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


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Posted

​use Firefox to DL.Chrome redirects you to a Jewel/Bubble Game. Then DL the Animations from here. Unpack with 7zip in your Modfolder.

Posted

Given this size of your saved games, have you tried Kuree`s Save Cleaner?

I had not! Actually wasn't even aware of the SNAP problem. It's weird finding these little things that I should have known about ages ago but somehow never came up on my radar, though I guess that's sort of my fault for lurking more than communicating.

 

For an 80 MB Save? Won't do much good due to how small it is generally you'd only need to use that once it gets up around 300 MB

Using S3PE manually (especially so I can identify which ones are in-game photos so I don't delete them indiscriminately, re: http://nraas.wikispaces.com/Deleting+SNAP+resources+FAQ), I have 20 MB of SNAP files in my save. So... it's technically a 25% reduction in file size, but still wouldn't really appreciably do much to nix it. At least now I know for the future!

 

...

 

Anyway, the truth may be in the pudding debug messages!

 

Yolanda Shaw and a few of what I assume are her guests (none of whom are on the lot at the time) are spouting a very large number of debug messages (24 for Ms. Shaw, 21 for one of her guests, for instance) all identically stating:

 

"SimTools.GetMotive: Commodity motive is null : 570000004"

 

with their thumbnail accompanying the message, immediately prior to the game crashing to desktop. No logs get dumped before the game crashes, except for the initial startup log, which is just the usual warnings about errors in Mike24's animations and such.

 

That's the "BeDrunk" commodity, apparently.

 

I'm going to try running without a couple other bartending-related mods, like icarus allsorts', and see if that has anything to do with it. Evidently, though, what's happening is that some EA code is trying to make drinks at the start of the party, and somehow the motive is failing. My best guess is that since the OnikiKay interactions for making drinks don't ever initialize the commodity, merely check for its existence, they eventually run into an infinite loop scenario.

 

[edit] Yep, as suspected, nothing to do with my other mods. Looks like this one may be KW's fault in an extremely roundabout way -- it's technically the game itself calling code that KW wasn't expecting it to call. As to why those sims haven't been properly initialised with the necessary motives... my best answer is "Shrug." Seems like the fix will be easy enough, at least -- just convert the bar interactions to use the third 'true' parameter for the GetMotive call in the Bar_MakeDrink etc. interactions. =)

Posted

​use Firefox to DL.Chrome redirects you to a Jewel/Bubble Game. Then DL the Animations from here. Unpack with 7zip in your Modfolder.

Ok, will try it, thank you

Posted

Having a problem where arousal never goes down no matter what. Additionally, moodlets that result from sex like the one that tell you how good it was and creampie affects don't appear either. Everything else seems to be working fine, ie the animations are going off properly. I used the debug to reset the Sims back to normal but it ended up happening again once they became aroused enough. Any idea what the problem is?

Posted

Having a problem where arousal never goes down no matter what. Additionally, moodlets that result from sex like the one that tell you how good it was and creampie affects don't appear either. Everything else seems to be working fine, ie the animations are going off properly. I used the debug to reset the Sims back to normal but it ended up happening again once they became aroused enough. Any idea what the problem is?

 

It seems to be related to forcing random stages -- not the first random option but the second one below sequence progression, under the WooHoo settings.

 

My sims almost always have unsatisfying lurvemaking whenever the random stages stuff is enabled.  My guess is, the length is pegged to their WooHoo motive as opposed to their arousal states, so even if they're aroused they may not actually crave WooHoo enough to have a satisfying experience -- they'll end the encounter after just a couple foreplay stages, and those stages usually have a max of -20 arousal, so the participants involved don't have anything to, erm, show for it.  If using the sequences, the mod seems more likely to complete the sequences, which means that they'll more usually finish the encounter fully with multiple orgasms on both their parts.  (All their parts?  I dunno, I'm not usually daring enough for ménage.)

 

That's my best guess, anyway -- which is all anything I ever do is, since I'm not exactly making it myself. ;-)

 

They may still release sperm... as the Titanic Fanatic would say: "No mess. No clean."  My family's wife was still impregnated, for instance, even though there was no mess.

 

[edit] Oh, wait, you said the post-coital moodlets don't show either... weird.  I do get those, usually with mediocre results.  It takes a few in-game moments for them to show up, though.

Posted

 

Is there any plans for necrophilia?

Is there any plans for necrophilia?

Is there any plans for necrophilia?

Is there any plans for necrophilia?

 

Sure. You can try to fuck ghosts anytime you like.

 

But I don't think there's any plans to introduce dead bodies. 

 

 

If somebody could convince FunnyBizness to let them port his animations over to TS3, would that be enough to add some kind of necro option to this mod?

 

Just curious.  I wouldn't mind taking a crack at it myself some time if FB would allow it.

Posted

Guys, I've had a long problem with Onikikay's pregnancy system, but I admit I have found out that it was my impatience that has conjured up most of these "errors" I believed were present. First off, as a reference to anybody in the future that will ask, Onikikay's pregnancy system is really independent of other mods, including nraas retuner and its ability to tweak the base xml values. With Kinkyworld's pregnancy system, one can impregnate up to any number women, EVEN THOSE OUTSIDE YOUR HOUSEHOLD, disregarding whatever constraints you put to household size using nraas story progression.

 

My problem or my perceived "error" was that I could not find any sim that my sim woohooed with to show any signs of pregnancy (e.g. moodlets, nausea ) within a week or so despite having a fertilization rate of 50% and timing the woohoo during their fertile period (I checked using mastercontroller). However, I completely disregarded the fact that I chose, using Kinkyworld settings, a pregnancy duration of 9 months (6570 hours). Haha, and I theorize that placing such a large value will correspondingly change (by proportion) the time it takes to get pregnancy motives and pregnancy buffs (to hundreds or thousands of hours). In addition, modifying base xml values using retuner, as I've mentioned, has no effect on Kinkyworld pregnancy duration proportion, because even if the total was 6570 hours, I changed getting motives back to vanilla eight hours and getting pregnancy buffs (the actual moodlet that shows one is pregnant) to 24, but no such pregnant moodlet showed up despite three days having passed.

 

Someone mentioned the wonder that is Kinkyworld debug showinfos, so I used it once and for all to really see whether or not this specific sim was with child. This data showed up:

 

Fertility: 1

Menstrual Phase: Pregnancy

Duration: 6501

 

I've never used this before and I'm not an expert on reading the data debug shows you, but I think this means the system flags her as pregnant for 69 hours right (as 6570 hours was total time of pregnancy)? 

 

So my two questions on this matter: did I read the info right, and is there a way to modify the amount of time it takes for a sim to get pregnancy motives and buffs? This is rather than sticking to a standard proportion that changes these values as the base total amount of pregnant time goes up or down (e.g. 48 hours or 6570 hours).

Posted

can you make this mod shemale compatible? i think it should work like this there should be a option in the menu where you would select whether a female sim has a penis or not and whether they can get other sims pregnant. they can use Cmar's penis when they are selected to have a penis. also make it where the strap on do not appear on the shemale when in a sex animation. we could also have a script that allows the female penis to get hard or flaccid when aroused or not. then you could also change the attractions levels when a sim finds out that their love has an extra part. people have been talking about this for a while and we would really appreciate it if you could add this beautiful part into your amazing mod. we all have faith in you and we know you can do it! 

Posted

​@vester: Yup ,you read this right. 69 h pregnant. you can use Cmar Pregnancy Controller to Doublecheck,or change the Sex of the unborn,or change how many are Growing in that Womb.

Posted

Guys, I've had a long problem with Onikikay's pregnancy system, but I admit I have found out that it was my impatience that has conjured up most of these "errors" I believed were present. First off, as a reference to anybody in the future that will ask, Onikikay's pregnancy system is really independent of other mods, including nraas retuner and its ability to tweak the base xml values. With Kinkyworld's pregnancy system, one can impregnate up to any number women, EVEN THOSE OUTSIDE YOUR HOUSEHOLD, disregarding whatever constraints you put to household size using nraas story progression.

 

My problem or my perceived "error" was that I could not find any sim that my sim woohooed with to show any signs of pregnancy (e.g. moodlets, nausea ) within a week or so despite having a fertilization rate of 50% and timing the woohoo during their fertile period (I checked using mastercontroller). However, I completely disregarded the fact that I chose, using Kinkyworld settings, a pregnancy duration of 9 months (6570 hours). Haha, and I theorize that placing such a large value will correspondingly change (by proportion) the time it takes to get pregnancy motives and pregnancy buffs (to hundreds or thousands of hours). In addition, modifying base xml values using retuner, as I've mentioned, has no effect on Kinkyworld pregnancy duration proportion, because even if the total was 6570 hours, I changed getting motives back to vanilla eight hours and getting pregnancy buffs (the actual moodlet that shows one is pregnant) to 24, but no such pregnant moodlet showed up despite three days having passed.

 

Someone mentioned the wonder that is Kinkyworld debug showinfos, so I used it once and for all to really see whether or not this specific sim was with child. This data showed up:

 

Fertility: 1

Menstrual Phase: Pregnancy

Duration: 6501

 

I've never used this before and I'm not an expert on reading the data debug shows you, but I think this means the system flags her as pregnant for 69 hours right (as 6570 hours was total time of pregnancy)? 

 

So my two questions on this matter: did I read the info right, and is there a way to modify the amount of time it takes for a sim to get pregnancy motives and buffs? This is rather than sticking to a standard proportion that changes these values as the base total amount of pregnant time goes up or down (e.g. 48 hours or 6570 hours).

 

 

 

How do you know fertile periods of Sims outside your household? 

Does anyone know where can I find the Reference Guide for OKW?

(The provided link is broken)

Posted

can you make this mod shemale compatible? i think it should work like this there should be a option in the menu where you would select whether a female sim has a penis or not and whether they can get other sims pregnant. they can use Cmar's penis when they are selected to have a penis. also make it where the strap on do not appear on the shemale when in a sex animation. we could also have a script that allows the female penis to get hard or flaccid when aroused or not. then you could also change the attractions levels when a sim finds out that their love has an extra part. people have been talking about this for a while and we would really appreciate it if you could add this beautiful part into your amazing mod. we all have faith in you and we know you can do it! 

 

Please have a look at page 1 of this thread and read the changelogs, especially the one for v0.2.7, thank you.

Posted

 

Someone mentioned the wonder that is Kinkyworld debug showinfos, so I used it once and for all to really see whether or not this specific sim was with child. This data showed up:

 

Fertility: 1

Menstrual Phase: Pregnancy

Duration: 6501

 

I've never used this before and I'm not an expert on reading the data debug shows you, but I think this means the system flags her as pregnant for 69 hours right (as 6570 hours was total time of pregnancy)? 

 

So my two questions on this matter: did I read the info right, and is there a way to modify the amount of time it takes for a sim to get pregnancy motives and buffs? This is rather than sticking to a standard proportion that changes these values as the base total amount of pregnant time goes up or down (e.g. 48 hours or 6570 hours).

 

If I recall what you're trying to do correctly (i.e. have an actual 9 month pregnancy), you probably won't see any signs for several weeks as I'd hope the defaults will scale up accordingly. Normal Sim pregnancies run 3 days, one per trimester. You definitely won't see a bump or the waddle walk for quite a while, if that's the case, and the Pregnant moodlet doesn't kick in until the announcement event (again, likely to be a month or so away from conception, just as in real life when the next period is skipped).

 

The nausea moodlet is very random. I've seen plenty of sims that didn't get it until a day or two later. Again, in RL nausea and cravings aren't something that you normally see in the first few weeks, and the bad back moodlet is very much a third trimester effect, but I have no idea if or how they're scaled up.

 

By the look of it, you've probably succeeded in what you're attempting. Less than three days into a pregnancy shouldn't show any signs, though.

Posted

Does the mod work with earlier patches? My game is in patch 1.57 and the game crashes on the main loading screen, before the main menu :(

 

Nope. As it says on PAGE ONE of this thread:

 

 
Requires: The Sims 3 v1.67
 
 
But getting patch 1.67 isn't very difficult and is required for a lot of mods. Any reason not to do so?
Posted

 

can you make this mod shemale compatible? i think it should work like this there should be a option in the menu where you would select whether a female sim has a penis or not and whether they can get other sims pregnant. they can use Cmar's penis when they are selected to have a penis. also make it where the strap on do not appear on the shemale when in a sex animation. we could also have a script that allows the female penis to get hard or flaccid when aroused or not. then you could also change the attractions levels when a sim finds out that their love has an extra part. people have been talking about this for a while and we would really appreciate it if you could add this beautiful part into your amazing mod. we all have faith in you and we know you can do it! 

 

Please have a look at page 1 of this thread and read the changelogs, especially the one for v0.2.7, thank you.

 

thank you for the info without your help i would have been wondering what to do like so many others 

Posted

 

 

How do you know fertile periods of Sims outside your household? 

Does anyone know where can I find the Reference Guide for OKW?

(The provided link is broken)

 

 

If you have Kinky World->Settings->Miscellaneous->Debug Interaction set to Enabled you can click on a Sim and Kinky World->Debug->ShowInfos will create popups with the data.

 

Alternatively, use the Town Hall demographics function in NRaas Master Controller to display moodlets and select the Fertile Period one to get a list of all Sims who are ovulating.

Posted

Having a weird problem with this mod activated.  Every once in awhile, my sims will disappear for about a sec, their portrait will be shown as just a green,yellow, or red square and I will see the whole house as if there is no one in it and then my sim will be teleported to the entrance of the house with random needs (I have had a sim that has just ate, be changed to needing to eat or a sim who had low energy be changed to high energy).  Its not a super bad problem unless I am working or doing something like upgrading that takes a long time since it cancels what my sim is doing and counts for no progress.  Its something to do with this mod, since the problem goes away when I disable it.

 

Gonna try redownloading just to be sure I didn't get a corrupted download.

Posted

 

Thank you!!!

 

 

How do you know fertile periods of Sims outside your household?

 

Does anyone know where can I find the Reference Guide for OKW?

(The provided link is broken)

 

If you have Kinky World->Settings->Miscellaneous->Debug Interaction set to Enabled you can click on a Sim and Kinky World->Debug->ShowInfos will create popups with the data.

 

Alternatively, use the Town Hall demographics function in NRaas Master Controller to display moodlets and select the Fertile Period one to get a list of all Sims who are ovulating.

@​Cottonball: use Kinkyworld/Debug/Show infos on the Sim.

Thanks!

@​Cottonball: use Kinkyworld/Debug/Show infos on the Sim.

Posted

Having a weird problem with this mod activated.  Every once in awhile, my sims will disappear for about a sec, their portrait will be shown as just a green,yellow, or red square and I will see the whole house as if there is no one in it and then my sim will be teleported to the entrance of the house with random needs (I have had a sim that has just ate, be changed to needing to eat or a sim who had low energy be changed to high energy).  Its not a super bad problem unless I am working or doing something like upgrading that takes a long time since it cancels what my sim is doing and counts for no progress.  Its something to do with this mod, since the problem goes away when I disable it.

 

Gonna try redownloading just to be sure I didn't get a corrupted download.

 

It could be that, or a conflict with some other mod you have running.

 

By any chance are you running NRaas Overwatch or similar? it SOUNDS a lot like an auto-reset to me. If you are, try disabling the setting that auto resets stuck Sims within that mod... KW will generate a lot of false positives and as the top page notes say, you should turn auto-reset off (as well as outfit clean up - Overwatch and custom naked outfits don't mix well).

Posted

 

Does the mod work with earlier patches? My game is in patch 1.57 and the game crashes on the main loading screen, before the main menu :(

 

Nope. As it says on PAGE ONE of this thread:

 

 
Requires: The Sims 3 v1.67
 
 
But getting patch 1.67 isn't very difficult and is required for a lot of mods. Any reason not to do so?

 

The only reason is that I don't want my game to get laggy with the newer patches :P In my old PC I noticed a lag increase when patching from 1.50 to 1.55 and then to 1.57, dunno if this would happen in this new laptop I'm using (since it's not a gamer laptop, but it's way better than the old one), and some mods developed in newer patches are working fine in 1.57, and I thought that with KinkyWorld would be the same T_T

Posted

 

 

Does the mod work with earlier patches? My game is in patch 1.57 and the game crashes on the main loading screen, before the main menu :(

 

Nope. As it says on PAGE ONE of this thread:

 

 
Requires: The Sims 3 v1.67
 
 
But getting patch 1.67 isn't very difficult and is required for a lot of mods. Any reason not to do so?

 

The only reason is that I don't want my game to get laggy with the newer patches :P In my old PC I noticed a lag increase when patching from 1.50 to 1.55 and then to 1.57, dunno if this would happen in this new laptop I'm using (since it's not a gamer laptop, but it's way better than the old one), and some mods developed in newer patches are working fine in 1.57, and I thought that with KinkyWorld would be the same T_T

 

 

There are so, so many important fixes that come with more recent updates, including a couple of awful glitches and memory leaks.  Further, almost every mod out there is made for 1.67, so I mean...

Also, trying to run TS3 on a laptop (a normal, every laptop at that) is not the best idea.  You're going to get some nasty lag no matter what.  TS3 can run on a laptop, but the most basic settings.  And with any serious script modding (which this mod very much is), your game is going to suffer.  SOOOOO either you update to 1.67 orrrrr...you don't play KW.

 

Further, your best bet to fix a lot of the lag problems that come from the game itself (there are SO, SO MANY) is to grab parts of the NRAAS suite.  Script errors and pathing errors and all of that will be at least somewhat diminished.

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