Gentlelovely Posted April 7 Posted April 7 (edited) On 4/2/2026 at 9:17 AM, BiterBit said: You're welcome! And by the way, yes, when I was originally looking for an "open love" gameplay, I saw that mod too. But I also saw that it required many packages and added material to work properly with added traits, and also some commandlines to be executed in worldloads at every save, to also be executed again to disabled the mod when you would have removed it. It was pretty invasive (imo of course) and too complex. So I went up creating my own "one package" mod that actually patches stuff at runtime in vanilla game and doesn't require any script utility or anything miracolous to work. It just "orders" the game to change some mechanics, hide some interactions from pie menu and ignore some default scores, with huge gains on general gameplay. For sure it may not be as fancy as Better Polyamory (that is still a great mod and introduces a lot more interactions, more creative work, more stuff in general) but surely (ReLover) allows polyamory in a new way, also patching the Short Term Context that literally allows you to kiss or flirt with multiple Sims in the same conversation and dates not to end when you interact in romance with other Sims, and it's easy to install and remove without any issue! 🙏 I'm also working on a new "huge" mod that actually not only includes every module listed in the Reddit post, but avanced features like Needs control, Lifetime Wish and Rewards control, and more. I'll publish it when ready! I'm definitely down for trying your version out! The kiss and flirt with multiple sims in the same conversation/date is very exciting! I like when mods feel like natural gameplay and I don't have to fiddle with anything to make a dynamic work. Simplistic solutions tend to be better for playing nice with other mods too, and seeing as I have a ton of mods, it's becoming a requirement now days! I'm currently combing through my mods folder to set up a sort of "essential" mods folder as a baseline template that I can save and use over and over if ever have to redo my whole folder because mods are conflicting or whatever. If I have a baseline of mods that get along at the start, it'll be easier to add other mods and untangle any conflicts new mods might cause. Once I finish, I'm trying out your open love mod, and I'll be on the look out for your huge mod in the future! Edited April 7 by Gentlelovely 1
Gentlelovely Posted April 7 Posted April 7 (edited) On 4/4/2026 at 2:05 PM, BiterBit said: I generally agree about the fact that I'm spending so much time and work on refining and reshaping this project for anyone to use the mod, that it would really be a shame to not share it to anyone who wants to try these versions of it, especially because when I make changes, I really do that for anyone to enjoy and not only for what I'd like to see different! I also edit and trace the code I edit so that anyone can eventually rely on my modifications if they want or implement them in their code as well! I actually also like a lot what Katie introduced to Kinky World, especially bringing female dynamics and hygiene to the gameplay, that are really fun to experience even if you're a guy, and opens the mod to a greater public, for greater immersion. What I did notice instead, was that there wasn't still an option to really customize your experience. For example, in the actual code, there's no option to actually disable menstrual cycle or to just disable fertility: so if you don't like that mechanic you're forced to always see "Fertile Period" moodlet on your female Sims or periodic notifications/behaviours related to period. Every option in the mod has its own tuning and toggle and personally, I would really want to introduce one, for anyone to choose how they want to play! Same as I did for player input controls. I actually managed (as of now) to reshape a whole new menu for Pregnancy & Menstrual Cycle, clearly not "modifying" what Katie did in any way, just to add more controls for anyone to choose their playstile. I'm also sure that a lot of people currently enjoy what Katie did and I appreciate it personally! I would love to participate to the project with more people, especially because (at least for now) I don't really know how animations work and how easily can they "marry" to the code, but I really plan to make this mod more stable, open, tunable and mostly balanced! And personally, I would also like to reshape the name or the features themselves that some settings bring, because it's very unclear and can be confusing for users (like "pregnancy disabled = false"??), inducing them to tune the mod in the wrong way. So that's a primary step, because if you introduce new content to a messy mod you delay more work for later 🙏 Let's just remember that with current autonomy, even on high, Sims can currently die because they don't always choose to eat or sleep... Let's just see, until then, how much stability I can manage to bring and in the meantime, thanks again for your appreciation and feedback!! I also love the female dynamics and hygiene aspects Katie added. They're some of my favorite parts! I adore realism in a game, and that's as real as real can get. I'm a woman, and trust me, Katie definitely made the fertility and menstrual part true to life, but I also agree it needs a toggle so those that don't enjoy it can turn it off like other features that would offend. I'm so glad you're trying to stabilize the game before adding new stuff. It's sorely needed and appreciated. If you're ever able to get it stabilized to the point where you were comfortable adding new features, and are open to suggestion or request, I'd love to see more kinky traits, specifically some that added an attraction for a Dom or sub. I love Dom/sub relationships in the sims. Kinkyworld has the dynamic, but I'd love to have a more fleshed out and defined Dom and sub relationship dynamic with sexual and non-sexual interactions and moodlets for the relationship. For example, serving a meal to a Dom sub gives the sub sim a happy buff or or a Dom receiving a satisfied buff after getting a massage from a sub. I guess I'm look for more slice of life effects of a sub and Dom living together that's effected by both sex and/or relationship. I don't know how difficult something like that would be, but I figure it can't hurt to throw in suggestions and see what sticks When I can be bothered to boot up the dumpster fire that is Sims 4, I often use Kritical's Dream's of Surrender mod for an indepth Dom/sub, but it tends to lack the romantic side of Dom/sub imo, so I'll also use Ella Noir's Flirty Fetishes for the softer parts of the dynamic. Wish I could combine both, lol. One can be too detached and only about sex, while the other tends to be too soft and not enough about sex. Anywho, those are the things I'm silently wishing for in the background. Whatever you decide to do, I'm excited for it! D Also, thank you for wanting to clarify the settings because the way some things are written leave me so CONFUSED on how to tune things to my liking or what settings do what! Edited April 7 by Gentlelovely 1
BiterBit Posted April 7 Author Posted April 7 (edited) 30 minutes ago, Gentlelovely said: I also love the female dynamics and hygiene aspects Katie added. They're some of my favorite parts! I adore realism in a game, and that's as real as real can get. I'm a woman, and trust me, Katie definitely made the fertility and menstrual part true to life, but I also agree it needs a toggle so those that don't enjoy it can turn it off like other features that would offend. I'm so glad you're trying to stabilize the game before adding new stuff. It's sorely needed and appreciated. If you're ever able to get it stabilized to the point where you were comfortable adding new features, and are open to suggestion or request, I'd love to see more kinky traits, specifically some that added an attraction for a Dom or sub. I love Dom/sub relationships in the sims. Kinkyworld has the dynamic, but I'd love to have a more fleshed out and defined Dom and sub relationship dynamic with sexual and non-sexual interactions and moodlets for the relationship. For example, serving a meal to a Dom sub gives the sub sim a happy buff or or a Dom receiving a satisfied buff after getting a massage from a sub. I guess I'm look for more slice of life effects of a sub and Dom living together that's effected by both sex and/or relationship. I don't know how difficult something like that would be, but I figure it can't hurt to throw in suggestions and see what sticks When I can be bothered to boot up the dumpster fire that is Sims 4, I often use Kritical's Dream's of Surrender mod for an indepth Dom/sub, but it tends to lack the romantic side of Dom/sub imo, so I'll also use Ella Noir's Flirty Fetishes for the softer parts of the dynamic. Wish I could combine both, lol. One can be too detached and only about sex, while the other tends to be too soft and not enough about sex. Anywho, those are the things I'm silently wishing for in the background. Whatever you decide to do, I'm excited for it! D Also, thank you for wanting to clarify the settings because the way some things are written leave me so CONFUSED on how to tune things to my liking or what settings do what! Thank you very much for your suggestions and feedbacks. I agree completely on the fact that what Katie added was really great, as well as on the fact it needed a toggle, because fertility (and the related moodlets) cannot actually be stopped in any easy way in actual Kinky World builds, as well as menstrual cycle in general, but they are all amazing features as well! And also, I agree completely about Traits and Sims customization in that meaning! I really hope that, after stabilizing the mod further, I can further introduce some more of that And for the settings... Yeah they're highly confusing. Did you know, for example, what the hell "Map tag fertile" is in Settings? I had to disassemble the code to find out 😂 It's literally some kind of superpower the "Loves Sex" trait gives you when a Sims has it. I can't help myself but restyling the whole thing!! I'll try overhauling every Setting menu as much as I can! Edited April 7 by BiterBit
landess Posted April 7 Posted April 7 Nice to see more people enjoying the benefits of the Relativity mod. I understand that part of the challenge the Sims 3 provides 'IF' you want to game it out is the lack of time needed to complete meaningful tasks or objectives. Because I turned off Aging I have all the time I need I thought, until the realization that things can still take so long as to ruin any immersion. A good example was going to a bar and simply ordering a drink. In it's default state, The Sims 3 could eat up an entire evening just trying to get a single drink at a bar because of anything from the bartender trying to be Tom Cruise from 'Cocktail' (I modded that shit out immediately) or another Sim randomly interrupting you waiting for the bartender to finish, forcing you to restart the entire process again. I found this and other things way too annoying to play without Relativity and making time slow down. What about skill progression? While it attempts to tune that, not all are affected so it makes things a bit messy if worried about being more pure. As I have aging turned off, they have all the time in the world to reach high levels or max anything they are learning, so if it happens 'faster' - I care not. I play this game because of Kinky World - it just makes everything more fun because there IS an element of reality. If I get turned down trying to initiate sex - That sets off an internal vibe similar to losing and the desire to succeed. I like that part. Without KW I doubt I would have spent years in CAS refining Sims and designing Sims to either resemble celebrity types or basically become much more unique. I've been doing that so long I tend to also customize NPC's because the only Potatoes I want are on a plate to be eaten. It took me a long time to Update my KW version from the last official Oniki version 409 as I believe in the saying "if it ain't broke . . . ". I eventually did try after enough modified versions were patched beyond their own Beta Status as we all want KW to do more - like life has to offer. So now I'm keeping an eye on this to see what additions might be of interest to me. While the extra tuning is always welcome, My particular settings make a lot of that unnecessary to me as well as a slew of NRaas and ModTheSims packages which help to beat the EA version into submission. When I saw there was some tuning to help the game deal with autonomous interaction choices causing Sims to wait 'forever' instead of just moving on with their 'lives' - it very much caught my eye as that has become my biggest complaint which makes an appearance in my earlier mention of being interrupted while waiting on a drink. The game has a serious problem either allowing a Sim to continue and complete an action/interaction they are presently engaged in - or have queued up, or as mentioned - waiting forever to begin one they themselves have queued up when after a few 'ticks', they should just drop it and do something else. BTW my Relativity setting is 9. I find that gives the game enough time in a day to feel more natural. Thanks for reading. Spoiler 3
BiterBit Posted April 7 Author Posted April 7 (edited) 54 minutes ago, landess said: Nice to see more people enjoying the benefits of the Relativity mod. I understand that part of the challenge the Sims 3 provides 'IF' you want to game it out is the lack of time needed to complete meaningful tasks or objectives. Because I turned off Aging I have all the time I need I thought, until the realization that things can still take so long as to ruin any immersion. A good example was going to a bar and simply ordering a drink. In it's default state, The Sims 3 could eat up an entire evening just trying to get a single drink at a bar because of anything from the bartender trying to be Tom Cruise from 'Cocktail' (I modded that shit out immediately) or another Sim randomly interrupting you waiting for the bartender to finish, forcing you to restart the entire process again. I found this and other things way too annoying to play without Relativity and making time slow down. What about skill progression? While it attempts to tune that, not all are affected so it makes things a bit messy if worried about being more pure. As I have aging turned off, they have all the time in the world to reach high levels or max anything they are learning, so if it happens 'faster' - I care not. I play this game because of Kinky World - it just makes everything more fun because there IS an element of reality. If I get turned down trying to initiate sex - That sets off an internal vibe similar to losing and the desire to succeed. I like that part. Without KW I doubt I would have spent years in CAS refining Sims and designing Sims to either resemble celebrity types or basically become much more unique. I've been doing that so long I tend to also customize NPC's because the only Potatoes I want are on a plate to be eaten. It took me a long time to Update my KW version from the last official Oniki version 409 as I believe in the saying "if it ain't broke . . . ". I eventually did try after enough modified versions were patched beyond their own Beta Status as we all want KW to do more - like life has to offer. So now I'm keeping an eye on this to see what additions might be of interest to me. While the extra tuning is always welcome, My particular settings make a lot of that unnecessary to me as well as a slew of NRaas and ModTheSims packages which help to beat the EA version into submission. When I saw there was some tuning to help the game deal with autonomous interaction choices causing Sims to wait 'forever' instead of just moving on with their 'lives' - it very much caught my eye as that has become my biggest complaint which makes an appearance in my earlier mention of being interrupted while waiting on a drink. The game has a serious problem either allowing a Sim to continue and complete an action/interaction they are presently engaged in - or have queued up, or as mentioned - waiting forever to begin one they themselves have queued up when after a few 'ticks', they should just drop it and do something else. BTW my Relativity setting is 9. I find that gives the game enough time in a day to feel more natural. Thanks for reading. Reveal hidden contents Hi landess and thank you very much for commenting! I actually agree with many of the things you said here. Nraas Relativity is one of the mods I kinda looked for almost instantly after installing The Sims 3, and everytime I played it. Because like you say, it's otherwise almost impossible to do barely anything with default time lasting. Also, exactly like you, I as well keep aging OFF in Sims 3, because I like to enjoy natural flow of time before deciding my Sims have to get old!! For everything else, I really get you about keeping KW at a version you like, many do the same thing and it's definitely understandable. Eventually, if you decide to try one of my builds, just let me know what you think! They clearly DO NOT bring new content (because that's a credit to anyone who came before me), but most likely bring in some more clarity and player control gating, all described in details in the main post. In next 445 build I'm working on, I'm also working on autonomy. Basic KW at the moment tends to forget about Sims basic needs and idle state in a LOT of situations, and I had to implement safety fixes to autonomy logic for pool swimming (they would swim to death in a lot of scenarios), moodlet logic for needs to be taken care of, and something more. But it won't be an EA fixing of what EA did "wrongly", because KW runs its default autonomy override on EA, and that's a mess in the actual state already... What I did was pretty "basic" and took me two entire days to study it and then apply it But at least I'm redoing the idle manager, so Sims won't stay standing there looking at the walls now! I also overhauled the Pregnancy & Menstrual Cycle submenu and I'm trying to understand how to also bring more clarity and simplicity in the whole Settings menu as well (if I can/manage to). I was very happy to share in the first place, an update where players could finally avoid the NPC logic with Sims control now, without relying on setting "Low" on the autonomy value, and I started working from there! I've been a Kinky player for years, and for a long time I've suffered in the first place that KW would have not introduced a difference between NPC logic and Household Sims logic. Thanks again for participating! Edited April 7 by BiterBit 1
BiterBit Posted April 8 Author Posted April 8 (edited) Little updates: Things are going GREAT. I managed to (apparently) finish the whole "safety fix" for Sims that now, autonomously, survive in any basic situation, in pools, and for basic/fatigue need, not only when mod is Enabled, but in any possible scenario. It's been a work that lasted for DAYS considering how difficult the autonomy injected system is and I'm gonna share an "autonomy investigation" document too that helped me dive into the whole process and analysis. I'm also bringing a lot new settings to enhance gameplay again on different sides, especially in relations to arousal and as said to the pregnancy menu, and I overhauled the ENTIRE Settings menu that now has better navigation and clearer labels. I'm thinking about bringing some light features to Kinky World as well, importing them from ReFiner too, like "Set Needs" and some other things that might be useful in general gameplay, and reorganizing the Interaction Pie Menu as well that right now is a little mess for regular everyday use. EDIT: I also managed to overhaul the pie menu for click interactions that was an actual mess. So now "Kinky World..." menu and "Debug..." menu (when active) has categories and makes actual sense!! 😂 ALSO!!: - Fixed the join master requirement for Household Sims like @mrph pointed out: now every selectable (household) Sim has ALWAYS join permission to invite other Sims. And I'm also taking a look at every other bug/mismatch he pointed out in previous comments on this post - Fixed the strange behaviour that started when HyperHorny was present (that @mrph pointed out as well), and apparently it was only for female Sims. Now it's global (so gender free), but more importantly, from legacy code could only RARELY be triggered honestly (I never managed to) but now there's a new toggle to avoid that "force action" in Settings > Sex now so that buffs/moodlets only acts on an autonomy "score" level like for aroused, horny, etc. - Fixed a CRITICAL BUG that was there since ages, where two female Sims COULD NOT interact in a romantic way in the majority of scenarios (and in some cases, even heterosexual scenarios), because of a wrong gating added in code for teens. Now, FINALLY, Sims are again allowed to flirt, kiss or whatever EA allowed in the "Romantic..." bucket!!!!! I'm refining the last things, checking it out as a whole and I'm posting it!! P.S.: It's really likely that the first 445 build will come out completely in English, not only because in most languages the mod is pretty much hardcoded strings everywhere, but also because I really went refining a lot of stuff previously in 444/443, and now in 445 as well, in relation to dialogs and other elements. But I'll also spend some more time after publishing, to translate the most stuff that I can in every other language, for what's intended in my time and resources. Love you all Edited April 9 by BiterBit 2
elixdude Posted April 10 Posted April 10 (edited) I really enjoyed what you did with the KW, but can I request for "Masturbate to All Four" to be available for males as well? I would love if some stuffs that restricted only for female available for male if possible. Thank you Edited April 10 by elixdude 2
BiterBit Posted April 10 Author Posted April 10 (edited) 9 hours ago, elixdude said: I really enjoyed what you did with the KW, but can I request for "Masturbate to All Four" to be available for males as well? I would love if some stuffs that restricted only for female available for male if possible. Thank you I'll be sure to check it out today and let you know EDIT: I investigated a little about this, and found out things I really didn't like in the way they are designed today: "Masturbate on all fours" is already available for males, but it's "hidden", in the meaning of: if you want your male Sim to practice it and be available in the pie menu, you have to have "Submissive" e "LoveBigCock" traits, that not only are in two different "traits menu" (one is CAS menu and the other is "additional kinky trait" menu), but Kinky World DOES NOT offer a way to change these traits once chosen. In any way. Even if you use other mods (like ReFiner or Nraas mods) to change CAS traits, "LoveBigCock" or any additional kinky trait (the popup ones that appear in the Skills Sim menu) ARE NOT editable once chosen. This definitely needs a review, I never liked traits to be "mixed" in two different menus and creating such issues. So: at the moment Masturbate on All Fours is available for male Sims that have those 2 traits, and one of them is NOT changable once chosen sadly. And I also noticed that my previous setting "Household Sims always accept player inputs" FORGOT to add self interactions to this, so it's still an interaction that follows NPC logic ("No, it's not that inspiring right now"). In build 445 I will add the following things to my actual work: - A new toggle in Settings to bypass the traits required for male Sims to be able to masturbate on all fours (designed also to not break any eventual further logic, but working) - Player control inputs will clearly include this masturbation option, as well as any other self interaction - Presumably a NEW way to change your Sims traits (ALL OF THEM) - Potentially an overhauling of the whole "trait" menus because it's really strange and akward that KW mixes its traits in two different UIs and that at the moment this follows 2 different channels, by design, but I want to do that in a way that still feels natural EDIT 2: I've found a good design way to CONSULT traits of known Sims from relationships panel pie menu and classic interaction pie menu (click on Sim), also valid to change traits. This is going to be huge if everything works out as expected. Stay tuned Edited April 10 by BiterBit 1
mrph Posted April 10 Posted April 10 Hi. I started a new game and have a few questions. 1. Or am I misunderstanding the settings? "Household Sims always accept player inputs" - should this mean that the "Consent to Sex" request rule is in effect on the home lot? If so, then there are no consents. What am I doing wrong? 2. Sometimes a Sim will have sex with another Sim without any questions or hesitation, without asking the player. 3. Jealousy during Romantic interactions is very selective - the husband doesn't react to kissing (except for "Kiss Shyly"), but he does react to flirting and similar interactions. He doesn't end the relationship, only expresses disappointment. When the husband caught his wife having sex with her lover, there was also no reaction - he simply left. 4. Pregnancy occurs instantly if sex occurred during the fertile period (with a moodlet) - the game no longer gives time to take birth control pills or other actions. Just pregnant right away and that's it. 5. "Interrupt NPC interactions when needed" - when enabled, the game sometimes freezes. Could this be due to the global interaction of this setting? If so, is it possible to limit it to just the active Sim's current lot? I haven't used incest yet. Please look into what might be causing this. 1
BiterBit Posted April 10 Author Posted April 10 (edited) 2 hours ago, mrph said: Hi. I started a new game and have a few questions. 1. Or am I misunderstanding the settings? "Household Sims always accept player inputs" - should this mean that the "Consent to Sex" request rule is in effect on the home lot? If so, then there are no consents. What am I doing wrong? 2. Sometimes a Sim will have sex with another Sim without any questions or hesitation, without asking the player. 3. Jealousy during Romantic interactions is very selective - the husband doesn't react to kissing (except for "Kiss Shyly"), but he does react to flirting and similar interactions. He doesn't end the relationship, only expresses disappointment. When the husband caught his wife having sex with her lover, there was also no reaction - he simply left. 4. Pregnancy occurs instantly if sex occurred during the fertile period (with a moodlet) - the game no longer gives time to take birth control pills or other actions. Just pregnant right away and that's it. 5. "Interrupt NPC interactions when needed" - when enabled, the game sometimes freezes. Could this be due to the global interaction of this setting? If so, is it possible to limit it to just the active Sim's current lot? I haven't used incest yet. Please look into what might be causing this. Hi mrph! I'll answer by numbers for clarity: 1) "Household Sims always accept player inputs" is a setting that changes how inputs are given to your Household Sims, it does not alter the consent logic for who receive woohoo requests. It means that now, exactly like in the base game, if you select from pie menu "Ask to WooHoo" to any Sim, your current active Sim will follow your input instead of following an NPC logic and giving back the notification "No, I don't want to do that". Who is receiving the request (any Sim, including inactive households) will still follow their own logic and behaviour to accept or reject your request. The only exception to this is that you can enable the 2 further settings "Household Sims always receive a prompt to accept" and "Force the prompt in any possible Household situation" so that for the first, anytime your Household Sims receive a request to WooHoo (from NPCs and not by player inputs) they will show you a prompt to accept, and for the second, it will still show the prompt if you manually inputed the first Household Sim to request WooHoo to the second inactive Sim. Any of these features alter the acceptance logic when is meant to be there. 2) I don't really know what this could be. At the moment, if you enable "Household Sims always receive a prompt to accept", if an NPC asks to any of your Household Sim to WooHoo, they will always force a prompt so that you can accept or reject the request, even for inactive ones. But if your Sim (current or inactive) is autonomously proposing to WooHoo to anyone, you don't get a prompt to accept or reject, because that's not a feature (at least yet) because it's an autonomous action like any other action. As of now, you can only enable the options provided in point 1 of my answers to customize your gameplay. 3) About Jealousy: I did not edit any part of that code and Kinky World has its own way to manage jealousy. For many reasons. The first is that Kinky World code changes "internal values" EA reads related to romantic actions, making them look a little "friendlier" actions most of the times and in any case they don't produce the same result that EA does. So that's a main reason why a cheating does mostly trigger disappointment or just LTR drops. One second reason is that in "Settings" > "Global Settings" > "Jealousy" you can find several levels of "Kinky World intended jealousy" that triggers or do not triggers certain sequences or certain behaviours depening on the value you chose. For example, "High" Jealousy could trigger a potential fight in witness and "None" could just allow your Sim to ask to other Sims about WooHooing even if they're married, or your Sim is married. So, basically, some specific actions have been rewrote entirely to have low severity in game (like Kiss, Flirt, etc) while other actions still completely go through EA channels and gatings, like "Kiss Shyly". It means that Kiss Shyly triggers the maximum amount of jealousy you would see in EA vanilla game, while Kiss or Flirt typically would not. Sadly, as I said, Kinky World rewrite and re-import its own set of actions, so the one you are performing are mostly KW actions and not EA actions. This will probably be more clear in build 445, because I managed to reimport EA actions back (that weren't available anymore especially between female Sims) and now, in their menus, are doubles and cannot be merged (I still haven't found a way). This is something I really don't like, but to really fix this problem, some actions would need to be deleted from KW code to be restored as EA actions, and that's a huge work to do (but I'm planning it). Concluding: if you have Kinky World installed, as of now, jealousy will not be the normal jealousy, at least not in 444 v.0.8.7, even at "High" setting. 4) I can confirm what you say about "Instant Pregnancy". I did not edit this part either in 444 (despite I did it in 445, for enhancing some aspects) and the time window you have to "intercept" the conception is really really small after WooHooing, almost unexistant. This was a logic already present in build 442 or previous ones, whenever this feature was introduces and/or refined. "Taking a pill" is not meant (right now) to be a "day after" pill, but only a prevention pill to take around a day before, to cover your entire 24 hours after, from getting pregnant. Once the womb intercepts the sperm through WooHoo, female Sims will get pregnant almost instantly and you have no actual way to stop it easily, except the Hospital at a certain point, or disabling any pregnancy option in Settings and then re-enabling it. In build 445 I already implemented fertility as a separate aspect you can toggle, but still there's no "gameplay logic" flow to stop the conception. I can definitely look into that more before publishing, anyway, so that the pill can have a separate logic if you take it in the range of 24 hours from conception, or something like that. It's a good idea for the next build. 5) It's a little unlikely that "Interrupt NPC actions when needed" is causing a freeze, because it's only related to "activeSim > NPC" actions (manual interrupt) and in some cases to "Household > Household" autonomous actions, but there is a rare possibility for how I implemented the current action canceling. So thanks for bringing that up, even if might be totally unrelated. I can surely convert this feature to a lighter canceling comparing to how it's actually implemented, and if it works properly I'll keep it lighter for sure. Also, a "current lot" option can surely be added as well, but if you're having freezes it's unlikely that it would change that much. Did you actually tried to disable it and saw any difference? Let me know more about this and I'll try it as well. In the meantime, try intercepting specific moments/events you get while your game freezes and I can surely look into that more with more details! And also keep in mind that, for example, when you click on a random Sim, the game already takes some microseconds to process the click, because Kinky World adds to the click like 50 interactions compared to basic EAs, and that's calculated for every click you do on a Sim. This can hardly be changed (and I'm still investigating for a fix to the issue). Sadly KW is a very heavy mod (especially for the autonomy system that goes along with EA autonomy) and that's probably not gonna change for actual design, but that's the reason why I thought about rewriting the whole mod for a lighter version (with very low loads on CPU). Point is that it requires a lot of time and resources to do that (that I don't always have). I hope I answered your doubts! EDIT: I just realized, thanks to your report, that the mod is FULL, IS PLENTY of logging features that keeps bombing the code while you play even if NO LOG is actually written. No need to say that I'm working on a centralized feature to turn off EVERY LOGGING while gaming for end users, so that hopefully the mod will get really really lighter. I'm going to keep everyone posted about this. Edited April 10 by BiterBit 1
mrph Posted April 10 Posted April 10 @BiterBit Hi. You've cleared things up a lot, thank you. Indeed, I misunderstood the meanings of some settings and their descriptions. I'll continue to delve deeper into the gameplay with the current version of the mod. Thank you for your work! 1
BiterBit Posted April 10 Author Posted April 10 (edited) POLL/SURVEY I'm proposing a general poll/survey here about an important matter. Traits. I'm working on a version of Kinky World, that above everything else that has been listed until now, aspires to merge up any kind of Kinky Trait into one only kind, in one menu. Today, Kinky Traits are logically separated (in a confused way IMO), in CAS Kinky Traits (that you can edit in CAS + CAS mods) and "Additional Kinky Traits", the ones you usually add on your Sims at your first world load (save loaded) and that you usually cannot edit further in time. My idea is creating a unique backend with EVERY possible Kinky Trait, that won't be in the CAS anymore (mixing up with vanilla traits), but will be managed exclusively by Kinky World, in a unique list, that you can edit and consult everytime, maintaining the same logic and behaviours that Kinky Traits today provide to your Sims. Pros: - Kinky Traits will be editable whenever, visible whenever, in and from the same menu, and all of them will be printed on the right of the Skill menu (max 5) where today only additional traits are actually displayed - Adding further traits from modders and passionate users will be easier in the future, because there will be only 1 source of truth for traits, easily editable, and a unique menu for all of them - There would be a unique interaction and menu for consulting every known traits of other Sims, that will not differ between "CAS" or "Additional", they will all be kinky and follow the actual logic and differences that are already implemented - Vanilla Traits for Sims will be back fully available (max 5 for adults) and will not be mixed with Kinky Traits in the relationship panel, nor in genetic rolls in your saves - Every Sim will actually have 10 traits total, with 5 vanilla traits and 5 kinky traits at your choice Cons: - Custom Kinky Traits would not be in CAS anymore - You wouldn't directly see Kinky Traits when hovering your mouse on Sims portraits in STCs and Relationship Panes, but they would be discoverable in the classic way (through sociality, talking etc.) and consultable through a new click interaction, that would be available from the relationship pane and from the click on a Sim as well - General "visibility" EA offers with CAS injection would be a little less present, considering that to see and edit traits, you would click on a Sim and then go to "Kinky Traits" to consult (or edit) them Here's a snapshot of the project (at the moment only for additional traits and not for CAS traits) : What would yall think about this kind of migration? Would you be happy to see every kinky trait unified in one main UI that is reserved to Kinky World and doesn't alter vanilla CAS, but maintain the same logic and creativity? Or would you stick to actual configuration, but fixing whereas you could at least edit the additional traits, while the CAS traits would be only editable with other mods, like Nraas mods, ReFiner and so on (or simple cheats)? Thanks to anybody who will answer! Edited April 11 by BiterBit 2
elixdude Posted April 11 Posted April 11 Yeah I would prefer if the KW trait separated from CAS trait tbh. 2
spauldo Posted April 11 Posted April 11 (edited) I don't really consider the attraction traits as "traits," really. Especially since they don't do much - they're not tied in with the regular attraction system in the game. Given that an adult only gets five traits (barring university, social groups, etc.), I wouldn't want to burn any on one of those. I think the problem here is that they're called "traits" but they're not really traits. They're really just preferences. Keeping preferences separate from traits makes a lot more sense to me - it's not like your favorite food is a trait. Then there's the automatic traits like dogbreeder and the like. They're also not real traits and get thrown in with lifetime rewards, IIRC. I kinda like those as they are because they're added through gameplay - I don't really want those to be selectable since it makes you have to work for those. There's a few actual traits that get added through gameplay, like incestual. I like those as they are, although I wonder if anyone has issues with having too many traits. I seem to remember that Sims 3 doesn't behave well when you have more traits than you should, but I've never seen the consequences of that. Maybe someone else knows about it. If you want to make some sort of way to edit the attraction traits, I'm certainly not opposed to it, but I don't think they should be treated as real traits. In fact, I'd rename them to something else (preferences?) just to minimize confusion. Edit: You want a real challenge, try making the attraction traits (and the rest of KW) tie in with the regular Sims 3 attraction system. It's so annoying when you get the little hearts notification and then when you try to tease them you're told "I don't find them attractive." Edit 2: Bah, I skimmed your post, my brain lit up, and I wrote all that before going back and reading your post thoroughly. Sorry, I don't normally do that - I just got too wrapped up in my thoughts. Yes, separating KW traits from regular traits is probably a good idea, but I'd still leave out the LTR type traits and the attraction traits. I'd say only give the option to select two KW traits (from the ones that are real traits now) and then let others be added via gameplay. Edited April 11 by spauldo 3
mrph Posted April 11 Posted April 11 Hi! I support the idea of reworking the KW trait system. Their impact on gameplay needs to be carefully considered and refined. Pretty pictures aren't enough. Separating KW traits from in-game traits is long overdue, as KW traits should only influence mod interactions. For example, a lover of big breasts, upon seeing a woman with bare breasts or in a revealing outfit, should become extremely aroused and begin to show interest in the breasted figure or their partner. The same applies to other traits. At the same time, it would be nice to add/change other traits that influence a Sim's very existence. For example, cuckold or submissive. Dominance and submission are also not fully addressed. Along with player choice, you could try creating ready-made presets. For example, a horny person, or an anal lover, or a seductress of other people's husbands. You can come up with as many options as you need. When you select a preset, the corresponding KW traits are automatically added, which will influence the Sim. So, either the player chooses the traits themselves or uses a preset. The hardest part, in my opinion, is creating a system of Sim behavior based on the chosen traits. I don't know if that's even possible. 2
BiterBit Posted April 12 Author Posted April 12 (edited) Hey guys, thank you all for your detailed answers. I've not been very well in the last two days, so it was the main reason for my absence. Your feedbacks were really precious, and helped me build the actual new system for traits: - Kinky Traits (CAS + Preferences + Rewards) will be unified and separated from CAS traits, and all available/visible in the Skill tab where the preference/additional traits were before, so that Kinky World actively manages its own kind of traits - You will have a max of 5 Kinky Traits per Sim, choosable at world load (like now) or anytime through spending 5000 LTR points during your playthrough - You will be able to discover other Sims Kinky Traits through sociality (like it was) but also Investigating them spending 500 LTR points during your playthrough - Reward Traits will still be Reward/Special Traits, so you will NOT be able to chose those traits autonomously in any menu, you can only unlock them. Once you unlock them, they will be visible in your "Change Kinky Traits" menu, like @spauldo wisely suggested and to maintain coherence and fun to the mod - Traits will be differenciated in the UI with a "Type" declaration, spacing between "Core", "Preference" and "Reward" type of trait, also like @spauldo suggested (and in some way, like vanilla TS3 already does with vanilla traits, some of them are actual preferences) - I'm looking into mod files because some traits still do not have any description, like @mrph pointed out, like Submissive, Dominant and a few others, adding feature where missing, and planning for the future to implement further behaviours if possible. Some of the traits do not still have a thumbnail also, so I'm trying to overhaul all traits how I can - If a reward trait gets added by the mod but you already have 5 traits (as expected) a popup menu will ask you if you want to replace in that moment the unlocked trait or if you want to do that later, maintaining unlocked in your list of choosable traits - If you choose an incompatible trait with one of the traits you already have, a popup will appear telling you which trait is compatible with one you already acquired/chosen. This will free any CAS and any Simology "invasive" side of KW (migrating everything in the Skill tab), allowing you to manage your Kinky Traits separately and at any time without touching vanilla flows for the CAS. And in the meantime, thank you all for participating to the survey! Edited April 12 by BiterBit 2
jankass239 Posted April 12 Posted April 12 (edited) I get this constant spam of kw error_logs (despite the game and the mod working fine). All of them say "get bool: setting not found: debug interaction logging" basically. KWErrorLog_Export_8470F008.txt Edited April 12 by jankass239
BiterBit Posted April 12 Author Posted April 12 (edited) 22 hours ago, jankass239 said: I get this constant spam of kw error_logs (despite the game and the mod working fine). All of them say "get bool: setting not found: debug interaction logging" basically. KWErrorLog_Export_8470F008.txt 32.16 kB · 0 downloads Hi jankass239 and thank you for your report. While KWErroLog is a kind of debug logging that correctly logs errors, this spam is indeed anomalous. I had a look at the file content you attached and realized something important: it's reporting that Debug Interaction Logging, a new feature introduced in 443+, has a key not resolved in migration <444 so it generates those error. I already fixed this issue for build 445 (thank you for letting me know), but in the meantime, please, just go to "Settings" > "Miscellaneous" and disable every kind of logging you find (False/Disabled). This not only solves your issue for the file spamming, but also make your save and playthrough load and run in a lighter way because the debugger aren't writing on disk. EDIT: I also implemented a new feature in 445 that completely disables the buffer for loggings that used to write stuff in memory while you played, even when no file was produced. This is a huge performance gain in loading times and gameplay smoothness! Edited April 13 by BiterBit 2
ptsdfromhome Posted April 14 Posted April 14 I just wanted to say I've read all of the thread so far and I'm glad someone has taken the initiative to fix some stuff. It's great seeing your contributions to the mod and I hope you'll get to do more with it in the future! I just have one (hopefully) small request. The mod as it is tends to create lag. for me It's not extreme but it does make my game lag a little bit more. I'm not sure if your version has this issue, it's just that it's always been like this for me with the other versions. So, if you can do anything about this, I'd be glad to see it fixed 1
BiterBit Posted April 14 Author Posted April 14 (edited) 1 hour ago, ptsdfromhome said: I just wanted to say I've read all of the thread so far and I'm glad someone has taken the initiative to fix some stuff. It's great seeing your contributions to the mod and I hope you'll get to do more with it in the future! I just have one (hopefully) small request. The mod as it is tends to create lag. for me It's not extreme but it does make my game lag a little bit more. I'm not sure if your version has this issue, it's just that it's always been like this for me with the other versions. So, if you can do anything about this, I'd be glad to see it fixed Hi dude and thank you very much for your feedback and support. I'm very well aware that Kinky World is a heavy mod in general and that usually creates lags and freezes (in general, not only in relation to my builds) and that's the reason why in Build 445 I worked on a separate layer for performance. While there are some things that cannot be avoided (because this mod uses a lot of heavy features in general) for sure there are specific features that can be disabled producing very nice gains on performances. In build 445 you'll have, inside "Miscellaneous", a single toggle to disable EVERY kind of buffering the mod used to do in the past to write events in memory even when no file was produced. This means that for builds on builds in time, we have been used to logging features in memory that were distributed across like 900 callback points into the code (I've seen it myself) that constantly accelerated/occupied the buffer. With this toggle OFF, they will all be put to sleep, they do nothing. In my personal experience and testings, this feature helped a lot (really a lot) not only in general smoothness, but also in loading times for your save when you select it. I'm generally working on performance sides in 445 and I also implemented a separated caching feature that was missing that, as it is, speeds up the loading times of your saves, and avoiding producing click interactions where they are not needed, or removing some unused feature: everything that, to sum it up, was a performance loss. And more is to come. As a little spoiler, I also added a "First Person" Camera Mode that was an attempt to bring first person into woohoo sequences. Sadly the head positioning is different for every animation and it's therefore impossible to get it to the next level, but it's still fun to have (it uses Phone camera API that are in TS3) Aside from that, 445 should fix a lot of general lagginess and issues that were distributed across previous builds. It's almost ready!! Edited April 14 by BiterBit 3
SarshSimsChronicles Posted April 15 Posted April 15 Im havig a issue with your KW build... When I get the popup menu for choose 3 kinky traits it gives me this and theres no option to change it. But at the same time I cannot have my sims interact with one another, im unsure if its a conflicting mod or what... I do have a darkened UI and I did delete it but no fix, I tried to rid of some mods too and nothing
BiterBit Posted April 15 Author Posted April 15 6 hours ago, SarshSimsChronicles said: Im havig a issue with your KW build... When I get the popup menu for choose 3 kinky traits it gives me this and theres no option to change it. But at the same time I cannot have my sims interact with one another, im unsure if its a conflicting mod or what... I do have a darkened UI and I did delete it but no fix, I tried to rid of some mods too and nothing Hi Sarsh and thank you for commenting! It's very likely that this is a conflict with other mods, because in builds 443 and 444 I did not edit any of the code related to traits, especially the popup dialog that starts at wordload, asking you to add them! This is probably caused by other mods, possibly the darker UI itself (as per the tables) and especially if it brings its own tables! Keep also in mind I usually test my builds for something like 50 hours before releasing them 🤣 In any case try removing some mods, deleting scriptCache.package for every mod removed, and see if anything changes!
Oestrogen Posted April 15 Posted April 15 Thanks again for making this, I just tried it out today! What is immediately noticeable to me is that the game's initial start up loading screen (such as this) now takes longer to get through? Like, doubling the amount of time? It's also the same with Katie's build, too; though it doesn't happen with JVSmith's build 440. 1
BiterBit Posted April 15 Author Posted April 15 (edited) Guys. Build 445 v0.8.8 is finally out. Have a look at it and please, be patient with me if something is still not perfect. I worked very hard to enhance every aspect of this mod and new version, I invested hours and hours in doing this by myself (also testing) to bring this piece to light. Have a backup of your save if you're unsure about trying this new version, because a lot of aspects are different. Every single (important) detail is the main post, at the bottom, in a section reserved to 445! Please, delete your scriptCache.package when updating!! Use this thread to report me anything you feel like you want to report. Thanks to everyone!! Edited April 15 by BiterBit 1
BiterBit Posted April 15 Author Posted April 15 (edited) 46 minutes ago, Oestrogen said: Thanks again for making this, I just tried it out today! What is immediately noticeable to me is that the game's initial start up loading screen (such as this) now takes longer to get through? Like, doubling the amount of time? It's also the same with Katie's build, too; though it doesn't happen with JVSmith's build 440. Hi Oestrogen! Yeah it's likely. Through the advancement of builds, a lot of content has been added, with the code being touched by many people, so the mod is generally heavier. The main loading you posted specifically is generally related to EPs and base game file loadings so it's a little less related to the mod itself, but can surely be influenced by it. Just mind that if you added any kind of EP (like buying new expansions) it's normal that times can get longer. Please try giving a chance to build 445, because there's several features I added for perfomances and loading times, and tell me if anything is different in your scenarios! Also remember to disable the Global Buffer as soon as you enter any of your save (letting it Disabled when you save). Edited April 15 by BiterBit 1
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