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


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Posted

This bug is unrelated to KW. I am bringing it up because I was wondering if it might be something that could be fixed on the Refiner side.

 

If I place a bookshelf or toy box on a lot and then use Save Copy to Library, the contents inside are duplicated by one copy each time.

 

For example, if I place a new bookshelf or toy box, use Save Copy to Library, and then place that lot back into the world, the contents of the bookshelf or toy box will appear twice. If I use Save Copy to Library once again, the same books or items will then appear three times each.

 

Because of this, whenever I edit a lot, I currently have to delete and replace the bookshelves and toy boxes with newly placed ones every time to avoid the duplicated contents.

 

Would it be possible to fix this issue?

Posted (edited)
11 hours ago, BiterBit said:

 

Hi elix and thanks a lot for the logging!

 

Mixing it with the code, I think I may have found the actual issue. It looks like when a male Sim is stuck into the wall, the autonomous interaction is queued on other male Sims (if compatible/eligible) but then it gets rejected by a second check, generating errors and no one joining in the actual game. This is not completely mentioned in the logs, but it speaks pretty clearly in the code I re-checked for this occasion.

 

I fixed it removing this rule from code and also enabling a detailed logging for rejection.

 

If you want, you can try out the new BETA9 of 1.0.0 to see if anything has changed!

 

This BETA9 also already includes new KOR strings by @Dustercoat0321, that I thank as always :D

 

So I tried the beta and apparently it's still same (Also it's same on female Sim)

 

Here's the logs:

Quote

<?xml version="1.0" encoding="utf-8"?>
<HoleInWallSessions DumpFormatVersion="1" KWBuild="453">
  <Header>Oniki.KinkyMod v1.0.0 (453)</Header>
  <Session SessionId="1" WallObjectId="18137404121335043232" ActorObjectId="18137404121144360656" ActorName="Hugo Lombart" LotId="1185010035443634320" Autonomous="False" Priority="UserDirected" Ended="True">
    <Event GameTime="Tue. at 6:21 AM" Phase="SessionBegin" Detail="Wall=18137404121335043232;Lot=1185010035443634320">
    </Event>
    <Event GameTime="Tue. at 6:21 AM" Phase="StateMachineAcquired" Detail="HoleInWall">
    </Event>
    <Event GameTime="Tue. at 6:24 AM" Phase="InspectTimedPhase" Detail="Minutes=10.0">
    </Event>
    <Event GameTime="Tue. at 6:34 AM" Phase="InspectTimedPhaseEnd" Detail="Completed=True">
    </Event>
    <Event GameTime="Tue. at 6:34 AM" Phase="InspectDeeperChoice" Detail="YesOrUnselectable">
    </Event>
    <Event GameTime="Tue. at 6:34 AM" Phase="InspectDeepStuckRoll" Detail="IsStuck=True;AlwaysStuckSetting=True">
    </Event>
    <Event GameTime="Tue. at 6:41 AM" Phase="InspectDeepSegmentRoll" Detail="Min=5.00;Max=10.00;Picked=5.75">
    </Event>
    <Event GameTime="Tue. at 6:41 AM" Phase="StuckCycleBegin" Detail="Index=1;IsStuck=True;IdleBudgetMin=0.00;AbsElapsedMin=0.00;BudgetCap=60.00;SafetyCap=240.00;Helper=null;WooHooer=null;JoinType=0;PendingJoin=0;LineCount=0;WooHooeeResult=Accepted;Joined=False;HistoryCount=0;CanBeJoined=True;SegmentDuration=35.75;FeedbackFlags=0;PendingIx=null">
    </Event>
    <Event GameTime="Tue. at 6:46 AM" Phase="LoopDeepCallForHelpJoinQueued" Detail="Joiner=Marcos Birmingham;Source=LoopDeepCallForHelpJoinQueued;Inserted=True;Reason=InsertedNotYetValidated;Autonomous=True;Priority=UserDirected">
    </Event>
    <Event GameTime="Tue. at 6:49 AM" Phase="JoinTestRejected" Detail="Reason=JoinerWooHooMotiveBelowThreshold;Joiner=Marcos Birmingham;Target=Hugo Lombart;TargetMale=True;Autonomous=True;IncestDefinition=False;Context=EligibilityTest;QueuedAttemptNotGuaranteed=true">
    </Event>
    <Event GameTime="Tue. at 6:48 AM" Phase="JoinTestRejected" Detail="Reason=JoinerWooHooMotiveBelowThreshold;Joiner=Marcos Birmingham;Target=Hugo Lombart;TargetMale=True;Autonomous=True;IncestDefinition=False;Context=EligibilityTest;QueuedAttemptNotGuaranteed=true">
    </Event>
    <Event GameTime="Tue. at 6:48 AM" Phase="JoinTestRejected" Detail="Reason=IncestDefinitionForUnrelatedPair;Joiner=Marcos Birmingham;Target=Hugo Lombart;TargetMale=True;Autonomous=True;IncestDefinition=True;Context=EligibilityTest;QueuedAttemptNotGuaranteed=true">
    </Event>
    <Event GameTime="Tue. at 6:49 AM" Phase="LoopDeepPendingJoinLost" Detail="QueueDroppedPending;Reason=NotInQueue;Joiner=Marcos Birmingham;PendingType=WooHooJoinGeneric;Current=ChemistryLab_CreateDrug;Head=ChemistryLab_CreateDrug;Transition=null;HasCanceled=False;HasUserCanceled=False;HasCanceledByScript=False;HasRouteFailed=False;HasDefault=False;ContinueStuckLoop=true">
    </Event>
    <Event GameTime="Tue. at 6:49 AM" Phase="JoinTestRejected" Detail="Reason=JoinerWooHooMotiveBelowThreshold;Joiner=Marcos Birmingham;Target=Hugo Lombart;TargetMale=True;Autonomous=True;IncestDefinition=False;Context=EligibilityTest;QueuedAttemptNotGuaranteed=true">
    </Event>
    <Event GameTime="Tue. at 6:49 AM" Phase="JoinTestRejected" Detail="Reason=IncestDefinitionForUnrelatedPair;Joiner=Marcos Birmingham;Target=Hugo Lombart;TargetMale=True;Autonomous=True;IncestDefinition=True;Context=EligibilityTest;QueuedAttemptNotGuaranteed=true">
    </Event>
    <Event GameTime="Tue. at 6:51 AM" Phase="JoinTestRejected" Detail="Reason=IncestDefinitionForUnrelatedPair;Joiner=Marcos Birmingham;Target=Hugo Lombart;TargetMale=True;Autonomous=False;IncestDefinition=True;Context=EligibilityTest;QueuedAttemptNotGuaranteed=true">
    </Event>
    <Event GameTime="Tue. at 6:51 AM" Phase="JoinTestRejected" Detail="Reason=IncestDefinitionForUnrelatedPair;Joiner=Marcos Birmingham;Target=Hugo Lombart;TargetMale=True;Autonomous=False;IncestDefinition=True;Context=EligibilityTest;QueuedAttemptNotGuaranteed=true">
    </Event>
    <Event GameTime="Tue. at 6:51 AM" Phase="HelpRunBegin" Detail="Marcos Birmingham helps Hugo Lombart">
    </Event>
    <Event GameTime="Tue. at 6:51 AM" Phase="HelperInserted" Detail="Marcos Birmingham">
    </Event>
    <Event GameTime="Tue. at 6:56 AM" Phase="HelpRouteOkUnstuck" Detail="UnstuckAfterRoute">
    </Event>
    <Event GameTime="Tue. at 6:56 AM" Phase="UnstuckDirectCall" Detail="IsStuck=True;IdleBudgetMin=12.51;AbsElapsedMin=15.25;BudgetCap=60.00;SafetyCap=240.00;Helper=Marcos Birmingham;WooHooer=null;JoinType=0;PendingJoin=0;LineCount=0;WooHooeeResult=Accepted;Joined=False;HistoryCount=0;CanBeJoined=False;SegmentDuration=35.75;FeedbackFlags=5;PendingIx=null">
    </Event>
    <Event GameTime="Tue. at 7:00 AM" Phase="StuckExitUserCancel" Detail="IsStuck=False;IdleBudgetMin=12.51;AbsElapsedMin=0.00;BudgetCap=60.00;SafetyCap=240.00;Helper=Marcos Birmingham;WooHooer=null;JoinType=0;PendingJoin=0;LineCount=0;WooHooeeResult=Accepted;Joined=False;HistoryCount=0;CanBeJoined=False;SegmentDuration=35.75;FeedbackFlags=5;PendingIx=null">
    </Event>
    <Event GameTime="Tue. at 7:00 AM" Phase="UnstuckMarked" Detail="UserCancel">
    </Event>
    <Event GameTime="Tue. at 7:00 AM" Phase="StuckPhaseComplete" Detail="HistoryCount=0">
    </Event>
    <Event GameTime="Tue. at 7:03 AM" Phase="InspectRunSuccess" Detail="IsStuck=False;IdleBudgetMin=12.51;AbsElapsedMin=0.00;BudgetCap=60.00;SafetyCap=240.00;Helper=Marcos Birmingham;WooHooer=null;JoinType=0;PendingJoin=0;LineCount=0;WooHooeeResult=Accepted;Joined=False;HistoryCount=0;CanBeJoined=False;SegmentDuration=35.75;FeedbackFlags=5;PendingIx=null">
    </Event>
    <Event GameTime="Tue. at 7:03 AM" Phase="SessionTraceEnd" Detail="Tue. at 7:03 AM">
    </Event>
  </Session>
</HoleInWallSessions>

 

 

Btw when I tried your BETA, it seems the injection took longer time than previous stable version lol 

Edited by elixdude
Posted
7 hours ago, elixdude said:

 

So I tried the beta and apparently it's still same (Also it's same on female Sim)

 

Here's the logs:

 

Btw when I tried your BETA, it seems the injection took longer time than previous stable version lol 

 

Hey!

 

What do you mean that it's the same? That both male and female Sims are not able to make other Sims join spontaneaously?

 

This is very strange because hole in the wall always worked normally and has never been touched before yesterday. In any case, I'll have a look at it.

 

And: by injection you mean the initial "Injecting Kinky Interactions" one right after you load your save?

Posted
9 minutes ago, BiterBit said:

 

Hey!

 

What do you mean that it's the same? That both male and female Sims are not able to make other Sims join spontaneaously?

 

This is very strange because hole in the wall always worked normally and has never been touched before yesterday. In any case, I'll have a look at it.

 

And: by injection you mean the initial "Injecting Kinky Interactions" one right after you load your save?

 

When either male or female sim stuck on the hole, the interaction suddenly cancelled and the Help interaction does nothing.

 

Also yes the "Injecting Kinky Interactions".

Posted (edited)
8 hours ago, elixdude said:

 

So I tried the beta and apparently it's still same (Also it's same on female Sim)

 

Here's the logs:

 

Btw when I tried your BETA, it seems the injection took longer time than previous stable version lol 

 

I checked your log more carefully, and I've found this in your specific scenario:

 

Phase="JoinTestRejected" Detail="Reason=JoinerWooHooMotiveBelowThreshold

 

Meaning that your Sims (both male and female Sims) are not joining AFTER the interaction is queued, because to actually join and start woohoo, the hole is requesting at least a 0.5 WorkMotive for WooHooing.

 

There are two possible fixes to this:

 

1) Deleting the threshold requested for WooHooing > Any Sim would join spontaneously this way, with the only limit being the cooldown.

2) Making sure that the interaction is NOT queued on Sims to then be canceled checking the threshold way before the interaction is actually started, maintaining the actual logic.

 

I'm probably preferring the second one and implementing that, but other than that, it looks working fine.

 

In your scenario, try using the Debug option setting everyone in the "Aroused" state and see if anything changes. It's normal for Sims not doing anything (despite it's a "bug" the instant deletion of the interaction) when they have no WorkMotive (so no WooHoo motive).

 

I'll have a look at the injection issue as well!

 

EDIT: I may add a toggle in Hole in the wall settings, inside Global Settings, to just make sure that a player can also make the mod ignore the work motive for joiners. I'll let you know

Edited by BiterBit
Posted (edited)
38 minutes ago, BiterBit said:

 

I checked your log more carefully, and I've found this in your specific scenario:

 

Phase="JoinTestRejected" Detail="Reason=JoinerWooHooMotiveBelowThreshold

 

Meaning that your Sims (both male and female Sims) are not joining AFTER the interaction is queued, because to actually join and start woohoo, the hole is requesting at least a 0.5 WorkMotive for WooHooing.

 

There are two possible fixes to this:

 

1) Deleting the threshold requested for WooHooing > Any Sim would join spontaneously this way, with the only limit being the cooldown.

2) Making sure that the interaction is NOT queued on Sims to then be canceled checking the threshold way before the interaction is actually started, maintaining the actual logic.

 

I'm probably preferring the second one and implementing that, but other than that, it looks working fine.

 

In your scenario, try using the Debug option setting everyone in the "Aroused" state and see if anything changes. It's normal for Sims not doing anything (despite it's a "bug" the instant deletion of the interaction) when they have no WorkMotive (so no WooHoo motive).

 

I'll have a look at the injection issue as well!

 

EDIT: I may add a toggle in Hole in the wall settings, inside Global Settings, to just make sure that a player can also make the mod ignore the work motive for joiners. I'll let you know

 

How to delete the threshold again?

 

Also with no free will and no interaction in queue at all, still not working as well (both also tested with Aroused and Horny state)

Edited by elixdude
Posted (edited)
11 minutes ago, elixdude said:

 

How to delete the threshold again?

 

Also with no free will and no interaction in queue at all, still not working as well (both also tested with Aroused and Horny state)

 

The threshold cannot be deleted normally, for the hole in the wall, in 453 1.0.0.

 

But you can in the newest BETA10 (454 1.0.0 with bumped up version) that you can find here.

 

You can find a new option inside "Hole in the wall settings" named "Ignore WooHoo Motive For Joiners": once you enable it, the woohoo work motive being less than 0.5 should not prevent Sims from joining anymore. By the way, I also tested it in my save, and it seems working fine (both enabled/disabled) without any issue.

 

This new version also includes new map tag toggles requested by @kreiste inside Miscellaneous, so map tag icons for brothel workers and individual whores can now be disabled.

 

Let me know if it's any better, and in any case keep the logging enabled to share details if possible!

 

I will also investigate the injecting taking that much time very soon and let you know.

 

EDIT:

 

11 minutes ago, elixdude said:

EDIT: I think I make this work by maxing the exhibitionism skill...?

 

Typically, the hole in the wall requires several criteria to match a join actually working properly, exhibition being one of them.

 

When I overhauled the entire hole in the wall mechanic, I indeed pointed out that the original criterias were too strict, to the point I didn't even get why they existed in the first place.

 

This is the reason why, in the "Hole in the wall settings" inside "Global Settings", you can find several toggles to tune up your experience, like "Ignore Exhibition levels" and such.

 

In your scenario, yes, I highly recommend ignoring every criteria through settings!

Edited by BiterBit
Posted
4 minutes ago, BiterBit said:

 

The threshold cannot be deleted normally, for the hole in the wall, in 453 1.0.0.

 

But you can in the newest BETA10 (454 1.0.0 with bumped up version) that you can find here.

 

You can find a new option inside "Hole in the wall settings" named "Ignore WooHoo Motive For Joiners": once you enable it, the woohoo work motive being less than 0.5 should not prevent Sims from joining anymore. By the way, I also tested it in my save, and it seems working fine (both enabled/disabled) without any issue.

 

This new version also includes new map tag toggles requested by @kreiste inside Miscellaneous, so map tag icons for brothel workers and individual whores can now be disabled.

 

Let me know if it's any better, and in any case keep the logging enabled to share details if possible!

 

I will also investigate the injecting taking that much time very soon and let you know.

 

Thank you for working the beta update, I think I made it work when I max the exhibionism skill... probably :)

 

But I'll give this a try and will report you later!

Posted (edited)
4 minutes ago, elixdude said:

 

Thank you for working the beta update, I think I made it work when I max the exhibionism skill... probably :)

 

But I'll give this a try and will report you later!

 

Yeah, I also updated my comment with regards to Exhibitionism :D

 

By the way, I also just found out an interesting regression related to the Injections, regarding selfies interactions I patched during BETAs for duplicates and script errors - the modifications make the injection scan multiple stuff at a time.

 

I'll work on it and let you know :)

Edited by BiterBit
Posted
2 minutes ago, BiterBit said:

 

Yeah, I also updated my comment with regards to Exhibitionism :D

 

By the way, I also just found out an interesting regression related to the Injections, regarding selfies interactions I patched during BETAs for duplicates and script errors - the modifications make the injection scan multiple stuff at a time.

 

I'll work on it and let you know :)

 

So I tried the last beta and that toggle fixed makes the scenario works properly, once again thank you for the update!

Also glad you found the issue for the injection. It was pretty slow compared with 0.9.9 (And of course it's faster if you inject on world like Midnight Sun).

Posted
38 minutes ago, elixdude said:

 

So I tried the last beta and that toggle fixed makes the scenario works properly, once again thank you for the update!

Also glad you found the issue for the injection. It was pretty slow compared with 0.9.9 (And of course it's faster if you inject on world like Midnight Sun).

 

I implemented two new caching systems for the interaction injection, so that duplicated checks and interaction injections are avoided, maintaining a stability baseline.

 

Comparing it to 0.9.9 it looks like being even faster, because I didn't only apply the caching system to the selfies interaction, but to the whole object catalogue that is scanned and processed during that loading.

 

Please have a try at the BETA11 here (always deleting scriptCache) and let me know if the injection issue is solved as well.

Posted

@BiterBit Finally got my mods folder the way I want, so I'm gonna try ReFiner finally! I mostly want it for the polyamory function so I can replace Lizcandor Better Polyamory for something lighter, but I had some questions. I'm not sure if I asked them before though so I apologize if you already answered. Is there a way to maintain the relationship between just a set group? I have a throuple that I want to play, but I don't want them running around town flirting, kissing and screwing around with any and everybody, just within their threesome and that's it. Better Polyamory had an "add to relationship" feature that was vital, does ReFiner have that feature as well? And does the multi-relationship ever qualify for the "eternally faithful" buff?

Posted (edited)
1 hour ago, BiterBit said:

 

I implemented two new caching systems for the interaction injection, so that duplicated checks and interaction injections are avoided, maintaining a stability baseline.

 

Comparing it to 0.9.9 it looks like being even faster, because I didn't only apply the caching system to the selfies interaction, but to the whole object catalogue that is scanned and processed during that loading.

 

Please have a try at the BETA11 here (always deleting scriptCache) and let me know if the injection issue is solved as well.

 

I'm... so ASTONISHED with how fast you made with the injection! Like holy moly, it's even faster than previous version! 🤯

 

Thank you for the update as always!

Edited by elixdude

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