Oestrogen Posted April 15 Posted April 15 1 hour ago, BiterBit said: .... the main loading you posted specifically is generally related to EPs and base game file loadings so it's a little less related to the mod itself, but can surely be influenced by it. Just mind that if you added any kind of EP (like buying new expansions) it's normal that times can get longer. Please try giving a chance to build 445, because there's several features I added for perfomances and loading times, and tell me if anything is different in your scenarios! Also remember to disable the Global Buffer as soon as you enter any of your save (letting it Disabled when you save). Yeah, it is probably because Katie's added in a lot in her build, removing KW from 442 onwards immediately negates the lag on start up. Sorry if this has been explained elsewhere, but what does 'global buffer' do? Also, I was just wondering if there's a way to revert to the vanilla way of changing outfit, I can't remember which build changed the behaviour of the 'change outfit' interaction (or has it always been like this? JVSmith's 440 is literally the first build I've used), but it is impossible to reorder a sim's major outfit in any category so that it gets picked automatically whenever the sim changes into that attire. It used to be that you can have your sim changed into their 2nd (any non-1st) outfit and that the game would correspond by changing its order to 1 (like Everyday 3 to Everyday 1), but now the outfit numbers remain the same and there seems to be no way to reorder them other than deleting older ones. I thought this was something that 'OutfitManager realtime' takes care of, but it doesn't seem to affect that either. 1
BiterBit Posted April 15 Author Posted April 15 14 minutes ago, Oestrogen said: Sorry if this has been explained elsewhere, but what does 'global buffer' do? Also, I was just wondering if there's a way to revert to the vanilla way of changing outfit, I can't remember which build changed the behaviour of the 'change outfit' interaction (or has it always been like this? JVSmith's 440 is literally the first build I've used), but it is impossible to reorder a sim's major outfit in any category so that it gets picked automatically whenever the sim changes into that attire. I'll answer in order: 1) "Enable Global Buffer" is a new toggle in 445 that currently disables entirely every single point in Kinky Code that, in the past, used to write log data into memory while you played, for the objective of "writing a log file" even when your log files where disabled or not produced at all. This can happen very frequently after years of different builds, where many developers added new loggings and new features, but forgot to add a toggle to disable it. When you disable the Global Buffer, nothing in Kinky Code writes anything in memory for producing any kind of log (for an external file or just in internal memory) and this saves a lot of resources on your CPU (and avoid more lagginess in general) not only while you play, but also when you load your save 2) I have honestly no idea about the Change Outfit behaviour you spoke about, but it surely deserves an investigation. I'll just take a look at the code and the decompiled DLL of the vanilla game to find any difference and, in case, reach out to you to let you know more 😃 By my side I can grant that I did not edit any part of the code that's inherent to the switch outfit situations (but I can do that in the future if anything is wrong generally, considering I really care about QoL builds for KW) 1
Oestrogen Posted April 15 Posted April 15 5 minutes ago, BiterBit said: I'll answer in order: 1) "Enable Global Buffer" is a new toggle in 445 that currently disables entirely every single point in Kinky Code that, in the past, used to write log data into memory while you played, for the objective of "writing a log file" even when your log files where disabled or not produced at all. This can happen very frequently after years of different builds, where many developers added new loggings and new features, but forgot to add a toggle to disable it. When you disable the Global Buffer, nothing in Kinky Code writes anything in memory for producing any kind of log (for an external file or just in internal memory) and this saves a lot of resources on your CPU (and avoid more lagginess in general) not only while you play, but also when you load your save 2) I have honestly no idea about the Change Outfit behaviour you spoke about, but it surely deserves an investigation. I'll just take a look at the code and the decompiled DLL of the vanilla game to find any difference and, in case, reach out to you to let you know more 😃 By my side I can grant that I did not edit any part of the code that's inherent to the switch outfit situations (but I can do that in the future if anything is wrong generally, considering I really care about QoL builds for KW) One of the best features I appreciate of your build is that you've given us the choice to stop KW from dumping log files whenever it loads a save file. Thank you again for that 👍 I did some googling and couldn't find much info on what 'OutfitManager realtime' does :( would you suggest that we enable or disable that? Thank you for wanting to build many QoL improvements/features to KW, I can definitely feel my game acting more smoothly from previous builds. 1
BiterBit Posted April 15 Author Posted April 15 11 minutes ago, Oestrogen said: One of the best features I appreciate of your build is that you've given us the choice to stop KW from dumping log files whenever it loads a save file. Thank you again for that 👍 I did some googling and couldn't find much info on what 'OutfitManager realtime' does would you suggest that we enable or disable that? Thank you for wanting to build many QoL improvements/features to KW, I can definitely feel my game acting more smoothly from previous builds. Thanks a lot for your appreciation and feedback 🙏 I still plan on integrating in KW Settings table a mouse hover feature that at least explains exactly what every toggle does or doesn't do, but it's a work in progress because it requires many updates. OutfitManager Realtime in Settings > Miscellaneous is the main "engine" that detects when Sim's outifts needs to change in relation to Kinky World, so for example when using toilet, animating in WooHoo sequences, or things like that. I would recommend leaving it to default values, because sadly what you are looking for probably it's not (still) in Settings or KW in general 😥 I'll first investigate and then contribute as I can! 1
Oestrogen Posted April 15 Posted April 15 (edited) 59 minutes ago, BiterBit said: Thanks a lot for your appreciation and feedback 🙏 I still plan on integrating in KW Settings table a mouse hover feature that at least explains exactly what every toggle does or doesn't do, but it's a work in progress because it requires many updates. I have been playing this game for years but am so very new to KW (switched from Passion), and have long heard that this mod is heavy and bloated throughout all these years of development and added features. Doesn't help that Oniki's wiki and blogspot page were long nuked and so there are few places where one can get reliable, up-to-date info on what so many of these settings actually achieve. Thanks for taking your time to do this, it will definitely clear things up for future users, too. I just updated the newer version, and the game greets me with these messages again: I don't know what is wrong but my game keeps showing me popups telling me that these NPCs were destroyed when I've completely disabled them all in the Services menu. Is there a way to completely remove KW's NPCs? I mean those premade NPCs that can be found in CAS bin. Can I just delete them from the Bin? That is a lot of questions from me, I apologise in advance, and thank you for being so patient! Edited April 15 by Oestrogen ugh, typo 1
BiterBit Posted April 15 Author Posted April 15 9 minutes ago, Oestrogen said: I have been playing this game for years but am so very new to KW (switched from Passion), and have long heard that this mod is heavy and bloated throughout all these years of development and added features. Doesn't help that Oniki's wiki and blogspot page were long nuked and so there are few places where one can get reliable, up-to-date info on what so many of these settings actually achieve. Thanks for taking your time to do this, it will definitely clear things up for future users, too. I just updated the newer version, and the game greets me with these messages again: I don't know what is wrong but my game keeps showing me popups telling me that these NPCs were destroyed when I've completely disabled them all in the Services menu. Is there a way to completely remove KW's NPCs? I mean those premade NPCs that can be found in CAS bin. Can I just delete them from the Bin? Thanks a lot of question from me, I apologise in advance, and thank you for being so patient! I wanted to let you know a few things, also related to what you asked before: 1) Change Outfit You were right to report the issue. After checking the code path, Kinky World currently overrides the vanilla "Change Outfit" interaction based on vanilla EA, and routes it through KW’s custom outfit manager. This is made to ensure a proper outfit change for animations and contexts, but clearly forgot to add user friendly toggles for this specific behaviour you mentioned! Because of that, the vanilla “user-directed outfit promotion” (where e.g. "Everyday 3" can become the new default slot like you said) is not currently applied the same way. So yes: what you’re seeing is real and potentially "an issue". This is completely fixable in new releases, so in upcoming build, I can plan to add a compatibility fix, so that user-directed outfit changes can restore vanilla-like default promotion behavior, while keeping KW-specific systems intact (uniforms, layers, animation flow, etc.). It needs to be studied correctly to implement it the right way, to avoid regressions in KW outfit state handling, but I definitely noted it for further releases! 2) NPC creations Here again, you're right. I never experienced this issue because I don't have Nraas mods (that probably can trigger some NPC destruction correctly) but this is absolutely a potential issue in KW. What you are seeing is real: in the current KW builds, disabling entries in the Services menu does not fully disable KW’s internal premade NPC engine. So if one of those "tracked" KW NPCs is disposed by the game (or from another mod that helps your gameplay), KW can still detect it and show a “NPC has been destroyed” notification. In this specific case, deleting them all from CAS Bin could produce more issues than solutions, because KW currently treats those NPCs as "tracked resources" and may try to restore/recreate them depending on the runtime state in any possible occasion! Once again, I definitely noted in my diary to add a dedicated global master switch in a future build to disable KW premade NPC creation/recreation cleanly (separate from the Services toggles), so that when that option is OFF, it will be possible to suppress this disposal/recreation notification path entirely! Thanks again for all the feedback and appreciation!! 1
BiterBit Posted April 15 Author Posted April 15 29 minutes ago, Oestrogen said: I have been playing this game for years but am so very new to KW (switched from Passion), and have long heard that this mod is heavy and bloated throughout all these years of development and added features. Doesn't help that Oniki's wiki and blogspot page were long nuked and so there are few places where one can get reliable, up-to-date info on what so many of these settings actually achieve. Thanks for taking your time to do this, it will definitely clear things up for future users, too. I just updated the newer version, and the game greets me with these messages again: I don't know what is wrong but my game keeps showing me popups telling me that these NPCs were destroyed when I've completely disabled them all in the Services menu. Is there a way to completely remove KW's NPCs? I mean those premade NPCs that can be found in CAS bin. Can I just delete them from the Bin? That is a lot of question from me, I apologise in advance, and thank you for being so patient! Ah, EDIT: In addition to what I just added, you may consider a workaround for that kind of notification, that it's kinda not a solution and might be overall negative for general notifications, but I've found out that NPC.OnSimDescriptionDisposed popup is filtered by "UITools.Notify" when the level of notifications is equal or above "Story" (e.g. "Notifications Types" inside "Dialogs & Notifications"). This means that if your set "Notifications Types" to "None", a lot of notifications will be suppressed, including the one you mentioned (as a possible and temporary workaround), but as said this will also suppress a lot of ther KW notifications/dialogs. This won't solve the actual issue related to NPC constant re-creation, but will properly hide (supposedly, as far as I've seen) that specific notification kind! I'll work that out in future builds 1
elixdude Posted April 15 Posted April 15 I didn't have chance to try the new update yet but thank you so so so much for this huge update! Also the first person camera looks sick, can't wait to try it! 1
Oestrogen Posted April 15 Posted April 15 9 minutes ago, BiterBit said: .... I've found out that NPC.OnSimDescriptionDisposed popup is filtered by "UITools.Notify" when the level of notifications is equal or above "Story" (e.g. "Notifications Types" inside "Dialogs & Notifications"). This means that if your set "Notifications Types" to "None", a lot of notifications will be suppressed, including the one you mentioned (as a possible and temporary workaround), but as said this will also suppress a lot of ther KW notifications/dialogs. This won't solve the actual issue related to NPC constant re-creation, but will properly hide (supposedly, as far as I've seen) that specific notification kind! I'll work that out in future builds I was just messing around with the 'Notifications Types' earlier, I saw default, debug, log, none, and story, and had absolutely no idea what any of those meant 😭 there's a bit of an issue with nraas Register where freshly re-created KW NPCs are being swiftly called upon to fill rolesims' positions such as a bartender or a paparazzo, and KW probably doesn't like that, and protests by throwing even more error messages. Thank you for this, much appreciated! 1
BiterBit Posted April 15 Author Posted April 15 (edited) 19 minutes ago, elixdude said: I didn't have chance to try the new update yet but thank you so so so much for this huge update! Also the first person camera looks sick, can't wait to try it! MAN!! This was one of the greatest achievement of my life 😂 Only because it's TOO damn FUNNY!!! And was very easy to implement as well!! Sadly I can't post an entire video in this comment because only a few files are allowed, but be sure that it's just as fun and amazing in the game 😂 I felt mesmerized by looking at the insides of several houses, going around through the city and staring at the sea in first person!! Too bad it can't be implemented correctly into animations 😢 Edited April 15 by BiterBit 1
Oestrogen Posted April 15 Posted April 15 24 minutes ago, BiterBit said: Thanks again for all the feedback and appreciation!! I really appreciate your responding to our questions so swiftly and clearly; I've tried looking up these issues on this site and did a bit of google-fu but couldn't notice anyone reporting the same issue as I was experiencing until you've confirmed it for me. The newly revamped interface for traits selection, reorganising of settings menu is really refreshing and intuitive, I now find it easier to locate some previously difficult to find settings The new camera mode is super cool, especially that you get to follow your sims around and explore the world! Would you be interested to integrate that with the selfie function so that our sims can take kinky selifes while in the act? It's a bit of a shame that Oniki only allowed a handful of animations for that. Noticed a bit of a typo in the BCL description. Love this update, cheers! 1
BiterBit Posted April 15 Author Posted April 15 2 minutes ago, Oestrogen said: I really appreciate your responding to our questions so swiftly and clearly; I've tried looking up these issues on this site and did a bit of google-fu but couldn't notice anyone reporting the same issue as I was experiencing until you've confirmed it for me. The newly revamped interface for traits selection, reorganising of settings menu is really refreshing and intuitive, I now find it easier to locate some previously difficult to find settings The new camera mode is super cool, especially that you get to follow your sims around and explore the world! Would you be interested to integrate that with the selfie function so that our sims can take kinky selifes while in the act? It's a bit of a shame that Oniki only allowed a handful of animations for that. Noticed a bit of a typo in the BCL description. Love this update, cheers! Thanks for letting me know! I just corrected the typo in STBLs, if I find any other string that needs to be corrected I'm just going to update a new file coherently (doesn't need a new versioning or new build just for the strings). If you want to do that yourself also, you can also download S3SE, open the Kinky Mod main package, look for "hgue" and correct it yourself if you want to have it the right way just right now 😀 As for the Kinky selfie, if I'm not wrong there's already a feature for that but I have to investigate properly. The "first person camera" is very limited sadly to what you see today (and also doesn't really act as a head perspective during animations), but I'll see what I can do for next updates! 🤞 1
wubby901 Posted April 15 Posted April 15 @BiterBit I'm not sure if this has been fixed but there was an issue with the outfit manager not assigning clothing to sims when aging up it would also be cool if all sims had kinky preference's like feet lover auto assigned to them not sure if this is possible ??? 1
BiterBit Posted April 15 Author Posted April 15 (edited) 56 minutes ago, wubby901 said: @BiterBit I'm not sure if this has been fixed but there was an issue with the outfit manager not assigning clothing to sims when aging up it would also be cool if all sims had kinky preference's like feet lover auto assigned to them not sure if this is possible ??? Hi wubby! I'm not 100% sure if I got your first question correctly, but analyzing KW code, what I see is that the age-up phase already actually includes a "safety logic" for outfit handling. If the standard age transitioning fails to assign a new valid outfit, KW code tries to rebuild the Sim’s outfit complete set (Everyday/Naked/Formal/Athletic/Swim/Sleep) and then switch safely back to a valid Everyday outfit. In other words: this specific issue seems to follow its proper "recovery logic" for it. But with that said, if you still see this behavior frequently, it is often caused by invalid or corrupted outfit data (commonly added custom content), not just by the mod itself. In fact I never noticed this myself or heard about it before. But feel completely free to share logs or more information (even messaging me, without any issue) and/or adding whether it happens on specific Sims only! I can surely investigate further and add stuff if needed, for any new build. As for the second question: absolutely. One of the first thing I noticed while designing 445, was that in any build there wasn't actual logic to distribute Kinky Traits properly around the NPCs populating the world, the traits themselves looked (and still look today) a bit of unfinished and just a nice touch to have compared to the most advanced vanilla traits you have in the normal CAS, so that's probably the reason. But while I worked on it, I constantly thought about a toggle/button to just spread the Kinky Traits around your Sims in your save, with criteria, logic and right amount of randomness. It just didn't make it in 445 because it was already huge as a build, and I didn't want to release some kind of a drastic change all of a sudden. But that's clearly the next step for traits, and will clearly be implemented in a future build. Every Sim in your world deserves its Kinky Traits, to be assigned and also discovered! EDIT: In the meantime, feel free to assign them on every Sim you want with Debug Traits Mode!! Edited April 15 by BiterBit
spauldo Posted April 16 Posted April 16 12 hours ago, BiterBit said: 2) NPC creations Nice! That bug's been bothering me for years. Granted, it doesn't seem to hurt anything, but it's annoying, especially if you travel a lot. 1
elixdude Posted April 16 Posted April 16 So far all the new features are really good, but for first person feature, can I request (if it's possible) to make the first person's body still shows? something like on sims 4's FOV 1
BiterBit Posted April 16 Author Posted April 16 47 minutes ago, elixdude said: So far all the new features are really good, but for first person feature, can I request (if it's possible) to make the first person's body still shows? something like on sims 4's FOV Believe me I tried in every possible way before releasing, but TS3 forces in a native way (assembly code) the invisibility for nearest bodies 😢😢 I'll investigate further to understand if there's a workaround! 1
BiterBit Posted April 16 Author Posted April 16 (edited) 8 hours ago, spauldo said: Nice! That bug's been bothering me for years. Granted, it doesn't seem to hurt anything, but it's annoying, especially if you travel a lot. Feature already implemented in current test build 446 v0.8.9, new toggle in Services named "KW premade NPC engine". When you'll toggle this to Disabled, the engine for NPCs will stop re-creating them and disposing them (so that the notification will not even be generated). This also contributes to game/mod stability and performance because it's less work on CPU. Also, in "Dialogs & Notification" there will be a specific toggle for this kind of notification you can disable as well, in case of edge-case scenarios where further NPCs could still trigger the disposal. They will come in next public release! Edited April 16 by BiterBit 1
ptsdfromhome Posted April 16 Posted April 16 (edited) Thank you for the 445 build! The change in the settings menu was much needed and very welcome! And Thank you also for the first person camera! I've always wanted something like that in the Sims 3 as someone whose first Sims game was the Sims 4! May I request that you make this into a separate mod, if possible? I think more people should get to use it, not just Kinky World users! Also, I noticed an issue with mermaids last time I played. I haven't played much with Kinky World overall so I can't tell if it's an issue with your build specifically or the mod in general but I noticed that they can't fill up their hydration motive completely when they shower (I haven't tried bathing them yet). While the meter is filled, it's only filled slightly, lasting for about 4-5 seconds, after which the mermaid stops showering and gets dressed. I'm almost certain this is caused by Kinky World, because it's never happened to me before, except for that outdoor shower from Sunlit Tides (which must be an oversight from EA). Edited April 16 by ptsdfromhome better wording 1
BiterBit Posted April 16 Author Posted April 16 (edited) 21 minutes ago, ptsdfromhome said: Thank you for the 445 build! The change in the settings menu was much needed and very welcome! And Thank you also for the first person camera! I've always wanted something like that in the Sims 3 as someone whose first Sims game was the Sims 4! May I request that you make this into a separate mod, if possible? I think more people should get to use it, not just Kinky World users! Also, I noticed an issue with mermaids last time I played. I haven't played much with Kinky World overall so I can't tell if it's an issue with your build specifically or the mod in general but I noticed that they can't fill up their hydration motive completely when they shower (I haven't tried bathing them yet). While the meter is filled, it's only filled slightly, lasting for about 4-5 seconds, after which the mermaid stops showering and gets dressed. I'm almost certain this is caused by Kinky World, because it's never happened to me before, except for that outdoor shower from Sunlit Tides (which must be an oversight from EA). Hi ptsdfromhome and thanks a lot for your feedback and appreciation! I'm very grateful for that To answer you: absolutely, to both questions. 1) I made a mod called ReFiner that at the moment is available on Mediafire and posted on Reddit, here, that integrates a lot of feature that were requested for years (at least by me) including open relationships, call tunings, pet noises etc. It will be soon posted on ModTheSims as well (I'm, waiting for moderators approval)! Of course for my next build of ReFiner (1.6) I'm clearly going to integrate Camera Mode as well because it's such a nice feature. Stay tuned on the Reddit post to know when the next version is going to come out! 2) Yeah, I suspected this. As stated multiple times and screamed to the world because it makes me so mad, KW completely overrides EA autonomy system and objects, for reasons that to me are still very unknown and that are hardly revertable at this state. To the point I wanted to create a separate Kinky World mod that wouldn't have touched autonomy AT ALL (but it's too ambitious as of now for needed time and resources). I made huge changes to autonomy in 445 to include basic needs for normal Sims, pets, vampires (that were almost completely missing) but I figured something would be left out from my mental processes. So thanks a lot for telling me this, I will clearly include in basic needs fix and object logic (like Shower) all the Mermaid needs as well. In build 446 showers will cover the logic for hydration and also the basic motive will be covered as well by Sims autonomy. Feel free to report me anything else you feel like! Edited April 16 by BiterBit 1
ptsdfromhome Posted April 16 Posted April 16 Wow, thank you for such a quick response! I'm glad you're gonna incorporate the camera into reFiner, because I'm actually using it and it's a great mod! As of the mermaid needs, I suspected it had something to do with the overridden EA systems but I wasn't sure. Another thing I'd like to ask from you (last one, I promise!) is to add a toggle for the outfit promoting of the outfit manager. If I remember correctly, you mentioned in a previous post you're intending to make it so that the chosen outfit will become number 1, just like in the EA manager. I'd like to request that you add a toggle in the settings, so that we can choose whether we'd like the mod to do that. I for one wouldn't want it to, because I find it annoying sometimes and I find myself switching outfits via MasterController, which doesn't promote the outfits. If I could spare myself the extra clicks when playing with Kinky World, that would be a plus for me. 1
BiterBit Posted April 16 Author Posted April 16 (edited) 41 minutes ago, ptsdfromhome said: Wow, thank you for such a quick response! I'm glad you're gonna incorporate the camera into reFiner, because I'm actually using it and it's a great mod! As of the mermaid needs, I suspected it had something to do with the overridden EA systems but I wasn't sure. Another thing I'd like to ask from you (last one, I promise!) is to add a toggle for the outfit promoting of the outfit manager. If I remember correctly, you mentioned in a previous post you're intending to make it so that the chosen outfit will become number 1, just like in the EA manager. I'd like to request that you add a toggle in the settings, so that we can choose whether we'd like the mod to do that. I for one wouldn't want it to, because I find it annoying sometimes and I find myself switching outfits via MasterController, which doesn't promote the outfits. If I could spare myself the extra clicks when playing with Kinky World, that would be a plus for me. I'm very glad you brought this out because it granted me a direct hook to tell this: I actually implemented this as well just about an hour ago into test build 446 v.0.8.9 and it's working great. I'll also tag @wubby901 that asked for this just a while ago. It's a new toggle in Miscellaneous settings, above OutfitManager Realtime and it's called "Use EA Default "Change Outift"". Once enabled, it auto promotes outfits into default ones. I just tried it myself: now when you choose a second/third/X outfit as your new one, it gets established as the default one, like EA, without touching careers, supernatural and KW pipelines. I tried getting naked or having a shower and my Sim correctly goes back to the new default. It also has a safety feature that gets back to Disabled automatically if it detects errors, producing a notification in game and an error log. I'll clearly test it more, but so far it looks like it's working really great! Edited April 16 by BiterBit 1
spauldo Posted April 17 Posted April 17 (edited) A bit offtopic, but is the camera mod reliant on anything else from reFiner? If not, I'd recommend making it a separate mod rather than moving it from KW to reFiner. I can guarantee you there's a lot more people interested in first person camera view than there are polyamory (unfortunately, but that's human nature). I totally understand if there are technical reasons it needs to be in one of the two mods. But I've seen a lot of game mods that include features that don't share any common theme, and it's always a bit jarring. Some real examples from Minecraft are an energy/machine mod that made bedrock flat for no reason and a redstone wiring mod that generated volcanoes. EDIT: Bah, egg on my face again. It's been a while since I read the description on reFiner, and I had forgotten it's basically an omnibus mod of all the other mods you make. So yeah, never mind. Edited April 17 by spauldo
BiterBit Posted April 17 Author Posted April 17 (edited) 8 hours ago, spauldo said: A bit offtopic, but is the camera mod reliant on anything else from reFiner? If not, I'd recommend making it a separate mod rather than moving it from KW to reFiner. I can guarantee you there's a lot more people interested in first person camera view than there are polyamory (unfortunately, but that's human nature). I totally understand if there are technical reasons it needs to be in one of the two mods. But I've seen a lot of game mods that include features that don't share any common theme, and it's always a bit jarring. Some real examples from Minecraft are an energy/machine mod that made bedrock flat for no reason and a redstone wiring mod that generated volcanoes. EDIT: Bah, egg on my face again. It's been a while since I read the description on reFiner, and I had forgotten it's basically an omnibus mod of all the other mods you make. So yeah, never mind. Yeah you corrected yourself in the right way 🤣 I can imagine the confusion on big threads, but I'll explain it further in any case! ReFiner is born as a "master" mod to group all of the "module" mods I used to have separately, for the reason that having 1 only project to manage and 1 only package to test and install, was mainly easier and then you also get to better design the way they "cross" each other, for example with the watchdog I implemented for runtime overlapping or runtime parameters that touch the same category, like "Celebrity" between ReCaller and ReLover, but just as an example. Aside from that, in fact, users can also install ReFiner and practically use only 1 or 2 toggles/modules. It's been designed to be a light mod in any case, and highly customizable, to the point that you can also reduce the number of interactions you see in the pie menu, excluding ReCleaner's or ReFiner's themselves. And there's also another point: as of now, by my testings and attempts, Camera Mode cannot be triggered safely by the press of a button (to start the view) so you always have to click somewhere first, and then go clicking the single interaction for that. This means that creating a separate mod would sadly be useless and redundant, if every "important" thing I wanted to add to the game is already inside ReFiner and managed by 1 only interaction pie menu. I think that while ReLover specifically may be not that interesting for everybody (even if "Full Romance Interactions" is a cool toggle for many people in my opinion, that module is not only for open relationships but also for Reputations, so to speak) with ReFiner you'll always have a quick tool to change needs, traits, LTR, LTW and eventually micro modules for anything else. So Camera Mode is a nice addition to that mod! I hope I've been of any help! Edited April 17 by BiterBit 2
SimulatedN00ds Posted April 17 Posted April 17 I don't know why, but ever since I've upgraded to build 445, Sims don't change into a towel after bathing/showering. Seems like the situational outfit isn't generating for some reason when it did on katie's fork. Any idea what I might be doing wrong?
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