toragor Posted August 28 Posted August 28 (edited) Hi @BiterBit I wanted to thank you and compliment you for the improvement you have brought to this mod so far! It really is a lot more stable, faster and comfortable to play with. However I have a few requests / issues mostly concerning the new trait system: -The notification window of "congraz you have unlocked the trait X challenge - change now / later" keeps popping up after EVERY woohoo stage and it starts getting annoying. Even changing a trait doesn't seem to stop it from reappearing in the next sequence. Could we have an option to stop this popup somehow? Maybe like: change now, change later, ignore -> which changes it to a simple notification at the upper right corner? or a upper right corner notification with a button maybe? -The new trait system heavily limits the amount of kinky traits one can have. With the new system you can only have 5 core / reward / preference traits in total. This is a lot less than in the past where you could theoretically have 5 core kinky traits, basically unlimited "rewarded" traits, (acquired through gameplay) and 3 simpler preferences. Would it be possible to add an option to increase this? Like set "max trait" to be like max 10 or so? -Since we are kinda forced to pick 5 kinky traits at the start of a new sim this leaves no more space for automatically acquired traits anymore. World actions, or lets call it "learning by doing", like a neighbor rape victim is now not able to acquire the masochist trait anymore if they already have 5 set traits, preventing it from being added by events of the world. I recently got a notification saying the masochist trait for XYZ could not be added since XYZ already has 5 traits. Probably the same for incestuous, slut and others. The "learning by doing" acquiring mechanic for not controlled sims seems dysfunctional now if 5 traits are already present. I strongly recommend you keep the reward-able traits still added as rewards on the side in the Lifetime rewards category to keep this trait acquiring mechanic functional, regardless of the max 5 trait limit. I would only limit core- and preference-traits to max 5, but please keep the rewards as rewards. (masochist, slut, incestuous) -in the brothel system where you can see the profile of a whore, there is a red/yellow/green "mood smiley". In the past this represented her "happiness with payment". In recent updates (before yours) this has changed and is usually stuck at one color, so I assume it only shows her "current mood" which makes it rather useless guessing her happiness with payment. Even if you set payment to 0 they still have a green smiley. This used to change to yellow or red if payment was not considered good. Now it's unclear. Would it be possible to either change it back to "happiness with payment", or make 2 smileys like "current mood" and "happiness with payment"? -Whores assigned to a brothel schedule living in the active household no longer automatically run to the brothel when their schedule starts. I understand this was intentional. Instead you get a notification of her shift starting. I can live with that, however if you don't send the her to the brothel yourself, she gets into an endless loop of "Start whoring", "Start whoring", "Start whoring" .... This becomes fine when you send her to the brothel. However she is also not returning home when her shift is over. Would it be possible to add a button to the notification, like we have for the call girl missions? Like "A shift for XYZ has stated" Then a button with "Send XYZ to lot". Or a fix for the "Start whoring" loop at home. Is there an auto send to brothel lot option in the settings already somewhere? -old issue: interaction "try something different" with a carrot has the carrot rotated the wrong direction. the green goes first. -"try something different" could be expanded to bananas Edited August 28 by toragor
BiterBit Posted August 28 Author Posted August 28 12 hours ago, Dustercoat0321 said: I think there may be a bug. Unlike the Sperm Lifetime setting, both the Journal and SimInfo only display values up to 20. If this is intentional, I think it would be better if the setting itself were also limited to a maximum of 20. I also tried making a pregnancy probability calculator for Build 453 using AI. If the Sims have long lifespans, I think a Sperm Fertilization value of 1 or 2 should be sufficient. OKW_Build453_Pregnancy_Calculator_EN.zip 3.22 kB · 1 download There's something to clarify here and it requires a little bit of a "text wall". Some KW formulas I think were generated directly from NASA's engineers, my god. The Journal shows "Sperm level" and "Sperm Lifetime", both related to that specific moment, specific womb and specific sperm and do take their values directly from settings. Sperm level is imagined as "power/intensity/quantity" inside of that specific womb in that moment, and is calculated like this: num = (creampied + 1) * RandomUtil.GetInt(creampied + 1, 4 + creampied); num += woohooSkillLevel / 2; Therefore: 1. During unprotected vaginal sex (no condom), KW calculates a "creampied" value. This "creampied" value depends on an internal probability based on: - a base value of 0.25 - simRelation.WTF x 0.0075 - a random roll (0-100) - a non-human donor bypassing part of the roll 2. Then, Sperm.Level becomes: - a randomized multiplier based on the "creampied" value - plus half of the donor's WooHoo level After creation, it decreases over time (and you see it decreasing it in the journal): sperm.Level = Math.Max(0f, sperm.Level - deltaTime * 0.1f); So this isn't related to settings. What instead depends on settings, and might explain your report, is Journal Sperm Lifetime. As you pointed out yourself, this is a settings that has two mechanics depending on you enabling/disabling Menstrual Cycle override (changing phase durations through settings). 1. If you actively enable the override, then the mod code uses that KW setting (Sperm Lifetime): return Main.Settings.GetFloat("SpermLifeTime"); Using a delta for timing, letting it decrease over time: sperm.LifeTime -= deltaTime; So it could never be "always 20" in this case. 2. If you instead keep the override OFF, and every phase stays to its default (and I guess this is your scenario), then something else happens: LifeTime = GetLifeTime(recipient.Age); ... if (!Main.Settings.GetBool("MenstrualCycleOverride")) { return 10f * Main.Settings.GetAgeScale(age); } return Main.Settings.GetFloat("SpermLifeTime"); In this case, the mod ignores the KW setting you can find in the pregnancy menu, and just performs "10f * Main.Settings.GetAgeScale(age)", then applying the delta for time passing: sperm.Level = Math.Max(0f, sperm.Level - deltaTime * 0.1f); So you need to keep in mind that if you're always obtaining "20" for Sperm Lifetime in Journal for your female Sims: 1) The setting "Sperm Lifetime" is not related (and doesn't get considered/used with override OFF) 2) You're always getting a womb/receiver age scale of 2. Interesting fact is that the "AgeScale" in KW is calculated as this: mAgeStageScaleAdult = AgingManager.Singleton.AgingStageLengthAdult / AgingManager.Singleton.AgingStageLengthAdultDefault * TimeScale; Meaning that AgeScale = 2 effectively means: “this age span lasts twice as long as the EA default,” further multiplied by the KW TimeScale setting, which defaults to 1. I may be partially wrong about what AgeScale actually means, but it's what KW and EA's DLLs suggest. By all of this, these are my conclusions: 1) It's not properly a bug but a very confusing and complex design, that is also counter-intuitive. 2) You may be playing with Menstrual Cycle override OFF/disabled, explaining the default Lifetime at 20, and trying to make pregnant always the same Sim or the same age Sims. Ultimately, I would say that the best thing to do here is to just always use the KW Setting for Lifetime, so that, in Menstrual Cycle Override OFF or ON, that setting is always read and nothing comes read by AgeScale any longer. It's actually a very small patch and if this bothers you I can build a new BETA for that. 1
BiterBit Posted August 28 Author Posted August 28 32 minutes ago, toragor said: Hi @BiterBit I wanted to thank you and compliment you for the improvement you have brought to this mod so far! It really is a lot more stable, faster and comfortable to play with. However I have a few requests / issues mostly concerning the new trait system: -The notification window of "congraz you have unlocked the trait X challenge - change now / later" keeps popping up after EVERY woohoo stage and it starts getting annoying. Even changing a trait doesn't seem to stop it from reappearing in the next sequence. Could we have an option to stop this popup somehow? Maybe like: change now, change later, ignore -> which changes it to a simple notification at the upper right corner? or a upper right corner notification with a button maybe? -The new trait system heavily limits the amount of kinky traits one can have. With the new system you can only have 5 core / reward / preference traits in total. This is a lot less than in the past where you could theoretically have 5 core kinky traits, basically unlimited "rewarded" traits, (acquired through gameplay) and 3 simpler preferences. Would it be possible to add an option to increase this? Like set "max trait" to be like max 10 or so? -Since we are kinda forced to pick 5 kinky traits at the start of a new sim this leaves no more space for automatically acquired traits anymore. World actions, or lets call it "learning by doing", like a neighbor rape victim is now not able to acquire the masochist trait anymore if they already have 5 set traits, preventing it from being added by events of the world. I recently got a notification saying the masochist trait for XYZ could not be added since XYZ already has 5 traits. Probably the same for incestuous, slut and others. The "learning by doing" acquiring mechanic for not controlled sims seems dysfunctional now if 5 traits are already present. I strongly recommend you keep the reward-able traits still added as rewards on the side in the Lifetime rewards category to keep this trait acquiring mechanic functional, regardless of the max 5 trait limit. I would only limit core- and preference-traits to max 5, but please keep the rewards as rewards. (masochist, slut, incestuous) -in the brothel system where you can see the profile of a whore, there is a red/yellow/green "mood smiley". In the past this represented her "happiness with payment". In recent updates (before yours) this has changed and is usually stuck at one color, so I assume it only shows her "current mood" which makes it rather useless guessing her happiness with payment. Even if you set payment to 0 they still have a green smiley. This used to change to yellow or red if payment was not considered good. Now it's unclear. Would it be possible to either change it back to "happiness with payment", or make 2 smileys like "current mood" and "happiness with payment"? -Whores assigned to a brothel schedule living in the active household no longer automatically run to the brothel when their schedule starts. I understand this was intentional. Instead you get a notification of her shift starting. I can live with that, however if you don't send the her to the brothel yourself, she gets into an endless loop of "Start whoring", "Start whoring", "Start whoring" .... This becomes fine when you send her to the brothel. However she is also not returning home when her shift is over. Would it be possible to add a button to the notification, like we have for the call girl missions? Like "A shift for XYZ has stated" Then a button with "Send XYZ to lot". Or a fix for the "Start whoring" loop at home. Is there an auto send to brothel lot option in the settings already somewhere? -old issue: interaction "try something different" with a carrot has the carrot rotated the wrong direction. the green goes first. -"try something different" could be expanded to bananas Hi toragor. This is a huge feedback! At the moment I'm not currently working on KW's code due to personal reasons (mostly lack of energies and time) but I can answer a bunch of things. 1) Traits a) You're mostly right about traits, but not entirely. The old system could grant more traits to be "assigned", but you wouldn't know/see them correctly. There was a max of 3 visible reward or preference traits in the Skill tab, while the "main ones" were all "Simology main traits", therefore there was some kind of mess between choosing/earning/seeing all of your Kinky Traits. They have been unified in one only place now, that doesn't even impact the Simology normal traits that most players love to have on their Sims within the base game. I would also point out that several traits were also missing pictures and descriptions - I remade the system entirely. b) The balance system can be reviewed, but having 5 Kinky traits in total was made for two reasons. The first is that in the Skill tab visual grid, you can also look at 5 traits/elements at the same time, meaning that if you add more, you won't see that directly through the UI but you'll have to open the picker menu every time. The second reason is that the choice was meant to "copy" EA (allowing 5 traits only) giving some kind of a similar design. This could be potentially solved by allowing Sims to have more than 5 traits (when compatible and possible) but you would be able to see them all only through the picker, therefore "Kinky World..." > "Kinky Traits". I don't think that having more than 5 is in any case a strict game engine limitation, considering they are all custom mechanics. I can think about this for the future or add a micro patch to support more than 5 traits. This would also solve your other point about unlocking traits in specific situations after 5 already being present. c) The "Congrats" message you mention, keeps appearing because when you perform "Change traits now", you don't apply the earned trait. It means that the mod doesn't detect you having the reward trait (but only earning it) so it asks you to apply it. This is a flaw in the design now that you tell me this, because after "unlocking it" because of a specific situation, there should be an "unlocked traits" memory (that already exists in theory) preventing the trait unlocking to trigger again. I can also add a micro patch for this. 2) Brothel a) I actually know nothing about the mood/smiley feature and never payed too much attention about it. A patch/change for this would require me to study how it works, change it by code and then testing it in game. I'm very unsure about it, but I can think about it for the future. b) Whores assigned to a brothel and living in your household not running to the brothel (and viceversa) was removed as a default after many people complained in several posts out of here calling it a "prison": your Sims would just interrupt stuff they were doing to go on their schedule or couldn't leave the brothel lot while on a schedule, and there wasn't a safe way to compare it to the normal job/work by code, as far as I remember (there is a section in the main post about it). This is also valid when the shift is over: being an actually playable lot, the choice is still in the hands of the player. But you added a cool suggestion: button to the notification. I never thought about that and could be an idea for start/end of the shift, making Sims go to the brothel or come back home from it. In any case, please check the Brothel options that appears via the manager, I don't remember at this time what I added overall into the "Advanced" section or something, but there were a bunch of settings related to this that might help. c) If you don't send whores to the brothel, but they are on their schedule, they should not trigger a loop "Start Whoring", this was solved theoretically in build 453 and confirmed working by others. Are you using the latest 453 downloadable via the main page in the "Download this file" section? It never happened to me and it hasn't been reported again after the 453 update, but I can check that again eventually, when I have time. 3) Misc I didn't know anything about the carrot nor the potential compatibility with a banana. I can look into that when I have time, but my time for constantly relaunching Sims 3 after every edit for testing is way limited right now 🥲 I'll note these things up and let you know eventually, in case of updates.
Dustercoat0321 Posted August 29 Posted August 29 (edited) 9 hours ago, BiterBit said: There's something to clarify here and it requires a little bit of a "text wall". Some KW formulas I think were generated directly from NASA's engineers, my god. The Journal shows "Sperm level" and "Sperm Lifetime", both related to that specific moment, specific womb and specific sperm and do take their values directly from settings. Sperm level is imagined as "power/intensity/quantity" inside of that specific womb in that moment, and is calculated like this: num = (creampied + 1) * RandomUtil.GetInt(creampied + 1, 4 + creampied); num += woohooSkillLevel / 2; Therefore: 1. During unprotected vaginal sex (no condom), KW calculates a "creampied" value. This "creampied" value depends on an internal probability based on: - a base value of 0.25 - simRelation.WTF x 0.0075 - a random roll (0-100) - a non-human donor bypassing part of the roll 2. Then, Sperm.Level becomes: - a randomized multiplier based on the "creampied" value - plus half of the donor's WooHoo level After creation, it decreases over time (and you see it decreasing it in the journal): sperm.Level = Math.Max(0f, sperm.Level - deltaTime * 0.1f); So this isn't related to settings. What instead depends on settings, and might explain your report, is Journal Sperm Lifetime. As you pointed out yourself, this is a settings that has two mechanics depending on you enabling/disabling Menstrual Cycle override (changing phase durations through settings). 1. If you actively enable the override, then the mod code uses that KW setting (Sperm Lifetime): return Main.Settings.GetFloat("SpermLifeTime"); Using a delta for timing, letting it decrease over time: sperm.LifeTime -= deltaTime; So it could never be "always 20" in this case. 2. If you instead keep the override OFF, and every phase stays to its default (and I guess this is your scenario), then something else happens: LifeTime = GetLifeTime(recipient.Age); ... if (!Main.Settings.GetBool("MenstrualCycleOverride")) { return 10f * Main.Settings.GetAgeScale(age); } return Main.Settings.GetFloat("SpermLifeTime"); In this case, the mod ignores the KW setting you can find in the pregnancy menu, and just performs "10f * Main.Settings.GetAgeScale(age)", then applying the delta for time passing: sperm.Level = Math.Max(0f, sperm.Level - deltaTime * 0.1f); So you need to keep in mind that if you're always obtaining "20" for Sperm Lifetime in Journal for your female Sims: 1) The setting "Sperm Lifetime" is not related (and doesn't get considered/used with override OFF) 2) You're always getting a womb/receiver age scale of 2. Interesting fact is that the "AgeScale" in KW is calculated as this: mAgeStageScaleAdult = AgingManager.Singleton.AgingStageLengthAdult / AgingManager.Singleton.AgingStageLengthAdultDefault * TimeScale; Meaning that AgeScale = 2 effectively means: “this age span lasts twice as long as the EA default,” further multiplied by the KW TimeScale setting, which defaults to 1. I may be partially wrong about what AgeScale actually means, but it's what KW and EA's DLLs suggest. By all of this, these are my conclusions: 1) It's not properly a bug but a very confusing and complex design, that is also counter-intuitive. 2) You may be playing with Menstrual Cycle override OFF/disabled, explaining the default Lifetime at 20, and trying to make pregnant always the same Sim or the same age Sims. Ultimately, I would say that the best thing to do here is to just always use the KW Setting for Lifetime, so that, in Menstrual Cycle Override OFF or ON, that setting is always read and nothing comes read by AgeScale any longer. It's actually a very small patch and if this bothers you I can build a new BETA for that. That makes sense now. My lifespan was set to Long / YA 90, which is exactly twice the default Long / YA 45, so I can see why it was working that way. I had previously wondered why the Ovulatory Phase seemed shorter with the default Epic / YA 225 setting than with Long / YA 90, and now I see that settings like this were related to it. For now, I think it might be better to add some clarification rather than change the behavior with a patch. Something as simple as explaining that when Menstrual Cycle Override is OFF, the Sperm Lifetime setting is not used at all would probably be enough. If anything were to be changed, I would personally prefer the default value of kIncreaseScale in Kinkyskill to be 1 instead of 1.5, but that's just my personal opinion. Thank You! Edited August 29 by Dustercoat0321 1
BiterBit Posted August 29 Author Posted August 29 (edited) 8 hours ago, Dustercoat0321 said: That makes sense now. My lifespan was set to Long / YA 90, which is exactly twice the default Long / YA 45, so I can see why it was working that way. I had previously wondered why the Ovulatory Phase seemed shorter with the default Epic / YA 225 setting than with Long / YA 90, and now I see that settings like this were related to it. For now, I think it might be better to add some clarification rather than change the behavior with a patch. Something as simple as explaining that when Menstrual Cycle Override is OFF, the Sperm Lifetime setting is not used at all would probably be enough. If anything were to be changed, I would personally prefer the default value of kIncreaseScale in Kinkyskill to be 1 instead of 1.5, but that's just my personal opinion. Thank You! To be honest, I made the most reasonable thing: the "Sperm Life Time" setting is now read in any case, so you can actually customize your experience not depending from Menstrual Cycle Override. SpermLifeTime is now a value (in SimHours) that has a meaning in your playthrough and doesn't call any AgeScale formula. I also edited the XML for KinkySettings > KinkySkill > kIncreaseScale to 1.0 instead of 1.5 (it makes sense). Of course any old save that had a persisted key for that in your save, will still show the serialized and saved key - you'll have to change it manually or start a new save with the new XML. Also, the already saved "persistence" of sperm in your Journals won't change - only the new values after starting with the new version will have a value read from the setting. What I also did was some patch to the Trait system like @toragor suggested: I implemented a code-read memory for earned traits (both reward traits and core traits that aren't rewards) so that the "Congratulations" prompt only appears once per single Sim. Starting from the second trigger, mod code should not start any kind of prompt or notification - when you'll open the picker menu to change traits, unlocked rewards will already be there (like before) and earned Core traits will also be shown as before without any difference. What I can't do right now is increasing the traits number to more than 5 because it would require to change many mod's base structures that I don't have time to design, but it can be potentially done. I also think that the brothel notification change can be done (to start a Go Home/Go to work interaction through a button) but I can't test it right now. Here you can find the new BETA5 for 453 1.0.0 available to test out. EDIT: I couldn't test everything I changed, but patches were small to make so they should work as intended. In case of issues, just let me know. Edited August 29 by BiterBit 3
toragor Posted August 29 Posted August 29 (edited) 17 hours ago, BiterBit said: Hi toragor. This is a huge feedback! At the moment I'm not currently working on KW's code due to personal reasons (mostly lack of energies and time) but I can answer a bunch of things. 1) Traits a) You're mostly right about traits, but not entirely. The old system could grant more traits to be "assigned", but you wouldn't know/see them correctly. There was a max of 3 visible reward or preference traits in the Skill tab, while the "main ones" were all "Simology main traits", therefore there was some kind of mess between choosing/earning/seeing all of your Kinky Traits. They have been unified in one only place now, that doesn't even impact the Simology normal traits that most players love to have on their Sims within the base game. I would also point out that several traits were also missing pictures and descriptions - I remade the system entirely. b) The balance system can be reviewed, but having 5 Kinky traits in total was made for two reasons. The first is that in the Skill tab visual grid, you can also look at 5 traits/elements at the same time, meaning that if you add more, you won't see that directly through the UI but you'll have to open the picker menu every time. The second reason is that the choice was meant to "copy" EA (allowing 5 traits only) giving some kind of a similar design. This could be potentially solved by allowing Sims to have more than 5 traits (when compatible and possible) but you would be able to see them all only through the picker, therefore "Kinky World..." > "Kinky Traits". I don't think that having more than 5 is in any case a strict game engine limitation, considering they are all custom mechanics. I can think about this for the future or add a micro patch to support more than 5 traits. This would also solve your other point about unlocking traits in specific situations after 5 already being present. c) The "Congrats" message you mention, keeps appearing because when you perform "Change traits now", you don't apply the earned trait. It means that the mod doesn't detect you having the reward trait (but only earning it) so it asks you to apply it. This is a flaw in the design now that you tell me this, because after "unlocking it" because of a specific situation, there should be an "unlocked traits" memory (that already exists in theory) preventing the trait unlocking to trigger again. I can also add a micro patch for this. 2) Brothel a) I actually know nothing about the mood/smiley feature and never payed too much attention about it. A patch/change for this would require me to study how it works, change it by code and then testing it in game. I'm very unsure about it, but I can think about it for the future. b) Whores assigned to a brothel and living in your household not running to the brothel (and viceversa) was removed as a default after many people complained in several posts out of here calling it a "prison": your Sims would just interrupt stuff they were doing to go on their schedule or couldn't leave the brothel lot while on a schedule, and there wasn't a safe way to compare it to the normal job/work by code, as far as I remember (there is a section in the main post about it). This is also valid when the shift is over: being an actually playable lot, the choice is still in the hands of the player. But you added a cool suggestion: button to the notification. I never thought about that and could be an idea for start/end of the shift, making Sims go to the brothel or come back home from it. In any case, please check the Brothel options that appears via the manager, I don't remember at this time what I added overall into the "Advanced" section or something, but there were a bunch of settings related to this that might help. c) If you don't send whores to the brothel, but they are on their schedule, they should not trigger a loop "Start Whoring", this was solved theoretically in build 453 and confirmed working by others. Are you using the latest 453 downloadable via the main page in the "Download this file" section? It never happened to me and it hasn't been reported again after the 453 update, but I can check that again eventually, when I have time. 3) Misc I didn't know anything about the carrot nor the potential compatibility with a banana. I can look into that when I have time, but my time for constantly relaunching Sims 3 after every edit for testing is way limited right now 🥲 I'll note these things up and let you know eventually, in case of updates. Hey @BiterBit, thanks for answering. 1 A) My main concern here is that if someone gets raped 10x they used to get the masochist trait automatically. Now if the victim already has 5 traits that seems no longer possible and gets blocked. It probably gets "unlocked" for the player to choose from the list, but that is rather tricky/tedious for non household members/townies to assign. It should happen automatic in these cases. The same for incestuous, slut, rapist(?) trait. That's why I suggested to maybe keep adding those "rewarded " traits to the lifetime rewards category where they have infinite space and won't be blocked. B) Yeah I understand that visibility in the UI with more than 5 traits would be a problem. Maybe a scroll bar, but nevermind C) The repeating Notification comes for the "unfaithful trait challenge" if you want to have a look at it. But I see you already added a code-read memory that should fix it. Thank you! 2 a) don't worry about it, it's very low prio but bothered me for quite some time. b) I am fine with manual sending, but if you manage a button in the notification that would be awesome, also low prio. c) It's the latest version, but it could be because it's running from an old savegame. (deleted old script cache and all but who knows) I did fire and re-hire the whore, but maybe I need to disable the whole brothel system completely and freshly initiate it. no biggie 3 not urgent - only when you feel like having a look at it, thx Edited August 29 by toragor 1
Dustercoat0321 Posted August 30 Posted August 30 (edited) Would it be possible to change the thresholds currently used to classify body sizes? The current ranges are: Value Size <= -0.50 Tiny > -0.50 to <= -0.25 Small > -0.25 to < 0.25 Default / Normal >= 0.25 to <= 0.50 Big > 0.50 Huge Would you consider changing them to something like this? Value Size <= -0.75 Tiny > -0.75 to <= -0.50 Small > -0.50 to < 0.50 Default / Normal >= 0.50 to <= 0.75 Big > 0.75 Huge I think these thresholds would better match how the body actually looks in-game and reduce the mismatch between the visual model and the size classification. For example, there are currently cases where a body is classified as Big even though it does not really look particularly large. and this is 453 beta5 Korean fix ONIKI_KinkyMod.package Edited August 30 by Dustercoat0321 1
BiterBit Posted September 1 Author Posted September 1 (edited) On 8/28/2026 at 9:23 PM, toragor said: -Whores assigned to a brothel schedule living in the active household no longer automatically run to the brothel when their schedule starts. I understand this was intentional. Instead you get a notification of her shift starting. I can live with that, however if you don't send the her to the brothel yourself, she gets into an endless loop of "Start whoring", "Start whoring", "Start whoring" .... This becomes fine when you send her to the brothel. However she is also not returning home when her shift is over. Would it be possible to add a button to the notification, like we have for the call girl missions? Like "A shift for XYZ has stated" Then a button with "Send XYZ to lot". Or a fix for the "Start whoring" loop at home. Is there an auto send to brothel lot option in the settings already somewhere? Ok so I investigated this further on multiple levels in the meantime - I wasn't convinced about the actual state of things. 1) What I found out was that in 452 I already patched the "StartWorking()" system to not auto-loop on Sims while the brothel was open, and in fact I never experienced such an issue since. What I forgot is that sometimes, Sims may spawn the "Work Motive" associated to their shift (even not on brothel), and the scoring could still start an autonomous interaction to start whoring. So now, the StartWorking() and the Start Whoring interaction will not start at all (autonomously) if the involved Sim is NOT at least in the Brothel lot, on its schedule, and when the brothel is open. 2) In "Brothel Manager" > "Advanced Settings" you can find several toggles related to "Go To Lot" autonomous interaction that should enable Sims to go to lot or home autonomously (by default, they are disabled). This was already like that since build 452. 3) To have more user experience, I actually added a button like you suggested in the whore shift notifications, so now it appears "Go Home" or "Go To Lot" when the notification has indicated that the shift has started or ended. I tested it and seems working fine. You'll find these changes in the new BETA6 build. Also: On 8/28/2026 at 9:23 PM, toragor said: I strongly recommend you keep the reward-able traits still added as rewards on the side in the Lifetime rewards category to keep this trait acquiring mechanic functional, regardless of the max 5 trait limit. I would only limit core- and preference-traits to max 5, but please keep the rewards as rewards. (masochist, slut, incestuous) I'll have a look, when I can, to also increase the number of possible Kinky traits to more than 5, but only with restrictions to reward traits (breeder, masochist, incestous, etc.) so they won't create any troubles to the counter. My idea of design is that rewards won't show in the Skill tab (where a scrollbar is not possible, I tried in any way imaginable, there's a limit of 5 elements) but will be visible in the Kinky Traits pane you can open via click ("Kinky World..." > "Kinky Traits"). As of now, Kinky Traits (or reward traits) can't be converted easily to be LifeTimeRewards because they are not normal traits anymore. Furthermore, the problem with Lifetime rewards, is that they need custom XMLs, custom images and a lot of background work to be enabled and imported into packages, so it's much harder than it seems. I'll eventually update you if I get this done. The mentioned new build also integrates Korean updated strings by @Dustercoat0321. On that note: On 8/30/2026 at 9:23 AM, Dustercoat0321 said: I think these thresholds would better match how the body actually looks in-game and reduce the mismatch between the visual model and the size classification. For example, there are currently cases where a body is classified as Big even though it does not really look particularly large. I still don't know Duster if it's safe to change body size references without changing normal behaviors because I never took a look at that. In case I will, I will let you know. Thank you for your feedback in any case, and also for providing updated strings for ReFiner and KW as well. Edited September 1 by BiterBit 2
sugarcakerun Posted September 2 Posted September 2 On 8/26/2026 at 11:25 AM, BiterBit said: Hey sugarcakerun, I took some time to verify this, and I came to the conclusion that, possibly, you may be looking for the wrong section or category for this issue. What Kinky World does when the whore activity is registered, is just adding a record in the journal that is openable through the click on the sex/woohoo skill, like this (sorry for italian text) : Sim 1: Sim 2: As soon as customers or earnings as a whore are registered for a single Sim, you'll see titles and statistics in the Journal right above the "Partners" category (last one), clicking on the related icon for every Sim. This is not a profession tab data or something that you would see in any other category/tab of the game: it's only in the journal and it's a journal introduced by a Custom Skill (therefore only influenced by Kinky World, I couldn't see influences by other mods) and as said, it's going to show even the minimum tracking as soon as it's registered. This will both work in normal whoring (like by yourself) and also in Brothel whoring. Are you sure you are looking in the right category? Let me know if you manage to solve this: it apparently is not a problem related to the mod in any case. Thanks for the very detailed reply! I believe I mixed up two separate questions: my question about the title is solved -- titles are displayed correctly in the skill logs. Really appreciate it! I think the other half of the problem is that my sim can't take on any call girl/escort jobs despite achieving the required numbers and earning the titles already. I can only relate to my experience playing build 500 before: after registering as a professional on the computer, my sim received phone calls summoning them for callgirl or escort jobs. I never received any in the current build. This is pretty minor in the grand scheme of things. Feel free to deal with this whenever you have the energy and time for it. Once again: thank you for supporting this mod! 1
BiterBit Posted September 2 Author Posted September 2 (edited) 3 hours ago, sugarcakerun said: I think the other half of the problem is that my sim can't take on any call girl/escort jobs despite achieving the required numbers and earning the titles already. I can only relate to my experience playing build 500 before: after registering as a professional on the computer, my sim received phone calls summoning them for callgirl or escort jobs. I never received any in the current build. Ah! This is interesting and something I didn't understand from your previous report. So the issue is not that the title doesn't update with customers or earnings, but that once you become a callgirl/escort/professional registering by a PC, and you eventually also get several titles, you do not get a call for jobs/missions. If that's the case, I will have a look at that when I can! When you have time, let me know if in Miscellaneous, the EA autonomy is enabled or disabled in your case! EDIT: I've found some useful stuff that might help, even if I didn't test anything yet. - “Whore” title in the journal is simply a title calculated based on skill + Customers + Earnings so it doesn't grant a generated call by itself - “Whore” / professional street worker also refers to “WhoreSituation” or a "Whoring" career (that you usually start manually as an interaction), but still does not automatically imply being “callgirl”or receiving calls - An actual callgirl must be listed in "Callgirl.mCallgirls", which is populated by code after opting in via computer or phone. - Escort job is a variant of calls, permitted only if the filter allows it and if the title is at least “Escortgirl.” This means that once you have at least a callgirl title in your journal, you can register as a callgirl with your Sim via smartphone/PC, e.g. as a professional. But once you do that, receiving calls isn’t immediate. "Callgirl.Update()" (the feature that generates calls) requires: - CallgirlService active in Settings - Phones not globally silenced; - Sim registered in mCallgirls (e.g. successfully registered as professional and not just the title in the journal) - An active household Sim (of course) - A Sim not already in a KW professional situation (therefore not actually being whoring in brothel, street or similar activities); - Valid working hours set by you (default 8 a.m. - 10 p.m.) - A filter other than None; - A phone present; - A Sim not in a “rabbit hole”; - At least one valid customer; - A random roll on "LastTime", with kMaxInterval = 4h. What I've also found is that there's also a hint of a possible bug: if a registered callgirl has Filter = None and Situation == null, code may dereference a null value2.Situation in Callgirl.cs, with the service manager possibly appearing as no longer doing anything. The default filter is Both, but if you tapped "Set filter" and chose None, that's possibly a cause for nothing "happening" even if in that case you should possibly see a ScriptError. If you already have a least a callgirl title in Journal and correctly registered as a Callgirl by PC/Smartphone, check the Callgirl service settings in the UI to be sure that everything is enabled, and that you didn't set your filter to none, along with the other criterias. I'll still eventually test this myself in game to look into that deeper. Edited September 2 by BiterBit 1
Dustercoat0321 Posted September 2 Posted September 2 (edited) Life span long teen 30days = Override Menstrual Phases Duration is disabled life span long young adult 90days = Override Menstrual Phases Duration is disabled life span long adult 90days = Override Menstrual Phases Duration is disabled teen dafault YA default Adult default In Pregnancy & Menstrual Cycle, when Override Menstrual Phases Duration is disabled, I feel that the menstrual cycle becomes too long with one of the lifespan settings I often use: Long = Child/Teen: 30 days, YA/Adult: 90 days Compared to the default values, the intervals seem much too long, so I wonder if the multiplier based on the lifespan scale may be a bit off. The default values actually seem closer to a realistic ovulation duration of around 24 hours. I personally adjust the values myself and use: Follicular: 120hour Ovulatory: 24hour Luteal: 120hour so this is not a major issue for me, but I would still appreciate it if you could take a look at it. Personally, I think it might be better to remove the lifespan-based scaling for Override Menstrual Phases Duration entirely and just keep the default phase durations, but this is only my personal suggestion. Edited September 7 by Dustercoat0321 1
BiterBit Posted September 2 Author Posted September 2 1 hour ago, Dustercoat0321 said: Life span long teen 30days = Override Menstrual Phases Duration is disabled life span long young adult 90days = Override Menstrual Phases Duration is disabled life span long adult 90days = Override Menstrual Phases Duration is disabled teen dafault YA default Adult default In Pregnancy & Menstrual Cycle, when Override Menstrual Phases Duration is disabled, I feel that the menstrual cycle becomes too long with one of the lifespan settings I often use: Long = Child/Teen: 30 days, YA/Adult: 90 days Compared to the default values, the intervals seem much too long, so I wonder if the multiplier based on the lifespan scale may be a bit off. The default values actually seem closer to a realistic ovulation duration of around 24 hours. I personally adjust the values myself and use: Follicular: 120hour Ovulatory: 24hour Luteal: 120hour so this is not a major issue for me, but I would still appreciate it if you could take a look at it. Personally, I think it might be better to remove the lifespan-based scaling for Override Menstrual Phases Duration entirely and just keep the default phase durations, but this is only my personal suggestion. Hi Duster. Yes, a toggle to disable the lifespan-scaled value "auto-adjustment" could be made for that menu, but it could be a little redundant considering that, as you said, anyone can just enable the override and edit phases personally, that stay saved and can also be exported via Export Settings to share it to other saves. I'll eventually keep that in mind for a potential new toggle! 2
FuK Yeah Posted September 3 Posted September 3 bug reports : Toddlers can react , is it related to animation or OKW ? wondering if babies pets are involved or not though
BiterBit Posted September 5 Author Posted September 5 (edited) On 9/3/2026 at 12:30 PM, FuK Yeah said: bug reports : Toddlers can react , is it related to animation or OKW ? wondering if babies pets are involved or not though Man, is this a screenshot from Silent Hill or Resident Evil?😂 Jokes aside, I checked the code, and there's absolutely no WooHoo broadcaster that is allowed to process Sims that are below Teens. Animals/Pets are excluded as well. Your reaction/vignette is very highly related to other mods or overrides you are using that transform toddlers into something they are not 🤣 Edited September 5 by BiterBit 4
toragor Posted September 6 Posted September 6 Thanks for your work and updates. I wanted to ask if there is an option in the settings for autonomous household interruptions. I often have idle members deciding to tease or seduce someone autonomously, however that other sim is doing a player task, like cooking or tend garden. Which leads to some of your player commands constantly getting canceled because some A-hole from upper floor decided to target a sim in the garden for tease. So you get Tend Garden -> Getting Teased and you have to cancel the tease, (sometimes from the teaser or they wont stop) and order "Tend garden" again. Even worse with cooking. Sometimes they leave the pot on the hot stove cause some A-hole interrupted them for some kinky task. That even caused a fire recently. in an active household: -player ordered tasks should never be canceled by kinky autonomous tasks. -vanilla autonomous tasks can be interrupted by kinky autonomous tasks. or at least some protection for important task like eating, cooking, tending garden.
BiterBit Posted September 6 Author Posted September 6 12 hours ago, toragor said: Thanks for your work and updates. I wanted to ask if there is an option in the settings for autonomous household interruptions. I often have idle members deciding to tease or seduce someone autonomously, however that other sim is doing a player task, like cooking or tend garden. Which leads to some of your player commands constantly getting canceled because some A-hole from upper floor decided to target a sim in the garden for tease. So you get Tend Garden -> Getting Teased and you have to cancel the tease, (sometimes from the teaser or they wont stop) and order "Tend garden" again. Even worse with cooking. Sometimes they leave the pot on the hot stove cause some A-hole interrupted them for some kinky task. That even caused a fire recently. in an active household: -player ordered tasks should never be canceled by kinky autonomous tasks. -vanilla autonomous tasks can be interrupted by kinky autonomous tasks. or at least some protection for important task like eating, cooking, tending garden. Hi again toragor. Yes, there should be something like that already, that might suit your case. Some of this may depend from this option in Global Settings > General Gameplay Settings > "Interrupt NPC interactions when needed": Meaning that sometimes household interactions (including tease, seduce, etc.) may interrupt other Sims actions when this toggle is enabled. It was born for the opposite necessity: when Sims are doing stuff (like watching TV or working out) and you didn't want your Sims to wait an endless amount of time standing still, this toggle could have canceled other Sims stuff. I don't remember if it comes default OFF or ON, but you may try to disable it if it's ON in your save, and see how it goes. The other option I would recommend would be to turn off completely the Tease and Seduce autonomous interaction via "Interactions Tuning": You'll have a full list of interactions introduced by KW and once you click 'em, you're able to disable the autonomous use of those. It will probably impact NPCs as well, but at least you won't have those interactions canceled. So far these two are the only things actually available to quickly fix the issue. Let me know if this helps enough. 1
limonsita._gallagher Posted September 7 Posted September 7 Hi, excuse me, does downloading this mod automatically download a Spanish translation, or do I have to find it elsewhere? And if so, does anyone know of a source?
BiterBit Posted September 7 Author Posted September 7 9 hours ago, limonsita._gallagher said: Hi, excuse me, does downloading this mod automatically download a Spanish translation, or do I have to find it elsewhere? And if so, does anyone know of a source? Hi limonsita! Yes, actually, in the Download section, when you download any ZIP (particularly the latest versions) you will found 2 folders inside of it once you extract it. One folder is the FULL EN version (everything is in English) while the other one is the MULTI version (supports every language), and you only have to pick one to install. The MULTI version (as any mod that has multiple languages via STBLs) recognizes your main game install language and executes the mod with the same language. So for example, if you have your game installed in Spanish, the mod should load with Spanish STBLs. Keep in mind that Spanish may not be very updated as many other languages, so if you want to contribute, you can download S3SE (or equivalent) and help out the translation!
Dustercoat0321 Posted September 8 Posted September 8 (edited) This is a very old bug. I believe there is an issue related to saddles on male horses. When the saddle is removed, a strange pad remains on the horse. Since the exact same pad remains on every male horse, it definitely seems to be a bug, and I suspect it may be related to the genital system. Female horses work normally. If I edit a horse as female in CAS and then switch it to male before creating it, the saddle can be removed normally in-game. However, if I create a male horse while it is already male in the CAS library, the bug occurs in-game. Since I do not use the Zoolover feature anyway, I currently work around the issue by opening ONIKI_Accessories.package, going to the Horse Penis entry, and changing ClothingCategory > Racing = False Jumping = False Bridle = False. With that change, saddle removal works normally, although the horse penis is no longer visible. This workaround is fine for me for now, but I would appreciate it if you could take a look at the issue whenever you have some time. Edited September 9 by Dustercoat0321 1
ptsdfromhome Posted September 8 Posted September 8 Hey BiterBit, I just wanted to mention that I still see raw strings sometimes when sims react to other sims that are naked. I remember you had done something to fix that but unfortunately I've noticed it still happens.
FuK Yeah Posted September 8 Posted September 8 (edited) and now the actors are swapped, in front of child, and with the repo-man....Im done Edited September 9 by FuK Yeah edit
FuK Yeah Posted September 8 Posted September 8 1 minute ago, FuK Yeah said: and now the actors are swapped, in front of child, and with the repo-man.... lets say she just trying to stop him to caught the repoman I never played to thoses games though what are u into ? Silent or resident ? lmao
BiterBit Posted September 9 Author Posted September 9 (edited) 14 hours ago, ptsdfromhome said: Hey BiterBit, I just wanted to mention that I still see raw strings sometimes when sims react to other sims that are naked. I remember you had done something to fix that but unfortunately I've noticed it still happens. Hi ptsd! Last time we talked about this I was pointing out that there are about 250 (if not more) naked broadcaster lines differentiated by very little stuff like attracted1, attracted2, attracted3, bra_attracted1, 2, etc. Who originally designed this system made it so players could have more variants to encounter in game, but never translated them into actual STBL strings, so they appear raw. What I did last time was transform some of them into STBLs but not the entirety of them, because not every single one of those variants can spawn and also it's a massive work. There are several ways to "fix" this, like: - Preventing the mod from using raw broadcaster lines (it won't prompt any notification) - Adjusting code to only use variant 1 for every category (like generic attracted, neutral, not attracted, applied also to penis, boobs, bra, panties, exhibition etc.) that are already present in STBLS - Eventually generating every variant into STBLs with an automated tool. If this was made, the new STBLs should be invented/prompted, then checked one by one, and then also translated into about 23 languages. You may understand why that still happens 🤣 It's kinda about a design choice I never made upon this, considering some of those lines have a rare chance of spawning. I may have a further look into that in the future Edited September 9 by BiterBit
wubby901 Posted September 9 Posted September 9 @BiterBit So I am running 453 the jealousy system doesn't seem to work as in if my sims has sex with another sims spouse then there is no jealous reaction whatsoever do I need to enable this ?
BiterBit Posted September 9 Author Posted September 9 1 hour ago, wubby901 said: @BiterBit So I am running 453 the jealousy system doesn't seem to work as in if my sims has sex with another sims spouse then there is no jealous reaction whatsoever do I need to enable this ? Hi wubby and welcome back! Theoretically, Jealousy should work fine. Since recent builds, the menu has been re-overhauled like this: So, inside Global Settings, you can find a new whole "Jealousy & Cheating" menu. Explanations can also be found in the recent HTML with the KW Settings Explorer: Kinky World Settings Explorer 2.2 - HTML Only.zip In any case, ensure that you are having proper Jealousy Levels (like "High") and optionally, also that "Treat Infidelity As Cheating (Score Logic)" and "Write Infidelity In Journal" are set to True/Enabled, even if the main setting is the Jealousy Level, that by default in new saves it's set to High as well. With that said, checking code (NakedBroadcaster.cs), KW seems allowing partner reactions only if the partner's current interaction is "null", meaning that a spouse who is eating, watching TV, conversing, or engaging in another interaction may therefore not react, even if nearby. This is already like that since many builds (prior to mines). Additionally, it looks like: - The witness must be within range of the broadcaster, usually 15 units, and be in the same room indoors; - A sleeping Sim is excluded; - With a relationship with the partner (LTR) ≤ −50, KW returns "DontCare". - The KW Cuckold trait can produce a positive reaction; Also, for a complete overview, KW also calls EA code to start Jealousy (SocialComponent.OnIWasCheatedOn), meaning that if you have "No Jealousy" trait or any other mod that modifies EA's Jealousy (like also ReFiner does), you may as well expect some "null" reactions. I hope this helps
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