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Oniki's Kinky World Build 453 v0.9.9 - LoversLab Edition [BiterBit's QoL]


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Posted (edited)
10 hours ago, ptsdfromhome said:

Hi BiterBit,

 

I hope you're doing alright. Judging from the posts in the thread, I see that you have been doing some things with the mod but I can't tell if you're back or not. Regardless, I wanted to tell you three things. They're not requests so don't worry.

  1. About the nudity not being recognized by the game, I actually noticed the opposite today. I enabled the debug interactions to check something completely irrelevant and as I was browsing them I found out that the game does recognize a sim as naked, as long as they're wearing the EA nude tops and bottoms -- my sims even got the "showing his butt" moodlet they usually get from the exhibition skill but they had only switched outfits! KW doesn't seem to recognize any other nude top or bottom (e.g. Cmar's nouveau nudists), just the EA ones.
  2. I think I got a script errors because of missing packs. My sim was in a super-horny state and a few times I'd get a notification telling me he can't sleep due to his horniness. At this point the 3rd speed switched back to the 1st speed but my sim kept sleeping forever, until I reset him with MasterController or Overwatch did it by itself (it seemed to be random). I'm really not sure but I think I'm just missing a required pack (Into the Future maybe?).
  3. I found 2 raw strings having to do with exhibition and being seen fully naked. I could send you screenshots of them if you'd like but it's a minor thing anyway.

 

Hi ptsd!

 

Very interesting reports and feedback.

 

About point 1, I completely agree, as far as I remember, it was the same thing I discovered in code. Aside rare exceptions, KW nudes and EA nudes are the only ones recognized as such, and by "KW nudes" I indeed mean the top and bottom typically replaced by CMAR with almost the same resource names EA does. KW treats a Sim as "properly nude" when the outfit uses the EA nude top/bottom resource keys (amBottomNude, tmBottomNude, and the other vanilla nude parts KW hardcodes), or in some cases when a CAS part has EA’s naked/revealing category flags. So today there are really a few resources that are capable of being recognized and default EA nude is included.

 

About point 2: to be honest, if you went to sleep with your Sim in a horny state but they got stuck in a "sleeping state" that's a glitch that should not depend from absolutely any pack. I hope you did not delete those ScriptErrors because they could be extra useful. In older builds I noticed this issue as well and apparently it was partially depending from the setting "Dominant/Submissive relation" that was interfering with pie menu and gatings while Sims were sleeping in a "Kinky State". But if you are still experiencing this (stuck while asleep in Kinky Sleeping) in 451 I may have missed something important that needs a patch. Please send me your ScriptErrors if you can, Into The Future is not related to this as well as any specific pack. Also check if you have "Kinky Dreaming" enabled or disabled in LoversLab settings because it helps me understanding more of what you are experiencing.

 

About point 3: whoever designed the naked broadcaster generated something like 250 different strings if I remember correctly, but many of them never ended up into an STBL editor so they remained "raw", like "NakedBroadcaster:Feedback:FullyNaked3" or something. Please attach your screenshot when you'd like to, so I can generate proper keys in STBLs.

 

At this time, I'm not "back" in the meaning of adding full new features on KW, but I'm working on a 452 version that doesn't require KW Autonomy so it's a potentially lighter version (if you enable the toggle) - but clearly, I'm taking advantage of time to eventually fix whatever else needs a fix.

 

Thank you very much for your comment!

Edited by BiterBit
Posted
7 hours ago, BiterBit said:

At this time, I'm not "back" in the meaning of adding full new features on KW, but I'm working on a 452 version that doesn't require KW Autonomy so it's a potentially lighter version (if you enable the toggle) - but clearly, I'm taking advantage of time to eventually fix whatever else needs a fix.

I understand. Thank you for doing this! I'm glad you're not as burned out as to completely abstain from modding.

 

I've attached two screenshots and two script errors (from ErrorTrap). I can't check right now but I remember I got notifications about one of my sims having a kinky dream, so that option must be enabled in the Loverslab settings. Thank you again and I hope you have the easiest time developing 452!

raw string 2.png

raw string 1.png

script errors.zip

Posted
5 hours ago, Dustercoat0321 said:

 

Thanks Dustercoat, I've imported your new Korean strings into 451 and re-published the strings.

 

Not only that, I also included the 2 missing strings that @ptsdfromhome pointed out, and translated them in every possible language (at my best):

 

Oniki.KinkyMod.NakedBroadcaster.ReactionFeedback_Attracted_FullyNaked3
Oniki.KinkyMod.NakedBroadcaster.ReactionFeedback_FullyNaked4
Posted (edited)
3 hours ago, ptsdfromhome said:

I understand. Thank you for doing this! I'm glad you're not as burned out as to completely abstain from modding.

 

I've attached two screenshots and two script errors (from ErrorTrap). I can't check right now but I remember I got notifications about one of my sims having a kinky dream, so that option must be enabled in the Loverslab settings. Thank you again and I hope you have the easiest time developing 452!

raw string 2.png

raw string 1.png

script errors.zip 3.72 kB · 1 download

 

Hi ptsd and thank you very much for your report.

 

I've put into text the 2 missing STBLs that were missing from the mod and translated them in every language :) You can update the mod with the one in the fresh ZIP so it should be solved.

 

About the ScriptErrors: it's confirmed that KinkySleep has some kind of problems (still) having a fragile code and design, but from this specific errors the "exact" point where code breaks is not a 100% clear.

 

Despite that, I made some analysis in the code and found out 2-3 "hot" spots where a patch could solve the issue you are experiencing and that I'm not capable of reproducing.

 

I'll send a message to you in a way you can try out the patched version before I eventually release the full build, to understand if I'm right or wrong, as soon as the patch is ready. I hope that's ok!

 

EDIT: Actually, if anyone wants to try out the EA Autonomy toggle before I release the actual build on this post, let me know, I can send it through private messages! I just want to avoid a public release before it's actually fully ready, but your potential feedbacks in a beta test would be great!

Edited by BiterBit
Posted
4 hours ago, BiterBit said:

EDIT: Actually, if anyone wants to try out the EA Autonomy toggle before I release the actual build on this post, let me know, I can send it through private messages! I just want to avoid a public release before it's actually fully ready, but your potential feedbacks in a beta test would be great!

 

I don't mind to try the beta test :)

Posted (edited)
7 hours ago, elixdude said:

 

I don't mind to try the beta test :)

 

Please download it from here :) Before I update the main post.

 

It's of course still unfinished and it's an experimental version (but should work properly and safely).

 

Actually, anyone can download it! Many things are still untranslated from English and I would recommend, after updating, to save on a different save name for a backup.

 

Lately I patched the MailCarrier to support EA's autonomy as well, so if you can give any useful feedback, that's great!

 

The new toggle is inside Miscellaneous.

 

Best thing is to play with EA's autonomy for a while to understand if everything works well!

Edited by BiterBit
Posted

Not sure if this is helpful or not but seems no difference with usual KW when I enabled the EA autonomy (Tried in one full sim day)

Posted (edited)
15 minutes ago, elixdude said:

Not sure if this is helpful or not but seems no difference with usual KW when I enabled the EA autonomy (Tried in one full sim day)

 

If you also proceeded to save & reload like the popup says, I would say this is great and that it's exactly the point of the modification!

 

Most players shouldn't notice the difference (because it's still autonomy) but there's no load on CPU for maintaining a separate autonomy and in a subtle way you could notice Sims do slightly different things compared to KW autonomy.

 

In any case I guess it proves that KW never needed a separate manager 😃

 

It's pretty great!

 

Let me know if it keeps working correctly! It's something to typically test in the long run, so if you keep that enabled for some time, it would be great as a test :D

Edited by BiterBit
Posted (edited)

thank you! i'm so happy to see it's still being worked on! i've waited way too long to try this mod and i'm hooked XD also while i'm here...   im looking for a moodlet of ''happiness'' (call it as you wish) for male sims orgasm possibly that would lasts a couple of hours (and stackable like the female one)?  and maybe more cums per session (i like my participating sim to be somwhat covered..) XD ... would that be possible in the future ?  (and  maybe a way for lover sims to be aroused(or just notice) the butplugged partner)

 

i know i may be asking for a lot... sorry! 

Edited by meikas
Posted
1 hour ago, GGStar4000 said:

How do female sims get dogbreeder now?

 

I was about to tell you: "the same way it happened before", but then I went checking out how it worked before, considering I never touched any of the ZooLover mechanism, and I think I've found a bug:

 

if (partner.Species == Horse)
    Add HorseBreeder;
else if (partner.Species == Horse)
    Add DogBreeder;

 

So the code tries adding "DogBreeder" but check on a horse is repeated twice and I don't know since many builds it has been like that.

 

I believe that with this code setting, DogBreeder is not naturally achievable anymore unless you apply it manually through "Kinky Traits Debug Mode" in Miscellaneous.

 

I will patch this in 452!

Posted
2 minutes ago, meikas said:

thank you! i'm so happy to see it's still being worked on! i've waited way too long to try this mod and i'm hooked XD also while i'm here...   im looking for a moodlet of ''happiness'' (call it as you wish) for male sims orgasm possibly that would lasts a couple of hours (and stackable like the female one)?  and maybe more cums per session (i like my participating sim to be somwhat covered..) XD ... would that be possible in the future ? 

 

Hey meikas!

 

Since many builds ago, for male Sims orgasms have been added as well, even if female Sims can achieve 2 variants of orgasm.

 

Male orgasms should be enabled by default, but in any case they are in "Sex & Animations" > "Sex Gameplay Mechanics".

 

Male orgasm use one of the icons already provided for female orgasms (reddish emoji) and it lasts about 2 hours and adds +20 mood. As far as I know, female orgasms are not stackable but you are probably referring to creampie.

 

Penis creampie has been enhanced as well with this new settings, so it should be more frequent! Despite this, keep in mind that creampie moodlet (for both genders) are not added at every stage and have some requirements. I'm not sure if this feature will be enhanced soon comparing to how it is today!

Posted (edited)

Oooh! so sorry to bother!... in male/female sex ventures  ?  I've never seen it.,.. maybe im doing it wrong XD (they just happy they had sex; like when it ends for a few mins... ) or maybe i'm using a old version? ... thank you sooo much!! ! i'll check further!!

 

- EDIT- i'm back! finally got this new update to install and run a few min... i just can't say how much i'm impressed by this! its amazing; thank you so much for all the hard work!  those poor naked sims will never know how much you did for them  :D but they'll surely enjoy it XD

Edited by meikas
Whoaaw
Posted
On 6/17/2026 at 5:23 AM, BiterBit said:

 

Hi Zhaiel.

 

Thank you for your feedback.

 

It is true: I play with the less number of mods possible, but mostly, this is because the things I need the most are implemented inside ReFiner, and all I care about is usually inside Kinky World itself, especially since I started editing the mod myself.

 

To be honest, the only Nraas mods I play with are Relativity for time management and Master Controller for editing naked bodies when I need it, despite these two things could be integrated inside ReFiner as well in my own way, but they are very huge to "replace" somehow, so I didn't do that yet.

 

As far as it's true that Nraas mods really help solving up specific issues or necessities, every mod you install, especially if it's heavy, has the risk of impacting your performances, your loading times and your game crashes.

 

The few times I've tried (for testing) installing things like story progression, overwatch, errortrap and so on, I not only noticed more lags, freezes and longer loading times, but some kind of spam notifications I really found unconfortable with.

 

What I can tell you is that unless you don't strictly, very strictly need a feature, it's recommended that you just play without a lot of mods, to keep your game as smooth as you can, fast timings and good performances.

 

I don't know why you specifically need Traveler for example (many people uses it for different reasons) but you could just try, one at a time, removing the mods you don't need, that's actually my only suggestion. Especially if, for example, when going on vacation you get a ton of ScriptErrors and NPC error logs that are seemly caused by Traveler itself.

 

ScriptErrors are typically produced by Sims 3 engine itself when something is wrong, and at the same time they are "exceptions" in the code of mods, so when you open those files you are generally able to see which mod or DLL is causing issues.

 

Something that really made me think a lot lately, was that 2 or 3 people reported me in ReFiner's thread that when you live in Bridgeport Sims gets stuck in hidden rooms in front of elevators and Nraas Overwatch typically sends notifications for this, so they asked me to fix it in ReFiner. It's been months already, just playing with ReFiner and Kinky World, I also tried having only ReFiner installed, and I never, not even once, found a Sim stuck in hidden rooms in Bridgeport. I also implemented a detailed logger + notifications myself in ReFiner, and Sims do not get stuck in hidden rooms. It never happened to me, at the point I started thinking how it happens in the first place... You know.

 

My only experiment with travels, by the way, in ReFiner, has been the Travel RAM (where mods typically transports toggles and settings from a world to another) and this could potentially be related to the errors you are seeing, but who knows. The second experiment was the toggle "Enable Into The Future Content For Teens" that is capable of making teens travel alone to Oasis Landing and get back.

 

So the point is that ReFiner is potentially capable of doing anything in the lightest way possible, using today's modern "logic" in code, still getting a lot of insipiration from NRaas mods and Kinky World itself for many things. But right now I'm still not bringing into it "advanced" features like Relativity or Traveler do, because it requires a lot of work and testing.

 

If you have any suggestion, by the way, let me know. ReFiner 2.2 is on the way and it's practically ready.

 

Thanks for clarifying! I don't have many suggestions, but I'd like to ask you a few questions about your game, and about future Refiner updates: 

 

-Do you experience stuck sims in your game? If you do, how to do spot them? 

 In my case, Overwatch just lets me know when that happens, so I just spot the sim and reset them. I used to play with the stuck check auto-reset option, but it breaks sex animations. 

 

-Is there any chance that vehicles causes lag in large worlds? 

 Again, Overwatch has an option to clean up vehicles, which I think it prevents of having those problems, but I could be wrong. 

 

-Have you considered adding some function related to Careers? (Assigning jobs to NPC, changing level, job performance, etc)

 I don't like to have many jobless sims in my worlds, so I use Mastercontroller to change that.

 

-Do you think it'd be possible to modify relationships (level, type, etc)?
 
-Have you considered adding Moodlets? 
 Sometimes I use Mastercontroller to add some of my favorite moodlets to  make my game a little bit more chaotic. 

 

Honestly, I think replacing some of those functions might be difficult, but perhaps there's a way to add some of them to your mod. Anyway, I'm just curious about what are you planning to do next, now that KW has been fixed. 

 

 

 

 

 

Posted
17 hours ago, BiterBit said:

 

If you also proceeded to save & reload like the popup says, I would say this is great and that it's exactly the point of the modification!

 

Most players shouldn't notice the difference (because it's still autonomy) but there's no load on CPU for maintaining a separate autonomy and in a subtle way you could notice Sims do slightly different things compared to KW autonomy.

 

In any case I guess it proves that KW never needed a separate manager 😃

 

It's pretty great!

 

Let me know if it keeps working correctly! It's something to typically test in the long run, so if you keep that enabled for some time, it would be great as a test :D

 

Actually I noticed weird behavior on the mailman, not sure if this is because of KW or not but he insisted to swim at my house after putting mail like this.
 

TS3W_a5a7a7PYV0.png?ex=6a38aa6c&is=6a375

Posted (edited)
7 hours ago, elixdude said:

 

Actually I noticed weird behavior on the mailman, not sure if this is because of KW or not but he insisted to swim at my house after putting mail like this.
 

TS3W_a5a7a7PYV0.png?ex=6a38aa6c&is=6a375

 

This is very interesting.

 

It is possible that in the test build I've published in the comment, the socials that are pushed as a continuation for the mail carrier don't have the appropriate context (in the KW autonomy there's just "Chitchat" interaction pushed in a loop from 7 am to 12 pm 😂 )

 

I will look into this and let you know!

 

EDIT: Yeah, it's confirmed. MailCarrier is built upon a logic that gives the NPC full autonomy (both KW and EA) but in KW autonomy actions pushed as continuation are very restricted, so you typically don't notice this. With EA autonomy instead, without a strict set of actions, the mail carrier acts completely autonomously and does what he wants (considering KWMailCarrierSituation applies a full autonomy to this NPC).

 

Patch I'm implementing is giving the mail carrier a specific Situation to perform, so that both in KW or EA autonomy it doesn't act "freely" but behaves as similarly as it can to a normal mail carrier.

 

I'll keep you posted!

Edited by BiterBit
Posted (edited)
11 hours ago, Zhaiel said:

Thanks for clarifying! I don't have many suggestions, but I'd like to ask you a few questions about your game, and about future Refiner updates: 

 

-Do you experience stuck sims in your game? If you do, how to do spot them? 

 In my case, Overwatch just lets me know when that happens, so I just spot the sim and reset them. I used to play with the stuck check auto-reset option, but it breaks sex animations. 

 

-Is there any chance that vehicles causes lag in large worlds? 

 Again, Overwatch has an option to clean up vehicles, which I think it prevents of having those problems, but I could be wrong. 

 

-Have you considered adding some function related to Careers? (Assigning jobs to NPC, changing level, job performance, etc)

 I don't like to have many jobless sims in my worlds, so I use Mastercontroller to change that.

 

-Do you think it'd be possible to modify relationships (level, type, etc)?
 
-Have you considered adding Moodlets? 
 Sometimes I use Mastercontroller to add some of my favorite moodlets to  make my game a little bit more chaotic. 

 

Honestly, I think replacing some of those functions might be difficult, but perhaps there's a way to add some of them to your mod. Anyway, I'm just curious about what are you planning to do next, now that KW has been fixed. 

 

To be honest Zhaiel, everything you listed in this comment is a valid reason to install Nraas mods (and as always, I would never unrecommend such masterpieces).

 

But in my experience, I never needed any of that:

 

- I typically never experience stuck Sims, playing in Bridgeport, Sunset Valley and Isla Paradiso, unless rare scenarios I manage with ReFiner (for example, impossible routings on IP)

- Vehicles in large words do generate lags indeed, but in my experience never in an extreme way it brought to download a mod for that (despite it's excelent, like Nraas Traffic)

- I have never thought about editing Sims careers manually, nor for NPCs and nor for Household Sims, but again, this is my "vanilla play style", so Mastercontroller or Register is great for that!

- Editing relationships, yes, but only in a basic way and from household Sims, so in ReFiner you can find "Edit LTR Level" from your active Sim to a destination Sim. But again, that's very "vanilla" compared to what Nraas mods can do

- I've never even considered adding/removing specific moodlets in my gameplays, so in the most "requesting" scenarios I've just used testing cheats to remove them

 

Every one of these things can be implemented in a new mod or in ReFiner, but unless specific necessities it would be pointless, considering Nraas mods already do all of this things and clearly they do that better than me, at least since I've never tried that.

 

Knowing what I had to do for Isla Paradiso (routings, lags, caves), Mermaids and a lot of other difficult things, including Kinky World as well, gave me some kind of "good energy" to know that nothing is impossible, but that doesn't mean ReFiner could ever "replace entirely" other known Nraas mods, that are exceptional and used all around the world since many years.

 

The reality is that I've built ReFiner, and I edited Kinky World, following pretty much an ideology like: "I want to tune up my game for basic and needed things, but without having 100 mods in my list". But this doesn't mean ReFiner can satisfy every player's needs or that it can replace entire Nraas mods.

 

What I thought is that many Nraas mods are pretty heavy, and invasive, but they are designed to be like that and that's nothing wrong with it.

 

I love mods and modding, but my line of thinking is that mods should keep a game as light as possible: that's why a mod like ReFiner that can do basically 1000 different things, is still lightweight and with a lot of toggles. I tried to apply this ideology to Kinky World as well, as much as I could!

Edited by BiterBit
Posted

Oniki's Kinky World Build 451 v0.9.7 - LoversLab Edition
Po zainstalowaniu nowego kinky, po uruchomieniu gry, nie chce dokonać upgrade, przez co nie mam w ogóle kinkyworld w grze. Dlaczego?

Przed zainstalowaniem k451 usunąłem stare pliki oraz scripts 

Posted
3 hours ago, makaryk said:

Oniki's Kinky World Build 451 v0.9.7 - LoversLab Edition
Po zainstalowaniu nowego kinky, po uruchomieniu gry, nie chce dokonać upgrade, przez co nie mam w ogóle kinkyworld w grze. Dlaczego?

Przed zainstalowaniem k451 usunąłem stare pliki oraz scripts 

 

Hi makaryk.

 

You're not seeing the updated mod because it's possible that you have double files somewhere.

 

In Windows, try opening the Mods > Packages folder and with the Search feature try looking for any "ONIKI_*" named file. Delete every single one of them, folders included, and then just paste the entire folder from the ZIP without modifying it (only MULTI or FULL-EN folder).

 

This should work (after deleting scriptCache)

Posted (edited)
On 6/21/2026 at 5:23 AM, elixdude said:

 

Actually I noticed weird behavior on the mailman, not sure if this is because of KW or not but he insisted to swim at my house after putting mail like this.

 

Hey @elixdude.

 

I went and patched the "exagerated free autonomy" for mail carriers along with many other things, including barefoot/undress shoes in settings that wasn't working properly with FeetNaked flags and something else related to KW Services that someone reported to me, that was causing the permanent deletion of EA pre-made service Sims in every world/city as soon as the mod is started on a save.

 

LoversLab now has a new container for KW Services so it has a more organized menu.

 

Also, "Interactions Tuning" has been moved into a new container in Miscellaneous, for the same logic ("Interaction Settings" - that contains other related stuff), and it has been refactored to support a "Resolved name": that menu is very useful, but usually untouched by players because it was uncomprehensible without a proper translation for interactions. It allows to set some autonomous action to false, so that Sims won't use it (for example: "Talk about prostitution").

 

So you'll find something else that is different.

 

You can find here this further beta version.

 

In case anyone else is trying it, let me know what you think.

 

It's not official yet because I'm still working on it, but should work as intended, despite being indeed experimental so it's best to just save in a new save file when using it.

 

NOTE: The free will issue apparently seemed only related to mail carrier because of specific parameters. Pizza delivery has also been added (it was always true/enabled without a toggle) and Maid was patched because it was commented, so the toggle in theory did actually nothing in LoversLab settings.

 

NOTE 2: If you have any issue with normal toilet used from males while standing, or scriptErrors of any kind, let me know. I'm finding an issue I never encountered before that look related to Kinky_toilet and I'm still investigating about it.

 

NOTE 3: CRAZY. I went looking down to the core why I was receiving ScriptErrors and Sims freezing on toilet, and I discovered that Kinky_toilet state machine inside ONIKI_Anims was actually bugged, or better, missing the putDown -> Exit transition that instead EA has in its base game files. This was causing the fact that sometime, probably in rare scenarios, peeing while standing for males couldn't find an actual exit in the state machine and they stayed freezed for sime times. I had to study how JAZZ files work, download Smooth Jazz from Mod The Sims, that is also completely broken, decompile it and use its features to update the Kinky_toilet state machine. CRAZY!!! But now it works perfectly!!!!

 

NOTE 4: I updated the link to the file with the corrected beta version!!

Edited by BiterBit
Posted
10 hours ago, BiterBit said:

 

Hey @elixdude.

 

I went and patched the "exagerated free autonomy" for mail carriers along with many other things, including barefoot/undress shoes in settings that wasn't working properly with FeetNaked flags and something else related to KW Services that someone reported to me, that was causing the permanent deletion of EA pre-made service Sims in every world/city as soon as the mod is started on a save.

 

LoversLab now has a new container for KW Services so it has a more organized menu.

 

Also, "Interactions Tuning" has been moved into a new container in Miscellaneous, for the same logic ("Interaction Settings" - that contains other related stuff), and it has been refactored to support a "Resolved name": that menu is very useful, but usually untouched by players because it was uncomprehensible without a proper translation for interactions. It allows to set some autonomous action to false, so that Sims won't use it (for example: "Talk about prostitution").

 

So you'll find something else that is different.

 

You can find here this further beta version.

 

In case anyone else is trying it, let me know what you think.

 

It's not official yet because I'm still working on it, but should work as intended, despite being indeed experimental so it's best to just save in a new save file when using it.

 

NOTE: The free will issue apparently seemed only related to mail carrier because of specific parameters. Pizza delivery has also been added (it was always true/enabled without a toggle) and Maid was patched because it was commented, so the toggle in theory did actually nothing in LoversLab settings.

 

NOTE 2: If you have any issue with normal toilet used from males while standing, or scriptErrors of any kind, let me know. I'm finding an issue I never encountered before that look related to Kinky_toilet and I'm still investigating about it.

 

NOTE 3: CRAZY. I went looking down to the core why I was receiving ScriptErrors and Sims freezing on toilet, and I discovered that Kinky_toilet state machine inside ONIKI_Anims was actually bugged, or better, missing the putDown -> Exit transition that instead EA has in its base game files. This was causing the fact that sometime, probably in rare scenarios, peeing while standing for males couldn't find an actual exit in the state machine and they stayed freezed for sime times. I had to study how JAZZ files work, download Smooth Jazz from Mod The Sims, that is also completely broken, decompile it and use its features to update the Kinky_toilet state machine. CRAZY!!! But now it works perfectly!!!!

 

NOTE 4: I updated the link to the file with the corrected beta version!!

 

Thank you for the update BiterBit, I'll give a try for some full sims day to check again

Posted

Hey @BiterBit! It's me again.

 

I’m testing the beta version of KW, and now I’m actually playing with the mod as well. I noticed that there are a few incorrect lines in the translation, so I’m currently fixing them and will send the updated version soon, including the new lines that have been added.

Some of the things I’m also fixing are the capitalization of certain words, so the translation matches the style used in the original game. Those little details bother me-I guess I’m a bit of a perfectionist. 😅

Posted (edited)
7 minutes ago, EvanBuckley said:

Hey @BiterBit! It's me again.

 

I’m testing the beta version of KW, and now I’m actually playing with the mod as well. I noticed that there are a few incorrect lines in the translation, so I’m currently fixing them and will send the updated version soon, including the new lines that have been added.

Some of the things I’m also fixing are the capitalization of certain words, so the translation matches the style used in the original game. Those little details bother me-I guess I’m a bit of a perfectionist. 😅

 

Yeah, for sure :) What you see now in beta version is just my attempt at best to translate what I could and many things are also untranslated, so if you want to share translations I will definitely import them and lastly use them for definitive build release :)

 

Be sure to use the latest beta for translations! I added micro patching to KW NPCs CelebrityManager but there are no new strings if I recall correctly, anyway 

Edited by BiterBit
Posted
19 hours ago, BiterBit said:

 

Yeah, for sure :) What you see now in beta version is just my attempt at best to translate what I could and many things are also untranslated, so if you want to share translations I will definitely import them and lastly use them for definitive build release :)

 

Be sure to use the latest beta for translations! I added micro patching to KW NPCs CelebrityManager but there are no new strings if I recall correctly, anyway 

 

No, I mean the translation of the lines I worked on. 😆

I’m also checking in-game which lines need to be corrected in the settings for each category. Some of them don’t have an STBL key available for translation, such as the Story Progression options.
I believe I’ll have it finished by this weekend. I’m not sure when you’re planning to release the stable version of 452, but please let me know if you add any more lines.

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