BiterBit Posted April 28 Author Posted April 28 (edited) I wanted to let you all know what I'm working on right now in relation to build 447: Plumbots (EP11) and Servobots (Ambitions). The logic in the entire code is pretty much confused in my opinion, and has gating that do not make much sense depending on the scenario. I've even found parts of the code where Kinky actions towards Plumbot were related to "ZooLover". So I'm overhauling and redesigning this whole system: - Servobots for Ambitions will be able to receive Kinky actions (with a toggle, of course) that enables Womb and Sperm + Penis for males or female roles, but without the possibility of a pregnancy, because it's not really well supported as you may see on Plumbots side. It's still gonna be huge considering that robots such as Servobots got always excluded from Kinky World and I don't even know why. - Plumbots now have a confused logic: in some scenarios they require a chip, in others they require ZooLover, in others they require "isDroid" flag that is a KW adding. This is going to change. Plumbots will be able to receive Kinky Interactions only if they have "Sex Bot Chips", but with a design difference. With only Sex Bot Chip implemented, they will be able to receive sex request, but in a "robot way", that means a sort of "always accept" situation (as per the EA logic related to other traits). Also, Sex Bot Chip will automatically be discovered by your Sim if it reaches Level 7 in Bot Building, because right now the Sex Bot Chip is actually not discoverable if not with a random chance, making it almost impossible sometime to grab it. If the Plumbot with Sex Bot Chip also gets its Sentience trait or Ability to Love/Feel, in that case it will also have decisions, like scorings, preference, logics for Kinky Traits etc. - "isDroid" flag will only be used in pregnancies, where the baby needs to have automatic chip traits to be validated as a child, and anywhere else. - Pregnancy toggle for Plumbots (EP11) will only decide if a male plumbot can be fertile, and if a female plumbot can get pregnant, and nothing more. So: two different mechanics for Servobots and Plumbots, and and overhauling process. It's a huge work but in my opinion very very needed for this mod. Eventually, let me know what you think! EDIT: I did not forget your requests in general as per your comments in this thread, so I will still get back to you and let you know if what you asked for is doable and if it can enter in this flow of code edits for 447. I just need more time to elaborate everything and then I'll get back to every of your question! Also keep in mind I'm working on ReFiner 1.9 for Isla Paradiso Routing Failure Fix, STBLs and eventually and extended camera mode, so I might be busy, but I'm still "here"! Edited April 28 by BiterBit 1
ptsdfromhome Posted April 28 Posted April 28 (edited) I wanted to ask something. Could you make it possible to learn kinky traits via an interaction, similar to how Get to Know can result in learning someone's traits? It can be a standalone, KW specific interaction or you could replace EA Get to Know interaction with a custom one that allows you learn kinky traits alongside the regular traits. I think for me the latter would be preferable, considering how the Get to Know interaction is by default broken (I use a mod to fix it). I think it would be useful for those of us who like to save our LTR points for the more expensive rewards -- assuming off course this would fall within the scope of what you're trying to do with this mod and that you have the time do it. P.S.: Could you make a small tweak in the mechanic that spreads kinky traits among inactive sims? I like how we can spread them now but I feel like there should be a small percentage of the population that doesn't have any, much like how in real like some people have kinks, fetishes or specific preferences while others don't. Edited April 28 by ptsdfromhome 1
BiterBit Posted April 28 Author Posted April 28 35 minutes ago, ptsdfromhome said: I wanted to ask something. Could you make it possible to learn kinky traits via an interaction, similar to how Get to Know can result in learning someone's traits? It can be a standalone, KW specific interaction or you could replace EA Get to Know interaction with a custom one that allows you learn kinky traits alongside the regular traits. I think for me the latter would be preferable, considering how the Get to Know interaction is by default broken (I use a mod to fix it). I think it would be useful for those of us who like to save our LTR points for the more expensive rewards -- assuming off course this would fall within the scope of what you're trying to do with this mod and that you have the time do it. P.S.: Could you make a small tweak in the mechanic that spreads kinky traits among inactive sims? I like how we can spread them now but I feel like there should be a small percentage of the population that doesn't have any, much like how in real like some people have kinks, fetishes or specific preferences while others don't. Hey! Yes to both things. I already noticed that, despite the mechanic to discover Kinky Traits was actually present, is indeed "broken" or "missing" somehow in the game and you don't really discover them socially that much. I'll try to fix that! For the spread - yes as well. A small part of the population can be excluded, but that needs to be tunable. I can make a separate toggle for that! Like "define a percentage of population to spread the kinky traits to" or something like that 👌 1
BiterBit Posted April 28 Author Posted April 28 19 hours ago, Steve2D said: As a brief follow-up, I remembered that KW's existing blackmail system makes it possible to find your nudes, and those of other sims whose pictures you uploaded, by looking for porn online. Would it be possible to start by adding a little more to that specific feature? What I have in mind is: - Reducing the probability of finding your own pictures, and increasing the chance of finding others - A bigger relationship penalty for uploading somebody's nudes - Being able to make fun of someone whose pictures were leaked, and getting teased if you're the victim - Monstrous retribution (repeated rapists should be threatened with having video of their attacks posted online and sent to the police. Anyone caught this way should become an enemy of every sim they know, on top of getting arrested.) On a separate note, can you tell me a bit more about how my sims will be affected if they already have KW traits? There are a lot of sims saved in my town editor, and I really don't want to lose them. Hey Steve! I wanted you to know that I've taken a look at the code for the two things you asked for, and I have some kind of answers. As for the jailing system, blackmailing, TS1 sounds, "murder" situations - that's impossible for me. Or, let's say it better - it's out of the scope. It's a work that would require weeks of not only "coding", but also understanding entirely how certain features are built from scratch and correctly implemented, including moodlets, new interactions, new adding of sounds, things I've never done or done just a few times, and also testing them (a lot, like... A lot) for every specific situation before releasing. I released a bunch of builds since March and even for the simplest things you would never imagine the time I spent on testing and assuring everything was okay - and bugs still came out anyway. With this kind of work it would be crazy for me, especially doing everything by myself. I have a decent knowledge about coding, STBLs and localization, base moodlets: I can create complex logics or correct bugs, but as of now I can't focus about creating completely from scatch new features that require assets and resources more than just the code. It's still possible, don't get me wrong, but sadly it's out of the scope for my intents on the mod. About your second request, the answer is sadly very similar: I had a look at the code and found out that some things could easily be implemented, like the chance of finding other people pictures online more than your own, that's kinda "easy" and can be thought. Having bigger penalties in relationships for non consensual uploading - that's "easy" as well and I can definitely note this up for 447; it also makes sense for the logic itself. What's kinda "impossible" as of now would be creating new interactions from scratch for example, like being "humiliated" for leaked photo, or do that on a target Sim, adding an imaginary system of reputation, or something like that, even though I may note it for an attempt. Every time I saw how Kinky world injects its interactions or copies EA's one, I realized it's a miracle in the way it works today for how many of them already are present, and still introduce some bugs from time to time (like duplicated romantic interactions, or disappearing of EA's funny interactions). What can be also thought is adding random notifications for rapist Sims and also relationship penalties (like the ones Late Night already applies for scandals towards every Sim you know, or when you cheat) for repeated act or for being a rapist in general. I never had any attempt to the rapist side of the mod in game, so I don't really know how what I see from code gets to work. I know for sure that there are already some penalties for rapist, globally and per-Sim, but yeah, more penalties, narrative notifications (like threats for SMS, general notifications or mailbox involved) could surely be thought for that, like a hard punishment for rapist in general. One of the issue I mentioned before in this thread is that I generally don't really like the rapist side of the mod, so I generally avoid touching it and playing it. But I can have a look at it! As of now I'm still working on a lot of other aspects of the mod (Robots in general) but I can give it a further check for what's in my ability and time to possibly enhance it. In case, I'll let you know
Steve2D Posted April 28 Posted April 28 47 minutes ago, BiterBit said: Hey Steve! I wanted you to know that I've taken a look at the code for the two things you asked for, and I have some kind of answers. As for the jailing system, blackmailing, TS1 sounds, "murder" situations - that's impossible for me. Or, let's say it better - it's out of the scope. It's a work that would require weeks of not only "coding", but also understanding entirely how certain features are built from scratch and correctly implemented, including moodlets, new interactions, new adding of sounds, things I've never done or done just a few times, and also testing them (a lot, like... A lot) for every specific situation before releasing. I released a bunch of builds since March and even for the simplest things you would never imagine the time I spent on testing and assuring everything was okay - and bugs still came out anyway. With this kind of work it would be crazy for me, especially doing everything by myself. I have a decent knowledge about coding, STBLs and localization, base moodlets: I can create complex logics or correct bugs, but as of now I can't focus about creating completely from scatch new features that require assets and resources more than just the code. It's still possible, don't get me wrong, but sadly it's out of the scope for my intents on the mod. About your second request, the answer is sadly very similar: I had a look at the code and found out that some things could easily be implemented, like the chance of finding other people pictures online more than your own, that's kinda "easy" and can be thought. Having bigger penalties in relationships for non consensual uploading - that's "easy" as well and I can definitely note this up for 447; it also makes sense for the logic itself. What's kinda "impossible" as of now would be creating new interactions from scratch for example, like being "humiliated" for leaked photo, or do that on a target Sim, adding an imaginary system of reputation, or something like that, even though I may note it for an attempt. Every time I saw how Kinky world injects its interactions or copies EA's one, I realized it's a miracle in the way it works today for how many of them already are present, and still introduce some bugs from time to time (like duplicated romantic interactions, or disappearing of EA's funny interactions). What can be also thought is adding random notifications for rapist Sims and also relationship penalties (like the ones Late Night already applies for scandals towards every Sim you know, or when you cheat) for repeated act or for being a rapist in general. I never had any attempt to the rapist side of the mod in game, so I don't really know how what I see from code gets to work. I know for sure that there are already some penalties for rapist, globally and per-Sim, but yeah, more penalties, narrative notifications (like threats for SMS, general notifications or mailbox involved) could surely be thought for that, like a hard punishment for rapist in general. One of the issue I mentioned before in this thread is that I generally don't really like the rapist side of the mod, so I generally avoid touching it and playing it. But I can have a look at it! As of now I'm still working on a lot of other aspects of the mod (Robots in general) but I can give it a further check for what's in my ability and time to possibly enhance it. In case, I'll let you know Sadly, that's not too surprising. KW is known for being a rat's nest, and any blackmail mod would probably have to be completely separate. Of course, that's doable, and I made sure that everything I said was technically possible, but not without overwriting a huge amount of KW code. Since I'm a writer, not a coder, there's not much I can do about that. However, there's a good case to be made for starting the blackmail system from scratch.
BiterBit Posted April 28 Author Posted April 28 (edited) 29 minutes ago, Steve2D said: Sadly, that's not too surprising. KW is known for being a rat's nest, and any blackmail mod would probably have to be completely separate. Of course, that's doable, and I made sure that everything I said was technically possible, but not without overwriting a huge amount of KW code. Since I'm a writer, not a coder, there's not much I can do about that. However, there's a good case to be made for starting the blackmail system from scratch. Yeah, I agree about mostly everything. Right now it resembles a "rat nest" because it's a huge project and it went from hand to hand on different developers, where people just kinda added their own content in their own way, just "making it work" and usually not trying to figure out a design as a whole (it's not easy, not an obligation also, so it's understandable). A proof of this is how traits were managed and how Plumbots were managed as well. I'm sure that the whole code is full of things to align and merge on code and design level. On a technical side, yeah, I think that what you said is mostly doable (I say mostly because some things, sometimes, in TS3 are really hard to implement in my experience) - it would just require an immense amount of work, knowledge and also testing, as I said, to reserve only on the blackmailing system and leaving out the rest of the mod to ensure everything works properly. Edited April 28 by BiterBit
CMaxi Posted April 29 Posted April 29 (edited) Hello, Is there a way to disabled or overwrite the KW Error logs? Eventually I got a lot of them. Thanks in advance. Edited April 29 by CMaxi
Oestrogen Posted April 29 Posted April 29 2 hours ago, CMaxi said: Hello, Is there a way to disabled or overwrite the KW Error logs? Eventually I got a lot of them. Thanks in advance. You can turn off all logs by going to Kinky World > Settings > Miscellaneous > Logging Features and turn off the logging. Though I think with build 446 Biterbit's already disabled a bunch of them by default so no log should have been generated. You should also set 'Enable Global Buffer (required for logging)' to 'Disabled' (from build 445+) if you aren't planning on using any logging features. 2
Oestrogen Posted April 29 Posted April 29 Thank you so much for releasing build 446, especially the ability to turn off original KW NPC creation. Do I disable them completely by setting 'KW Premade NPC Engine' to 'Disabled'? I do have a question regarding sims swimming in pools again though: in vanilla game behaviour, sims swim around the pool and will get rewarded with athletic skills, depending on how long they've spent swimming around; however, I've only recently noticed that sims stopped gaining athletic skills, and was wondering if KW could be the culprit for that. 1
BiterBit Posted April 29 Author Posted April 29 (edited) 2 hours ago, Oestrogen said: Thank you so much for releasing build 446, especially the ability to turn off original KW NPC creation. Do I disable them completely by setting 'KW Premade NPC Engine' to 'Disabled'? I do have a question regarding sims swimming in pools again though: in vanilla game behaviour, sims swim around the pool and will get rewarded with athletic skills, depending on how long they've spent swimming around; however, I've only recently noticed that sims stopped gaining athletic skills, and was wondering if KW could be the culprit for that. Hey!! KW wraps its own version of Swim Around so that's likely possible 🥲 But what is also possible is that KW pushes "Swim Around" action as a commodity very very often for Sims, so sometimes they could have already reached level 10 Athletic Skil! I will check this specifically and let you know!! Also: thanks for replying about the logging! As per the NPCs: you don't turn them off "completely" in a literal meaning but you turn off the main features that regenerates them constantly and puts them into the world, and most importantly the fact that after generating them KW keeps disposing them! There are just a few callbacks that are able to manage NPCs on their own, but don't trigger the disposal with that toggle Disabled! Once I'll be on my PC I'll check in details again 😃 Edited April 29 by BiterBit 1
BiterBit Posted April 29 Author Posted April 29 4 hours ago, CMaxi said: Hello, Is there a way to disabled or overwrite the KW Error logs? Eventually I got a lot of them. Thanks in advance. As said by Oestrogen, in my builds of KW you can always disable not only every kind of logging, but also the buffer that "monitors" them, inside Miscellaneous I intentionally left ErrorLog (feature that detects mostly passive errors in the mod) default ON in case anyone would have wanted to sent me those for analysis, but as long as everything works, please disable every logging feature and also the global buffer for performances! 1
Oestrogen Posted April 29 Posted April 29 Thank you for replying, I've set the 'KW Premade NPC Engine' to 'Disabled', but after having updated to build 446, I'm having a problem sending sims to the Sims University world (from EP09), where about 8 errorlogs are constantly being generated and refreshed as the game attempts to load the world: <?xml version="1.0" encoding="utf-8"?> <ScriptError Version="6" Type="MiniScriptError"> <ExceptionData>Oniki.KinkyMod v0.8.9 (446) System.NullReferenceException: A null value was found where an object instance was required. #0: 0x00013 callvirt in Oniki.Services.Oniki.Services.KWServices:Simulate () () #1: 0x00027 leave.s in ScriptCore.ScriptCore.ScriptProxy:Simulate () () </ExceptionData> </ScriptError> The game constantly complains about KW services, I assume it's that setting I've changed. I'll try to reload the uni world with the 'KW Premade NPC Engine' set to 'Enabled' and check if the world loads properly. 1
BiterBit Posted April 29 Author Posted April 29 (edited) 28 minutes ago, Oestrogen said: Thank you for replying, I've set the 'KW Premade NPC Engine' to 'Disabled', but after having updated to build 446, I'm having a problem sending sims to the Sims University world (from EP09), where about 8 errorlogs are constantly being generated and refreshed as the game attempts to load the world: <?xml version="1.0" encoding="utf-8"?> <ScriptError Version="6" Type="MiniScriptError"> <ExceptionData>Oniki.KinkyMod v0.8.9 (446) System.NullReferenceException: A null value was found where an object instance was required. #0: 0x00013 callvirt in Oniki.Services.Oniki.Services.KWServices:Simulate () () #1: 0x00027 leave.s in ScriptCore.ScriptCore.ScriptProxy:Simulate () () </ExceptionData> </ScriptError> The game constantly complains about KW services, I assume it's that setting I've changed. I'll try to reload the uni world with the 'KW Premade NPC Engine' set to 'Enabled' and check if the world loads properly. Hey! I had a look at the code and on the error you posted, and found out the two things (new toggle and the error you had) are not related. About "KW Premade NPC Engine" set to Disabled: that setting only controls whether Kinky World’s premade NPC system starts and it does not disable the KW services layer that runs every frame. So turning it OFF should not, by itself, be the logical cause of a crash inside KWServices.Simulate you see in that script error! The error seems pointing to the code section (NullReferenceException in KWServices.Simulate) that matches a case where the game "temporarily" has the global Services singleton in an "unexpected" state, for example during heavy load, travel or switching to certain worlds (University in your case). That can spam script errors until the transition is completed and stable! There isn’t anything in how that KW options work that ties it to "High School" setting being on or off (I checked that as well) and it's likely unrelated at all. Considering the cause to this is something related to game data load, try loading Sims University again with "KW Premade NPC Engine" set to Enabled and see if the error still appears. If it still happens with premade NPCs enabled, that supports the idea that it’s tied to world load/travel (potentially related to Nraas mods if they are present), and not the premade NPC toggle! If only the disabled case triggers it reliably, please let me know for further fixes. If this actually is a services/world-load timing issue as I suspect, it's usually fixable with code gatings upon that scenario. Thanks for reporting!! EDIT: As per your "Swim Around" question from before: from the KW code, pool swimming still runs the vanilla SwimAround logic (KWSwimAround only wraps the definition and calls base.Run()), and nothing in KW "zeroes" or overrides normal Athletic gain from that interaction! Athletic is only adjusted in KW in other contexts (e.g. WooHoo settings). If Athletic stopped increasing while swimming, it’s more likely that you may have already reached Level 10 Athletics or that another mod may be interfering 🤔 Edited April 29 by BiterBit
Oestrogen Posted April 29 Posted April 29 It's never happened to me when I was using 445, where no error was generated and the world would load successfully. But now the game keeps generating these 10, 11 script errors, constantly refreshing itself (the last 8 digits keep changing along the timestamp) 😭 same thing not only happens when loading University world (the progress bar barely moves), but also when I'm returning to main menu from a save. 1
BiterBit Posted April 29 Author Posted April 29 (edited) 6 minutes ago, Oestrogen said: It's never happened to me when I was using 445, where no error was generated and the world would load successfully. But now the game keeps generating these 10, 11 script errors, constantly refreshing itself (the last 8 digits keep changing along the timestamp) 😭 same thing not only happens when loading University world (the progress bar barely moves), but also when I'm returning to main menu from a save. I kinda noticed a similar thing related only to specific saves. Would you mind to ZIP them out and send them to me, even on private message if you prefer it? I'll clearly investigate this! As a reassurance I don't think this is critical, but there's of course something that is triggering a script error! EDIT: In my case, it's related to the same stacks in any log: Oniki.Interactions.Hygiene_UseTampon+Definition:Test Oniki.Interactions.Hygiene_UsePad+Definition:Test Oniki.Interactions.Hygiene_UseCup+Definition:Test And it happens because in various moments (on specific saves) the mod code tries to inject Menstruation Hygiene interactions that, when not available in some scenarios, can trigger this script errors. This is easily fixable by code (so as I said it's not even critical) but I need to know if your logs are the same occurences! Edited April 29 by BiterBit 1
Oestrogen Posted April 29 Posted April 29 17 minutes ago, BiterBit said: I kinda noticed a similar thing related only to specific saves. Would you mind to ZIP them out and send them to me, even on private message if you prefer it? I'll clearly investigate this! As a reassurance I don't think this is critical, but there's of course something that is triggering a script error! EDIT: In my case, it's related to the same stacks in any log: Oniki.Interactions.Hygiene_UseTampon+Definition:Test Oniki.Interactions.Hygiene_UsePad+Definition:Test Oniki.Interactions.Hygiene_UseCup+Definition:Test And it happens because in various moments (on specific saves) the mod code tries to inject Menstruation Hygiene interactions that, when not available in some scenarios, can trigger this script errors. This is easily fixable by code (so as I said it's not even critical) but I need to know if your logs are the same occurences! Hey, thanks for checking again with me, I tried to reset all KW settings back to default before sending my sim to uni, and all 11 error logs were generated while the game (failed) to load the world for over half and hour before I taskkill the game. All eleven logs were identical, and only had this (as I shared earlier): <?xml version="1.0" encoding="utf-8"?> <ScriptError Version="6" Type="MiniScriptError"> <ExceptionData>Oniki.KinkyMod v0.8.9 (446) System.NullReferenceException: A null value was found where an object instance was required. #0: 0x00013 callvirt in Oniki.Services.Oniki.Services.KWServices:Simulate () () #1: 0x00027 leave.s in ScriptCore.ScriptCore.ScriptProxy:Simulate () () </ExceptionData> </ScriptError>
BiterBit Posted April 29 Author Posted April 29 (edited) 44 minutes ago, Oestrogen said: Hey, thanks for checking again with me, I tried to reset all KW settings back to default before sending my sim to uni, and all 11 error logs were generated while the game (failed) to load the world for over half and hour before I taskkill the game. All eleven logs were identical, and only had this (as I shared earlier): <?xml version="1.0" encoding="utf-8"?> <ScriptError Version="6" Type="MiniScriptError"> <ExceptionData>Oniki.KinkyMod v0.8.9 (446) System.NullReferenceException: A null value was found where an object instance was required. #0: 0x00013 callvirt in Oniki.Services.Oniki.Services.KWServices:Simulate () () #1: 0x00027 leave.s in ScriptCore.ScriptCore.ScriptProxy:Simulate () () </ExceptionData> </ScriptError> I have some ideas about what may be causing this and I don't think it's related to any of the modifications I've made in recent builds. This might be solved with a temporary fix: can you leave a message to me? So we can test this out together! EDIT: With the actual public release 446 v0.8.9 I tried to: - Sign up a Young Adult to a University - Travel (automatically) to the University - Save and reload the same save multiple times once I was in the said university It all happened without any issue and without any script error, along with very fast timings! I kinda think this might be related to edge case scenarios or some other mod! Please let me also know which mods you have installed and which Script Error you are actually having! EDIT 2: In any case, for build 447, I've just implemented 2 fixes: - A guard for Menstrual Cycle Advanced Mechanics that avoids calling interactions when posture is unavailable/incorrect so that ScriptErrors aren't generated any longer - A fix that avoids calling and catching KWServices:Simulate at every tick/catch/retry during your save loading, that should inevitably solve the issue you're having (that might be caused from other mods) Edited April 29 by BiterBit 1
CMaxi Posted April 29 Posted April 29 7 hours ago, BiterBit said: Hey! I had a look at the code and on the error you posted, and found out the two things (new toggle and the error you had) are not related. About "KW Premade NPC Engine" set to Disabled: that setting only controls whether Kinky World’s premade NPC system starts and it does not disable the KW services layer that runs every frame. So turning it OFF should not, by itself, be the logical cause of a crash inside KWServices.Simulate you see in that script error! The error seems pointing to the code section (NullReferenceException in KWServices.Simulate) that matches a case where the game "temporarily" has the global Services singleton in an "unexpected" state, for example during heavy load, travel or switching to certain worlds (University in your case). That can spam script errors until the transition is completed and stable! There isn’t anything in how that KW options work that ties it to "High School" setting being on or off (I checked that as well) and it's likely unrelated at all. Considering the cause to this is something related to game data load, try loading Sims University again with "KW Premade NPC Engine" set to Enabled and see if the error still appears. If it still happens with premade NPCs enabled, that supports the idea that it’s tied to world load/travel (potentially related to Nraas mods if they are present), and not the premade NPC toggle! If only the disabled case triggers it reliably, please let me know for further fixes. If this actually is a services/world-load timing issue as I suspect, it's usually fixable with code gatings upon that scenario. Thanks for reporting!! EDIT: As per your "Swim Around" question from before: from the KW code, pool swimming still runs the vanilla SwimAround logic (KWSwimAround only wraps the definition and calls base.Run()), and nothing in KW "zeroes" or overrides normal Athletic gain from that interaction! Athletic is only adjusted in KW in other contexts (e.g. WooHoo settings). If Athletic stopped increasing while swimming, it’s more likely that you may have already reached Level 10 Athletics or that another mod may be interfering 🤔 Sorry, to step in specially as I didn't understand it completely, but I'm interesting in the swim around action. I kind of understand the KW might enable it. Maybe it has nothing to do with it, if that's the case ignore the it and rest below. As you sure know in Sims 3, the sims doesn't swim continuously, you need to click every time to where to swim, otherwise they just go out of the pool or water. I found some time ago a mod with potential https://modthesims.info/d/686057/userdirected-enabled-interactions-enables-many-of-disabled-interactions-that-have-never-been-seen-by-the-player.html I requested only for this action: https://chii.modthesims.info/getfile.php?file=2232744&v=1723233975 Though it didn't work There one for Sims 4 https://modthesims.info/d/636711/sw...d-in-pools.html. but not for Sims 3
BiterBit Posted April 29 Author Posted April 29 (edited) 1 hour ago, CMaxi said: Sorry, to step in specially as I didn't understand it completely, but I'm interesting in the swim around action. I kind of understand the KW might enable it. Maybe it has nothing to do with it, if that's the case ignore the it and rest below. As you sure know in Sims 3, the sims doesn't swim continuously, you need to click every time to where to swim, otherwise they just go out of the pool or water. I found some time ago a mod with potential https://modthesims.info/d/686057/userdirected-enabled-interactions-enables-many-of-disabled-interactions-that-have-never-been-seen-by-the-player.html I requested only for this action: https://chii.modthesims.info/getfile.php?file=2232744&v=1723233975 Though it didn't work There one for Sims 4 https://modthesims.info/d/636711/sw...d-in-pools.html. but not for Sims 3 Hey! "Swim Around" (in pools) actually exists in TS3 but as you pointed out, is an autonomous action, so it cannot be performed "manually", as many other autonomous actions. Sims that are in a pool or in the open sea (or equivalent), once in the water, try to queue several "Swim Around" actions in their autonomy without any issue, until they are bored or they have a specific need that has to be fulfilled outside of the water. The mod you posted enables the "Swim Around" to be launched manually rather than just autonomously, but as far as I understand you need the specific "Swim Around" in pool to be launched manually. The reason why this is not working in a save where KW is installed, is due to the fact that KW "Swim Around" (in pools and oceans) is a wrapped singleton and not the EA default singleton - it's injected in the game so the ITUNs you're talking about may do actually nothing. I would avoid adding more interactions to the ones that are already there, especially if other developers are already working on it and if it's not strictly related to the project design (KW itself), but try leaving me a message in private, so maybe I can find a way to help you, considering this is totally unrelated to Kinky World! In the meantime, considering you already left a comment to the original developer's thread on MTS, I would suggest texting him in private on MTS aswell, so they can update the separate mod they made, as per your request They look like they want to help and hear people, so I'm sure they're going to reach out Edited April 29 by BiterBit 1
bruhlovar69 Posted April 29 Posted April 29 Do you perhaps have a github or somewhere else for translations? I played with the original mod years ago but many texts were broken, nonsense or missing words/letters, like if it was rushed. For now, I will play with everything in English to see how it is 1
BiterBit Posted April 29 Author Posted April 29 1 minute ago, bruhlovar69 said: Do you perhaps have a github or somewhere else for translations? I played with the original mod years ago but many texts were broken, nonsense or missing words/letters, like if it was rushed. For now, I will play with everything in English to see how it is Hi dude! Actually no, no GitHub as of now. I don't know which language you start your game from, but I agree about the fact that they mostly look broken aside from English (where some strings are still missing, but way less), and that's the reason why I posted a FULL-EN version that in my opinion is far more enjoyable. If you use S3SE or equivalent tool to translate one or more languages, please just send the files back to me and I'll import them in the next public release, like someone already did! You can post them here or message me directly, no problem!
bruhlovar69 Posted April 29 Posted April 29 41 minutes ago, BiterBit said: Hi dude! Actually no, no GitHub as of now. I don't know which language you start your game from, but I agree about the fact that they mostly look broken aside from English (where some strings are still missing, but way less), and that's the reason why I posted a FULL-EN version that in my opinion is far more enjoyable. If you use S3SE or equivalent tool to translate one or more languages, please just send the files back to me and I'll import them in the next public release, like someone already did! You can post them here or message me directly, no problem! So I never translated a .package, so I guess the only file is ONIKI_KinkyMod.package ? I saw on another, but the string is like calling something and not an actual string/text 1
BiterBit Posted April 29 Author Posted April 29 (edited) 19 minutes ago, bruhlovar69 said: So I never translated a .package, so I guess the only file is ONIKI_KinkyMod.package ? I saw on another, but the string is like calling something and not an actual string/text Yes! Using S3SE (or, I imagine, an equivalent tool) you still find the most used STBLs inside "ONIKI_KinkyMod.package". You'll find a lot of strings. Setting a reference language helps you understanding how it should be translated to the target language. If you need help, as I said earlier, feel free to reach out in DMs! EDIT: You may want to start from the bottom of the strings instead of the top, because they are added in chronological order and this means the first ones (aside from some cases) might be unused by the code anymore! Edited April 29 by BiterBit
bruhlovar69 Posted April 29 Posted April 29 (edited) 5 hours ago, BiterBit said: Yes! Using S3SE (or, I imagine, an equivalent tool) you still find the most used STBLs inside "ONIKI_KinkyMod.package". You'll find a lot of strings. Setting a reference language helps you understanding how it should be translated to the target language. If you need help, as I said earlier, feel free to reach out in DMs! EDIT: You may want to start from the bottom of the strings instead of the top, because they are added in chronological order and this means the first ones (aside from some cases) might be unused by the code anymore! like here {0.SimFirstName} just experienced {MA.his}{FA.her} first time. Will it be the first of many? translating it would be something like "Dora acabou de ter sua primeira vez", can I remove that {Ma.his} and {FA.her}? for other gender it would be the same "Jefrey acabou de ter sua primeira vez" with {MA.his} and {MA.her} would be "dele/dela"or "seu/sua", so translating to fit them would be like, not grammatically allowed, same on 36CDD2C0AEB598B0(just a reminder for me) Also, now looking better, {MA} is if it's a male and {FA} if female? So {MA.texto} if I translated that, if is a male, where this thing is, it will show texto? Like "Pedro leu o {MA.texto}" I should not translate on those {0.} and {1.} right? Edited April 30 by bruhlovar69 {MA}{FA} question 1
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