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


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Posted

Well i dont believe that my PC isnt strong enough to handle the mod but maby?

 

My PC Specs:

AMD Phenom II X4 965 Processor 3,40 GHz

6 Gb of DDR2 Ram

Nvidia Geforce GTX 760

Samsung EVO 840 256 Gb (An SSD)

Windwos 7 Ultimate 64bit

 

So i try it again. And about the Frozen Sims thing: The first few interactions allways work but then.... It also happens only when i start the wohoo with my sim. When i join other NPC-Sims it works. Its really strange if you ask me....

 

That's more than enough horsepower under the hood, also what worlds are you using? Some worlds have bad routing and there are fixes at MTS for routing issues and that helps too. Also it depends on the world you're using. Before my pc went down I had to back off playing Barcelona as it kept crashing with KW. It's a massive world and I hate not playing it as it's beautifully done by Nilxis. I can confirm that story progression wreaks havoc eventually. I removed them from my laptop install and I saw a huge difference.

 

Just to give you an idea this was my pc with Barcelona crashing with KW.....

 

i7 - 4770K overclocked to 4.4ghz

Asus Z87 Hero VI

16 gigs of ddr3 @ 1866mhz

Two Asus 980 Strix in SLI

Two Sansung EVO 850 500gb in Raid 0

Two WD 1TB Black in Raid 0

Windows 8.1 64 bit

 

Posted

 

 

Well i dont believe that my PC isnt strong enough to handle the mod but maby?

 

My PC Specs:

AMD Phenom II X4 965 Processor 3,40 GHz

6 Gb of DDR2 Ram

Nvidia Geforce GTX 760

Samsung EVO 840 256 Gb (An SSD)

Windwos 7 Ultimate 64bit

 

So i try it again. And about the Frozen Sims thing: The first few interactions allways work but then.... It also happens only when i start the wohoo with my sim. When i join other NPC-Sims it works. Its really strange if you ask me....

 

That's more than enough horsepower under the hood, also what worlds are you using? Some worlds have bad routing and there are fixes at MTS for routing issues and that helps too. Also it depends on the world you're using. Before my pc went down I had to back off playing Barcelona as it kept crashing with KW. It's a massive world and I hate not playing it as it's beautifully done by Nilxis. I can confirm that story progression wreaks havoc eventually. I removed them from my laptop install and I saw a huge difference.

 

Just to give you an idea this was my pc with Barcelona crashing with KW.....

 

i7 - 4770K overclocked to 4.4ghz

Asus Z87 Hero VI

16 gigs of ddr3 @ 1866mhz

Two Asus 980 Strix in SLI

Two Sansung EVO 850 500gb in Raid 0

Two WD 1TB Black in Raid 0

Windows 8.1 64 bit

 

 

 

The OregonRain Help Desk is going to stay out of the computer-speak part of the Mod but will say this, less is more.  I do not have Error Trap, Overwatch or Story Progression and my game works fine.  Just thought I'd jump in on the mod discussion part, hope that is alright with all :D  With KinkyMod there isn't really a lot of other mods that you do need to utilize especially the stronger it grows.  That's my two cents. 

 

Posted

 

Well i dont believe that my PC isnt strong enough to handle the mod but maby?

 

My PC Specs:

AMD Phenom II X4 965 Processor 3,40 GHz

6 Gb of DDR2 Ram

Nvidia Geforce GTX 760

Samsung EVO 840 256 Gb (An SSD)

Windwos 7 Ultimate 64bit

 

So i try it again. And about the Frozen Sims thing: The first few interactions allways work but then.... It also happens only when i start the wohoo with my sim. When i join other NPC-Sims it works. Its really strange if you ask me....

 

That's more than enough horsepower under the hood, also what worlds are you using? Some worlds have bad routing and there are fixes at MTS for routing issues and that helps too. Also it depends on the world you're using. Before my pc went down I had to back off playing Barcelona as it kept crashing with KW. It's a massive world and I hate not playing it as it's beautifully done by Nilxis. I can confirm that story progression wreaks havoc eventually. I removed them from my laptop install and I saw a huge difference.

 

Just to give you an idea this was my pc with Barcelona crashing with KW.....

 

i7 - 4770K overclocked to 4.4ghz

Asus Z87 Hero VI

16 gigs of ddr3 @ 1866mhz

Two Asus 980 Strix in SLI

Two Sansung EVO 850 500gb in Raid 0

Two WD 1TB Black in Raid 0

Windows 8.1 64 bit

 

 

Well the world i really like is Legacy Island 3 and i use it. Its a big world maby thats the problem? There are 79 Residents in Total plus my Houshold. So dont know....

Posted

these animations freezing  happen only since the last update  not the 12 october one  i mean the previos big one which added  flashing interactions and a new menu

 

even i was fine and no problems on switching position before this update but same issue as other after  but since this update  i see everyone mention story progression and overwatch beeing bad etc  hmm no it has work fine before we only must wait it be fixed no rush :)

 

is sorry bad english

Posted

I use overwatch and story progression and have no big problems. Without story progression sims are not moving into empty houses when they are overcrouded etc.. So it is a must have for me.

Posted

I dunno if this is the right place to throw ideas at the dev (absolutely awesome mod, BTW; I will probably support it in Patreon), but here's something I would love to see and would be probably fairly simply to include: Kinky Abilities of Supernaturals; Fairies in particular.

 

-Vampire:

--Mesmerizing: Raises one Sim's sex-motive and makes them suggestible (read: lowers the chance of them refusing a sex-act)

 

-Werewolf:

--Force of Nature: Make the Sim able to force sexual interactions (not outright rape, just forcefulness) at a relationship-penalty. Masochistic sims would instead get a relationship bonus.

 

-Fairy:

--Aura of Kink: Works like other auras, except it continuously increases the sex-motive of everyone around by a small degree.

 

--Aura of Satisfaction: The opposite of the one above; slowly lowers the sex-motive of everyone in the AOE

 

--Prank; Tease: A fairy prank that increases the character's sex-motive by a medium amount.

 

--Prank; Arouse: A fairy prank that increases the character's sex-motive by a large amount.

 

--Prank; Dulling: A fairy prank that decreases the character's sex-motive by a medium amount.

Posted

 

 

 

Well i dont believe that my PC isnt strong enough to handle the mod but maby?

 

My PC Specs:

AMD Phenom II X4 965 Processor 3,40 GHz

6 Gb of DDR2 Ram

Nvidia Geforce GTX 760

Samsung EVO 840 256 Gb (An SSD)

Windwos 7 Ultimate 64bit

 

So i try it again. And about the Frozen Sims thing: The first few interactions allways work but then.... It also happens only when i start the wohoo with my sim. When i join other NPC-Sims it works. Its really strange if you ask me....

 

That's more than enough horsepower under the hood, also what worlds are you using? Some worlds have bad routing and there are fixes at MTS for routing issues and that helps too. Also it depends on the world you're using. Before my pc went down I had to back off playing Barcelona as it kept crashing with KW. It's a massive world and I hate not playing it as it's beautifully done by Nilxis. I can confirm that story progression wreaks havoc eventually. I removed them from my laptop install and I saw a huge difference.

 

Just to give you an idea this was my pc with Barcelona crashing with KW.....

 

i7 - 4770K overclocked to 4.4ghz

Asus Z87 Hero VI

16 gigs of ddr3 @ 1866mhz

Two Asus 980 Strix in SLI

Two Sansung EVO 850 500gb in Raid 0

Two WD 1TB Black in Raid 0

Windows 8.1 64 bit

 

 

 

The OregonRain Help Desk is going to stay out of the computer-speak part of the Mod but will say this, less is more.  I do not have Error Trap, Overwatch or Story Progression and my game works fine.  Just thought I'd jump in on the mod discussion part, hope that is alright with all :D  With KinkyMod there isn't really a lot of other mods that you do need to utilize especially the stronger it grows.  That's my two cents. 

 

 

 

Well that's not true, as Error Trap and overwatch perform functions that would be considered way outside the scope of any other mod available for S3. StoryProgression also is, but at least that ha alternatives available. KW as it stands would be more akin to Woohooer and Vector from the NRaas suite.

 

It is pretty obvious that many consider these NRaas trouble-shooting mods to be a core set of utility mods, which generally shouldn't have trouble being compatible, as they are with just about every other script mod out there. It's my belief that the only reason there are troubles currently, is because of errors with these early builds of KW, which I hope for the sake of the community and the NRaas mods, get fixed at some point in the future.

 

 

Well i dont believe that my PC isnt strong enough to handle the mod but maby?

 

My PC Specs:

AMD Phenom II X4 965 Processor 3,40 GHz

6 Gb of DDR2 Ram

Nvidia Geforce GTX 760

Samsung EVO 840 256 Gb (An SSD)

Windwos 7 Ultimate 64bit

 

So i try it again. And about the Frozen Sims thing: The first few interactions allways work but then.... It also happens only when i start the wohoo with my sim. When i join other NPC-Sims it works. Its really strange if you ask me....

 

That's more than enough horsepower under the hood, also what worlds are you using? Some worlds have bad routing and there are fixes at MTS for routing issues and that helps too. Also it depends on the world you're using. Before my pc went down I had to back off playing Barcelona as it kept crashing with KW. It's a massive world and I hate not playing it as it's beautifully done by Nilxis. I can confirm that story progression wreaks havoc eventually. I removed them from my laptop install and I saw a huge difference.

 

Just to give you an idea this was my pc with Barcelona crashing with KW.....

 

i7 - 4770K overclocked to 4.4ghz

Asus Z87 Hero VI

16 gigs of ddr3 @ 1866mhz

Two Asus 980 Strix in SLI

Two Sansung EVO 850 500gb in Raid 0

Two WD 1TB Black in Raid 0

Windows 8.1 64 bit

 

 

Yes it is more than enough horsepower to run S3, but unfortunately, it still wont make S3 run smooth when using StoryProgression.

 

I have a 6 core i7 @4ghz, 24 gig ddr3, and Samsung Pro SSDs, yet SP still slows my game down to a crawl after extended play. I have to actually pause the game to bring up the radial menu it gets that bad. SP on it's own probably isn't that bad, but it's when we start using it with other processing intensive mods that it becomes a problem.

Posted

 

 

 

Well i dont believe that my PC isnt strong enough to handle the mod but maby?

 

My PC Specs:

AMD Phenom II X4 965 Processor 3,40 GHz

6 Gb of DDR2 Ram

Nvidia Geforce GTX 760

Samsung EVO 840 256 Gb (An SSD)

Windwos 7 Ultimate 64bit

 

So i try it again. And about the Frozen Sims thing: The first few interactions allways work but then.... It also happens only when i start the wohoo with my sim. When i join other NPC-Sims it works. Its really strange if you ask me....

 

That's more than enough horsepower under the hood, also what worlds are you using? Some worlds have bad routing and there are fixes at MTS for routing issues and that helps too. Also it depends on the world you're using. Before my pc went down I had to back off playing Barcelona as it kept crashing with KW. It's a massive world and I hate not playing it as it's beautifully done by Nilxis. I can confirm that story progression wreaks havoc eventually. I removed them from my laptop install and I saw a huge difference.

 

Just to give you an idea this was my pc with Barcelona crashing with KW.....

 

i7 - 4770K overclocked to 4.4ghz

Asus Z87 Hero VI

16 gigs of ddr3 @ 1866mhz

Two Asus 980 Strix in SLI

Two Sansung EVO 850 500gb in Raid 0

Two WD 1TB Black in Raid 0

Windows 8.1 64 bit

 

 

 

The OregonRain Help Desk is going to stay out of the computer-speak part of the Mod but will say this, less is more.  I do not have Error Trap, Overwatch or Story Progression and my game works fine.  Just thought I'd jump in on the mod discussion part, hope that is alright with all :D  With KinkyMod there isn't really a lot of other mods that you do need to utilize especially the stronger it grows.  That's my two cents. 

 

 

 

I took Overwatch out but didn't see a real difference so I might add it back.

 

 

Posted

 

 

 

 

 

 

 

 

 

 

 

Depends on what version you are using.  Most of the newer ones are compatible with each other so you should only have to simply remove the older version and extract and replace with the newest one you want to use.  Then once you get in game the Upgrade Notification Label will appear in the upper right hand of the corner.  Hope this was helpful :)

 

It's the version before the newest one. Thanks!

I'm so used to Skyrim where some upgrades require you to prepare for uninstall, save game, uninstall, reboot and save game so now you have a save game with the lack of the mod saved. Then you clean it with a save cleaner so it cleans up scripts that are still baked into the savegame, leaving you with a pristine save. From there, you can leave it uninstalled (cleaning the save is def important for that) or reinstall.

 

So yeah, so used to how Skyrim does it. x.x

 

On a less complex note.

 

attachicon.gifImNotSureAboutHisDrivingSkills.png

 

The cops that apprehend rapists don't seem to know how to drive.

I really don't know what causes this. They just swerve into lots and freeze!

 

 

I was seeing this quite a bit, also. Cop cars driving directly into parks, etc.

 

 

It has been something reported since the early days of Sims 3, long before KW, and it's not just restricted to cop cars. The previous cases I recall were down to system performance issues, due to system performance and/or broken worlds. You likely know that as time goes on the game gets slower, and the only way to speed up again is to port or travel to a new world, which can also fix things when your world starts developing unfixable bugs.

 

 

I have done that as well. Will the hospital overhaul mod maybe affect the game as well?

 

I took that out a long time ago as it was outdated. Unless you have found a newer version of course, then I will need a link ;)

Also I made a guide to OKW:  http://www.loverslab.com/topic/48066-sims3-guide-to-onikis-kinkyworld-okw/

Maybe it can be of some help?

 

 

There is a fully working version of the hospital overhaul available, however, it will cause problems with KW. The sterilisation feature causes errors when KW tries to progress it's own pregnancies. However, other than that, I haven't had any problems.

Ok I will try and see. Does this mod have the option to make the pregnancy longer and Ali's the aim to be more nauseous and have more back aches? As well as miscarriages?

 

Woohooer handles base game woohoo interactions. KW has it's own system that has it's own interactions, so they shouldn't conflict.

 

 

Interesting. I didn't realize performance could cause something like this. My game is running quite smoothly, though. There is a chance this is still a different issue, since I've never seen it happen with any other cars but the police. And only after arresting someone. I don't know. I'm sure my game is broken on every level because I refuse to start over. Lol.

 

Has the hospital overhaul been updated? I never got to try all of its features, but I stopped using it because once a sim became an elder I could no longer click the hospital (while they were active.) I found a workaround by disabling suicide for elders using Retuner, but I didn't know what else might be broken so I ended up uninstalling anyway.

 

 

 

 

 

Over the years I've seen people report it happening with active sim cars, taxis and others. I think what happens is that the game thinks the sim has exited the vehicle, but they actually haven't. Yes it could be a KW issue that is causing it to happen, but I just letting you know that it's been an issue for a long time for some people.

 

As for starting over, I usually just move my Sims to a new town, and that usually fixes most issues with the existing world. Over the years I have had to use Porter a couple times though, as my game was completely broken, but not for a long time. I'm sitll playing descendants of my original Sims.

 

I'm pretty sure this is the last version of the Hospital mod which works fine for me. http://www.simlogical.com/ContentUploadsRemote/uploads/1883/

 

 

I wish I could start over that easy. I play in a custom world someone created that was never finished. I've been adding to it over the years, so if I start a new game it will revert back its original state. By the time I finish copying over all the lots that I've changed and install Kinky, a new version of the mod will be released. I'd never have time to actually play, lol.

 

That is the same version of the hospital mod that I used, so I guess I have to wait until someone (hopefully) updates it. Many of its features will be available in Kinky at some point.

 

 

I've had to do just what you describe, as I started off using a modified Sunset Valley, and modified every single lot. So those times I had to restart the world because of it slowly imploding, I had export and import every single lot. Took me most the day, but the outcome was worth it. Starting fresh is just one of those things you may need to do from time to time, but I wouldn't do it every new version of KW, unless you're keen on accurate beta test bug reports, which most people aren't going to bother with, and in those cases you would start an entirely separate new game anyway, without any imported Sims, so that's not what you are trying to do.

 

I'm playing a slightly different method these days, and moving to a new town now and then, using the in-game travel system; building up the household, and leaving some family behind in each town I visit. Then I sometimes go to the holiday worlds, like WA, or ITF. Eventually I'll run out of new towns to move to, so I guess I'll revisit old ones and see how things have changed, as I still get plenty of phone calls each night about distant Sims dying. It's certainly interesting, but my heart is back in Sunset Valley.

 

I'm using 1.67 and the Hospital mod works fine for me, so if it doesn't for you, that's a sign you either have something broken in your world, or a conflicting mod. The only thing that doesn't work correctly is sterilisation, but that's due to KW not recognising the Hospital mod and trying to progress pregnancies.

 

 

Wait-you receive calls about distant sims even after moving to a different world? And to clarify, you're not using Nraas Traveler's method of moving, but EA's version?

 

The hospital mod did work, I only had that problem between the elders and the hospital. Although I think I also had problems using surrogates... So you can still click on the hospital when an elder sim is active? I'd be curious to know if that works for you. If so, I might give it another try since my mod folder has changed a lot since then.

Posted

Ever since 2.5 was released, I keep having this problem:

New worlds start out okay, and everything works, but after a few sim-days, one of the following two things happen:

a. the game starts but eventually it completely freezes, and never can be waited out, so after 20 or 30 minutes I eventually give up and use control-alt-del to shut the game down

or

b. the game starts, but as soon as the kinkyworld popups appear, the game pauses itself, and can never be unpaused.

 

If I begin a new world, the game is playable... for a little while.

 

I tried going back to 2.4 but it didn't help.

 

Thoughts? It's got to be a mod incompatibility issue, right? I only have nraas mods, and a handful of others, but... I've searched the thread for freezing comments, but everyone else is talking about the game freezing during positions, not the whole game locking up.

 

As Sharp_One said, add this optional package if you're using ErrorTrap: http://nraas.wikispaces.com/file/detail/NRaas_ErrorTrap_Tuning_DisableDereferencing.zip

 

Either that, or remove ErrorTrap. This issue is discussed in further detail on page 178: http://www.loverslab.com/topic/43249-sims3wip-kinkyworld-v025a-updated-12-oct-2015/?p=1343778

Posted

Hi guys

 

could you help me, please?

 

I would stop pregnancy in kinkyworld, or at least minimize it, because i have a strange domino effect:

 

I'm using NRAAS register with emigration set on false, and every time there a new baby in town, a non-resident role sim is sent out of the city, and his role is given to a resident sim (and i don't want this happens).

 

How can i set kinkyworld to avoid this annoying issue?

 

Thanks

 

Do you mean that you have "Immigration" set to "False?" I don't remember an emigration setting in Register. (Emigration=Residents leaving town, Immigration=New sims arriving in town.)

 

Anyway, to prevent your residents from being assigned roles, you want to set Allow Immigration to "True" and Allow Resident Assignment to "False" in Register.

Posted

Hey, in order to use the updated kinky world, just zip the updated kinky world2.5a and delete the previous version right ?

 

Yes, just unzip the files and overwrite the previous ones and once you get your game loaded and running you should get a Kinky World upgrade notification. Just to be on the safe side also delete your cache files before restarting too.

 

http://simswiki.info/wiki.php%3Ftitle%3DGame_Help:Sims_3_Delete_Cache_Files

 

 

Posted

 

 

 

 

 

 

 

 

 

 

 

 

Depends on what version you are using.  Most of the newer ones are compatible with each other so you should only have to simply remove the older version and extract and replace with the newest one you want to use.  Then once you get in game the Upgrade Notification Label will appear in the upper right hand of the corner.  Hope this was helpful :)

 

It's the version before the newest one. Thanks!

I'm so used to Skyrim where some upgrades require you to prepare for uninstall, save game, uninstall, reboot and save game so now you have a save game with the lack of the mod saved. Then you clean it with a save cleaner so it cleans up scripts that are still baked into the savegame, leaving you with a pristine save. From there, you can leave it uninstalled (cleaning the save is def important for that) or reinstall.

 

So yeah, so used to how Skyrim does it. x.x

 

On a less complex note.

 

attachicon.gifImNotSureAboutHisDrivingSkills.png

 

The cops that apprehend rapists don't seem to know how to drive.

I really don't know what causes this. They just swerve into lots and freeze!

 

 

I was seeing this quite a bit, also. Cop cars driving directly into parks, etc.

 

 

It has been something reported since the early days of Sims 3, long before KW, and it's not just restricted to cop cars. The previous cases I recall were down to system performance issues, due to system performance and/or broken worlds. You likely know that as time goes on the game gets slower, and the only way to speed up again is to port or travel to a new world, which can also fix things when your world starts developing unfixable bugs.

 

 

I have done that as well. Will the hospital overhaul mod maybe affect the game as well?

 

I took that out a long time ago as it was outdated. Unless you have found a newer version of course, then I will need a link ;)

Also I made a guide to OKW:  http://www.loverslab.com/topic/48066-sims3-guide-to-onikis-kinkyworld-okw/

Maybe it can be of some help?

 

 

There is a fully working version of the hospital overhaul available, however, it will cause problems with KW. The sterilisation feature causes errors when KW tries to progress it's own pregnancies. However, other than that, I haven't had any problems.

Ok I will try and see. Does this mod have the option to make the pregnancy longer and Ali's the aim to be more nauseous and have more back aches? As well as miscarriages?

 

Woohooer handles base game woohoo interactions. KW has it's own system that has it's own interactions, so they shouldn't conflict.

 

 

Interesting. I didn't realize performance could cause something like this. My game is running quite smoothly, though. There is a chance this is still a different issue, since I've never seen it happen with any other cars but the police. And only after arresting someone. I don't know. I'm sure my game is broken on every level because I refuse to start over. Lol.

 

Has the hospital overhaul been updated? I never got to try all of its features, but I stopped using it because once a sim became an elder I could no longer click the hospital (while they were active.) I found a workaround by disabling suicide for elders using Retuner, but I didn't know what else might be broken so I ended up uninstalling anyway.

 

 

 

 

 

Over the years I've seen people report it happening with active sim cars, taxis and others. I think what happens is that the game thinks the sim has exited the vehicle, but they actually haven't. Yes it could be a KW issue that is causing it to happen, but I just letting you know that it's been an issue for a long time for some people.

 

As for starting over, I usually just move my Sims to a new town, and that usually fixes most issues with the existing world. Over the years I have had to use Porter a couple times though, as my game was completely broken, but not for a long time. I'm sitll playing descendants of my original Sims.

 

I'm pretty sure this is the last version of the Hospital mod which works fine for me. http://www.simlogical.com/ContentUploadsRemote/uploads/1883/

 

 

I wish I could start over that easy. I play in a custom world someone created that was never finished. I've been adding to it over the years, so if I start a new game it will revert back its original state. By the time I finish copying over all the lots that I've changed and install Kinky, a new version of the mod will be released. I'd never have time to actually play, lol.

 

That is the same version of the hospital mod that I used, so I guess I have to wait until someone (hopefully) updates it. Many of its features will be available in Kinky at some point.

 

 

I've had to do just what you describe, as I started off using a modified Sunset Valley, and modified every single lot. So those times I had to restart the world because of it slowly imploding, I had export and import every single lot. Took me most the day, but the outcome was worth it. Starting fresh is just one of those things you may need to do from time to time, but I wouldn't do it every new version of KW, unless you're keen on accurate beta test bug reports, which most people aren't going to bother with, and in those cases you would start an entirely separate new game anyway, without any imported Sims, so that's not what you are trying to do.

 

I'm playing a slightly different method these days, and moving to a new town now and then, using the in-game travel system; building up the household, and leaving some family behind in each town I visit. Then I sometimes go to the holiday worlds, like WA, or ITF. Eventually I'll run out of new towns to move to, so I guess I'll revisit old ones and see how things have changed, as I still get plenty of phone calls each night about distant Sims dying. It's certainly interesting, but my heart is back in Sunset Valley.

 

I'm using 1.67 and the Hospital mod works fine for me, so if it doesn't for you, that's a sign you either have something broken in your world, or a conflicting mod. The only thing that doesn't work correctly is sterilisation, but that's due to KW not recognising the Hospital mod and trying to progress pregnancies.

 

 

Wait-you receive calls about distant sims even after moving to a different world? And to clarify, you're not using Nraas Traveler's method of moving, but EA's version?

 

The hospital mod did work, I only had that problem between the elders and the hospital. Although I think I also had problems using surrogates... So you can still click on the hospital when an elder sim is active? I'd be curious to know if that works for you. If so, I might give it another try since my mod folder has changed a lot since then.

 

 

I wouldn't recommend travel without Traveller/Mover as I've learned from experience that EA travel is broken and even going on WA holidays would end up breaking something. Traveller actually makes it safe and I have moved towns about 6 times so far using it, and not had any issues. I spend quite a while in each world after I move.

 

Like many people, I started using NRaas mods to fix broken EA things that would keep screwing my game over. Register, Traveller, ErrorTrap, Overwatch, all mods which I would call bare minimum to fix issues. I would also recommend running Awesome mod, and just turning off the duplicated or unneeded features, because like the NRaas suite, Awesome includes a ton of fixes for random EA stuff that will end up breaking your game.

 

As for distant Sims, even before Traveller, I could still invite Sims over from long-distance from WA worlds. However, I cannot say what the vanilla experience of moving to different towns is like, but I imagine based on the warning you get prior, that you lose connections. What I can tell you with Traveller, is that your family trees stay intact, as do most your Sim's friends (they decay as normal), and if you move again back to a previous world, everything should be where you left it, except for aging progression and relationship decay. Right now I'm in Roaring Heights, and getting my family ready to move again in about 4 Sim weeks. I get visits from family and friends from all the previous worlds I left Sims in, they travel to see shows at my performance park, and I can invite them over for a stay. I even get wishes to fulfil relating to those Sims.

 

 

With the Hospital mod, I can say that the surrogate system worked fine for me the one time I used it, but I haven't used it for some time now. I haven't got any Elders in my house at the moment to test interactions for them, but I do recall an issue like that many moons ago, with a previous version.

 

 

Posted

 

Hi guys

 

could you help me, please?

 

I would stop pregnancy in kinkyworld, or at least minimize it, because i have a strange domino effect:

 

I'm using NRAAS register with emigration set on false, and every time there a new baby in town, a non-resident role sim is sent out of the city, and his role is given to a resident sim (and i don't want this happens).

 

How can i set kinkyworld to avoid this annoying issue?

 

Thanks

 

Do you mean that you have "Immigation" set to "False?" I don't remember an emigration setting in Register. (Emigration=Residents leaving town, Immigration=New sims arriving in town.)

 

Anyway, to prevent your residents from being assigned roles, you want to set Allow Immigation to "True" and Allow Resident Assignment to "False" in Register.

 

 

If I remember, on NRAAS forum they say that if you want to prevent emigration of sims from your town, you can set Register Immigration on false, because Sims3 system tries to have always the same "good" number of sims in the game. So, if there's no Immigration, there will not be no Emigration. Indeed, every new sim in my town (a baby), "kicks out" a non-resident townie and not a resident. So, i have to spawn a new non-resident sim to cover the unoccupied role again.

 

I'm not playing with aging feature of sims3, so I don't really need news babies in my town. So i've asked how to set the kinkyworld mod to minimize the possibility of pregnancy.

 

 

Last time I played i was like a pervert Santa Claus giving all my sims friends a lot of condoms to prevent other babies... 

Posted

 

 

Hi guys

 

could you help me, please?

 

I would stop pregnancy in kinkyworld, or at least minimize it, because i have a strange domino effect:

 

I'm using NRAAS register with emigration set on false, and every time there a new baby in town, a non-resident role sim is sent out of the city, and his role is given to a resident sim (and i don't want this happens).

 

How can i set kinkyworld to avoid this annoying issue?

 

Thanks

 

Do you mean that you have "Immigation" set to "False?" I don't remember an emigration setting in Register. (Emigration=Residents leaving town, Immigration=New sims arriving in town.)

 

Anyway, to prevent your residents from being assigned roles, you want to set Allow Immigation to "True" and Allow Resident Assignment to "False" in Register.

 

 

If I remember, on NRAAS forum they say that if you want to prevent emigration of sims from your town, you can set Register Immigration on false, because Sims3 system tries to have always the same "good" number of sims in the game. So, if there's no Immigration, there will not be no Emigration. Indeed, every new sim in my town (a baby), "kicks out" a non-resident townie and not a resident. So, i have to spawn a new non-resident sim to cover the unoccupied role again.

 

I'm not playing with aging feature of sims3, so I don't really need news babies in my town. So i've asked how to set the kinkyworld mod to minimize the possibility of pregnancy.

 

 

Last time I played i was like a pervert Santa Claus giving all my sims friends a lot of condoms to prevent other babies... 

 

I see. Limiting immigration does help with emigration, but if you're using EA's story progression, that will not stop it altogether. The game generates many other random sims besides role sims that can also trigger an emigration. But if you're using Nraas' SP, there is a setting to disable emigration entirely. This option will prevent anyone from leaving regardless of the setting used in Register.

 

As for Kinky, I would set autonomy to "Disabled" to make Kinky woohoo user directed only. That's all I can think of atm, if anyone else has any suggestions, please chime in.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Depends on what version you are using.  Most of the newer ones are compatible with each other so you should only have to simply remove the older version and extract and replace with the newest one you want to use.  Then once you get in game the Upgrade Notification Label will appear in the upper right hand of the corner.  Hope this was helpful :)

 

It's the version before the newest one. Thanks!

I'm so used to Skyrim where some upgrades require you to prepare for uninstall, save game, uninstall, reboot and save game so now you have a save game with the lack of the mod saved. Then you clean it with a save cleaner so it cleans up scripts that are still baked into the savegame, leaving you with a pristine save. From there, you can leave it uninstalled (cleaning the save is def important for that) or reinstall.

 

So yeah, so used to how Skyrim does it. x.x

 

On a less complex note.

 

attachicon.gifImNotSureAboutHisDrivingSkills.png

 

The cops that apprehend rapists don't seem to know how to drive.

I really don't know what causes this. They just swerve into lots and freeze!

 

 

I was seeing this quite a bit, also. Cop cars driving directly into parks, etc.

 

 

It has been something reported since the early days of Sims 3, long before KW, and it's not just restricted to cop cars. The previous cases I recall were down to system performance issues, due to system performance and/or broken worlds. You likely know that as time goes on the game gets slower, and the only way to speed up again is to port or travel to a new world, which can also fix things when your world starts developing unfixable bugs.

 

 

I have done that as well. Will the hospital overhaul mod maybe affect the game as well?

 

I took that out a long time ago as it was outdated. Unless you have found a newer version of course, then I will need a link ;)

Also I made a guide to OKW:  http://www.loverslab.com/topic/48066-sims3-guide-to-onikis-kinkyworld-okw/

Maybe it can be of some help?

 

 

There is a fully working version of the hospital overhaul available, however, it will cause problems with KW. The sterilisation feature causes errors when KW tries to progress it's own pregnancies. However, other than that, I haven't had any problems.

Ok I will try and see. Does this mod have the option to make the pregnancy longer and Ali's the aim to be more nauseous and have more back aches? As well as miscarriages?

 

Woohooer handles base game woohoo interactions. KW has it's own system that has it's own interactions, so they shouldn't conflict.

 

 

Interesting. I didn't realize performance could cause something like this. My game is running quite smoothly, though. There is a chance this is still a different issue, since I've never seen it happen with any other cars but the police. And only after arresting someone. I don't know. I'm sure my game is broken on every level because I refuse to start over. Lol.

 

Has the hospital overhaul been updated? I never got to try all of its features, but I stopped using it because once a sim became an elder I could no longer click the hospital (while they were active.) I found a workaround by disabling suicide for elders using Retuner, but I didn't know what else might be broken so I ended up uninstalling anyway.

 

 

 

 

 

Over the years I've seen people report it happening with active sim cars, taxis and others. I think what happens is that the game thinks the sim has exited the vehicle, but they actually haven't. Yes it could be a KW issue that is causing it to happen, but I just letting you know that it's been an issue for a long time for some people.

 

As for starting over, I usually just move my Sims to a new town, and that usually fixes most issues with the existing world. Over the years I have had to use Porter a couple times though, as my game was completely broken, but not for a long time. I'm sitll playing descendants of my original Sims.

 

I'm pretty sure this is the last version of the Hospital mod which works fine for me. http://www.simlogical.com/ContentUploadsRemote/uploads/1883/

 

 

I wish I could start over that easy. I play in a custom world someone created that was never finished. I've been adding to it over the years, so if I start a new game it will revert back its original state. By the time I finish copying over all the lots that I've changed and install Kinky, a new version of the mod will be released. I'd never have time to actually play, lol.

 

That is the same version of the hospital mod that I used, so I guess I have to wait until someone (hopefully) updates it. Many of its features will be available in Kinky at some point.

 

 

I've had to do just what you describe, as I started off using a modified Sunset Valley, and modified every single lot. So those times I had to restart the world because of it slowly imploding, I had export and import every single lot. Took me most the day, but the outcome was worth it. Starting fresh is just one of those things you may need to do from time to time, but I wouldn't do it every new version of KW, unless you're keen on accurate beta test bug reports, which most people aren't going to bother with, and in those cases you would start an entirely separate new game anyway, without any imported Sims, so that's not what you are trying to do.

 

I'm playing a slightly different method these days, and moving to a new town now and then, using the in-game travel system; building up the household, and leaving some family behind in each town I visit. Then I sometimes go to the holiday worlds, like WA, or ITF. Eventually I'll run out of new towns to move to, so I guess I'll revisit old ones and see how things have changed, as I still get plenty of phone calls each night about distant Sims dying. It's certainly interesting, but my heart is back in Sunset Valley.

 

I'm using 1.67 and the Hospital mod works fine for me, so if it doesn't for you, that's a sign you either have something broken in your world, or a conflicting mod. The only thing that doesn't work correctly is sterilisation, but that's due to KW not recognising the Hospital mod and trying to progress pregnancies.

 

 

Wait-you receive calls about distant sims even after moving to a different world? And to clarify, you're not using Nraas Traveler's method of moving, but EA's version?

 

The hospital mod did work, I only had that problem between the elders and the hospital. Although I think I also had problems using surrogates... So you can still click on the hospital when an elder sim is active? I'd be curious to know if that works for you. If so, I might give it another try since my mod folder has changed a lot since then.

 

 

 

I wouldn't recommend travel without Traveller/Mover as I've learned from experience that EA travel is broken and even going on WA holidays would end up breaking something. Traveller actually makes it safe and I have moved towns about 6 times so far using it, and not had any issues. I spend quite a while in each world after I move.

 

Like many people, I started using NRaas mods to fix broken EA things that would keep screwing my game over. Register, Traveller, ErrorTrap, Overwatch, all mods which I would call bare minimum to fix issues. I would also recommend running Awesome mod, and just turning off the duplicated or unneeded features, because like the NRaas suite, Awesome includes a ton of fixes for random EA stuff that will end up breaking your game.

 

As for distant Sims, even before Traveller, I could still invite Sims over from long-distance from WA worlds. However, I cannot say what the vanilla experience of moving to different towns is like, but I imagine based on the warning you get prior, that you lose connections. What I can tell you with Traveller, is that your family trees stay intact, as do most your Sim's friends (they decay as normal), and if you move again back to a previous world, everything should be where you left it, except for aging progression and relationship decay. Right now I'm in Roaring Heights, and getting my family ready to move again in about 4 Sim weeks. I get visits from family and friends from all the previous worlds I left Sims in, they travel to see shows at my performance park, and I can invite them over for a stay. I even get wishes to fulfil relating to those Sims.

 

With the Hospital mod, I can say that the surrogate system worked fine for me the one time I used it, but I haven't used it for some time now. I haven't got any Elders in my house at the moment to test interactions for them, but I do recall an issue like that many moons ago, with a previous version.

Yeah, I use all of the mods you listed, except Register because a testing version screwed up my game and I haven't gone back to it (yet.) I was just wondering because you said you moved using the in-game feature and I know how that one severs ties with the previous world.

Posted

Here's the new KW Family member, the "Peeping Tom" :D

This is so freaking awesome. I always get spoiled by pics because I'm slow at discovering all of the features. The most my peeping tom has done is look in windows fully clothed. Silly me, I never even thought to click on him! Well, I did try to punch him using the aggression mod but he vanished...I don't think he would have been too happy with a striptease from an old, white-haired, incontinent skinhead anyway, lol.

Posted

I have a question and I searched the web up and down without finding an answer:

 

Is it due to the alpha State of the mod that the Interactions are listet like Oniki.KinkyMod.Wohoo.Interaction etc.?

The aroused moodlet also is shown as Aroused  Aroused.Name while the Horny ones are working fine.

The reactions in the top right corner seem to be like this to: ...Reaction.BottomRevealing

 

The mod works completely fine at the moment but these strings bug me as hell ;)

So is it normal or do I have to deal with a mod conflict?

 

Edit: Nevermind just saw some screens with the Interactions shown like that so I guess Alpha :D

Posted

I have an issue that has cropped up recently. Sims no longer sleep right through to their alarm time, but only sleep until fully rested, no matter how I set the action.

 

Also with Peeping toms I'm getting this error. Build 277

 

 

simulating object is null

unable to obtain an interaction object

 

A null value was found where an object instance was required.

#0: 0x000da callvirt   in Sims3.Gameplay.CAS.Sims3.Gameplay.CAS.SimDescription:Instantiate (Sims3.SimIFace.Vector3,Sims3.SimIFace.ResourceKey,bool,bool) (495BA550 [vt:AA229294] [vt:AA2292A4] [1] [0] )

#1: 0x00016 call       in Sims3.Gameplay.CAS.Sims3.Gameplay.CAS.SimDescription:Instantiate (Sims3.SimIFace.Vector3,Sims3.SimIFace.ResourceKey,bool) (495BA550 [vt:AA2291FC] [vt:AA22920C] [1] )

#2: 0x00012 call       in Sims3.Gameplay.CAS.Sims3.Gameplay.CAS.SimDescription:Instantiate (Sims3.SimIFace.Vector3,Sims3.SimIFace.ResourceKey) (495BA550 [vt:AA22916C] [vt:AA22917C] )

#3: 0x0000e call       in Sims3.Gameplay.CAS.Sims3.Gameplay.CAS.SimDescription:Instantiate (Sims3.SimIFace.Vector3) (495BA550 [vt:AA2290EC] )

#4: 0x00013 call       in Sims3.Gameplay.CAS.Sims3.Gameplay.CAS.SimDescription:InstantiateOffScreen (Sims3.Gameplay.Core.Lot) (495BA550 [49B84920] )

#5: 0x0001f callvirt   in Oniki.Services.Oniki.Services.Peeping:CreateSituation (Sims3.Gameplay.CAS.SimDescription,Sims3.Gameplay.Core.Lot) (5BB32938 [495BA550] [49B84920] )

#6: 0x00026 call       in Oniki.Services.Oniki.Services.Peeping:CheckForAssignments () ()

#7: 0x00043 call       in Oniki.Services.Oniki.Services.Peeping:Update () ()

#8: 0x0002f callvirt   in Oniki.Services.Oniki.Services.ServiceManager:Simulate () ()

#9: 0x00027 leave.s    in ScriptCore.ScriptCore.ScriptProxy:Simulate () ()

 

 

For future reference, you'll get a faster response if you post errors directly on Patreon. Edit: From Oniki, I mean.

Posted

 

I have an issue that has cropped up recently. Sims no longer sleep right through to their alarm time, but only sleep until fully rested, no matter how I set the action.

 

Also with Peeping toms I'm getting this error. Build 277

 

 

simulating object is null

unable to obtain an interaction object

 

A null value was found where an object instance was required.

#0: 0x000da callvirt   in Sims3.Gameplay.CAS.Sims3.Gameplay.CAS.SimDescription:Instantiate (Sims3.SimIFace.Vector3,Sims3.SimIFace.ResourceKey,bool,bool) (495BA550 [vt:AA229294] [vt:AA2292A4] [1] [0] )

#1: 0x00016 call       in Sims3.Gameplay.CAS.Sims3.Gameplay.CAS.SimDescription:Instantiate (Sims3.SimIFace.Vector3,Sims3.SimIFace.ResourceKey,bool) (495BA550 [vt:AA2291FC] [vt:AA22920C] [1] )

#2: 0x00012 call       in Sims3.Gameplay.CAS.Sims3.Gameplay.CAS.SimDescription:Instantiate (Sims3.SimIFace.Vector3,Sims3.SimIFace.ResourceKey) (495BA550 [vt:AA22916C] [vt:AA22917C] )

#3: 0x0000e call       in Sims3.Gameplay.CAS.Sims3.Gameplay.CAS.SimDescription:Instantiate (Sims3.SimIFace.Vector3) (495BA550 [vt:AA2290EC] )

#4: 0x00013 call       in Sims3.Gameplay.CAS.Sims3.Gameplay.CAS.SimDescription:InstantiateOffScreen (Sims3.Gameplay.Core.Lot) (495BA550 [49B84920] )

#5: 0x0001f callvirt   in Oniki.Services.Oniki.Services.Peeping:CreateSituation (Sims3.Gameplay.CAS.SimDescription,Sims3.Gameplay.Core.Lot) (5BB32938 [495BA550] [49B84920] )

#6: 0x00026 call       in Oniki.Services.Oniki.Services.Peeping:CheckForAssignments () ()

#7: 0x00043 call       in Oniki.Services.Oniki.Services.Peeping:Update () ()

#8: 0x0002f callvirt   in Oniki.Services.Oniki.Services.ServiceManager:Simulate () ()

#9: 0x00027 leave.s    in ScriptCore.ScriptCore.ScriptProxy:Simulate () ()

 

 

For future reference, you'll get a faster response if you post errors directly on Patreon.

 

 

 

I thought I read somewhere that this was the preferred location for bug reports. Not sure where I saw that now. Even so, Patreon isn't particularly designed well for bug reports from what I could see.

 

Tonight I'll test my theory on this error as well as the dog reset error. I've been looking at ErrorTrap and GoHere, as they produce the logs, but what I'm wondering is if they are all related to register settings related to immigration an stray population caps (I would also say StoryProgression, but I don't use it any more). If the cap for stray dogs is too low, it might be deleting the strays, as KW produces a lot of them for NPC households. The same for Peeping Toms, might be being deleted as immigrated Sims.

 

I'm sure there are possible ways to work-around this issue with the KW code, like other mods do, but as the author doesn't use any NRaas mods, it's a little tricky to do so.

Posted

 

 

Here's the new KW Family member, the "Peeping Tom" :D

 

 

This is so freaking awesome. I always get spoiled by pics because I'm slow at discovering all of the features. The most my peeping tom has done is look in windows fully clothed. Silly me, I never even thought to click on him! Well, I did try to punch him using the aggression mod but he vanished...I don't think he would have been too happy with a striptease from an old, white-haired, incontinent skinhead anyway, lol.

 

 

:D @Janyses, Glad I was able to show off something you had not seen yet.  You never know what your Peeping Tom might like, he's a pretty randy fellow!  Umm punch him? I'd vanish too :P

Posted

Yes it is more than enough horsepower to run S3, but unfortunately, it still wont make S3 run smooth when using StoryProgression.

 

 

SP lags pretty bad out of the box, especially with Seasons installed but if you play with Register, Overwatch, and SP's settings just right, you can get a pretty lag free experience.

 

SP Is the only mod I'm aware of that allows you manually set how many human and animal Sims you want in your world.  Register will allow you to stop immigration and strays but I went into the total anhilation setting in MC and realized that even with Register not allowing strays and immigration, I was still getting over 150 Sims in the world I created, and that opens the door to all sorts of lag because they eventually run into routing issues and save files get bloated faster.  These days I have register set to 0 out all the strays, I then use SP to set the amount of human sims to 80, dogs to 5, horses to 2, and cats to 2.  Then there's the story teller option which does the pop ups telling you what Sims in your world are up to.  It has various filters that allows one to just get story notifications from family members or friends or partners or mix it up and have just friends and family or just partners and friends or whatever.  I noticed sometimes the popups were generating a bit of lag so I just have that option disabled, I really don't give a damn what the non active Sims in my game are doing anyways.  I then have Overwatch set to delete the vehicles, homeless, and gnomes every 24 Sims hours and by doing all of that, and keeping Seasons the hell away from my installation, I only get this 20-30 second "lock up" every 6-8 Sims hours, and I'm betting that's SP and the games default coding fighting over spawning. 

 

Did I already mention getting rid of Seasons also helped a lot? 

 

The expansions I tried once and never bothered again due to either save game bloat or lag would have to be..

 

World Adventures (it creates save game bloat)

Into The Future (it creates save game bloat and sometimes lag when that time traveler comes around)

Island Paradise (the island worlds were extremely laggy for me personally, not sure about anyone else)

Seasons (the rain seemed to cause a little lag, and the expansion seems to spawn even more sims)

 

Speaking of KW though, I faintly remember a year or so ago I brought up how KW should toy with the zombies next and I think Onki said that was a plan.  But well, since then we've gotten flashers, horses, and it looks like peeping toms are next but no zombies.  I mean with zombie craze being as hot as it is right now, a little zombie porn in KW would be pretty cool, or maybe added sex features for the werewolves or vampires. 

 

Just a thought..

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