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[Sims3][WIP] KinkyWorld v0.37 [Updated: May 3rd 2019]


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Posted

 

 

 

Also when i chosed the house and ready to play, the game  crashes. What to do?

There is some error with TS3W.exe file or something. Mod works, but some time later after playing, the game still crashes. What to do? Pls, help. :(

 

do u have any mods installed?do u have a list of them? and what world are u using?

 

Only kinky world and requires mods. +"no sparkles" and "no intro from FrameworkSetup.

 

 

 

 

Also when i chosed the house and ready to play, the game  crashes. What to do?

There is some error with TS3W.exe file or something. Mod works, but some time later after playing, the game still crashes. What to do? Pls, help. :(

 

 

 

This happened to me several times a few months ago.  Do you have the Crash Log Analyzer?  It told me that my game was not patched to the current patch and after doing much searching I found up to date patches over on MTS.  I patched it and I haven't received that error since then.  Just throwing this out there, duck so I don't hit you :P

I haven't. Where can i find it?

 

ok problem could be bad cc in case u use cc. i had a bad cc skin that kept crashing the game.

 

also clean your cache and the crashlogs should be located in your documents the sims 3 folder

Posted

 

 

 

 

 

 

Three bluescreens this time. Timestamp 10-08-29 was before installing the Bondage Frame needed for Lady666_Kinky animations.

15-04-44 and 15-05-54 were after cleaning cache and all and something is still missing.

I have only 5 animations where it should be 6. Kinky interactions on the Frame are greyed out "no stage found", this is the missing animation.

Both games were new ones, cleaning cache was just in case.

This is a bug in the public release of KW. The animation system fail to load the animation. It will be fixed in the next release.

 

 

 

 

 

So technically, hopefully the next version shouldn't have any bluescreens anymore? :)
I really enjoy this mod, but the bluescreens do get annoying at times, but i can deal with them knowing that it's getting worked on. :D

I've never said that there will be no more blue screen, I've just said that this bug will be fixed. Blue screens are part of the debug process. They are really usefull to determine where and when errors happen.


hello,

 

i use your mod and storyprogression but with 2.3 and 2.4 i have a problem with the saves.

The game charge and i arrive on my part,

i have the messages as mods are active and few seconds later the game "freeze", one time after 5 minutes i  can play but other times i must stop the game with windows, sometimes one sim minute pass.

i test several worlds but its just change the number of saves when the save bug.

i haven't any problem with 2.2.

 

 

thanks for your mod 

sorry for my english

Try to keep only KW and all required mods and remove all others. Load your game and see if the freeze still happens.

 

 

 

 

 

Yeah, i understand that. :) But most of the bluescreens i get are the "simulating object is null unable to obtain an interaction object" things which seem fairly common, so if that would be fixed there shouldn't be a lot of bluescreens left, if any. (at least for my playthrough) :) I'd love to help more but i'm not that experienced with sims mods.

Posted

 

 

 

 

Also when i chosed the house and ready to play, the game  crashes. What to do?

There is some error with TS3W.exe file or something. Mod works, but some time later after playing, the game still crashes. What to do? Pls, help. :(

 

do u have any mods installed?do u have a list of them? and what world are u using?

 

Only kinky world and requires mods. +"no sparkles" and "no intro from FrameworkSetup.

 

 

 

 

Also when i chosed the house and ready to play, the game  crashes. What to do?

There is some error with TS3W.exe file or something. Mod works, but some time later after playing, the game still crashes. What to do? Pls, help. :(

 

 

 

This happened to me several times a few months ago.  Do you have the Crash Log Analyzer?  It told me that my game was not patched to the current patch and after doing much searching I found up to date patches over on MTS.  I patched it and I haven't received that error since then.  Just throwing this out there, duck so I don't hit you :P

I haven't. Where can i find it?

 

ok problem could be bad cc in case u use cc. i had a bad cc skin that kept crashing the game.

 

also clean your cache and the crashlogs should be located in your documents the sims 3 folder

 

I reinstalled the game, launcher shows error, but works further and load the game. Then, after 10-15 min crashes (with or without mods). Could it be just a bad version of game? Because i see no caches or crashlogs folders in / the sims 3 /.

 

Hello
I tried to remove from the game in progress all the loaded animations , to replace them with the new ones, but every time I try to load "KW_Lady666_Kinky_Animations" I get an error that does not allow me to finish, I tried various types of reset to the blue screen the script, but not eliminate the error. I'm using the version "KinkyWorld v0.2.4".
 
I also tried to start a new game, when I went to load the animations, I noticed that KW_Lady666_Kinky_Animations with 5 animations was already loaded when the model was launched, but no other animation file was present.
 
I have read this...

OnikiKay, on 03 Aug 2015 - 08:41 AM, said:snapback.png

 

Jolie Rouge, on 02 Aug 2015 - 3:50 PM, said:snapback.png

Three bluescreens this time. Timestamp 10-08-29 was before installing the Bondage Frame needed for Lady666_Kinky animations.

15-04-44 and 15-05-54 were after cleaning cache and all and something is still missing.

I have only 5 animations where it should be 6. Kinky interactions on the Frame are greyed out "no stage found", this is the missing animation.

Both games were new ones, cleaning cache was just in case.

This is a bug in the public release of KW. The animation system fail to load the animation. It will be fixed in the next release.

 
The bug that seems to have well known and most probably fixed in the next release, I thought it might be useful my screen shot and the copy of the XML file scripts.
 
I apologize for my poor English proficiency, I hope to however be "understandable".
 
Thank you for any suggestions you can offer me, and thank you for your valuable efforts.

 

i saw this picture too.

Posted

Some things that irritate me (just little irritants, mind you).

 

1. It would be nice if OKW could remember settings from game to game.  So if I start a new game, and I enable OKW, then all my settings for OKW from the most recent previous game are loaded by default.  Save the trouble of reloading animations, for example.  Not sure if this already works and I'm just doing something wrong, or if it's not even possible in the way the Sims 3 game is architected.

2. Speaking of loading animations, a loading progress bar of some sort would be nice.

3. Speaking of loading animations, it seems to be a mystery as to what to load.  I mean, I read through the forums, and I load "KW_Lady666_Animations" and not "OKW_Lady666_Animations" because someone said so, but how would I know that without that guidance?  I downloaded After Dusk (two packages: "ADSAnims.package" and "AW_AfterDuskSims.package"), and after some experimenting, I found that I needed to type "AfterDuskSims" in the OKW load box even though that is not the name of either package that came in the download.  For Master Animations (two packages: "Masteranimations.package" and "KW_Masteranimations.package"), I load Masteranimations, not KW_Masteranimations, exactly the opposite pattern to Lady666.  And I still have not been able to load the legacy WTW animation package (one package: "WTWanimations.package") or HDS Creations package (one package: "HDSCreations - big load of animations.package").  Also, can I safely delete any of these files?  I'm thinking of the "AW_xxx.package" files, since they are for AnimatedWoohoo and so probably not used.  It would be nice if we could point to a definitive list of loading instructions for all packages (legacy and converted).  It would better if we didn't need that at all, and that the correct loading commands could be made obvious through a naming convention or some other means.

 

By the way, has anyone made a Sims 3 CC object of a soapbox?  Clearly I could use one.    :D

Posted

I don't know if you would call it a bug or not, but I have noticed on dogs around the neighborhood that their penises don't go away, is that normal?  I don't have the animal part of Kinky enabled, and none of my Sims have owned dogs, nor do I want them to right now with the penis showing all the time, so I don't know if it's there all day, or just when I see them out around town.  Anyone else noticed that?

Posted

 

 

 

 

 

 

Three bluescreens this time. Timestamp 10-08-29 was before installing the Bondage Frame needed for Lady666_Kinky animations.

15-04-44 and 15-05-54 were after cleaning cache and all and something is still missing.

I have only 5 animations where it should be 6. Kinky interactions on the Frame are greyed out "no stage found", this is the missing animation.

Both games were new ones, cleaning cache was just in case.

This is a bug in the public release of KW. The animation system fail to load the animation. It will be fixed in the next release.

 

 

 

 

 

So technically, hopefully the next version shouldn't have any bluescreens anymore? :)

I really enjoy this mod, but the bluescreens do get annoying at times, but i can deal with them knowing that it's getting worked on. :D

I've never said that there will be no more blue screen, I've just said that this bug will be fixed. Blue screens are part of the debug process. They are really usefull to determine where and when errors happen.

hello,

 

i use your mod and storyprogression but with 2.3 and 2.4 i have a problem with the saves.

The game charge and i arrive on my part,

i have the messages as mods are active and few seconds later the game "freeze", one time after 5 minutes i  can play but other times i must stop the game with windows, sometimes one sim minute pass.

i test several worlds but its just change the number of saves when the save bug.

i haven't any problem with 2.2.

 

 

thanks for your mod 

sorry for my english

Try to keep only KW and all required mods and remove all others. Load your game and see if the freeze still happens.

 

 

 

 

 

Yeah, i understand that. :) But most of the bluescreens i get are the "simulating object is null unable to obtain an interaction object" things which seem fairly common, so if that would be fixed there shouldn't be a lot of bluescreens left, if any. (at least for my playthrough) :) I'd love to help more but i'm not that experienced with sims mods.

Don't forget that because this is a work in progress, the updates do not only contain bug fixes.  OnikiKay adds new features each time, creating the potential for new blue screens that you may not have had before.

Posted

Fun things brewing over on Patreon.  Come over and support Onikikay.  Check out the newest additions to the KW family:

Threesome rape (foursome rape possible too), Nightstand box of condoms and Call Girl situation too.  Your sim can be a Call Girl/Male Escort or you can order one too. 

post-561062-0-60355800-1438747662_thumb.jpg

post-561062-0-65762600-1438747681_thumb.jpg

post-561062-0-19424900-1438747912_thumb.jpg

Posted

 

@ OnikiKay

 

I keep seeing this over and over in the xml that KW generates when I run the game. Bear in mind that I have dogs, cats and horses switched to off in sims gameplay settings before I started this neighborhood or turned KW on in that hood. Also switched ALL animals off in Nraas register.

 

Bellaboosh Dog : *** DEBUG *** : ApplyOutfit: CreatedSim is null

Ronroneo Dog : *** DEBUG *** : ApplyOutfit: CreatedSim is null

Bridgitte Dog : *** DEBUG *** : ApplyOutfit: CreatedSim is null

Pepper Horse : *** DEBUG *** : ApplyOutfit: CreatedSim is null

Libby Dog : *** DEBUG *** : ApplyOutfit: CreatedSim is null

Bubo Horse : *** DEBUG *** : ApplyOutfit: CreatedSim is null

Booty Horse : *** DEBUG *** : ApplyOutfit: CreatedSim is null

Brandy Horse : *** DEBUG *** : ApplyOutfit: CreatedSim is null

Sassy Dog : *** DEBUG *** : ApplyOutfit: CreatedSim is null

Bonnie Horse : *** DEBUG *** : ApplyOutfit: CreatedSim is null

 

Is KW generating animals in a hood that has them turned off in sims gameplay options AND in KW options?

I find the odd cat, dog or horse wandering around my hood and have to get the nraas shotgun out.

 

The only animal spawned by KW (if the dog option is enabled) are Stray dogs and Wild horses. Named animals aren't spawned by KW.

Posted

 

 

 

 

 

 

Three bluescreens this time. Timestamp 10-08-29 was before installing the Bondage Frame needed for Lady666_Kinky animations.

15-04-44 and 15-05-54 were after cleaning cache and all and something is still missing.

I have only 5 animations where it should be 6. Kinky interactions on the Frame are greyed out "no stage found", this is the missing animation.

Both games were new ones, cleaning cache was just in case.

This is a bug in the public release of KW. The animation system fail to load the animation. It will be fixed in the next release.

 

 

 

 

 

So technically, hopefully the next version shouldn't have any bluescreens anymore? :)

I really enjoy this mod, but the bluescreens do get annoying at times, but i can deal with them knowing that it's getting worked on. :D

I've never said that there will be no more blue screen, I've just said that this bug will be fixed. Blue screens are part of the debug process. They are really usefull to determine where and when errors happen.

hello,

 

i use your mod and storyprogression but with 2.3 and 2.4 i have a problem with the saves.

The game charge and i arrive on my part,

i have the messages as mods are active and few seconds later the game "freeze", one time after 5 minutes i  can play but other times i must stop the game with windows, sometimes one sim minute pass.

i test several worlds but its just change the number of saves when the save bug.

i haven't any problem with 2.2.

 

 

thanks for your mod 

sorry for my english

Try to keep only KW and all required mods and remove all others. Load your game and see if the freeze still happens.

 

 

 

 

 

Yeah, i understand that. :) But most of the bluescreens i get are the "simulating object is null unable to obtain an interaction object" things which seem fairly common, so if that would be fixed there shouldn't be a lot of bluescreens left, if any. (at least for my playthrough) :) I'd love to help more but i'm not that experienced with sims mods.

"simulating object is null unable to obtain an interaction object" is a generic message, don't pay attention to it. That doesn't mean all the error are identical. There are still lots of DIFFERENT bugs to solve in KW.

Posted (edited)

so...any estimated release date for the 0.2.5 update? the game is unplayable in the current 0.2.4 version. plays fine for the first time but freezes 10 secondes after quiting and loading a save. would like this problem solved in the next update before implementing any new features. also it would be very cool to replace the debug interactions with non-immersion breaking ones.

Edited by liveforlove
Posted

"any estimated release date for the 0.2.5 update?"

 

A few people have asked for eta`s on update throughout this thread. None of them got an answer, some of them got trolled for doing it.

It`ll be here when it`s here.

Posted

so...any estimated release date for the 0.2.5 update? the game is unplayable in the current 0.2.4 version. plays fine for the first time but freezes 10 secondes after quiting and loading a save. would like this problem solved in the next update before implementing any new features. also it would be very cool to replace the debug interactions with non-immersion breaking ones.

 

It'll be out when it's out.  Fair 'nuff.  But can I offer an idea for releases?  We release software along two branches -- bug fixes and new features.  Bug fix releases come pretty regularly, and we are very diligent never to include new capability in a bug fix.  Mostly because new features are always buggy, and a bug fix release must always have fewer bugs after the release!  At the same time, a one-person shop like OnikiKay can't be expected to manage that much release complexity.  Still, a minor release schedule with JUST bug fixes would be nice...

 

How about a test team?  Active users who get bug fix releases (not new feature releases) and they bang on it for a week to give it a thumbs-up-down.  They represent a fair cross-section of the user community -- different EPs, different gaming configurations, etc.  If no one reports an A-class bug, and can confirm that the promised bugs are squished, the bug fix release goes public.

Posted

"How about a test team?  Active users who get bug fix releases (not new feature releases) and they bang on it for a week to give it a thumbs-up-down."

 

You should probably check out OnikiKays blog, in their sig......"My Blog"

 

 

Posted

"How about a test team?  Active users who get bug fix releases (not new feature releases) and they bang on it for a week to give it a thumbs-up-down."

 

You should probably check out OnikiKays blog, in their sig......"My Blog"

 

See a couple of recent of posts about new features, and something here about  ... oh ... patrons!  Duh.  Never mind.  

 

(Honestly, that just slipped right by me.  Was I being dense, or could the patronage scheme have been more boldly advertised?)

 

Give me a few minutes to kick some cash in...

 

Edit: I'm in, and happy that I can help OnikiKay continue this great work.

Posted

 

so...any estimated release date for the 0.2.5 update? the game is unplayable in the current 0.2.4 version. plays fine for the first time but freezes 10 secondes after quiting and loading a save. would like this problem solved in the next update before implementing any new features. also it would be very cool to replace the debug interactions with non-immersion breaking ones.

 

It'll be out when it's out.  Fair 'nuff.  But can I offer an idea for releases?  We release software along two branches -- bug fixes and new features.  Bug fix releases come pretty regularly, and we are very diligent never to include new capability in a bug fix.  Mostly because new features are always buggy, and a bug fix release must always have fewer bugs after the release!  At the same time, a one-person shop like OnikiKay can't be expected to manage that much release complexity.  Still, a minor release schedule with JUST bug fixes would be nice...

 

How about a test team?  Active users who get bug fix releases (not new feature releases) and they bang on it for a week to give it a thumbs-up-down.  They represent a fair cross-section of the user community -- different EPs, different gaming configurations, etc.  If no one reports an A-class bug, and can confirm that the promised bugs are squished, the bug fix release goes public.

 

i agree with you completly. fixing the bugs in previous releases should take priority over releasing new versions with new features and more bugs. to my knowledge the game breaking freeze bug has been around since the 0.2.3 version. that version was released more than a month ago. this means the game has not been playable since with this mod activated. the mod creator can take his time implementing new features in the mod provided the the game is still in a playable state which it is not. how can we check the new features if we can not play the game?

 

Posted

 

 

so...any estimated release date for the 0.2.5 update? the game is unplayable in the current 0.2.4 version. plays fine for the first time but freezes 10 secondes after quiting and loading a save. would like this problem solved in the next update before implementing any new features. also it would be very cool to replace the debug interactions with non-immersion breaking ones.

 

It'll be out when it's out.  Fair 'nuff.  But can I offer an idea for releases?  We release software along two branches -- bug fixes and new features.  Bug fix releases come pretty regularly, and we are very diligent never to include new capability in a bug fix.  Mostly because new features are always buggy, and a bug fix release must always have fewer bugs after the release!  At the same time, a one-person shop like OnikiKay can't be expected to manage that much release complexity.  Still, a minor release schedule with JUST bug fixes would be nice...

 

How about a test team?  Active users who get bug fix releases (not new feature releases) and they bang on it for a week to give it a thumbs-up-down.  They represent a fair cross-section of the user community -- different EPs, different gaming configurations, etc.  If no one reports an A-class bug, and can confirm that the promised bugs are squished, the bug fix release goes public.

 

i agree with you completly. fixing the bugs in previous releases should take priority over releasing new versions with new features and more bugs. to my knowledge the game breaking freeze bug has been around since the 0.2.3 version. that version was released more than a month ago. this means the game has not been playable since with this mod activated. the mod creator can take his time implementing new features in the mod provided the the game is still in a playable state which it is not. how can we check the new features if we can not play the game?

 

@liveforlove

Have you read the first page of this thread and been following the instructions?

What other mods do you use?

Is your game patched up to 1.67?

Are you playing Paradise Island?

Have you cleared the cache-files (mydocuments-Electronic Arts-Sims 3, all files (not folders!) with "Cache" in their name)?

Have you read maraas` Guide to OKW?

 

 

 

 

Posted

 

 

so...any estimated release date for the 0.2.5 update? the game is unplayable in the current 0.2.4 version. plays fine for the first time but freezes 10 secondes after quiting and loading a save. would like this problem solved in the next update before implementing any new features. also it would be very cool to replace the debug interactions with non-immersion breaking ones.

 

It'll be out when it's out.  Fair 'nuff.  But can I offer an idea for releases?  We release software along two branches -- bug fixes and new features.  Bug fix releases come pretty regularly, and we are very diligent never to include new capability in a bug fix.  Mostly because new features are always buggy, and a bug fix release must always have fewer bugs after the release!  At the same time, a one-person shop like OnikiKay can't be expected to manage that much release complexity.  Still, a minor release schedule with JUST bug fixes would be nice...

 

How about a test team?  Active users who get bug fix releases (not new feature releases) and they bang on it for a week to give it a thumbs-up-down.  They represent a fair cross-section of the user community -- different EPs, different gaming configurations, etc.  If no one reports an A-class bug, and can confirm that the promised bugs are squished, the bug fix release goes public.

 

i agree with you completly. fixing the bugs in previous releases should take priority over releasing new versions with new features and more bugs. to my knowledge the game breaking freeze bug has been around since the 0.2.3 version. that version was released more than a month ago. this means the game has not been playable since with this mod activated. the mod creator can take his time implementing new features in the mod provided the the game is still in a playable state which it is not. how can we check the new features if we can not play the game?

 

 

Go ahead, make your own mod. Looks like it is working for majority of people looking in to this thread. It is unstable, but playable, so maybe try fix things on your end.

Posted

 

 

 

so...any estimated release date for the 0.2.5 update? the game is unplayable in the current 0.2.4 version. plays fine for the first time but freezes 10 secondes after quiting and loading a save. would like this problem solved in the next update before implementing any new features. also it would be very cool to replace the debug interactions with non-immersion breaking ones.

 

It'll be out when it's out.  Fair 'nuff.  But can I offer an idea for releases?  We release software along two branches -- bug fixes and new features.  Bug fix releases come pretty regularly, and we are very diligent never to include new capability in a bug fix.  Mostly because new features are always buggy, and a bug fix release must always have fewer bugs after the release!  At the same time, a one-person shop like OnikiKay can't be expected to manage that much release complexity.  Still, a minor release schedule with JUST bug fixes would be nice...

 

How about a test team?  Active users who get bug fix releases (not new feature releases) and they bang on it for a week to give it a thumbs-up-down.  They represent a fair cross-section of the user community -- different EPs, different gaming configurations, etc.  If no one reports an A-class bug, and can confirm that the promised bugs are squished, the bug fix release goes public.

 

i agree with you completly. fixing the bugs in previous releases should take priority over releasing new versions with new features and more bugs. to my knowledge the game breaking freeze bug has been around since the 0.2.3 version. that version was released more than a month ago. this means the game has not been playable since with this mod activated. the mod creator can take his time implementing new features in the mod provided the the game is still in a playable state which it is not. how can we check the new features if we can not play the game?

 

@liveforlove

Have you read the first page of this thread and been following the instructions?

What other mods do you use?

Is your game patched up to 1.67?

Are you playing Paradise Island?

Have you cleared the cache-files (mydocuments-Electronic Arts-Sims 3, all files (not folders!) with "Cache" in their name)?

Have you read maraas` Guide to OKW?

 

yes have read the instructions on the first page and followed them..i only use essential nraas mods: error trap, overwatch, register, traffic, go here, once read, and of course master controller. i do not use story progression any more because this mod is not stable with it. my game is fully updated with all the expansions... i play on sunset valley. i always delete the whole sims3 folder in my documents after every freeze and start a new game...yes i have read the guide to okw. i do not consider myself tech savy but i know my way around sims 3 modding and iam pretty sure the mod creator himself knows the exact bug iam talking about. he said so in an earlier post.

 

 

Posted

 

 

 

 

so...any estimated release date for the 0.2.5 update? the game is unplayable in the current 0.2.4 version. plays fine for the first time but freezes 10 secondes after quiting and loading a save. would like this problem solved in the next update before implementing any new features. also it would be very cool to replace the debug interactions with non-immersion breaking ones.

 

It'll be out when it's out.  Fair 'nuff.  But can I offer an idea for releases?  We release software along two branches -- bug fixes and new features.  Bug fix releases come pretty regularly, and we are very diligent never to include new capability in a bug fix.  Mostly because new features are always buggy, and a bug fix release must always have fewer bugs after the release!  At the same time, a one-person shop like OnikiKay can't be expected to manage that much release complexity.  Still, a minor release schedule with JUST bug fixes would be nice...

 

How about a test team?  Active users who get bug fix releases (not new feature releases) and they bang on it for a week to give it a thumbs-up-down.  They represent a fair cross-section of the user community -- different EPs, different gaming configurations, etc.  If no one reports an A-class bug, and can confirm that the promised bugs are squished, the bug fix release goes public.

 

i agree with you completly. fixing the bugs in previous releases should take priority over releasing new versions with new features and more bugs. to my knowledge the game breaking freeze bug has been around since the 0.2.3 version. that version was released more than a month ago. this means the game has not been playable since with this mod activated. the mod creator can take his time implementing new features in the mod provided the the game is still in a playable state which it is not. how can we check the new features if we can not play the game?

 

@liveforlove

Have you read the first page of this thread and been following the instructions?

What other mods do you use?

Is your game patched up to 1.67?

Are you playing Paradise Island?

Have you cleared the cache-files (mydocuments-Electronic Arts-Sims 3, all files (not folders!) with "Cache" in their name)?

Have you read maraas` Guide to OKW?

 

yes have read the instructions on the first page and followed them..i only use essential nraas mods: error trap, overwatch, register, traffic, go here, once read, and of course master controller. i do not use story progression any more because this mod is not stable with it. my game is fully updated with all the expansions... i play on sunset valley. i always delete the whole sims3 folder in my documents after every freeze and start a new game...yes i have read the guide to okw. i do not consider myself tech savy but i know my way around sims 3 modding and iam pretty sure the mod creator himself knows the exact bug iam talking about. he said so in an earlier post.

 

 

 

I can see a couple of possible problems overwatch interferes  error trap tries to fix stuff at the same time as KW I think traffic does not play ball either why don't you try taking them out and retry first before blaming the KW mod as not many people are having such problems as you

Posted

 

Problems [ Lagging and freeze ]

 

I use ONIKI Kinky World v0.2.4

 

when i start a new world the mod works well.

 

But After some time the lagging starts and then finally the game completely freezes.

 

Then i reload my save game the game loads successfully but after 10 seconds the game completely freezes.

 

So close the game with Windows Task Manager.

 

And then reload my save game again but nothing changes after 10 seconds the game completely freezes.

 

Again and Again and Again got same error

 

i can't play my save game anymore. :(

 

Some one Plzzz Help me.

I've just tested Isla Paradiso and have the same problems. The game freeze every 10 seconds for at least 20 secondes. This is completely unplayable.

I'll take a look at this problem. Sorry for the inconvenience.

 

this is the bug i was talking about.

 

 

 

 

so...any estimated release date for the 0.2.5 update? the game is unplayable in the current 0.2.4 version. plays fine for the first time but freezes 10 secondes after quiting and loading a save. would like this problem solved in the next update before implementing any new features. also it would be very cool to replace the debug interactions with non-immersion breaking ones.

 

It'll be out when it's out.  Fair 'nuff.  But can I offer an idea for releases?  We release software along two branches -- bug fixes and new features.  Bug fix releases come pretty regularly, and we are very diligent never to include new capability in a bug fix.  Mostly because new features are always buggy, and a bug fix release must always have fewer bugs after the release!  At the same time, a one-person shop like OnikiKay can't be expected to manage that much release complexity.  Still, a minor release schedule with JUST bug fixes would be nice...

 

How about a test team?  Active users who get bug fix releases (not new feature releases) and they bang on it for a week to give it a thumbs-up-down.  They represent a fair cross-section of the user community -- different EPs, different gaming configurations, etc.  If no one reports an A-class bug, and can confirm that the promised bugs are squished, the bug fix release goes public.

 

i agree with you completly. fixing the bugs in previous releases should take priority over releasing new versions with new features and more bugs. to my knowledge the game breaking freeze bug has been around since the 0.2.3 version. that version was released more than a month ago. this means the game has not been playable since with this mod activated. the mod creator can take his time implementing new features in the mod provided the the game is still in a playable state which it is not. how can we check the new features if we can not play the game?

 

 

Go ahead, make your own mod. Looks like it is working for majority of people looking in to this thread. It is unstable, but playable, so maybe try fix things on your end.

 

how can it be working well for you when even the mod creator has the same bug on his mod? see above.

Posted

i play isla pradiso a lot and other worlds and have very little lag problems

 

i am not talking about the lag. iam talking about the game freezing after loading a saved game.

Posted

 

 

Problems [ Lagging and freeze ]

 

I use ONIKI Kinky World v0.2.4

 

when i start a new world the mod works well.

 

But After some time the lagging starts and then finally the game completely freezes.

 

Then i reload my save game the game loads successfully but after 10 seconds the game completely freezes.

 

So close the game with Windows Task Manager.

 

And then reload my save game again but nothing changes after 10 seconds the game completely freezes.

 

Again and Again and Again got same error

 

i can't play my save game anymore. :(

 

Some one Plzzz Help me.

I've just tested Isla Paradiso and have the same problems. The game freeze every 10 seconds for at least 20 secondes. This is completely unplayable.

I'll take a look at this problem. Sorry for the inconvenience.

 

this is the bug i was talking about.

 

 

 

 

so...any estimated release date for the 0.2.5 update? the game is unplayable in the current 0.2.4 version. plays fine for the first time but freezes 10 secondes after quiting and loading a save. would like this problem solved in the next update before implementing any new features. also it would be very cool to replace the debug interactions with non-immersion breaking ones.

 

It'll be out when it's out.  Fair 'nuff.  But can I offer an idea for releases?  We release software along two branches -- bug fixes and new features.  Bug fix releases come pretty regularly, and we are very diligent never to include new capability in a bug fix.  Mostly because new features are always buggy, and a bug fix release must always have fewer bugs after the release!  At the same time, a one-person shop like OnikiKay can't be expected to manage that much release complexity.  Still, a minor release schedule with JUST bug fixes would be nice...

 

How about a test team?  Active users who get bug fix releases (not new feature releases) and they bang on it for a week to give it a thumbs-up-down.  They represent a fair cross-section of the user community -- different EPs, different gaming configurations, etc.  If no one reports an A-class bug, and can confirm that the promised bugs are squished, the bug fix release goes public.

 

i agree with you completly. fixing the bugs in previous releases should take priority over releasing new versions with new features and more bugs. to my knowledge the game breaking freeze bug has been around since the 0.2.3 version. that version was released more than a month ago. this means the game has not been playable since with this mod activated. the mod creator can take his time implementing new features in the mod provided the the game is still in a playable state which it is not. how can we check the new features if we can not play the game?

 

 

Go ahead, make your own mod. Looks like it is working for majority of people looking in to this thread. It is unstable, but playable, so maybe try fix things on your end.

 

how can it be working well for you when even the mod creator has the same bug on his mod? see above.

 

 

How much CC do you have?  I was having a lag/stutter issue on a machine that is well over-spec for Sims 3.  It happened just as I got the Pets EP, so I was convinced that the presence of pets+OKW was causing the problem.  But I delved further into it, and discovered something else.  At the same time I had gotten Pets, I had spent a fair amount of time downloading all sorts of CC, as well as extracting packages from sims3packs to fix the IsRevealing flag so the clothes would work better with OKW.  I had well over 200 package files in my mods directory, and it turns out that there is a well known issue with TS3 grinding to a halt when it has that many files to manage.  There are several tutorials out there explaining how to merge packages together, and after merging down to just over 100 packages, my game works great again.  Nothing at all to do with OKW, though I might be forgiven for being suspicious of OKW at first.

 

Just saying that computers are finicky things.  It's easy to get target-locked on the wrong suspect and miss the real problem.

Posted

 

 

 

Problems [ Lagging and freeze ]

 

I use ONIKI Kinky World v0.2.4

 

when i start a new world the mod works well.

 

But After some time the lagging starts and then finally the game completely freezes.

 

Then i reload my save game the game loads successfully but after 10 seconds the game completely freezes.

 

So close the game with Windows Task Manager.

 

And then reload my save game again but nothing changes after 10 seconds the game completely freezes.

 

Again and Again and Again got same error

 

i can't play my save game anymore. :(

 

Some one Plzzz Help me.

I've just tested Isla Paradiso and have the same problems. The game freeze every 10 seconds for at least 20 secondes. This is completely unplayable.

I'll take a look at this problem. Sorry for the inconvenience.

 

this is the bug i was talking about.

 

 

 

 

so...any estimated release date for the 0.2.5 update? the game is unplayable in the current 0.2.4 version. plays fine for the first time but freezes 10 secondes after quiting and loading a save. would like this problem solved in the next update before implementing any new features. also it would be very cool to replace the debug interactions with non-immersion breaking ones.

 

It'll be out when it's out.  Fair 'nuff.  But can I offer an idea for releases?  We release software along two branches -- bug fixes and new features.  Bug fix releases come pretty regularly, and we are very diligent never to include new capability in a bug fix.  Mostly because new features are always buggy, and a bug fix release must always have fewer bugs after the release!  At the same time, a one-person shop like OnikiKay can't be expected to manage that much release complexity.  Still, a minor release schedule with JUST bug fixes would be nice...

 

How about a test team?  Active users who get bug fix releases (not new feature releases) and they bang on it for a week to give it a thumbs-up-down.  They represent a fair cross-section of the user community -- different EPs, different gaming configurations, etc.  If no one reports an A-class bug, and can confirm that the promised bugs are squished, the bug fix release goes public.

 

i agree with you completly. fixing the bugs in previous releases should take priority over releasing new versions with new features and more bugs. to my knowledge the game breaking freeze bug has been around since the 0.2.3 version. that version was released more than a month ago. this means the game has not been playable since with this mod activated. the mod creator can take his time implementing new features in the mod provided the the game is still in a playable state which it is not. how can we check the new features if we can not play the game?

 

 

Go ahead, make your own mod. Looks like it is working for majority of people looking in to this thread. It is unstable, but playable, so maybe try fix things on your end.

 

how can it be working well for you when even the mod creator has the same bug on his mod? see above.

 

 

How much CC do you have?  I was having a lag/stutter issue on a machine that is well over-spec for Sims 3.  It happened just as I got the Pets EP, so I was convinced that the presence of pets+OKW was causing the problem.  But I delved further into it, and discovered something else.  At the same time I had gotten Pets, I had spent a fair amount of time downloading all sorts of CC, as well as extracting packages from sims3packs to fix the IsRevealing flag so the clothes would work better with OKW.  I had well over 200 package files in my mods directory, and it turns out that there is a well known issue with TS3 grinding to a halt when it has that many files to manage.  There are several tutorials out there explaining how to merge packages together, and after merging down to just over 100 packages, my game works great again.  Nothing at all to do with OKW, though I might be forgiven for being suspicious of OKW at first.

 

Just saying that computers are finicky things.  It's easy to get target-locked on the wrong suspect and miss the real problem.

 

this was the first thing that crossed my mind...but the only cc i have is amra and lady666 animations and animated woohoo and the essential skins and textures mentioned in the first page..also i played the game before with only animated woohoo and the animations and i had no problems or game freezes...the freezes only happened after okw after loading saved games.

 

 

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