BiterBit Posted June 19 Author Posted June 19 5 hours ago, Dustercoat0321 said: Hi This is 451 korean file ONIKI_KinkyMod.package 7.17 MB · 1 download Thanks Dustercoat, I've imported your new Korean strings into 451 and re-published the strings. Not only that, I also included the 2 missing strings that @ptsdfromhome pointed out, and translated them in every possible language (at my best): Oniki.KinkyMod.NakedBroadcaster.ReactionFeedback_Attracted_FullyNaked3 Oniki.KinkyMod.NakedBroadcaster.ReactionFeedback_FullyNaked4
BiterBit Posted June 19 Author Posted June 19 (edited) 3 hours ago, ptsdfromhome said: 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! script errors.zip 3.72 kB · 1 download Hi ptsd and thank you very much for your report. I've put into text the 2 missing STBLs that were missing from the mod and translated them in every language You can update the mod with the one in the fresh ZIP so it should be solved. About the ScriptErrors: it's confirmed that KinkySleep has some kind of problems (still) having a fragile code and design, but from this specific errors the "exact" point where code breaks is not a 100% clear. Despite that, I made some analysis in the code and found out 2-3 "hot" spots where a patch could solve the issue you are experiencing and that I'm not capable of reproducing. I'll send a message to you in a way you can try out the patched version before I eventually release the full build, to understand if I'm right or wrong, as soon as the patch is ready. I hope that's ok! EDIT: Actually, if anyone wants to try out the EA Autonomy toggle before I release the actual build on this post, let me know, I can send it through private messages! I just want to avoid a public release before it's actually fully ready, but your potential feedbacks in a beta test would be great! Edited June 19 by BiterBit
elixdude Posted June 20 Posted June 20 4 hours ago, BiterBit said: EDIT: Actually, if anyone wants to try out the EA Autonomy toggle before I release the actual build on this post, let me know, I can send it through private messages! I just want to avoid a public release before it's actually fully ready, but your potential feedbacks in a beta test would be great! I don't mind to try the beta test 1
BiterBit Posted June 20 Author Posted June 20 (edited) 7 hours ago, elixdude said: I don't mind to try the beta test Please download it from here Before I update the main post. It's of course still unfinished and it's an experimental version (but should work properly and safely). Actually, anyone can download it! Many things are still untranslated from English and I would recommend, after updating, to save on a different save name for a backup. Lately I patched the MailCarrier to support EA's autonomy as well, so if you can give any useful feedback, that's great! The new toggle is inside Miscellaneous. Best thing is to play with EA's autonomy for a while to understand if everything works well! Edited June 20 by BiterBit 5
elixdude Posted June 20 Posted June 20 Not sure if this is helpful or not but seems no difference with usual KW when I enabled the EA autonomy (Tried in one full sim day) 1
BiterBit Posted June 20 Author Posted June 20 (edited) 15 minutes ago, elixdude said: Not sure if this is helpful or not but seems no difference with usual KW when I enabled the EA autonomy (Tried in one full sim day) If you also proceeded to save & reload like the popup says, I would say this is great and that it's exactly the point of the modification! Most players shouldn't notice the difference (because it's still autonomy) but there's no load on CPU for maintaining a separate autonomy and in a subtle way you could notice Sims do slightly different things compared to KW autonomy. In any case I guess it proves that KW never needed a separate manager 😃 It's pretty great! Let me know if it keeps working correctly! It's something to typically test in the long run, so if you keep that enabled for some time, it would be great as a test Edited June 20 by BiterBit 1
meikas Posted June 20 Posted June 20 (edited) thank you! i'm so happy to see it's still being worked on! i've waited way too long to try this mod and i'm hooked XD also while i'm here... im looking for a moodlet of ''happiness'' (call it as you wish) for male sims orgasm possibly that would lasts a couple of hours (and stackable like the female one)? and maybe more cums per session (i like my participating sim to be somwhat covered..) XD ... would that be possible in the future ? (and maybe a way for lover sims to be aroused(or just notice) the butplugged partner) i know i may be asking for a lot... sorry! Edited June 20 by meikas 1
BiterBit Posted June 20 Author Posted June 20 1 hour ago, GGStar4000 said: How do female sims get dogbreeder now? I was about to tell you: "the same way it happened before", but then I went checking out how it worked before, considering I never touched any of the ZooLover mechanism, and I think I've found a bug: if (partner.Species == Horse) Add HorseBreeder; else if (partner.Species == Horse) Add DogBreeder; So the code tries adding "DogBreeder" but check on a horse is repeated twice and I don't know since many builds it has been like that. I believe that with this code setting, DogBreeder is not naturally achievable anymore unless you apply it manually through "Kinky Traits Debug Mode" in Miscellaneous. I will patch this in 452! 1
BiterBit Posted June 20 Author Posted June 20 2 minutes ago, meikas said: thank you! i'm so happy to see it's still being worked on! i've waited way too long to try this mod and i'm hooked XD also while i'm here... im looking for a moodlet of ''happiness'' (call it as you wish) for male sims orgasm possibly that would lasts a couple of hours (and stackable like the female one)? and maybe more cums per session (i like my participating sim to be somwhat covered..) XD ... would that be possible in the future ? Hey meikas! Since many builds ago, for male Sims orgasms have been added as well, even if female Sims can achieve 2 variants of orgasm. Male orgasms should be enabled by default, but in any case they are in "Sex & Animations" > "Sex Gameplay Mechanics". Male orgasm use one of the icons already provided for female orgasms (reddish emoji) and it lasts about 2 hours and adds +20 mood. As far as I know, female orgasms are not stackable but you are probably referring to creampie. Penis creampie has been enhanced as well with this new settings, so it should be more frequent! Despite this, keep in mind that creampie moodlet (for both genders) are not added at every stage and have some requirements. I'm not sure if this feature will be enhanced soon comparing to how it is today! 1
meikas Posted June 20 Posted June 20 (edited) Oooh! so sorry to bother!... in male/female sex ventures ? I've never seen it.,.. maybe im doing it wrong XD (they just happy they had sex; like when it ends for a few mins... ) or maybe i'm using a old version? ... thank you sooo much!! ! i'll check further!! - EDIT- i'm back! finally got this new update to install and run a few min... i just can't say how much i'm impressed by this! its amazing; thank you so much for all the hard work! those poor naked sims will never know how much you did for them but they'll surely enjoy it XD Edited June 20 by meikas Whoaaw 1
Zhaiel Posted June 20 Posted June 20 On 6/17/2026 at 5:23 AM, BiterBit said: 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. Thanks for clarifying! I don't have many suggestions, but I'd like to ask you a few questions about your game, and about future Refiner updates: -Do you experience stuck sims in your game? If you do, how to do spot them? In my case, Overwatch just lets me know when that happens, so I just spot the sim and reset them. I used to play with the stuck check auto-reset option, but it breaks sex animations. -Is there any chance that vehicles causes lag in large worlds? Again, Overwatch has an option to clean up vehicles, which I think it prevents of having those problems, but I could be wrong. -Have you considered adding some function related to Careers? (Assigning jobs to NPC, changing level, job performance, etc) I don't like to have many jobless sims in my worlds, so I use Mastercontroller to change that. -Do you think it'd be possible to modify relationships (level, type, etc)? -Have you considered adding Moodlets? Sometimes I use Mastercontroller to add some of my favorite moodlets to make my game a little bit more chaotic. Honestly, I think replacing some of those functions might be difficult, but perhaps there's a way to add some of them to your mod. Anyway, I'm just curious about what are you planning to do next, now that KW has been fixed. 1
elixdude Posted June 21 Posted June 21 17 hours ago, BiterBit said: If you also proceeded to save & reload like the popup says, I would say this is great and that it's exactly the point of the modification! Most players shouldn't notice the difference (because it's still autonomy) but there's no load on CPU for maintaining a separate autonomy and in a subtle way you could notice Sims do slightly different things compared to KW autonomy. In any case I guess it proves that KW never needed a separate manager 😃 It's pretty great! Let me know if it keeps working correctly! It's something to typically test in the long run, so if you keep that enabled for some time, it would be great as a test Actually I noticed weird behavior on the mailman, not sure if this is because of KW or not but he insisted to swim at my house after putting mail like this. 1
BiterBit Posted June 21 Author Posted June 21 (edited) 7 hours ago, elixdude said: Actually I noticed weird behavior on the mailman, not sure if this is because of KW or not but he insisted to swim at my house after putting mail like this. This is very interesting. It is possible that in the test build I've published in the comment, the socials that are pushed as a continuation for the mail carrier don't have the appropriate context (in the KW autonomy there's just "Chitchat" interaction pushed in a loop from 7 am to 12 pm 😂 ) I will look into this and let you know! EDIT: Yeah, it's confirmed. MailCarrier is built upon a logic that gives the NPC full autonomy (both KW and EA) but in KW autonomy actions pushed as continuation are very restricted, so you typically don't notice this. With EA autonomy instead, without a strict set of actions, the mail carrier acts completely autonomously and does what he wants (considering KWMailCarrierSituation applies a full autonomy to this NPC). Patch I'm implementing is giving the mail carrier a specific Situation to perform, so that both in KW or EA autonomy it doesn't act "freely" but behaves as similarly as it can to a normal mail carrier. I'll keep you posted! Edited June 21 by BiterBit 2
BiterBit Posted June 21 Author Posted June 21 (edited) 11 hours ago, Zhaiel said: Thanks for clarifying! I don't have many suggestions, but I'd like to ask you a few questions about your game, and about future Refiner updates: -Do you experience stuck sims in your game? If you do, how to do spot them? In my case, Overwatch just lets me know when that happens, so I just spot the sim and reset them. I used to play with the stuck check auto-reset option, but it breaks sex animations. -Is there any chance that vehicles causes lag in large worlds? Again, Overwatch has an option to clean up vehicles, which I think it prevents of having those problems, but I could be wrong. -Have you considered adding some function related to Careers? (Assigning jobs to NPC, changing level, job performance, etc) I don't like to have many jobless sims in my worlds, so I use Mastercontroller to change that. -Do you think it'd be possible to modify relationships (level, type, etc)? -Have you considered adding Moodlets? Sometimes I use Mastercontroller to add some of my favorite moodlets to make my game a little bit more chaotic. Honestly, I think replacing some of those functions might be difficult, but perhaps there's a way to add some of them to your mod. Anyway, I'm just curious about what are you planning to do next, now that KW has been fixed. To be honest Zhaiel, everything you listed in this comment is a valid reason to install Nraas mods (and as always, I would never unrecommend such masterpieces). But in my experience, I never needed any of that: - I typically never experience stuck Sims, playing in Bridgeport, Sunset Valley and Isla Paradiso, unless rare scenarios I manage with ReFiner (for example, impossible routings on IP) - Vehicles in large words do generate lags indeed, but in my experience never in an extreme way it brought to download a mod for that (despite it's excelent, like Nraas Traffic) - I have never thought about editing Sims careers manually, nor for NPCs and nor for Household Sims, but again, this is my "vanilla play style", so Mastercontroller or Register is great for that! - Editing relationships, yes, but only in a basic way and from household Sims, so in ReFiner you can find "Edit LTR Level" from your active Sim to a destination Sim. But again, that's very "vanilla" compared to what Nraas mods can do - I've never even considered adding/removing specific moodlets in my gameplays, so in the most "requesting" scenarios I've just used testing cheats to remove them Every one of these things can be implemented in a new mod or in ReFiner, but unless specific necessities it would be pointless, considering Nraas mods already do all of this things and clearly they do that better than me, at least since I've never tried that. Knowing what I had to do for Isla Paradiso (routings, lags, caves), Mermaids and a lot of other difficult things, including Kinky World as well, gave me some kind of "good energy" to know that nothing is impossible, but that doesn't mean ReFiner could ever "replace entirely" other known Nraas mods, that are exceptional and used all around the world since many years. The reality is that I've built ReFiner, and I edited Kinky World, following pretty much an ideology like: "I want to tune up my game for basic and needed things, but without having 100 mods in my list". But this doesn't mean ReFiner can satisfy every player's needs or that it can replace entire Nraas mods. What I thought is that many Nraas mods are pretty heavy, and invasive, but they are designed to be like that and that's nothing wrong with it. I love mods and modding, but my line of thinking is that mods should keep a game as light as possible: that's why a mod like ReFiner that can do basically 1000 different things, is still lightweight and with a lot of toggles. I tried to apply this ideology to Kinky World as well, as much as I could! Edited June 21 by BiterBit 1
makaryk Posted June 21 Posted June 21 Oniki's Kinky World Build 451 v0.9.7 - LoversLab Edition Po zainstalowaniu nowego kinky, po uruchomieniu gry, nie chce dokonać upgrade, przez co nie mam w ogóle kinkyworld w grze. Dlaczego? Przed zainstalowaniem k451 usunąłem stare pliki oraz scripts
BiterBit Posted June 21 Author Posted June 21 3 hours ago, makaryk said: Oniki's Kinky World Build 451 v0.9.7 - LoversLab Edition Po zainstalowaniu nowego kinky, po uruchomieniu gry, nie chce dokonać upgrade, przez co nie mam w ogóle kinkyworld w grze. Dlaczego? Przed zainstalowaniem k451 usunąłem stare pliki oraz scripts Hi makaryk. You're not seeing the updated mod because it's possible that you have double files somewhere. In Windows, try opening the Mods > Packages folder and with the Search feature try looking for any "ONIKI_*" named file. Delete every single one of them, folders included, and then just paste the entire folder from the ZIP without modifying it (only MULTI or FULL-EN folder). This should work (after deleting scriptCache)
BiterBit Posted June 22 Author Posted June 22 (edited) On 6/21/2026 at 5:23 AM, elixdude said: Actually I noticed weird behavior on the mailman, not sure if this is because of KW or not but he insisted to swim at my house after putting mail like this. Hey @elixdude. I went and patched the "exagerated free autonomy" for mail carriers along with many other things, including barefoot/undress shoes in settings that wasn't working properly with FeetNaked flags and something else related to KW Services that someone reported to me, that was causing the permanent deletion of EA pre-made service Sims in every world/city as soon as the mod is started on a save. LoversLab now has a new container for KW Services so it has a more organized menu. Also, "Interactions Tuning" has been moved into a new container in Miscellaneous, for the same logic ("Interaction Settings" - that contains other related stuff), and it has been refactored to support a "Resolved name": that menu is very useful, but usually untouched by players because it was uncomprehensible without a proper translation for interactions. It allows to set some autonomous action to false, so that Sims won't use it (for example: "Talk about prostitution"). So you'll find something else that is different. You can find here this further beta version. In case anyone else is trying it, let me know what you think. It's not official yet because I'm still working on it, but should work as intended, despite being indeed experimental so it's best to just save in a new save file when using it. NOTE: The free will issue apparently seemed only related to mail carrier because of specific parameters. Pizza delivery has also been added (it was always true/enabled without a toggle) and Maid was patched because it was commented, so the toggle in theory did actually nothing in LoversLab settings. NOTE 2: If you have any issue with normal toilet used from males while standing, or scriptErrors of any kind, let me know. I'm finding an issue I never encountered before that look related to Kinky_toilet and I'm still investigating about it. NOTE 3: CRAZY. I went looking down to the core why I was receiving ScriptErrors and Sims freezing on toilet, and I discovered that Kinky_toilet state machine inside ONIKI_Anims was actually bugged, or better, missing the putDown -> Exit transition that instead EA has in its base game files. This was causing the fact that sometime, probably in rare scenarios, peeing while standing for males couldn't find an actual exit in the state machine and they stayed freezed for sime times. I had to study how JAZZ files work, download Smooth Jazz from Mod The Sims, that is also completely broken, decompile it and use its features to update the Kinky_toilet state machine. CRAZY!!! But now it works perfectly!!!! NOTE 4: I updated the link to the file with the corrected beta version!! Edited June 23 by BiterBit 3
elixdude Posted June 23 Posted June 23 10 hours ago, BiterBit said: Hey @elixdude. I went and patched the "exagerated free autonomy" for mail carriers along with many other things, including barefoot/undress shoes in settings that wasn't working properly with FeetNaked flags and something else related to KW Services that someone reported to me, that was causing the permanent deletion of EA pre-made service Sims in every world/city as soon as the mod is started on a save. LoversLab now has a new container for KW Services so it has a more organized menu. Also, "Interactions Tuning" has been moved into a new container in Miscellaneous, for the same logic ("Interaction Settings" - that contains other related stuff), and it has been refactored to support a "Resolved name": that menu is very useful, but usually untouched by players because it was uncomprehensible without a proper translation for interactions. It allows to set some autonomous action to false, so that Sims won't use it (for example: "Talk about prostitution"). So you'll find something else that is different. You can find here this further beta version. In case anyone else is trying it, let me know what you think. It's not official yet because I'm still working on it, but should work as intended, despite being indeed experimental so it's best to just save in a new save file when using it. NOTE: The free will issue apparently seemed only related to mail carrier because of specific parameters. Pizza delivery has also been added (it was always true/enabled without a toggle) and Maid was patched because it was commented, so the toggle in theory did actually nothing in LoversLab settings. NOTE 2: If you have any issue with normal toilet used from males while standing, or scriptErrors of any kind, let me know. I'm finding an issue I never encountered before that look related to Kinky_toilet and I'm still investigating about it. NOTE 3: CRAZY. I went looking down to the core why I was receiving ScriptErrors and Sims freezing on toilet, and I discovered that Kinky_toilet state machine inside ONIKI_Anims was actually bugged, or better, missing the putDown -> Exit transition that instead EA has in its base game files. This was causing the fact that sometime, probably in rare scenarios, peeing while standing for males couldn't find an actual exit in the state machine and they stayed freezed for sime times. I had to study how JAZZ files work, download Smooth Jazz from Mod The Sims, that is also completely broken, decompile it and use its features to update the Kinky_toilet state machine. CRAZY!!! But now it works perfectly!!!! NOTE 4: I updated the link to the file with the corrected beta version!! Thank you for the update BiterBit, I'll give a try for some full sims day to check again 1
EvanBuckley Posted June 23 Posted June 23 Hey @BiterBit! It's me again. I’m testing the beta version of KW, and now I’m actually playing with the mod as well. I noticed that there are a few incorrect lines in the translation, so I’m currently fixing them and will send the updated version soon, including the new lines that have been added. Some of the things I’m also fixing are the capitalization of certain words, so the translation matches the style used in the original game. Those little details bother me-I guess I’m a bit of a perfectionist. 😅 1
BiterBit Posted June 23 Author Posted June 23 (edited) 7 minutes ago, EvanBuckley said: Hey @BiterBit! It's me again. I’m testing the beta version of KW, and now I’m actually playing with the mod as well. I noticed that there are a few incorrect lines in the translation, so I’m currently fixing them and will send the updated version soon, including the new lines that have been added. Some of the things I’m also fixing are the capitalization of certain words, so the translation matches the style used in the original game. Those little details bother me-I guess I’m a bit of a perfectionist. 😅 Yeah, for sure What you see now in beta version is just my attempt at best to translate what I could and many things are also untranslated, so if you want to share translations I will definitely import them and lastly use them for definitive build release Be sure to use the latest beta for translations! I added micro patching to KW NPCs CelebrityManager but there are no new strings if I recall correctly, anyway Edited June 23 by BiterBit 2
EvanBuckley Posted June 24 Posted June 24 19 hours ago, BiterBit said: Yeah, for sure What you see now in beta version is just my attempt at best to translate what I could and many things are also untranslated, so if you want to share translations I will definitely import them and lastly use them for definitive build release Be sure to use the latest beta for translations! I added micro patching to KW NPCs CelebrityManager but there are no new strings if I recall correctly, anyway No, I mean the translation of the lines I worked on. 😆 I’m also checking in-game which lines need to be corrected in the settings for each category. Some of them don’t have an STBL key available for translation, such as the Story Progression options. I believe I’ll have it finished by this weekend. I’m not sure when you’re planning to release the stable version of 452, but please let me know if you add any more lines. 1
BiterBit Posted June 24 Author Posted June 24 19 minutes ago, EvanBuckley said: No, I mean the translation of the lines I worked on. 😆 I’m also checking in-game which lines need to be corrected in the settings for each category. Some of them don’t have an STBL key available for translation, such as the Story Progression options. I believe I’ll have it finished by this weekend. I’m not sure when you’re planning to release the stable version of 452, but please let me know if you add any more lines. Don't worry, there's no rush for that I don't plan to release it that quick, and in any case, I can always update the public files no matter what, so take your time if you want to adjust them!
BiterBit Posted June 24 Author Posted June 24 (edited) 5 hours ago, FeenSims said: Can someone please tell me how to get rid of the damn water taxis? Afterwards, she got out of the water and disappeared halfway across the map just to sit on the ground somewhere and do homework. I've encountered a few script errors. I'm playing with the Beta 5 build 452. Die Sims 3_2.zip 8.01 kB · 1 download Die Sims 3.zip 5.86 kB · 1 download ScriptErrors you encountered define a lack in Kraken Code that doesn't properly manage the interruption of the animation/interaction: considering you probably tried to interrupt the attacks by resetting Sims given interactions are not deletable, those errors are related to that, but they still aren't supposed to produce a ScriptError. I patched this adding a proper interruption management in code for 452. I also saw that for the same Sims, there's usually a cooldown of 12 Sim hours, but in original code this wasn't properly applied correclty, so same Sims could be attacked many times in a short period. I patched this as well: now Kraken should attack only once when it's possible, and then there should be a cooldown of "real" 12 Sim hours. I tested this and it's working fine. Also, this value comes from an XML tunable that's located in ONIKI_KinkyModTuning > Kraken.XML so it's editable via S3PE in case anyone wants to edit that. NOTE: Water taxis and Sims being reset and placed elsewhere is very typical of Isla Paradiso and is related to routings. If you play with whatever mod that "solves routing issues" that's probably the issue, or that's potentially EA doing that. ReFiner has a toggle for fixing lags in Isla Paradiso related to routing, but usually doesn't act on Household Sims nor on Household Sims current lot/placement, only on NPCs. Try enabling "Fix Routing Lags" with ReFiner or, if you have it enabled, try disabling that to see if there's any difference. NOTE 2: As of now, Kraken attacks are considered Rape if you have Rape enabled in Settings > Violence, so moodlets will be negative. If you instead disable Rape, moodlets should in theory be positive instead of negative. This could be changed with a separate toggle, possibly into violence itself, so users can choose how to see those attacks. As of now, it's just recommended you disable Rape if you want to play with Kraken scenarios, until a further patch is made. NOTE 3: Debug interactions work fine, as it has been pointed out multiple times before. I also tried installing the German string version to understand if it's a STBL error, but it isn't: Your issues aren't caused by Kinky World, but possibly by something that is influencing the UI, like a UI overlay or override mod considering your UI is completely white. It may also be some graphic override you may have that is deep in the core and not in Mods folder, like some DXVK tuning or something. There's a 0,1% chance that added GER strings with no match in English strings could cause this issue, but keep in mind you're the only GER user in 3-4 months that reported this. You could try playing with 451 FULL-EN version to understand if you have the same issue. If you still have it with the FULL-EN version, your UI override is causing your issues. Sadly I can't help with that, as stated multiple times, clarifying that such mods/custom content conflicts can't be managed by any Kinky World modder or developer. If you want to play with so many mods including Kinky World, I would recommend completely uninstalling the game in your case, deleting the whole Documents\The Sims 3 and Program Files folders, and reinstalling it back avoiding adding UI overlays and whatever mod and Custom Content is really not "necessary". You've been having a lot of different problems no one has had before, possibly for this reason. By the way, I fixed the cooldown for attacks and ScriptErrors interruptions by resetting Sims, you can find here the latest beta 6. Edited June 24 by BiterBit 1
Clydie Posted June 25 Posted June 25 (edited) Dear @BiterBit Several days I tested now your beta versions. Currently BETA 5. They work very well without problems. Tested on very small worlds with less sims and on larger worlds with many sims. Especially on worlds with many sims it seems to me that I have a notable performance gain. Very nice. But two small tings I would like to bring to your attention : 1. even on a very small world with only one household and 8 sims I often receive the message that the outfitmanager is busy, but in fact there is noting do on outfits except for two sims who like to woohoo. It is no big deal, but I do not understand why the outfitmanager is so busy in such a very small setup 🙂 2. This came up with your ver 451 (and persist on the 452 BETAS too), were you modified the brothel menus which I much like the way you did it. For test I setup a brothel and everything work well so far. But after a shift of an employee (think only whores) ended, the employee get constantly a mod instruction to "start whoring" and lead to that the sim change clothes every second. Think there must be something like a "catch 22" in the code. Mean, the sim are instructed to "start whoring" and in the same moment the code see it is outside of business hours and the sim get instruction to "start whoring" a.s.o. Sorry, my English is not good enough to describe it better, but hope you get the point what I am trying to make. Many thanks for all your skilled work for the KW mod and I am curious about the final version 452. Edited June 25 by Clydie 1
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