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


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Posted (edited)
11 hours ago, masaki38 said:

Sorry for the thread hijack, but as animations were discussed does anyone know what needs doing to fix this?

 

### WARNING ### WooHooStage.Parse: Key: KW_Amra72_Animations.a_(Am)Floor_Kiss_01o Unknown xml tag: Duration WooHooStage.Load: Resource : kw_amra72_animations : 158 stage(s)

 

This differs fro @Clydie 183 stages so I likely don't have the same version, but that is what's available from the actual thread.

 

 

This is strange because honestly I've never seen this "Duration" tag error, and I play wirh "original" Amra's animations as well from their original post.

 

You actually posted the "informative" thread while the actual "most updated file" download can be found here:

 

https://www.loverslab.com/files/file/2487-sims-3-wip-amra72s-sex-animation-for-onikis-kinky-world/

 

That is at the latest version (1.4a).

 

Are you sure you downloaded it from here?

 

In any case, if you want, just share the source of your "Duration" package and attach it here also, so I can check it out.

 

I was also pretty much curious about "where" you did see this warning. Was it an in game notification or KWErrorLog file at the world quit?

 

EDIT: It's a Log.Write inside KWErrorLog (that you can disable) and you were right.

 

The reason I never noticed this is because what you are reporting refers to a specific 3 Sims animation I never used (so I never triggered the error).

 

The "Duration" tag is explicitely named here, in both "OKW" packages (OKW_Amra72_Animations.package) that are present both in 1.4 and 1.4a:

 

<Key>KW_Amra72_Animations.a_(Am)Floor_Kiss_01o</Key>
<Category>Handjob</Category>
<Objects>Floor</Objects>
<Duration>10</Duration>
<Skill>0</Skill>
<MinSims>3</MinSims>
<NextStage>KW_Amra72_Animations.a_(Am)Floor_Kneel_Suck_01o</NextStage>

 

"Duration" is not recognized by KW as a typical tag, and in fact, in every other loop/stage/animation, you can see that Amra used "LoopMax" instead of "Duration" in its XMLs.

 

The warning (presumably in KWErrorLog that you can disable through Miscellaneous) does exactly what it should: it "warns" the user that it's a unknown tag and it gets ignored without further errors or issues.

 

You can:

 

1) Replace manually "<Duration>10</Duration>" with "<LoopMax>10</LoopMax>" in the XML file editing it with Notepad through S3PE

2) Use the Clydie's reviewed files (I don't know where Amra's "fixed" animations are specifically, possibly Clydie will help)

3) Ignore the warning eventually because it makes no effect on your game, in theory, and you can disable both the Global Buffer and the KWErrorLog that is mostly used for debugging specific issued situations

Edited by BiterBit
Posted (edited)
13 hours ago, masaki38 said:

This differs fro @Clydie 183 stages so I likely don't have the same version, but that is what's available from the actual thread.

@BiterBit you are always faster than me 🙂 

Was just about to write the same....

By the way, do not remember as of which KW version, but the correct xml entrance for that <LoopMax>X</LoopMax> has by intention no function anymore.

 

My modified Amra animation contain some sims4 to sims3 converted animations from Amra. That is why the higher number of animations.

But Amra clearly stated in his included txt file "Don't reproduce or redistribute without asking me". Unfortunately Amra did not respond up to now.

That is why I did not upload my Amra package jet.

 

But I think it will not hurt to upload a corrected OKW file here. Do use this only in connection with with ver. 1.4a. 

 

 

OKW_Amra72_Animations.zip

Edited by Clydie
Posted

@BiterBit have another question for you :

 

Did you notice that during animation loops the object animations do mostly stop on the second animation loop ?

This lead to, that on some animations the actors clip into the bed on animations where the actors are connected with the movement of the bed, for example.

Or do I face this stopping of the object animations may only in my game setup.

It is not meant that I ask  to please look after that. I am just curious if you noticed that in your games too.

(I do not know how often I checked object animations, if there setup is correct and in line with the corresponding actor animations 🙂 )

 

Posted (edited)
2 hours ago, Clydie said:

By the way, do not remember as of which KW version, but the correct xml entrance for that <LoopMax>X</LoopMax> has by intention no function anymore.

 

You are 100% correct and I expressed myself in the bad way. That tag is not even needed (and it's ignored by the mod code, like you said) and I suspect this is because despite there are "pre-defined" loop timings for every animations, now, the total time for the sequence and the stage can be set by the user through the Settings - if that's the case, this is like that from a really long time.

 

2 hours ago, Clydie said:

But I think it will not hurt to upload a corrected OKW file here. Do use this only in connection with with ver. 1.4a. 

 

I also completely agree and thanks a lot for this corrected package :)

 

2 hours ago, Clydie said:

Did you notice that during animation loops the object animations do mostly stop on the second animation loop ?

This lead to, that on some animations the actors clip into the bed on animations where the actors are connected with the movement of the bed, for example.

 

About this: I never noticed it, but it may as well be very a very real bug or glitch. Are we always talking about 5-6 Sims animations on bed?

 

Or is this a general issue with 2 Sims as well that you are experiencing?

 

And is this related to the latest patches or did you experience this before as well?

 

EDIT: I've actually tried this just to be sure, with 6 Sims, and both with the split state machine first disabled and then enabled - and I didn't notice the object stopping in its animations. What I did notice instead, is that some creator (maybe) supposedly didn't bring object animation in its stage? Like, for example, I noticed that every single one of your stage (except from the teasing ones) animates the bed and makes it move with Sims involved. Once the stage switches to a OLaLa's one, the bed doesn't move. But if then another one of your stages comes through (a vaginal one for example) then the bed starts moving again.

 

I would think and say that possibly some stage do not come with an animated bed at all and that (apparently) everything works in my setup!

Edited by BiterBit
Posted
4 hours ago, BiterBit said:

 

Hey.

 

This is probably a bad installation of the entire mod, or a mod update that didn't follow a scriptCache deletion.

 

I recommend deleting every "ONIKI_*" file and folder you can find in your "Packages" folder and then installing the mod copying and pasting the extracted folder you can find in the main ZIP, deleting scriptCache.

 

Also, it's recommended to check that you have only 1 "KW" and 1 "OKW" for every animator's package with the same name. KW contains the material stages usually, while OKW contains the XML for stages initialization in game and STBLs.

 

At that point, in game, you can try using the feature "Remove missing packages", then "Check for known packages" and try again.

 

As far as I know and that I could see, every flow and animation works correctly so this is a conflict of some kind or a need of a clean reinstall.

 

Thank you for the reply, i will try a full mod reinstall a little later to see if that does anything.

 

Interestingly I played around with my game yesterday to see if i could get it working and part of that was adding new animation packs to see if any would work, and for some reason the animations from l666's rapebdsm pack do play following a rape fight, but only those specific ones. For context i also have Ooolala city's and mike24's animations installed as well but neither they nor the mod's base pack will play after a rape, but they all work normally with regular sex. And if i unload l666's pack then nothing happens after a rape fight yet again.

 

Not sure if that is of any use or helps narrow it down but i found it a little weird that that package seems to work fine, could be an issue with animation loading vs a strict script error? I will do a full reinstall for it regardless.

Posted

Hello friends!

 

Given how "big" build 453 has become already after 452, I thought about posting it as well, considering it brings MANY fixes that were very, very necessary to the base mod.

 

 

So what's changed?

 

----
Build 453 0.9.9

----

 

1. Kinky CAS enhancements

 

A) One of the most important things was missing from the new Kinky CAS. A Kinky CAS slider limit extension has been added, so that Kinky Extended CAS can track more than the vanilla CAS facial/body slider size (typically 25).

 

This mirrors the useful MasterController/XCAS-style behavior needed by large custom body-slider sets such as JVSmith Enhanced Bodies or any other added slider, that previously would have not be detected or be made working by the Kinky CAS.

 

The setting is available in Miscellaneous > Kinky Extended CAS!

 

B) Kinky CAS now has a very own toggle to decide wether you want to apply specific sliders like height, jaw etc. to every outfit (like EA does) or just to the naked outfit, in case you want different height or other settings related to the naked body only.

 

-----


2. Artificial Insemination (NEW)

 

You can now have your female Sims get artificially pregnant with a dedicated interaction on the hospital (when your Sims are in fertile state).

 

It uses the KW pre-defined flows and code so it should safely play with any other mod that performs similar interactions.

 

-----

 

3. Kinky Traits fixes

 

A) Kinky Traits are now saved and stored in your save even on Service and Role Sims, while before you couldn't do that.

 

There was a strict gating on saving informations related to "Volatile Sims" that has now been removed, considering it works properly without any particular issue.

 

B) Kinky Traits spreading now considers any kind of gender in a more accurate way, before spreading certain traits to NPCs. It has dedicated classes for gay/lesbian/straight on male/female Sims so that more compatible traits are given to specific-gender Sims.

 

-----


4. Localization errors (crash on picker menus)

 

A long known localization crash issue has been patched, where, when opening "Autonomous "Go Home" for Needs" with a non-Latin translation for the third button / Read Me First button, like Chinese and Russian, a crash of the picker menu could happen.

 

This was mostly caused by Third Buttons in pickers (like in Brothel Menu as well) where the button itself would call localization features by the code, twice in a raw, causing scriptErrors and the menu not appearing at all.

 

This may look marginal, but is instead very important - every language needs to be working properly in the mod!

 

Therefore, this is a great spot to thank @Max Rock for the Simplified Chinese full translation that was very needed!!

 

------


5. Large groups animations with broken state machines (NEW)

 

This was pretty huge to me and I'm very happy this is finally solved.

 

A long known issue was preventing Sims to animate properly in large groups (up to 5 or 6 Sims, mostly 6) where they all got stuck at the center of the object (typically a bed but not only) without doing anything, leaving only 2 Sims in the loop.

 

There was also an issue where while on a bed, Sims would just switch to a floor animation. This was caused by the fact that, losing synchronization while physically going to the object, the stage would have started with the "Object=null" property, therefore it would queue another stage with the "null" property (like the floor).

 

This has been patched up mostly in many different ways:

 

- New toggle in LoversLab that enables a "split" state machine: WooHooInstance can now be duplicated so that the game doesn't have to manage 6 Sims animating simultaneously, but only in a 5+1 format. It turns out that sometimes, managing more than 5 Sims is supposedly a hard limit of the game engine (at least as of now it's the most meaningful conclusion)

 

- New toggle in LoversLab that enables "Instant GoTo" for WooHoo (therefore teleporting) for large groups (5+ Sims involved in a stage). This is optional, but definitely helps the synchronization between master and follower Sims, and avoids the waiting for Sims to reach the object. This also helps the 6 Sims state machine to work better.

 

- The routing version of the GoTo has been patched as well to support larger distances and specific "cell" reaching, so that now, once they are close enough to an object/position, they just start the WooHoo instance instead of repeatedly failing their routes. This also helps a lot the 6 Sims state machine (the one without the split feature).

 

- Added a guard to avoid (and eventually sanitize) the "null" object in stages caused by Synchronization failure, that with the routing patches shouldn't happen anymore in any case.

 

It is recommended to keep the instant GoTo and the split machine both enabled for a "safe working", but overall, 

 

------


6) Whores and Brothels situations to avoid floor WooHoo (NEW)

 

Following many reports, a patch has been added to avoid that during a WhoreSituation (therefore a pronstitute working its shift, inside or outside of a Brothel) a Sim could just randomly choose a floor animation instead of a variety of other stages.

 

Now there's a more appropriate logic to choose a stage during a WhoreSituation.

 

A Sim that is whoring, will now choose primarily a bedroom, then a bed, than a bathroom object, than any object, and in the end, as a fallback, the floor, before choosing a certain stage for a customer.

 

------

 

7. Miscellaneous Stuff


A) @Clydie's ONIKI_Anims.package animation update for Build 453.099 has been integrated!

 

The updated clips were merged into the main KW animation package (ONIKI_Anims) and ONIKI_KinkySettings.package's "KinkyStages.xml" has also been updated!

 

It brings a lot of fine refinement and several patches to base mod animations.

 

Thanks a lot, as always, to Clydie!!
  
--------

 

B) Towel Lost - Change Outfit

 

This has been patched as well, having some bugged features.

 

Considering that sometimes Sims could remain outside without KW detecting they were still in a towel outfit, the feature has been revisited a little, enhancing detection and code response to changing Sims outfit when outside of their house.

 

The spinning animation for change outfit has always been added as an always enabled setting.

 

Sims should now behave more appropriately when outside, in the need of changing to a regular outfit, and you can now also disable the notification that comes with the "Ooops! I'll better get dressed properly" inside "Feedback & Notification" module.
  
--------

 

C) Kinky Selfies

 

"Send Photo Text" (Kinky Selfie) could reset a Sim when a duplicated kinky selfie/photo was sent back to the original Sim who sent it (shown in the picture and starting the "blackmail" flow). KW photo copies now preserve their original lot/room/posture metadata and selfie flag to avoid both scriptErrors and Sims being reset!

 

--------

 

D) Criminal Hideout and Shady Goods exchange

 

- Fixed a picker crash when opening "Offer Shady Goods" with KW underwear in a Sim's inventory.

- Criminal hideout "Sell Drugs" eligibility interaction no longer routes underwear or other generic "IResalable" objects through the drug-sale while using the rabbithole pie menu.

- Cleaned up the criminal hideout "Not Interested" notification so it no longer exposes raw score, inventory price, and payout debug values to the player.

- "CannabisHerb" fallback for criminal hideout eligibility and scoring was missing and it has been added (despite the Hideout typically accept more powerful drugs)

 

--------

 

D) Hospital and Medicines fixes

 

- Fixed hospital "Buy Medicines" showing an empty picker menu (Medicines listing was bugged)

- KW code only provides a specific medicine only for AIDS ("HIV_1") - so Crabs and Zombie have no tuned pill entry. NPC disease recovery now uses the hospital fallback (Cure All Diseases) or a passive safety recovery for those diseases instead of trying to spawn an invalid medicine object for the TakePill autonomous interaction.

- Fixed KW disease transmission so Sims only spread normal disease instances while the disease is in Incubation or Illness state.

- Changed "Sunlight Charm" spell to purge all KW disease entries from the affected Sim. This prevents the spell from "merely" removing the visible disease moodlet while leaving the underlying contagious disease data active.
  
--------------

 

E) "Ask to show bottom" error on Service and Role Sims

 

Fixed "Ask to Show Bottom / Ask to Show Cock" on male Service/Role Sims by refining the ShowBottom continuation code. This patch avoids that a "Show Cock" interaction causes Sims to be reset when it involves at least one role/service Sims. The revisited new interaction will affect only EA Service/Role targets that are male or futanari to use the new service-safe continuation - the original feature is untouched.
  
--------

 

F) "KW Use toilet" frozen Sims

 

"KW Use Toilet" could leave an autonomous Sim repeatedly failing and freezing in front of a toilet.

 

This looked caused by the female "womb_null" specifically: KW now tries to restore the missing womb (when it happens) through the existing SimData when a Sim is a valid age female.

 

If the womb still cannot be restored, KW skips only menstrual-care/protection handling for that toilet run (that would call the missing womb) and lets the normal KW toilet interaction continue instead of throwing a ScriptError.
  
-------------

 

G) STBL patch in ONIKI_Object.package

 

ONIKI_Objects.package had something like 119 STBL resources (instead of normal 23 - one per main language) scattered between many string sets making it impossible to use STBL editors safely and intuitively.

 

This has been patched to use one only string dataset that contains every STBL for the Objects (like the other common packages).
  
---------------

 

H) Kraken patches

 

Kraken attacks and Kraken pregnancy toggles are now visible even when Island Paradise / EP10 is not installed - considering its content is unrelated to an EP10 requirement and the KrakenManager could start in Enabled state anyway, without a player's chance to disable it.

 

---------------

 

This was something more like a "452 part 2" kind of thing - but required a lot of time to be refined, so it will instead be a 453 also considering many new toggles.

 

Thanks again to @Max Rock, @anton557, @Clydie, @EvanBuckley, @Negative-Andy and @Dustercoat0321 for providing full and working STBL translations!

 

I will soon upload the new ZIP and the recent changelog for 453 0.9.9. Also - sorry for the absence of pictures this time and for the "huge text wall" - but I prefer this so that in the feature people will have a reference to look for where looking for specific words or changes.

 

I hope you can all enjoy!!

Posted (edited)
2 hours ago, _So_Long_Anon_ said:

For context i also have Ooolala city's and mike24's animations installed as well but neither they nor the mod's base pack will play after a rape, but they all work normally with regular sex. And if i unload l666's pack then nothing happens after a rape fight yet again.

 

I re-checked this specifically because something came up to my mind.

 

This is intended behavior for KW Code.

 

In the post-fight flow, if the actor wins, KW searches only for stages with "WooHooFlags.Rough" + WooHooPostures.Standing + category "(WooHooTypes)28" (e.g. Oraljob | Vaginal | Anal), and passes Target as the victim to WooHooStage.Setup(...).

 

This means that right now, KW code only calls up for specific stages in violence flows, that, in the animator's XMLs, are explicitely indicating the "WooHooFlags.Rough" and ideally the "Victim" tag as well, added manually, like for example in L666's OKW package's XML:

 

<Flags>Rough</Flags>
	<Victim>1</Victim>
-----------------------
	<Flags>Rough,BDSM</Flags>
	<Victim>1</Victim>

 

Without these specific tags on a stage inside the XML, KW will not recognize it as valid for that.

 

As I stated before in this thread, I don't usually provide any modification to the mod to support or enhance non consensual violent mechanics - and honestly it would also not be a proper solution to support any kind of other stage for it, on a design level.

 

This means that the only way to expand the catalogue that KW can use to play animations in those flows, is manually editing OKW animators packages XMLs with Notepad (through S3PE), adding at least the Rough tag (or editing the current tag if already existing) in every desired animation/stage emulating L666's XML.

 

The victim tag can also change between 0 and 1 depending on the stage, even if typically is 1.

 

Note aside: on this logic, this issue is clearly unrelated to a bad installation, considering it's intended, so if you reinstall the mod, probably nothing will change.

Edited by BiterBit
Posted

First of all, thanks a lot, BiterBit. It’s great that you’re breathing new life into The Sims 3, especially with the KW mod. However, I’m a little overwhelmed by the settings and wanted to ask if someone with a bit more experience would be willing to share their settings with me—especially when it comes to fine-tuning.

Posted (edited)

Thank you very much, BiterBit, for your update to KW and for the efforts of the relevant testers. It is evident that a great deal of time and effort has gone into KW version 453 v0.9.9.

Edited by Max Rock
Posted

Mmmm..Tested the newer update and I noticed some issues still around the Outfit Changing System, when it cames to Undress or get naked, it took AGE , for both genders, and when canceleing., Ive did a complete Reset Nraas retuner because earlier I had some autonomy issues.. I run the game with Simler90 mod and Nraas  storyprogression, dresser (thoses 2026 updated one found at historycal testing page)  and about simler I remember of one his/her recent update , the outfit system was checked. Can somebody help plz ? :)

Posted
9 hours ago, Gizerx3 said:

First of all, thanks a lot, BiterBit. It’s great that you’re breathing new life into The Sims 3, especially with the KW mod. However, I’m a little overwhelmed by the settings and wanted to ask if someone with a bit more experience would be willing to share their settings with me—especially when it comes to fine-tuning.

 

Hey!

 

I think that for new players default settings could be pretty fine for a start. Many of the setting I introduced with my builds are self-explanatory or provide an explanation on click when an input is needed. But many toggles with an ON/OFF logic can still create confusion.

 

If I can, I'll be sure to share the import/export package that can be imported in your KW (and actually, anyone wanting to do the same is welcome) but I still recommend two things:

 

1) Experimenting yourself with settings

2) Eventually ask for help here with settings you don't understand

3) Looking up in the main post (where the download file is) with CTRL + F to understand if that setting (in english) is already described somewhere

 

Typically, when I post a new build, I also give explanations for new settings (like Kinky CAS, Miscellaneous, Advanced Basic Autonomy and such).

 

But beside from that, I'm working on another possible magic trick... Some kind of HTML anyone can edit in the future, where the KW Settings can open via browser (offline - no connection), look up for stuff and clarify their doubts:

 

image.thumb.png.f563376eb8683e52ce3159e67af7979a.png

 

This is my first prototype 😂 And I don't know if it's ever going to be fully "released" - it's just a player-support idea I came up with.

 

In the meantime, I hope you'll still going to find what you need.

Posted (edited)
1 hour ago, FuK Yeah said:

Mmmm..Tested the newer update and I noticed some issues still around the Outfit Changing System, when it cames to Undress or get naked, it took AGE , for both genders, and when canceleing., Ive did a complete Reset Nraas retuner because earlier I had some autonomy issues.. I run the game with Simler90 mod and Nraas  storyprogression, dresser (thoses 2026 updated one found at historycal testing page)  and about simler I remember of one his/her recent update , the outfit system was checked. Can somebody help plz ? :)

 

Hey!

 

I actually think this might be some mod conflict.

 

As you may see by yourself here, I typically post many BETAs at this point before releasing any actual "official build", so that many people can try that out and eventually report me errors (as it has happened before).

 

Aside from the fact that I personally test my builds many hours (I have like image.png.bc106d48406388207d3a16430a147532.png made only between March and July on Sims 3 😂) I never seen this issue, so I suspect it's not related to KW at all.

 

What I typically recommend in these cases, it's performing a clean re-install as indicated at the bottom of the main post (with scriptCache deletion), and eventually removing every mod for a test to understand if KW is having issues on its own of it's indeed a real conflict.

 

Once you know it's a conflict, you just have to find which mod is creating it.

 

EDIT: It's also very recommended (even if it might be frustrating) playing with the fewer possible mods when you play with KW.

 

I hope that helps!

Edited by BiterBit
Posted (edited)

Hey, I'd like to request a few things.

  1. Can you make it so that the outfit manager popup opens before it creates a task in the queue? That's the vanilla behavior and I find it's better for multitasking.
  2. When a sim is wearing the towel from Late Night after a shower, KW doesn't recognize it as naked torso for male sims. It would be nice if you could fix this, assuming it's technically possible. Also, most of the time my sims walk around outside in this towel unless I make them switch outfits, not sure if this is intentional or not.
  3. The Hold Hands romantic interaction is misconfigured by EA: instead of the active sim, it's the sim on the receiving end that holds the active sim's hands -- it should be the opposite. There is a mod on MTS that fixes that but it could be potentially incorporated in KW or ReFiner as a toggleable option.
Edited by ptsdfromhome
Posted

Hello @BiterBit

 

Many thanks for releasing your KW ver. 453.099.

Lots of skilled works you put in there. Had never a better KW version in my game 🙂 

 

On 7/29/2026 at 1:37 PM, BiterBit said:

Or is this a general issue with 2 Sims as well that you are experiencing?

Yes this was a very old issue about the stopping of object animations. It was affected to ALL object animations.

However, I guess only less than 20 % of all the animations do have a object animation included.

But with your last build I have the impression, that something have changed into better. I keep an eye on that and may report later on.

 

Please forget this whole thing and sorry bothering you with such a minor (maybe already solved) issue.

 

Again thank you very much for everything what you have done for us !

Posted
1 hour ago, ptsdfromhome said:

Hey, I'd like to request a few things.

  1. Can you make it so that the outfit manager popup opens before it creates a task in the queue? That's the vanilla behavior and I find it's better for multitasking.
  2. When a sim is wearing the towel from Late Night after a shower, KW doesn't recognize it as naked torso for male sims. It would be nice if you could fix this, assuming it's technically possible. Also, most of the time my sims walk around outside in this towel unless I make them switch outfits, not sure if this is intentional or not.
  3. The Hold Hands romantic interaction is misconfigured by EA: instead of the active sim, it's the sim on the receiving end that holds the active sim's hands -- it should be the opposite. There is a mod on MTS that fixes that but it could be potentially incorporated in KW or ReFiner as a toggleable option.

 

Hey ptsd, hi!

 

About request 1: potentially, yes, if you are referring to the standard "Change outfit..." interaction that you can start on pie menu when you click on your active Sim. I never noticed this difference with KW, but it could be made. As of now, I wouldn't edit KW code only for this, but I'll keep this in mind if further changes will be made.

 

About request 2: this has always been an issue, at least in my testings, but only before 453. There were many problems related to the towel outfit not being changed automatically when outside, that I patched in 453 - now Sims are supposed to switch to regular outfit with the standard notification if you're going outside in a towel. Are you using that build? Also, the fact that KW detects the towel as an outfit to be changed now depends strictly on the "UpdateTick" value in Miscellaneous - the lower it is, the most frequently the OutfitManager will "check" if your Sim (and every Sim - so it's a performance loss) needs an outfit to be changed. It can vary between a few Sim minutes (225) to about 30 Sim minutes at the highest value (1125 ticks). About the first request for point 2: right now, I don't know why it's not considered as a naked outfit - possibly because EA thought it like that making it like a "one-entire" outfit piece for CAS. I can check it out when I have time.

 

About request 3: I've always found that annoying. I may think about integrating such a feature in ReFiner 2.5, but I'm unsure when I'm going to release it nor the amount of work it would need. I'll check it out eventually.

 

Thanks for your feedback!

Posted (edited)

My old idea that has been bothering me for a long time. If you play with the function that turns on rapists, then when there are 3 people, my sim, having sports and martial arts skills at level 10, cannot defend against them. Of course, you can also add the diving skill (diving under water), since this is also a sports skill. My sim also has character traits: "Loves sport", "Loves discipline", "Evil". I believe that with such skills and character traits, my Sim cannot be raped. Even if the sim becomes a vampire, which makes him physically stronger, he can still be raped for some reason. The problem is when 3 people. In this case, the chance of protection is 0%.

Edited by anton557
Posted (edited)
1 hour ago, BiterBit said:

bout request 2: this has always been an issue, at least in my testings, but only before 453. There were many problems related to the towel outfit not being changed automatically when outside, that I patched in 453 - now Sims are supposed to switch to regular outfit with the standard notification if you're going outside in a towel. Are you using that build? Also, the fact that KW detects the towel as an outfit to be changed now depends strictly on the "UpdateTick" value in Miscellaneous - the lower it is, the most frequently the OutfitManager will "check" if your Sim (and every Sim - so it's a performance loss) needs an outfit to be changed. It can vary between a few Sim minutes (225) to about 30 Sim minutes at the highest value (1125 ticks).

I actually tplayed with 453 today and I didn't notice any difference. I'll try editing my settings to see if it changes anything.

 

1 hour ago, BiterBit said:

About the first request for point 2: right now, I don't know why it's not considered as a naked outfit - possibly because EA thought it like that making it like a "one-entire" outfit piece for CAS. I can check it out when I have time.

I have the impression it's probably because it's a singular CAS part, right? That is, it's both worn by male and female sims? If so, then in female sims, it does cover the torso, so it makes sense not to consider it naked, right?

 

1 hour ago, BiterBit said:

About request 3: I've always found that annoying. I may think about integrating such a feature in ReFiner 2.5, but I'm unsure when I'm going to release it nor the amount of work it would need. I'll check it out eventually.

Don't worry about it! It's only a detail and I already have a fix for it, so it's ok!

 

By the way, do you know if KW conflicts with Simler90's fixes? I keep disabling it whenever I wanna play with KW just in case.

 

EDIT: Real-time updates are on and the update ticks set to 225.

Edited by ptsdfromhome
Posted
1 hour ago, anton557 said:

My old idea that has been bothering me for a long time. If you play with the function that turns on rapists, then when there are 3 people, my sim, having sports and martial arts skills at level 10, cannot defend against them. Of course, you can also add the diving skill (diving under water), since this is also a sports skill. My sim also has character traits: "Loves sport", "Loves discipline", "Evil". I believe that with such skills and character traits, my Sim cannot be raped. Even if the sim becomes a vampire, which makes him physically stronger, he can still be raped for some reason. The problem is when 3 people. In this case, the chance of protection is 0%.

 

Hi anton. This is probably caused by the fact that, since a long time, those violent dynamics are non balanced for victims in any case, even with sport skills and groups.

 

That is why some builds ago I applied a "bonus for victims to win fights" in that submenu. You may mind applying a bonus of 50% or such to see if that goes better. It's a coinflip chance designed to give more balance to that.

 

Aside from that, it's possibly out of scope/project for me to edit that section further in the future, so I hope it helps

Posted (edited)
1 hour ago, ptsdfromhome said:

I actually tplayed with 453 today and I didn't notice any difference. I'll try editing my settings to see if it changes anything.

 

I have the impression it's probably because it's a singular CAS part, right? That is, it's both worn by male and female sims? If so, then in female sims, it does cover the torso, so it makes sense not to consider it naked, right?

 

Don't worry about it! It's only a detail and I already have a fix for it, so it's ok!

 

By the way, do you know if KW conflicts with Simler90's fixes? I keep disabling it whenever I wanna play with KW just in case.

 

EDIT: Real-time updates are on and the update ticks set to 225.

 

I don't really know if it's the torso or not - but I highly suspect that EA considers it an actual outfit without any particular issue, with no use of naked parts (that aren't even allowed in normal CAS, typically). Even if I didn't check that out specifically (yet) I think it's for that reason.

 

In any case, I've been testing several hours with the Simler's mod installed and didn't notice any particular issues, so I think it can be kept along with KW. I would recommend playing without it if you notice any kind of anomalous behavior.

 

About the towel not being "changed" while outside: it's very strange. It doesn't even depend by the real time outfit manager (it's just for arousal, mainly) but relies on the UpdateTick value. If you're not seeing the outfit changed, there may be some other problem.

 

There's also a logging I added for it, I think it was in Miscellaneous Logging or Change Outfit Logging that in case you can send me out.

 

I'll eventually check that out again as soon as I have time!

Edited by BiterBit
Posted

Ok, I'll enable that logger. But just in case this affects it, I'd like to mention it usually happens when my sim goes to work. Like, he will shower and then go to work as an architectural designer. It's an Ambitions career.

Posted
10 hours ago, BiterBit said:

But beside from that, I'm working on another possible magic trick... Some kind of HTML anyone can edit in the future, where the KW Settings can open via browser (offline - no connection), look up for stuff and clarify their doubts:

 

image.thumb.png.f563376eb8683e52ce3159e67af7979a.png

 

This is my first prototype 😂 And I don't know if it's ever going to be fully "released" - it's just a player-support idea I came up with.

 

In the meantime, I hope you'll still going to find what you need.

This is simply indispensable!!!

Some settings, even with descriptions on the forum, are unclear. Or after a while, you forget what some settings mean, and you have to spend a lot of time searching and figuring them out, not to mention making changes yourself.
Therefore, if something like a shell constructor + a guide with descriptions of all the mod's functions appears, that would be awesome!

This is truly needed.

Posted

 Hi BiterBit,

 

Very interested in reading through all the updates you`ve made to KW.

 I`ve been away from S3 a long time now and deleted all my CC but your hard work is tempting me to install the game again, especially the lag/gameplay issues. 

Back in the day KW was so much fun to play and I`m sure your updates have enhanced that.

 

Good look with your project

 

Shout out to Oregon Rain, LungPaul and L666 if you visit

Posted (edited)

Hey BiterBit thanks for the mega update. Lot's of improvements!

 

A simple question: Did you make modifications between the BETA 18 and this final version? I'm testing this new version and whores aren't picking the floor as expected but they are choosing the nearby sofas/chars and not beds/stalls as we talked before. I tried playing with the weight settings but i couldn't see any difference. Tested on the same previous lot (Libertine's Club)

 

I'm really looking forward for this html settings explorer.

Edited by cuceta
Posted

Hello, thank you for update 453.

I think there might be a bug. If a WooHoo finishes with an animation type other than Vaginal, the 'Cherrypopper' flag doesn't seem to trigger for the male partner of a female virgin.

It seems to have started happening after the check logic was changed to trigger after all animation sequences finish, rather than after a single sequence.

ex) male,virgin female woohoo= first vaginal animation, next  teasing or blowjob or handjob or anal, woohoo sequence end = male journal cherrypopper no count

 

and

 

Suggestion) I would like it to be 'No jealousy' + 'No accused of cheating' for a Submissive-trait Sim towards a Dominant-trait Sim.

 

and

 

Suggestion)  compatible with WooHooium.

https://sims.fandom.com/wiki/WooHooium

 

 

and


Suggestion)

Also, regarding the journal, how about keeping only:

  • First Kiss Partner

  • First Time Partner (virginity)

  • Recent Partner

  • Most Frequent Partner

And for the rest, instead of just displaying a simple body count/number, it would be great if all partners were listed out like this:

  • Sim Name A (Count, Species, Gender, Age Group, Big Breasts, Big Butt, Muscular, Penis size, Pubic Hair Yes/No)

  • Sim Name B (Count, Species, Gender, Age Group, Big Breasts, Big Butt, Muscular, Penis size, Pubic Hair Yes/No)

  • Sim Name C (Count, Species, Gender, Age Group, Big Breasts, Big Butt, Muscular, Penis size, Pubic Hair Yes/No)

Displaying it this way would also make it much easier to check for flags. What do you think?

Posted
12 hours ago, cuceta said:

Hey BiterBit thanks for the mega update. Lot's of improvements!

 

A simple question: Did you make modifications between the BETA 18 and this final version? I'm testing this new version and whores aren't picking the floor as expected but they are choosing the nearby sofas/chars and not beds/stalls as we talked before. I tried playing with the weight settings but i couldn't see any difference. Tested on the same previous lot (Libertine's Club)

 

I'm really looking forward for this html settings explorer.

 

Hi cuceta!

 

Actually, no. The last BETA was 19 if I remember correctly and I didn't change anything for that - my last edit was about Kinky Traits for specific gender and sexual preferences.

 

If you still encounter that issue it might be because every scenario is different (like yours from mine) so I may have missed some random variables that didn't happen in my setup.

 

If I remember correctly, I left the "WooHoo Sequence Logging" capable to log out whatever anomaly may still happen for the stage choise during a brothel/whoring situation.

 

You may turn that on and share the related logs for me to analyze.

 

I don't know when I'll be able to look into it further - but can attach them eventually!

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