BiterBit Posted June 24 Author Posted June 24 19 minutes ago, EvanBuckley said: 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. Don't worry, there's no rush for that I don't plan to release it that quick, and in any case, I can always update the public files no matter what, so take your time if you want to adjust them!
BiterBit Posted June 24 Author Posted June 24 (edited) 5 hours ago, FeenSims said: Can someone please tell me how to get rid of the damn water taxis? Afterwards, she got out of the water and disappeared halfway across the map just to sit on the ground somewhere and do homework. I've encountered a few script errors. I'm playing with the Beta 5 build 452. Die Sims 3_2.zip 8.01 kB · 1 download Die Sims 3.zip 5.86 kB · 1 download ScriptErrors you encountered define a lack in Kraken Code that doesn't properly manage the interruption of the animation/interaction: considering you probably tried to interrupt the attacks by resetting Sims given interactions are not deletable, those errors are related to that, but they still aren't supposed to produce a ScriptError. I patched this adding a proper interruption management in code for 452. I also saw that for the same Sims, there's usually a cooldown of 12 Sim hours, but in original code this wasn't properly applied correclty, so same Sims could be attacked many times in a short period. I patched this as well: now Kraken should attack only once when it's possible, and then there should be a cooldown of "real" 12 Sim hours. I tested this and it's working fine. Also, this value comes from an XML tunable that's located in ONIKI_KinkyModTuning > Kraken.XML so it's editable via S3PE in case anyone wants to edit that. NOTE: Water taxis and Sims being reset and placed elsewhere is very typical of Isla Paradiso and is related to routings. If you play with whatever mod that "solves routing issues" that's probably the issue, or that's potentially EA doing that. ReFiner has a toggle for fixing lags in Isla Paradiso related to routing, but usually doesn't act on Household Sims nor on Household Sims current lot/placement, only on NPCs. Try enabling "Fix Routing Lags" with ReFiner or, if you have it enabled, try disabling that to see if there's any difference. NOTE 2: As of now, Kraken attacks are considered Rape if you have Rape enabled in Settings > Violence, so moodlets will be negative. If you instead disable Rape, moodlets should in theory be positive instead of negative. This could be changed with a separate toggle, possibly into violence itself, so users can choose how to see those attacks. As of now, it's just recommended you disable Rape if you want to play with Kraken scenarios, until a further patch is made. NOTE 3: Debug interactions work fine, as it has been pointed out multiple times before. I also tried installing the German string version to understand if it's a STBL error, but it isn't: Your issues aren't caused by Kinky World, but possibly by something that is influencing the UI, like a UI overlay or override mod considering your UI is completely white. It may also be some graphic override you may have that is deep in the core and not in Mods folder, like some DXVK tuning or something. There's a 0,1% chance that added GER strings with no match in English strings could cause this issue, but keep in mind you're the only GER user in 3-4 months that reported this. You could try playing with 451 FULL-EN version to understand if you have the same issue. If you still have it with the FULL-EN version, your UI override is causing your issues. Sadly I can't help with that, as stated multiple times, clarifying that such mods/custom content conflicts can't be managed by any Kinky World modder or developer. If you want to play with so many mods including Kinky World, I would recommend completely uninstalling the game in your case, deleting the whole Documents\The Sims 3 and Program Files folders, and reinstalling it back avoiding adding UI overlays and whatever mod and Custom Content is really not "necessary". You've been having a lot of different problems no one has had before, possibly for this reason. By the way, I fixed the cooldown for attacks and ScriptErrors interruptions by resetting Sims, you can find here the latest beta 6. Edited June 24 by BiterBit 1
Clydie Posted June 25 Posted June 25 (edited) Dear @BiterBit Several days I tested now your beta versions. Currently BETA 5. They work very well without problems. Tested on very small worlds with less sims and on larger worlds with many sims. Especially on worlds with many sims it seems to me that I have a notable performance gain. Very nice. But two small tings I would like to bring to your attention : 1. even on a very small world with only one household and 8 sims I often receive the message that the outfitmanager is busy, but in fact there is noting do on outfits except for two sims who like to woohoo. It is no big deal, but I do not understand why the outfitmanager is so busy in such a very small setup 🙂 2. This came up with your ver 451 (and persist on the 452 BETAS too), were you modified the brothel menus which I much like the way you did it. For test I setup a brothel and everything work well so far. But after a shift of an employee (think only whores) ended, the employee get constantly a mod instruction to "start whoring" and lead to that the sim change clothes every second. Think there must be something like a "catch 22" in the code. Mean, the sim are instructed to "start whoring" and in the same moment the code see it is outside of business hours and the sim get instruction to "start whoring" a.s.o. Sorry, my English is not good enough to describe it better, but hope you get the point what I am trying to make. Many thanks for all your skilled work for the KW mod and I am curious about the final version 452. Edited June 25 by Clydie 1
BiterBit Posted June 25 Author Posted June 25 38 minutes ago, Clydie said: Dear @BiterBit Several days I tested now your beta versions. Currently BETA 5. They work very well without problems. Tested on very small worlds with less sims and on larger worlds with many sims. Especially on worlds with many sims it seems to me that I have a notable performance gain. Very nice. But two small tings I would like to bring to your attention : 1. even on a very small world with only one household and 8 sims I often receive the message that the outfitmanager is busy, but in fact there is noting do on outfits except for two sims who like to woohoo. It is no big deal, but I do not understand why the outfitmanager is so busy in such a very small setup 🙂 2. This came up with your ver 451 (and persist on the 452 BETAS too), were you modified the brothel menus which I much like the way you did it. For test I setup a brothel and everything work well so far. But after a shift of an employee (think only whores) ended, the employee get constantly a mod instruction to "start whoring" and lead to that the sim change clothes every second. Think there must be something like a "catch 22" in the code. Mean, the sim are instructed to "start whoring" and in the same moment the code see it is outside of business hours and the sim get instruction to "start whoring" a.s.o. Sorry, my English is not good enough to describe it better, but hope you get the point what I am trying to make. Many thanks for all your skilled work for the KW mod and I am curious about the final version 452. Thanks Clydie for your support and appreciation. Beside other things, build 452 is going to bring some more enhancement to performances while on a save, to reduce some general lagging. Just to start, yesterday I found out that it seems the "Outfit Manager Real Time" in Miscellaneous is pretty much only used to update Sims every second or less, to "update their graphical penis" just in case they are aroused, for example. This feature is only useful for who wants to play naked or do other stuff rather than simple WooHoo, but it costs a lot an increases the lags. Also, generally, even if you disable that, there's another fallback option that checks every arousal variations of around 1% to scan every Sim and check their erections... Things like that I'm fixing bringing them in the next 452 Beta build. Thank your for your report. I think this may relate to the same issue, but the fact that "OutfitManager is busy" appears after 451 has a meaning. I don't know if this is strictly related to Worlds where you have a brothel and therefore there's more OutfitManager activity, but I'll try to investigate this problem. The "start whoring" interaction instead, that appears/disappears in Sims current queue when their shift is over, it's a bug I noticed before and didn't take proper time to patch. I think I have a specific save where these 2 things (Busy Manager + Start Whoring) kept on happening so I'll use it to test new changes. Thanks 1
BiterBit Posted June 25 Author Posted June 25 5 hours ago, FeenSims said: <?xml version="1.0" encoding="utf-8"?> <ScriptError Version="6" Type="MiniScriptError"> <ExceptionData>Oniki.KinkyMod v0.9.8 (452) Sims3.SimIFace.SacsErrorException: Durring a request for Swim the state machine became idle in a state other than the one requested: 0x8d31b469 #0: 0x00014 throw in Sims3.SimIFace.Sims3.SimIFace.StateMachineClient:CheckForException () () #1: 0x0058d call in Sims3.SimIFace.Sims3.SimIFace.StateMachineClient:RequestState (bool,string,string,Sims3.SimIFace.SACS.DriverRequestFlags,int,Sims3.SimIFace.StateMachineClient,string,Sims3.SimIFace.BridgeOrigin) (5053CA00 [1] [4299B5E8] [40E355B8] [64] [60] [00000000] [00000000] [00000000] ) #2: 0x0001e ret.void in Sims3.SimIFace.Sims3.SimIFace.StateMachineClient:RequestState (bool,string,string) (5053CA00 [1] [4299B5E8] [40E355B8] ) #3: 0x00068 leave.s in Sims3.Gameplay.Objects.OnikiStuff.Sims3.Gameplay.Objects.OnikiStuff.Kraken:DoRouteSegment (Sims3.SimIFace.Vector3,Sims3.SimIFace.Vector3,Sims3.SimIFace.Vector3,Sims3.SimIFace.Vector3) (4E167300 [vt:41F640B4] [vt:41F640C4] [vt:41F640D4] [vt:41F640E4] ) #4: 0x00090 vtresult in Sims3.Gameplay.Objects.OnikiStuff.Sims3.Gameplay.Objects.OnikiStuff.Kraken:DoRoute (Sims3.SimIFace.Route) (4E167300 [4D01FE00] ) #5: 0x0009c brtrue.i4.s in Sims3.Gameplay.Objects.OnikiStuff.Sims3.Gameplay.Objects.OnikiStuff.Kraken:Simulate () () #6: 0x00022 ldc.i4.0 in ScriptCore.ScriptCore.ScriptProxy:Simulate () () </ExceptionData> </ScriptError> This is a different scriptError than the last stime, still related to Kraken but it's about its movements and routings this time. I'll try and fix it (despite it's not a distributed issue, I've never seen this). About everything else: yes, S3SS could be the "issue", or just a tuning that you forgot to enable/disable. If you completely reinstalled your game deleting every folder (Program Files and Documents) and you still can't see Debug notifications I don't know where the problem is. Many users (including me trying out the GER version) are pointing out that the notifications work properly. I don't know how to help. In new games by the way, settings are restored, so if Teens Interactions is Disabled they appear pixelated. In your last comment, what you are seeing look like normal romantic interactions. KW Setting makes it so that KW doesn't reinject double interactions (in theory) so you see less romantic interactions. There could be (possibly) a bug in ReFiner where, if you quit to main menu from a save where Full Romance Interactions was ON and then switch onto another save without quitting your game completely, then the settings could "propagate" via RAM onto it. Just try to quit the game entirely and reload your save: if you see anomalous romantic interactions it's unlikely that is ReFiner.
BiterBit Posted June 25 Author Posted June 25 4 hours ago, Clydie said: Dear @BiterBit Several days I tested now your beta versions. Currently BETA 5. They work very well without problems. Tested on very small worlds with less sims and on larger worlds with many sims. Especially on worlds with many sims it seems to me that I have a notable performance gain. Very nice. But two small tings I would like to bring to your attention : 1. even on a very small world with only one household and 8 sims I often receive the message that the outfitmanager is busy, but in fact there is noting do on outfits except for two sims who like to woohoo. It is no big deal, but I do not understand why the outfitmanager is so busy in such a very small setup 🙂 2. This came up with your ver 451 (and persist on the 452 BETAS too), were you modified the brothel menus which I much like the way you did it. For test I setup a brothel and everything work well so far. But after a shift of an employee (think only whores) ended, the employee get constantly a mod instruction to "start whoring" and lead to that the sim change clothes every second. Think there must be something like a "catch 22" in the code. Mean, the sim are instructed to "start whoring" and in the same moment the code see it is outside of business hours and the sim get instruction to "start whoring" a.s.o. Sorry, my English is not good enough to describe it better, but hope you get the point what I am trying to make. Many thanks for all your skilled work for the KW mod and I am curious about the final version 452. Following my previous statements, here's what I did: - I patched OutfitManager to use proper caching to have less weight on general playthrough, so it should be a lighter feature - I patched OutfitManager removing a feature that was passing through every Sim in the world at 1% variation of arousal to update/sync erection outside of WooHoo while Sims were naked, lightening the feature further - I discovered OutfitManager Real Time does mainly that (updating naked outfit OUTSIDE of WooHoo to render an erect penis when a Sim is particularly aroused) so I generally would recommend keeping it disabled in Miscellaneous - I patched Brothel Manager so that in free time, on Brothel lots, Whores and Gigolo won't spam continuously "Start Whoring" keeping the OutfitManager busy even when doing nothing - As a result, "Outfit Manager is busy!" should appear next to 0, at least by my testings, but I ask everyone to eventually test this out - I also patched Kraken state machine to avoid ScriptErrors and Exceptions when routing is failing and the idle is expected but fails to run/dispatch - I made sure that when rape is disabled the string used for first time sex is this one: Oniki.KinkyMod.BuffWooHoo:Description_Level2_FirstWooHoo {0.SimFirstName} was hoping for better for {MA.his}{FA.her} first time having sex. {1.SimFirstName} didn't seem to be really inspired. It's not that is was bad, but it definitely wasn't magical. Despite it won't work well with name resolutions, being Kraken an object like @Clydie pointed out and not a Sim, it's still more meaningful than rape when rape is disabled... Despite it's an actual violence but performed by a creature. Let's be honest: Kraken moodlets and strings should be overhauled from scratch but right now I really don't feel like it. ----- So now, if you keep OutfitManager RealTime to OFF and disable any Global Buffer + logging, performances should be even better than before in any kind of loaded save and Brothel + OM should work fine in general. NOTE: "OutfitManager Real Time" is not related to the massive general feature of the OutfitManager, so it should be pretty safe to disable. Please, use this BETA7 version and when you have time, let me know! 2
BiterBit Posted June 25 Author Posted June 25 (edited) 7 minutes ago, FeenSims said: Dann kann man es doch sicher als Kraken Vergewaltigung in den Texten definieren. Deine dreckige Unhöflichkeit kannst du dir sonst wo hinschieben, damit das mal klar ist!!! Unwissenheit ist keine Straftat, dafür stellt man schließlich Fragen um dies aus dem Weg zu Räumen. Und Biter hat nichts dagen gehabt, dass man Fragen auch in der Muttersprache stellen kann!!! It is true and I indeed confirm it: I don't mind people talking in their native languages to express themselves better. I have no problems with that because I can translate and understand and sometimes it makes it easier. But it's also true that I can't stand arrogance and thread-spamming with a thousand posts to say something that it has been pointed out many times and that usually is not even an issue in the base mod because if it was a distributed issue, anyone would have been having it, me included. I can't change/fix everything in the mod, especially now, but I do what I can. Debug interaction works, Kraken works as well. It had more issues, particularly on cooldown for attacks, so it needed a patch. STBL has been changed but it will still not be working like with Sims and will appear only once for first time having sex. Please disable the option like Clydie suggested if you don't want to experience it. Edited June 25 by BiterBit
elixdude Posted June 26 Posted June 26 (edited) 15 hours ago, FeenSims said: Oh, and I’m certainly not arrogant! Oh yes you are! Spamming post like that and being rude. Anyways @BiterBit with the Beta 7, the mailman didn't insist to enter for swimming anymore, but after KW prompt my sim to chat my sim, they seems not leaving until I make my sim say goodbye to the mailman. Guess it's intended like that? I don't mind it cuz it's just minor stuff, just wondering EDIT: I found a bug of my sim get reset by Error Trap when finishing read a book, here's the error from scriptError: Quote Interactions: 1: Read "Avenging Belas #13" Oniki.Interactions.Book_ReadBook+Definition Oniki.Interactions.Book_ReadBook+Definition UserDirected Counter: 1 Sim-Time: Wed. at 11:16 AM Start-Time: 06/26/2026 10:46:50 PreLoadup-Time: 06/26/2026 10:47:02 Loadup-Time: 06/26/2026 10:47:50 Log-Time: 06/26/2026 10:53:07 System.NullReferenceException: A null value was found where an object instance was required. #0: 0x00029 callvirt in Sims3.Gameplay.Skills.Sims3.Gameplay.Skills.SkillManager:UpdateSkillUI (Sims3.Gameplay.Skills.SkillNames) (507C77E0 [128] ) #1: 0x00053 callvirt in Sims3.Gameplay.Skills.Sims3.Gameplay.Skills.Skill:UpdateProgress () () #2: 0x000a3 call in Sims3.Gameplay.Skills.Sims3.Gameplay.Skills.Skill:AddPoints (single,bool,bool) (6C6F2DE0 [250] [1] [1] ) #3: 0x000d7 call in Sims3.Gameplay.Skills.Sims3.Gameplay.Skills.InfluenceSkill:AddPoints (single,bool,bool) (6C6F2DE0 [250] [1] [1] ) #4: 0x00007 callvirt in Sims3.Gameplay.Skills.Sims3.Gameplay.Skills.Skill:AddPoints (single) (6C6F2DE0 [250] ) #5: 0x00082 callvirt in Oniki.Interactions.Oniki.Interactions.Book_ReadBook:KWReadLoop () () #6: 0x0019c stloc.u1 in Oniki.Interactions.Oniki.Interactions.Book_ReadBook:KWReadBook (bool) (873E88C0 [0] ) #7: 0x00004 brfalse.i4.s in Oniki.Interactions.Oniki.Interactions.Book_ReadBook:Run () () #8: 0x00132 stloc.u1 in Destrospean.InteractionInstanceAdditions+InteractionInstancePatch:RunInteractionWithoutCleanup () () #9: 0x00348 stloc.u1 in Sims3.Gameplay.ActorSystems.Sims3.Gameplay.ActorSystems.InteractionQueue:ProcessOneInteraction () () #10: 0x0011c stfld.u1 in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.Sim:DoInteraction () () #11: 0x00015 br.s in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.Sim:Simulate () () #12: 0x00027 leave.s in ScriptCore.ScriptCore.ScriptProxy:Simulate () () Thank you for the fix as always! Edited June 26 by elixdude 1
BiterBit Posted June 26 Author Posted June 26 (edited) 11 hours ago, elixdude said: Oh yes you are! Spamming post like that and being rude. Anyways @BiterBit with the Beta 7, the mailman didn't insist to enter for swimming anymore, but after KW prompt my sim to chat my sim, they seems not leaving until I make my sim say goodbye to the mailman. Guess it's intended like that? I don't mind it cuz it's just minor stuff, just wondering EDIT: I found a bug of my sim get reset by Error Trap when finishing read a book, here's the error from scriptError: Thank you for the fix as always! It looks like you found an historical bug related to Comic Books being read through the Oniki interaction It causes a bug with the Skill Manager that brings ErrorTrap to reset your Sim. Being an error produced by ErrorTrap with consequent reset, we still don't know how native Sims 3 would react to this in absence of E.T., but just in case, I patched this to handle the issue/error. Thank you! About the mail carrier: you are right! In previous builds there was a cooldown for interactions, applied at a certain point so that Mail Carrier would just stop interacting with you, after which it would go away after a short time. This has changed in 452 because there's no "cooldown" for specific interactions (also being partially EA's autonomy in Socialize Proxy), but I forgot to implement an actual time range for its presence!! So I've now set that after its arrival, mail carrier can push social interactions with your Sims for about 2 hours, after which it stops and then leave if left alone I've just tested it and it looks fine! Please, if you have any more report/feedbacks, feel free to share them! It's here! NOTE: @EvanBuckley, this build contains one more string I found out missing for the Naked Broadcaster Edited June 26 by BiterBit 3
Dustercoat0321 Posted June 26 Posted June 26 This is a file containing the Korean version of 451. Please use it for 452. ONIKI_KinkyMod.package 1
Phocan Posted June 27 Posted June 27 Thank you so much for your dedication to this mod and to fielding everyone's questions and comments! I really appreciate your work and commitment to this project. Please don't feel obligated to spend too much time on this if you aren't able to because I know these issues originated before your fork. I have been playing with Kinky World since version 409 and updated with each new creator's releases and improvements. Somewhere along the way, I noticed that two different interactions no longer appear and wonder if they were broken somehow, and I wonder if the error was carried forward in future versions by different creators The first is that when a female sim is reading a book while relaxing on the ground, there used to be an option for another sim to "join" them in woohoo while they were in that state. This interaction no longer appears. The second is that in earlier versions, there used to be an interaction to send nudes via text from the relationship panel or phone. Now I cannot find an option to send nudes via text or phone. My sim can still send nudes via text autonomously, though, just not user-directed. Again, thank you so much for your attention to this mod, and while I know your version of the mod did not introduce these errors, I am wondering if you might have insight into what happened to these two interactions that used to exist in earlier versions. 2
EvanBuckley Posted June 27 Posted June 27 Hey @BiterBit! It's here. I took the opportunity to correct a few more words that had gone unnoticed during gameplay. I also checked the mod’s in-game settings to fix the capitalization, since I noticed that the words were capitalized in English but not in Portuguese. I also corrected some terms that had not been translated, such as “WooHoo,” which should be “Oba-Oba” in Brazilian Portuguese. Later, I’ll create a separate version specifically for European Portuguese, since they use the term “Trique-Trique”, and you mentioned that the Brazilian Portuguese translation had been imported into the European Portuguese version. [BETA8] PT-BR Oniki's Kinky World Build 452 v0.9.8.package 1
elixdude Posted June 27 Posted June 27 21 hours ago, BiterBit said: It looks like you found an historical bug related to Comic Books being read through the Oniki interaction It causes a bug with the Skill Manager that brings ErrorTrap to reset your Sim. Being an error produced by ErrorTrap with consequent reset, we still don't know how native Sims 3 would react to this in absence of E.T., but just in case, I patched this to handle the issue/error. Thank you! Sadly it still caught by ErrorTrap when finishing the comic book, here's the error: Quote Interactions: 1: Read "Llama Man #356" Sims3.Gameplay.Objects.ReadBook+Definition Sims3.Gameplay.Objects.ReadBook+Definition UserDirected Counter: 1 Sim-Time: Fri. at 11:35 AM Start-Time: 06/27/2026 11:55:40 PreLoadup-Time: 06/27/2026 11:56:03 Loadup-Time: 06/27/2026 11:56:52 Log-Time: 06/27/2026 12:07:20 System.NullReferenceException: A null value was found where an object instance was required. #0: 0x00029 callvirt in Sims3.Gameplay.Skills.Sims3.Gameplay.Skills.SkillManager:UpdateSkillUI (Sims3.Gameplay.Skills.SkillNames) (50DE23B8 [128] ) #1: 0x00053 callvirt in Sims3.Gameplay.Skills.Sims3.Gameplay.Skills.Skill:UpdateProgress () () #2: 0x000a3 call in Sims3.Gameplay.Skills.Sims3.Gameplay.Skills.Skill:AddPoints (single,bool,bool) (50E86180 [250] [1] [1] ) #3: 0x000d7 call in Sims3.Gameplay.Skills.Sims3.Gameplay.Skills.InfluenceSkill:AddPoints (single,bool,bool) (50E86180 [250] [1] [1] ) #4: 0x00007 callvirt in Sims3.Gameplay.Skills.Sims3.Gameplay.Skills.Skill:AddPoints (single) (50E86180 [250] ) #5: 0x00082 callvirt in Sims3.Gameplay.Objects.Sims3.Gameplay.Objects.ReadBook:ReadLoop () () #6: 0x00125 stloc.u1 in Sims3.Gameplay.Objects.Sims3.Gameplay.Objects.ReadBook:DoReadBook (bool) (8C15EB60 [1] ) #7: 0x00024 ret in Sims3.Gameplay.Objects.Sims3.Gameplay.Objects.ReadBook:RunFromInventory () () #8: 0x00128 stloc.u1 in Destrospean.InteractionInstanceAdditions+InteractionInstancePatch:RunInteractionWithoutCleanup () () #9: 0x00348 stloc.u1 in Sims3.Gameplay.ActorSystems.Sims3.Gameplay.ActorSystems.InteractionQueue:ProcessOneInteraction () () #10: 0x0011c stfld.u1 in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.Sim:DoInteraction () () #11: 0x00015 br.s in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.Sim:Simulate () () #12: 0x00027 leave.s in ScriptCore.ScriptCore.ScriptProxy:Simulate () () Should I just remove ErrorTrap altogether? lmao. As for mailman, it's fixed! Thank you the update and fixes as always 1
BiterBit Posted June 27 Author Posted June 27 (edited) 2 hours ago, elixdude said: Sadly it still caught by ErrorTrap when finishing the comic book, here's the error: Should I just remove ErrorTrap altogether? lmao. As for mailman, it's fixed! Thank you the update and fixes as always You wanna know the funny part? This scriptError doesn't look related to KW 😯 Sims3.Gameplay.Skills.Sims3.Gameplay.Skills Sims3.Gameplay.Objects.Sims3.Gameplay.Objects.ReadBook:RunFromInventory It literally means that the EA loop that is supposed to update the Skill from the Skill Manager... Looks bugged There's literally no "Oniki" interactions in this ErrorTrap report. In fact, if your Sims would be using the Oniki interaction instead of EA's vanilla for reading the book (Oniki.Interactions.Book_ReadBook+Definition), the error wouldn't be generated - this started with EA itself. Typically, many interactions are replaced by KW at the world load (like Use Toilet and about the entire base game ) so a possible patch here is meant to ensure that when KW is loaded, "Oniki.Interactions.Book_ReadBook+Definition" is used in an exclusive way instead of the EA interaction. There's a possibility that in your case, something is restoring vanilla's definition for reading books while KW already provided its variant, but it's really just an hypothesis. I'll let you know! EDIT: If you can remind me how to quickly get a "Llama Man #356" to read and test it out, that would be great 👌 Edited June 27 by BiterBit
BiterBit Posted June 27 Author Posted June 27 (edited) On 6/27/2026 at 5:46 AM, Phocan said: Thank you so much for your dedication to this mod and to fielding everyone's questions and comments! I really appreciate your work and commitment to this project. Please don't feel obligated to spend too much time on this if you aren't able to because I know these issues originated before your fork. I have been playing with Kinky World since version 409 and updated with each new creator's releases and improvements. Somewhere along the way, I noticed that two different interactions no longer appear and wonder if they were broken somehow, and I wonder if the error was carried forward in future versions by different creators The first is that when a female sim is reading a book while relaxing on the ground, there used to be an option for another sim to "join" them in woohoo while they were in that state. This interaction no longer appears. The second is that in earlier versions, there used to be an interaction to send nudes via text from the relationship panel or phone. Now I cannot find an option to send nudes via text or phone. My sim can still send nudes via text autonomously, though, just not user-directed. Again, thank you so much for your attention to this mod, and while I know your version of the mod did not introduce these errors, I am wondering if you might have insight into what happened to these two interactions that used to exist in earlier versions. Hey Phocan, thank you for your comment and appreciation. I had a look at the code and apparently both things are still there (like in previous builds - but it depends from which build you are referring specifically). Here's what I've found: 1) BeachTowelPosture + Book_ReadBook are required for the WooHoo to work properly. So the first Sim must be reading a book on a towel, on the ground, like when they do that on beaches etc. Have you already tried this? I'll check this out myself and let you know. The code still has it and it's unchanged (but there might be gates related to age/species/incest/cooldown/motive). 2) I'm unsure about the SendPhotograph:InteractionName being present on Relationship panel, because I've never seen it. Typically, in KW, you don't see this interaction within the panel, but in the Phone interaction - it's just a little "tricky". You firstly need to take a Kinky selfie first (from Smartphone... > Take Kinky Selfie or Camera... > Take Kinky Selfie). Once you have that picture in your inventory, you can click on it and there should appear "Send Photo" or something like that. I did that recently and it worked properly. It's just a different path compared to the one you remember. Typically it's just WooHooer (the mod from Nraas) that adds custom interactions to the relationship panel, related to SMS and messages in general. I'll update this post with futher information, eventually - let me know if you have any other feedback in the meantime EDIT: About the Kinky Selfie, I've found this: - You need to go to Smartphone... > Camera... > Take Kinky Selfie - Once you've shot it, you go to Smartphone... > Social Networks... > SMS... > Send picture to Sim... > You choose the Sim and the nude photo you want to send This works properly and is the default behavior for sending KW pictures. I may have a look when I have time, to understand if the picture sending can be implemented as well in the relationship panel. What instead I've found, is that a Sim that is in BeachTowelPosture still doesn't show an option to join the WooHoo. I'll look into it more! EDIT 2: The book woohoo join doesn't start because the game starts the book reading interactions with the default vanilla (EA) interaction, and this problem looks very similar to the one @elixdude pointed out in his comment. If there's no Oniki.Interactions.ReadBook but we only have EA interactions, the Join menu doesn't start. I'll look into this more! EDIT 3: DONE!! For many reasons, KW wouldn't inject and replace Oniki custom interaction for reading books like it was supposed to be doing, so the original book reading that has been patched due to @elixdude report and that should have also started a Join for sex while reading book, would never run! Now, the method has been completely fixed and every book read should go through Oniki.Interaction.KWReadBook or similar, so in theory, no more script errors (of the same kind) and WooHoo while reading book is possible again! And also - I did never see the animations, context and dialogs - it's amazing!! Latest beta 10 is here! It also includes a fix for some malformed XML in animation packages that would cause the whole mod to crash - now it will still make the mod work properly! This 452 is going to be more massive than I thought 😂 Also: if no one is having issues with EA's autonomy, please let me know: I may think about setting default ON for that toggle! I also recommend having "OutfitManager Real Time" OFF in Miscellaneous: if everything still works correctly, I'd bring that to default OFF as well to increase performances! EDIT 4: Starting from this build, shortcuts like E and Q have been fixed to CTRL + E/Q, because otherwise it would have messed up the free cam view (TAB key) while woohooing! EDIT 5: This build clearly has the new strings provided by @Dustercoat0321 for KOR and by @EvanBuckley for POR-BR Edited June 28 by BiterBit 5
Clydie Posted June 27 Posted June 27 10 hours ago, BiterBit said: Latest beta 10 is here! Heaven, Beta 10 already 🙂 Dear @BiterBit tested now both Beats 7 & 8 in regard to the "outfitmanager" and the continuous clothes change after a shift. On both Beta versions the "outfitmanager" is pleasantly quiet now and my brothel staff did not change clothes every second anymore. They used to keep them on until they go to bed or the user directed them to change. Very nice, thank you very much for your efforts and looking into that. At the moment I work again a little on the Oniki_Anims.package, among others on the "sofa_sit_on_lap" series, where the actors clip into the sofa. So, I wonder if you (and Katie) may have an interest to implement my changes into your KW version. But need some more days to fix and modify a couple of them until I am happy with :-) (by the way, your changes on the JAZZ I have implemented too, thanks for that) Thanks again for all your valuable work ! 2
elixdude Posted June 28 Posted June 28 Thank you @BiterBit ! The comic book reading finished without an issue now! Thank you for the fixes as always! 1
EvanBuckley Posted June 28 Posted June 28 Hey @BiterBit! These logs were generated by the game while I was testing Beta 10. I asked ChatGPT to analyze them, and it explained that they appear to be related to the new KW service migration system. The migration keeps remaining in a pending state and schedules another attempt every five in-game minutes. According to the analysis, the main cases keeping it pending seem to be FakeMetaAutonomy and PizzaDelivery. There are also two external delivery services using the same ServiceType.PizzaDelivery, which may be confusing the migration system. ChatGPT suggested that the migration could distinguish services by their concrete class instead of relying only on ServiceType, avoid retrying indefinitely when no safe migration is possible, and make sure the service pools are not growing with every attempt. I’m sending you the logs in case they help you investigate it. KWErrorLog_Export.zip 1
BiterBit Posted June 28 Author Posted June 28 (edited) 2 hours ago, EvanBuckley said: Hey @BiterBit! These logs were generated by the game while I was testing Beta 10. I asked ChatGPT to analyze them, and it explained that they appear to be related to the new KW service migration system. The migration keeps remaining in a pending state and schedules another attempt every five in-game minutes. According to the analysis, the main cases keeping it pending seem to be FakeMetaAutonomy and PizzaDelivery. There are also two external delivery services using the same ServiceType.PizzaDelivery, which may be confusing the migration system. ChatGPT suggested that the migration could distinguish services by their concrete class instead of relying only on ServiceType, avoid retrying indefinitely when no safe migration is possible, and make sure the service pools are not growing with every attempt. I’m sending you the logs in case they help you investigate it. KWErrorLog_Export.zip 5.97 kB · 0 downloads Hi Evan and thank you for your feedback. This message and these logs reminded me of something important: - KWServices logging in KWErrorLog was probably not the best place to trace down the conversion progress on a save, because it's too noisy, so I removed it from that logging - KWServices was too "strict" and interpreted secondary mod services as elements to convert, like in your case: PhoebeJaySims.Restaurants.Services.TakeawayDelivery Fantuanss12.GroceryDeliveryService.GroceryDelivery While instead, only KW and EA services must be considered for the proper conversion. So I patched this as well. - FakeMetaAutonomy (EA) can have valid lots assigned while not having current active situations: current code doesn't migrate to KWFakeMetaAutonomy because it thinks that assigned lots are current situations, but it's not like that. I'm finding a way to properly patch this as well. There's also a max number of attempt (12) so it's not something that makes the pool grow or re-tries infinitely. Not being ScriptErrors as you understood, but temporary KW service-migration diagnostics, they're not indicating something extremely critical, but still, they were indicating a patch was needed. They're showing that two external mods delivery services reuse EA’s ServiceType.PizzaDelivery, and KW was treating them as PizzaDelivery duplicates. This could have potentially happen in any build as well, but we were able to see this because of the specific logging, luckily. They did not show pool growth in the logs, but it could keep migration pending unnecessarily like you pointed out. I’ve changed the migration to distinguish the actual concrete service classes, so third-party delivery services (like external mods) are ignored/preserved and only EA PizzaDelivery/KWPizzaDelivery are reconciled. I would have also expected this, being a beta and being KW Services fix pretty fresh. So thank you again for reporting this! A new toggle in Logging features has been dedicated to this trace, and it will have a new tunable field in Main.XML inside KinkyTuning to eventually start a save with that on! EDIT: I patched everything you reported, and tested it myself on 2 different saves, with proper "pending=false" in the ending part, with still no script errors. You can here try this new beta build 11. It also adds a new string for "KWServices logging", and it contains, in "ONIKI_KinkyModTuning.package", inside "Main.XML", a new value you can set to true (if you want, because default is false): <kDefaultServicesLogging value="False"> That is valid for fresh saves or for saves where the key (enabled/disabled) hasn't been serialized yet. So you can run more tests if you want Edited June 28 by BiterBit 1
ptsdfromhome Posted June 28 Posted June 28 (edited) BiterBit, this is a question I've had for a while, do you know if edits / replaces the Get to Know interaction? I've noticed that sims will learn other sims' traits with KW but not without it, because get to know is, as far as I know, broken or misconfigured by EA by default. Edited June 28 by ptsdfromhome 1
BiterBit Posted June 28 Author Posted June 28 (edited) 1 hour ago, ptsdfromhome said: BiterBit, this is a question I've had for a while, do you know if edits / replaces the Get to Know interaction? I've noticed that sims will learn other sims' traits with KW but not without it, because get to know is, as far as I know, broken or misconfigured by EA by default. Hi ptsd! Actually no, KW patches a lot of different interactions, but GetToKnow (e.g. "SocialCallback.GetToKnow" > "Charisma.GetToKnow") doesn't seem to be patched as well - it looks vanilla from the source code. Having KW in or out your Mods folder may actually have no real influence on this. As per my memory, it also always worked "properly" (per the EA logic) even with the default game (as you may know, I only play with very few mods). But it's really a point of view, now that I look at it. From EA's decompiled DLLs, what happens with the base game is that GetToKnow is always available as a social interaction, but in theory, only after you reach level 3 on Charisma. Despite that, at least from the code I'm seeing, this is what happens next: - Without the "Charismatic" CAS trait: a trait can be learned if the social interaction's tuning includes LearnRandomTrait, with a base 20% chance. It means that you have a 20% base chance of learning a trait, only if that specific trait is marked as "learnable through conversation" (e.g. "CanBeLearnedRandomly"). - With the Charismatic trait or even the CheeryCherry buff/moodlet is present, in addition to the standard base 20%, the GetToKnow callback also triggers a special 50% chance roll. So you can still learn Sims traits in 50% chance, but only for "learnable" marked traits. - If you have the "Observant" reward trait, and you haven't yet “observed” a target Sim, a "LearnXTraits(..., TraitTuning.ObservantNumTraitsToLearn)" is also called and you instantly learn 3 Sim traits. So what happens is that rather than being "not working", this interaction is pretty much messed up and far way complicated for what it should really be doing. Someone at EA's team originally was a little masochist and evil, like the actual EA and KW traits (lol). This could be patched in KW or in ReFiner, potentially, in the future, so that it can start working in a more gamer friendly way. EDIT: It's actually a very cool idea for a new Custom interaction in ReFiner 🤓 I think I'm gonna do this for 2.3: "Get to know {0.String} better" - you'll learn any Sim trait without any exclusion or mark, on a 0-100% chance that will depend only upon your Charisma skill level (0-10), for every attempt on the same Sim Simple and nice. And this could also be done in KW for Kinky Traits! Edited June 28 by BiterBit 1
ptsdfromhome Posted June 29 Posted June 29 (edited) Thank you for the insight! It would indeed be a very useful fix to add to ReFiner! I'm currently using Trait Discovery Fix by mmsbludhound and I actually thought it changed the percent chance to learn a trait, because I don't remember ever learning a single trait in an unmodded game through that interaction. I'll probably remove it now lol EDIT: If you end up adding a similar interaction to KW, I think you should create two separate versions: one that's for KW traits only and one that's for both KW and EA for the people who don't use ReFiner (supposing you also end up adding a Get to Know fix to it). Off course, I'm no modder, so I don't know how easy or difficult this is to make, I'm just brainstorming here 😅 Oh and a toggle to hide the EA Get to Know might also be useful, if it's easy to implement. Edited June 29 by ptsdfromhome 1
BiterBit Posted June 29 Author Posted June 29 24 minutes ago, ptsdfromhome said: Thank you for the insight! It would indeed be a very useful fix to add to ReFiner! I'm currently using Trait Discovery Fix by mmsbludhound and I actually thought it changed the percent chance to learn a trait, because I don't remember ever learning a single trait in an unmodded game through that interaction. I'll probably remove it now lol EDIT: If you end up adding a similar interaction to KW, I think you should create two separate versions: one that's for KW traits only and one that's for both KW and EA for the people who don't use ReFiner (supposing you also end up adding a Get to Know fix to it). Off course, I'm no modder, so I don't know how easy or difficult this is to make, I'm just brainstorming here 😅 Oh and a toggle to hide the EA Get to Know might also be useful, if it's easy to implement. Yeah, absolutely, I'm already working on that and indeed, that's for two separate versions, one for ReFiner dedicated to vanilla traits (base game) and one for Kinky World, dedicated to Kinky Traits. They'll have separate names and yeah, hiding the base game interaction can be done as well 2
EvanBuckley Posted June 29 Posted June 29 On 6/28/2026 at 5:26 AM, BiterBit said: EDIT: I patched everything you reported, and tested it myself on 2 different saves, with proper "pending=false" in the ending part, with still no script errors. You can here try this new beta build 11. It also adds a new string for "KWServices logging", and it contains, in "ONIKI_KinkyModTuning.package", inside "Main.XML", a new value you can set to true (if you want, because default is false): <kDefaultServicesLogging value="False"> That is valid for fresh saves or for saves where the key (enabled/disabled) hasn't been serialized yet. So you can run more tests if you want Thank you! I'm gonna test it. 1
_45954_ Posted June 29 Posted June 29 Hey, quick question - How do I get KW to allow me to grow my sim household beyond normal limits? I have "Allow More Than Eight Sims Per House" setting enabled in NRAAS Master Controller. I'm currently at 5 normal sims, 2 plumbots and 2 pets. Nobody is getting pregnant anymore. Which is a shame because I'm still not done with my slightly greek mythology inspired pantheon project. I even tried travelling to the future with only the sims whose turn it was to have offspring, but still no luck.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now