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


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Posted (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 by toragor
Posted
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.

Posted
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.

Posted (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 by Dustercoat0321
Posted (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 by BiterBit
Posted (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 by toragor

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