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


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Posted (edited)
2 hours ago, SimulatedN00ds said:

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?

 

Hi! For some reason this kept being broken in my case since before I started posting my own builds, and was one of the reason I wanted to share them in the first place

 

After seeing it didn't occur that much in my saves, I didn't do much about it, but now that I'm working on 446 I'll definitely look into it better.

 

What I actually did bring into my builds was the fact that if the index was broken, the towel would have not be set as an outfit because it would have got you a random outfit instead of the towel (in my cases, it was a random outfit from China of World Adventure).
 

EDIT: Now that I'm trying it myself, I'm realizing that in some saves, the towel is not equipped at all by any Sim. I'll clearly investigate this further and bring a fix in 446.

 

EDIT 2: Yeah, you found a real bug and this time it's actually my very fault: in the fix I made to fallback to default outfit if index for towel was missing, I forgot to add compatibility for previous builds code layers of towel, so the fallback had always a priority, especially in newer saves. It has been fixed just now (it now works by my testings) and will be back as normal in 446

 

Did you make sure that towel after bath is set Enabled?

 

Let me know if your Sim just switch back to normal outfit and if it's all of them or just some of them. Kinky World can break towel outfit on itself sadly (but I'll give it a look again once I finish working on mermaid's hydration autonomy that is completely broken)

Edited by BiterBit
Posted

Thank you for answering all these questions!

 

Speaking of towels, would you know if it is possible for us to configure the towel outfit ourselves? In KW, is it the same clothing category that sims change into when their clothes were taken after skinny dipping?

 

By default, iirc, the towel outfit used is a full body outfit (from LN?), and it causes male sims with a custom torso selected in Body Selector to adopt a default-looking torso (full body torso mesh), and I was wondering if there’s a way to separate the towel outfit into tops and bottoms, so that custom torso meshes (rather than full body outfit) could be used together with these bottom towels (https://www.tumblr.com/nectar-cellar/770854604850282496/towel-wrap-bottom-for-males-i-converted-these-2) instead.

Posted (edited)
45 minutes ago, Oestrogen said:

Thank you for answering all these questions!

 

Speaking of towels, would you know if it is possible for us to configure the towel outfit ourselves? In KW, is it the same clothing category that sims change into when their clothes were taken after skinny dipping?

 

By default, iirc, the towel outfit used is a full body outfit (from LN?), and it causes male sims with a custom torso selected in Body Selector to adopt a default-looking torso (full body torso mesh), and I was wondering if there’s a way to separate the towel outfit into tops and bottoms, so that custom torso meshes (rather than full body outfit) could be used together with these bottom towels (https://www.tumblr.com/nectar-cellar/770854604850282496/towel-wrap-bottom-for-males-i-converted-these-2) instead.

 

Hey! I'll check this out specifically. I don't exactly know why towel outfit is actually hidden and only automatic at the moment, but I'll verify as soon as I can and let you know 😃

 

It's likely possible to have it "unlocked" but I have to check if it can break any KW pipeline before introducing the feature!

 

And as of now, I'm still going crazy with mermaid's autonomy to hydration. You wouldn't even imagine what it takes to "tell" their autonomy to take a shower to survive... I swear to god, I'll never touch a mod again in my life that overrides EA's AutonomyManager 😢

Edited by BiterBit
Posted

@BiterBit

Greetings!

 

I can only say one thing about the new version 445: it's absolutely amazing!


I only played for a couple of hours, but the difference from previous versions is immediately noticeable. I used an old save file with the upgrade from version 444.
The mod settings are now very easy to navigate – everything is clear.

The game has become more stable – freezes haven't disappeared, but they're less frequent and less noticeable.

So far, I've only noticed an issue in the settings – Services – Stray Pet – the position doesn't respond to clicking.

 

Everything else seems to be working.
I don't use towels, schools, zombies, animals, or supernatural creatures (except magic) in the game, so I can't comment on the mod's performance in this area.

I wanted to clarify – I couldn't find the "Submissive" trait – was that intended or was it simply forgotten? It would be better to add this trait so that it forces the Sim who has it to always agree. Or, if possible, add an "always agree" setting that applies to the specific sim it's applied to.

 

I'll continue using your version. I hope everything will be fine. The only thing is, I haven't started a new game (there are often surprises here) – I'll try tomorrow.

The only thing missing now is translation. In my case, into Russian. But if that's a problem, I'll adapt to the English version.

 

Thank you for your continued work, and most importantly, for your promptness and feedback!

It's always nice to be heard and listened to.

Thank you again.

Posted

I also wanted to ask if it would be possible to add a duration for the moodlet that causes facial bruises to the rape settings. 24 hours is debatable, but everyone should set their own time.

Also, I'd like to ask for more realism and grit, so that rape is a truly dangerous and memorable event (a little more than unpleasant moodlets). I suggest adding a robbery event after raping a Sim (taking a random percentage of their available money, from 35 to 75%). I think this will make players think twice before sending their Sims out for a nighttime stroll.

The robbery percentage and the option itself could also be added to the settings, so everyone can disable it if they wish.

Posted (edited)
4 hours ago, BiterBit said:

And as of now, I'm still going crazy with mermaid's autonomy to hydration. You wouldn't even imagine what it takes to "tell" their autonomy to take a shower to survive... I swear to god, I'll never touch a mod again in my life that overrides EA's AutonomyManager 😢

Oh dear, I'm so sorry! I didn't know it would be that complicated! I thought you'd have to tweak some parts of the code, not rewrite it -- otherwise I wouldn't have mentioned it! My mermaids still shower autonomously (even though they stop shortly after starting), so it seemed to me like something in the code was trying to make the hygiene bar fill up instead of the hydration one and I thought that wouldn't be so difficult to fix, given how hydration replaces hygiene in mermaids 😭

 

1 hour ago, mrph said:

I couldn't find the "Submissive" trait

I think it's still in the mod. Today I played a save I started a couple days ago and one of my sims has it.

Edited by ptsdfromhome
Posted
5 hours ago, mrph said:

So far, I've only noticed an issue in the settings – Services – Stray Pet – the position doesn't respond to clicking.

 

Hi mrph and thank you very much for your feedback and appreciation, it's warming!

 

I wanted to answer all your doubts.

 

As of now, "Stray Pet Services", despite the slightly confusing name, it's not a "pure" reference to the Stray Pet Services you see in vanilla game. By KW code, it's a completely different toggle that enables/disables specific features that are mostly related to ZooLover feature - it means that if you have ZooLover disabled (like you said) you won't be able to open the related menu for Stray Pet Services, because it's a connected feature. Thanks for letting me know, because in 446 I'll be sure to generate a popup that informs the user to enable ZooLover to configure that filter (that by the way, mostly allows stray pet visits to your household lot to quickly summarize it). So it's a "disabled click" that goes by design and it's not something I personally introduced (as far as I've seen)

 

As per the translations: you are right, and I'm sorry for the pure english version. The point is that for every language, a full translation needs to be done, and while I can of course translate the whole pie menu or the settings, I've noticed the other languages are often incomplete, and while in english you might see, for example, a string for Kinky Dreamings, in other languages you might instead just see a notification that's hardcoded like "UI.Tools.Feedback:KinkyDreaming" or something like that instead of a full dialog. I wanted, for anybody, to have an enjoyable "full version" that is still comprehensible and that's the reason why I did that, but missed translations are still an issue and I'll be what's in my time and resources to translate everything I can, possibly automating a little, the entire process.

 

As per the Submissive trait: be sure to scroll the table because there are a lot of traits now and sometimes one or more can be missed out by sight 😂 But Submissive is definitely there!!

 

As per the raping section: I actually didn't edit that in any build and I don't know if I'm gonna do that, because I feel a little sensitive to the topic 😂 I'll see what I can do but in the meantime, if you just want to disable robberies/burglar events, just download ReFiner because in Settings, you have in "ReHelper" a specific option to disable robberies "for ever"!

 

Stay tuned and thanks again!! 🙏

Posted (edited)
8 hours ago, ptsdfromhome said:

Oh dear, I'm so sorry! I didn't know it would be that complicated! I thought you'd have to tweak some parts of the code, not rewrite it -- otherwise I wouldn't have mentioned it! My mermaids still shower autonomously (even though they stop shortly after starting), so it seemed to me like something in the code was trying to make the hygiene bar fill up instead of the hydration one and I thought that wouldn't be so difficult to fix, given how hydration replaces hygiene in mermaids 😭

 

I think it's still in the mod. Today I played a save I started a couple days ago and one of my sims has it.

 

Your mermaids are taking showers?! That's crazy 😂 I spent a whole gaming day to find a mermaid, dating her and then asking her to live together, just to discover that autonomously she would just wash herself to the sink with a sponge bath!! Not even a shower!! I couldn't do anything to modify EA/KW commodity that suggests mermaids to sink spongebath instead of taking actual showers - but if you say this I think it's just my Isla Paradiso that it's getting bugged!!

 

And speaking of Isla Paradiso, luckily in ReFiner I also implemented a fix to the whole lagging situation caused by routing failures... So that's going to come out as well in next 1.6!

 

EDIT: I just imported in ReFiner 1.6 a feature to repair mermaid status for the damn mermaids that won't show their tails or scales when swimming 👌

By the way, as per the code I reviewed, both the shower and the sink spongebath now produce an entire refill for the hydration motive (as per the logic would require) as well as swimming in pools or everything similar... But I'm still getting crazy to how the autonomy system should decide a priority or how to manage 1 specific need at a time. You didn't cause any trouble or issue - it's the Kinky Code that it's INSANE and overrides EVERYTHING EA has since years and I just hate it with all of my heart 😂 But I really CANNOT stand Sims not taking care of themselves. I hate broken things and once I noticed that I wanted to make it perfect.

 

So now they have to be taking care of themselves!

 

I'll find a way and publish it into 446!

 

EDIT: After 2 days I've found out 2 main things. The first was that my house was probably bugged because outside (public lots) my mermaid was still using normal showers (now patched) refilling its hydration, the second was that they have special bonuses for eating fish that was clearly not implemented in KW and it is as well (we are literally bringing back EA piece by piece and it's pretty insane). I also managed to insert an "emergency shower" for Mermaids with a separate toggle in Miscellaneous that in any case should not be required.

 

EDIT 2: The bonus from eating fish cannot be easily imported for autonomy sadly, but at least they will eat now! And you can still eat the actual fish manually to increase the hunger and get the bonus for the meal!

 

What a relieve 😂

Edited by BiterBit
Posted (edited)

I just dropped your newest build in my game to test, saw the Kinky traits menu and had to stop to show appreciation for this new and improved feature! Omfg, I LOVE it!!! This is WAY better than it was originally, and I LOVE that there are more to choose from now! You did an amazing job! 

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

I just dropped your newest build in my game to test, saw the Kinky traits menu and had to stop to show appreciation for this new and improved feature! Omfg, I LOVE it!!! This is WAY better than it was originally, and I LOVE that there are more to choose from now! You did an amazing job! 

 

Thank you so much!! ❤️

 

This really opens the door for a lot of new potential traits to be added in that table, and also to be spread across Sims in your world! I don't even know how, but I found some NPCs already had some traits in my Isla Paradiso save 😂 Like, a male mermaid has been found with "Feet Lover" and "Prude" traits and it was so damn hilarious because he was also "evil" 😂

 

In 446 btw there should be a dedicated button to spread traits across every Sim!!

 

I luckily ended my work on autonomy (now mermaids survive as well and get their hydration from showers etc.) and accomplished the following TODOs as well, along with that:

 

- Towel behaviour is back at normal

- EA Change Outfit toggle (to set default outfit when you change it, as per the previous comments)

- Pre-Made NPCs creation toggle (that can now be disabled so there won't be a continuous disposal of them if you have Overwatch or equivalent mods)

- Informative Popup to inform you that "Stray Pet Services" cannot be used as a Setting if you didn't enable ZooLover

 

What it's left:

 

- Spread Traits button/feature

- More stability and performance fixes to make the game run/load smoother and better

- Potentially a button in Settings that allows you to switch to "Info mode" where click on a row doesn't enable a toggle but triggers a popup that explains you what every setting do

 

🤞

Edited by BiterBit
Posted

I just did start-up loading screen time lapse test on build 440, 442, and 445, and my results are as follows:

 

NO KW: 41 seconds
KW 440 (JVSmith): 42 seconds
KW 442 (Katie): 96 seconds
KW 445 (BiterBit): 96 seconds

 

Incidentally 440 was my first exposure to KW, and so it never became noticeable until now just how much longer it takes to get past the screen since Katie's version.

Wish I could code/decipher code myself and find out what on earth is causing the loading time to more than double...

Posted (edited)
15 minutes ago, Oestrogen said:

I just did start-up loading screen time lapse test on build 440, 442, and 445, and my results are as follows:

 

NO KW: 41 seconds
KW 440 (JVSmith): 42 seconds
KW 442 (Katie): 96 seconds
KW 445 (BiterBit): 96 seconds

 

Incidentally 440 was my first exposure to KW, and so it never became noticeable until now just how much longer it takes to get past the screen since Katie's version.

Wish I could code/decipher code myself and find out what on earth is causing the loading time to more than double...

 

Hey Oestrogen!

 

I'm pretty sure (as explained before) that in this case the difference is huge because new builds introduce a lot of new content comparing to older ones (like ZooLover, Schools, a lot of NPCs, all of that just by looking at the Settings) and that's the main reason why it happens and it's also related to your PC components (in my case is something like 15 seconds and I have an NVMe SSD).

 

But to be honest between 440 e 442 there shouldn't be like a "gigantic" difference that could explain such a gap. I never added anything in particular that added more content to be loaded (instead, the opposite, but I edited mostly loading times for specific saves and not main screen loading)

 

Pointing this out, I'll without any doubts go checking out how KW can interfere on main loading screen you're talking about and see what I can do 😀 I'll keep you posted if I find out interesting things

Edited by BiterBit
Posted
14 hours ago, BiterBit said:

Your mermaids are taking showers?! That's crazy 😂 I spent a whole gaming day to find a mermaid, dating her and then asking her to live together, just to discover that autonomously she would just wash herself to the sink with a sponge bath!! Not even a shower!! I couldn't do anything to modify EA/KW commodity that suggests mermaids to sink spongebath instead of taking actual showers - but if you say this I think it's just my Isla Paradiso that it's getting bugged!!

Well, they can go for either a shower or a sponge bath. It's just heir hydration need that doesn't go up unfortunately but thankfully it seems like you got this :D

 

15 hours ago, BiterBit said:

I spent a whole gaming day to find a mermaid

Oh, I usually cheat to make mermaids by using Master Controller but lately I started using your reFiner to get mermadic kelp.

 

14 hours ago, BiterBit said:

And speaking of Isla Paradiso, luckily in ReFiner I also implemented a fix to the whole lagging situation caused by routing failures... So that's going to come out as well in next 1.6!

That's actually amazing! Hopefully it'll work with ElleCharmed's version of Isla Paradiso.

 

14 hours ago, BiterBit said:

EDIT: I just imported in ReFiner 1.6 a feature to repair mermaid status for the damn mermaids that won't show their tails or scales when swimming 👌

This happens so often in my game and yesterday I found out Kinky World might be messing with my custom mermaid tails or something, because one of my sims wouldn't switch to his mermaid outfit. By the way, I'm using Simler90's core mod and it fixes pre-made mermaids not having scales and tails and when creating a new save in Isla Paradiso. Will the fix conflict with that?

Posted
8 minutes ago, ptsdfromhome said:

Well, they can go for either a shower or a sponge bath. It's just heir hydration need that doesn't go up unfortunately but thankfully it seems like you got this :D

 

Oh, I usually cheat to make mermaids by using Master Controller but lately I started using your reFiner to get mermadic kelp.

 

That's actually amazing! Hopefully it'll work with ElleCharmed's version of Isla Paradiso.

 

This happens so often in my game and yesterday I found out Kinky World might be messing with my custom mermaid tails or something, because one of my sims wouldn't switch to his mermaid outfit. By the way, I'm using Simler90's core mod and it fixes pre-made mermaids not having scales and tails and when creating a new save in Isla Paradiso. Will the fix conflict with that?

 

Hi ptsdfromhome!

 

I'll confirm things by numbers:

 

1) Yes, the hydration refill now works properly for showers and spongebaths in test build 446

 

2) Finding a mermaid is sometimes not easy and you just made me think about a potential feature in ReFiner called "Discover Mermaids" that will spoil you their names and locations 😂 I'll think about it!! But in the meantime I'm happy you solved it with mermadic kelp through ReFiner itself!

 

3) I don't think it's going to conflict with custom versions of Isla Paradiso. As far as I've seen, custom worlds tries to fix Isla Paradiso by deleting floating houses and problematic houses in general that causes A LOT of routing issues in general. So ReFiner, bringing in two different features (for mermaids fixing and routing issues) will completely be compatible with that. And not only: it's potentially likely that custom world will not even be needed if I manage to fix routing issues in general. I'm testing this right now so I can let you know further in time! Deleting problematic households and houses is of course working as a "symptom" deletion, but I'm definitely interesting in studying how the routing issue is originated at its root!

 

4) I suspect it as well, that KW interferes with outfits, but I found out A LOT of posts online where users just complain about Mermaids being broken by EA that never fixed CAS repatching for them, so in a lot of scenarios pre-made mermaids are actually broken. So, KW influencing this or not, "Fix Whole World Mermaids" in ReFiner will just bring back natural repatching for their outfits (and in my testing it works greatly, also spoiling you their names in the report 😂). I don't think it's going to conflict with anything at all because it uses very simple features to fix all the mermaids in the world/save you're playing and it's one shot, but I'll check it out to be sure 😀

Posted
25 minutes ago, BiterBit said:

 

Hey Oestrogen!

 

I'm pretty sure (as explained before) that in this case the difference is huge because new builds introduce a lot of new content comparing to older ones (like ZooLover, Schools, a lot of NPCs, all of that just by looking at the Settings) and that's the main reason why it happens and it's also related to your PC components (in my case is something like 15 seconds and I have an NVMe SSD).

 

But to be honest between 440 e 442 there shouldn't be like a "gigantic" difference that could explain such a gap. I never added anything in particular that added more content to be loaded (instead, the opposite, but I edited mostly loading times for specific saves and not main screen loading)

 

Pointing this out, I'll without any doubts go checking out how KW can interfere on main loading screen you're talking about and see what I can do 😀 I'll keep you posted if I find out interesting things

Thank you so much for that, I would be so grateful if you could share any interesting findings 😭 I also have an NVMe SSD, with all DLCs installed. Your build offers a significant improvement in terms of in-game performance over 442 where lagginess is concerned.

 

I am very intrigued to know how you're able to get past it in just 15 seconds though, do you play with minimal CC and mods? Do you play with all DLCs installed?

Posted
3 minutes ago, BiterBit said:

1) Yes, the hydration refill now works properly for showers and spongebaths in test build 446

Great! Thanks! I love how you've been improving KW so much and that you listen to us end users ❤️

 

4 minutes ago, BiterBit said:

2) Finding a mermaid is sometimes not easy and you just made me think about a potential feature in ReFiner called "Discover Mermaids" that will spoil you their names and locations 😂 I'll think about it!! But in the meantime I'm happy you solved it with mermadic kelp through ReFiner itself!

I know, they can be so damn "elusive". What I meant though is you can create a mermaid yourself, when you need to test any fixes or features that have to do with them. And if the feature or fix is about the EA pre-made ones, you can always use Master Controller to invite them over at your house or even a diving lot (I think I did that one time).

 

9 minutes ago, BiterBit said:

3) I don't think it's going to conflict with custom versions of Isla Paradiso. As far as I've seen, custom worlds tries to fix Isla Paradiso by deleting floating houses and problematic houses in general that causes A LOT of routing issues in general. So ReFiner, bringing in two different features (for mermaids fixing and routing issues) will completely be compatible with that. And not only: it's potentially likely that custom world will not even be needed if I manage to fix routing issues in general. I'm testing this right now so I can let you know further in time! Deleting problematic households and houses is of course working as a "symptom" deletion, but I'm definitely interesting in studying how the routing issue is originated at its root!

This sounds really promising! But it must be difficult, so if there's anything I could do as a non-modder to help, please let me know!

 

14 minutes ago, BiterBit said:

4) I suspect it as well, that KW interferes with outfits, but I found out A LOT of posts online where users just complain about Mermaids being broken by EA that never fixed CAS repatching for them, so in a lot of scenarios pre-made mermaids are actually broken. So, KW influencing this or not, "Fix Whole World Mermaids" in ReFiner will just bring back natural repatching for their outfits (and in my testing it works greatly, also spoiling you their names in the report 😂). I don't think it's going to conflict with anything at all because it uses very simple features to fix all the mermaids in the world/save you're playing and it's one shot, but I'll check it out to be sure 😀

If you manage to fix the pre-made mermaids, you should please make sure you don't delete their scale colors in the process. Unlike mermaids created by story progression or the player, which get assigned a default scale coloring depending on their age and gender, the pre-made ones have their own colors assigned by EA. Currently, in order to fix their tails, you have to remove their mermaid occult status and then add it back with Master Controller -- but their colors are lost once their occult is removed and instead they get assigned the default colors. Simler90's mod also fixes their tails but doesn't remove their occult status, so the colors are reserved.

Posted
12 minutes ago, Oestrogen said:

Thank you so much for that, I would be so grateful if you could share any interesting findings 😭 I also have an NVMe SSD, with all DLCs installed. Your build offers a significant improvement in terms of in-game performance over 442 where lagginess is concerned.

 

I am very intrigued to know how you're able to get past it in just 15 seconds though, do you play with minimal CC and mods? Do you play with all DLCs installed?

 

I dedicated some time to study what actually happens when you launch the game and it loads every content, finding out that build 440 and 442/3/4/5 do not differ in operations they launch on PreLoad code. They're basically identical... What does change is:

 

- The method used to read all packages between 440 and further versions (from >442 it has been implemented a legacy reader for packages to sustain compatibility for older packages) but it's related to save/world loading and not main menu

 

- The fact that 440 may not come with special packages, while 442+ if you noticed, already come with more special packages in the "additional" folder, but it makes almost no difference

 

- The fact that there are more classes and files to be loaded because the mods introduce new feature (442+) and it can change how PreLoad reads them

 

In these terms, I'm implementing some logging to find out which files or classes are generating more loading times and why (hopefully) but keep in mind that this is an issue that can manifest of very edge case scenarios (I keep having 18-20 seconds between 440 and 445), so I don't know how much I can do about this

 

In any case, I only have these mods installed:

 

image.png.59c6ae17f46cb3e7593593b686d997e0.png

 

So no particular custom content or Nraas mod in general. This can explain why my loading times are so fast, you have to consider that a lot of other mods may be interfering!

 

In any case, I'll let you know if I find out any other detail!

Posted
3 minutes ago, ptsdfromhome said:

Great! Thanks! I love how you've been improving KW so much and that you listen to us end users ❤️

 

I know, they can be so damn "elusive". What I meant though is you can create a mermaid yourself, when you need to test any fixes or features that have to do with them. And if the feature or fix is about the EA pre-made ones, you can always use Master Controller to invite them over at your house or even a diving lot (I think I did that one time).

 

This sounds really promising! But it must be difficult, so if there's anything I could do as a non-modder to help, please let me know!

 

If you manage to fix the pre-made mermaids, you should please make sure you don't delete their scale colors in the process. Unlike mermaids created by story progression or the player, which get assigned a default scale coloring depending on their age and gender, the pre-made ones have their own colors assigned by EA. Currently, in order to fix their tails, you have to remove their mermaid occult status and then add it back with Master Controller -- but their colors are lost once their occult is removed and instead they get assigned the default colors. Simler90's mod also fixes their tails but doesn't remove their occult status, so the colors are reserved.

 

Ah! This is really interesting!

 

1) I didn't find a quick way to create a mermaid myself in CAS (there was no option) so I decided to role-play and find one myself 😂 Then I managed to just ask to live together once the LTR was sufficient enough

 

2) Don't worry about helping 😀 But thanks a lot for that. Testing out ReFiner's Isla Paradiso Fix might get your game laggy in general and I edit the code like 400 times a day to improve it so as of now I wouldn't recommend trying my betas 😂

 

3) This is an exceptional information. I should definitely verify this in ReFiner code to ensure occult status is not removed (is possible and still efficient) so that every mermaid just recovers its pre-assigned outfits!! I'll check this out and eventually post you about it 😀

Posted
4 minutes ago, BiterBit said:

1) I didn't find a quick way to create a mermaid myself in CAS (there was no option) so I decided to role-play and find one myself 😂 Then I managed to just ask to live together once the LTR was sufficient enough

Unfortunately, you can't create mermaids in CAS or save them to the bin, when you edit them from a dresser or mirror. This is sadly one of the biggest omissions in the game. I just create regular human sims and them turn them into mermaids with Master Controller or reFiner during gameplay.

 

6 minutes ago, BiterBit said:

2) Don't worry about helping 😀 But thanks a lot for that. Testing out ReFiner's Isla Paradiso Fix might get your game laggy in general and I edit the code like 400 times a day to improve it so as of now I wouldn't recommend trying my betas 😂

Ok, I see. Thank you again for being so committed to fixing stuff in the game! :D

 

7 minutes ago, BiterBit said:

3) This is an exceptional information. I should definitely verify this in ReFiner code to ensure occult status is not removed (is possible and still efficient) so that every mermaid just recovers its pre-assigned outfits!! I'll check this out and eventually post you about it 😀

Simler gives some info on how he achieved that on the mod's MTS page. You should definitely check it out! Are you planning on fixing the mermaid routing too? Cause they will only swim if there's water between them and their destination, completely ignoring boat taxis or any boats in their inventory (I have to specifically use the "Boat here" interaction to prevent them from doing that). NRaaS GoHere does have a toggle that's supposed to disable it but it doesn't do anything, and I think Chain Reaction himself has said that the part of the code that controls mermaid routing as regards to them always swimming must be broken. Oh and by the way please don't take this as a request, I'm merely asking out of curiosity.

Posted
42 minutes ago, ptsdfromhome said:

Unfortunately, you can't create mermaids in CAS or save them to the bin, when you edit them from a dresser or mirror. This is sadly one of the biggest omissions in the game. I just create regular human sims and them turn them into mermaids with Master Controller or reFiner during gameplay.

 

Ok, I see. Thank you again for being so committed to fixing stuff in the game! :D

 

Simler gives some info on how he achieved that on the mod's MTS page. You should definitely check it out! Are you planning on fixing the mermaid routing too? Cause they will only swim if there's water between them and their destination, completely ignoring boat taxis or any boats in their inventory (I have to specifically use the "Boat here" interaction to prevent them from doing that). NRaaS GoHere does have a toggle that's supposed to disable it but it doesn't do anything, and I think Chain Reaction himself has said that the part of the code that controls mermaid routing as regards to them always swimming must be broken. Oh and by the way please don't take this as a request, I'm merely asking out of curiosity.

 

- For mermaids in CAS, considering that with proper tooling you can create any kind of workaround with mods, I'll really see what I can do, I kinda think EA forgot to add its dedicated slot in CAS because there's clearly one missing when you have every EP installed 😂 I'll let you know!

 

- I kinda just checked if every mermaid had CAS payload for colors and presets and they actually have! So I clearly implemented a snapshot reference for their color preset and now after the fix, every mermaid maintains its EA color now! 😀 Keep in mind that removing and readding occult status in some cases it's necessary because in some scenarios that status is bugged and some moodlets may not appear or some animation to trigger the tail are not even there (EA's fault), but considering that you can now reference their CAS colors flawlessly, it looks perfect now by my testings! And they also have really beautiful colors for scales and tails 😯

 

- As per the routing - I didn't know that! I suppose this is EA design entirely (to make them always swim) also because mermaids need salty water to survive and maintain their status, but I think another toggle can be implemented as well to make them prefer using boats instead of swimming everytime! I'll look into that and eventually let you know 😀

Posted (edited)

If you do attempt to add mermaids in CAS, there's an MTS thread where some creators were discussing on adding new occults to CAS, one of them being mermaids. Not sure how helpful it is but I guess it wouldn't hurt to take a look at it. And again don't take this as a request. I personally don't mind too much turning sims into mermaids after I create them. And off course thanks for everything you've done so far!

Edited by ptsdfromhome
Posted
46 minutes ago, ptsdfromhome said:

If you do attempt to add mermaids in CAS, there's an MTS thread where some creators were discussing on adding new occults to CAS, one of them being mermaids. Not sure how helpful it is but I guess it wouldn't hurt to take a look at it. And again don't take this as a request. I personally don't mind too much turning sims into mermaids after I create them. And off course thanks for everything you've done so far!

 

I've taken a look at the MTS thread and my suspicions are correct: EA left half of the infrastructure inside the CAS to choose a mermaid Sims (it's plenty of references in the code I did already see in the past) but never finished the job. So the result is that you can't select the mermaid in CAS but it's actually possible.

 

It's a huge job that should require another separate mod in my opinion (or not, eventually) but it's not just coding a scripting mod, it's a work that would require a whole UI and LAYO resources to be added inside the mod package to make it become a full working core mod that enables the CAS for mermaid.

 

It's ambitious and almost impossible, therefore the kind of challenge I usually love.

 

Once finished and published ReFiner 1.6 and Kinky World 446, I will DEFINITELY try achieving this.

Posted (edited)
27 minutes ago, anton557 said:

 

I did translate (Russian) for Oniki's Kinky World Build 445 v0.8.8

 

https://drive.google.com/file/d/1e_fpHbJUSlSkHacR6EcbnFp_5wAU1Bqb/view?usp=sharing

 

 

This is great!! I'll be sure to implement this STBL in 446 along with the few new strings I can translate on my own! Thanks a lot!

 

I'll be sure to include your name (the one indicated as "author", inside the string "0x5F2C0BD19CCA08F0" that is usually used in other languages as well to include who contributed to the translation of every language! I'll also check if there was any other credited user in old builds strings!!

 

EDIT: If I manage to, I'll also share a 445 that has your translation as well, along with every other language that was previously included!

 

Do you prefer to be credited as "stone"/"Stone" or "anton557"?

 

THANKS again!!!

Edited by BiterBit
Posted
42 minutes ago, BiterBit said:

Do you prefer to be credited as "stone"/"Stone" or "anton557"?

 

It doesn't matter, you can add me whatever you want 😃 You can use "anton557". I use the nickname "Stone" on the nexusmods website.

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