Dustercoat0321 Posted Tuesday at 08:25 AM Posted Tuesday at 08:25 AM Is it possible to make the 'No Jealousy' trait usable even without the WA (World Adventures) expansion pack?
BiterBit Posted Tuesday at 08:30 AM Author Posted Tuesday at 08:30 AM (edited) 2 hours ago, Dustercoat0321 said: Suggestion: 'No Jealousy' trait in The Sims 3 is currently not working properly. Would it be possible for you to create a functional version within KW (Kinky World)? Specifically, I am looking for a trait that only applies to certain Sims, rather than a global rule that affects everyone. Following my last comment, please have a try on this BETA2 version of ReFiner, always deleting scriptCache.package. It adds a lot of other things since I'm working on it along KW, but among other stuff, you should see a new toggle in ReLover named "Fix No Jealousy and Above Reproach". What it does is: - Patches at runtime the "Accuse of cheating" interaction with PDA visibility for "No Jealousy" trait - Patches at runtime the visibility of relationship level for "Above Reproach", that usually starts/triggers notifications and events like "Some Sims in town are starting to notice that X and Y have some unfinished business.." etc. Let me know! It's very experimental still and I don't know if I'm gonna actually bring it into 2.3. But if it works as expected, in a compatibility mode with Open Relationship (that you can disable safely), I'll add it! 11 minutes ago, Dustercoat0321 said: Is it possible to make the 'No Jealousy' trait usable even without the WA (World Adventures) expansion pack? I think "No Jealousy" is from the base game! EDIT: I was wrong. It is indeed from World Adventures (crazy, I didn't know). Sadly no: you can't use that trait without that EP! Installing the entire EP provides the full features in game for it (thumbnail, logic, XML, some other stuff), and cannot be added otherwise (unless you use Open Relationship or add a Custom Trait that does the equivalent) Even if any mod could add a custom trait or something similar, it's very recommended to buy a key to activate the EP on EA App or Steam for something like 3 dollars 🤣 Edited Tuesday at 08:38 AM by BiterBit 1
Dustercoat0321 Posted Tuesday at 03:24 PM Posted Tuesday at 03:24 PM When I import settings, it shows '0xE3E7A24D8A4F29F5: Failed to import settings!', but the settings are actually imported correctly. Is something wrong?
_45954_ Posted Tuesday at 03:31 PM Posted Tuesday at 03:31 PM 8 hours ago, BiterBit said: I actually had your same doubt like a month ago or so, when I tried Master Controller specifically for having a household family larger than 8. I tried to build a new plumbot but the interaction was greyed out telling me my household family was stuffed (EA) despite I was having the MC toggle on. So I just concluded "it didn't work". Following your question today, I wanted to understand it more clearly, by code, considering I have almost all Nraas Mods decompiled. This is not KW fault/influence: Master Controller has a toggle to "allow overstuffed families" that does not interact directly with the basegame features (adoption, plumbot building, pregnancy, etc.), at least from the code I'm looking at, it just patched some flow to add Sim to a household with an helper, and mainly, that toggle is used by the "Add Sim" or "Pollinate" actions you can find in Master Controller picker menu. This should mean that Master Controller allows you to have more than 8 Sims, but only in a "scripted" way because it doesn't look like it's patching pregnancies, bot building or other EA flows. What I've seen instead, is that KW introduces its own methods of pregnancy (like WooHooer): - Womb.StartPregnancy(...) - Oniki.Gameplay.Pregnancy.Start(...) - Pregnancy.Start(...) - new KinkyPregnancy(female, maleDescription) - female.SimDescription.Pregnancy = pregnancy - CanAddSpeciesToHousehold(...) - mMom.Household.Add(simDescription2) In pure theory, none of these code features call directly a specific limit or number of Sims in your household by EA. It means that if a female Sim is engaged with sperm/womb mechanic (so Kinky World Pregnancy) you should, by default, get your Sims pregnant and able to give birth, if they are fertile in menstrual phase. Without the need of any external mod. Try having fertile female Sims and have unprotected KW WooHoo, in theory a KW Pregnancy should still start. P.S:: Going to Oasis Landing or a random destination doesn't make any difference because the household is still considered as "a whole" through its data Having fertile female sims have unprotected KW WooHoo is exactly what I've been doing to grow the family so far. My problem is that for some reason after the family grew to this size they stopped getting pregnant. 1
BiterBit Posted Tuesday at 04:51 PM Author Posted Tuesday at 04:51 PM (edited) 1 hour ago, Dustercoat0321 said: When I import settings, it shows '0xE3E7A24D8A4F29F5: Failed to import settings!', but the settings are actually imported correctly. Is something wrong? Hi again Duster! Actually, that dialog key is really, really generic. It communicates "Failed to import settings!" but even by the code, Import is not actually failed. It is produced whenever the main process doesn't return a state between Success, Cancelled, NotFound. This means that if every setting has been imported, but one goes through an exception generating a random error, you will still see that "wrong" message. In theory, when this happens, KWErrorLog should actually log the specific key/values that generated one or more errors. Potentially, you could also have ScriptErrors. Please, if you can, try enabling KWErrorLog and reproducing the issue so we can understand what needs to be fixed. I'll try experimenting myself as well to understand what the problem might be. EDIT: It's also important to understand on which build and eventual BETA version you're on, so that I can understand it better. In any case, I think it can be fixed! Edited Tuesday at 04:56 PM by BiterBit
BiterBit Posted Tuesday at 04:53 PM Author Posted Tuesday at 04:53 PM (edited) 1 hour ago, _45954_ said: Having fertile female sims have unprotected KW WooHoo is exactly what I've been doing to grow the family so far. My problem is that for some reason after the family grew to this size they stopped getting pregnant. Ah, yeah, I imagined this. In this case, it could mean that despite KW doesn't actually call or reference any EA mechanic or DLL, the limit for pregnancies might be hardcoded once you reach the limit, by EA itself. To this point, the only thing that comes to my mind, is that you could eventually move some Sims to another lot, have the babies, and then try using Master Controller to move every Sim back to the same lot with "Add Sim" if possible or with the move feature, even if it's already on 8 Sims. If I find time to investigate this, I'll try doing the same thing to understand where the problem is. In any case, I've read online that you'd typically also need the portrait panel mod from Nraas to make that work properly. It is true that KW could implement its own version of this. I'll try having a look at it when I can Edited Tuesday at 04:54 PM by BiterBit 1
Dustercoat0321 Posted Tuesday at 06:10 PM Posted Tuesday at 06:10 PM (edited) 12 hours ago, BiterBit said: Hi again Duster! Actually, that dialog key is really, really generic. It communicates "Failed to import settings!" but even by the code, Import is not actually failed. It is produced whenever the main process doesn't return a state between Success, Cancelled, NotFound. This means that if every setting has been imported, but one goes through an exception generating a random error, you will still see that "wrong" message. In theory, when this happens, KWErrorLog should actually log the specific key/values that generated one or more errors. Potentially, you could also have ScriptErrors. Please, if you can, try enabling KWErrorLog and reproducing the issue so we can understand what needs to be fixed. I'll try experimenting myself as well to understand what the problem might be. EDIT: It's also important to understand on which build and eventual BETA version you're on, so that I can understand it better. In any case, I think it can be fixed! This page contains the following errors: error on line 24 at column 128: xmlParseEntityRef: no name Below is a rendering of the page up to the first error. <?xml version="1.0" encoding="utf-8"?> <ScriptError Version="6" Type="MiniScriptError"> <ExceptionData>Oniki.KinkyMod v0.9.7 (451) System.Xml.XmlException: 'Element' is an invalid node type. Line 24, position 5. #0: 0x0001f throw in System.Xml.System.Xml.XmlReader:ReadEndElement () () #1: 0x0002e callvirt in Sims3.Gameplay.Utilities.XmlDbData+XmlDbRowFast:Parse (System.Xml.XmlReader) (39BC0AB0 [3FD7B488] ) #2: 0x0000a callvirt in Sims3.Gameplay.Utilities.XmlDbData+XmlDbRowFast:Create (System.Xml.XmlReader,Sims3.Gameplay.Utilities.XmlDbTable) ([3FD7B488] [80DDBCA8] ) #3: 0x0001e call in Sims3.Gameplay.Utilities.XmlDbData+XmlDbTableFast:Parse (System.Xml.XmlReader) (80DDBCA8 [3FD7B488] ) #4: 0x0000a callvirt in Sims3.Gameplay.Utilities.XmlDbData+XmlDbTableFast:Create (System.Xml.XmlReader,Sims3.Gameplay.Utilities.XmlDbData) ([3FD7B488] [39BC0AC0] ) #5: 0x00027 call in Sims3.Gameplay.Utilities.XmlDbData+XmlDbDataFast:Parse (System.Xml.XmlReader) (39BC0AC0 [3FD7B488] ) #6: 0x00008 callvirt in Sims3.Gameplay.Utilities.XmlDbData+XmlDbDataFast:Create (System.Xml.XmlReader) ([3FD7B488] ) #7: 0x0001a call in Oniki.Gameplay.Oniki.Gameplay.WooHooStage:LoadLegacy (string) ([317A9240] ) #8: 0x001ee call in Oniki.Gameplay.Oniki.Gameplay.WooHooStage:Load (string) ([30DDA7E0] ) #9: 0x0007f call in Oniki.Gameplay.Oniki.Gameplay.WooHooStage:Load () () #10: 0x0010e call in Oniki.Oniki.Settings:Apply (bool) (40B49AE0 [1] ) #11: 0x00002 call in Oniki.Oniki.Settings:Apply () () #12: 0x000fa call in Oniki.Oniki.Settings:Import () () #13: 0x0000e callvirt in Oniki.UI.Oniki.UI.ImportSettings:OnSelected (Oniki.UI.PickerDialog) (28AAD240 [39C38800] ) #14: 0x0001d callvirt in Oniki.UI.Oniki.UI.PickerDialog:OnRowSelected (Sims3.UI.ObjectPicker/RowInfo) (39C38800 [30061680] ) #15: 0x00058 callvirt in Oniki.UI.Oniki.UI.PickerDialog:OnSelectionChanged (System.Collections.Generic.List`1) (39C38800 [968613608/0x39bbdee8] ) #16: 0x00000 in Sims3.UI.ObjectPicker+ObjectPickerSelectionChanged:Invoke (System.Collections.Generic.List`1) (3075C4B0 [968613608/0x39bbdee8] ) #17: 0x00026 callvirt in Sims3.UI.Sims3.UI.ObjectPicker:OnMouseUp (Sims3.UI.WindowBase,Sims3.UI.UIMouseEventArgs) (30C39A80 [30C13B40] [808A8738] ) #18: 0x00000 in Sims3.UI.Sims3.UI.UIEventHandler`1:Invoke (Sims3.UI.WindowBase,Sims3.UI.UIMouseEventArgs) (3075CAF0 [30C13B40] [808A8738] ) #19: 0x00031 callvirt in Sims3.UI.Sims3.UI.UIEventHandlerGlue`1:Invoke (Sims3.UI.WindowBase,Sims3.UI.UIEventArgs) (28AA3AC0 [30C13B40] [808A8738] ) #20: 0x000a7 callvirt in Sims3.UI.Sims3.UI.UIManager:ProcessEvent (uint,uint,Sims3.UI.WindowBase,Sims3.UI.WindowBase,int,int&,int,single,single,single,single,bool&,string) ([821226580] [7] [00000000] [30C13B40] [1000] [803549792] [0] [170] [11] [0] [0] [803139636] [2FE383A0] ) #21: 0x00046 call in Sims3.UI.Sims3.UI.UIManager:ProcessEvent (uint,uint,uint,uint,int,int,int,single,single,single,single,bool&,string) ([821226580] [7] [0] [821226580] [1000] [1000] [0] [170] [11] [0] [0] [803139636] [2FE383A0] ) #22: 0x00034 call in Sims3.UI.Sims3.UI.UIManager:ProcessEventCallback (uint,uint,uint,uint,int,int,int,single,single,single,single,bool&,string) ([821226580] [7] [0] [821226580] [1000] [1000] [0] [170] [11] [0] [0] [803139636] [2FE383A0] ) #23: 0x00000 in Sims3.SimIFace.Sims3.SimIFace.UIEventCallback:Invoke (uint,uint,uint,uint,int,int,int,single,single,single,single,bool&,string) (30E60988 [821226580] [7] [0] [821226580] [1000] [1000] [0] [170] [11] [0] [0] [803139636] [2FE383A0] ) </ExceptionData> </ScriptError> Edited yesterday at 05:26 AM by Dustercoat0321
Carlv525 Posted Tuesday at 06:30 PM Posted Tuesday at 06:30 PM Hey, I really appreciate your KW update this year, but after running it, I found that the NPCs aren't going out, even when I close KW in-game. Is there any way to fix this? Also, I've installed Overwatch and ErrorTrap.
_45954_ Posted yesterday at 02:34 AM Posted yesterday at 02:34 AM I wish there was a system like the "played households" from the sims 4 in the sims 3. Some type of mark that would give those households exemption from all story progression stuff and inventory cleanup by the NRAAS mods. Anyone aware of such a thing?
BiterBit Posted yesterday at 06:09 AM Author Posted yesterday at 06:09 AM 11 hours ago, Dustercoat0321 said: This page contains the following errors: error on line 24 at column 128: xmlParseEntityRef: no name Below is a rendering of the page up to the first error. <?xml version="1.0" encoding="utf-8"?> <ScriptError Version="6" Type="MiniScriptError"> <ExceptionData>Oniki.KinkyMod v0.9.7 (451) System.Xml.XmlException: 'Element' is an invalid node type. Line 24, position 5. #0: 0x0001f throw in System.Xml.System.Xml.XmlReader:ReadEndElement () () #1: 0x0002e callvirt in Sims3.Gameplay.Utilities.XmlDbData+XmlDbRowFast:Parse (System.Xml.XmlReader) (39BC0AB0 [3FD7B488] ) #2: 0x0000a callvirt in Sims3.Gameplay.Utilities.XmlDbData+XmlDbRowFast:Create (System.Xml.XmlReader,Sims3.Gameplay.Utilities.XmlDbTable) ([3FD7B488] [80DDBCA8] ) #3: 0x0001e call in Sims3.Gameplay.Utilities.XmlDbData+XmlDbTableFast:Parse (System.Xml.XmlReader) (80DDBCA8 [3FD7B488] ) #4: 0x0000a callvirt in Sims3.Gameplay.Utilities.XmlDbData+XmlDbTableFast:Create (System.Xml.XmlReader,Sims3.Gameplay.Utilities.XmlDbData) ([3FD7B488] [39BC0AC0] ) #5: 0x00027 call in Sims3.Gameplay.Utilities.XmlDbData+XmlDbDataFast:Parse (System.Xml.XmlReader) (39BC0AC0 [3FD7B488] ) #6: 0x00008 callvirt in Sims3.Gameplay.Utilities.XmlDbData+XmlDbDataFast:Create (System.Xml.XmlReader) ([3FD7B488] ) #7: 0x0001a call in Oniki.Gameplay.Oniki.Gameplay.WooHooStage:LoadLegacy (string) ([317A9240] ) #8: 0x001ee call in Oniki.Gameplay.Oniki.Gameplay.WooHooStage:Load (string) ([30DDA7E0] ) #9: 0x0007f call in Oniki.Gameplay.Oniki.Gameplay.WooHooStage:Load () () #10: 0x0010e call in Oniki.Oniki.Settings:Apply (bool) (40B49AE0 [1] ) #11: 0x00002 call in Oniki.Oniki.Settings:Apply () () #12: 0x000fa call in Oniki.Oniki.Settings:Import () () #13: 0x0000e callvirt in Oniki.UI.Oniki.UI.ImportSettings:OnSelected (Oniki.UI.PickerDialog) (28AAD240 [39C38800] ) #14: 0x0001d callvirt in Oniki.UI.Oniki.UI.PickerDialog:OnRowSelected (Sims3.UI.ObjectPicker/RowInfo) (39C38800 [30061680] ) #15: 0x00058 callvirt in Oniki.UI.Oniki.UI.PickerDialog:OnSelectionChanged (System.Collections.Generic.List`1) (39C38800 [968613608/0x39bbdee8] ) #16: 0x00000 in Sims3.UI.ObjectPicker+ObjectPickerSelectionChanged:Invoke (System.Collections.Generic.List`1) (3075C4B0 [968613608/0x39bbdee8] ) #17: 0x00026 callvirt in Sims3.UI.Sims3.UI.ObjectPicker:OnMouseUp (Sims3.UI.WindowBase,Sims3.UI.UIMouseEventArgs) (30C39A80 [30C13B40] [808A8738] ) #18: 0x00000 in Sims3.UI.Sims3.UI.UIEventHandler`1:Invoke (Sims3.UI.WindowBase,Sims3.UI.UIMouseEventArgs) (3075CAF0 [30C13B40] [808A8738] ) #19: 0x00031 callvirt in Sims3.UI.Sims3.UI.UIEventHandlerGlue`1:Invoke (Sims3.UI.WindowBase,Sims3.UI.UIEventArgs) (28AA3AC0 [30C13B40] [808A8738] ) #20: 0x000a7 callvirt in Sims3.UI.Sims3.UI.UIManager:ProcessEvent (uint,uint,Sims3.UI.WindowBase,Sims3.UI.WindowBase,int,int&,int,single,single,single,single,bool&,string) ([821226580] [7] [00000000] [30C13B40] [1000] [803549792] [0] [170] [11] [0] [0] [803139636] [2FE383A0] ) #21: 0x00046 call in Sims3.UI.Sims3.UI.UIManager:ProcessEvent (uint,uint,uint,uint,int,int,int,single,single,single,single,bool&,string) ([821226580] [7] [0] [821226580] [1000] [1000] [0] [170] [11] [0] [0] [803139636] [2FE383A0] ) #22: 0x00034 call in Sims3.UI.Sims3.UI.UIManager:ProcessEventCallback (uint,uint,uint,uint,int,int,int,single,single,single,single,bool&,string) ([821226580] [7] [0] [821226580] [1000] [1000] [0] [170] [11] [0] [0] [803139636] [2FE383A0] ) #23: 0x00000 in Sims3.SimIFace.Sims3.SimIFace.UIEventCallback:Invoke (uint,uint,uint,uint,int,int,int,single,single,single,single,bool&,string) (30E60988 [821226580] [7] [0] [821226580] [1000] [1000] [0] [170] [11] [0] [0] [803139636] [2FE383A0] ) </ExceptionData> </ScriptError> Hey Duster! Actually, this ScriptError is unrelated to the topic we were discussing about Import/Export settings. This error typically means there's an animation package that might be broken and that is interrupting regular loading of the mod in your save. This has been reported to me as well in private and I already patched it in the latest BETA version of Kinky World, that you can find here. In this latest version, a broken package is now skipped and reported to you (typically through a notification and/or a different ScriptError) but the mod keeps loading correctly. What I was talking about was a KWErrorLog that may have details about Settings that could not be imported. If you still have the Import/Export file, like Settings.XML or whatever, try sending me that so I can try importing it in the same way replicating the issue. 1
BiterBit Posted yesterday at 06:15 AM Author Posted yesterday at 06:15 AM (edited) 11 hours ago, Carlv525 said: Hey, I really appreciate your KW update this year, but after running it, I found that the NPCs aren't going out, even when I close KW in-game. Is there any way to fix this? Also, I've installed Overwatch and ErrorTrap. Hi Carl, yes, there's a way. Two ways actually. The fact that NPCs aren't going out as much as they used to is due to the fact that Kinky World injects a second autonomy over EA's autonomy for every Sim, and that autonomy has been patched since build 443 because in KW's autonomy there was no reference to Sims needs, fatigue, or things like that that could make them die easily. KW's autonomy is injected even when the mod is in Disabled status after you load up your game. Best way to perform this is using the EA Autonomy toggle in Miscellaneous in the beta build of 452 I'm sharing lately and that I'm working on, that you can find here. EA's autonomy is "perfect" in that sense and you'll notice vanilla behaviors among Sims, mixed with KW's interactions that EA still picks in regular autonomy. If you wish to wait and use 451 instead, in the meantime, you can find "Autonomous Go Home Interaction" inside "Global Options" > "General Gameplay Mechanics" that allows you to disable the main "Go Home" interaction made for NPCs (or households as well) that should make them go around more easily, and make them go home in a harder way. That's still a little "risky" because "Go Home" is used by Sims when no object in a public/residential lot can be used to satify a need (like Hunger, Bladder, Sleep, etc.) but rewriting it manually in KW makes it more strict than the basic EA. I could think about implementing a "Simple KW Autonomy" like it was before 443, therefore literally "do something" and nothing else. Maybe an optional toggle. But enabling EA's autonomy over your Sims in the beta version is your best bet. Edited yesterday at 06:16 AM by BiterBit 2
_45954_ Posted yesterday at 07:16 AM Posted yesterday at 07:16 AM 14 hours ago, BiterBit said: Ah, yeah, I imagined this. In this case, it could mean that despite KW doesn't actually call or reference any EA mechanic or DLL, the limit for pregnancies might be hardcoded once you reach the limit, by EA itself. To this point, the only thing that comes to my mind, is that you could eventually move some Sims to another lot, have the babies, and then try using Master Controller to move every Sim back to the same lot with "Add Sim" if possible or with the move feature, even if it's already on 8 Sims. If I find time to investigate this, I'll try doing the same thing to understand where the problem is. In any case, I've read online that you'd typically also need the portrait panel mod from Nraas to make that work properly. It is true that KW could implement its own version of this. I'll try having a look at it when I can Had one of the sims immediately get pregnant after I installed the portrait thingy. We'll see what happens next. 1
ptsdfromhome Posted yesterday at 09:01 AM Posted yesterday at 09:01 AM On 6/30/2026 at 11:30 AM, BiterBit said: Following my last comment, please have a try on this BETA2 version of ReFiner, always deleting scriptCache.package. It adds a lot of other things since I'm working on it along KW, but among other stuff, you should see a new toggle in ReLover named "Fix No Jealousy and Above Reproach". What it does is: - Patches at runtime the "Accuse of cheating" interaction with PDA visibility for "No Jealousy" trait - Patches at runtime the visibility of relationship level for "Above Reproach", that usually starts/triggers notifications and events like "Some Sims in town are starting to notice that X and Y have some unfinished business.." etc. There's a very recent update for Simler90's fixes that pretty much edits both of these traits, as well as jealousy in general. I know you don't have to do anything about it but I know there's people who use Simler90's fixes and I think it would be useful to add a warning about potential conflicts. 1
BiterBit Posted yesterday at 09:18 AM Author Posted yesterday at 09:18 AM (edited) 29 minutes ago, ptsdfromhome said: There's a very recent update for Simler90's fixes that pretty much edits both of these traits, as well as jealousy in general. I know you don't have to do anything about it but I know there's people who use Simler90's fixes and I think it would be useful to add a warning about potential conflicts. I've seen that editing the Romance values in XMLs and via method has become a famous idea now 🤣 That's very good, because before 2026 no one had a method to disable reputations or this sick system of jealousy. By the way, Simler looks being modifying the whole jealousy system in a "Generations-Disable" way making the game restored to the previous versions of that system, that was more balanced. In any case, I downloaded its source code available on Mod The Sims, and I can confidently say that its core mod is patching the same things in a slightly different way, there's not an actual risk of a technical conflict, just an overlapping at runtime. Fix in ReFiner's beta for traits does the same thing Simler does, and the rest of ReLover toggles are still useful and not included in Simler's mod, but the specific fix on trait doesn't look creating particular conflicts by now Also, everything is under a toggle in ReFiner, so disabling specific toggles in case of issues should fix any potential problem! Edited yesterday at 09:31 AM by BiterBit 2
ptsdfromhome Posted yesterday at 01:21 PM Posted yesterday at 01:21 PM I just had an idea for a new feature. If it isn't too difficult to implement, maybe you could add a debug intercation that will randomize a sim's kinky traits. Sometimes I don't feel like choosing kinky traits for my sims and having the mod to do it automatically would be nice. 1
BiterBit Posted yesterday at 01:32 PM Author Posted yesterday at 01:32 PM 10 minutes ago, ptsdfromhome said: I just had an idea for a new feature. If it isn't too difficult to implement, maybe you could add a debug intercation that will randomize a sim's kinky traits. Sometimes I don't feel like choosing kinky traits for my sims and having the mod to do it automatically would be nice. It's a cool idea actually! I should just need to understand where to put a feature for randomizing traits in the actual picker menu. I'll tell you if it's doable 1
buddy joe1 Posted yesterday at 01:59 PM Posted yesterday at 01:59 PM Hi, thanks for all of your hard work, really apreciate it. One of the things ive noticed since beta 452 is that the kw tv channels dont seem to be working. When sims watch it, i see a progress bar but either a blank screen or a frozen regular tv image. Game still works, doesnt crash or anything, so its no biggie. Just thought id mention it.
Dustercoat0321 Posted yesterday at 02:00 PM Posted yesterday at 02:00 PM Is this correct? I'm not very familiar with this part. ebf_0xbe2500f0f113df90.package 1
BiterBit Posted yesterday at 02:33 PM Author Posted yesterday at 02:33 PM (edited) 34 minutes ago, buddy joe1 said: Hi, thanks for all of your hard work, really apreciate it. One of the things ive noticed since beta 452 is that the kw tv channels dont seem to be working. When sims watch it, i see a progress bar but either a blank screen or a frozen regular tv image. Game still works, doesnt crash or anything, so its no biggie. Just thought id mention it. Hey buddy! I think this is due to the fact that you haven't installed the proper ONIKI_Videos.package mentioned in the main post. I've tried it just now and it seems to work properly: Also because nothing in 452 looks editing TV watching in particular compared to 451. You can find one version of both packages here: Kinkyworld TV *Updated* 10/13/2017 [Sims3] Kinkyworld TV complete: guide and package As referenced in the main post: Edited yesterday at 02:34 PM by BiterBit
BiterBit Posted yesterday at 03:32 PM Author Posted yesterday at 03:32 PM 47 minutes ago, Dustercoat0321 said: Is this correct? I'm not very familiar with this part. ebf_0xbe2500f0f113df90.package 11.3 kB · 1 download Yes, this is the correct file! I've replaced it in my Library folder, and in 2 different saves that had KW disabled, I tried enabling the mod and then using the "Import settings" feature. In both saves, no Failure was reported - I just noticed that I had notifications for missing packages (because we don't have the same ones that are imported through settings) with a warning message, but no failure. I did 2 things in recent new beta: - I moved "Import/Export" features as non-visible when the mod is disabled, because setting some values to true when the mod is in Disabled status might be risky; - I implemented a real code exception for "Failed to import settings!" so that when it appears, you can still have ScriptErrors.XML you can attach here, so we can trace down the issue! Otherwise, being your export with the buffer disabled, nothing can be seen in KWErrorLog! Please, use this BETA 14 and see if that happen again: you should produce a ScriptError now! 1
buddy joe1 Posted yesterday at 05:40 PM Posted yesterday at 05:40 PM 3 hours ago, BiterBit said: Hey buddy! I think this is due to the fact that you haven't installed the proper ONIKI_Videos.package mentioned in the main post. I've tried it just now and it seems to work properly: Also because nothing in 452 looks editing TV watching in particular compared to 451. You can find one version of both packages here: Kinkyworld TV *Updated* 10/13/2017 [Sims3] Kinkyworld TV complete: guide and package As referenced in the main post:
buddy joe1 Posted yesterday at 05:42 PM Posted yesterday at 05:42 PM Thanks Biter, yeah, i probably read right over it, my bad 1
Dustercoat0321 Posted yesterday at 07:21 PM Posted yesterday at 07:21 PM (edited) 3 hours ago, BiterBit said: 네, 바로 이 파일이 맞습니다! 라이브러리 폴더에 해당 파일을 다시 넣었고, KW가 비활성화된 두 개의 다른 저장 파일에서 모드를 활성화한 다음 "설정 가져오기" 기능을 사용해 보았습니다. 두 저장 파일 모두에서 오류는 보고되지 않았습니다 . 다만 설정에서 가져온 패키지와 동일한 패키지가 없기 때문에 누락된 패키지에 대한 경고 메시지 알림은 받았지만, 오류는 발생하지 않았습니다. 최근 새 베타 버전에서 두 가지 작업을 했습니다. - 모드가 비활성화된 상태일 때 일부 값을 true로 설정하는 것이 위험할 수 있으므로, "가져오기/내보내기" 기능을 모드가 비활성화되었을 때는 보이지 않도록 이동했습니다. - "설정 가져오기 실패!" 오류에 대한 실제 코드 예외를 구현했습니다. 따라서 이 오류가 발생하면 ScriptErrors.XML 파일을 첨부하여 문제 해결에 도움을 줄 수 있습니다. 그렇지 않으면 버퍼가 비활성화된 상태로 내보내기를 진행했기 때문에 KWErrorLog에 아무것도 기록되지 않습니다. 베타 14 버전을 사용해 보시고 문제가 다시 발생하는지 확인해 주세요. 이제 ScriptError가 발생할 것입니다! "You're right, beta 14 successfully displays the 'Settings Imported Successfully' message. Thanks for your help." On a side note, based on my experience playing the game, I don't think we really need [BE1] 0xC72EB43742C3D511: First Partner (General): {0.SimName}. Having just [BE2] 0xCEC3DB60CD933B5A: First Partner (Virginity): {0.SimName} seems more than enough. Also, regarding [BE4] 0x45C2E8699B1945DA: Most Frequent Partner: {0.SimName}, is it possible to track the count as well? If this section ends up displaying everyone's names and their respective counts, I was thinking we might not even need to display the following lines at all: [BE6] 0x506A3695B7CD6FF6: Female Partners (General): {0.Number} [BE7] 0x344EA556BD5F8889: Male Partners (General): {0.Number} [BE8] 0x0E45FE2213338700: Total Partners (General): {0.Number} [BE9] 0x252D44345B2D55B6: Robot Partners (General): {0.Number} [BEA] 0x61486953BC86A54E: Creature Partners (General): {0.Number} [BEB] 0x5F7B8056D5C9AD98: Futanari Partners (General): {0.Number} Something like: 1st Most Frequent Partner Name - [X] times, 2nd Most Frequent Partner Name - [X] times, 3rd... up to 5th. Like this. Please excuse any awkward phrasing, as English is not my native language. Edited yesterday at 07:28 PM by Dustercoat0321 1
BiterBit Posted yesterday at 09:22 PM Author Posted yesterday at 09:22 PM (edited) 2 hours ago, Dustercoat0321 said: "You're right, beta 14 successfully displays the 'Settings Imported Successfully' message. Thanks for your help." On a side note, based on my experience playing the game, I don't think we really need [BE1] 0xC72EB43742C3D511: First Partner (General): {0.SimName}. Having just [BE2] 0xCEC3DB60CD933B5A: First Partner (Virginity): {0.SimName} seems more than enough. Also, regarding [BE4] 0x45C2E8699B1945DA: Most Frequent Partner: {0.SimName}, is it possible to track the count as well? If this section ends up displaying everyone's names and their respective counts, I was thinking we might not even need to display the following lines at all: [BE6] 0x506A3695B7CD6FF6: Female Partners (General): {0.Number} [BE7] 0x344EA556BD5F8889: Male Partners (General): {0.Number} [BE8] 0x0E45FE2213338700: Total Partners (General): {0.Number} [BE9] 0x252D44345B2D55B6: Robot Partners (General): {0.Number} [BEA] 0x61486953BC86A54E: Creature Partners (General): {0.Number} [BEB] 0x5F7B8056D5C9AD98: Futanari Partners (General): {0.Number} Something like: 1st Most Frequent Partner Name - [X] times, 2nd Most Frequent Partner Name - [X] times, 3rd... up to 5th. Like this. Please excuse any awkward phrasing, as English is not my native language. We actually already talked about this 🤣 First Partner is intended as any category (like also Oral, etc.), while Virginity is the actual first partner for Physical virginity. But yeah, this can be redundant considering most people have the same Sim resulting in both raws. Categories (like Futanari, Robot, etc.) are useful if a player wants to know their body count for each "species" or kind of partner. But considering it bothers you that much, I could think in the future about a "Journal" container with toggles, in Settings, where you can choose which raws to display specifically, so you can hide the raws you don't like from it And possibly a counter for the most frequent partner as well, so it tracks counts EDIT: Considering you're testing build beta 14, if you can, please help translate in Korean the remaining strings that are still in English, it would be very appreaciated 🙏 Edited yesterday at 09:25 PM by BiterBit 1
umrol Posted 4 hours ago Posted 4 hours ago Hey, BiterBit! First of all thank you for developing this mod. You've done so much and it's been so fun to see all the updates. Also the community here, you guys are awesome 😄 Now that I finally got to play this version, I found a conflict with Law Enforcement and Medical Career Data Fixer mod by Destrospean. With these two mods together the University world doesn't load. I also had the same issue on Katie's 442 version, I now believe caused by the same mod and apparently inherited here. Could you look into it sometime? That mod is really helpful, although iirc it fixes the issue as soon as it is in game, so if anyone had the same issue, just take it out before going to uni and then just put it back 😘
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