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


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Posted
2 hours ago, BiterBit said:

Let me know if this wrong or if you prefer to not include your name

 

The reason I didn't include it is that I used the old translation as a reference and it didn't have the credits, lol. 😆

Posted (edited)
12 minutes ago, EvanBuckley said:

 

The reason I didn't include it is that I used the old translation as a reference and it didn't have the credits, lol. 😆

 

That's great to know :)

 

I updated the ZIP with your renewed strings for POR-BR, also copied to POR-PT, and you're mentioned in credits as well :)

 

I'll take advantage of this same comment to thank @Clydie again for posting the fixed XML version of the package for K69's animations: I referenced the comment inside my main post for Kinky World, at the animations section, so users will know that it's better to download the fixed version!

 

image.png.1bf09e70d757719bc965c575051e84ad.png

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

Thank you for Kinky Traits debug mode, it works.

For brothel situation:

I have 2 sims: one is the brothel manager, other is the brothel employeed as a whore/prostitute. If the employee is on her free time, she can drink potion. If she is in her work time she can't drink potion and the manager also can't throw potion at her.

 

For school potion:

My sim is jobless, and can drink potion as usual. I'm getting my Sim hired as teacher and can't drink potion anymore even in its free time.

Can't drink potion = Drink potion button is still here but disabled in grey and the message is just "not possible to drink it'".

Edit: And I don't use any mod related to potions/alchemy, I just have the DLC Supernatural.

 

I've found the issue, and it's not related to Kinky World directly.

 

This is EA behavior by default: if a Sim has an active role (like Professor, Service, etc.) the use of potions is disabled in the pie menu (inside AlchemyRecipe.CanSimConsumeAlchemyRecipe), with the greyed out tooltip you are seeing:

 

if (target.SimDescription.AssignedRole != null)
{
    Role.RoleType type = target.SimDescription.AssignedRole.Type;
    if (target.SimDescription.AssignedRole.IsActive)
    {
        if (ActiveRolesAllowed == null) return false;
        if (ActiveRolesAllowed.Contains(Role.RoleType.None)) return false;
        if (!ActiveRolesAllowed.Contains(type)) return false;
    }
    ...
}

 

So: any Sim with an active AssignedRole will be rejected by elixirs, unless recipes explicitly whitelist that role type. Normal elixirs like Potent Invigorating likely won't whitelist custom KW roles (clearly). This perfectly applies to "Professor" during a School Situation, because it's an active "Role" that KW assigns, in a similar way to Bouncers and Janitors in Brothel, but not explicitely for Whores and Prostitutes. If you are using a Professor that is also a Whore/Prostitute, it's surely that case, it's an EA design.

 

A potential patch for this would require injecting at the mod startup a runtime patch for whitelisted roles only for this specific case, so it's not very friendly.

 

I may think about it for the future, but as I clarified some days ago, I'm currently not patching KW further at this moment :/

Edited by BiterBit
Posted

Hi, could you add a setting to the pie menu to adjust the animation movement value?I think would make it easy to directly tweak the movement value

Posted (edited)
5 hours ago, Williams000 said:

Hi, could you add a setting to the pie menu to adjust the animation movement value?I think would make it easy to directly tweak the movement value

 

Hi, it's already there, and it also has a keyboard shortcut.

 

If you enable debug mode in Miscellaneous, and if you want, the keyboard shortcuts in the same menu, then:

 

CTRL + Enter = Set move value

Click on a Sim > Kinky World... > Debug... > Move... > Set move value

 

With shortcuts then, you'll be able to do things like:

 

CTRL + Up arrow = Move up

... And so on

 

If I remember correctly there's also the normal "move value" that is not debug, in Kinky > WooHoo > Move during WooHoo acts but I don't remember if that's customizable as well.

Edited by BiterBit
Posted

Thank you so much for updating this mod it's much apprecated


I don't know if anyone is coming across this issue but the passive/active actions (when used on a sleeping sim) aren't triggering any animations for me. I've used older version of this mod (before yours) before and they've worked fine then and I have the relevant animations. I started with a fresh save on a new world etc, I also used only the default settings. I have the player user directed setting enabled. eg Click on the sleeping sim with my cuirrent sim and pick passive oral - my sim will get into bed next to the sleeping sim - the top left tooltip shows it as woohoo instead of sleep. my sim will get into the bed and stay asleep - any of the passive or active option result in the same thing - no moodlets pop up telling me anything has happend which makes me think it's not just about the animations. However If i pick jerk off on sleeping sim then this does work it just appears to the actions associated my sims getting into bed.

 

I'm less fussed about making my sims do these actions but I've also not been seeing it autonomsouly ie I've had a married couple sleeping in bed super horny together and it doesn't trigger the "too horny to sleep" actions either.

Any help, or more info I can provide please let me know. I feel like it must be a setting but I've tried different options so I must be missing something obvious?

Posted (edited)
3 hours ago, riande1984 said:

Thank you so much for updating this mod it's much apprecated


I don't know if anyone is coming across this issue but the passive/active actions (when used on a sleeping sim) aren't triggering any animations for me. I've used older version of this mod (before yours) before and they've worked fine then and I have the relevant animations. I started with a fresh save on a new world etc, I also used only the default settings. I have the player user directed setting enabled. eg Click on the sleeping sim with my cuirrent sim and pick passive oral - my sim will get into bed next to the sleeping sim - the top left tooltip shows it as woohoo instead of sleep. my sim will get into the bed and stay asleep - any of the passive or active option result in the same thing - no moodlets pop up telling me anything has happend which makes me think it's not just about the animations. However If i pick jerk off on sleeping sim then this does work it just appears to the actions associated my sims getting into bed.

 

I'm less fussed about making my sims do these actions but I've also not been seeing it autonomsouly ie I've had a married couple sleeping in bed super horny together and it doesn't trigger the "too horny to sleep" actions either.

Any help, or more info I can provide please let me know. I feel like it must be a setting but I've tried different options so I must be missing something obvious?

 

Hi riande.

 

This looks like a bug, and it's one bug I have encountered before. It has been fixed in a build I don't remember exactly, but if you're seeing it now the bug may still be there even if I hope not. It was originally related to "Dominant/Submissive Relation" toggle in Global Settings > General Gameplay Settings.

 

Since I patched this issue in a build I don't remember exactly, the problem never manifested again (I think for anybody). I also re-tested this with passive oral and other interactions, and they work correctly. The "horny" thing works as well, as long as both Sims masturbated while sleeping autonomously at least 1 time and they keep sleeping while horny or aroused. In that case, they usually start WooHooing.

 

Seeing "WooHoo" in the tooltip is correct by design so it's not a bug. The fact that the loop stops and they keep sleeping but they are actually "stuck" is instead a bug. Unless you perform this while they are about to wake up or with more than half energy bar full: in that case nothing happens, still by design (it's in the code, before my builds).

 

Keep in mind that to work properly, one Sim must be actually sleeping "normally" and over the blankets. Be sure that when you try "passive oral" on the target Sim, that target Sim is actually "sleeping" as a current interaction, and that it's sleeping over the blankets. You can also enable Sims always sleeping over the blankets without being aroused in Global Settings > General Gameplay Settings. In that case, you'll be able to perform "active/passive kinky actions" towards to sleeping Sim, and you should also notice an undressing behavior.

 

To try and solve this, be sure that you are playing on the latest version (451 v.0.9.7) and that you have a correct installation as indicated in the main post, possibly with every file inside the original folder, without distributing them across the whole Mods folder.

 

Also be sure of always deleting scriptCache.package in every scenario and that you haven't multiple file with the same name that starts with ONIKI_*, like ONIKI_Anims.package in different subfolders or something like that.

 

With that said, I think I need more details about your report, such as:

 

- Does this happen with the latest version of the mod?

- Are you using one or many other mods? Which ones?

- Does this happen with every couple or always the same? Does it happen on different saves?

- Does this happen with different ages? Like teen > young adult, or teen > teen?

- Can you specify the gender of the actor Sim which you start "passive oral" with, and the gender of the Sim that is sleeping?

- Do you have any scriptError in your "Documents\Electronic Arts\The Sims 3" folder?

- If you enable KWErrorLog in logging features (along with the global buffer), do you see anything relevant there?

- Is "Dominant/Submissive relation" enabled in your global settings? Enabling/Disabling it changes anything?

 

Whatever you can add to it, I can try helping better.

 

Thanks.

Edited by BiterBit
Posted

Hey, I'm using the latest version of the mod and I keep on getting this script error: 

Spoiler
<ScriptError Version="6" Type="MiniScriptError">
<ExceptionData>Oniki.KinkyMod v0.9.7 (451) System.ArgumentException: The requested value `Tease' was not found ---> System.FormatException: Input string was not in the correct format #0: 0x00017 throw in System.System.Int32:Parse (string,System.Globalization.NumberStyles,System.IFormatProvider) ([6C7BBB00] [7] [6BD10ED8] ) #1: 0x00009 call in System.System.Int32:Parse (string,System.IFormatProvider) ([6C7BBB00] [6BD10ED8] ) #2: 0x0000e call in System.System.Convert:ToInt32 (string,System.IFormatProvider) ([6C7BBB00] [6BD10ED8] ) --- End of inner exception stack trace --- #0: 0x00000 superop in System.System.Enum:Parse (System.Type,string,bool) ([6AF83C60] [6C7BBB00] [1] ) #1: 0x0005c call in Oniki.Gameplay.Oniki.Gameplay.WooHooAction:.ctor (Oniki.Utilities.XMLRow) (6B6CBE70 [8C790ED0] ) #2: 0x001e5 newobj in Oniki.Gameplay.Oniki.Gameplay.WooHooActor:.ctor (Oniki.Utilities.XMLRow) (79F89AA0 [8C7A1540] ) #3: 0x001fa newobj in Oniki.Gameplay.Oniki.Gameplay.WooHooStage:Parse (Oniki.Utilities.XMLEntry) (8CC38A80 [72B4B8D0] ) #4: 0x00158 callvirt in Oniki.Gameplay.Oniki.Gameplay.WooHooStage:Load (System.Xml.XmlDocument,string,Sims3.SimIFace.ResourceKey) ([6B82D060] [7E0B0070] [vt:6AC9833C] ) #5: 0x000f5 call in Oniki.Gameplay.Oniki.Gameplay.WooHooStage:Load (string) ([6D038380] ) #6: 0x0007f call in Oniki.Gameplay.Oniki.Gameplay.WooHooStage:Load () () #7: 0x001f4 call in Oniki.Oniki.Main:Start () () #8: 0x00148 call in Oniki.Oniki.KinkyMod:OnWorldLoadFinishedHandler (object,System.EventArgs) ([6AC788A0] [6AE6A138] ) #9: 0x00000 in System.System.EventHandler:Invoke (object,System.EventArgs) (6AFFC898 [6AC788A0] [6AE6A138] ) #10: 0x00013 callvirt in Sims3.SimIFace.Sims3.SimIFace.World:OnWorldLoadFinished () () </ExceptionData>
</ScriptError>

I just went to the game, loaded an save and updated the mod, then left the game. Could this be an save file issue?

Posted
1 hour ago, FeralFerret said:

Hey, I'm using the latest version of the mod and I keep on getting this script error: 

  Reveal hidden contents
<ScriptError Version="6" Type="MiniScriptError">
<ExceptionData>Oniki.KinkyMod v0.9.7 (451) System.ArgumentException: The requested value `Tease' was not found ---> System.FormatException: Input string was not in the correct format #0: 0x00017 throw in System.System.Int32:Parse (string,System.Globalization.NumberStyles,System.IFormatProvider) ([6C7BBB00] [7] [6BD10ED8] ) #1: 0x00009 call in System.System.Int32:Parse (string,System.IFormatProvider) ([6C7BBB00] [6BD10ED8] ) #2: 0x0000e call in System.System.Convert:ToInt32 (string,System.IFormatProvider) ([6C7BBB00] [6BD10ED8] ) --- End of inner exception stack trace --- #0: 0x00000 superop in System.System.Enum:Parse (System.Type,string,bool) ([6AF83C60] [6C7BBB00] [1] ) #1: 0x0005c call in Oniki.Gameplay.Oniki.Gameplay.WooHooAction:.ctor (Oniki.Utilities.XMLRow) (6B6CBE70 [8C790ED0] ) #2: 0x001e5 newobj in Oniki.Gameplay.Oniki.Gameplay.WooHooActor:.ctor (Oniki.Utilities.XMLRow) (79F89AA0 [8C7A1540] ) #3: 0x001fa newobj in Oniki.Gameplay.Oniki.Gameplay.WooHooStage:Parse (Oniki.Utilities.XMLEntry) (8CC38A80 [72B4B8D0] ) #4: 0x00158 callvirt in Oniki.Gameplay.Oniki.Gameplay.WooHooStage:Load (System.Xml.XmlDocument,string,Sims3.SimIFace.ResourceKey) ([6B82D060] [7E0B0070] [vt:6AC9833C] ) #5: 0x000f5 call in Oniki.Gameplay.Oniki.Gameplay.WooHooStage:Load (string) ([6D038380] ) #6: 0x0007f call in Oniki.Gameplay.Oniki.Gameplay.WooHooStage:Load () () #7: 0x001f4 call in Oniki.Oniki.Main:Start () () #8: 0x00148 call in Oniki.Oniki.KinkyMod:OnWorldLoadFinishedHandler (object,System.EventArgs) ([6AC788A0] [6AE6A138] ) #9: 0x00000 in System.System.EventHandler:Invoke (object,System.EventArgs) (6AFFC898 [6AC788A0] [6AE6A138] ) #10: 0x00013 callvirt in Sims3.SimIFace.Sims3.SimIFace.World:OnWorldLoadFinished () () </ExceptionData>
</ScriptError>

I just went to the game, loaded an save and updated the mod, then left the game. Could this be an save file issue?

 

Hi FeralFerret.

 

This is an issue caused by the fact that you have an animation package (presumably K69 OKW package) that is having a syntax error inside the XML.

 

This has been reported many times and it has been clarified just some comments before yours, you can read the discussion from here.

 

You need to download the fixed package removing the old one, from here.

 

Also remember to delete scriptCache.package when changing any package in the mod folder

Posted
15 minutes ago, BiterBit said:

 

Hi FeralFerret.

 

This is an issue caused by the fact that you have an animation package (presumably K69 OKW package) that is having a syntax error inside the XML.

 

This has been reported many times and it has been clarified just some comments before yours, you can read the discussion from here.

 

You need to download the fixed package removing the old one, from here.

 

Also remember to delete scriptCache.package when changing any package in the mod folder

That fixed it, thank you ^^

Posted (edited)

I'll leave this list of animations here for KW. Biter, you can update the list in the main post later.

[Sims3] Brisbane Australia’s Experimental POV Animations Pack - The Sims 3 - LoversLab


[WIP] TakumiiSakura's Gay Animations for Kinky World and Passion - The Sims 3 - LoversLab

 

[Sims 3] Brisbane Australia’s Chair Animations Sex Pack (has NSFW images) - The Sims 3 - LoversLab

 

[The Sims 3] [Update 29/03/22] Lucas Animations for Kinky World and Passion - The Sims 3 - LoversLab

 

[Sims 3][28/09/2024] MoltenRock KW Animations - The Sims 3 - LoversLab

I have more anims in my game that I can't find anywhere else. I don't know if I can post them here, since I don't own the copyright to them (even while giving due credit).

 

-------- Edit
I found them here and there are more anims that I didn't included here because they don't apply in my gameplay.
Searched for 'animation' in Topics

Edited by EvanBuckley
Posted
17 hours ago, BiterBit said:

 

Hi riande.

 

This looks like a bug, and it's one bug I have encountered before. It has been fixed in a build I don't remember exactly, but if you're seeing it now the bug may still be there even if I hope not. It was originally related to "Dominant/Submissive Relation" toggle in Global Settings > General Gameplay Settings.

 

Since I patched this issue in a build I don't remember exactly, the problem never manifested again (I think for anybody). I also re-tested this with passive oral and other interactions, and they work correctly. The "horny" thing works as well, as long as both Sims masturbated while sleeping autonomously at least 1 time and they keep sleeping while horny or aroused. In that case, they usually start WooHooing.

 

Seeing "WooHoo" in the tooltip is correct by design so it's not a bug. The fact that the loop stops and they keep sleeping but they are actually "stuck" is instead a bug. Unless you perform this while they are about to wake up or with more than half energy bar full: in that case nothing happens, still by design (it's in the code, before my builds).

 

Keep in mind that to work properly, one Sim must be actually sleeping "normally" and over the blankets. Be sure that when you try "passive oral" on the target Sim, that target Sim is actually "sleeping" as a current interaction, and that it's sleeping over the blankets. You can also enable Sims always sleeping over the blankets without being aroused in Global Settings > General Gameplay Settings. In that case, you'll be able to perform "active/passive kinky actions" towards to sleeping Sim, and you should also notice an undressing behavior.

 

To try and solve this, be sure that you are playing on the latest version (451 v.0.9.7) and that you have a correct installation as indicated in the main post, possibly with every file inside the original folder, without distributing them across the whole Mods folder.

 

Also be sure of always deleting scriptCache.package in every scenario and that you haven't multiple file with the same name that starts with ONIKI_*, like ONIKI_Anims.package in different subfolders or something like that.

 

With that said, I think I need more details about your report, such as:

 

- Does this happen with the latest version of the mod?

- Are you using one or many other mods? Which ones?

- Does this happen with every couple or always the same? Does it happen on different saves?

- Does this happen with different ages? Like teen > young adult, or teen > teen?

- Can you specify the gender of the actor Sim which you start "passive oral" with, and the gender of the Sim that is sleeping?

- Do you have any scriptError in your "Documents\Electronic Arts\The Sims 3" folder?

- If you enable KWErrorLog in logging features (along with the global buffer), do you see anything relevant there?

- Is "Dominant/Submissive relation" enabled in your global settings? Enabling/Disabling it changes anything?

 

Whatever you can add to it, I can try helping better.

 

Thanks.

 

Thanks for this, I think I've figured out what's causing it. It's if I have Kinky Dreaming disabled. With Kinky Dreaming enabled options pop up and animations/actions work fine. With Kinky Dreaming disabled - I don't get the kinky options when I click on the sleeping sim. I've tried in on fresh saves, existing saves, between mutliple genders and age groups and different couples. Enabling/Disabling Kinky Dreams seems to be the root cause of why those options go away. Having Kinky Dream enabled also seems to sort the autonomy issue as well.

 

What I will say is that when testing I had to make sure i restarted the sleeping action between switching it on an off eg if i had a sleeping sim in bed and I disabled Kinkydreams in the menu it would still give me the kinky-->passiveoral etc options. However once that sleeping sim/or a new one went to sleep that option was gone. (unless I then turned on kinkydreaming) so to accurately test you need to make sure you wake the sleeping sim up and then send them back to bed or send a different sim to sleep between enabling/disabling or nothing will change (hope that made sense)

 

"Keep in mind that to work properly, one Sim must be actually sleeping "normally" and over the blankets. Be sure that when you try "passive oral" on the target Sim, that target Sim is actually "sleeping" as a current interaction, and that it's sleeping over the blankets. You can also enable Sims always sleeping over the blankets without being aroused in Global Settings > General Gameplay Settings. In that case, you'll be able to perform "active/passive kinky actions" towards to sleeping Sim, and you should also notice an undressing behavior." - Yup I was testing it as well to see if it would work with Nap and it only worked with "Sleep" and I made sure I had my sleeping over blankets always on :) 

 

To help answer below:
 

 Does this happen with the latest version of the mod? - Yes I have the latest version I downloaded yesterday I believe.

 

- Are you using one or many other mods? Which ones?

Yes. Many. I do use the full nraas suite as well - However I don't think there are any conflicts (as much as there can ever be) because toggle kinky dreams on and off appeared to "fix" the issue even with all of my mods.

 

- Does this happen with every couple or always the same? Does it happen on different saves?

- Does this happen with different ages? Like teen > young adult, or teen > teen?

- Can you specify the gender of the actor Sim which you start "passive oral" with, and the gender of the Sim that is sleeping?

Tested it across multiple saves, multiple ages, multiple genders - both with kinky dreams on and off with it working across all of them when kinky dreams was enabled.

 

- Do you have any scriptError in your "Documents\Electronic Arts\The Sims 3" folder?

- If you enable KWErrorLog in logging features (along with the global buffer), do you see anything relevant there?

This is where I fall down I'm afraid, I am hopeless at reading logs, I either turn them off/disable or delete them when I can. I'd kept the global buffer one off per your sgguestion in the main chat.

 

- Is "Dominant/Submissive relation" enabled in your global settings? Enabling/Disabling it changes anything? - It didn't seem to have any conflict with it on or off. But yes when I had Dom/Sub enabled and had kinky dreams enabled I had the options. When I had dom/sub disabled and kinky dreams enabled I had the options.

 

I hope the above has helped find the issue consdering I'm bad with report logs. Again thanks for all your work on this.

Posted (edited)
56 minutes ago, riande1984 said:

 

Thanks for this, I think I've figured out what's causing it. It's if I have Kinky Dreaming disabled. With Kinky Dreaming enabled options pop up and animations/actions work fine. With Kinky Dreaming disabled - I don't get the kinky options when I click on the sleeping sim. I've tried in on fresh saves, existing saves, between mutliple genders and age groups and different couples. Enabling/Disabling Kinky Dreams seems to be the root cause of why those options go away. Having Kinky Dream enabled also seems to sort the autonomy issue as well.

 

What I will say is that when testing I had to make sure i restarted the sleeping action between switching it on an off eg if i had a sleeping sim in bed and I disabled Kinkydreams in the menu it would still give me the kinky-->passiveoral etc options. However once that sleeping sim/or a new one went to sleep that option was gone. (unless I then turned on kinkydreaming) so to accurately test you need to make sure you wake the sleeping sim up and then send them back to bed or send a different sim to sleep between enabling/disabling or nothing will change (hope that made sense)

 

"Keep in mind that to work properly, one Sim must be actually sleeping "normally" and over the blankets. Be sure that when you try "passive oral" on the target Sim, that target Sim is actually "sleeping" as a current interaction, and that it's sleeping over the blankets. You can also enable Sims always sleeping over the blankets without being aroused in Global Settings > General Gameplay Settings. In that case, you'll be able to perform "active/passive kinky actions" towards to sleeping Sim, and you should also notice an undressing behavior." - Yup I was testing it as well to see if it would work with Nap and it only worked with "Sleep" and I made sure I had my sleeping over blankets always on :) 

 

To help answer below:
 

 Does this happen with the latest version of the mod? - Yes I have the latest version I downloaded yesterday I believe.

 

- Are you using one or many other mods? Which ones?

Yes. Many. I do use the full nraas suite as well - However I don't think there are any conflicts (as much as there can ever be) because toggle kinky dreams on and off appeared to "fix" the issue even with all of my mods.

 

- Does this happen with every couple or always the same? Does it happen on different saves?

- Does this happen with different ages? Like teen > young adult, or teen > teen?

- Can you specify the gender of the actor Sim which you start "passive oral" with, and the gender of the Sim that is sleeping?

Tested it across multiple saves, multiple ages, multiple genders - both with kinky dreams on and off with it working across all of them when kinky dreams was enabled.

 

- Do you have any scriptError in your "Documents\Electronic Arts\The Sims 3" folder?

- If you enable KWErrorLog in logging features (along with the global buffer), do you see anything relevant there?

This is where I fall down I'm afraid, I am hopeless at reading logs, I either turn them off/disable or delete them when I can. I'd kept the global buffer one off per your sgguestion in the main chat.

 

- Is "Dominant/Submissive relation" enabled in your global settings? Enabling/Disabling it changes anything? - It didn't seem to have any conflict with it on or off. But yes when I had Dom/Sub enabled and had kinky dreams enabled I had the options. When I had dom/sub disabled and kinky dreams enabled I had the options.

 

I hope the above has helped find the issue consdering I'm bad with report logs. Again thanks for all your work on this.

 

Thank you very much Riande for your detailed report.

 

I will clarify some things.

 

I can confirm that what you are reporting is not an actual "bug", but default behavior (to this day) because WooHooing while Sleeping through KW is a feature that strictly depends from Kinky Dreaming by the code and this never changed in time. Yesterday I must have checked in a distracted way, because I didn't realize it at first.

 

In code, there's a strict gating: the entire mechanics (too horny to sleep + woohoo in sleep) both depends from Kinky Dreaming enabled, especially spontaneous woohoo during sleep that requires both Sims are having dreams, that they're aroused/horny, and that they masturbated at least one time, autonomously, during their sleep.

 

For manual interactions instead, there's another kind of logical problem:

 

if (IsKinky && !mIsWooHooing && !SimTools.IsUnderAge(...))

 

With Kinky Dreaming OFF, "IsKinky" has false value, therefore animations and interactions won't start, even if you may see them because of a "dirty" state in the pie menu after enabling/disabling the options.

 

A potential patch to this would be bypassing the setting for "KinkyDreaming" to enable manual prompted interactions in the Kinky State for sleeping Sims.

 

I definitely noted this up.

 

In the meantime yes, you found out the best solution: keeping that toggle enabled.

 

I'm also thinking that if the reason why you disabled the toggle was related to dream notifications (that may spam a little), that could be hidden as well as potential future patch.

 

So you'd have dreaming mechanics enabled, but no notification to disturb you, therefore enabling both autonomous and manual woohoo during sleep.

 

I'll add, just to finish: when I asked you for any ScriptError was in the attempt of asking you to attach them here so I could have analyzed their content, not to make you analyze the report yourself. But in these cases I'm unsure about a scriptError being produce.

 

Keep also in mind that ScriptError are mod exception, therefore critical errors, and will never follow any buffer or UI setting: they will be always generated anyway by KW and EA's system in the game (and it's ok).

 

In case you eventually find ScriptErrors.XML in your folder (even with buffer disabled), feel free to attach them here.

Edited by BiterBit
Posted (edited)

I also have something to tell you all guys, some kind of little "confession".

 

I said I stopped working on KW for a while, and I actually did in relation to general evolving or taking feedbacks about new features, but there's something I kept on doing for passion and love for this mod.

 

Many things actually.

 

Possibly some of you will remember that some months ago I talked about building a "Kinky World Light" build/version that was completely free of any KWAutonomyManager, therefore any KW induced autonomy, typically reinjected over EA's autonomy that caused all Sims to behave strangely or in any case, behave very far from EA's original autonomy.

 

As I stated in the past as well, it was common to believe that without a KW Autonomy over EA one, many things would have not worked properly, like tease, seduce, ask for woohoo and many other things.

 

Truth is... They keep on working without a KW Autonomy.

 

And in my opinion, they work better, even if I'm on the other side because I hate KW Autonomy as a re-injection, not only for ruining EA's autonomy, but also for being so heavy on your game, CPU, world load, etc.

 

So... Before taking an actual very long break, what I did was trying to merge changes made in Kinky World Light 1.0 inside a potential Kinky World 452.

 

And... I did that successfully, with a new toggle in Miscellaneous I'm still currently testing, that is capable of deleting whatever kind of KW's autonomy, restoring EA's original one for every Sim.

 

This means:

 

- Sims behave a lot more spontaneously and naturally like they do without KW installed (original Sims 3), with various autonomous interactions (including visiting lots, considering I've seen a supermarket populated with 13 different Sims...)

- Heavy load on CPU for managing a second autonomy for 150+ Sims in your world is completely gone

- Many toggle obviosly become almost completely useless like Enhanced Basic Autonomy, Kinky Autonomy Level, Autonomous Go Home

- Many things keep working pretty nicely, like School or Brothel because they DO NOT depend on KW Autonomy Manager but use a forced scheduled behavior

 

... Most importantly:

 

- Considering KW interactions have their own tuning and KW injects its own "WooHoo Need" for Sims, the amazing thing is that EA's autonomy is still proposing typical/normal KW interactions in its normal flow, to Sims autonomy. Like if EA was grabbing options for Sims autonomy in a giant pool of choices, where KW options are inside this validated pool.

 

It's pure magic in my opinion and it's how a light but complex mod should design such complexity: harmony instead of total override.

 

You'll then find that EA's autonomy, while regularly processing Sims, will make any Sim ask others to woohoo, including NPC sims towards your Sims and viceversa, through this system.

 

A lot has still to be tested, but if everything works as expected, this really is a dream of mine that I want to release, because that would be my "ultimate" idea of a Kinky World version, way lighter than today and with the possibility of not having KW Autonomy by default, just by pre-setting the value in an XML through S3PE, despite the toggle is in the UI as well.

 

Along with this, I'm fixing other things as well, for example:

 

- KW has an hardcoded list of recognized animation packages so that you won't need to type them in manually everytime, but this typically works only on a fresh save. If you add 20 packages and you load an already long played save, the detection for packages isn't started. This has already been fixed, meaning that almost nobody should ever need to type in packages by hand, on any save, at least if it falls under the long hardcoded name list.

 

- I also separated Kinky Dreaming "main gate" from the possibility to manually start woohooing in bed, like @riande1984 just suggested and experimented with. And honestly I think I'll implement a toggle to disable Dreams notification that usually keep on spamming, while keeping Kinky Dream enabled for WooHoo during sleep autonomy.

 

- Possibly something else that comes to my mind

 

Aside from normal bug fixing or main/critical errors that will (eventually, potentially) be reported and that will need to be adjusted, this is going to be the main stuff I'll be working on for a 452.

 

As far as I see this, it's huge. At least for me... I love original EA's autonomy.

 

At the same time, I'm working on "Ask to be invited over" as a phone variant version, so that anyone will be able to call Sims from their portrait panel, and ask from there as well, if they can be invited over. But this work will be continued on ReFiner and not in Kinky World, where other new features will be coming as well, like "Disable Inappropriate Behavior", "Edit family funds", and so on.

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

I also have something to tell you all guys, some kind of little "confession".

 

I said I stopped working on KW for a while, and I actually did in relation to general evolving or taking feedbacks about new features, but there's something I kept on doing for passion and love for this mod.

 

Many things actually.

 

Possibly some of you will remember that some months ago I talked about building a "Kinky World Light" build/version that was completely free of any KWAutonomyManager, therefore any KW induced autonomy, typically reinjected over EA's autonomy that caused all Sims to behave strangely or in any case, behave very far from EA's original autonomy.

 

As I stated in the past as well, it was common to believe that without a KW Autonomy over EA one, many things would have not worked properly, like tease, seduce, ask for woohoo and many other things.

 

Truth is... They keep on working without a KW Autonomy.

 

And in my opinion, they work better, even if I'm on the other side because I hate KW Autonomy as a re-injection, not only for ruining EA's autonomy, but also for being so heavy on your game, CPU, world load, etc.

 

So... Before taking an actual very long break, what I did was trying to merge changes made in Kinky World Light 1.0 inside a potential Kinky World 452.

 

And... I did that successfully, with a new toggle in Miscellaneous I'm still currently testing, that is capable of deleting whatever kind of KW's autonomy, restoring EA's original one for every Sim.

 

This means:

 

- Sims behave a lot more spontaneously and naturally like they do without KW installed (original Sims 3), with various autonomous interactions (including visiting lots, considering I've seen a supermarket populated with 13 different Sims...)

- Heavy load on CPU for managing a second autonomy for 150+ Sims in your world is completely gone

- Many toggle obviosly become almost completely useless like Enhanced Basic Autonomy, Kinky Autonomy Level, Autonomous Go Home

- Many things keep working pretty nicely, like School or Brothel because they DO NOT depend on KW Autonomy Manager but use a forced scheduled behavior

 

... Most importantly:

 

- Considering KW interactions have their own tuning and KW injects its own "WooHoo Need" for Sims, the amazing thing is that EA's autonomy is still proposing typical/normal KW interactions in its normal flow, to Sims autonomy. Like if EA was grabbing options for Sims autonomy in a giant pool of choices, where KW options are inside this validated pool.

 

It's pure magic in my opinion and it's how a light but complex mod should design such complexity: harmony instead of total override.

 

You'll then find that EA's autonomy, while regularly processing Sims, will make any Sim ask others to woohoo, including NPC sims towards your Sims and viceversa, through this system.

 

A lot has still to be tested, but if everything works as expected, this really is a dream of mine that I want to release, because that would be my "ultimate" idea of a Kinky World version, way lighter than today and with the possibility of not having KW Autonomy by default, just by pre-setting the value in an XML through S3PE, despite the toggle is in the UI as well.

 

Along with this, I'm fixing other things as well, for example:

 

- KW has an hardcoded list of recognized animation packages so that you won't need to type them in manually everytime, but this typically works only on a fresh save. If you add 20 packages and you load an already long played save, the detection for packages isn't started. This has already been fixed, meaning that almost nobody should ever need to type in packages by hand, on any save, at least if it falls under the long hardcoded name list.

 

- I also separated Kinky Dreaming "main gate" from the possibility to manually start woohooing in bed, like @riande1984 just suggested and experimented with.

 

- Possibly something else that comes to my mind

 

Aside from normal bug fixing or main/critical errors that will (eventually, potentially) be reported and that will need to be adjusted, this is going to be the main stuff I'll be working on for a 452.

 

As far as I see this, it's huge. At least for me... I love original EA's autonomy.

 

At the same time, I'm working on "Ask to be invited over" as a phone variant version, so that anyone will be able to call Sims from their portrait panel, and ask from there as well, if they can be invited over. But this work will be continued on ReFiner and not in Kinky World, where other new features will be coming as well, like "Disable Inappropriate Behavior", "Edit family funds", and so on.

 

...Welcome back I guess lol :D

 

That's a huge achievement you did there! Honestly I can't wait to try the light version just for sake of low CPU usage alone! Best of all luck there!

Edited by elixdude
Posted

Hey @BiterBit! I was wondering if Refiner could potentially replace NRaas mods... I've read that you're not particularly fond of they were coded (I think) and that you usually play without them. Probably because you don't need 'em anyway. 

 

You see, I don't usually experience crashes whenever I'm playing in a custom world, but when I send my sims on vacations I get tons of ScriptError and NPC error logs from NRaas_Traveler. Making almost impossible to play. 

 

I know KW don't usually go hand in hand with NRaas_MasterController or NRaas_Overwatch, but I wonder if my game could benefit from removing those mods away, and using yours instead. I've been playing with NRaas mods for years, even when it would cause some conflicts with KW. But maybe it's time to try a different mod and see how it works. 

 

What are you planning to add in the next update if you don't mind me asking? ^^

Posted
9 hours ago, BiterBit said:

I also have something to tell you all guys, some kind of little "confession".

 

I said I stopped working on KW for a while, and I actually did in relation to general evolving or taking feedbacks about new features, but there's something I kept on doing for passion and love for this mod.

 

Many things actually.

 

Possibly some of you will remember that some months ago I talked about building a "Kinky World Light" build/version that was completely free of any KWAutonomyManager, therefore any KW induced autonomy, typically reinjected over EA's autonomy that caused all Sims to behave strangely or in any case, behave very far from EA's original autonomy.

 

As I stated in the past as well, it was common to believe that without a KW Autonomy over EA one, many things would have not worked properly, like tease, seduce, ask for woohoo and many other things.

 

Truth is... They keep on working without a KW Autonomy.

 

And in my opinion, they work better, even if I'm on the other side because I hate KW Autonomy as a re-injection, not only for ruining EA's autonomy, but also for being so heavy on your game, CPU, world load, etc.

 

So... Before taking an actual very long break, what I did was trying to merge changes made in Kinky World Light 1.0 inside a potential Kinky World 452.

 

And... I did that successfully, with a new toggle in Miscellaneous I'm still currently testing, that is capable of deleting whatever kind of KW's autonomy, restoring EA's original one for every Sim.

 

This means:

 

- Sims behave a lot more spontaneously and naturally like they do without KW installed (original Sims 3), with various autonomous interactions (including visiting lots, considering I've seen a supermarket populated with 13 different Sims...)

- Heavy load on CPU for managing a second autonomy for 150+ Sims in your world is completely gone

- Many toggle obviosly become almost completely useless like Enhanced Basic Autonomy, Kinky Autonomy Level, Autonomous Go Home

- Many things keep working pretty nicely, like School or Brothel because they DO NOT depend on KW Autonomy Manager but use a forced scheduled behavior

 

... Most importantly:

 

- Considering KW interactions have their own tuning and KW injects its own "WooHoo Need" for Sims, the amazing thing is that EA's autonomy is still proposing typical/normal KW interactions in its normal flow, to Sims autonomy. Like if EA was grabbing options for Sims autonomy in a giant pool of choices, where KW options are inside this validated pool.

 

It's pure magic in my opinion and it's how a light but complex mod should design such complexity: harmony instead of total override.

 

You'll then find that EA's autonomy, while regularly processing Sims, will make any Sim ask others to woohoo, including NPC sims towards your Sims and viceversa, through this system.

 

A lot has still to be tested, but if everything works as expected, this really is a dream of mine that I want to release, because that would be my "ultimate" idea of a Kinky World version, way lighter than today and with the possibility of not having KW Autonomy by default, just by pre-setting the value in an XML through S3PE, despite the toggle is in the UI as well.

 

Along with this, I'm fixing other things as well, for example:

 

- KW has an hardcoded list of recognized animation packages so that you won't need to type them in manually everytime, but this typically works only on a fresh save. If you add 20 packages and you load an already long played save, the detection for packages isn't started. This has already been fixed, meaning that almost nobody should ever need to type in packages by hand, on any save, at least if it falls under the long hardcoded name list.

 

- I also separated Kinky Dreaming "main gate" from the possibility to manually start woohooing in bed, like @riande1984 just suggested and experimented with. And honestly I think I'll implement a toggle to disable Dreams notification that usually keep on spamming, while keeping Kinky Dream enabled for WooHoo during sleep autonomy.

 

- Possibly something else that comes to my mind

 

Aside from normal bug fixing or main/critical errors that will (eventually, potentially) be reported and that will need to be adjusted, this is going to be the main stuff I'll be working on for a 452.

 

As far as I see this, it's huge. At least for me... I love original EA's autonomy.

 

At the same time, I'm working on "Ask to be invited over" as a phone variant version, so that anyone will be able to call Sims from their portrait panel, and ask from there as well, if they can be invited over. But this work will be continued on ReFiner and not in Kinky World, where other new features will be coming as well, like "Disable Inappropriate Behavior", "Edit family funds", and so on.

Excited by the prospect of a KW light! Can't wait to see it! 

Posted
On 6/13/2026 at 2:08 AM, BiterBit said:

 

 

In theory, with build 451, the mod shouldn't crash your game because of this, it should just produce an error and propose an invalid category as a "None" and/or skipping the invalid stage. What build are you using right now?

 

 

I can confirm that I was on build 451.

I haven't gotten around to trying to fix it on my end yet, so I have no update on whether I got it working or not. But yes, the crash was occurring on build 451.

Posted
9 hours ago, Zhaiel said:

Hey @BiterBit! I was wondering if Refiner could potentially replace NRaas mods... I've read that you're not particularly fond of they were coded (I think) and that you usually play without them. Probably because you don't need 'em anyway. 

 

You see, I don't usually experience crashes whenever I'm playing in a custom world, but when I send my sims on vacations I get tons of ScriptError and NPC error logs from NRaas_Traveler. Making almost impossible to play. 

 

I know KW don't usually go hand in hand with NRaas_MasterController or NRaas_Overwatch, but I wonder if my game could benefit from removing those mods away, and using yours instead. I've been playing with NRaas mods for years, even when it would cause some conflicts with KW. But maybe it's time to try a different mod and see how it works. 

 

What are you planning to add in the next update if you don't mind me asking? ^^

 

Hi Zhaiel.

 

Thank you for your feedback.

 

It is true: I play with the less number of mods possible, but mostly, this is because the things I need the most are implemented inside ReFiner, and all I care about is usually inside Kinky World itself, especially since I started editing the mod myself.

 

To be honest, the only Nraas mods I play with are Relativity for time management and Master Controller for editing naked bodies when I need it, despite these two things could be integrated inside ReFiner as well in my own way, but they are very huge to "replace" somehow, so I didn't do that yet.

 

As far as it's true that Nraas mods really help solving up specific issues or necessities, every mod you install, especially if it's heavy, has the risk of impacting your performances, your loading times and your game crashes.

 

The few times I've tried (for testing) installing things like story progression, overwatch, errortrap and so on, I not only noticed more lags, freezes and longer loading times, but some kind of spam notifications I really found unconfortable with.

 

What I can tell you is that unless you don't strictly, very strictly need a feature, it's recommended that you just play without a lot of mods, to keep your game as smooth as you can, fast timings and good performances.

 

I don't know why you specifically need Traveler for example (many people uses it for different reasons) but you could just try, one at a time, removing the mods you don't need, that's actually my only suggestion. Especially if, for example, when going on vacation you get a ton of ScriptErrors and NPC error logs that are seemly caused by Traveler itself.

 

ScriptErrors are typically produced by Sims 3 engine itself when something is wrong, and at the same time they are "exceptions" in the code of mods, so when you open those files you are generally able to see which mod or DLL is causing issues.

 

Something that really made me think a lot lately, was that 2 or 3 people reported me in ReFiner's thread that when you live in Bridgeport Sims gets stuck in hidden rooms in front of elevators and Nraas Overwatch typically sends notifications for this, so they asked me to fix it in ReFiner. It's been months already, just playing with ReFiner and Kinky World, I also tried having only ReFiner installed, and I never, not even once, found a Sim stuck in hidden rooms in Bridgeport. I also implemented a detailed logger + notifications myself in ReFiner, and Sims do not get stuck in hidden rooms. It never happened to me, at the point I started thinking how it happens in the first place... You know.

 

My only experiment with travels, by the way, in ReFiner, has been the Travel RAM (where mods typically transports toggles and settings from a world to another) and this could potentially be related to the errors you are seeing, but who knows. The second experiment was the toggle "Enable Into The Future Content For Teens" that is capable of making teens travel alone to Oasis Landing and get back.

 

So the point is that ReFiner is potentially capable of doing anything in the lightest way possible, using today's modern "logic" in code, still getting a lot of insipiration from NRaas mods and Kinky World itself for many things. But right now I'm still not bringing into it "advanced" features like Relativity or Traveler do, because it requires a lot of work and testing.

 

If you have any suggestion, by the way, let me know. ReFiner 2.2 is on the way and it's practically ready.

Posted
19 hours ago, BiterBit said:

 

Thank you very much Riande for your detailed report.

 

I will clarify some things.

 

I can confirm that what you are reporting is not an actual "bug", but default behavior (to this day) because WooHooing while Sleeping through KW is a feature that strictly depends from Kinky Dreaming by the code and this never changed in time. Yesterday I must have checked in a distracted way, because I didn't realize it at first.

 

In code, there's a strict gating: the entire mechanics (too horny to sleep + woohoo in sleep) both depends from Kinky Dreaming enabled, especially spontaneous woohoo during sleep that requires both Sims are having dreams, that they're aroused/horny, and that they masturbated at least one time, autonomously, during their sleep.

 

For manual interactions instead, there's another kind of logical problem:

 

if (IsKinky && !mIsWooHooing && !SimTools.IsUnderAge(...))

 

With Kinky Dreaming OFF, "IsKinky" has false value, therefore animations and interactions won't start, even if you may see them because of a "dirty" state in the pie menu after enabling/disabling the options.

 

A potential patch to this would be bypassing the setting for "KinkyDreaming" to enable manual prompted interactions in the Kinky State for sleeping Sims.

 

I definitely noted this up.

 

In the meantime yes, you found out the best solution: keeping that toggle enabled.

 

I'm also thinking that if the reason why you disabled the toggle was related to dream notifications (that may spam a little), that could be hidden as well as potential future patch.

 

So you'd have dreaming mechanics enabled, but no notification to disturb you, therefore enabling both autonomous and manual woohoo during sleep.

 

I'll add, just to finish: when I asked you for any ScriptError was in the attempt of asking you to attach them here so I could have analyzed their content, not to make you analyze the report yourself. But in these cases I'm unsure about a scriptError being produce.

 

Keep also in mind that ScriptError are mod exception, therefore critical errors, and will never follow any buffer or UI setting: they will be always generated anyway by KW and EA's system in the game (and it's ok).

 

In case you eventually find ScriptErrors.XML in your folder (even with buffer disabled), feel free to attach them here.

 

I'm also thinking that if the reason why you disabled the toggle was related to dream notifications (that may spam a little), that could be hidden as well as potential future patch. - It was 100% this :D 

so I could have analyzed their content, not to make you analyze the report yourself. But in these cases I'm unsure about a scriptError being produce. - and normally I would have proably attached whatever log i could have found but I came to same conclusion as you that it wasn't technically any kind of error and would have been pointless :) 

 

Thanks for the response!

Posted (edited)
6 hours ago, WhoEvenAmI said:

I can confirm that I was on build 451.

I haven't gotten around to trying to fix it on my end yet, so I have no update on whether I got it working or not. But yes, the crash was occurring on build 451.

 

Hi dude.

 

As far as I can think about this, I really think your crashes are generated by two possible things:

 

1) Mod conflicts: this is likely the answer. When you play with a lot of mods, crashes can happen more frequently and sometimes, you don't even get a ScriptError reporting what the issue was. The "Tease" issue does not create a crash, I've tried it myself (installing the "wrong" K69 package) and I didn't get any crash from it, the code is not responsible either. The are so many mods and of different kinds (script, CAS, resources) that the chances of conflicts are very high, potentially leading to a crash.

 

2) Native crashes: the game is full of these. But they are typically caused by graphic issues or by the fact you're using a modern processor that can't handle how the 32 bit game architecture only supports a few cores processor from many years ago. You'll typically solve this with things like Process Lasso, limiting the game to run at 2 physical cores, or installing advanced patches that are available since many years.

 

I play with Kinky World myself and I do that "constantly" since March 2026, so if a crash would be caused by Kinky World I would know (and there would be so many reports beside yours).

 

The crash you are experiencing doesn't come from K69's packages. But if you are experiencing ScriptErrors related to "Tease" not parsed correcly, it means you still have some OKW or KW package related to K69, or potentially another one with the same issue, by the way.

 

What I recommend is testing on whatever save you want, by playing with only Kinky World installed if you can and see if it still crashes.

 

The old "test mods one by one" in this case is the only thing you can do

Edited by BiterBit
Posted

Hi BiterBit,

 

I hope you're doing alright. Judging from the posts in the thread, I see that you have been doing some things with the mod but I can't tell if you're back or not. Regardless, I wanted to tell you three things. They're not requests so don't worry.

  1. About the nudity not being recognized by the game, I actually noticed the opposite today. I enabled the debug interactions to check something completely irrelevant and as I was browsing them I found out that the game does recognize a sim as naked, as long as they're wearing the EA nude tops and bottoms -- my sims even got the "showing his butt" moodlet they usually get from the exhibition skill but they had only switched outfits! KW doesn't seem to recognize any other nude top or bottom (e.g. Cmar's nouveau nudists), just the EA ones.
  2. I think I got a script errors because of missing packs. My sim was in a super-horny state and a few times I'd get a notification telling me he can't sleep due to his horniness. At this point the 3rd speed switched back to the 1st speed but my sim kept sleeping forever, until I reset him with MasterController or Overwatch did it by itself (it seemed to be random). I'm really not sure but I think I'm just missing a required pack (Into the Future maybe?).
  3. I found 2 raw strings having to do with exhibition and being seen fully naked. I could send you screenshots of them if you'd like but it's a minor thing anyway.
Posted (edited)
10 hours ago, ptsdfromhome said:

Hi BiterBit,

 

I hope you're doing alright. Judging from the posts in the thread, I see that you have been doing some things with the mod but I can't tell if you're back or not. Regardless, I wanted to tell you three things. They're not requests so don't worry.

  1. About the nudity not being recognized by the game, I actually noticed the opposite today. I enabled the debug interactions to check something completely irrelevant and as I was browsing them I found out that the game does recognize a sim as naked, as long as they're wearing the EA nude tops and bottoms -- my sims even got the "showing his butt" moodlet they usually get from the exhibition skill but they had only switched outfits! KW doesn't seem to recognize any other nude top or bottom (e.g. Cmar's nouveau nudists), just the EA ones.
  2. I think I got a script errors because of missing packs. My sim was in a super-horny state and a few times I'd get a notification telling me he can't sleep due to his horniness. At this point the 3rd speed switched back to the 1st speed but my sim kept sleeping forever, until I reset him with MasterController or Overwatch did it by itself (it seemed to be random). I'm really not sure but I think I'm just missing a required pack (Into the Future maybe?).
  3. I found 2 raw strings having to do with exhibition and being seen fully naked. I could send you screenshots of them if you'd like but it's a minor thing anyway.

 

Hi ptsd!

 

Very interesting reports and feedback.

 

About point 1, I completely agree, as far as I remember, it was the same thing I discovered in code. Aside rare exceptions, KW nudes and EA nudes are the only ones recognized as such, and by "KW nudes" I indeed mean the top and bottom typically replaced by CMAR with almost the same resource names EA does. KW treats a Sim as "properly nude" when the outfit uses the EA nude top/bottom resource keys (amBottomNude, tmBottomNude, and the other vanilla nude parts KW hardcodes), or in some cases when a CAS part has EA’s naked/revealing category flags. So today there are really a few resources that are capable of being recognized and default EA nude is included.

 

About point 2: to be honest, if you went to sleep with your Sim in a horny state but they got stuck in a "sleeping state" that's a glitch that should not depend from absolutely any pack. I hope you did not delete those ScriptErrors because they could be extra useful. In older builds I noticed this issue as well and apparently it was partially depending from the setting "Dominant/Submissive relation" that was interfering with pie menu and gatings while Sims were sleeping in a "Kinky State". But if you are still experiencing this (stuck while asleep in Kinky Sleeping) in 451 I may have missed something important that needs a patch. Please send me your ScriptErrors if you can, Into The Future is not related to this as well as any specific pack. Also check if you have "Kinky Dreaming" enabled or disabled in LoversLab settings because it helps me understanding more of what you are experiencing.

 

About point 3: whoever designed the naked broadcaster generated something like 250 different strings if I remember correctly, but many of them never ended up into an STBL editor so they remained "raw", like "NakedBroadcaster:Feedback:FullyNaked3" or something. Please attach your screenshot when you'd like to, so I can generate proper keys in STBLs.

 

At this time, I'm not "back" in the meaning of adding full new features on KW, but I'm working on a 452 version that doesn't require KW Autonomy so it's a potentially lighter version (if you enable the toggle) - but clearly, I'm taking advantage of time to eventually fix whatever else needs a fix.

 

Thank you very much for your comment!

Edited by BiterBit
Posted
7 hours ago, BiterBit said:

At this time, I'm not "back" in the meaning of adding full new features on KW, but I'm working on a 452 version that doesn't require KW Autonomy so it's a potentially lighter version (if you enable the toggle) - but clearly, I'm taking advantage of time to eventually fix whatever else needs a fix.

I understand. Thank you for doing this! I'm glad you're not as burned out as to completely abstain from modding.

 

I've attached two screenshots and two script errors (from ErrorTrap). I can't check right now but I remember I got notifications about one of my sims having a kinky dream, so that option must be enabled in the Loverslab settings. Thank you again and I hope you have the easiest time developing 452!

raw string 2.png

raw string 1.png

script errors.zip

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