BiterBit Posted Thursday at 04:54 PM Author Posted Thursday at 04:54 PM (edited) 3 hours ago, Clydie said: Behind this link is Beta13C I am afraid. This I downloaded and create some logs (Attached) Hope it nevertheless helps a little. However, I got the impression that the six some always work while you have the teleport function enabled. May be it has to do something with that.... KWWooHooSequenceLog_Export.zip 7.05 kB · 0 downloads You are right! I'm sorry for that - the link was wrong so I corrected it in the original message, and also here. I will look into that again - it may be a coincidence that having the logger enabled made the animations work. It could just be random. EDIT: Sorry Clydie, I misread your comment. If you are referring to moving to a different object always working, that is correct, because manual/physical routing makes Sims wait a lot and they can lose their queue or go into time out. It's definitely not recommended to use manual routing instead of teleport in those cases. By the log you attached, by the way, I could see that in case where the floor was proposed as a next stage, the property of the stage was already lost at the beginning (so the bug it's before the routing). If you can, please have new tests with the BETA15 and try sending out more logs - there should be a specific reason now for stages losing their object property. NOTE: Beside timing and absence of routing, there's no other correlation between animations/floor bug/state machine working or not working - it's just the game engine and a fix to implement in the right spot. For 5+ Sims, it's way recommended to avoid using manual routing for quicker times and no failures at all! NOTE 2: I will try and understand if there's a way to fix routing too. If the problem is the "proximity" to the object, that can be extended so that Sims will stop going in failed route for every object when Sim groups are big. I'll keep you posted for this! EDIT 2: This is very interesting - I managed to reproduce the issue for the floor object switch. It's related to the routing failures indeed (like you suspected). This is why: goto_wait_all_failed reason=timeout level=Routed goto_failed reason=wait_all_routed_failed stop reason=SynchronizationFailed What happens is when Sims fail their route to a primary or a secondary (etc.) object, the stage may start safely, but if their routings hit "SynchronizationFailed" then the object lifecycle is literally deleted by the Cleanup Instance. It means that when Sims fails routings so much (that happens way less or 0 with the instant teleport) the Syncronization may fail as well, literally deleting the object value from the sequence and accepting the floor as well as valid for a next stage. I'm fixing this! EDIT 3: I think I fixed it! Now Sims generally never fails their route and never cause a SyncronizationFail. This means that the stage never lose its object property/value, and the "floor" thing never happens. But in case it should happen, I made a further fix: the mod tries to restore the "object" value before launching the next stage or the change stage. Apparently, this made the 6 Sims one-only state machine work even better (even though it may be random). Please, have a try on BETA16! And in case of issues, keep leaving the logger ON Edited Thursday at 06:57 PM by BiterBit 1
skrteecat Posted Thursday at 06:29 PM Posted Thursday at 06:29 PM Stumbled on a peculiar bug when a kinky selfie is sent back to the original sim. Say Sim A takes a kinky selfie and sends it as a photo text to Sim B, who would then have a copy in their possession in the phone photo inventory. Said copy can even be sent to other sims... but if it were to be sent back to the originator or Sim A, Sim B or anyone else with the duplicate would be reset. A script error of the instance is zipped below. ScriptError__07-22-2026__18-51-01__34EDE5D7.zip 1
BiterBit Posted Thursday at 07:28 PM Author Posted Thursday at 07:28 PM 34 minutes ago, skrteecat said: Stumbled on a peculiar bug when a kinky selfie is sent back to the original sim. Say Sim A takes a kinky selfie and sends it as a photo text to Sim B, who would then have a copy in their possession in the phone photo inventory. Said copy can even be sent to other sims... but if it were to be sent back to the originator or Sim A, Sim B or anyone else with the duplicate would be reset. A script error of the instance is zipped below. ScriptError__07-22-2026__18-51-01__34EDE5D7.zip 4.9 kB · 0 downloads Yes, this is a real bug/glitch. Thank you for reporting it. When a Sim sends a photo to someone, that original photo is copied (it's not the original) and it's received by the destination Sim. But the copied photo doesn't copy the complete metadata from its original copy. It misses some Lot data like "LotTools.IsLotRegistered" and some other stuff. So, when you send a picture of a "Sim A" to that very "Sim A", KW calls the "Blackmail" branch that tries to retrieve "LotTools.IsLotRegistered" metadata. Given that no metadata is copied/retrieved, the blackmail branch receives LotTools.IsLotRegistered = [00000000], (so, null), and the code also de-references lot.LotId without a null-check (generating a scriptError and possibly a Sim reset). So: you find yourself with a blackmail that doesn't work, a scriptError and reset. I fixed it so that metadata gets always copied from the original photo (including LotTools.IsLotRegistered value) and so that a potential [00000000] (that now shouldn't happen anyway) doesn't call up a NullReferenceException (scriptError). Please, try using this newer BETA17 version. 1
skrteecat Posted Thursday at 10:28 PM Posted Thursday at 10:28 PM 2 hours ago, BiterBit said: Yes, this is a real bug/glitch. Thank you for reporting it. When a Sim sends a photo to someone, that original photo is copied (it's not the original) and it's received by the destination Sim. But the copied photo doesn't copy the complete metadata from its original copy. It misses some Lot data like "LotTools.IsLotRegistered" and some other stuff. So, when you send a picture of a "Sim A" to that very "Sim A", KW calls the "Blackmail" branch that tries to retrieve "LotTools.IsLotRegistered" metadata. Given that no metadata is copied/retrieved, the blackmail branch receives LotTools.IsLotRegistered = [00000000], (so, null), and the code also de-references lot.LotId without a null-check (generating a scriptError and possibly a Sim reset). So: you find yourself with a blackmail that doesn't work, a scriptError and reset. I fixed it so that metadata gets always copied from the original photo (including LotTools.IsLotRegistered value) and so that a potential [00000000] (that now shouldn't happen anyway) doesn't call up a NullReferenceException (scriptError). Please, try using this newer BETA17 version. Today I learned there was a blackmail feature 😱 The update seems to be retroactive as well, with fixes applied to the photos prior and onward that show a proper blackmail prompt now when sent to the original sim - great for devious and scheming sims in question. Thanks once more for your efforts! 1
Dickhead8888 Posted Thursday at 11:06 PM Posted Thursday at 11:06 PM 15 hours ago, Clydie said: There is nothing to google, all animations can be found here at LL. For older animations have a look into twilight's Passion thread. My list will be of no use, because I combined and modified those during the years, but never been upload. However, my list looks like this : WooHooStage.Load: Resource : kw_k69_animations : 251 stage(s) Loaded WooHooStage.Load: Resource : kw_wtwanimations : 140 stage(s) Loaded WooHooStage.Load: Resource : kw_masteranimations : 90 stage(s) Loaded WooHooStage.Load: Resource : kinkymoltenanimations : 38 stage(s) Loaded WooHooStage.Load: Resource : kw_lucasanimations : 297 stage(s) Loaded WooHooStage.Load: Resource : kinkystages : 61 stage(s) Loaded WooHooStage.Load: Resource : kw_amra72_animations : 183 stage(s) Loaded WooHooStage.Load: Resource : kw_mike24 : 54 stage(s) Loaded WooHooStage.Load: Resource : kw_clydie_anims : 231 stage(s) Loaded WooHooStage.Load: Resource : kw_brisbaneaustralia_animations : 27 stage(s) Loaded WooHooStage.Load: Resource : kw_smanimations : 73 stage(s) Loaded WooHooStage.Load: Resource : kw_l666_animations : 270 stage(s) Loaded WooHooStage.Load: Resource : kw_maryjane_animations : 55 stage(s) Loaded WooHooStage.Load: Resource : kw_sybian_saddle_anims : 6 stage(s) Loaded WooHooStage.Load: Resource : kw_ollcity_anims : 421 stage(s) Loaded WooHooStage.Load: Resource : kw_djagsps : 59 stage(s) Loaded Can you share k69 and wtwanimation?
cuceta Posted Thursday at 11:40 PM Posted Thursday at 11:40 PM (edited) Would it be possible to make sims pick more reserved places to start sex? When whoring, it would be nice if sims actually pick a room or a bathroom and not start sex in the middle of the place. Loving the mod so far, thanks Edited Thursday at 11:40 PM by cuceta 1
Clydie Posted Friday at 07:23 AM Posted Friday at 07:23 AM 9 hours ago, Dickhead8888 said: Can you share k69 and wtwanimation? The WTW animations would be possible I think. K69 better NOT. K69 animations is a patreon version and the K69 page is still there. However, I consider to upload some of the animations into my thread. Give me some time to sort this out. Will inform here once done. Hope that is OK ! 3
mrph Posted Friday at 08:38 AM Posted Friday at 08:38 AM The Sims 3 Performance Patch has been updated to version 2.1. 3
Clydie Posted Friday at 12:43 PM Posted Friday at 12:43 PM 20 hours ago, BiterBit said: Please, have a try on BETA16! And in case of issues, keep leaving the logger ON Did many tests with BETA17. Oh my poor Roman sims, so much orgies 🙂 However, did also some tests with different other saves. 6 State machine on and off, teleport to object on and off ---- THEY ALL WORKED THIS TIME ---- Very, very nice. Thank you so much, you magician ! I do not know if you still would like to have a look to the log file, anyway I load it up at your disposal. NEW_6_STATEMACH_OFF_teleport_OFF_WORKING_YEAHHHH.zip 1
BiterBit Posted Friday at 01:10 PM Author Posted Friday at 01:10 PM (edited) 27 minutes ago, Clydie said: Did many tests with BETA17. Oh my poor Roman sims, so much orgies 🙂 However, did also some tests with different other saves. 6 State machine on and off, teleport to object on and off ---- THEY ALL WORKED THIS TIME ---- Very, very nice. Thank you so much, you magician ! I do not know if you still would like to have a look to the log file, anyway I load it up at your disposal. NEW_6_STATEMACH_OFF_teleport_OFF_WORKING_YEAHHHH.zip 6.16 kB · 0 downloads Thanks!! Logs are confirming everything ran fine as well Don't tell me about orgies - to make this work and to project the state machine I've seen more orgies this month than ever in my entire life 😂 I'm so glad it now works!! In case of any issue, don't hesitate to post the problem in here!! Edited Friday at 01:11 PM by BiterBit 2
BiterBit Posted Friday at 01:19 PM Author Posted Friday at 01:19 PM (edited) 13 hours ago, cuceta said: Would it be possible to make sims pick more reserved places to start sex? When whoring, it would be nice if sims actually pick a room or a bathroom and not start sex in the middle of the place. Loving the mod so far, thanks Hi dude! Thank you for your feedback. I checked this out a little and found out that the Whoring situation makes the Sim wander into the chosen lot looking for customers, but then, woohoo sequences have some kind of "same weight" for the choice (meaning that usually you'll start on the floor or "in the middle of the place" because it's seen as fine from both Sims). What could be done here is modifying the order of preference that somehow already exists but is not balanced. Something like: Brothel (if rooms are available) > Bathrooms/Stalls > Closed/Indoor spaces > Public spaces. I'll see what I can do, eventually. This is one of those things that needs to be designed and very tested to ensure everything works fine. May indoor spaces may have limitation, not enough space, or segregation between male and female access (like some specific bathrooms and/or doors). If I make it, I'll try implementing something for 453. Would you help me describing me a little more what you actually tested? Like a public park? Edited Friday at 01:20 PM by BiterBit 2
Dickhead8888 Posted Friday at 05:53 PM Posted Friday at 05:53 PM 10 hours ago, Clydie said: The WTW animations would be possible I think. K69 better NOT. K69 animations is a patreon version and the K69 page is still there. However, I consider to upload some of the animations into my thread. Give me some time to sort this out. Will inform here once done. Hope that is OK ! I do hope you reconsider it later with no longer active creators. It's better for their works to see the light instead of collecting dusks. And your oolala package is 100 stages short, may want to update. 2
cuceta Posted Friday at 10:00 PM Posted Friday at 10:00 PM (edited) 8 hours ago, BiterBit said: Hi dude! Thank you for your feedback. I checked this out a little and found out that the Whoring situation makes the Sim wander into the chosen lot looking for customers, but then, woohoo sequences have some kind of "same weight" for the choice (meaning that usually you'll start on the floor or "in the middle of the place" because it's seen as fine from both Sims). What could be done here is modifying the order of preference that somehow already exists but is not balanced. Something like: Brothel (if rooms are available) > Bathrooms/Stalls > Closed/Indoor spaces > Public spaces. I'll see what I can do, eventually. This is one of those things that needs to be designed and very tested to ensure everything works fine. May indoor spaces may have limitation, not enough space, or segregation between male and female access (like some specific bathrooms and/or doors). If I make it, I'll try implementing something for 453. Would you help me describing me a little more what you actually tested? Like a public park? Hey BiterBit Once again thanks for the mod Not a park, i downloaded the "Libertine's Club" by Angelus75 and registered as a Brothel: Everything related to prostitution seems to work fine (started whoring on this place and even other NPC sims whores autonomy seems to work as expected). My only letdown is, instead of sims actually pick specific objects/areas (bathrooms/stalls, bedrooms) for sex, they start almost immediately because almost every brothel object/place can be used for sex (chairs, tables, floor, etc). I wish we could control something like: "bedrooms/stalls, specific chairs/places are ok, but not the floor nor these specific objects/areas" Edited Friday at 10:02 PM by cuceta 1
Angelus75 Posted Saturday at 08:05 AM Posted Saturday at 08:05 AM 10 hours ago, cuceta said: Hey BiterBit Once again thanks for the mod Not a park, i downloaded the "Libertine's Club" by Angelus75 and registered as a Brothel: Everything related to prostitution seems to work fine (started whoring on this place and even other NPC sims whores autonomy seems to work as expected). My only letdown is, instead of sims actually pick specific objects/areas (bathrooms/stalls, bedrooms) for sex, they start almost immediately because almost every brothel object/place can be used for sex (chairs, tables, floor, etc). I wish we could control something like: "bedrooms/stalls, specific chairs/places are ok, but not the floor nor these specific objects/areas" OH My God ... , it's old 🤣 I forgot this 😂 2
Nidro Posted Saturday at 07:49 PM Posted Saturday at 07:49 PM Hi, BiterBit! I have a quick question: Aroused NPC Sims spam mod-related interactions—like "Ask to WooHoo," "Tease," or something similar. Also, I notice them engaging in WooHoo (either solo or with a partner) in public quite often. How can I tone down this behavior? It only happens when the NPC are aroused.
BiterBit Posted Sunday at 11:06 AM Author Posted Sunday at 11:06 AM 15 hours ago, Nidro said: Hi, BiterBit! I have a quick question: Aroused NPC Sims spam mod-related interactions—like "Ask to WooHoo," "Tease," or something similar. Also, I notice them engaging in WooHoo (either solo or with a partner) in public quite often. How can I tone down this behavior? It only happens when the NPC are aroused. Hi Nidro! You have different ways to do this, depending on your desired result. In Global Settings, you have things like "Exhibition Difficulty" and Privacy settings that, when increased/edited, can definitely avoid Sims woohooing in public more. Beside that, you also have Miscellaneous > "Interaction Settings" > "Interactions Tuning", where you can disable certain interactions to be autonomous at all, in every context (like Tease, Ask to WooHoo etc.). With that said, in Global Settings, you also have some modifiers for Arousal you can play with, possibly bringing the number to 0 or a number smaller than 1, to avoid Sims always being that aroused. I hope those settings can help you regulate your gameplay!
BiterBit Posted Sunday at 12:28 PM Author Posted Sunday at 12:28 PM (edited) On 7/25/2026 at 12:00 AM, cuceta said: I wish we could control something like: "bedrooms/stalls, specific chairs/places are ok, but not the floor nor these specific objects/areas" Hola dude. I've been looking into this, during these days, and tried to implement a patch for solving up the issue. During whore situations (and brothel situations) as already said, the "weight" of choice for every object was pretty much the same applied to the floor, and Sims wouldn't implement any kind of logic for choosing a stage with a customer. Being the floor the "closest" possible stage, they would simply choose that in a "scoring competition". What I did was introducing a logic order, a "preference" for their choices, in the following order. When a "WhoreSituation" is active for any Sim (brothel or not), this will happen in priority: 1) Looking up for a bedroom, and an available bed first 2) Looking up for a bed, in general, even if the room is in invalid state or not a bedroom 3) Looking up for any bathroom related object (shower, WC, stalls, etc.) 4) Looking up for any valid object in every room (rug is included for semantics) 5) Looking up for any valid object in general (also invalid rooms like exteriors and rug is included for semantics) 6) Final fallback on floor stages This means that in this case, while on a WhoringSituation, you should almost never see a floor stage being picked automatically anymore, if not rarely. I tested this a little (not having huge amounts of time or energies) and it looks working fine in my Brothel (that is a house I bought for my household). Please test this out, it's in the latest 453 BETA18. Unless bugs or specific issues, I wouldn't push this further to avoid breaking already working mechanics, but it can be refined in case something's not working. EDIT: Also, if you find something that is not working in your case, please enable the Global Buffer and in Logging Features, keep the "General Logging" or "Miscellaneous Logging" (it's called one of them in English) and ZIP out any log your KW produces, with names like "General_Logging_Export_D7615794.xml". You can attach the ZIP here or send it out to me in private (as you find more comfortable). Let me know! Edited Sunday at 12:33 PM by BiterBit 4
Negative-Andy Posted Sunday at 01:58 PM Posted Sunday at 01:58 PM 1 hour ago, BiterBit said: やあ、君。 ここ数日間、この問題について調査し、解決のためのパッチを適用しようと試みました。 既に述べたように、売春婦の場面(および売春宿の場面)では、あらゆるオブジェクトの選択における「重み」は床にほぼ等しく適用され、シムズは客がいるステージを選択するためのロジックを実装しませんでした。床が「最も近い」ステージであるため、彼らは単に「スコアリング競争」で床を選択するだけでした。 私がやったことは、彼らの選択に論理的な順序、つまり「優先順位」を以下の順序で導入することでした。 いずれかのシム(売春宿にいるかどうかに関わらず)で「売春婦状況」がアクティブになると、以下のことが優先的に発生します。 1) まずは寝室と空いているベッドを探す 2) 一般的に、たとえ部屋が使用不能な状態であったり、寝室として使われていなかったりしても、ベッドを探す 3) 浴室関連の物(シャワー、トイレ、個室など) を探す 4) 各部屋にある有効な物体をすべて検索する(ラグも意味論上含まれる) 5) 一般的に有効なオブジェクトを検索する(意味論上、外観やラグなどの無効な部屋も含まれる) 6)フロアステージでの 最終代替案 つまり、この場合、売春状況にある間は、フロアステージが自動的に選択されることはほとんどなく、まれにしか見られないはずです。 (時間もエネルギーもあまりないのですが)少しだけ試してみたところ、私の売春宿(私が家族のために買った家です)では問題なく機能し ているようです。 ぜひ試してみてください。最新の453 BETA18に含まれています。 バグや特定の問題がない限り、既に正常に動作している仕組みを壊さないように、これ以上進めることはしませんが、何か不具合が生じた場合は改良を加えることができます。 追記:また、もし何かうまくいかない点が見つかった場合は、グローバルバッファを有効にし、ログ機能で「一般ログ」または「その他ログ」(英語ではどちらかの名前です)を選択したまま、KWが生成するログを「General_Logging_Export_D7615794.xml」のような名前でZIPファイルに圧縮してください。ZIPファイルはここに添付していただくか、個人的に私に送っていただいても構いません(どちらでも都合の良い方で結構です)。 お知らせ下さい! Hi there. I have attached the revised file, which includes adjustments to the Japanese translation, and would appreciate it if you could review it.Since this was a good opportunity, I updated the Japanese translation using the latest version, "453 BETA18." KWJP.zip 1
cuceta Posted Sunday at 03:53 PM Posted Sunday at 03:53 PM (edited) 3 hours ago, BiterBit said: Hola dude. I've been looking into this, during these days, and tried to implement a patch for solving up the issue. During whore situations (and brothel situations) as already said, the "weight" of choice for every object was pretty much the same applied to the floor, and Sims wouldn't implement any kind of logic for choosing a stage with a customer. Being the floor the "closest" possible stage, they would simply choose that in a "scoring competition". What I did was introducing a logic order, a "preference" for their choices, in the following order. When a "WhoreSituation" is active for any Sim (brothel or not), this will happen in priority: 1) Looking up for a bedroom, and an available bed first 2) Looking up for a bed, in general, even if the room is in invalid state or not a bedroom 3) Looking up for any bathroom related object (shower, WC, stalls, etc.) 4) Looking up for any valid object in every room (rug is included for semantics) 5) Looking up for any valid object in general (also invalid rooms like exteriors and rug is included for semantics) 6) Final fallback on floor stages This means that in this case, while on a WhoringSituation, you should almost never see a floor stage being picked automatically anymore, if not rarely. I tested this a little (not having huge amounts of time or energies) and it looks working fine in my Brothel (that is a house I bought for my household). Please test this out, it's in the latest 453 BETA18. Unless bugs or specific issues, I wouldn't push this further to avoid breaking already working mechanics, but it can be refined in case something's not working. EDIT: Also, if you find something that is not working in your case, please enable the Global Buffer and in Logging Features, keep the "General Logging" or "Miscellaneous Logging" (it's called one of them in English) and ZIP out any log your KW produces, with names like "General_Logging_Export_D7615794.xml". You can attach the ZIP here or send it out to me in private (as you find more comfortable). Let me know! Many thanks for this. Yeah this beta seems to work perfectly fine. Beds/bedrooms are being picked first now. I even made a small test of removing all beds and opening the rooms, the priority changed to bathrooms/stalls as expected! I think you nailed on this version. No random sex start on the first object/floor and i couldn't find any bugs or weird behaviours. It's way better now, seems more "organized". It's so good to see The Sims 3 community alive and kicking. Edited Sunday at 03:54 PM by cuceta 3
Gentlelovely Posted Monday at 03:14 AM Posted Monday at 03:14 AM (edited) On 7/24/2026 at 4:38 AM, mrph said: The Sims 3 Performance Patch has been updated to version 2.1. Thank you! I hadn't known about the update! Edited yesterday at 05:17 AM by Gentlelovely 1
Clydie Posted Monday at 04:44 PM Posted Monday at 04:44 PM (edited) As per request, please find my animation mods for : Master animations : https://www.loverslab.com/topic/41458-sims-3-the-masters-sex-animations-for-animated-woohoo-and-kinky-world/page/13/#findComment-7353502 L666 animations : https://www.loverslab.com/topic/58017-sims3wip-l666s-sex-animations-for-kinky-world/page/9/#findComment-7353506 Lucas animations : https://www.loverslab.com/topic/160397-the-sims-3-update-290322-lucas-animations-for-kinky-world-and-passion/page/12/#findComment-7353519 WTW, SM and DJAGSPS animations : https://www.loverslab.com/topic/136270-sims3-animations-variants-update-31-may-2026/ To avoid misunderstandings please read carefully the txt files attached to each ZIP file. Have fun Edited Monday at 04:44 PM by Clydie 6
_So_Long_Anon_ Posted Monday at 09:24 PM Posted Monday at 09:24 PM Hi, first thanks for whatever you did in the last update it fixed the problem I was having before. I figured out that whatever the problem was it had to do with loading animation packs, as having any pack loaded would prevent loading save games but since the last update that all works good. Right now though Im having a weird specific issue where no animation ever plays following a rape. It doesnt matter if i get one of my sims to rape another or if a sim is the victim of an npc rapist the same thing plays out. The fight will occur and after the sim loses nothing will happen, no animation will play it is just treated like any other fight. Would appreciate any help on this. And keep up the good work!
masaki38 Posted 7 hours ago Posted 7 hours ago Sorry for the thread hijack, but as animations were discussed does anyone know what needs doing to fix this? ### WARNING ### WooHooStage.Parse: Key: KW_Amra72_Animations.a_(Am)Floor_Kiss_01o Unknown xml tag: Duration WooHooStage.Load: Resource : kw_amra72_animations : 158 stage(s) This differs fro @Clydie 183 stages so I likely don't have the same version, but that is what's available from the actual thread.
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