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


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Posted

It looks like the latest versions are causing bugs in CAS.

The lag starts as soon as I enter the character creation screen. The main navigation buttons become frozen, and only the button to return to the previous menu remains functional.

When finishing character creation and pressing the confirm button, the character briefly jerks, after which everything freezes and the buttons stop responding. The only workaround is to remove the mod, create the character, and make a clean save.

Similar issues existed in very old versions of the mod, so it seems those bugs have returned.

In any new game, the Kinky Mod activation options do not appear. To activate the mod, I have to install an older version on a clean save first and then update to the latest version. Only then do the mod options become available in a new game.

On top of that, if I do not perform the workaround described above, saving the game becomes impossible. The game freezes as if the window for entering a new save name fails to appear.

I have tested this multiple times: with the mod, without the mod, and without any additional mods installed. Based on these tests, the issue appears to be caused specifically by the patch.

Posted
On 5/26/2026 at 4:14 AM, BiterBit said:

 

Hey! In this case (as you understood) main issue is typically one or more of these:

 

- scriptCache.package

- wrong installation (better to copy and paste the whole folder)

- mod conflicts (especially with a lot of script mods and partially, Nraas mods)

- game corruption (very very rare and NOT related to KW)

 

Hope you can solve it by the way. At least in theory, KW versions (at least my builds) are designed to be updated without issues, even from 442 to 449 :)

 

For those interested. I think I may have kinda figured it out. It is not a typical issue, and not a mod issue.

 

The black screen on launch issue was related to the resource.cfg file. As of now the only way it launches is if I remove the file. It doesn't mater how many mods are in the package folder or even if there are none. I have also redownloaded the file incase it got corrupted, but it didn't help.

 

It seems it may be Windows that broke it. Here is a reddit post discussing it. I haven't gotten the fixes to work yet though.

I'm on windows 11.

 

This is moving away from the topic on this thread so I will probably not post more about it here, but I think it is something people need to be aware of.

 

Thanks.

 

 

Posted

Just want to say, I'm happy to hear you're taking care of yourself and taking a long super deserved break. Enjoy the fruits of your labor, and replenish the energy you expended on a job well done 💕💕💕thank you again for your labor of in working on KW!

Posted (edited)
7 hours ago, Ravd6 said:

It looks like the latest versions are causing bugs in CAS.

The lag starts as soon as I enter the character creation screen. The main navigation buttons become frozen, and only the button to return to the previous menu remains functional.

When finishing character creation and pressing the confirm button, the character briefly jerks, after which everything freezes and the buttons stop responding. The only workaround is to remove the mod, create the character, and make a clean save.

Similar issues existed in very old versions of the mod, so it seems those bugs have returned.

In any new game, the Kinky Mod activation options do not appear. To activate the mod, I have to install an older version on a clean save first and then update to the latest version. Only then do the mod options become available in a new game.

On top of that, if I do not perform the workaround described above, saving the game becomes impossible. The game freezes as if the window for entering a new save name fails to appear.

I have tested this multiple times: with the mod, without the mod, and without any additional mods installed. Based on these tests, the issue appears to be caused specifically by the patch.

 

Never had this issue, with any build (especially my builds), and in case of reporting problems it's recommended to list at least all the mods that you are currently playing and that are causing you an issue, and not everyone.

 

From what you are describing also, a corruption of the mod itself happens, where it stops working at all, and from which I would expect many ScriptErrors.

 

In any case, I'll give a look at what may be causing this but this is very likely a mod conflict.

 

Please, I kindly ask everyone to not report issues as "general issues" of the mod, especially when playing with 256 packages in the Documents folder, and especially when reporting problems no one ever reported in 3 months of releases, and especially if you are asking for help here.

 

In any case, as soon as I can, I will try looking at the code to understand what may cause this issue, in your case.

 

EDIT: I've looked at the code, I've tested it myself creating a new family, putting it into an actual house in Edit Town and then played with it. Everything went smooth and fine, this is a 99% an issue related to mod conflict. You need to follow the exact instructions reported in the main post to follow a proper installation, deleting every old ONIKI_* file in your folder, and pasting the exact folder into your Mods folder as indicated, deleting scriptCache.

 

Then, if something breaks your save button or other common features, you typically expect a ScriptError in your Documents folder that's indicating something more relevant for your mod conflict.

 

Keep in mind that the only real way to solve mods conflict, it's strictly to remove the conflicting mods. So I would correctly say that's not KW latest version to "introduce problems with CAS", but other conflicting mods are, interfering with same CAS hooks or just conflicting with each other :) Best tests to report bugs in any case is to only have KW installed. If that doesn't happen, it's not KW.

Edited by BiterBit
Posted (edited)
2 hours ago, 1234zxcvA said:

 

For those interested. I think I may have kinda figured it out. It is not a typical issue, and not a mod issue.

 

The black screen on launch issue was related to the resource.cfg file. As of now the only way it launches is if I remove the file. It doesn't mater how many mods are in the package folder or even if there are none. I have also redownloaded the file incase it got corrupted, but it didn't help.

 

It seems it may be Windows that broke it. Here is a reddit post discussing it. I haven't gotten the fixes to work yet though.

I'm on windows 11.

 

This is moving away from the topic on this thread so I will probably not post more about it here, but I think it is something people need to be aware of.

 

Thanks.

 

 

 

Actually (at least by OP's replies to its own post) it looks like Nraas/Simler mods was causing the black screen!

 

Screenshot_2026-05-31-08-39-01-564_com.reddit.frontpage-edit.thumb.jpg.ec0d9101708c7509932ad22e4e5382bb.jpg

 

In any case, good to know :)

Edited by BiterBit
Posted
1 hour ago, Gentlelovely said:

Just want to say, I'm happy to hear you're taking care of yourself and taking a long super deserved break. Enjoy the fruits of your labor, and replenish the energy you expended on a job well done 💕💕💕thank you again for your labor of in working on KW!

 

Thanks for everything and I hope you are enjoying 🙏💞

Posted (edited)

The current version (450) is one of the most stable and successful.

 

I've added a ton of mods to the game, from clothing, cars, various hairstyles, and more, to a huge number of gameplay-impacting script mods, as well as almost the entire NRaas branch, a ton of sliders, and other little things—and the Kinky mod now works fine with all of them. You just need to identify conflicting mods and remove them, prioritize correctly—what's most important for the game, and what needs to be discarded.

 

I just started a new game with the initial settings. Kinky initialized, and I was able to successfully import all the settings. No freezes or crashes. To be sure, I loaded two cities—Islands and Barnacle Bay.
I created a family, then selected another, changed the city, and configured several families in CAS without any issues.

I wouldn't list my installed mods here—the forum wouldn't have enough pages. Almost 5 GB of package mods and about 3-4 GB of sims3pack mods installed.


I'm not bragging, but I just want to say that, overall, everything works fine. Biterbit did a great job!

Edited by mrph
Posted (edited)
11 minutes ago, wubby901 said:

@BiterBit Just wondering in the next update if an option to remove the EA woohoo and try for baby could be add like what wickedwhims has ?

 

Hi wubby!

 

What do you mean exactly? That classic EA WooHoo and Try for Baby could be removed from pie menu? That can surely be done with a different toggle, maybe in Miscellaneous for example.

 

As of now I'm not editing more code, by I noted it up in my TODO - I'll have to check if it's some kind of "risky" job for the mod stability or not (probably not).

 

I kinda like having both vanilla and KW interactions together to enhance user choice, but that can probably be made without issues :D

 

I'll let you know eventually!

 

35 minutes ago, mrph said:

The current version (450) is one of the most stable and successful.


I'm not bragging, but I just want to say that, overall, everything works fine. Biterbit did a great job!

 

And thank you so much @mrph for your appreciation!!

Edited by BiterBit
Posted
6 hours ago, BiterBit said:

 

У меня никогда не было такой проблемы ни с одной сборкой (особенно с моими сборками), и в случае сообщения о проблемах рекомендуется перечислять как минимум все моды, которые вы сейчас используете и которые вызывают проблему , а не все сразу.

 

Судя по вашему описанию, происходит повреждение самого мода, из-за чего он полностью перестаёт работать, и я ожидаю множества ошибок скрипта.

 

В любом случае, я посмотрю, что может быть причиной, но, скорее всего, это конфликт модов.

 

Пожалуйста, я убедительно прошу всех не сообщать о проблемах как о «общих проблемах» мода, особенно при работе с 256 пакетами в папке «Документы», и особенно если вы сообщаете о проблемах, о которых никто не сообщал за 3 месяца с момента релиза, и особенно если вы просите о помощи здесь.

 

В любом случае, как только смогу, я постараюсь изучить код, чтобы понять, что может вызывать эту проблему в вашем случае.

 

ИЗМЕНЕНИЕ : Я посмотрел код, протестировал его сам, создав новую семью, поместив её в настоящий дом в режиме редактирования города, а затем поиграл с ней. Всё прошло гладко и хорошо, это на 99% проблема, связанная с конфликтом модов . Вам нужно точно следовать инструкциям, указанным в основном сообщении, чтобы выполнить правильную установку: удалить все старые файлы ONIKI_* в вашей папке и скопировать точную папку в папку Mods, как указано, удалив scriptCache.

 

В таком случае, если что-то ломает кнопку сохранения или другие стандартные функции, обычно в папке «Документы» появляется сообщение об ошибке ScriptError, указывающее на более серьезную проблему, связанную с конфликтом модов.

 

Имейте в виду, что единственный реальный способ решить конфликт модов — это просто удалить конфликтующие моды. Поэтому я бы справедливо сказал, что проблемы с CAS возникают не из-за последней версии KW, а из-за других конфликтующих модов, которые мешают работе тех же CAS-хуков или просто конфликтуют друг с другом.  :) Лучший способ сообщить об ошибках — это установить только KW. Если этого не происходит, значит, дело не в KW.

Thank you for your response.

The issue is actually occurring for me on a clean installation with only the Kinky mod installed. The problem seems to disappear somewhere around version 438, although I'm not sure exactly which version range is affected. A long time ago, there were already some CAS-related issues within the Kinky mod itself, so I assumed there might be a connection to the newer versions. However, my conclusion may have been premature.

Note: My English is not very good, and I wrote my previous message somewhat hastily. I also don't want to waste anyone's time. If nobody else is experiencing this issue, then it is probably something specific to my setup. I've spent several days trying to figure out what might have gone wrong after the update, but I still haven't found the cause. I'll keep digging and see if I can identify the problem.

In any case, thank you for your hard work and for continuing to develop the mod. I apologize if I ended up taking up your time unnecessarily.

Posted
14 hours ago, BiterBit said:

Hey, thank you so much, as always, for your huge appreciation :)

 

I think that today, Kinky World considers "nude" only its default body or explicit code sections of "nude" definition, so that's what you are referring to.

 

Decompiling EA's default bodies for nudes, as well with CMAR's and other ones, I can try and look up for a potential compatibility mode - I would just need to understand if nude is "a universal flag" many mods (and EA) use, of it's resource specific. In this second case, to add a compatibility layer, you would need to track down every known resource ID for every existing mod (and that would not be very great).

 

As soon as I'll re-enter the code I will let you know about this :D Probably something is doable!

 

EDIT: If you can, just link me some mods you use for nudes so I can have a look at them as well for a possible compatibility inclusion.

Thank you. I just use the version of Cmar's Nouveau Nudists that comes with JVSmith's Enhanced Bodies. I suppose it's the same version found on Sexy SIms. I do have some custom torso as well but I don't think that matters too much.

Posted (edited)
6 hours ago, ptsdfromhome said:

Thank you. I just use the version of Cmar's Nouveau Nudists that comes with JVSmith's Enhanced Bodies. I suppose it's the same version found on Sexy SIms. I do have some custom torso as well but I don't think that matters too much.

 

I had a look at them (JVSmith's bodies and CMAR's original nudist ones) and the issue is the same I suspected in the first place. Sadly KW only recognizes a specific kind of "naked flags" applied on resources. If those resources are missing it or are defined differently, they may not get seen as naked bodies.

 

Everything works reliably with KW’s own "undress" interaction (you can also try it instead of undressing with MC for example) and EA-style nude outfit metadata.

 

Many custom nudist replacements (e.g. Cmar/Nouveau Nudists on Everyday) and body-only nude meshes look naked but aren’t "tracked as naked" by KW right now.

 

MC outfit "switches" (that are different pipelines in code to change dressing) can also leave KW’s internal state out of sync.

 

A potential patch for compatibility could be added, but it would need to be coded and then tested to ensure that the rest of the mod works properly... As you may understand it's a pretty hard task to do for now :(

 

If you want instead, you can try and use KW "undress" on a proper Naked outfit slot (like Custom ones) when you need KW mechanics to apply and see if this works!

Edited by BiterBit
Posted
2 hours ago, Max Rock said:

An outstanding work!

 

Thank you so much Max! It's really appreciated!

 

I gave my best effort into this :D

Posted (edited)
16 minutes ago, BiterBit said:

 

I had a look at them (JVSmith's bodies and CMAR's original nudist ones) and the issue is the same I suspected in the first place. Sadly KW only recognizes a specific kind of "naked flags" applied on resources. If those resources are missing it or are defined differently, they may not get seen as naked bodies.

 

Everything works reliably with KW’s own "undress" interaction (you can also try it instead of undressing with MC for example) and EA-style nude outfit metadata.

 

Many custom nudist replacements (e.g. Cmar/Nouveau Nudists on Everyday) and body-only nude meshes look naked but aren’t "tracked as naked" by KW right now.

 

MC outfit "switches" (that are different pipelines in code to change dressing) can also leave KW’s internal state out of sync.

 

A potential patch for compatibility could be added, but it would need to be coded and then tested to ensure that the rest of the mod works properly... As you may understand it's a pretty task to do for now :(

 

For now instead, you can try and use KW "undress" or a proper Naked outfit slot (like Custom ones) when you need KW mechanics to apply and see if this works!

Yeah, don't worry. It isn't a big deal ;) 

 

Thanks for taking a look!

Edited by ptsdfromhome
Posted
On 5/29/2026 at 4:42 AM, BiterBit said:

 

Man I've read the fucking report you did for the comparison. Your style of work and reasoning is very similar to mine :joy:

 

I'd be a mad man if I didn't import your strings. I still think bruhlovar made an excellent work comparing to the previous "state" of strings - it's still amazing that any people in the world could actually understand something. As far as I remember he also admitted that he used machine-translation to perform that, just for the community.

 

But I definitely love your work, you put passion in it!

 

Your strings are in 450 already!!

 

And I inserted a credit to your username in PT-BR (0x5F2C0BD19CCA08F0)!!

 

Thanks. 🙏

Hehehe, that's great!

No, thank you for keeping this project. I'll be around if you need me, okay?

Posted

I'm not sure what happened but when I tried to show cock or ask other to show their cock, I have this errortrap error:

 

Quote

<?xml version="1.0" encoding="utf-8"?>
<ScriptError Version="6" Type="MiniScriptError">
  <ExceptionData>Oniki.KinkyMod v0.9.5 (450)

 

Actor: Wilfredo Mahoney
Target: Wolf Vang

System.NullReferenceException: A null value was found where an object instance was required.
#0: 0x00033 callvirt   in Sims3.Gameplay.Interactions.Sims3.Gameplay.Interactions.InteractionInstance:CopyExitReasonToLinkedInteraction (Sims3.Gameplay.Actors.Sim,Sims3.Gameplay.Interactions.InteractionInstance) (88F01C40 [A8347000] [88F50C30] )
#1: 0x00009 call       in Sims3.Gameplay.Interactions.Sims3.Gameplay.Interactions.InteractionInstance:CopyExitReasonToLinkedInteraction () ()
#2: 0x0016d call       in Oniki.Interactions.Oniki.Interactions.KWSocialInteractionPassive:Run () ()
#3: 0x00132 stloc.u1   in Destrospean.InteractionInstanceAdditions+InteractionInstancePatch:RunInteractionWithoutCleanup () ()
#4: 0x00348 stloc.u1   in Sims3.Gameplay.ActorSystems.Sims3.Gameplay.ActorSystems.InteractionQueue:ProcessOneInteraction () ()
#5: 0x0011c stfld.u1   in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.Sim:DoInteraction () ()
#6: 0x00015 br.s       in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.Sim:Simulate () ()
#7: 0x00027 leave.s    in ScriptCore.ScriptCore.ScriptProxy:Simulate () ()
</ExceptionData>
</ScriptError>

 

Posted (edited)
4 hours ago, elixdude said:

I'm not sure what happened but when I tried to show cock or ask other to show their cock, I have this errortrap error:

 

 

 

Hey elix!

 

This was an interaction "crash error" in Kinky World caused by two Sims that were doing a paired social action (like Show cock or Ask to show cock).

 

As you may have noticed, for every interaction you launch on a Sim, that same Sim has that interaction in the "passive variant" to receive that, like "Be asked to show cock" for example.

 

Sometimes the game, the mod, or another mod ends one Sim’s action a split second before the partner’s side finishes syncing up. In 0.9.5 (or further/back in time, I think this is legacy) that could trigger an error popup even though nothing was “wrong” with your save.

 

If the two actions get out of sync, the social may simply stop or not play out "fully" instead of crashing, same as a cancelled interaction, but without the error log.

 

Destrospean (and similar mods that change how interactions run) can make this timing issue more likely, but to be honest it's a very minimal issue, and the fix for KW is pretty easy to implement (with a guard) so that errors like these can be avoided. So you shouldn’t need to remove other mods or do anything in particular just for this!

 

I noted this up in any case :D So thanks!

Edited by BiterBit
Posted (edited)

 [176] 0xFB051B7348F03289: Enter new duration (minutes). Current duration is {0.Number} minutes at Athletic Skill Level 1.

 

Where is this even used? I've never seen it before. I hope this actually gets utilized in the game.

 

This file contains the 750 Korean translations

ONIKI_KinkyMod.package

Edited by Dustercoat0321
Posted

I travelled to Egypt and I'm getting spammed with:
image.png.01ca1d565e174254e35c73e078fa466f.png
I have not sent any texts of that kind to any sims there.

Posted
9 hours ago, Dustercoat0321 said:

 [176] 0xFB051B7348F03289: Enter new duration (minutes). Current duration is {0.Number} minutes at Athletic Skill Level 1.

 

Where is this even used? I've never seen it before. I hope this actually gets utilized in the game.

 

This file contains the 750 Korean translations

ONIKI_KinkyMod.package 6.93 MB · 0 downloads

 

Thanks for the strings. I imported them in the new ZIP file you can download from the main page. I credited you in the usual string 0x5F2C0BD19CCA08F0, with your current username.

 

By the way: no, that string doesn't look used by the code in any way. It looks like one of the many (really many) unused strings that are inside the package, probably related to a very old version of KW where Athletic Skill was (possibly) related to some KW behavior, like maybe WooHoo total duration or something.

 

I checked the code and there is nothing that links directly Athletic Skill to any particular feature, aside from the "Skill gain" through WooHoo that doesn't use that string.

Posted (edited)
2 hours ago, _45954_ said:

I travelled to Egypt and I'm getting spammed with:
image.png.01ca1d565e174254e35c73e078fa466f.png
I have not sent any texts of that kind to any sims there.

 

Hi!

 

I don't really know what the problem might be. It looks like being the proper definition EA gives to these messages or the Nraas Woohooer feature that is related to his mod, and I don't know if you are playing with it - if yes, it's highly known to be conflictive, and recommended not be installed along with Kinky World (it's one of the most conflictive mods).

 

The line “Sorry, I don’t feel like coming over right now” is the standard fail message when the game can’t bring the other Sim to your lot (routing failures or generic issues by EA) and it’s not from KW direct "influence".

 

If you didn’t send anything yourself, it’s usually your active Sim’s autonomy picking Send WooHooty Text while they count as at "home" (vacation base camp often still counts as one).

 

Considering KW configuration for this interaction (slightly modified), in places like Egypt, the text can “go through” autonomously (every once in a while - it never even happened to me) but the travel/invite step fails (EA's routings and rules), so you get repeated popups toward local Sims (e.g. Abdul Kamel) without manual clicks.

 

KW patches the same vanilla interaction, but mainly who can use it (at home, invite rules, relationship + KW woo-hoo checks) and what happens after the call. It does not change anything else, not even Autonomy Level that doesn’t make these texts fire more often. Only "Disabled" toggle on "Kinky Autonomy Level" blocks it (from being sent in autonomy, apparently).

 

But autonomous choices are still the same as always... Not a new spam channel. In fact, I never saw this happen despite going into destinations a lot. So KW alone is unlikely to be the main cause unless you also have lots of romance contacts, heavy phone autonomy, and travel invite issues. Or whatever mod that modifies WooHooty texts or general romance autonomy.

 

Do you have NRaas Woohooer? If yes, you can try setting "Woohooty Text Autonomous = OFF" (if ON, this happens much more).

 

Try with Kinky Autonomy Level Disabled or to edit Nraas values, despite I don't recommend (eventually) keeping both mods installed.

 

EDIT: For a more compatible option (if the problem strangely keeps happening) it's recommended using Retuner instead, so that you can disable the autonomous interaction itself.

Edited by BiterBit

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