Dustercoat0321 Posted June 30 Posted June 30 Suggestion: 'No Jealousy' trait in The Sims 3 is currently not working properly. Would it be possible for you to create a functional version within KW (Kinky World)? Specifically, I am looking for a trait that only applies to certain Sims, rather than a global rule that affects everyone.
BiterBit Posted June 30 Author Posted June 30 7 hours ago, _45954_ said: 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. Â I actually had your same doubt like a month ago or so, when I tried Master Controller specifically for having a household family larger than 8. Â I tried to build a new plumbot but the interaction was greyed out telling me my household family was stuffed (EA) despite I was having the MC toggle on. Â So I just concluded "it didn't work". Following your question today, I wanted to understand it more clearly, by code, considering I have almost all Nraas Mods decompiled. Â This is not KW fault/influence: Master Controller has a toggle to "allow overstuffed families" that does not interact directly with the basegame features (adoption, plumbot building, pregnancy, etc.), at least from the code I'm looking at, it just patched some flow to add Sim to a household with an helper, and mainly, that toggle is used by the "Add Sim" or "Pollinate" actions you can find in Master Controller picker menu. This should mean that Master Controller allows you to have more than 8 Sims, but only in a "scripted" way because it doesn't look like it's patching pregnancies, bot building or other EA flows. Â What I've seen instead, is that KW introduces its own methods of pregnancy (like WooHooer): Â -Â Womb.StartPregnancy(...) -Â Oniki.Gameplay.Pregnancy.Start(...) -Â Pregnancy.Start(...) -Â new KinkyPregnancy(female, maleDescription) -Â female.SimDescription.Pregnancy = pregnancy -Â CanAddSpeciesToHousehold(...) -Â mMom.Household.Add(simDescription2) Â In pure theory, none of these code features call directly a specific limit or number of Sims in your household by EA. It means that if a female Sim is engaged with sperm/womb mechanic (so Kinky World Pregnancy) you should, by default, get your Sims pregnant and able to give birth, if they are fertile in menstrual phase. Without the need of any external mod. Â Try having fertile female Sims and have unprotected KW WooHoo, in theory a KW Pregnancy should still start. Â P.S:: Going to Oasis Landing or a random destination doesn't make any difference because the household is still considered as "a whole" through its data
BiterBit Posted June 30 Author Posted June 30 (edited) 48 minutes ago, Dustercoat0321 said: Suggestion: 'No Jealousy' trait in The Sims 3 is currently not working properly. Would it be possible for you to create a functional version within KW (Kinky World)? Specifically, I am looking for a trait that only applies to certain Sims, rather than a global rule that affects everyone.  It depends what you mean with "not working properly".  As far as I remember while I was modding ReFiner originally, the trait works properly, but doesn't interact well with Reputations (from Generations - Late Night) and Scandals (from Late Night).  You can still disable Reputations and Scandals (through ReFiner) without enabling any other ReLover toggle, and "No Jealousy" trait should work properly in that case  "Jealousy" as a parameter in KW and it settings, instead, is mostly related to KW mechanics (so sex, cheatings, etc.).  EDIT: There's clearly something more that was missing from the original trait, like Short Term Context being negative in a very short proximity and some dedicated reactions from family members. I just don't remember what specifically wasn't working about No Jealousy - try listing that out so I can think about something  EDIT 2: Possibly the other thing that wasn't working properly was romantic interactions with another Sim just next to your partner. I need to remember that specifically  EDIT 3: Yeah I found out what wasn't working with the vanilla traits. If you disable reputations and scandals, when you're in public and/or next to your "official" partner, and you perform romantic actions towards other Sims, then "Accuse of cheating" starts autonomously with priority "Must Run" and not deletable. This happens because EA forgot to patch traits after the release of Generations and Late Night, given both EPs introduced a new way to check jealousy and reactions (PDA visibility rather than only "CheckCheating").  I think I can create a new toggle in ReFiner for this, like <<Remastered "No Jealousy">>, that patches this and allows you to have desired effect only on Sims that own that reward trait. I hope EA can pay me one day 😂 Edited June 30 by BiterBit 4
Dustercoat0321 Posted June 30 Posted June 30 Is it possible to make the 'No Jealousy' trait usable even without the WA (World Adventures) expansion pack?
BiterBit Posted June 30 Author Posted June 30 (edited) 2 hours ago, Dustercoat0321 said: Suggestion: 'No Jealousy' trait in The Sims 3 is currently not working properly. Would it be possible for you to create a functional version within KW (Kinky World)? Specifically, I am looking for a trait that only applies to certain Sims, rather than a global rule that affects everyone.  Following my last comment, please have a try on this BETA2 version of ReFiner, always deleting scriptCache.package.  It adds a lot of other things since I'm working on it along KW, but among other stuff, you should see a new toggle in ReLover named "Fix No Jealousy and Above Reproach". What it does is:  - Patches at runtime the "Accuse of cheating" interaction with PDA visibility for "No Jealousy" trait - Patches at runtime the visibility of relationship level for "Above Reproach", that usually starts/triggers notifications and events like "Some Sims in town are starting to notice that X and Y have some unfinished business.." etc.  Let me know! It's very experimental still and I don't know if I'm gonna actually bring it into 2.3. But if it works as expected, in a compatibility mode with Open Relationship (that you can disable safely), I'll add it!  11 minutes ago, Dustercoat0321 said: Is it possible to make the 'No Jealousy' trait usable even without the WA (World Adventures) expansion pack?  I think "No Jealousy" is from the base game!  EDIT: I was wrong. It is indeed from World Adventures (crazy, I didn't know). Sadly no: you can't use that trait without that EP!  Installing the entire EP provides the full features in game for it (thumbnail, logic, XML, some other stuff), and cannot be added otherwise (unless you use Open Relationship or add a Custom Trait that does the equivalent)  Even if any mod could add a custom trait or something similar, it's very recommended to buy a key to activate the EP on EA App or Steam for something like 3 dollars 🤣 Edited June 30 by BiterBit 1
Dustercoat0321 Posted June 30 Posted June 30 When I import settings, it shows '0xE3E7A24D8A4F29F5: Failed to import settings!', but the settings are actually imported correctly. Is something wrong?
_45954_ Posted June 30 Posted June 30 8 hours ago, BiterBit said: Â I actually had your same doubt like a month ago or so, when I tried Master Controller specifically for having a household family larger than 8. Â I tried to build a new plumbot but the interaction was greyed out telling me my household family was stuffed (EA) despite I was having the MC toggle on. Â So I just concluded "it didn't work". Following your question today, I wanted to understand it more clearly, by code, considering I have almost all Nraas Mods decompiled. Â This is not KW fault/influence: Master Controller has a toggle to "allow overstuffed families" that does not interact directly with the basegame features (adoption, plumbot building, pregnancy, etc.), at least from the code I'm looking at, it just patched some flow to add Sim to a household with an helper, and mainly, that toggle is used by the "Add Sim" or "Pollinate" actions you can find in Master Controller picker menu. This should mean that Master Controller allows you to have more than 8 Sims, but only in a "scripted" way because it doesn't look like it's patching pregnancies, bot building or other EA flows. Â What I've seen instead, is that KW introduces its own methods of pregnancy (like WooHooer): Â -Â Womb.StartPregnancy(...) -Â Oniki.Gameplay.Pregnancy.Start(...) -Â Pregnancy.Start(...) -Â new KinkyPregnancy(female, maleDescription) -Â female.SimDescription.Pregnancy = pregnancy -Â CanAddSpeciesToHousehold(...) -Â mMom.Household.Add(simDescription2) Â In pure theory, none of these code features call directly a specific limit or number of Sims in your household by EA. It means that if a female Sim is engaged with sperm/womb mechanic (so Kinky World Pregnancy) you should, by default, get your Sims pregnant and able to give birth, if they are fertile in menstrual phase. Without the need of any external mod. Â Try having fertile female Sims and have unprotected KW WooHoo, in theory a KW Pregnancy should still start. Â P.S:: Going to Oasis Landing or a random destination doesn't make any difference because the household is still considered as "a whole" through its data Having fertile female sims have unprotected KW WooHoo is exactly what I've been doing to grow the family so far. My problem is that for some reason after the family grew to this size they stopped getting pregnant. 1
BiterBit Posted June 30 Author Posted June 30 (edited) 1 hour ago, Dustercoat0321 said: When I import settings, it shows '0xE3E7A24D8A4F29F5: Failed to import settings!', but the settings are actually imported correctly. Is something wrong? Â Hi again Duster! Â Actually, that dialog key is really, really generic. It communicates "Failed to import settings!" but even by the code, Import is not actually failed. It is produced whenever the main process doesn't return a state between Success, Cancelled, NotFound. This means that if every setting has been imported, but one goes through an exception generating a random error, you will still see that "wrong" message. Â In theory, when this happens, KWErrorLog should actually log the specific key/values that generated one or more errors. Potentially, you could also have ScriptErrors. Â Please, if you can, try enabling KWErrorLog and reproducing the issue so we can understand what needs to be fixed. Â I'll try experimenting myself as well to understand what the problem might be. Â EDIT: It's also important to understand on which build and eventual BETA version you're on, so that I can understand it better. In any case, I think it can be fixed! Edited June 30 by BiterBit
BiterBit Posted June 30 Author Posted June 30 (edited) 1 hour ago, _45954_ said: Having fertile female sims have unprotected KW WooHoo is exactly what I've been doing to grow the family so far. My problem is that for some reason after the family grew to this size they stopped getting pregnant. Â Ah, yeah, I imagined this. Â In this case, it could mean that despite KW doesn't actually call or reference any EA mechanic or DLL, the limit for pregnancies might be hardcoded once you reach the limit, by EA itself. Â To this point, the only thing that comes to my mind, is that you could eventually move some Sims to another lot, have the babies, and then try using Master Controller to move every Sim back to the same lot with "Add Sim" if possible or with the move feature, even if it's already on 8 Sims. Â If I find time to investigate this, I'll try doing the same thing to understand where the problem is. In any case, I've read online that you'd typically also need the portrait panel mod from Nraas to make that work properly. Â It is true that KW could implement its own version of this. Â I'll try having a look at it when I can Edited June 30 by BiterBit 1
Dustercoat0321 Posted June 30 Posted June 30 (edited) 12 hours ago, BiterBit said:  Hi again Duster!  Actually, that dialog key is really, really generic. It communicates "Failed to import settings!" but even by the code, Import is not actually failed. It is produced whenever the main process doesn't return a state between Success, Cancelled, NotFound. This means that if every setting has been imported, but one goes through an exception generating a random error, you will still see that "wrong" message.  In theory, when this happens, KWErrorLog should actually log the specific key/values that generated one or more errors. Potentially, you could also have ScriptErrors.  Please, if you can, try enabling KWErrorLog and reproducing the issue so we can understand what needs to be fixed.  I'll try experimenting myself as well to understand what the problem might be.  EDIT: It's also important to understand on which build and eventual BETA version you're on, so that I can understand it better. In any case, I think it can be fixed! This page contains the following errors: error on line 24 at column 128: xmlParseEntityRef: no name Below is a rendering of the page up to the first error.   <?xml version="1.0" encoding="utf-8"?> <ScriptError Version="6" Type="MiniScriptError">  <ExceptionData>Oniki.KinkyMod v0.9.7 (451) System.Xml.XmlException: 'Element' is an invalid node type.  Line 24, position 5. #0: 0x0001f throw    in System.Xml.System.Xml.XmlReader:ReadEndElement () () #1: 0x0002e callvirt  in Sims3.Gameplay.Utilities.XmlDbData+XmlDbRowFast:Parse (System.Xml.XmlReader) (39BC0AB0 [3FD7B488] ) #2: 0x0000a callvirt  in Sims3.Gameplay.Utilities.XmlDbData+XmlDbRowFast:Create (System.Xml.XmlReader,Sims3.Gameplay.Utilities.XmlDbTable) ([3FD7B488] [80DDBCA8] ) #3: 0x0001e call    in Sims3.Gameplay.Utilities.XmlDbData+XmlDbTableFast:Parse (System.Xml.XmlReader) (80DDBCA8 [3FD7B488] ) #4: 0x0000a callvirt  in Sims3.Gameplay.Utilities.XmlDbData+XmlDbTableFast:Create (System.Xml.XmlReader,Sims3.Gameplay.Utilities.XmlDbData) ([3FD7B488] [39BC0AC0] ) #5: 0x00027 call    in Sims3.Gameplay.Utilities.XmlDbData+XmlDbDataFast:Parse (System.Xml.XmlReader) (39BC0AC0 [3FD7B488] ) #6: 0x00008 callvirt  in Sims3.Gameplay.Utilities.XmlDbData+XmlDbDataFast:Create (System.Xml.XmlReader) ([3FD7B488] ) #7: 0x0001a call    in Oniki.Gameplay.Oniki.Gameplay.WooHooStage:LoadLegacy (string) ([317A9240] ) #8: 0x001ee call    in Oniki.Gameplay.Oniki.Gameplay.WooHooStage:Load (string) ([30DDA7E0] ) #9: 0x0007f call    in Oniki.Gameplay.Oniki.Gameplay.WooHooStage:Load () () #10: 0x0010e call    in Oniki.Oniki.Settings:Apply (bool) (40B49AE0 [1] ) #11: 0x00002 call    in Oniki.Oniki.Settings:Apply () () #12: 0x000fa call    in Oniki.Oniki.Settings:Import () () #13: 0x0000e callvirt  in Oniki.UI.Oniki.UI.ImportSettings:OnSelected (Oniki.UI.PickerDialog) (28AAD240 [39C38800] ) #14: 0x0001d callvirt  in Oniki.UI.Oniki.UI.PickerDialog:OnRowSelected (Sims3.UI.ObjectPicker/RowInfo) (39C38800 [30061680] ) #15: 0x00058 callvirt  in Oniki.UI.Oniki.UI.PickerDialog:OnSelectionChanged (System.Collections.Generic.List`1) (39C38800 [968613608/0x39bbdee8] ) #16: 0x00000       in Sims3.UI.ObjectPicker+ObjectPickerSelectionChanged:Invoke (System.Collections.Generic.List`1) (3075C4B0 [968613608/0x39bbdee8] ) #17: 0x00026 callvirt  in Sims3.UI.Sims3.UI.ObjectPicker:OnMouseUp (Sims3.UI.WindowBase,Sims3.UI.UIMouseEventArgs) (30C39A80 [30C13B40] [808A8738] ) #18: 0x00000       in Sims3.UI.Sims3.UI.UIEventHandler`1:Invoke (Sims3.UI.WindowBase,Sims3.UI.UIMouseEventArgs) (3075CAF0 [30C13B40] [808A8738] ) #19: 0x00031 callvirt  in Sims3.UI.Sims3.UI.UIEventHandlerGlue`1:Invoke (Sims3.UI.WindowBase,Sims3.UI.UIEventArgs) (28AA3AC0 [30C13B40] [808A8738] ) #20: 0x000a7 callvirt  in Sims3.UI.Sims3.UI.UIManager:ProcessEvent (uint,uint,Sims3.UI.WindowBase,Sims3.UI.WindowBase,int,int&,int,single,single,single,single,bool&,string) ([821226580] [7] [00000000] [30C13B40] [1000] [803549792] [0] [170] [11] [0] [0] [803139636] [2FE383A0] ) #21: 0x00046 call    in Sims3.UI.Sims3.UI.UIManager:ProcessEvent (uint,uint,uint,uint,int,int,int,single,single,single,single,bool&,string) ([821226580] [7] [0] [821226580] [1000] [1000] [0] [170] [11] [0] [0] [803139636] [2FE383A0] ) #22: 0x00034 call    in Sims3.UI.Sims3.UI.UIManager:ProcessEventCallback (uint,uint,uint,uint,int,int,int,single,single,single,single,bool&,string) ([821226580] [7] [0] [821226580] [1000] [1000] [0] [170] [11] [0] [0] [803139636] [2FE383A0] ) #23: 0x00000       in Sims3.SimIFace.Sims3.SimIFace.UIEventCallback:Invoke (uint,uint,uint,uint,int,int,int,single,single,single,single,bool&,string) (30E60988 [821226580] [7] [0] [821226580] [1000] [1000] [0] [170] [11] [0] [0] [803139636] [2FE383A0] ) </ExceptionData> </ScriptError>   Edited July 1 by Dustercoat0321
Carlv525 Posted June 30 Posted June 30 Hey, I really appreciate your KW update this year, but after running it, I found that the NPCs aren't going out, even when I close KW in-game. Is there any way to fix this? Also, I've installed Overwatch and ErrorTrap.
_45954_ Posted July 1 Posted July 1 I wish there was a system like the "played households" from the sims 4 in the sims 3. Some type of mark that would give those households exemption from all story progression stuff and inventory cleanup by the NRAAS mods. Anyone aware of such a thing?
BiterBit Posted July 1 Author Posted July 1 11 hours ago, Dustercoat0321 said: This page contains the following errors: error on line 24 at column 128: xmlParseEntityRef: no name Below is a rendering of the page up to the first error.   <?xml version="1.0" encoding="utf-8"?> <ScriptError Version="6" Type="MiniScriptError">  <ExceptionData>Oniki.KinkyMod v0.9.7 (451) System.Xml.XmlException: 'Element' is an invalid node type.  Line 24, position 5. #0: 0x0001f throw    in System.Xml.System.Xml.XmlReader:ReadEndElement () () #1: 0x0002e callvirt  in Sims3.Gameplay.Utilities.XmlDbData+XmlDbRowFast:Parse (System.Xml.XmlReader) (39BC0AB0 [3FD7B488] ) #2: 0x0000a callvirt  in Sims3.Gameplay.Utilities.XmlDbData+XmlDbRowFast:Create (System.Xml.XmlReader,Sims3.Gameplay.Utilities.XmlDbTable) ([3FD7B488] [80DDBCA8] ) #3: 0x0001e call    in Sims3.Gameplay.Utilities.XmlDbData+XmlDbTableFast:Parse (System.Xml.XmlReader) (80DDBCA8 [3FD7B488] ) #4: 0x0000a callvirt  in Sims3.Gameplay.Utilities.XmlDbData+XmlDbTableFast:Create (System.Xml.XmlReader,Sims3.Gameplay.Utilities.XmlDbData) ([3FD7B488] [39BC0AC0] ) #5: 0x00027 call    in Sims3.Gameplay.Utilities.XmlDbData+XmlDbDataFast:Parse (System.Xml.XmlReader) (39BC0AC0 [3FD7B488] ) #6: 0x00008 callvirt  in Sims3.Gameplay.Utilities.XmlDbData+XmlDbDataFast:Create (System.Xml.XmlReader) ([3FD7B488] ) #7: 0x0001a call    in Oniki.Gameplay.Oniki.Gameplay.WooHooStage:LoadLegacy (string) ([317A9240] ) #8: 0x001ee call    in Oniki.Gameplay.Oniki.Gameplay.WooHooStage:Load (string) ([30DDA7E0] ) #9: 0x0007f call    in Oniki.Gameplay.Oniki.Gameplay.WooHooStage:Load () () #10: 0x0010e call    in Oniki.Oniki.Settings:Apply (bool) (40B49AE0 [1] ) #11: 0x00002 call    in Oniki.Oniki.Settings:Apply () () #12: 0x000fa call    in Oniki.Oniki.Settings:Import () () #13: 0x0000e callvirt  in Oniki.UI.Oniki.UI.ImportSettings:OnSelected (Oniki.UI.PickerDialog) (28AAD240 [39C38800] ) #14: 0x0001d callvirt  in Oniki.UI.Oniki.UI.PickerDialog:OnRowSelected (Sims3.UI.ObjectPicker/RowInfo) (39C38800 [30061680] ) #15: 0x00058 callvirt  in Oniki.UI.Oniki.UI.PickerDialog:OnSelectionChanged (System.Collections.Generic.List`1) (39C38800 [968613608/0x39bbdee8] ) #16: 0x00000       in Sims3.UI.ObjectPicker+ObjectPickerSelectionChanged:Invoke (System.Collections.Generic.List`1) (3075C4B0 [968613608/0x39bbdee8] ) #17: 0x00026 callvirt  in Sims3.UI.Sims3.UI.ObjectPicker:OnMouseUp (Sims3.UI.WindowBase,Sims3.UI.UIMouseEventArgs) (30C39A80 [30C13B40] [808A8738] ) #18: 0x00000       in Sims3.UI.Sims3.UI.UIEventHandler`1:Invoke (Sims3.UI.WindowBase,Sims3.UI.UIMouseEventArgs) (3075CAF0 [30C13B40] [808A8738] ) #19: 0x00031 callvirt  in Sims3.UI.Sims3.UI.UIEventHandlerGlue`1:Invoke (Sims3.UI.WindowBase,Sims3.UI.UIEventArgs) (28AA3AC0 [30C13B40] [808A8738] ) #20: 0x000a7 callvirt  in Sims3.UI.Sims3.UI.UIManager:ProcessEvent (uint,uint,Sims3.UI.WindowBase,Sims3.UI.WindowBase,int,int&,int,single,single,single,single,bool&,string) ([821226580] [7] [00000000] [30C13B40] [1000] [803549792] [0] [170] [11] [0] [0] [803139636] [2FE383A0] ) #21: 0x00046 call    in Sims3.UI.Sims3.UI.UIManager:ProcessEvent (uint,uint,uint,uint,int,int,int,single,single,single,single,bool&,string) ([821226580] [7] [0] [821226580] [1000] [1000] [0] [170] [11] [0] [0] [803139636] [2FE383A0] ) #22: 0x00034 call    in Sims3.UI.Sims3.UI.UIManager:ProcessEventCallback (uint,uint,uint,uint,int,int,int,single,single,single,single,bool&,string) ([821226580] [7] [0] [821226580] [1000] [1000] [0] [170] [11] [0] [0] [803139636] [2FE383A0] ) #23: 0x00000       in Sims3.SimIFace.Sims3.SimIFace.UIEventCallback:Invoke (uint,uint,uint,uint,int,int,int,single,single,single,single,bool&,string) (30E60988 [821226580] [7] [0] [821226580] [1000] [1000] [0] [170] [11] [0] [0] [803139636] [2FE383A0] ) </ExceptionData> </ScriptError>    Hey Duster!  Actually, this ScriptError is unrelated to the topic we were discussing about Import/Export settings.  This error typically means there's an animation package that might be broken and that is interrupting regular loading of the mod in your save.  This has been reported to me as well in private and I already patched it in the latest BETA version of Kinky World, that you can find here. In this latest version, a broken package is now skipped and reported to you (typically through a notification and/or a different ScriptError) but the mod keeps loading correctly.  What I was talking about was a KWErrorLog that may have details about Settings that could not be imported.  If you still have the Import/Export file, like Settings.XML or whatever, try sending me that so I can try importing it in the same way replicating the issue. 1
BiterBit Posted July 1 Author Posted July 1 (edited) 11 hours ago, Carlv525 said: Hey, I really appreciate your KW update this year, but after running it, I found that the NPCs aren't going out, even when I close KW in-game. Is there any way to fix this? Also, I've installed Overwatch and ErrorTrap. Â Hi Carl, yes, there's a way. Two ways actually. Â The fact that NPCs aren't going out as much as they used to is due to the fact that Kinky World injects a second autonomy over EA's autonomy for every Sim, and that autonomy has been patched since build 443 because in KW's autonomy there was no reference to Sims needs, fatigue, or things like that that could make them die easily. Â KW's autonomy is injected even when the mod is in Disabled status after you load up your game. Â Best way to perform this is using the EA Autonomy toggle in Miscellaneous in the beta build of 452 I'm sharing lately and that I'm working on, that you can find here. EA's autonomy is "perfect" in that sense and you'll notice vanilla behaviors among Sims, mixed with KW's interactions that EA still picks in regular autonomy. Â If you wish to wait and use 451 instead, in the meantime, you can find "Autonomous Go Home Interaction" inside "Global Options" > "General Gameplay Mechanics" that allows you to disable the main "Go Home" interaction made for NPCs (or households as well) that should make them go around more easily, and make them go home in a harder way. That's still a little "risky" because "Go Home" is used by Sims when no object in a public/residential lot can be used to satify a need (like Hunger, Bladder, Sleep, etc.) but rewriting it manually in KW makes it more strict than the basic EA. Â I could think about implementing a "Simple KW Autonomy" like it was before 443, therefore literally "do something" and nothing else. Maybe an optional toggle. But enabling EA's autonomy over your Sims in the beta version is your best bet. Edited July 1 by BiterBit 2
_45954_ Posted July 1 Posted July 1 14 hours ago, BiterBit said: Â Ah, yeah, I imagined this. Â In this case, it could mean that despite KW doesn't actually call or reference any EA mechanic or DLL, the limit for pregnancies might be hardcoded once you reach the limit, by EA itself. Â To this point, the only thing that comes to my mind, is that you could eventually move some Sims to another lot, have the babies, and then try using Master Controller to move every Sim back to the same lot with "Add Sim" if possible or with the move feature, even if it's already on 8 Sims. Â If I find time to investigate this, I'll try doing the same thing to understand where the problem is. In any case, I've read online that you'd typically also need the portrait panel mod from Nraas to make that work properly. Â It is true that KW could implement its own version of this. Â I'll try having a look at it when I can Had one of the sims immediately get pregnant after I installed the portrait thingy. We'll see what happens next. 1
ptsdfromhome Posted July 1 Posted July 1 On 6/30/2026 at 11:30 AM, BiterBit said: Following my last comment, please have a try on this BETA2 version of ReFiner, always deleting scriptCache.package. Â It adds a lot of other things since I'm working on it along KW, but among other stuff, you should see a new toggle in ReLover named "Fix No Jealousy and Above Reproach". What it does is: Â - Patches at runtime the "Accuse of cheating" interaction with PDA visibility for "No Jealousy" trait - Patches at runtime the visibility of relationship level for "Above Reproach", that usually starts/triggers notifications and events like "Some Sims in town are starting to notice that X and Y have some unfinished business.." etc. There's a very recent update for Simler90's fixes that pretty much edits both of these traits, as well as jealousy in general. I know you don't have to do anything about it but I know there's people who use Simler90's fixes and I think it would be useful to add a warning about potential conflicts. 1
BiterBit Posted July 1 Author Posted July 1 (edited) 29 minutes ago, ptsdfromhome said: There's a very recent update for Simler90's fixes that pretty much edits both of these traits, as well as jealousy in general. I know you don't have to do anything about it but I know there's people who use Simler90's fixes and I think it would be useful to add a warning about potential conflicts.  I've seen that editing the Romance values in XMLs and via method has become a famous idea now 🤣  That's very good, because before 2026 no one had a method to disable reputations or this sick system of jealousy.  By the way, Simler looks being modifying the whole jealousy system in a "Generations-Disable" way making the game restored to the previous versions of that system, that was more balanced.  In any case, I downloaded its source code available on Mod The Sims, and I can confidently say that its core mod is patching the same things in a slightly different way, there's not an actual risk of a technical conflict, just an overlapping at runtime.  Fix in ReFiner's beta for traits does the same thing Simler does, and the rest of ReLover toggles are still useful and not included in Simler's mod, but the specific fix on trait doesn't look creating particular conflicts by now  Also, everything is under a toggle in ReFiner, so disabling specific toggles in case of issues should fix any potential problem! Edited July 1 by BiterBit 2
ptsdfromhome Posted July 1 Posted July 1 I just had an idea for a new feature. If it isn't too difficult to implement, maybe you could add a debug intercation that will randomize a sim's kinky traits. Sometimes I don't feel like choosing kinky traits for my sims and having the mod to do it automatically would be nice. 1
BiterBit Posted July 1 Author Posted July 1 10 minutes ago, ptsdfromhome said: I just had an idea for a new feature. If it isn't too difficult to implement, maybe you could add a debug intercation that will randomize a sim's kinky traits. Sometimes I don't feel like choosing kinky traits for my sims and having the mod to do it automatically would be nice. Â It's a cool idea actually! I should just need to understand where to put a feature for randomizing traits in the actual picker menu. Â I'll tell you if it's doable 1
buddy joe1 Posted July 1 Posted July 1 Hi, thanks for all of your hard work, really apreciate it. One of the things ive noticed since beta 452 is that the kw tv channels dont seem to be working. When sims watch it, i see a progress bar but either a blank screen or a frozen regular tv image. Game still works, doesnt crash or anything, so its no biggie. Just thought id mention it. Â Â Â
Dustercoat0321 Posted July 1 Posted July 1 Is this correct? I'm not very familiar with this part. ebf_0xbe2500f0f113df90.package 1
BiterBit Posted July 1 Author Posted July 1 (edited) 34 minutes ago, buddy joe1 said: Hi, thanks for all of your hard work, really apreciate it. One of the things ive noticed since beta 452 is that the kw tv channels dont seem to be working. When sims watch it, i see a progress bar but either a blank screen or a frozen regular tv image. Game still works, doesnt crash or anything, so its no biggie. Just thought id mention it.     Hey buddy!  I think this is due to the fact that you haven't installed the proper ONIKI_Videos.package mentioned in the main post.  I've tried it just now and it seems to work properly:      Also because nothing in 452 looks editing TV watching in particular compared to 451.  You can find one version of both packages here:  Kinkyworld TV *Updated* 10/13/2017  [Sims3] Kinkyworld TV complete: guide and package  As referenced in the main post:  Edited July 1 by BiterBit
BiterBit Posted July 1 Author Posted July 1 47 minutes ago, Dustercoat0321 said: Is this correct? I'm not very familiar with this part. ebf_0xbe2500f0f113df90.package 11.3 kB · 1 download  Yes, this is the correct file!  I've replaced it in my Library folder, and in 2 different saves that had KW disabled, I tried enabling the mod and then using the "Import settings" feature.  In both saves, no Failure was reported - I just noticed that I had notifications for missing packages (because we don't have the same ones that are imported through settings) with a warning message, but no failure.  I did 2 things in recent new beta:  - I moved "Import/Export" features as non-visible when the mod is disabled, because setting some values to true when the mod is in Disabled status might be risky; - I implemented a real code exception for "Failed to import settings!" so that when it appears, you can still have ScriptErrors.XML you can attach here, so we can trace down the issue! Otherwise, being your export with the buffer disabled, nothing can be seen in KWErrorLog!  Please, use this BETA 14 and see if that happen again: you should produce a ScriptError now! 1
buddy joe1 Posted July 1 Posted July 1 3 hours ago, BiterBit said:  Hey buddy!  I think this is due to the fact that you haven't installed the proper ONIKI_Videos.package mentioned in the main post.  I've tried it just now and it seems to work properly:      Also because nothing in 452 looks editing TV watching in particular compared to 451.  You can find one version of both packages here:  Kinkyworld TV *Updated* 10/13/2017  [Sims3] Kinkyworld TV complete: guide and package  As referenced in the main post:  Â
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