BiterBit Posted July 6 Author Posted July 6 (edited) Hey everyone! After some time, I thought it was the case to officially publish the "magical" Build 452. I thought I could stop pretty “easily” for a while, but instead, I've found A LOT of things I would have wanted to bring and patch in Kinky World, for anyone to experience. So: Build 452 0.9.8 What changes? A lot! As always This time, possibly even better. Let's start! 1. EA Autonomy Manager This is my biggest change so far to Kinky World. What this new toggle does in Miscellaneous, is restoring EA's original autonomy to Kinky World mod, so that there's no separate "KWAutonomyManager" that can introduce strange behaviors, repetitive interactions, Sims always staying at home, load on CPUs for managing two separate autonomy, more creative orchestration by EA selecting both EA's and KW's interactions completely by itself, etc. Also, given Sims are managed by EA, there's no risk of them dying due to unfulfilled needs. After beta testing this myself and with the help of all of my pals here who beta tested with me, I can conclude that EA's autonomy works perfectly with KW, even in systems like School, Brothel, and such. So I've set this toggle default ON by the KinkyTuning.package that is in the main ZIP file. If you still want to use the KW Autonomy Manager, you can still go in Miscellaneous and disable the toggle, save, and reload your save again (and viceversa if you enable it). Or, in the KinkyTuning.package you can now find a separate record to tune this thing, in "Main.XML" you can edit with S3PE: <kDefaultDisableKWAutonomyManager value="True"> <!--Default DisableKWAutonomyManager for fresh saves (True = EA owns global autonomy on first world load). In-game Miscellaneous toggle overrides after the save key exists.--> In my opinion, having EA's autonomy back is very precious, especially considering it perfectly integrates Situations, Services, and WooHoo. The only thing you may experience from time to time, is that rarely, WooHooSequences could stop earlier, because EA decides that there's a reason for exiting WooHoo for one or more involved Sims. This can be fixed, but as of now it's not annoying and makes the thing pretty realistic (in my opinion), also because it doesn’t almost happen. 2. New Kinky CAS to edit nude outfits! I know that there are many mods to actually do this, but as you may know, I’m pretty radical and usually love to play with the least possible mods. When possible, I imagined a way to simply edit the nude outfit and customize CAS my own way. So I didi t – and it results in being perfectly compatible with Master Controller, Integration and possibly XCAS by CMAR. Spoiler Once enabled, it gives anyone new interactions in pie menu, under “Kinky World…” > “CAS…”, where you can enter different CAS instances and edit your nude outfit. You also have many toggle to customize your experience (where it’s recommended to leave every toggle at its default). Huge thanks to @ptsdfromhome that offered a huge help and support to make this feature as “perfect” as it is today (it was very bugged at first!!) 3. Animation Packages Several fixes have been made to animation packages! - A broken package now doesn't imply that the mod stops loading breaking it completely as it's been reported multiple times - the mod will now keep loading, reporting you which packages are broken and are interfering with the mod! - Every hardcodedly known animation package is now recognized and detected as soon as you enter your save, any save! No more need for typing in the majority of animation packages! And the list can be updated as well with time. Before this modification, animation packages would have "detected" only on fresh saves, not on existing ones. - There are new features in the "Packages" menu! You can now "Check known packages" to quickly scan the known resource keys for animation packages that are hardcoded in the mod (huge list), to quickly add them if they are missing. Redundant if you think about what I said above, but still very useful! You now also have "Clean missing packages": it deletes from your list the packages that are not in your Mods folder anymore, but still saved/serialized in your settings, so that they won't produce errors in KWErrorLog and when you try to Import your settings in another save with missing packages 4. OutfitManager and performances Huge changes here! I've found out that in a typical gameplay, most of the lags would come out of the OutfitManager constantly scanning Sims and "processing them", even when no changes were applied. And this still can be improved! One thing in particular looked very heavy: refreshing Sims body watching the arousal value, to make an erection appear faster than it could have. This had a huge cost on performances and such a small gain on user experience. It has been patched, so now the OutfitManager is generally more lighter. "OutfitManager real time" in Miscellaneous is also responsible for a lot of heavy load, and it's about the same stuff related to arousal and erections, mainly! So it has been turned OFF by default, but you can enable it whenever you want. If you still have it on in your save, it's recommended to turn it OFF for performances! Along with that, please consider changing the "SimData Refreshing (Update tick)" to the maximum level, that is 1125. It's the amount of tick the mod keeps track of, to update/refresh data in SimData for every Sim, and having it to its maximum level increases performances and doesn't produce any particularly visible changes to your gameplay (at least not that I’ve noticed). 5. Enable male pubic hair (and shaving) This was missing from a long time and for no clear reason to me. There are resource keys to be used for male pubic hairs in "optional_addons", along with the female ones, that the mod detects and recognizes by the code, but every part of the code that was supposed to use it was commented, intentionally to not make them use to males and I don't know why. So, in General Settings > Pubic Hairs, you can now enable separately male pubic hairs as well! Aligned to what happens with the main toggle (typically for females) now it will ask the user if they want to refresh every Sim now or not and apply pubic hairs. If the toggle’s ON, male Sims will have the “Shave” interaction as well! NOTE: The shave interaction has been patched and now removes ANY body hair (stomach) from ANY outfit, and not only 1 specific resource ID from every outfit. This was necessary for mods (including Kinky CAS) that allows to edit specific outfits with different physical/appearance properties, including different body hairs. 6. Journal Settings On great request (mainly from @Dustercoat0321 😂) Journal field visibility has been made into separate toggles so anyone can customize what they want their journal to show individually: It's inside Global Settings. Also, with this adding, "Most Frequent Partner" now shows a total stage counter next to it (that is typically used to show that partner as the most frequent). 7. Undress shoes (Barefoot) This setting has been fixed as well! It was reported to me that even with the Barefoot option OFF, many Sims would just start woohooing removing their shoes. This was caused by some confused code logic I've found in the UndressShoes option: now it is supposed to make Sims keep shoes on on every applicable stage, and also while using the toilet! 8. KW Traits Discoverability There were a lot of issues with Kinky Traits not properly discoverable through social interactions. This has been patched correctly: now every Sim trait is actually discoverable by property/logic, and it uses KW friendly social interactions, like "Share Kinky Secrets", "Chitchat", "Kinky Talk" These interactions now have a base chance of 100% of making you discover the other Sim traits, without particular cooldowns or rules. Inside "Interactions tuning" you can still set your own chance of discoverability: 9. KW Services Many of them have been patched for several reason. KW used to delete every service at runtime when it loaded, destroying pools as well and default EA's NPCs for Services. Now this doesn't happen anymore, so KW is more friendly towards EA's defaults Also, things like Maid and Pizza Delivery have been added and/or patched because they were missing from the UI or not working despite having a toggle. KW Services have also been moved into their own container menu inside "LoversLab": 10. KW BedSleep and Kinky Dreaming This has been reported many times as making Sims loop into sleeping, needing a reset to fix them, and happened for multiple reasons. Hopefully, this now works as expected, the mod should always apply proper X and Y roles and animations in the state machine when it starts, without the need of further adjustments. If you still experience issue with this, you can try enabling "Miscellaneous logging" into "Logging features" and then send it out to me! Also: "Kinky Dreaming Notifications" has been added! You can now have the typical Kinky Sleep/Dream experience without the notifications about dream types: 11. Interactions Tuning This menu was a little outdated, while is very helpful to use. It allows users to tune up the autonomy usage (and other parameters) for every interaction. It has now been updated so that it has a column to make the associated interaction more comprehensible than just having the code/definition technical name. It's very useful to disable specific interactions autonomy, like "Talk about prostitution", "Dare to remove panties" or whatever annoys you the most! It has also been moved to a separate container in Miscellaneous named "Interaction Settings" where you can find every tunability option regarding interactions, so other pertinent stuff has been moved here, including "Autonomous Go Home Interaction". Inside this container, you can find a shortcut as well to enable/disable things like "Add drug autonomous interaction" (used by Sims to drug a drink, for example) that is now default OFF. 12. Reading books This wasn't working from such a long time! It has now been fixed: now, for reading books, the Mod properly replaces the EA interaction/singleton, so that when you read books you can experience custom KW interactions as well! Like the "Join" path you have in the pie menu when a Sim is reading a book on the towel, by the beach, to start the Massage WooHoo! 13. Brothel minor fixes Minor fixes to the Brothel have been made, considering Sims could still start in loop the "Start whoring" interaction if they were on the Brothel lot, on their Free Time. This was also keeping the OutfitManager busy every 2 seconds, spamming also messages like "OutfitManager is busy!" that now should technically not appear anymore! 14. Kraken Attacks This wasn't working properly as well, given the cooldown for attacks on the same Sim was a little broken and could happen very frequently. Now, the mod properly respects the cooldown for attacks on the same Sims, that is defined in the Kraken.XML in KinkyTuning, that is default 12 Sim hours (unchanged)! Kraken has also been generally fixed because from time to time, it could produce ScriptErrors, but mainly when you'd reset your Sims while animations were going on. 15. Other fixes - Many other things have been fixed, among ScriptErrors, NPCs that were anomalously removed from the spawn menu, world quit not properly handling keyboard shortcuts, Horse Breeder reward trait not working properly, many STBL strings that were still missing, and a lot of other boring stuff you can find in the changelog once I upload it. NOTE: 2 shortcuts have been changed because they would interfere with the FreeCam mode (TAB) while WooHooing, e.g. E and Q keys that have been transformed into CTRL + E and CTRL + Q, that are more control friendly You can still change them with S3PE if you want, editing the TRIG files with a notepad! There’s probably more that I’m forgetting here but… I hope you can enjoy build 452 😊 I'll shortly upload the ZIP file and as soon as I can, the changelog Edited July 6 by BiterBit 10
Max Rock Posted July 6 Posted July 6 I am deeply grateful for the hard work of you, the author, and all the testers; words cannot fully express my appreciation (as English is not my native language).😄 1
ptsdfromhome Posted July 6 Posted July 6 (edited) Wow, this release has so many improvements! I'm glad to have helped you! If I can test anything else, feel free to let me know! Edited July 6 by ptsdfromhome 1
BiterBit Posted July 6 Author Posted July 6 7 minutes ago, elixdude said: Damn it really is a huge update lol 😆 It all started with: "Maybe I can do just a few more edits to this..." 😂 By the way: thank you everybody!! I feel very happy to release this stuff to anyone and the entire community. I hope you're happy as well with it! 5
_45954_ Posted July 6 Posted July 6 Hey Biter! What's the logic behind interspecies pregnancies? Are the breeder traits required for sims to be able to trigger them? I got the dog breeder trait on one of my sims before, and she did get pregnant but it was before you've taken over the mod. I have later changed her traits, and I've never seen that trait appear as available on other female sims I have despite them also getting really involved with the same dog.
swdeswde Posted July 6 Posted July 6 Hi, On 451 the offer shady goods option sometimes crashes out, no picker shown and the criminal rabbit hole tag has no options. So far it seems to be related to underwear in the sim's inventory. The log file shows a stack overflow with Underwear:get_ResalePrice being called a lot (only 2 items of underwear in inventory) ScriptError_Mars__07-06-2026__20-02-42__1A885A9A.zip 1
BiterBit Posted July 6 Author Posted July 6 1 hour ago, _45954_ said: Hey Biter! What's the logic behind interspecies pregnancies? Are the breeder traits required for sims to be able to trigger them? I got the dog breeder trait on one of my sims before, and she did get pregnant but it was before you've taken over the mod. I have later changed her traits, and I've never seen that trait appear as available on other female sims I have despite them also getting really involved with the same dog. Hi _45954_! Traits have changed a little since 445, but there's a mechanic at the world load that is able to "transfer" them properly if you already had them on your Sim - they're just all transferred in the Skill tab. Before my builds (442 and possibly prior to that) the Dog Breeder trait wasn't achievable anymore because of a bug. I corrected it in 452 I think, but I'm not sure. By the way: you can still obtain "Dog Breeder" on a female Sim, if you do one of this two things: - You lose vaginal virginity with the creature - You perform vaginal sex and get max "ZooLover" skill after an act with the creature There is a flow that asks you if, after obtaining a new trait as a reward, asks you if you want to replace one of the existing ones or if you wish to do that later (in case you already have 5 Kinky traits). Other requirements are necessary for it to work. ZooLover must be enabled for the creature content/interactions, and zoo pregnancy must not be disabled in Settings. Breeder traits are not required to start ZooLover interactions, but in the current pregnancy flow they are used as the fertilization gate: dog sperm for example requires DogBreeder or DogOffspring, and horse sperm requires HorseBreeder. Being a Kinky Trait after 445 (and a reward-like trait) it appears in the Skill tab once obtained, as said. If you use "Kinky traits debug mode" in Miscellaneous, it can still be assigned manually. Let me know if you have any issues 2
BiterBit Posted July 6 Author Posted July 6 (edited) 15 hours ago, swdeswde said: Hi, On 451 the offer shady goods option sometimes crashes out, no picker shown and the criminal rabbit hole tag has no options. So far it seems to be related to underwear in the sim's inventory. The log file shows a stack overflow with Underwear:get_ResalePrice being called a lot (only 2 items of underwear in inventory) ScriptError_Mars__07-06-2026__20-02-42__1A885A9A.zip 1.51 kB · 0 downloads Hi swdeswde, thank you for your report. There are many issue I'm able to see here, and are all related to the "Offer Shady Good" flow that is typically called during the interaction. Looking at the code it seems to be pretty bugged. And yes, underwear is very related as well. Underwear is considered a resalable item, but in the flow for this interactions there's something that creates an infinite loop: int price = ResalePrice; So, to calculate the underwear price in the inventory, the price "looks for its own price", but its own price is "its own price", and then on infinitely. That's the stack overflow you posted. The other bug is that not everything in the inventory should be considered valid for this interaction - it doesn't make sense to have underwear in there. About Hideout interactions: if you're talking about pie menu interactions that should appear clicking on the Hideout in relation to criminal/drugs system, there are requirements for it. "Sell Drugs" for example is injected into Hideout in the click on the building, but it only appears if the Sim has a Corrupted skill level of 1 or higher and at least one sellable item with accepted chemical effects (IncreaseDrug, IncreaseArousal, DecreaseWillpower). Underwear alone should not trigger that option, but I guess you weren't having only that in your inventory. Also: if the Sim has a valid drug plus underwear, the picker might include the underwear as well due to an unsaved filter, causing a crash. The crash you posted. This need a serious fix, otherwise underwear (and possibly other items) can make the entire picker crash. I'll definitely fix this in next version. Considering I've found myself confortable with the beta system posted here in comments, keep an eye about this specific post. I might edit it in a second moment posting the beta version of 0.9.9 you can download for it. Or just include that in the main zip once is finished. EDIT: Please, have a try on this beta version of 0.9.9. It should solve every issue you pointed out. Keep in mind that "Shady goods" at least by its legacy concept, still imagines having underwear to be sold like a "shady" item you can resell, so it stays in the picker (but it doesn't make it crash). The "Sell drugs" instead, on the hideout, is supposed to work properly now. By the code, I have to warn you that the only good is typically accepted here is "DRUG_1", so I guess meth. Otherwise it will launch the "We're not interested" STBL (that I patched as well having debug values in it). And note aside, there's an "Artificial insemination" interaction on the hospital in this build 😂 Edited July 7 by BiterBit
_45954_ Posted July 6 Posted July 6 35 minutes ago, BiterBit said: Hi _45954_! Traits have changed a little since 445, but there's a mechanic at the world load that is able to "transfer" them properly if you already had them on your Sim - they're just all transferred in the Skill tab. Before my builds (442 and possibly prior to that) the Dog Breeder trait wasn't achievable anymore because of a bug. I corrected it in 452 I think, but I'm not sure. By the way: you can still obtain "Dog Breeder" on a female Sim, if you do one of this two things: - You lose vaginal virginity with the creature - You perform vaginal sex and get max "ZooLover" skill after an act with the creature There is a flow that asks you if, after obtaining a new trait as a reward, asks you if you want to replace one of the existing ones or if you wish to do that later (in case you already have 5 Kinky traits). Other requirements are necessary for it to work. ZooLover must be enabled for the creature content/interactions, and zoo pregnancy must not be disabled in Settings. Breeder traits are not required to start ZooLover interactions, but in the current pregnancy flow they are used as the fertilization gate: dog sperm for example requires DogBreeder or DogOffspring, and horse sperm requires HorseBreeder. Being a Kinky Trait after 445 (and a reward-like trait) it appears in the Skill tab once obtained, as said. If you use "Kinky traits debug mode" in Miscellaneous, it can still be assigned manually. Let me know if you have any issues Any thoughts on adding something like "universal trait toggles"? I mean - toggles for certain traits to be counted as being there for certain categories of sims regardless of which traits they actually have. Female, male, or other categories if you think of any. I'm kind of running low on trait slots on all my sims. 5 is a small number.
BiterBit Posted July 6 Author Posted July 6 7 minutes ago, _45954_ said: Any thoughts on adding something like "universal trait toggles"? I mean - toggles for certain traits to be counted as being there for certain categories of sims regardless of which traits they actually have. Female, male, or other categories if you think of any. I'm kind of running low on trait slots on all my sims. 5 is a small number. Possibly in the future there could be a feature that allows for more traits, but it's something big to work on eventually. Traits now are not "vanilla" traits, so a number higher than 5 should theoretically be possible, but has to be tested. The other problem is also that once you go over 5 (and I had to become crazy to properly make them fit into the skill tab for the invisible grid) - you wouldn't see them. Even if they'd be Simology traits. It means that "the total traits" of a Sim could only be visible by clicking "Kinky Traits" on that Sim, for more than 5. It can be thought, but as of now I guess it's a little out of scope. I'll note this up in any case! 1
_45954_ Posted July 6 Posted July 6 27 minutes ago, BiterBit said: Possibly in the future there could be a feature that allows for more traits, but it's something big to work on eventually. Traits now are not "vanilla" traits, so a number higher than 5 should theoretically be possible, but has to be tested. The other problem is also that once you go over 5 (and I had to become crazy to properly make them fit into the skill tab for the invisible grid) - you wouldn't see them. Even if they'd be Simology traits. It means that "the total traits" of a Sim could only be visible by clicking "Kinky Traits" on that Sim, for more than 5. It can be thought, but as of now I guess it's a little out of scope. I'll note this up in any case! I totally, understand that, and I wasn't asking for simply more slots for that reason. My idea is more along the lines of an additional setting to make certain groups of sims count as having a specific trait automatically, without it actually being on them. If you want everyone in your world to be an exhibitionist, use the universal toggle and leave the 5 slots for actual customization. Basically boilerplate traits. Don't know how hard it would be to do, as I haven't yet got time nor energy to delve into KW code, and I'm pretty new to sims 3 modding myself. (I made a little mod that prevents the bug with the ageless status of plumbots and sims who drank the potion from Generations being removed when another sim travels somewhere without them.)
BiterBit Posted July 7 Author Posted July 7 (edited) 12 hours ago, _45954_ said: I totally, understand that, and I wasn't asking for simply more slots for that reason. My idea is more along the lines of an additional setting to make certain groups of sims count as having a specific trait automatically, without it actually being on them. If you want everyone in your world to be an exhibitionist, use the universal toggle and leave the 5 slots for actual customization. Basically boilerplate traits. Don't know how hard it would be to do, as I haven't yet got time nor energy to delve into KW code, and I'm pretty new to sims 3 modding myself. (I made a little mod that prevents the bug with the ageless status of plumbots and sims who drank the potion from Generations being removed when another sim travels somewhere without them.) Something similar exists already "in some way", considering you can "ease" up the way Sims perform exhibitionism through settings (General Settings) and Kinky Tuning (Advanced). So exhibitionism can actually become something "for everyone" if you don't want to use that specific trait. But for many other traits it would require deeply changing the structure of the mod, because traits are very deeply connected to how the mod works once it's enabled. So this specific thing may be out of scope. I can still think in the future about having possibility to enable more than 5 traits, that still won't be visibile in the vanilla UI but only in the "Kinky Traits" picker tab that opens when you click it in the pie menu. If something similar will be implemented, I'll let you know. Thanks for the feedback in the meanwhile Edited July 7 by BiterBit 1
Oestrogen Posted July 7 Posted July 7 Congratulations of releasing build 452 and restoring EA's autonomy to reduce CPU load! And for implementing the dedicated nude CAS mode for us who are not using XCAS, that is such a QOL feature Thanks for being so committed to improving KW and making it more and more lightweight for use. 😄 1
skrteecat Posted July 7 Posted July 7 (edited) Not often I notice issues if any at all, being bemused with the games' antics for most part, but think I stumbled upon one! While you can apply kinky traits to service NPCs (bouncers, bartenders ect.), said traits do not seem to have permanence for them, being lost whenever the game app is closed, reopened and the save state reloaded. Curiously enough, the kinky traits persist if you exit to the main menu and reload the save state without closing the game app. Hopefully this comes across clear! It was sorta hard to describe and a peculiarity noticed by chance, repeated to make sure I was not going crazy or the like. EDIT: Further testing found another related to service NPCs wherein if the "ask to show cock" interaction occurs with a male to male scenario, the service sim being asked hard resets. The hard reset also occurs in an exhibition scenario where the male sim "shows cock" to another male sim. It proceeds normally given a female to male scenario. The "ask to show feet" interaction towards service NPCs does not seem to happen (no hard reset), occurring normally for non-service NPCs. Edited July 7 by skrteecat Related issue? 1
swdeswde Posted July 7 Posted July 7 On 7/6/2026 at 10:25 PM, BiterBit said: There are many issue I'm able to see here, and are all related to the "Offer Shady Good" flow that is typically called during the interaction. Looking at the code it seems to be pretty bugged. And yes, underwear is very related as well. Underwear is considered a resalable item, but in the flow for this interactions there's something that creates an infinite loop: int price = ResalePrice; Hi, Playing on a bit more on this version the sim now suddenly has an inventory full of underwear. Is it possible they are being hidden or still referenced rather than being removed from the inventory? On the criminal hideout it is not just the drug option missing, the whole menu is gone, I can click on the building to get join criminal career etc, the sell drug interaction is not injected there if memory serves. Will try out out the new version, looking forward to ea autonomy 1
BiterBit Posted July 8 Author Posted July 8 19 hours ago, swdeswde said: Hi, Playing on a bit more on this version the sim now suddenly has an inventory full of underwear. Is it possible they are being hidden or still referenced rather than being removed from the inventory? On the criminal hideout it is not just the drug option missing, the whole menu is gone, I can click on the building to get join criminal career etc, the sell drug interaction is not injected there if memory serves. Will try out out the new version, looking forward to ea autonomy Hi! The underwear thing is unusual, but not impossible. I marked "Experimental" in the Underwear settings for this reason - because enabling a mechanic where CAS parts appears and disappears when asked to show something or before/after woohoo was very broken at first, and now it's at its best effort - so it won't always work perfectly. What happens is that when you ask to show something to a Sim they have to temporarily remove the related CAS part (panties, bra, etc.) and in that case it ends up being in a temporary state. What may happen is that that temporary state is preserved for too long, so it looks like bras or panties are not in the inventory anymore while they still are onto your Sims "somewhere". Long ago I tried to enable a logging for this issue inside "Change outfit logging", so that underwear would be "traced down" in their path. In case of issues, you may try enabling that and sending me some logs when issue happens, or just keep it enabled if you can. In any case, the BETA I sent you in the last comment should already have a patch for the "Sell drugs" on the Hideout (and the underwear crash as well)
BiterBit Posted July 8 Author Posted July 8 20 hours ago, skrteecat said: Not often I notice issues if any at all, being bemused with the games' antics for most part, but think I stumbled upon one! While you can apply kinky traits to service NPCs (bouncers, bartenders ect.), said traits do not seem to have permanence for them, being lost whenever the game app is closed, reopened and the save state reloaded. Curiously enough, the kinky traits persist if you exit to the main menu and reload the save state without closing the game app. Hopefully this comes across clear! It was sorta hard to describe and a peculiarity noticed by chance, repeated to make sure I was not going crazy or the like. EDIT: Further testing found another related to service NPCs wherein if the "ask to show cock" interaction occurs with a male to male scenario, the service sim being asked hard resets. The hard reset also occurs in an exhibition scenario where the male sim "shows cock" to another male sim. It proceeds normally given a female to male scenario. The "ask to show feet" interaction towards service NPCs does not seem to happen (no hard reset), occurring normally for non-service NPCs. Hi! Service Sims by the code and EA DLLs are often referenced as "volatile Sims". This means that their data can often be not persisted - not by the mod and not by EA itself. I experienced this already when I implemented Kinky Traits and tried applying to them. I don't know if I can do something about it, but I'll look into this if I can! I will also look into the show/ask to show something to Service Sims. Did you have any ScriptError from this hard resets? And I would also need to know which Service Sims they were and if EA autonomy was enabled. I had to make some patch to the mail carrier once because it wasn't working properly with EA's autonomy (having a KWAutonomy only scripted situation).
skrteecat Posted July 8 Posted July 8 Attached below in the zip are the script errors in folders respective to the interaction that occurred if needed. Assuming its the option under "miscellaneous", EA autonomy is enabled. The service sim types tested were bartender and bouncer. The "volatile sim" tidbit is interesting... prior to the kinky traits being separated from traditional EA traits, it persisted under the latter. Hopefully it is not a trade off, considering the great efforts thus far. scriptErrors.zip 1
BiterBit Posted July 8 Author Posted July 8 (edited) 1 hour ago, skrteecat said: Attached below in the zip are the script errors in folders respective to the interaction that occurred if needed. Assuming its the option under "miscellaneous", EA autonomy is enabled. The service sim types tested were bartender and bouncer. The "volatile sim" tidbit is interesting... prior to the kinky traits being separated from traditional EA traits, it persisted under the latter. Hopefully it is not a trade off, considering the great efforts thus far. scriptErrors.zip 19.45 kB · 0 downloads Thanks for the scriptErrors: I'm analyzing them to find a way to make "ask to show*" work properly on Service Sims as well. It may depend from EA's autonomy, but considering WooHoo can work properly, there's likely a workaround for this. As per the persisted traits: before 445 this problem was unexistant because Kinky Traits were treated by the mod and EA like vanilla traits (Simology - CAS traits). Now they are persisted and used via SimData, and Service Sims typically don't have a persistable SimData. Good news is that I already patched this enabling a persistable SimData state for Service and Volatile Sims in general, so in my testings, applying Kinky Traits to them, saving the game, quitting the game and reloading the same save, now persists Kinky Traits correctly. Once I found a way for the "Ask to Show*" as well, I'll provide in this comment (or next) a beta test version of 453 you can try out if you want. EDIT: I want to clarify that the "Ask to Show*" interactions don't typically work on Service Sims, not because they are managed by EA's autonomy, but because they're entirely owned and managed by an active "Situation" or "Role" that doesn't make them "free to edit" like KW would typically do on a normal Sim, pushing the interaction to show something. Overriding the current situation is risky (therefore the ScriptErrors) and ShowCock does different things by the code compared to ShowBoobs (for example) that in my case works correctly. I'm investigating this. EDIT 2: ShowBottom/Show Cock is more complex to handle for these reasons: - it changes the outfit underneath - it uses SwitchOutfitHelper.Wait(true) - it creates StateMachineClient.Acquire(Actor, "social_generic"); set x = Actor, y = Target - it calls EnterState / RequestState on both; afterwards, it proceeds to additional logic regarding arousal, handjob/oral/vaginal offers, reciprocal ShowBottom, etc. This is the reason why using that on service Sims, that are currently busy with their role, action and situation, makes the interaction crash. The only solution here, to make it at least work, is creating a simpler variants that still syncs up the actor making it show the bottom, without the complex part described above. This is the only possible trade-off. EDIT 3: Done. It's a safer and reduced version of show cock only injected on Service Sims, that must be working differently compared to the normal Sims, because service Sims are not as "routine and will free" as the normal one and are not able to perform every "forced" action. But now it works properly and doesn't produce any scriptError. Also, the Kinky persisted traits in SimData for volatile Sims is also solved. You can try the new BETA4 here. With this beta, if you have any issue related to "AskToShow*" (anything) keep the "Change Outfit Logging" and "Miscellaneous logging" enabled (both) and then send me the logs out. I hope it can work in your scenario as well. Edited July 8 by BiterBit
Gentlelovely Posted July 8 Posted July 8 On 7/6/2026 at 10:08 AM, BiterBit said: Hey everyone! After some time, I thought it was the case to officially publish the "magical" Build 452. I thought I could stop pretty “easily” for a while, but instead, I've found A LOT of things I would have wanted to bring and patch in Kinky World, for anyone to experience. So: Build 452 0.9.8 What changes? A lot! As always This time, possibly even better. Let's start! 1. EA Autonomy Manager This is my biggest change so far to Kinky World. What this new toggle does in Miscellaneous, is restoring EA's original autonomy to Kinky World mod, so that there's no separate "KWAutonomyManager" that can introduce strange behaviors, repetitive interactions, Sims always staying at home, load on CPUs for managing two separate autonomy, more creative orchestration by EA selecting both EA's and KW's interactions completely by itself, etc. Also, given Sims are managed by EA, there's no risk of them dying due to unfulfilled needs. After beta testing this myself and with the help of all of my pals here who beta tested with me, I can conclude that EA's autonomy works perfectly with KW, even in systems like School, Brothel, and such. So I've set this toggle default ON by the KinkyTuning.package that is in the main ZIP file. If you still want to use the KW Autonomy Manager, you can still go in Miscellaneous and disable the toggle, save, and reload your save again (and viceversa if you enable it). Or, in the KinkyTuning.package you can now find a separate record to tune this thing, in "Main.XML" you can edit with S3PE: <kDefaultDisableKWAutonomyManager value="True"> <!--Default DisableKWAutonomyManager for fresh saves (True = EA owns global autonomy on first world load). In-game Miscellaneous toggle overrides after the save key exists.--> In my opinion, having EA's autonomy back is very precious, especially considering it perfectly integrates Situations, Services, and WooHoo. The only thing you may experience from time to time, is that rarely, WooHooSequences could stop earlier, because EA decides that there's a reason for exiting WooHoo for one or more involved Sims. This can be fixed, but as of now it's not annoying and makes the thing pretty realistic (in my opinion), also because it doesn’t almost happen. 2. New Kinky CAS to edit nude outfits! I know that there are many mods to actually do this, but as you may know, I’m pretty radical and usually love to play with the least possible mods. When possible, I imagined a way to simply edit the nude outfit and customize CAS my own way. So I didi t – and it results in being perfectly compatible with Master Controller, Integration and possibly XCAS by CMAR. Hide contents Once enabled, it gives anyone new interactions in pie menu, under “Kinky World…” > “CAS…”, where you can enter different CAS instances and edit your nude outfit. You also have many toggle to customize your experience (where it’s recommended to leave every toggle at its default). Huge thanks to @ptsdfromhome that offered a huge help and support to make this feature as “perfect” as it is today (it was very bugged at first!!) 3. Animation Packages Several fixes have been made to animation packages! - A broken package now doesn't imply that the mod stops loading breaking it completely as it's been reported multiple times - the mod will now keep loading, reporting you which packages are broken and are interfering with the mod! - Every hardcodedly known animation package is now recognized and detected as soon as you enter your save, any save! No more need for typing in the majority of animation packages! And the list can be updated as well with time. Before this modification, animation packages would have "detected" only on fresh saves, not on existing ones. - There are new features in the "Packages" menu! You can now "Check known packages" to quickly scan the known resource keys for animation packages that are hardcoded in the mod (huge list), to quickly add them if they are missing. Redundant if you think about what I said above, but still very useful! You now also have "Clean missing packages": it deletes from your list the packages that are not in your Mods folder anymore, but still saved/serialized in your settings, so that they won't produce errors in KWErrorLog and when you try to Import your settings in another save with missing packages 4. OutfitManager and performances Huge changes here! I've found out that in a typical gameplay, most of the lags would come out of the OutfitManager constantly scanning Sims and "processing them", even when no changes were applied. And this still can be improved! One thing in particular looked very heavy: refreshing Sims body watching the arousal value, to make an erection appear faster than it could have. This had a huge cost on performances and such a small gain on user experience. It has been patched, so now the OutfitManager is generally more lighter. "OutfitManager real time" in Miscellaneous is also responsible for a lot of heavy load, and it's about the same stuff related to arousal and erections, mainly! So it has been turned OFF by default, but you can enable it whenever you want. If you still have it on in your save, it's recommended to turn it OFF for performances! Along with that, please consider changing the "SimData Refreshing (Update tick)" to the maximum level, that is 1125. It's the amount of tick the mod keeps track of, to update/refresh data in SimData for every Sim, and having it to its maximum level increases performances and doesn't produce any particularly visible changes to your gameplay (at least not that I’ve noticed). 5. Enable male pubic hair (and shaving) This was missing from a long time and for no clear reason to me. There are resource keys to be used for male pubic hairs in "optional_addons", along with the female ones, that the mod detects and recognizes by the code, but every part of the code that was supposed to use it was commented, intentionally to not make them use to males and I don't know why. So, in General Settings > Pubic Hairs, you can now enable separately male pubic hairs as well! Aligned to what happens with the main toggle (typically for females) now it will ask the user if they want to refresh every Sim now or not and apply pubic hairs. If the toggle’s ON, male Sims will have the “Shave” interaction as well! NOTE: The shave interaction has been patched and now removes ANY body hair (stomach) from ANY outfit, and not only 1 specific resource ID from every outfit. This was necessary for mods (including Kinky CAS) that allows to edit specific outfits with different physical/appearance properties, including different body hairs. 6. Journal Settings On great request (mainly from @Dustercoat0321 😂) Journal field visibility has been made into separate toggles so anyone can customize what they want their journal to show individually: It's inside Global Settings. Also, with this adding, "Most Frequent Partner" now shows a total stage counter next to it (that is typically used to show that partner as the most frequent). 7. Undress shoes (Barefoot) This setting has been fixed as well! It was reported to me that even with the Barefoot option OFF, many Sims would just start woohooing removing their shoes. This was caused by some confused code logic I've found in the UndressShoes option: now it is supposed to make Sims keep shoes on on every applicable stage, and also while using the toilet! 8. KW Traits Discoverability There were a lot of issues with Kinky Traits not properly discoverable through social interactions. This has been patched correctly: now every Sim trait is actually discoverable by property/logic, and it uses KW friendly social interactions, like "Share Kinky Secrets", "Chitchat", "Kinky Talk" These interactions now have a base chance of 100% of making you discover the other Sim traits, without particular cooldowns or rules. Inside "Interactions tuning" you can still set your own chance of discoverability: 9. KW Services Many of them have been patched for several reason. KW used to delete every service at runtime when it loaded, destroying pools as well and default EA's NPCs for Services. Now this doesn't happen anymore, so KW is more friendly towards EA's defaults Also, things like Maid and Pizza Delivery have been added and/or patched because they were missing from the UI or not working despite having a toggle. KW Services have also been moved into their own container menu inside "LoversLab": 10. KW BedSleep and Kinky Dreaming This has been reported many times as making Sims loop into sleeping, needing a reset to fix them, and happened for multiple reasons. Hopefully, this now works as expected, the mod should always apply proper X and Y roles and animations in the state machine when it starts, without the need of further adjustments. If you still experience issue with this, you can try enabling "Miscellaneous logging" into "Logging features" and then send it out to me! Also: "Kinky Dreaming Notifications" has been added! You can now have the typical Kinky Sleep/Dream experience without the notifications about dream types: 11. Interactions Tuning This menu was a little outdated, while is very helpful to use. It allows users to tune up the autonomy usage (and other parameters) for every interaction. It has now been updated so that it has a column to make the associated interaction more comprehensible than just having the code/definition technical name. It's very useful to disable specific interactions autonomy, like "Talk about prostitution", "Dare to remove panties" or whatever annoys you the most! It has also been moved to a separate container in Miscellaneous named "Interaction Settings" where you can find every tunability option regarding interactions, so other pertinent stuff has been moved here, including "Autonomous Go Home Interaction". Inside this container, you can find a shortcut as well to enable/disable things like "Add drug autonomous interaction" (used by Sims to drug a drink, for example) that is now default OFF. 12. Reading books This wasn't working from such a long time! It has now been fixed: now, for reading books, the Mod properly replaces the EA interaction/singleton, so that when you read books you can experience custom KW interactions as well! Like the "Join" path you have in the pie menu when a Sim is reading a book on the towel, by the beach, to start the Massage WooHoo! 13. Brothel minor fixes Minor fixes to the Brothel have been made, considering Sims could still start in loop the "Start whoring" interaction if they were on the Brothel lot, on their Free Time. This was also keeping the OutfitManager busy every 2 seconds, spamming also messages like "OutfitManager is busy!" that now should technically not appear anymore! 14. Kraken Attacks This wasn't working properly as well, given the cooldown for attacks on the same Sim was a little broken and could happen very frequently. Now, the mod properly respects the cooldown for attacks on the same Sims, that is defined in the Kraken.XML in KinkyTuning, that is default 12 Sim hours (unchanged)! Kraken has also been generally fixed because from time to time, it could produce ScriptErrors, but mainly when you'd reset your Sims while animations were going on. 15. Other fixes - Many other things have been fixed, among ScriptErrors, NPCs that were anomalously removed from the spawn menu, world quit not properly handling keyboard shortcuts, Horse Breeder reward trait not working properly, many STBL strings that were still missing, and a lot of other boring stuff you can find in the changelog once I upload it. NOTE: 2 shortcuts have been changed because they would interfere with the FreeCam mode (TAB) while WooHooing, e.g. E and Q keys that have been transformed into CTRL + E and CTRL + Q, that are more control friendly You can still change them with S3PE if you want, editing the TRIG files with a notepad! There’s probably more that I’m forgetting here but… I hope you can enjoy build 452 😊 I'll shortly upload the ZIP file and as soon as I can, the changelog Another wonderful update! Thank you so much for your hard work! 1
BiterBit Posted July 8 Author Posted July 8 5 minutes ago, Gentlelovely said: Another wonderful update! Thank you so much for your hard work! You're welcome!! I'm happy you all can enjoy Next version will also implement Kinky CAS Extended Sliders (for more than 25 sliders like MC does, thanks to @ptsdfromhome), a new interaction to get Sims pregnant through the ospital (artificial insemination) and other fixes of various kinds!
skrteecat Posted July 9 Posted July 9 3 hours ago, BiterBit said: EDIT 3: Done. It's a safer and reduced version of show cock only injected on Service Sims, that must be working differently compared to the normal Sims, because service Sims are not as "routine and will free" as the normal one and are not able to perform every "forced" action. But now it works properly and doesn't produce any scriptError. Also, the Kinky persisted traits in SimData for volatile Sims is also solved. You can try the new BETA4 here. With this beta, if you have any issue related to "AskToShow*" (anything) keep the "Change Outfit Logging" and "Miscellaneous logging" enabled (both) and then send me the logs out. I hope it can work in your scenario as well. Testing it through now and the problems aforementioned are now resolved for most part, thank you! Only thing I noticed is the "ask to show cock" interaction and the accompanying stripping animation for the service sim being asked hangs a bit longer when compared to regular sims - especially noticeable when done initially, clearing faster with repeated attempts. A general log is zipped below in case anything else can be improved. General_Logging_Export_40C0A861.zip
elixdude Posted July 9 Posted July 9 6 hours ago, BiterBit said: Next version will also implement Kinky CAS Extended Sliders (for more than 25 sliders like MC does, thanks to @ptsdfromhome), a new interaction to get Sims pregnant through the ospital (artificial insemination) and other fixes of various kinds! Oh can you explain what is this for? I just saw this option on the Misc section with Beta version.
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