jankass239 Posted July 11 Posted July 11 1 hour ago, BiterBit said: Hi! Yes this is a known issue (and it's reported in the main post as well). Before my patches and the toggle you see in Settings, KW simply removed half of the interactions due to both EA and KW re-injecting their own "types" of interactions at the same time. When you restore them, even if you have plenty of EA's ones, they still are duplicated and there's no safe way (as of now) to not show duplicates without the risk of losing some interaction. So as of now it's better to keep duplicates than having no EA interaction at all. To solve this issue permanently, almost every KW interaction should be rewritten and redesigned from scratch and it's something very crazy to do (in this time of my life at least 😂) Thanks for a quick answer! It's a bummer, but since it's only visual I'll certainly survive 1
Max Rock Posted July 12 Posted July 12 (edited) 11 hours ago, BiterBit said: I agree with you, Objects.package is a mess and contains A LOT of single object infos and strings that are multiplied for every single language (about 196 STBL files). This is why in latest beta I shared with you (in my latest messages) I told you I patched Objects.package leaving only 1 data set With S3SE you can notice that if you click in un the upper left corner you can choose a "dataset". Objects.package is the only package having like 10 different datasets for individual objects: 在我分享的最新 ZIP 文件中,这个问题已经修复, 其中只合并了一个包含所有字符串的数据集并生成了 使用那个数据集 ——因为在那个数据集中,你只能找到一个包含大约 57 个字符串需要翻译的数据集! ONIKI_Objects.packageONIKI_女性卫生用品包 Thank you so much for so neatly fixing the STBL files within ONIKI_Objects.package. I have now downloaded "Oniki's Kinky World Build 453 v0.9.9 - LoversLab Edition (MULTI)" and am using this version for the translation work. Honestly, it feels fantastic! I have translated the STBL file `Strings_Chinese_Taiwan_(zh-tw)_028def39a7906c86` from ONIKI_Objects.package into Simplified Chinese. It feels just like placing the final piece of a puzzle—it's truly delightful! Thanks again for the fix! I have re-translated the STBL file `Strings_CHT_CN_0x0200000091C09FED` found within `ONIKI_WomensHygiene.package`. I expanded my knowledge of menstruation significantly through Google research, which greatly benefited the translation process. Please proceed with processing these new translations. Edited July 12 by Max Rock 1
PlayerMastermind Posted July 12 Posted July 12 Uhm excuse me, I have a problem with Feedback Level and Notification Level. It doesn't show on the screen anymore when Flashers or R***** are present on the service (or even Woohoo text from NPCs), also the rest was suppose to be like "Whoa (NPC name) is completely naked!" but it didn't showed up for some reason. But it doesn't matter which version I used from KW.
Williams000 Posted July 12 Posted July 12 On 7/9/2026 at 9:16 PM, BiterBit said: I suspect the issue you're having is that you may have debug options disabled. Animations shortcut (move debug) is only active on keyboard if the debug options (in Miscellaneous, that include "Debug Move") is already active, otherwise it won't work. This is because the shortcuts are not performing "WooHoo..." > "Move..." as a pie menu interactions, but a "Kinky World..." > "Debug..." > "Move..." that is a different path and works even outside of woohooing animations. In any case, the Go Home Autonomously bug is curious, and somehow in my opinion depends from Chinese characters, because @Max Rock (If I recall correctly) was having the same issue while trying translating that menu. In english, italian, and other latin character the menu works properly, but I had other reports in the past for some Brothel menus that wouldn't be working with Cyrillic characters in Russian. I suppose you're not having scriptErrors from this, so if you have any time, please try the FULL-EN version (everything translated to English) trying to open that same menu and see if that works. If it does... There's some kind of issues with STBLs in non-latin characters I still can't identify properly. EDIT: I may have said something stupid, because in the MULTI version, that part of the menu is still in English. It's still strange that it happened twice from two different users, presumably in Chinese translation of the mod. I'll try investigating this if I find something else specific EDIT 2: Trying to use the Chinese version of the mod (overriding strings in STBL editor) I've noticed that my local Windows cannot translate most of the STBLs in Chinese, including the table headers for Name/Values (shown as "___") that may be contributing to the issue. Let me know if this still happens with the FULL-EN version - I may try using only EN fallbacks for table headers if that results in being the issue. Oh, your are right. It's the debug option. I enable it and it works now. Thanks a lot! 1
BiterBit Posted July 12 Author Posted July 12 (edited) 20 hours ago, Max Rock said: ONIKI_Objects.package 6.71 MB · 0 downloads ONIKI_女性卫生用品包 8.87 MB · 0 downloads Thank you so much for so neatly fixing the STBL files within ONIKI_Objects.package. I have now downloaded "Oniki's Kinky World Build 453 v0.9.9 - LoversLab Edition (MULTI)" and am using this version for the translation work. Honestly, it feels fantastic! I have translated the STBL file `Strings_Chinese_Taiwan_(zh-tw)_028def39a7906c86` from ONIKI_Objects.package into Simplified Chinese. It feels just like placing the final piece of a puzzle—it's truly delightful! Thanks again for the fix! I have re-translated the STBL file `Strings_CHT_CN_0x0200000091C09FED` found within `ONIKI_WomensHygiene.package`. I expanded my knowledge of menstruation significantly through Google research, which greatly benefited the translation process. Please proceed with processing these new translations. Thanks, I just updated them both Latest BETA7 ( now 8 ) version is here, finally with working Chinese strings! Edited July 12 by BiterBit 1
BiterBit Posted July 12 Author Posted July 12 (edited) 5 hours ago, PlayerMastermind said: Uhm excuse me, I have a problem with Feedback Level and Notification Level. It doesn't show on the screen anymore when Flashers or R***** are present on the service (or even Woohoo text from NPCs), also the rest was suppose to be like "Whoa (NPC name) is completely naked!" but it didn't showed up for some reason. But it doesn't matter which version I used from KW. I don't know what you mean with "anymore": that section of Settings is supposed to let you edit which kind of notifications you want to see, and for which targets (Household Sims, NPCs, Everyone, Nobody) and they are separated by types. You have different sections in there, where you can choose the feedback level/type/targets so I need to know: - Which settings specifically you are talking about in the UI flow - Which version of the mod you are using Otherwise I'm not able to help you. Naked broadcaster works fine in any version and this has never been reported. If you edited some values in Feedback & Notification that's the main reason - and you may try to reset your settings to default through the "Advanced" section in the home Settings. Edited July 12 by BiterBit
ptsdfromhome Posted July 13 Posted July 13 Has anyone ever tried using BiterBit's builds with NRaas Story Progression? I know the lag's been fixed pretty much, so KW shouldn't make the laggier than SP already does but both mods are very big and I'm still not sure if they'd play well 100% of the time. 1
Caps_One Posted July 13 Posted July 13 (edited) Tell me please, is it possible to hide Kinky World settings menu in the pie menu, for example, like in nras in the town hall? Or maybe there is a separate mod for this? Edited July 13 by Caps_One
Clydie Posted July 13 Posted July 13 Dear @BiterBit as promised here the update for KW453_099 GER localization. Note : there came up a non localized string which I implemented into GER. The xml for that is included for your reference. Thank you for your diligent work to enhance and improve KW. Strings_GER_DE_update_for_KW453_099.zip 1
BiterBit Posted July 13 Author Posted July 13 (edited) 1 hour ago, Clydie said: Dear @BiterBit as promised here the update for KW453_099 GER localization. Note : there came up a non localized string which I implemented into GER. The xml for that is included for your reference. Thank you for your diligent work to enhance and improve KW. Strings_GER_DE_update_for_KW453_099.zip 123.11 kB · 1 download Thank you so much Clydie, for your report about missing string as well! I applied an english equivalent and distributed it to every other language I'll leave 453 BETA10 here for anyone to download: it contains updated STBLs and some fixes to change outfit while on towel mechanic (it's strictly related to Update Ticks) and also other fixes to diseases not being cured by NPC Sims and applied enchantments I also removed from my Mediafire every older BETA build to avoid chaos (452 and prior). Edited July 13 by BiterBit 1
BiterBit Posted July 13 Author Posted July 13 (edited) 4 hours ago, Caps_One said: Tell me please, is it possible to hide Kinky World settings menu in the pie menu, for example, like in nras in the town hall? Or maybe there is a separate mod for this? Hi! This is not possible for Kinky World today. Aside from some objects that may have a few or no interaction, Kinky World "permeates" the entire Sims 3 world, allowing debug and non-debug actions on Sims, objects, buildings, terrain and such, and cannot be removed safely unlike some Nraas mods that is limited to marginal features (depending on the mod). This could potentially be added, possibly with a "Hide in Pie Menu" thing like I did in the latest version of ReFiner. But that would require anyone to acknowledge that a lot of debug and specific interactions wouldn't be available anymore clicking on objects (for the "Kinky World..." path). I was actually working on a way to reduce "Injecting Kinky Interactions..." loading at the first load of a save, that was based on this logic indeed, avoiding less useful interactions injected on thousands of objects after you load your save - but as you may imagine, it's fragile and needs to be designed carefully. I don't know if this will exist in the future. Edited July 13 by BiterBit 1
marcod10 Posted July 13 Posted July 13 Hi BiterBit, first of all thank you for the massive update, working great so far, I experience far less lag than before so that's great! I wanted to ask about an issue I keep running into, sometimes, and whenever I try using animations that have 5 or more sims, some of them might start playing the animation but the rest just stand there merged doing nothing. Or if it's a bed animation, the animation continues below the bed, snapping all sims down to the floor. Linking a comment from Clydie's thread below, @Clydie and @Jvsmith suggested it could be due to a big save, or even due to the WooHooGoTo procedure but wanted to bring it to your attention in case you might have a solution for this? thank you in advance. 1
Dickhead8888 Posted July 13 Posted July 13 On 7/4/2026 at 10:37 AM, BiterBit said: I don't know what this could be - the mod works in every variant. I even tried creating a new save and then enabling the mod to be sure, and everything works fine. If you want, you can ZIP your Mods folder and send it out to me, so I can have a look at what's conflicting eventually, even in private. But this is 99,99% a conflict issue or a bad installation. Also, if you can, it's recommended that you send me out the ScriptErrors as well: withtout them, I can't know that's conflicting or installed in the wrong way Hello again! It's been awhile but I managed to trace it to mod conflicts. this version of Kinky World would shut down on startup when K69 animations is also installed. This is strange because it never happened with previous versions that I updated from. Can you try K69 animations to see if its working on your end? The Sims 3.rar KW_K69_Animations v2.80.rar
BiterBit Posted July 13 Author Posted July 13 (edited) 23 hours ago, marcod10 said: Hi BiterBit, first of all thank you for the massive update, working great so far, I experience far less lag than before so that's great! I wanted to ask about an issue I keep running into, sometimes, and whenever I try using animations that have 5 or more sims, some of them might start playing the animation but the rest just stand there merged doing nothing. Or if it's a bed animation, the animation continues below the bed, snapping all sims down to the floor. Linking a comment from Clydie's thread below, @Clydie and @Jvsmith suggested it could be due to a big save, or even due to the WooHooGoTo procedure but wanted to bring it to your attention in case you might have a solution for this? thank you in advance. Hi there! Sure, I can have a look at this. To understand this specifically, I would need to know exactly which animation packages you're running the mod onto for multiple Sims animations. For more than 3 Sims involved (bed or not bed) which animations are you using that are listed into Clydie's post? Clydie's ones? EDIT: I've found out 2 interesting things. 1) In my tests, 5 Sims is fine, but when a 6 Sims animation is attempted, they all get spawned in the same place and the animation for those Sims doesn't start (typically it only starts for 2 Sims while remaining 4 are glitched in the same tile) 2) It can happen that the next proposed stage is a FLOOR stage instead of a bed stage - this obviously causes Sims to clip through the bed aligning on the floor, but it's not an animation issue. This can be pretty much fixed with animations for 4+ Sims, avoiding the "next stage" to be something on floor if it has started on the bed. Try testing it yourself: when Sims clip through the bed are they using a "Floor" named animation or a bed one? I'll keep investigating. EDIT 2: I implemented a logger and started my first analysis. It doesn't look related to a save being too big or a routing issue in this phase, but more like an offset and placement interpretation by KW with some specific animations. I'm investigating more deeply to find out the source and a potential fix. It's still useful if you identify which packs you use specifically for group woohoo! EDIT 3: It isn't an offset problem. I'm still trying to figure out what goes wrong in a 6 participants animation - there's a final moment where KW (or EA) doesn't process the placement and the start of the state machine for 4 out of 6 Sims. Until now, I still haven't figured out what causes this. EDIT 4: I may have found something interesting. When there's a watcher around that can interfere with KW Logic on the same lot, the 6 Sims animation won't start properly leaving 4 Sims in idle at the center of the bed. When there's no watcher and there's only 6 Sims on the lot (the households) then the animation starts correctly. If anyone can test this in the same way and confirm that this is right it would be extremely helpful. I'll investigate this further. EDIT 5: Not only that, but looks related to the "naked" buffs/moodlets as well. So if no one has any naked buff and there's no observer around, animation starts properly. I'm still investigating it. EDIT 6: Not yet. I disabled the naked broadcaster and a bunch of stuff, but the problem is still there and still has an unknown cause. I'm still looking into this. EDIT 7: After disassembling almost the entire mod and the EA code, I think I've found a solution that works perfectly. Given that the issue looks related to a diffuculty the game engine has while managing more than 5 Sims at one in animations, I've split the state machine into 2 separate state machines when an animation of 6 Sims needs to play. Good news is it works really well (you may consider this issue practically solved), but the bad news is that this is experimental and is producing some script errors and rare delays in animations. I think I can fix this (and overall it's 200% better than having NON working animations!!) Edited July 14 by BiterBit 2
BiterBit Posted July 13 Author Posted July 13 (edited) 1 hour ago, Dickhead8888 said: Hello again! It's been awhile but I managed to trace it to mod conflicts. this version of Kinky World would shut down on startup when K69 animations is also installed. This is strange because it never happened with previous versions that I updated from. Can you try K69 animations to see if its working on your end? The Sims 3.rar 8.35 kB · 0 downloads KW_K69_Animations v2.80.rar 14.11 MB · 0 downloads Hi dude! From the scriptErrors you attached, I can see you're playing with 451 build. Among other patches and fixes, 452 brings with it a major fix to animation packages that are broken or malformed, like K69 known-issued XMLs (among with many other improvements, also related to animations). Many people reported these errors/issues for K69 animations that I patched through the actual mod starting from 452: if there's a malformed or invalid category/XML/animation, KW now handles it properly without making the whole mod crash. I recommend 2 things: - Update the mod to 452 or BETA 453 (they already solve your issues and scriptErrors) - If you also want to fix K69 package: download and replace "OKW_K69_Animations.package" with the fixed/corrected package Clydie posted in the main page. Reason for the fix is below: If you want to fix it yourself, download S3PE and use it to open OKW_K69_Animations.package. Inside the package, go to KW_K69_Animations (XML resource), right click it, go to "Text Editor" option, and search for "<category>Tease</category>" and change "Tease" to "Teasing" (it's wrong written and therefore it's not a category read by KW until it's written properly): Then save the notepad, save the package, delete scriptCache.package and restart. This is a known issue (as I said) but K69 doesn't look like logging in to LL anymore - so I patched the mod for it. If you update your mod version this issue is automatically solved - but you still may want to fix the broken package. Edited July 13 by BiterBit
marcod10 Posted July 14 Posted July 14 2 hours ago, BiterBit said: Hi there! Sure, I can have a look at this. To understand this specifically, I would need to know exactly which animation packages you're running the mod onto for multiple Sims animations. For more than 3 Sims involved (bed or not bed) which animations are you using that are listed into Clydie's post? Clydie's ones? EDIT: I've found out 2 interesting things. 1) In my tests, 5 Sims is fine, but when a 6 Sims animation is attempted, they all get spawned in the same place and the animation for those Sims doesn't start (typically it only starts for 2 Sims while remaining 4 are glitched in the same tile) 2) It can happen that the next proposed stage is a FLOOR stage instead of a bed stage - this obviously causes Sims to clip through the bed aligning on the floor, but it's not an animation issue. This can be pretty much fixed with animations for 4+ Sims, avoiding the "next stage" to be something on floor if it has started on the bed. Try testing it yourself: when Sims clip through the bed are they using a "Floor" named animation or a bed one? I'll keep investigating. EDIT 2: I implemented a logger and started my first analysis. It doesn't look related to a save being too big or a routing issue in this phase, but more like an offset and placement interpretation by KW with some specific animations. I'm investigating more deeply to find out the source and a potential fix. It's still useful if you identify which packs you use specifically for group woohoo! Thanks for the quick response, and yes, it usually happens to me with 5 or more sims in general, but thinking of a more recent example, the animation pack is from Clydie for example this animation "FFFMM bed doggy swap" in bed, sims sink down to the floor. and for the other case, this animation "FFFMMM bed orgy" only two sims play the animation, the rest 4 are glitched standing in the middle of the bed, this happens with every animation with 6 sims even if I try to change position. it also happens with ooOLalaCity's packs with this animation for example: "Double bed [MFMFMF] - [SIXSOME]". Sometimes 5 sim animation work, but 6 sim animations are like 90% fail for me, only rare cases I've seen them work, Which by the way on that note, I remember in one of Passion's builds there was a feature in which if a sim cancelled the woohoo interaction (while woohooing in group) the group would continue without that sim (using an available animation for that number of sims), not cancel the full interaction, that's a cool feature, which I wish I had while making these tests. May I add it as a suggestion. 1
Clydie Posted July 14 Posted July 14 (edited) 11 hours ago, marcod10 said: some of them might start playing the animation but the rest just stand there merged doing nothing. This I experience too. Sometimes even four some and it does not matter which object is used (floor, rug, bed, tables a.s.o.) Always thought this is a issue of the game engine due to some sort of overload. 11 hours ago, marcod10 said: Or if it's a bed animation, the animation continues below the bed, snapping all sims down to the floor. Up to five some works fine for me. But six is a problem (on bed only. floor, rug works fine) Most of the time of a six some on bed, the mod switches the animations to six some foreseen for floor, rug just on the second or third clip. This I experience for all six some animations independent of the creator. 10 hours ago, BiterBit said: when Sims clip through the bed are they using a "Floor" named animation or a bed one? They always switch to floor, rug animations. It is NOT so, that just the bed animation move down to the floor. It would be really great, if this issues could be cured somehow 🙂 Edited July 14 by Clydie 3
Dickhead8888 Posted July 14 Posted July 14 11 hours ago, BiterBit said: Hi dude! From the scriptErrors you attached, I can see you're playing with 451 build. Among other patches and fixes, 452 brings with it a major fix to animation packages that are broken or malformed, like K69 known-issued XMLs (among with many other improvements, also related to animations). Many people reported these errors/issues for K69 animations that I patched through the actual mod starting from 452: if there's a malformed or invalid category/XML/animation, KW now handles it properly without making the whole mod crash. I recommend 2 things: - Update the mod to 452 or BETA 453 (they already solve your issues and scriptErrors) - If you also want to fix K69 package: download and replace "OKW_K69_Animations.package" with the fixed/corrected package Clydie posted in the main page. Reason for the fix is below: If you want to fix it yourself, download S3PE and use it to open OKW_K69_Animations.package. Inside the package, go to KW_K69_Animations (XML resource), right click it, go to "Text Editor" option, and search for "<category>Tease</category>" and change "Tease" to "Teasing" (it's wrong written and therefore it's not a category read by KW until it's written properly): Then save the notepad, save the package, delete scriptCache.package and restart. This is a known issue (as I said) but K69 doesn't look like logging in to LL anymore - so I patched the mod for it. If you update your mod version this issue is automatically solved - but you still may want to fix the broken package. I updated to version 453 and applied the fix from Clyde, It fixed it. Thanks yall! 1
BiterBit Posted July 14 Author Posted July 14 (edited) 13 hours ago, Clydie said: It would be really great, if this issues could be cured somehow 🙂 On 7/13/2026 at 11:24 PM, marcod10 said: I wanted to ask about an issue I keep running into, sometimes, and whenever I try using animations that have 5 or more sims, some of them might start playing the animation but the rest just stand there merged doing nothing. Or if it's a bed animation, the animation continues below the bed, snapping all sims down to the floor. 23 hours ago, BiterBit said: EDIT 7: After disassembling almost the entire mod and the EA code, I think I've found a solution that works perfectly. Given that the issue looks related to a diffuculty the game engine has while managing more than 5 Sims at one in animations, I've split the state machine into 2 separate state machines when an animation of 6 Sims needs to play. Good news is it works really well (you may consider this issue practically solved), but the bad news is that this is experimental and is producing some script errors and rare delays in animations. I think I can fix this (and overall it's 200% better than having NON working animations!!) Y'all, this is what I've found out and patched (for now, it's still going on). The base game looks unable to properly manage an animation calling up 6 Sims together in a stable way: sometimes it works, sometimes it doesn't, and even implementing an advanced deep logger I didn't find out the exact cause, because code says "the animation is running" but graphically, it's not. So I deduced it's a game limitation, even if I'm not 100% sure. Floor switching animations looked potentially related to the same issue: outta nowhere, at a certain point, the mod detected object=null and auto proposed floor animations because the bed object was lost in the progress. What instead I've found out as doable, was managing the sixth Sim (tipically "w" in state machine) with a separate state machine. Kinky World/EA can manage up to 5 Sims without any issue in a single state machine (at least on the bed object!), so what I did was creating two simultaneous state machines that KW and EA can manage without any issue (5+1). I can still work on it, but at least it now "works" without glitching Sims making them stand on the center of the bed: 1) I recommend using "WooHoo GoTo = Instant" (in LoversLab settings) when using 5 or 6 Sims because their routes fail a lot (I'll implement an automatic mechanic to this) 2) Now 6 Sims work in the first animation as a synced-up state, but when they have to change animation/stage, the "w" Sim (the last one, the sixth) ends the state machine with a visible delay of some Sim minutes, so it gets in the next animation with a time delay. This is not "great", but at least it makes it work and apparently, the floor problem is gone as well and doesn't look like happening anymore. It's the best result so far. I'm still trying to find a way to polish this up more, but if you want, have a try on this BETA11. EDIT: In this BETA, I've mainly focused on bed issues, I just read now that the issue can happen as well with 4 or 5 Sim animations when it's not on bed, but it's on floor or another object. If this is the case, then there's the same issue: sometimes state machine fails to manage too many Sims at a time and the only solution is creating multiple state machines. The only issue doing so is that Sims associated to the second state machine will not sync up completely. I'll just keep looking at this and try to understand if there's a better solution! If you have any specific situation that will keep on happening (like rug/floor 4/5 Sims) just let me know so that I can find more ways to make it work in a nicer way (if possible) EDIT 2: This BETA has a pretty verbose "WooHoo Sequence Logging" in Miscellaneous > Logging features. This can be used to generate a bunch of logs when a sequence is NOT working in your case (producing bed > floor or glitched floor/object animations) so that I can analyze them. In case you do that, just zip everything out and attach the zip here in a message. Edited July 14 by BiterBit 1
elixdude Posted July 15 Posted July 15 (edited) 4 hours ago, BiterBit said: 1) I recommend using "WooHoo GoTo = Instant" (in LoversLab settings) when using 5 or 6 Sims because their routes fail a lot (I'll implement an automatic mechanic to this) Sadly with that method (from way before you update this), it has a bug that they stopped all the woohoo situation if you try to move to other object Edited July 15 by elixdude 1
marcod10 Posted July 15 Posted July 15 4 hours ago, BiterBit said: EDIT 2: This BETA has a pretty verbose "WooHoo Sequence Logging" in Miscellaneous > Logging features. This can be used to generate a bunch of logs when a sequence is NOT working in your case (producing bed > floor or glitched floor/object animations) so that I can analyze them. In case you do that, just zip everything out and attach the zip here in a message. Hi again!, Yes, I'm noticing the time delay of just one sim after the first animation, but hey at least the 6 sims animations are playing! Then I prompted the whole group to continue woohooing on a rug , they just stood there merged clipping on the bed and nothing happened, I had to move them with moveobjects on so that they could get out of each other's way and they routed to the rug (dammit I forgot to use "WooHoo GoTo = Instant"). Then I prompted the group to return to the bed again and some routed back but I used moveobjects on again to help the rest unmerge, and they continued on the bed. Overall this works good as a solution since before the anims were unplayable. but there's the routing element. Next time I'll try the "WooHoo GoTo = Instant" which I forgot (sorry) but in my gameplay I like realism so I would only toggle that setting whenever I use 5+ sims animations. As for the "WooHoo Sequence Logging" I enabled it but I didn't see any log generated, maybe because it never failed? it was a pretty quick test, so I'll probably have to try out more things. 1
BiterBit Posted July 15 Author Posted July 15 (edited) 6 hours ago, marcod10 said: Hi again!, Yes, I'm noticing the time delay of just one sim after the first animation, but hey at least the 6 sims animations are playing! Then I prompted the whole group to continue woohooing on a rug , they just stood there merged clipping on the bed and nothing happened, I had to move them with moveobjects on so that they could get out of each other's way and they routed to the rug (dammit I forgot to use "WooHoo GoTo = Instant"). Then I prompted the group to return to the bed again and some routed back but I used moveobjects on again to help the rest unmerge, and they continued on the bed. Overall this works good as a solution since before the anims were unplayable. but there's the routing element. Next time I'll try the "WooHoo GoTo = Instant" which I forgot (sorry) but in my gameplay I like realism so I would only toggle that setting whenever I use 5+ sims animations. As for the "WooHoo Sequence Logging" I enabled it but I didn't see any log generated, maybe because it never failed? it was a pretty quick test, so I'll probably have to try out more things. Thank you for your feedback! I didn't notice that there was this bug related to moving Sims. It must have started because of this separate state machine. I'll try fixing it as soon as I can today! EDIT: To generate the WooHoo Sequence Logging btw, you have to enable the Global Buffer first in the main Miscellaneous Menu Also, @elixdude, thank you for that as well! I didn't know about this issue related to GoTo = Instant. I'll definitely try understand this as well so that next BETA patch can bring a fix to both issues! Edited July 15 by BiterBit
elixdude Posted July 15 Posted July 15 1 hour ago, BiterBit said: Thank you for your feedback! I didn't notice that there was this bug related to moving Sims. It must have started because of this separate state machine. I'll try fixing it as soon as I can today! EDIT: To generate the WooHoo Sequence Logging btw, you have to enable the Global Buffer first in the main Miscellaneous Menu Also, @elixdude, thank you for that as well! I didn't know about this issue related to GoTo = Instant. I'll definitely try understand this as well so that next BETA patch can bring a fix to both issues! I was hesitant to mention that bug because at that time you were overwhelmed by other bugs and also trying to focus on refiner, but I'm glad you gonna take a look for it 😆 1
BiterBit Posted July 15 Author Posted July 15 (edited) 48 minutes ago, elixdude said: I was hesitant to mention that bug because at that time you were overwhelmed by other bugs and also trying to focus on refiner, but I'm glad you gonna take a look for it 😆 Damn, if there's something I really like, that is surely impossible challenges or very difficult issues 😂 But that was very considerate of you, so thank you. I posted the latest version of ReFiner btw, now I'm really focusing on this stuff. It's making me mad but can I see progress and advancements, so I'm happy! As of now in any case, the Instant GoTo bug seems caused by a racing/timing issue that I'm trying to patch. Along with that, I'm trying to make it work as well when the "Route" mode is enabled. By my tests now, "Route" mode seems to be working, but that's crazy for 5 or 6 Sims - you have to wait A LOT for them to route properly. I really hope I can make it! EDIT: Nevermind, I just patched it and now routing = instant works amazingly 😂 I'll share this soon! Edited July 15 by BiterBit 4
Clydie Posted July 15 Posted July 15 Dear @BiterBit, Just did a test with 453_099 Beta 11 in regard to the six some on bed. First of all, it works ! The six animation on bed does not change to the floor anymore. But there is a but, unfortunately the sixth actor change the stage really late. I have the impression that the sixth actor does an complete extra animation loop before he changes the stage or sometimes even freeze. Then, once the sixth actor changes the stage, of course starting the clip on the beginning, what mean, the actor is no more aligned to the partner due to the different length of the clips. This effect you see for bed and floor,rug. The object change from bed to floor or floor to bed did work for me but takes a really long time. Think that is caused mainly due to the known poor routing routines of sims 3. Finally I think, we only speak about six some bed animations (floor,rug works fine) and there are not many anims and this situation should be rare in a game play. So considering, that situation of a six some in bed is not foreseen in Sims 3 and therefore may very difficult and complicated to solve, I doubt that is worth the effort. But please, that is my opinion only. 1
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