BiterBit Posted Thursday at 03:58 PM Author Posted Thursday at 03:58 PM (edited) 6 hours ago, ptsdfromhome said: Biterbit, I'd like to say something. I noticed that ever since I started using your version of KW, the saves I use it on are quicker to save and load. I even checked on of my KW saves and it's only ~50MBs big. I don't know why that happens but I'm glad about, since that means I get to wait less lol I'm really glad to hear it ptsd If you look at the release notes from every build in the main post (possibly looking for words like "performance", "save", "load", "times", etc.), I've spent A LOT of hours trying to engineer a quicker way to load savefiles for KW, implementing caching and deduplication systems 🤣 Work has been made to generally make to mod work faster, lighter and generally smoother (as you may see from the loggings you can enable in Miscellaneous that I actually used during development)! Gladly, build 454 also brought back quick interaction injections times! After many builds I guess it reached a nice level of performances! Also, just to be complete: 8 hours ago, ptsdfromhome said: do you happen to know how to remove the KW High School after it's been added and run for a few days? In theory, once you disable/unassign students from the KW High School, there should be a listener/poller that tries to re-assign them to normal rabbithole school after midnight every day (but I may remember that wrongly). Master Controller in any case is a good solution for that, as you pointed out Edited Thursday at 04:05 PM by BiterBit
ptsdfromhome Posted Thursday at 08:24 PM Posted Thursday at 08:24 PM 4 hours ago, BiterBit said: If you look at the release notes from every build in the main post (possibly looking for words like "performance", "save", "load", "times", etc.), I've spent A LOT of hours trying to engineer a quicker way to load savefiles for KW, implementing caching and deduplication systems 🤣 Work has been made to generally make to mod work faster, lighter and generally smoother (as you may see from the loggings you can enable in Miscellaneous that I actually used during development)! Ok, so like did you change some things when it comes to how the game loads save games? Not for KW specifically but in general? Because it's been a few months since I've noticed this.
BiterBit Posted Thursday at 11:08 PM Author Posted Thursday at 11:08 PM (edited) 2 hours ago, ptsdfromhome said: Ok, so like did you change some things when it comes to how the game loads save games? Not for KW specifically but in general? Because it's been a few months since I've noticed this. Yes! One of the most useful things was probably to re-design the way the mod loads itself when you select a save, on many layers. There were many things implemented since March (I'll grab them from changelos in a "quick" summary): - caching already-loaded animation packages - caching repeated XML parsing results - reducing redundant animation-loading work - caching reflection lookups - (more recently) reducing repeated object compatibility checks during interaction injection (after world load) Those changes made the overall save-loading process faster with KW installed, even though I haven’t rewritten the game’s general save loader because a script mod can't directly do that. The main issue was that KW was impacting save loading negatively in the past, being one of the first thing I've noticed, and now it can load a save way faster than it used to do. So we can say that the basegame still loads with the same timings, but KW doesn't affect with the same weight anymore The benefit also depends on the specific world, installed animation packs, and CC in general. Every optimization started back to builds 445-446 and has been a work in progress, so it could fit what you’ve noticed over the past few months! What I also think is that possibly, if you use a lot of mods, performance ASIs like Sonja's patch could have made a difference as well! Edited Thursday at 11:10 PM by BiterBit 1
ptsdfromhome Posted Friday at 08:21 AM Posted Friday at 08:21 AM Wow, thank you for the detailed explanation! Yeah, I do use Sonja's patch but my other non-KW saves don't load so fast. It's strange. I might need to try loading my non-KW saves with KW installed to see if it's the mod that causes it or because my KW ones are small in file size (45-60MBs, even though I've played them for some time). 1
BiterBit Posted Friday at 07:22 PM Author Posted Friday at 07:22 PM 10 hours ago, ptsdfromhome said: Wow, thank you for the detailed explanation! Yeah, I do use Sonja's patch but my other non-KW saves don't load so fast. It's strange. I might need to try loading my non-KW saves with KW installed to see if it's the mod that causes it or because my KW ones are small in file size (45-60MBs, even though I've played them for some time). Yeah, eventually let me know what you find about this I also wanted to report you something else I might be really proud of. I may have found a way to permanently fix the duplication issue in romantic interactions. Two main causes were identified: - Incest singletons (interaction definitions) were reinjected twice in some scenarios where the base KW injector already applied its pass, so you may have found duplication both from KW and not from EA - Relationship singletons by KW were doing the same thing, when two Sims of the same age/bucket reached the romantic status (date, kiss, engaged, married, etc.) and the mod re-injected stuff like Flirt, Kiss, etc. So: - I removed the double injection in incest cases - I implemented a system where EA gets pre-tested BEFORE the KW reinjects romantic interactions, therefore, now, KW interactions are injected OVER the EA layer only when EA doesn't already include that in the pie menu, basically in the same way ReLover adds "Full Romance Interactions" I also added the "(KW)" suffix to KW reinjected interactions as you suggested as a separate toggle you can now enable or disable in Miscellaneous, to better understand where and when KW does a reinjection. By some tests I ran, results are amazing: there are no duplicates (both with KW romantic injections toggle ON and OFF) and everything works as expected. What is lost is the fact that KW reinjections alongside EA were originally designed to start specific woohoo interaction chains as a hook after the interactions were completed, like for example: "Kiss (KW)" > [Chain] Tease > [Chain] Seduce > [Chain] Ask to woohoo" Or "Kiss (KW)" > [Chain] Ask to woohoo" E.g., AFTER the interaction completed. Without those (KW) duplicates (that players didn't even click correctly everytime by the way without a proper suffix) the woohoo requests and actions are more likely just started because of arousal levels. I don't think this is even noticeable, but it can eventually be fixed by adding a code hook to normal EA interactions, like: (EA) Kiss > [Hook Chain] Tease > [Hook Chain] Ask for WooHoo ... etc. I still didn't analyze the duplication issue in the funny bucket, but I really hope it can be fixed as well. If you feel like it, I can share the test build of build 455 1.0.1 for you to try
ptsdfromhome Posted yesterday at 11:04 AM Posted yesterday at 11:04 AM Wow, that's amazing news! Sure, send it over! 1
BiterBit Posted 22 hours ago Author Posted 22 hours ago (edited) 1 hour ago, ptsdfromhome said: Wow, that's amazing news! Sure, send it over! There you go, I'll directly put it here [BETA1] Oniki's Kinky World Build 455 v1.0.1 - LoversLab Edition (MULTI).7z This beta version for build 455: - Adds KW suffix as a custom toggle in Miscellaneous > Interaction Settings - Fixes duplicates for romantic interactions (only readds them where they are actually missing) - Fixes duplicates for funny interactions (only readds them where they are actually missing) With this version, you can theoretically keep both romantic and funny toggle ON in Miscellaneous without noticing any particular issue. So happy that this finally worked out in the end (at least by my tests)! If you test this out, let me know if interactions keep working and appearing normally in every possible scenario EDIT: This beta already includes new STBL updates from @Dustercoat0321 and @Negative-Andy (but has a new toggle in string files)! Edited 22 hours ago by BiterBit 2
Dickhead8888 Posted 20 hours ago Posted 20 hours ago Current woohoo sequence has always been handjob->oral and then vaginal and anal only till the end. I wish there're gonna be more mix-ups and randoms since handjob and oral only play once per woohoo. Durations for autonomous masturbations on showers and toilets, shaving still cant be modified at the moment I believe? 1
Negative-Andy Posted 8 hours ago Posted 8 hours ago 14 hours ago, BiterBit said: はい、ここに直接置きます [BETA1] Oniki's Kinky World Build 455 v1.0.1 - LoversLab Edition (MULTI).7z 59.3 MB ・ 1ダウンロード ビルド455のベータ版はこちらです。 - 「その他」>「インタラクション設定」にカスタムトグルとして「KW」サフィックスを追加します。 - 恋愛関係における重複を修正します(実際に欠落している場合にのみ再追加します)。 - 面白いやり取りにおける重複を修正します(実際に欠落している箇所にのみ再追加します) このバージョンでは、理論的には「その他」の項目でロマンチックと面白いの両方のトグルをオンにしたままでも、特に問題は発生しません。 最終的にうまくいって本当に嬉しいです(少なくとも私のテストでは)! これをテストしたら、あらゆるシナリオでインタラクションが正常に機能し、表示されるかどうか教えてください。 編集: このベータ版には、STBL の新しいアップデートが既に含まれています。@Dustercoat0321 そして@ネガティブアンディ (ただし、文字列ファイルに新しい切り替え機能が追加されました!) Hi. I’m sending over the Japanese translation file—though most of it was translated using Google Translate. JP.zip 1
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