

Posted
14 minutes ago, ptsdfromhome said:

Hi BiterBit. I don't have any specific questions or requests to make, I just wanted to say something. I haven't been checking this thread much lately but today I did and I wanted to say I really like what you've been doing with the mod! You're really committed to making it better and more feature-rich, which is truly commendable! As others have said, I've never seen a modder like you. You're always happy to discuss bug fixes and feature suggestions and you make your changes very quickly. You're always friendly and take into consideration pretty much everything we tell you. I'm sure you'll continue making KW even better! Your ReFiner mod is also pretty amazing too! I've been using it since you've first uploaded on the internet!

 

This melts my heart out ❤️

 

Thank you so much.

 

I do all of this with pleasure and love (for the game, the mod and the community) and next versions of KW and ReFiner are going to bring big changes as well.

 

Thank you again 🙏

Posted (edited)
14 minutes ago, mrph said:

@BiterBit

Hi! Thank you so much for resolving the issues. And special thanks for the new collaboration!

 

You're welcome mrph!

 

Even if I don't know which collaboration you mean exactly 🤣 Maybe it's the translator! In any case, you are welcome!

 

EDIT: If you were referring to "Ask to be invited over" being a new feature, you are welcome again! 🤣

Edited by BiterBit
Posted (edited)
On 5/17/2026 at 7:58 PM, Dfalk said:

Hello, BiterBitI'm wondering what this mod does and if it can be used with your changes. What do you think about this "SwordFight" add-on to kinky world, and is there a way to fix it if it doesn't work?

ONIKI_SwordFight.rar 23.5 MB · 3 downloads

 

Man I've had this package in my testing for all this time and I didn't get what it did, despite opening it with S3PE to have a look at it.

 

At first I thought: maybe it's animations (like regular ones? Same codename for strange sex?). But there wasn't animation typical structure: there was an actual mod instantiator in the package and I realized that today!

 

So I checked the code. And than I tried the "Fight" that appears on the root pie menu with Sims, when you install this.

 

Goddamn it... What in the actual FUCK? 😂

 

image.png.70355f6a3cdf0d410f70b6e28929aa53.png

 

image.png.2b23d7199a9cce018fc504f5931e24e4.png

 

image.png.218cfda8079e85214e30c69be5236f82.png

 

image.png.b67fce1a300a3c224f64b01aab47a43c.png

 

I mean: what in the actual fuck? 😂

 

This is a literal, non ironically, sub package for Kinky World that ENABLES SWORD FIGHTING 😂 With wood or steel swords, and actually until death! I think this is something @Gentlelovely's friend would try to get revenge!!

 

I had a look at the code, because the main logic is inside the mod itself!! This mega package only calls resources inside the game!

 

In details: it adds a sword duel between Sims (two Sims), through a new social interaction named “Fight”, that I renamed to "Fight (Sword Fight)" because otherwise I would have NEVER noticed it!!

 

It has some kind of Monkey Island-style insults, turn-based hits, optional fight to the death, wooden or metal swords, surrender/knockout/death stuff 😂

 

I've found out most duel dialogues are still hardcoded in English without an STBL (like in pictures).

 

In this HUGE package (in MB size) there are animations, props, jigs, audios, and the enabling of the Fight interaction on in the pie menu!

 

I think this was some kind of an easter egg though. Very fucking funny, I died when I discovered it 😂

 

You asked me if this can be released alongside KW - I would not actually include it because it's huge of a package, in a manner it could not even support LoversLab file release policy 😂

 

EDIT: I said bullshit, this package is 23 MB. It can potentially be included as a default but... I mean... 🤣

 

I think this can be surely referenced in the main post! It's a little buggy, when you start the fight I think 17 notifications are launched all together... I mean, this is amazing 😂

 

Where did you download this?!

 

EDIT: I've found some references.

 

There's this post inside one of ONIKI's old threads where a user was posting this as well: someone insulted the poor user for proposing to add it to the base mod, someone else pointed out that this originally was a Patreon "gift" so some kind of "payed" content I guess? There's the whole thread to read there about it. I also found this link, related to an ONIKI's profile on a platform, where it's mentioned and co-released along build 370.

 

It really looks cool to me! And considering this is called directly by the code, I really don't see any issue with putting it alongside the base mod.

 

I just need to be sure this is actually "given" to the community from ONIKI and not "stolen"!

 

EDIT 2: Some other reference:

 

image.png.1cd2534f1fa750b9223e82cc9a27dacf.png

 

Presumably the original user who posted the linked comment may have info about this!

Edited by BiterBit
Posted
On 5/22/2026 at 9:38 AM, BiterBit said:

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

I really appreciate that you're willing to change the violence mechanics, even though you obviously dislike that part of the mod. My view is that violence should not be pleasurable under any circumstances, and that it should follow a few basic rules:

1. The victim should never enjoy being attacked.

2. The victim might try to deny what happened or repress the memory, depending on personality traits. In that case, the mod should add a slightly less negative moodlet that lasts much longer than normal, in order to depict how tragic those trauma responses are.

3. Frequent abuse should lead to additional moodlets, like "withdrawn," which would make it so that a sim wouldn't autonomously talk to others. The amount of incidents it takes to get those long-term effects should depend on traits, and be adjustable in the settings. Also, in time, you might be able to add ways to decrease the amount of time those moodlets last, like talking to a therapist over the phone.

4. Getting arrested should really suck. For example, apply a three-strikes rule for sims who get arrested for violent crimes, which lead to permanent stigma and much longer sentences after the third offence. For example, getting caught a third time should put you in jail for a week, which is long enough to make you think about what you did, but is still playable.

5. The consequences for getting arrested must be hard-coded. You should not be able to say that actions don't have consequences, even if you have a very generous three-strikes rule.

6. There should be more to do in jail, like getting into fights with prisoners. There should also be a chance of getting SAd by another inmate, with a check every few hours, based on a percentage chance of occurring. The probability should be adjustable in the settings, increased if an NPC rapist is jailed, and significantly decreased if you master the athletic skill. Also, add a "nutraloaf" moodlet that punishes sims who start fights. Note that these changes might not require too much extra work either because jails are rabbit holes. As a result, you won't have to worry about adding animations, etc. Even better, you might be able to add more content, if it's simple enough to do.

 

I think you'll agree that following those rules will make the mod's violent mechanics much more ethical, and more representative of real life. While I know that implementing some of them might require an awful lot of work, your willingness to reckon with them makes me think that you might be able to make those big, necessary changes.

 

Finally, I have three feature requests:

1. Make it so that we can toggle whether NPCs autonomously have sex on public lots.

2. Give NPCs the ability to randomly shark our sims, especially if the AI sims are mean or rapists.

3. Make it so that a sex offender is always universally despised, can't get a job, or make money through writing and painting. I want to turn it into a challenge mode, if possible, by adding an indefinite moodlet to my sim. The harder it is to live while being convicted, the better it will be. Note that all skill careers should be off limits too.

Posted
5 hours ago, BiterBit said:

 

Man I've had this package in my testing for all this time and I didn't get what it did, despite opening it with S3PE to have a look at it.

 

At first I thought: maybe it's animations (like regular ones? Same codename for strange sex?). But there wasn't animation typical structure: there was an actual mod instantiator in the package and I realized that today!

 

So I checked the code. And than I tried the "Fight" that appears on the root pie menu with Sims, when you install this.

 

Goddamn it... What in the actual FUCK? 😂

 

image.png.70355f6a3cdf0d410f70b6e28929aa53.png

 

image.png.2b23d7199a9cce018fc504f5931e24e4.png

 

image.png.218cfda8079e85214e30c69be5236f82.png

 

image.png.b67fce1a300a3c224f64b01aab47a43c.png

 

I mean: what in the actual fuck? 😂

 

This is a literal, non ironically, sub package for Kinky World that ENABLES SWORD FIGHTING 😂 With wood or steel swords, and actually until death! I think this is something @Gentlelovely's friend would try to get revenge!!

 

I had a look at the code, because the main logic is inside the mod itself!! This mega package only calls resources inside the game!

 

In details: it adds a sword duel between Sims (two Sims), through a new social interaction named “Fight”, that I renamed to "Fight (Sword Fight)" because otherwise I would have NEVER noticed it!!

 

It has some kind of Monkey Island-style insults, turn-based hits, optional fight to the death, wooden or metal swords, surrender/knockout/death stuff 😂

 

I've found out most duel dialogues are still hardcoded in English without an STBL (like in pictures).

 

In this HUGE package (in MB size) there are animations, props, jigs, audios, and the enabling of the Fight interaction on in the pie menu!

 

I think this was some kind of an easter egg though. Very fucking funny, I died when I discovered it 😂

 

You asked me if this can be released alongside KW - I would not actually include it because it's huge of a package, in a manner it could not even support LoversLab file release policy 😂

 

EDIT: I said bullshit, this package is 23 MB. It can potentially be included as a default but... I mean... 🤣

 

I think this can be surely referenced in the main post! It's a little buggy, when you start the fight I think 17 notifications are launched all together... I mean, this is amazing 😂

 

Where did you download this?!

 

EDIT: I've found some references.

 

There's this post inside one of ONIKI's old threads where a user was posting this as well: someone insulted the poor user for proposing to add it to the base mod, someone else pointed out that this originally was a Patreon "gift" so some kind of "payed" content I guess? There's the whole thread to read there about it. I also found this link, related to an ONIKI's profile on a platform, where it's mentioned and co-released along build 370.

 

It really looks cool to me! And considering this is called directly by the code, I really don't see any issue with putting it alongside the base mod.

 

I just need to be sure this is actually "given" to the community from ONIKI and not "stolen"!

 

EDIT 2: Some other reference:

 

image.png.1cd2534f1fa750b9223e82cc9a27dacf.png

 

Presumably the original user who posted the linked comment may have info about this!

Lol!! Okay, so this would totally work for her historical save file! I'm sending it to her right now! How funny! 

Posted
2 hours ago, Steve2D said:

I really appreciate that you're willing to change the violence mechanics, even though you obviously dislike that part of the mod. My view is that violence should not be pleasurable under any circumstances, and that it should follow a few basic rules:

1. The victim should never enjoy being attacked.

2. The victim might try to deny what happened or repress the memory, depending on personality traits. In that case, the mod should add a slightly less negative moodlet that lasts much longer than normal, in order to depict how tragic those trauma responses are.

3. Frequent abuse should lead to additional moodlets, like "withdrawn," which would make it so that a sim wouldn't autonomously talk to others. The amount of incidents it takes to get those long-term effects should depend on traits, and be adjustable in the settings. Also, in time, you might be able to add ways to decrease the amount of time those moodlets last, like talking to a therapist over the phone.

4. Getting arrested should really suck. For example, apply a three-strikes rule for sims who get arrested for violent crimes, which lead to permanent stigma and much longer sentences after the third offence. For example, getting caught a third time should put you in jail for a week, which is long enough to make you think about what you did, but is still playable.

5. The consequences for getting arrested must be hard-coded. You should not be able to say that actions don't have consequences, even if you have a very generous three-strikes rule.

6. There should be more to do in jail, like getting into fights with prisoners. There should also be a chance of getting SAd by another inmate, with a check every few hours, based on a percentage chance of occurring. The probability should be adjustable in the settings, increased if an NPC rapist is jailed, and significantly decreased if you master the athletic skill. Also, add a "nutraloaf" moodlet that punishes sims who start fights. Note that these changes might not require too much extra work either because jails are rabbit holes. As a result, you won't have to worry about adding animations, etc. Even better, you might be able to add more content, if it's simple enough to do.

 

I think you'll agree that following those rules will make the mod's violent mechanics much more ethical, and more representative of real life. While I know that implementing some of them might require an awful lot of work, your willingness to reckon with them makes me think that you might be able to make those big, necessary changes.

 

Finally, I have three feature requests:

1. Make it so that we can toggle whether NPCs autonomously have sex on public lots.

2. Give NPCs the ability to randomly shark our sims, especially if the AI sims are mean or rapists.

3. Make it so that a sex offender is always universally despised, can't get a job, or make money through writing and painting. I want to turn it into a challenge mode, if possible, by adding an indefinite moodlet to my sim. The harder it is to live while being convicted, the better it will be. Note that all skill careers should be off limits too.

 

This is such a funny mention because I was thinking of a prison game that uses the Sims 3 engine only about a week ago.

 

One of the things that has bothered me for YEARS is that you can assault (or even kill with mods) but there are never jail/prison time repercussions. 

This could have been implemented optionally without having to go overboard by EA developers - such as utilizing the same feature that sends parent Sims on "vacation" and leaves their playability greyed-out for a certain duration of days while you can only play the teens of the household. IRL even just slapping a person can land you in a jail cell.

 

I was just recently thinking about an entire sort of spin-off game that allows for either playing as a convicted Sim (such as a world-transfer mechanic, such as when your sim visits another country or goes to the future) OR playing as a sort of warden role akin to games like Prison Architect, wherein you may also design the actual cells and prison infrastructure.

 

I would love if BiterBit could add or even create a standalone mod that actually allows for Sims to at least be "convicted and punished" - such as sending them away for a certain time. Perhaps there are traits, circumstances or even chance of evading conviction, such as a difference if the crime is committed publicly or privately within a home, or if the victim Sim is able to notify authorities. Crimes that are punishable could certainly include the SA factor or even just for murdering another Sim. 

At least regarding SA, this could definitely be a worthy consideration to add into the KW mod.

 

I have a Sim who murdered their boss after inviting them over to hangout and their biography essentially ends in "will Big Mike ever be brought before the courts for his crimes?" and its too bad its more of a fantasy biography rather than a real possibility of finally getting "justice" for the murdered Sim.

Posted

@Advercius

Hi.
I guess these ideas are beyond the scope of this mod.

 

Although the idea is interesting. If we're talking about an active Sim, then ideally replace the prison experience (the rabbit hole) with a short tomb-like challenge (like in the adventure locations). For example, instead of a tomb, create a confined space (even underground) and convert it into a prison (with its own NPCs – investigators, police, and prisoners), where the Sim trapped there would experience various kinky situations, fights, and the like. You can organize an escape (as a separate quest—dig a tunnel or bribe a guard, also with kinky situations). Then, consider the consequences associated with difficulties in socialization for a while. Either the Sim will reform and return to normal life, or remain on the dark side of crime (with corresponding opportunities and directions that also need to be considered).
If the player doesn't want to participate in the Sim's prison life, they can choose to spend time in the rabbit hole.

 

It seems simple at first glance, but in reality, this is worthy of a full-fledged "Prison Life" DLC!

Posted

I thought of even more depth for the Dom/sub dynamic that I think would enhance it within a committed relationships. As I've said before, I've lived a Total Power Exchange full time and loved it, so for me the Dom/sub dynamic isn't just a fetish, it's a lifestyle that I want permeating my everyday life, so I'm always looking for ways to inset it into the usually mundane parts of life🥰


I LOVE the Dom radar/Strength radar moodlets that I wondered if that same type of moodlet could be personalized when the Dom and sub are committed to each other. Having a Dom of your own is unique to a general feeling of being near a Dom you don't know but know is a Dom, and vise versa for a Dom with a sub. I ADORE the eternally faithful moodlet that comes up when my sims are together and faithful for a long time, so I thought something that speaks of the unique commitment between Dom and sub would be nice too.

 

For example (I asked my Dom for this answer, lol) when I'm near, he'd describe how he feels in proximity to me as a "she's mine" type satisfaction, and while he's fulfilled just being near his sub, he's also watching for my needs, whether it be comfort or discipline 🤭he's ready to dish out which is needed, but there's also satisfied knowing his own needs will be met should he himself need something, and of course love and appreciation for me as his sub, rather than just a sub in general. 

 

For me personally, having my Dom in proximity generates a feeling of complete safety, happiness, feeling cared for and an eagerness to please 🤭I'm watching to see what he needs and hoping to fulfill it before he even asks, minding my behavior because I know he's watching, and secure in knowing if I need anything at all, he'll fulfill whatever it is, and of course, overflowing with love and respect for him as a man and my Dom. 

Hopefully that's not too much or too difficult😅it randomly came to me while I was playing because my sims got the "eternally faithful" moodlet and it made me think.
Hope you've been having a good day today!

Posted
3 hours ago, Advercius said:

 

This is such a funny mention because I was thinking of a prison game that uses the Sims 3 engine only about a week ago.

 

One of the things that has bothered me for YEARS is that you can assault (or even kill with mods) but there are never jail/prison time repercussions. 

This could have been implemented optionally without having to go overboard by EA developers - such as utilizing the same feature that sends parent Sims on "vacation" and leaves their playability greyed-out for a certain duration of days while you can only play the teens of the household. IRL even just slapping a person can land you in a jail cell.

 

I was just recently thinking about an entire sort of spin-off game that allows for either playing as a convicted Sim (such as a world-transfer mechanic, such as when your sim visits another country or goes to the future) OR playing as a sort of warden role akin to games like Prison Architect, wherein you may also design the actual cells and prison infrastructure.

 

I would love if BiterBit could add or even create a standalone mod that actually allows for Sims to at least be "convicted and punished" - such as sending them away for a certain time. Perhaps there are traits, circumstances or even chance of evading conviction, such as a difference if the crime is committed publicly or privately within a home, or if the victim Sim is able to notify authorities. Crimes that are punishable could certainly include the SA factor or even just for murdering another Sim. 

At least regarding SA, this could definitely be a worthy consideration to add into the KW mod.

 

I have a Sim who murdered their boss after inviting them over to hangout and their biography essentially ends in "will Big Mike ever be brought before the courts for his crimes?" and its too bad its more of a fantasy biography rather than a real possibility of finally getting "justice" for the murdered Sim.

 

 

5 hours ago, Steve2D said:

I really appreciate that you're willing to change the violence mechanics, even though you obviously dislike that part of the mod. My view is that violence should not be pleasurable under any circumstances, and that it should follow a few basic rules:

1. The victim should never enjoy being attacked.

2. The victim might try to deny what happened or repress the memory, depending on personality traits. In that case, the mod should add a slightly less negative moodlet that lasts much longer than normal, in order to depict how tragic those trauma responses are.

3. Frequent abuse should lead to additional moodlets, like "withdrawn," which would make it so that a sim wouldn't autonomously talk to others. The amount of incidents it takes to get those long-term effects should depend on traits, and be adjustable in the settings. Also, in time, you might be able to add ways to decrease the amount of time those moodlets last, like talking to a therapist over the phone.

4. Getting arrested should really suck. For example, apply a three-strikes rule for sims who get arrested for violent crimes, which lead to permanent stigma and much longer sentences after the third offence. For example, getting caught a third time should put you in jail for a week, which is long enough to make you think about what you did, but is still playable.

5. The consequences for getting arrested must be hard-coded. You should not be able to say that actions don't have consequences, even if you have a very generous three-strikes rule.

6. There should be more to do in jail, like getting into fights with prisoners. There should also be a chance of getting SAd by another inmate, with a check every few hours, based on a percentage chance of occurring. The probability should be adjustable in the settings, increased if an NPC rapist is jailed, and significantly decreased if you master the athletic skill. Also, add a "nutraloaf" moodlet that punishes sims who start fights. Note that these changes might not require too much extra work either because jails are rabbit holes. As a result, you won't have to worry about adding animations, etc. Even better, you might be able to add more content, if it's simple enough to do.

 

I think you'll agree that following those rules will make the mod's violent mechanics much more ethical, and more representative of real life. While I know that implementing some of them might require an awful lot of work, your willingness to reckon with them makes me think that you might be able to make those big, necessary changes.

 

Finally, I have three feature requests:

1. Make it so that we can toggle whether NPCs autonomously have sex on public lots.

2. Give NPCs the ability to randomly shark our sims, especially if the AI sims are mean or rapists.

3. Make it so that a sex offender is always universally despised, can't get a job, or make money through writing and painting. I want to turn it into a challenge mode, if possible, by adding an indefinite moodlet to my sim. The harder it is to live while being convicted, the better it will be. Note that all skill careers should be off limits too.


I'm not sure if @BiterBit would be able to do anything with it, but I use this mod by Xantak for my delinquent teens or if I'm playing a bad boy type game for breaking into homes and stealing stuff. It already comes with a system for arresting and jailing sims caught breaking in. I also like a little darkness in my game from time to time, so I also use this mod by MonocoDoll that comes with a jailing system as well, along with felonies that limit career opportunities. I haven't played with it a lot yet, I've mostly been making sure my mod folder is playing nicely together due to all the complex mods I have but it looks promising. Maybe some compatibility for rapists and murders could stem from either mods? Just throwing my 2 cents out there :D I rarely play sims 4, but there was another mod that added violence to the game, not SA, but like killing and beating people up that came with a consequence system, but one of the interesting things about it was that killers could clean up evidence of their crime and avoid being caught if they were quick enough before the cops showed up, I think that added a layer of anxiety that was kinda fun and with another mod for gangsters, I made a gameplay of a mob boss on the run. I eventually got caught, though, the consequence system was pretty good. Idk if the sims 3 could have something like that, but I think it'd be cool if it did. 

Posted (edited)
6 hours ago, Steve2D said:

I really appreciate that you're willing to change the violence mechanics, even though you obviously dislike that part of the mod. My view is that violence should not be pleasurable under any circumstances, and that it should follow a few basic rules:

1. The victim should never enjoy being attacked.

2. The victim might try to deny what happened or repress the memory, depending on personality traits. In that case, the mod should add a slightly less negative moodlet that lasts much longer than normal, in order to depict how tragic those trauma responses are.

3. Frequent abuse should lead to additional moodlets, like "withdrawn," which would make it so that a sim wouldn't autonomously talk to others. The amount of incidents it takes to get those long-term effects should depend on traits, and be adjustable in the settings. Also, in time, you might be able to add ways to decrease the amount of time those moodlets last, like talking to a therapist over the phone.

4. Getting arrested should really suck. For example, apply a three-strikes rule for sims who get arrested for violent crimes, which lead to permanent stigma and much longer sentences after the third offence. For example, getting caught a third time should put you in jail for a week, which is long enough to make you think about what you did, but is still playable.

5. The consequences for getting arrested must be hard-coded. You should not be able to say that actions don't have consequences, even if you have a very generous three-strikes rule.

6. There should be more to do in jail, like getting into fights with prisoners. There should also be a chance of getting SAd by another inmate, with a check every few hours, based on a percentage chance of occurring. The probability should be adjustable in the settings, increased if an NPC rapist is jailed, and significantly decreased if you master the athletic skill. Also, add a "nutraloaf" moodlet that punishes sims who start fights. Note that these changes might not require too much extra work either because jails are rabbit holes. As a result, you won't have to worry about adding animations, etc. Even better, you might be able to add more content, if it's simple enough to do.

 

I think you'll agree that following those rules will make the mod's violent mechanics much more ethical, and more representative of real life. While I know that implementing some of them might require an awful lot of work, your willingness to reckon with them makes me think that you might be able to make those big, necessary changes.

 

Finally, I have three feature requests:

1. Make it so that we can toggle whether NPCs autonomously have sex on public lots.

2. Give NPCs the ability to randomly shark our sims, especially if the AI sims are mean or rapists.

3. Make it so that a sex offender is always universally despised, can't get a job, or make money through writing and painting. I want to turn it into a challenge mode, if possible, by adding an indefinite moodlet to my sim. The harder it is to live while being convicted, the better it will be. Note that all skill careers should be off limits too.

 

I'm trying to reply to you all, because today everyone looks like having had a brainstorming all of a sudden 😂 But it's actually so nice! I really like you all commenting like this.

 

Many things you lister are very interesting, but some of them are too complex to be made (in this phase at least, of the mod and of my life I would say 😹) but others are definitely doable. Others instead are things that I would not like to work on, as said, to avoid promoting or generating myself whatever kind of violent behavior.

 

In particular:

 

1. The victim should never enjoy being attacked: I 100% agree. This has already been made. In legacy code:

 

- If you are aroused

- If there's like some kind of "coin flip" chance

- If you're a masochist

- If you're a sub

- If you have the "insane" trait

- Some other thing I don't remember

 

The the mod thinks you automatically enjoy being attacked. This means that grope and rape will make the victim somehow "accept" and also "enjoy" what happened.

 

This will not happen in 450. The overall violence system (in the meaning of "attacks") has been rewritten almost from scratch. But one of the things that is taking away my time more is implementing logic toggle to make players choose the ""old behaviors"" of violence reactions, to avoid being the one who's "imposing" on the new playstyle.

 

So: toggle for everyone in 450 as well 😅

 

2. The victim might try to deny what happened or repress the memory: this sadly is out of the scope (for now) because it involves testing a lot of violence, creating new moodlets for that section of the mods or creating "narrative" for those experiences - and right now it feels heavy as it is to code and test violence mechanics every day to make them work as I expect them to, along with the toggle 😅 Same for point 3 sadly, at least, as said, for now.

 

5The consequences for getting arrested must be hard-coded: this can supposedly be done along with 6. There should be more to do in jail, but only a part of all of that. Beside the fact that everything is extremely complex to code and to test (but not "impossibile") it still involves explicitely programming mechanics to enhance violence and I don't feel like it. But what I can actually do, is giving players the possibility to customize jail time in rabbithole with a new toggle, so that rapists can stay in the rabbithole for something like 24 Sim hours. Or to have "stronger" consequences in general. Like someone suggested even to be left out of the city, like the "parents vacation", but if anyone notice that EA feature is the most known for breaking your households (including one of my test households 😭)

 

Beside that:

 

1. Make it so that we can toggle whether NPCs autonomously have sex on public lots. > This is very needed and I always noticed the mod is missing a toggle for this. Like "ignore exhibition levels and say no". This can absolutely be done and I think is pretty easy.

 

2. Give NPCs the ability to randomly shark our sims, especially if the AI sims are mean or rapists. > I would want to do that, but I still feel very sad and uncomfortable editing or "fixing" violent mechanics. Also keep in mind that today, the public "sharking" (therefore, pull down clothes as ""a joke"") should already be autonomous, but it depends on a setting many people miss (including me) in the "Debug..." pie menu, named "Set CASP Properties", where you need to set "True" to every "Can this CAS part be pulled down?" question. I don't know why this exists in the first place (looks pretty old) but it's what enables the sharking, usually.

 

3. Make it so that a sex offender is always universally despised, can't get a job, or make money through writing and painting. I want to turn it into a challenge mode, if possible, by adding an indefinite moodlet to my sim. The harder it is to live while being convicted, the better it will be. Note that all skill careers should be off limits too. > This can be done as well, but not in 450. This last version I'm working on is already full of stuff and I still need to finish the new violence behaviors + compatibility toggles, it's taking me away a lot of time.

 

"Violence" menu will look like this (comparing to the "all in one" menu that it is today):

 

- R*ape (new container)

    - every known r*ape toggle already there (P.S.: rape now generates HUGE LTR drop down to anyone in the room, including the victim like -200 + VFX)

    - NEW - victim bonus to win the fight (0-100): this was very GOOD to test out and seeing victims always win and beat up their aggressor. @Gentlelovely will love this.

    - NEW - Masochists and Submissives fight back: they can finally react instead of "accepting" the violence when it happens

    - NEW - (Services) R*pists have been moved here

    - POTENTIAL - Set jailtime in Sim hours for r*apists: (as said before)

 

- Grope (new container)

    - NEW: Enable Grope: it has been separated from rape like it used to be in older versions

    - NEW: Use Old Logic For Grope: Compatibility layer. Newer logics creates scandals/reactions from Sims, including "--" LTR VFX and actual LTR drop from witnesses, and NO ONE accepts being groped. With this toggle ON, you go back to the "old" logic for grope where basically anyone can accept being groped at some point.

 

- Mean Spank (new container)

    - Enable Mean Spank: the actual known toggle from 449. Mean spank it's a mean/insulting action (as it has always been) so when you perform that, you have "--", LTR dropdown, witnesses etc. Like any violent action.

    - NEW - Use Old Logic For Spank: for the joy of @spauldo (and possibly others) this compatibility layer removes negative effects from disciplinary spanking, so like it was in older versions, so basically like a normal chitchat + expected moodlets

 

- (Mean) Pull Down Clothes (new container)

   - Enable (Mean) Pull Down Clothes: if enabled, if you try to undress Sims while sleeping or awake, same "--" VFX and LTR dropdown is applied, to witnesses as well along with a new notification and the angry animation it was originally there, but hidden for sleep. Now target will also awake and get really angry and who did that. NOTE: "Top/Low Shark" have been STBL converted to the real fucking meaning that no one comprehended before, so "Pull down bottom" and "Pull down top" or something like that. With this toggle enabled, Pull Down Clothes interactions are in the "Mean..." bucket of interactions.

    - Use Old Logic for Pull Down Clothes: same as always. Pull down interactions are back into the "Kinky..." pie menu and do not generate reactions of any kind while sleeping (so it can eventually be used to roleplay as well as @Gentlelovely asked in other comments) and the original "awake" reactions are restored, like "Angry", "Giggle", "Exhibition" as variants for being pulled down in public.

 

You can imagine the amount of work I'm performing these days only to implement all of this and making it "perfect" and stable so it does work for everyone and in every context.

 

But along with the many other features 450 brings, this is the violence overhaul

 

EDIT: I'm getting in the same comment a reply to @Advercius as well because it has the same kind of request. "Consequences" mechanics can be introduced, but considering that there are many many other mods who already do that (that should be linked to r*pe eventually, I'm not sure) and considering the amount of work already in progress, I can't do that right now 🥲

Edited by BiterBit
Posted
2 hours ago, mrph said:

@Advercius

Hi.
I guess these ideas are beyond the scope of this mod.

 

Although the idea is interesting. If we're talking about an active Sim, then ideally replace the prison experience (the rabbit hole) with a short tomb-like challenge (like in the adventure locations). For example, instead of a tomb, create a confined space (even underground) and convert it into a prison (with its own NPCs – investigators, police, and prisoners), where the Sim trapped there would experience various kinky situations, fights, and the like. You can organize an escape (as a separate quest—dig a tunnel or bribe a guard, also with kinky situations). Then, consider the consequences associated with difficulties in socialization for a while. Either the Sim will reform and return to normal life, or remain on the dark side of crime (with corresponding opportunities and directions that also need to be considered).
If the player doesn't want to participate in the Sim's prison life, they can choose to spend time in the rabbit hole.

 

It seems simple at first glance, but in reality, this is worthy of a full-fledged "Prison Life" DLC!

 

This would really be cool as well mrph, but with a downside: making the prison a "funny experience" for r*apists 🤣

 

Prison (in general) can be absolutely transformed into an "active map" experience by the way, like it was been done with the High School system.

 

The problem with that is that:

 

- It's a really huge amount of work (you need to program AI and behaviors for all Sims involved, create a custom map/building, etc.)

- There's a really high chance the game will get laggy: I don't know if ever tried to enable the High School, but it's fragile. Lots of sims needs to be processed and applied with an override to their autonomy, to make specific actions for a range of time (in Sim Hours). If you try the High School, you'll see that the games goes through micro stutters and all of that, exactly for this reason. It's an autonomy override, over the basic KW autonomy override, applied over the basic EA autonomy 🤣

 

I will think about that!

Posted (edited)
1 hour ago, Gentlelovely said:

I thought of even more depth for the Dom/sub dynamic that I think would enhance it within a committed relationships. As I've said before, I've lived a Total Power Exchange full time and loved it, so for me the Dom/sub dynamic isn't just a fetish, it's a lifestyle that I want permeating my everyday life, so I'm always looking for ways to inset it into the usually mundane parts of life🥰


I LOVE the Dom radar/Strength radar moodlets that I wondered if that same type of moodlet could be personalized when the Dom and sub are committed to each other. Having a Dom of your own is unique to a general feeling of being near a Dom you don't know but know is a Dom, and vise versa for a Dom with a sub. I ADORE the eternally faithful moodlet that comes up when my sims are together and faithful for a long time, so I thought something that speaks of the unique commitment between Dom and sub would be nice too.

 

For example (I asked my Dom for this answer, lol) when I'm near, he'd describe how he feels in proximity to me as a "she's mine" type satisfaction, and while he's fulfilled just being near his sub, he's also watching for my needs, whether it be comfort or discipline 🤭he's ready to dish out which is needed, but there's also satisfied knowing his own needs will be met should he himself need something, and of course love and appreciation for me as his sub, rather than just a sub in general. 

 

For me personally, having my Dom in proximity generates a feeling of complete safety, happiness, feeling cared for and an eagerness to please 🤭I'm watching to see what he needs and hoping to fulfill it before he even asks, minding my behavior because I know he's watching, and secure in knowing if I need anything at all, he'll fulfill whatever it is, and of course, overflowing with love and respect for him as a man and my Dom. 

Hopefully that's not too much or too difficult😅it randomly came to me while I was playing because my sims got the "eternally faithful" moodlet and it made me think.
Hope you've been having a good day today!

 

This can be done, and actually I was already thinking about something very similar when it was being asked for a "Punish" direct interaction that was presumed to be consensual and linked to two Sims who already agreed on that.

 

To be done, it needs a consensual agreement that, to be implemented in the most easy way, could be related to the engagement level (custom interaction in socials + level date, romantic interests, engagement, marriage etc.).

 

Beside that, it could be done that whenever the Dom/Sub Sim in the proximity of the Sim in question is their actual partner, than the moodlet is different or at least changes its description and bonus.

 

These are marginal things that can be made, but I don't think I will be able to fit them in 450 :joy:

 

I'll note them down!!

Edited by BiterBit
Posted
1 hour ago, BiterBit said:

 

I'm trying to reply to you all, because today everyone looks like having had a brainstorming all of a sudden 😂 But it's actually so nice! I really like you all commenting like this.

 

Many things you lister are very interesting, but some of them are too complex to be made (in this phase at least, of the mod and of my life I would say 😹) but others are definitely doable. Others instead are things that I would not like to work on, as said, to avoid promoting or generating myself whatever kind of violent behavior.

 

In particular:

 

1. The victim should never enjoy being attacked: I 100% agree. This has already been made. In legacy code:

 

- If you are aroused

- If there's like some kind of "coin flip" chance

- If you're a masochist

- If you're a sub

- If you have the "insane" trait

- Some other thing I don't remember

 

The the mod thinks you automatically enjoy being attacked. This means that grope and rape will make the victim somehow "accept" and also "enjoy" what happened.

 

This will not happen in 450. The overall violence system (in the meaning of "attacks") has been rewritten almost from scratch. But one of the things that is taking away my time more is implementing logic toggle to make players choose the ""old behaviors"" of violence reactions, to avoid being the one who's "imposing" on the new playstyle.

 

So: toggle for everyone in 450 as well 😅

 

2. The victim might try to deny what happened or repress the memory: this sadly is out of the scope (for now) because it involves testing a lot of violence, creating new moodlets for that section of the mods or creating "narrative" for those experiences - and right now it feels heavy as it is to code and test violence mechanics every day to make them work as I expect them to, along with the toggle 😅 Same for point 3 sadly, at least, as said, for now.

 

5The consequences for getting arrested must be hard-coded: this can supposedly be done along with 6. There should be more to do in jail, but only a part of all of that. Beside the fact that everything is extremely complex to code and to test (but not "impossibile") it still involves explicitely programming mechanics to enhance violence and I don't feel like it. But what I can actually do, is giving players the possibility to customize jail time in rabbithole with a new toggle, so that rapists can stay in the rabbithole for something like 24 Sim hours. Or to have "stronger" consequences in general. Like someone suggested even to be left out of the city, like the "parents vacation", but if anyone notice that EA feature is the most known for breaking your households (including one of my test households 😭)

 

Beside that:

 

1. Make it so that we can toggle whether NPCs autonomously have sex on public lots. > This is very needed and I always noticed the mod is missing a toggle for this. Like "ignore exhibition levels and say no". This can absolutely be done and I think is pretty easy.

 

2. Give NPCs the ability to randomly shark our sims, especially if the AI sims are mean or rapists. > I would want to do that, but I still feel very sad and uncomfortable editing or "fixing" violent mechanics. Also keep in mind that today, the public "sharking" (therefore, pull down clothes as ""a joke"") should already be autonomous, but it depends on a setting many people miss (including me) in the "Debug..." pie menu, named "Set CASP Properties", where you need to set "True" to every "Can this CAS part be pulled down?" question. I don't know why this exists in the first place (looks pretty old) but it's what enables the sharking, usually.

 

3. Make it so that a sex offender is always universally despised, can't get a job, or make money through writing and painting. I want to turn it into a challenge mode, if possible, by adding an indefinite moodlet to my sim. The harder it is to live while being convicted, the better it will be. Note that all skill careers should be off limits too. > This can be done as well, but not in 450. This last version I'm working on is already full of stuff and I still need to finish the new violence behaviors + compatibility toggles, it's taking me away a lot of time.

 

"Violence" menu will look like this (comparing to the "all in one" menu that it is today):

 

- R*ape (new container)

    - every known r*ape toggle already there (P.S.: rape now generates HUGE LTR drop down to anyone in the room, including the victim like -200 + VFX)

    - NEW - victim bonus to win the fight (0-100): this was very GOOD to test out and seeing victims always win and beat up their aggressor. @Gentlelovely will love this.

    - NEW - Masochists and Submissives fight back: they can finally react instead of "accepting" the violence when it happens

    - NEW - (Services) R*pists have been moved here

    - POTENTIAL - Set jailtime in Sim hours for r*apists: (as said before)

 

- Grope (new container)

    - NEW: Enable Grope: it has been separated from rape like it used to be in older versions

    - NEW: Use Old Logic For Grope: Compatibility layer. Newer logics creates scandals/reactions from Sims, including "--" LTR VFX and actual LTR drop from witnesses, and NO ONE accepts being groped. With this toggle ON, you go back to the "old" logic for grope where basically anyone can accept being groped at some point.

 

- Mean Spank (new container)

    - Enable Mean Spank: the actual known toggle from 449. Mean spank it's a mean/insulting action (as it has always been) so when you perform that, you have "--", LTR dropdown, witnesses etc. Like any violent action.

    - NEW - Use Old Logic For Spank: for the joy of @spauldo (and possibly others) this compatibility layer removes negative effects from disciplinary spanking, so like it was in older versions, so basically like a normal chitchat + expected moodlets

 

- (Mean) Pull Down Clothes (new container)

   - Enable (Mean) Pull Down Clothes: if enabled, if you try to undress Sims while sleeping or awake, same "--" VFX and LTR dropdown is applied, to witnesses as well along with a new notification and the angry animation it was originally there, but hidden for sleep. Now target will also awake and get really angry and who did that. NOTE: "Top/Low Shark" have been STBL converted to the real fucking meaning that no one comprehended before, so "Pull down bottom" and "Pull down top" or something like that. With this toggle enabled, Pull Down Clothes interactions are in the "Mean..." bucket of interactions.

    - Use Old Logic for Pull Down Clothes: same as always. Pull down interactions are back into the "Kinky..." pie menu and do not generate reactions of any kind while sleeping (so it can eventually be used to roleplay as well as @Gentlelovely asked in other comments) and the original "awake" reactions are restored, like "Angry", "Giggle", "Exhibition" as variants for being pulled down in public.

 

You can imagine the amount of work I'm performing these days only to implement all of this and making it "perfect" and stable so it does work for everyone and in every context.

 

But along with the many other features 450 brings, this is the violence overhaul

 

EDIT: I'm getting in the same comment a reply to @Advercius as well because it has the same kind of request. "Consequences" mechanics can be introduced, but considering that there are many many other mods who already do that (that should be linked to r*pe eventually, I'm not sure) and considering the amount of work already in progress, I can't do that right now 🥲

I completely get where you're coming from regarding the violence mechanics, but I'd add that, by greatly increasing the consequences for them, you're morally in the right. Also, the Sex Offender Challenge will be a lot of fun. You can even add a leaderboard for the number of arrests (Top 10 Sex Offenders in Simnation,) which includes the mod authors, just for fun. Finally, I downloaded build 449, but the violence category isn't in the interaction menu. Am I doing anything wrong?

Posted
2 hours ago, Gentlelovely said:

 

 


I'm not sure if @BiterBit would be able to do anything with it, but I use this mod by Xantak for my delinquent teens or if I'm playing a bad boy type game for breaking into homes and stealing stuff. It already comes with a system for arresting and jailing sims caught breaking in. I also like a little darkness in my game from time to time, so I also use this mod by MonocoDoll that comes with a jailing system as well, along with felonies that limit career opportunities. I haven't played with it a lot yet, I've mostly been making sure my mod folder is playing nicely together due to all the complex mods I have but it looks promising. Maybe some compatibility for rapists and murders could stem from either mods? Just throwing my 2 cents out there :D I rarely play sims 4, but there was another mod that added violence to the game, not SA, but like killing and beating people up that came with a consequence system, but one of the interesting things about it was that killers could clean up evidence of their crime and avoid being caught if they were quick enough before the cops showed up, I think that added a layer of anxiety that was kinda fun and with another mod for gangsters, I made a gameplay of a mob boss on the run. I eventually got caught, though, the consequence system was pretty good. Idk if the sims 3 could have something like that, but I think it'd be cool if it did. 

Are there some people who'd be willing to stitch something together? I think all that would be a lot to ask of @BiterBit, but if we bring in some more people, it could be possible.

Posted (edited)
8 minutes ago, Steve2D said:

I completely get where you're coming from regarding the violence mechanics, but I'd add that, by greatly increasing the consequences for them, you're morally in the right. Also, the Sex Offender Challenge will be a lot of fun. You can even add a leaderboard for the number of arrests (Top 10 Sex Offenders in Simnation,) which includes the mod authors, just for fun. Finally, I downloaded build 449, but the violence category isn't in the interaction menu. Am I doing anything wrong?

 

If you downloaded 449 and you're not seeing "Violence" category it's because the mod didn't really update OR you didn't delete scriptCache.package.

 

In any case, the Violence category is inside "Global Settings" at the last spot! Have you looked there?

Edited by BiterBit
Posted
1 hour ago, BiterBit said:

 

If you downloaded 449 and you're not seeing "Violence" category it's because the mod didn't really update OR you didn't delete scriptCache.package.

 

In any case, the Violence category is inside "Global Settings" at the last spot! Have you looked there?

Yes, but wasn't the category in the interactions menu?

Posted (edited)
3 minutes ago, Steve2D said:

Yes, but wasn't the category in the interactions menu?

 

Nope!

 

What I did was ordering every "violence" category inside "Global Options" > "Violence", but the interactions are still the same as they used to be, with some differences (in 449):

 

- Pull Down Clothes/Shark: it's in the "Mean..." or "Insulting" pie menu instead of "Kinky...", but I don't remember if it was already changed in 449 - it's either there or in "Kinky"

- Grope/R*ape/Spank is where they already used to be, so always "Mean..." interactions in pie menu - in 449 Grope is only enabled when you enable R*ape as well

 

There's no new "Violence" in the pie menu, categories of interactions are still the same as always, either "Kinky..." or "Mean..."

Edited by BiterBit
Posted

@BiterBit

Создал курорт, набежал народ и игра начала тормозить. 

Есть совет по параметрам внутренних настроек мода? Как там лучше выставить разные тики и задержки?

Posted (edited)
21 minutes ago, mrph said:

@BiterBit

Создал курорт, набежал народ и игра начала тормозить. 

Есть совет по параметрам внутренних настроек мода? Как там лучше выставить разные тики и задержки?

 

This is somehow related both to EA's processing system for autonomy (pretty old) and both to KW + possible other mods autonomy and CPU loads.

 

Best thing to do in those situations might be:

 

- Trying to disable Kinky Autonomy Level (for tests)

- Going to Miscellaneous > Update Ticks (SimData) > setting the higher possible level, if I don't remember wrongly it's something like 1125 ticks- It just delays as much as possible "how many times" and "how often" SimData is called by the code to update every Sim in relation to KW.

 

As of now these are the only helping things you can do! In any case, in 450, I already implemented a performance patch that is supposed to make the mod lighter in those situations!

 

Most "heavy" CPU behaviors are born from Naked.Broadcaster (pulse to every Sim, constantly) and SimData refreshing, that I both patched already!

 

EDIT: "OutfitManager" is also responsible for a lot of lagginess in the game, provided by the mod. I patched that as well in 450!

Edited by BiterBit

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