BiterBit Posted Wednesday at 11:23 AM Author Posted Wednesday at 11:23 AM (edited) 11 minutes ago, Clydie said: Dear @BiterBit, Ā Just did a test with 453_099 Beta 11 in regard to the six some on bed. Ā First of all, it works ! The six animation on bed does not change to the floor anymore. But there is a but, unfortunately the sixth actor change the stage really late. I have the impression that the sixth actor does an complete extra animation loop before he changes the stage or sometimes even freeze.Ā Ā Then, once the sixth actor changes the stage, of course starting the clip on the beginning, what mean, the actor is no more aligned to the partner due to the different length of the clips. This effect you see for bed and floor,rug. The object change from bed to floor or floor to bed did work for me but takes a really long time. Think that is caused mainly due to the known poor routing routines of sims 3. Ā Finally I think, we only speak about six some bed animations (floor,rug works fine) and there are not many anims and this situation should be rare in a game play. So considering, that situation of a six some in bed is not foreseen in Sims 3 and therefore may very difficult and complicated to solve, I doubt that is worth the effort. But please, that is my opinion only. Ā Ā Ā Thanks Clydie for your feedback! Ā The delay for the extra loop is sadly "known" as I was explaining yesterday: Ā 13 hours ago, BiterBit said: 1) I recommend using "WooHoo GoTo = Instant" (in LoversLab settings) when using 5 or 6 Sims because their routes fail a lot (I'll implement an automatic mechanic to this) 2) Now 6 Sims work in the first animation as a synced-up state, but when they have to change animation/stage, the "w" Sim (the last one, the sixth) ends the state machine with a visible delay of some Sim minutes, so it gets in the next animation with a time delay. Ā This is not "great", but at least it makes it work and apparently, the floor problem is gone as well and doesn't look like happening anymore. It's the best result so far. Ā And as of now, this is the only way I've found to make the 6 Sims animations work properly. Ā I also agree: this is a rare scenario and not many people use 6 Sims animations... But I hate so much when something is not working and I like to find potential solutions. Ā This one is a little "ugly" (for the delay) but at least it "kinda works"! Ā I'll look into this to find out a better solution - not because I "must" or because that's a "critical thing" but just because I like a lot experimenting with this stuff (and everything else is pretty much "patched" unless new bug reports š) Ā As of now, I patched the "Instant" routing so that won't be a problem anymore, and I'm implementing a secondary toggle in LoversLab that makes sure that for 5 or 6 Sims animations, the manual routing is always disabled, so they can just teleport. Ā I'll share this build soon! Edited Wednesday at 11:24 AM by BiterBit 2
BiterBit Posted Wednesday at 05:00 PM Author Posted Wednesday at 05:00 PM (edited) Ok boys and girls, (and @elixdude, @marcod10Ā and @Clydie) I think I made it (with some work left to explore). Ā Here you can find the BETA12 of 453. Ā What I did: Ā - I patched the "WooHoo GoTo: Instant" so that when enabled, Sims do not end the sequence anymore because of a race/timing issue, so they should always teleport correctly now - I added a toggle to enable "Always WooHoo Instant with 5+ Sims" so that it happens automatically without overriding the complete setting for every animation (default true) - I re-organized LoversLab settings so that it has most relevant toggles in first sight and "by category" by some sort of mean - I kept on working on refining better the 6 Sims animations Ā What it's missing: Ā - A stable way to avoid the delay for the twin state machine started for the sixth Sim. I think it can be enhanced and in my free time I'll keep working on this. But this looks like a stable baseline so far! Ā Let me know if you (eventually and if you have time) find any issue related to this (aside from delay/desync of the "w" member). Ā EDIT: What's even crazier is that I may have found a way to patch the main state machine up to 6 Sims without splitting it into 2 separate ones, with a polished orchestration by code of the WooHooLoop that becomes fragile when there are 6 Sims. Turns out the issue wasn't the state machine itself, but how KW decides to manage (and not recovery) multiple Sims at a time. If I confirm that this is working (I think I'm something like 8 out 10 times), next build should have a working 6 Sims state machine instead of a 5+1 one. Ā EDIT 2: I've found a way to completely remove the delay still using 2 separate state machines. Problem was in using "solo_generic_object" as a secondary state machine while the other 5 Sims were using "WooHooInstance" that has "synchronized" flags and more complex states - therefore, they had different timings. Newer version uses the same "WooHooInstance" but creates an adapter where "W" becomes "X" and can use the animation in solo - so two same state machines, 5+1 groups. Works amazingly. I'll share it soon! Edited Thursday at 01:07 AM by BiterBit 5
CMaxi Posted Wednesday at 06:51 PM Posted Wednesday at 06:51 PM Hi, If I enable the "Shave pubic hair during shower or bath" does it means it will be done automatically or that I'll get the option to do it?
BiterBit Posted Wednesday at 08:11 PM Author Posted Wednesday at 08:11 PM 1 hour ago, CMaxi said: Hi, If I enable the "Shave pubic hair during shower or bath" does it means it will be done automatically or that I'll get the option to do it? Ā Hey! Ā By the code,Ā if that toggle is enabled, shaving happens automatically while the Sim is taking a shower or a bath, when it is eligible and not on cooldown. Ā It doesn't unlock a shower/bath pie-menu option or anything more than what already exists!
marcod10 Posted Wednesday at 10:53 PM Posted Wednesday at 10:53 PM 5 hours ago, BiterBit said: Here you can find the BETA12 of 453. Ā 5 hours ago, BiterBit said: EDIT: What's even crazier is that I may have found a way to patch the main state machine up to 6 Sims without splitting it into 2 separate ones, with a polished orchestration by code of the WooHooLoop that becomes fragile when there are 6 Sims. Turns out the issue wasn't the state machine itself, but how KW decides to manage (and not recovery) multiple Sims at a time. If I confirm that this is working (I think I'm something like 8 out 10 times), next build should have a working 6 Sims state machine instead of a 5+1 one. Thanks BiterBit! I'll try it out and do more testing. Also, that sounds promising! I know it's a rare and complicated scenario, but I do appreciate the work and effort into trying to fix it. Ā On a side note, if I may just leave a few suggestions for this next build, I want to say a couple of stuff I liked from Passion that maybe you could integrate to KW? Ā 1. Group Wohoo continues even if a sim cancels the interaction. I mentioned in one of my previous comments how nice it was in Passion to see that if a sim canceled the woohoo interaction (while woohooing in group) the group would continue without that sim (using an available animation for that number of sims), instead of canceling the full interaction altogether. Ā 2. Use the "whisper in ear" animation to request woohoo. I believe Passion also had this, where the sim that requested a woohoo interaction used a more flirty "whisper in ear" animation, instead of the current "friendy ask". Ā Of course I don't want to get too picky, and these are just ideas for you to consider. thanks again! 1
BiterBit Posted Wednesday at 11:06 PM Author Posted Wednesday at 11:06 PM (edited) 14 minutes ago, marcod10 said: Ā Thanks BiterBit! I'll try it out and do more testing. Also, that sounds promising! I know it's a rare and complicated scenario, but I do appreciate the work and effort into trying to fix it. Ā On a side note, if I may just leave a few suggestions for this next build, I want to say a couple of stuff I liked from Passion that maybe you could integrate to KW? Ā 1. Group Wohoo continues even if a sim cancels the interaction. I mentioned in one of my previous comments how nice it was in Passion to see that if a sim canceled the woohoo interaction (while woohooing in group) the group would continue without that sim (using an available animation for that number of sims), instead of canceling the full interaction altogether. Ā 2. Use the "whisper in ear" animation to request woohoo. I believe Passion also had this, where the sim that requested a woohoo interaction used a more flirty "whisper in ear" animation, instead of the current "friendy ask". Ā Of course I don't want to get too picky, and these are just ideas for you to consider. thanks again! Ā These are all great ideas and I think they could be done. But they could be very hard to build from scratch, for some reasons that come to my mind: Ā - The "friendly ask" social allows for animated rejections based on the outcome, it needs to be seen if "whisper" has a rejection animation that is immersive enough to use instead of it - otherwise you'd have rejections and romantic interactions even with stranger Sims and it would be pretty uncomfortable to look at. The friendly ask, today, has 3 different outcomes that are great (akward, reject, accept) and it was probably chosen for this reason. A potential override could be that only if pre-calculated result is Accepted, you'd use a romantic interaction (for example) but I'm not too sure about this. Ā - The WooHoo continueing after a single Sim gets out can be implemented, but it needs to be relying on the master/slave/followers Kinky World actually provides for group animations. Today, if a Sim cancels its interactions this is probably propagated to the master and to the whole sequence by design - potentially, there's a way to avoid this and just let the remaining Sims continue without breaking the sequence. Another problem would also be that KW doesn't just regulates animations, but also attractions/outcome/virgin results etc. and in doing this, I think it's a far way more complex mod than Passion (that I never tried, but the suspicion comes to my mind). It's very difficult that it could be implemented easily, maybe you could have a toggle that disables outcome and a lot of advanced feature to do that. I'll look into this when I have enough time Ā (But in a first glance I would say that it's very risky to do) Edited Wednesday at 11:09 PM by BiterBit 1
Max Rock Posted Thursday at 01:43 AM Posted Thursday at 01:43 AM (edited) 11 hours ago, BiterBit said: 儽äŗåä½ļ¼čæę @elixdude ć @marcod10 å @Clydie ļ¼ļ¼ęę³ęęåäŗļ¼čæęäøäŗå·„ä½éč¦ę¢ē“¢ļ¼ć Ā ęØåÆä»„åØčæéę¾å° 453 ē BETA12 ēę¬ć Ā ęåäŗä»ä¹ļ¼ Ā ęäæ®å¤äŗā WooHoo GoTo: Instant āåč½ļ¼åÆēØåļ¼ęØ”ęåøę°äøä¼åå äøŗē«é/ę¶é“é®é¢čäøęäŗåØļ¼ē°åØä»ä»¬åŗčÆ„ę»č½ę£ē”®ä¼ éäŗć - ęę·»å äŗäøäøŖå¼å ³ļ¼åÆä»„åÆēØā å§ē»äø 5 äøŖę仄äøęØ”ęåøę°čæč”å³ę¶äŗ²åÆę„触 āļ¼čæę ·å®å°±ä¼čŖåØåēļ¼čäøä¼č¦ēęÆäøŖåØē»ēå®ę“设置ļ¼é»č®¤äøŗ trueļ¼ć ęéę°ę“ēäŗ LoversLab ēč®¾ē½®ļ¼ ä½æå ¶ęēøå ³ēå¼å ³äøē®äŗē¶ļ¼å¹¶äøéčæęē§ę¹å¼ęē±»å«čæč”äŗåē±»ć ęäøē“åØåŖåę¹čæć樔ęäŗŗē6ćēåØē»ć Ā å®ē¼ŗå°ä»ä¹ļ¼ Ā - ę¾å°äŗäøē§ēسå®ēę¹ę³ļ¼åÆä»„éæå 第å 欔樔ęåÆåØę¶åē¶ęęŗēå»¶čæćę认为å®čæåÆä»„ę¹čæļ¼ęä¼åØē©ŗé²ę¶é“ē»§ē»ē ē©¶ćä½ē®åēę„ļ¼čæå·²ē»ęÆäøäøŖēسå®ēåŗåēę¬äŗļ¼ Ā å¦ęęØļ¼ęē»ļ¼å¦ęęØęę¶é“ļ¼åē°äøę¤ēøå ³ēä»»ä½é®é¢ļ¼é¤äŗāwāęåēå»¶čæ/äøåę„ä¹å¤ļ¼ļ¼čÆ·åčÆęć Ā ē¼č¾ ļ¼ę“äøåÆęč®®ēęÆļ¼ęåÆč½ę¾å°äŗäøē§ę¹ę³ļ¼åÆä»„åØäøå°å ¶ęåę两个ē¬ē«ē¶ęęŗēę åµäøļ¼å°äø»ē¶ęęŗę©å±å°ęå¤ 6 个樔ęåøę°ćčæå¾ēäŗę对 WooHooLoop 代ē ēē²¾åæē¼ęļ¼čÆ„å¾ŖēÆåØ 6 个樔ęåøę°ę°éäøä¼åå¾čå¼±ćäŗå®čÆęļ¼é®é¢äøåØäŗē¶ęęŗę¬čŗ«ļ¼čåØäŗ KW å¦ä½åę¶ē®”ēļ¼čäøęÆę¢å¤ļ¼å¤äøŖęØ”ęåøę°ćå¦ęę甮认čæē§ę¹ę³ęęļ¼ęč§å¾åꬔéęå «ę¬”é½ęęļ¼ļ¼é£ä¹äøäøäøŖēę¬åŗčÆ„ä¼ęäøäøŖåÆä»„ę£åøøčæč”ē 6 个樔ęåøę°ēē¶ęęŗļ¼čäøęÆ 5+1 äøŖć Ā ę“ę° 2 ļ¼ęę¾å°äŗäøē§ę¹ę³ļ¼åÆä»„åØä»ē¶ä½æēØäø¤äøŖē¬ē«ē¶ęęŗēę åµäøå½»åŗę¶é¤å»¶čæćé®é¢åØäŗļ¼ę使ēØāsolo_generic_objectāä½äøŗč¾ å©ē¶ęęŗļ¼čå ¶ä» 5 个樔ęåøę°ä½æēØēęÆåø¦ęāåę„āę åæåę“å¤ęē¶ęēāWooHooInstanceāāāå ę¤å®ä»¬ēåØē»ę¶é“äøåćę°ēę¬ä½æēØēøåēāWooHooInstanceāļ¼ä½å建äŗäøäøŖéé åØļ¼å°āWā转ę¢äøŗāXāļ¼čæę ·å°±åÆä»„åØå人樔å¼äøä½æēØåØē»āāę仄使ēØäŗäø¤äøŖēøåēē¶ęęŗļ¼5+1 äøŖē»ćęęé常儽ćęå¾åæ«ä¼åäŗ«ļ¼ Outers_ReFiner.package Thank you for your update. I have translated the English text in the STBL file Strings_Chinese_Taiwan_(zh-tw)_0240f2d5eb68d76f in Outers_ReFiner.package that has not yet been translated into Simplified Chinese. I have fully translated the STBL file `Strings_CHT_CN_0x020000006DA3CE99` within `ONIKI_KinkyMod.package`, converting all English text into Simplified Chinese. ONIKI_KinkyMod.package Edited Thursday at 04:09 AM by Max Rock 1
elixdude Posted Thursday at 04:33 AM Posted Thursday at 04:33 AM (edited) 11 hours ago, BiterBit said: Ok boys and girls, (and @elixdude, @marcod10Ā and @Clydie) I think I made it (with some work left to explore). Ā Here you can find the BETA12 of 453. Ā What I did: Ā - I patched the "WooHoo GoTo: Instant" so that when enabled, Sims do not end the sequence anymore because of a race/timing issue, so they should always teleport correctly now - I added a toggle to enable "Always WooHoo Instant with 5+ Sims" so that it happens automatically without overriding the complete setting for every animation (default true) - I re-organized LoversLab settings so that it has most relevant toggles in first sight and "by category" by some sort of mean - I kept on working on refining better the 6 Sims animations Ā What it's missing: Ā - A stable way to avoid the delay for the twin state machine started for the sixth Sim. I think it can be enhanced and in my free time I'll keep working on this. But this looks like a stable baseline so far! Ā Let me know if you (eventually and if you have time) find any issue related to this (aside from delay/desync of the "w" member). Ā EDIT: What's even crazier is that I may have found a way to patch the main state machine up to 6 Sims without splitting it into 2 separate ones, with a polished orchestration by code of the WooHooLoop that becomes fragile when there are 6 Sims. Turns out the issue wasn't the state machine itself, but how KW decides to manage (and not recovery) multiple Sims at a time. If I confirm that this is working (I think I'm something like 8 out 10 times), next build should have a working 6 Sims state machine instead of a 5+1 one. Ā EDIT 2: I've found a way to completely remove the delay still using 2 separate state machines. Problem was in using "solo_generic_object" as a secondary state machine while the other 5 Sims were using "WooHooInstance" that has "synchronized" flags and more complex states - therefore, they had different timings. Newer version uses the same "WooHooInstance" but creates an adapter where "W" becomes "X" and can use the animation in solo - so two same state machines, 5+1 groups. Works amazingly. I'll share it soon! Ā I can confirm theĀ "WooHoo GoTo: Instant" do not end the sequence anymore after changing objects! Ā Thank you for the fixes as always. Ā Edited Thursday at 04:33 AM by elixdude 1
elixdude Posted Thursday at 12:43 PM Posted Thursday at 12:43 PM Oh by the way question about the dialogue for the sex interaction, is this intended that the Top do the dialogue instead of the Bottom? Ā 1
BiterBit Posted Thursday at 01:04 PM Author Posted Thursday at 01:04 PM (edited) 21 minutes ago, elixdude said: Oh by the way question about the dialogue for the sex interaction, is this intended that the Top do the dialogue instead of the Bottom? Ā Ā Hey! Ā Yes, it's not intended as "inverted" dialogues, but more like dialogues that can be said by both Sims involved. I tried using my imagination for them - sadly KW doesn't have a proper way to understand who is penetrating who (generally dialogues directions are based upon sperm > womb) so they have to be generic, generally used by the Master of the animation (that can also be passive or swap role)! Edited Thursday at 01:05 PM by BiterBit 1
elixdude Posted Thursday at 01:28 PM Posted Thursday at 01:28 PM 24 minutes ago, BiterBit said: Ā Hey! Ā Yes, it's not intended as "inverted" dialogues, but more like dialogues that can be said by both Sims involved. I tried using my imagination for them - sadly KW doesn't have a proper way to understand who is penetrating who (generally dialogues directions are based upon sperm > womb) so they have to be generic, generally used by the Master of the animation (that can also be passive or swap role)! Ā I see! That's fine honestly, just wondering that's all Ā 1
marcod10 Posted Thursday at 07:59 PM Posted Thursday at 07:59 PM 20 hours ago, BiterBit said: (But in a first glance I would say that it's very risky to do) Totally understand. Thanks for the explanation. And yes confirming thatĀ "WooHoo GoTo: Instant" is working, thanks for the fixes! 1
swdeswde Posted Thursday at 09:15 PM Posted Thursday at 09:15 PM Hi, Is there anyway to disable the kraken, I could of sworn this was an option in earlier builds but I can not seem to find the option or a tuning that might do it.
BiterBit Posted Thursday at 09:19 PM Author Posted Thursday at 09:19 PM 3 minutes ago, swdeswde said: Hi, Is there anyway to disable the kraken, I could of sworn this was an option in earlier builds but I can not seem to find the option or a tuning that might do it. Ā Yes there still is! It's inside Global options, at the bottom (Kinky Kraken Attacks)
BiterBit Posted Thursday at 09:21 PM Author Posted Thursday at 09:21 PM 1 hour ago, marcod10 said: Totally understand. Thanks for the explanation. And yes confirming thatĀ "WooHoo GoTo: Instant" is working, thanks for the fixes! Ā I'm glad it's working Ā I was about to release the next beta with the synced up split state machine that deletes the delay, but my local area has been hit by a blackout. Ā I'll release the next BETA in the next days! 1
Gentlelovely Posted Friday at 07:54 AM Posted Friday at 07:54 AM On 7/8/2026 at 5:49 PM, BiterBit said: Ā You're welcome!! I'm happy you all can enjoy Ā Next version will also implement Kinky CAS Extended Sliders (for more than 25 sliders like MC does, thanks to @ptsdfromhome), a new interaction to get Sims pregnant through the ospital (artificial insemination) and other fixes of various kinds! Would the artificial insemination interfere with any other mod? I have mod that does that, but it's connected to a bunch of other features so I can't really remove the insemination part without having to remove the entire mod. Also, I came across this new sims 3 patch, and omg, it's done wonders in my game. I have a ton of mods and insane amount of cc, and while I can play the game, it's near impossible to play in large worlds without it crashing from running out of memory. I tried out the patch, and it uses so much less memory that I can play just fine even with KW and several other really heavy duty mods. Not only that, it runs so incredibly smooth. It really made me excited for a kinkyworld lite since it runs so well with the fully featured KW now.Ā 2
Dickhead8888 Posted Friday at 08:38 AM Posted Friday at 08:38 AM That's quite an effort to make 6 people group animation working, despite there're like 5 animations in total. Such dedication. 1
mrph Posted Friday at 09:47 AM Posted Friday at 09:47 AM 1 hour ago, Gentlelovely said: Also, I came across this new sims 3 patch, and omg, it's done wonders in my game. Absolutely agree! 1
mrph Posted Friday at 03:16 PM Posted Friday at 03:16 PM 7 hours ago, Gentlelovely said: Also, I came across this new sims 3 patch, and omg, it's done wonders in my game.Ā Truly miraculous! I loaded the game to its full potential, even turned on NRAAS Story Progression ā no lag or stutter! I even cranked some settings to max, and the game runs at 2K. Ā Thanks, buddy! You helped solve a lot of problems! 2
BiterBit Posted Friday at 06:15 PM Author Posted Friday at 06:15 PM 10 hours ago, Gentlelovely said: Would the artificial insemination interfere with any other mod? I have mod that does that, but it's connected to a bunch of other features so I can't really remove the insemination part without having to remove the entire mod. Also, I came across this new sims 3 patch, and omg, it's done wonders in my game. I have a ton of mods and insane amount of cc, and while I can play the game, it's near impossible to play in large worlds without it crashing from running out of memory. I tried out the patch, and it uses so much less memory that I can play just fine even with KW and several other really heavy duty mods. Not only that, it runs so incredibly smooth. It really made me excited for a kinkyworld lite since it runs so well with the fully featured KW now.Ā Ā Hey!! Ā The artificial Insemination is a completely new interaction that uses EA references and KW mechanics, so it can't theoretically conflict with anything. You can try that out yourself considering that 453 betas already available and posted here contain that interaction on hospital Ā You all are making me jealous because I want to try this new patch so desperately but I'm in a power outage since 2 days and I can't use my PC! That has to be particularly great because lately, testing has become a very difficult activity for me considering loading times for a 6 Sims family, even on a new save, launching 6 Sims animations! Ā I really hope this is solved soon so I can test it and also release the new build with stable group animations Ā Thanks in the meantime! To everyone! 3
BiterBit Posted Friday at 06:17 PM Author Posted Friday at 06:17 PM (edited) 9 hours ago, Dickhead8888 said: That's quite an effort to make 6 people group animation working, despite there're like 5 animations in total. Such dedication. Ā And actually, by testing, I discovered that there are at least 10-12 animations per single object (not very much) but some of them (including Clydie's one) are AMAZING! Ā Such an amazing thing and a masterpiece to animate Sims like that! Ā It NEEDED to be fixed to honor everyone who worked on those animations, and also because in my swamp nothing can stay broken š Edited Friday at 06:18 PM by BiterBit 2
Gentlelovely Posted Friday at 11:53 PM Posted Friday at 11:53 PM 8 hours ago, mrph said: Truly miraculous! I loaded the game to its full potential, even turned on NRAAS Story Progression ā no lag or stutter! I even cranked some settings to max, and the game runs at 2K. Ā Thanks, buddy! You helped solve a lot of problems! You're very welcome! I'm trying to spread the news as far as I can! I was lucky to come across it randomly on youtube yesterday from a new sims streamer. I had heard literally nothing about it before hand. It is absolutely fantastic. 1
Gentlelovely Posted Saturday at 12:50 AM Posted Saturday at 12:50 AM 6 hours ago, BiterBit said: Ā Hey!! Ā The artificial Insemination is a completely new interaction that uses EA references and KW mechanics, so it can't theoretically conflict with anything. You can try that out yourself considering that 453 betas already available and posted here contain that interaction on hospital Ā You all are making me jealous because I want to try this new patch so desperately but I'm in a power outage since 2 days and I can't use my PC! That has to be particularly great because lately, testing has become a very difficult activity for me considering loading times for a 6 Sims family, even on a new save, launching 6 Sims animations! Ā I really hope this is solved soon so I can test it and also release the new build with stable group animations Ā Thanks in the meantime! To everyone! Okay, thank you! I'll let you know if I have any issue with it. Oh no, that's terrible! I hope your power comes back on soon! Highly recommend this patch! It's sooo good, and it'll probably help you issue too! So looking forward to your group animation updates. 1
MelApples32 Posted Saturday at 05:21 AM Posted Saturday at 05:21 AM wow i am so impressed by the work you've put in! (and all those who helped of course) i've been hesitant to change to this one but looks like you've fixed a bunch of bugs so now is the time. looking forward to playing around with this! might even have to redownload island paradise to try those interactions +Ā mermaid stuff again will i finally be able to fix my "naked" sims wearing an octopus costume? lol 1
Dustercoat0321 Posted Saturday at 07:23 AM Posted Saturday at 07:23 AM This is refiner 2.4 koreanĀ Outers_ReFiner.package 1
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