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


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4 hours ago, AwAurora said:

hi! thanks for working on this mod its great! one question though, and sorry if this was covered somewhere and i just missed it. is there no way to interact with female animals as a male human? or am i just missing the animation packs for this (cant seem to find any that add this, just male animal to female human)

The code supports it just fine, there's just not any animations for it.

 

I'm not sure who still does animations for KW, since a couple of the people who did have stopped updating.

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12 hours ago, DickTracy said:

Thats just it though, my sims cannot even have sex in their own home without getting that stupid thing. The last animation errors out and thats the debuff I get. I have tried a new game, I have tried resetting the lot and the sims, and it still keeps happening. Even happens with any sims I create and add. For some reason, with this version of Onikikays mod, this keeps happening and it is annoying the freakin hell outta me. I dont even want to play the game now until this gets fixed. A little help fixing this would be greatly appreciated.

Have a look at KinkyWorld>Settings>PrivacySituationSettings> and try the different options.

 

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My math isn't too bad - I grew up when calculators were new and banned from classroom use. I noticed one of my Sims had a depressed mood and adding up the moodlets, both positive and negative, something was off.

 

Having blast      +40        Withdrawal      -26    (cannabis user)

Well rested        +25        Interuptus       -20

Fresh clothing    +25        Being watched -10    (busted doing graffiti)

Good meal         +15        Smoke habit    -5

Feeling calm       +15

Fullfilled             +15

Squeaky clean     +10

Smoke Cigarette  +10

Alluring               +10

 

Total                 +165                            -61

 

I was curious to why this Sim would have a mood just above suicidal unless the figures listed in the moodlet descriptions were incorrect/the moodlets from KW had other actions not tied to the numerical values: Withdrawal for example causing depression regardless of the score.

 

Curious if anyone has an answer. The situation isn't causing me to lose sleep, but it's always nice to know how things work. Didn't see anything in the wikia.

 

Solved: by rebooting the game. After a few seconds the bar adjusted itself - but the only thing changed was my fun had gotten past the 3/4 mark (take it easy at work).

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7 hours ago, landess said:

My math isn't too bad - I grew up when calculators were new and banned from classroom use. I noticed one of my Sims had a depressed mood and adding up the moodlets, both positive and negative, something was off.

 

Having blast      +40        Withdrawal      -26    (cannabis user)

Well rested        +25        Interuptus       -20

Fresh clothing    +25        Being watched -10    (busted doing graffiti)

Good meal         +15        Smoke habit    -5

Feeling calm       +15

Fullfilled             +15

Squeaky clean     +10

Smoke Cigarette  +10

Alluring               +10

 

Total                 +165                            -61

 

I was curious to why this Sim would have a mood just above suicidal unless the figures listed in the moodlet descriptions were incorrect/the moodlets from KW had other actions not tied to the numerical values: Withdrawal for example causing depression regardless of the score.

 

Curious if anyone has an answer. The situation isn't causing me to lose sleep, but it's always nice to know how things work. Didn't see anything in the wikia.

 

Solved: by rebooting the game. After a few seconds the bar adjusted itself - but the only thing changed was my fun had gotten past the 3/4 mark (take it easy at work).

 

That is actually the ts3 problem. 

 

There's a mod to reduce the happy moodlet, so sims can have a low mood as well. But I forget where to download.

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8 hours ago, jenyeah said:
Spoiler

 

I was just wondering.


Has Traveler issues have been fixed yet or not?


Not sure since when, but some amount of time ago, when I use NRaas Traveller and KW, there was traveling issues.


For example, I started new custom world and traveled (By Vacation method) to EA Worlds that are modified by World Creators, it always traveled to fresh worlds of those Worlds.


So at first I tried several suggestions, which is try copy the ".nhd" file of saved world and paste it to world that you are playing to make travel (vacation) from.


But unfortunately, that failed.


So, asked at the NRAAS and they said Traveler isn't compatible with KW.


So, I gave up on that idea of traveling sim.


And it has been past very lots of amount of time since then, that is why I just asked about it.

 

Edit 1:


I just tested myself with Nraas "CR_NRaas_Traveler_V88", which is currently in testing.


Bottom Hidden Content Spoiler shows what I tried.

Spoiler

I made new game with "custom world/neighborhood 1" that I made.


Chose that world/neighborhood as active playing active family (several sims).


Done necessary NRaas Traveler Setting, saved to turn off game.


Re run the game to make another new game with "custom world/neighborhood 2" that I made.


Placed City Hall, and one residential lot for staying, and another one as vacation residential lot.


Then I saved and turned off game completely again.


Then I copied ".nhd" file of travel destination "custom world/neighborhood 2" that I travel and change hometown into and pasted it inside the folder of "custom world/neighborhood 1" that I mentioned above.


Then I ran the game again and chose this active "custom world/neighborhood 1", used the smartphone to call to travel,  then saved it with different name and waited.

 


Guess what, BOOM! My 2 sims arrived at the right destination, which is "custom world/neighborhood 2".


So, I have to say NRaas Traveler and KW is now compatible with each other.

 

There is only one thing is concern, when I did all the necessary to travel to destination as vacation, purchased vacation lot, moved to there, changed hometown, saved, closed the game completely, re run and I tried to check pregnancy check ("Display Pregnancy Information"interaction, using the mod), clicking it does nothing.

 

The thing is that that interaction isn't working. And any other interactions works fine. Is it because there is no Hospital in this "custom world/neighborhood 2" ?

 

And funny thing is when I travel (Go Vacation) from Home World ("custom world/neighborhood 2") to "custom world/neighborhood 1", "Display Pregnancy Information"interaction works fine.

 

Tried clearing caches but still having this new problem.

 

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I tried to give my teen an small dick to test something out,
but after an while it just glitches out weirdly, also even if i fuck an girl with "big cock lover" she dosent even mind it.

I did get his penis small with some ingame changes, but only temporarily, also the animations then dont fit, because his dick is barley touching her lol

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On 2/19/2018 at 8:21 AM, Country_Boy said:

Need some suggestions: What is the best lot type to use for a community lot Brothel? 

 

On 2/19/2018 at 1:06 PM, dausdanger said:

use your own home

 

On 2/19/2018 at 1:38 PM, Country_Boy said:

Tried that at first, and my girls will leave mid shift just to return. It was turmoil, npc's spawning just anywhere they wanted, bouncer not watching the door, letting my girls get beat up. Hell, the janitor doesn't do anything, but give out free sex to whom ever he wants. Playing with my custom brothel which is an exclusive lounge and it seems to be working better for me. The girls actually stay at work, and bouncers are at the doors and a bartender at the bar. Downside.....hours are from 2pm-2am :frown: But like my very first post mentioned, I've been away for over a year, so just trying to learn everything new that I've missed :smile: Been away so long that I didn't even realize that http://nraas.wikispaces.com/ was shutting down until the other day. And over 75% of the sites I had CC from are shutdown :frown:  Oh well. Thanks for all the suggestions everyone.

I have a brothel that my sim runs. Originally, it was in her home. As you mentioned, it became a hassle with the workers leaving and returning all the time. Using the features from various Nraas mods, I bought the empty lot next to her house, and built a new house there, and moved her into the new house, and left the brothel assigned to her old house, which she still owns.

 

Having the brothel on a private lot that she doesn't live in has worked out pretty well, although, to be honest, I mostly just ignore that lot, rather than actively manage it. I did still see the workers show up, and then leave after a while, then return immediately after they got wherever they were headed. That seems to have stopped happening with the update to 0.37.

 

One thing I noticed, which may or may not be due to Nraas, was that random sims will move into any house owned by my sim that she does not actively live in. I think they end up paying rent, but that isn't what I wanted for this house. I eventually found a setting somewhere (I can find it again if anyone is interested) to prevent renters from moving in to "rental lots", which was how I had originally purchased a lot I was trying this out on.

 

As for Nraas shutting down, they are working on moving to another site. It is not that Nraas is shutting down, but that the hosting site is closing.

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I must say I like this mod.

But I have noticed it does  seam like the main mod has taken on a one ring to rule them all approach. The problem I seam to have noticed is it seams some times working scripts get changed in broken in updates. So it is starting to look like 1 massive mod working poorly.

 

I wonder if it might work better for development, and patching if they fallow the bunch of smaller mods working well school of thought. IE main mod contains scripts to start sex and access menu, things like school, and brothel would then be separate mods that interact with the main. This would likely mean that currant content would be spread out over half a dozen or more smaller modules. Make the first focus to get all these modules working then the development could focus on either creating a new module or modifying a existing one to improve it. This could also help in trouble shooting by in many cases narrowing down the amount of script to find the conflict. It also gives users the ability that if the currant states of two or more modules causes a conflict of a feature the player favors over the one causing the conflict they could remove the one they least want to use. IE brothel causes school not to work then if some one does not want to run a brothel but wants school event they could simply remove the brothel and go with the existing school event.

 

The mini mod plug in approach also means as the mod grows and more programmers are added to the project they could be assigned a exiting module to work on or tasked with  building there own such as a porn study job similar to the fire house job. With no risk of them changing/breaking core scripts in other modules.

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5 hours ago, mane321 said:

I tried to give my teen an small dick to test something out,
but after an while it just glitches out weirdly, also even if i fuck an girl with "big cock lover" she dosent even mind it.

I did get his penis small with some ingame changes, but only temporarily, also the animations then dont fit, because his dick is barley touching her lol

From what I have seen with the kinky traits, having something that matches, like a guy with a big dick and a girl that is a big dick lover, boosts the attraction. There does not seem to be a negative for someone having the opposite of the turn on. In other words, I have not seen turn offs. So, my big boob lover is perfectly fine with a flat girl, but is happier with a big boob girl.

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Is anyone else having problems with jealousy being messed up with KW?

 

I have three sims that are in a three way relationship with each other. They all are romantic interests, with maxed out relationships. I also have KW jealousy turned off. I also have Nraas WooHooer, with jealousy set to polyamorous (i.e., don't get jealous if you are in love with the other two sims).

 

But, every time two of the sims do something kinky in front of the third, the third sim will flip out and want to accuse both of the others of cheating on them. This even occurs if they have three-way KW woohoo session. The third sim (not sure how it decides which is third) will be perfectly happy participating in the woohoo. After it is all over, they will then start accusing both of the others of cheating.

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I just got into the future(fresh install) and all the robots that live in the community center (are they supposed to live there?) keep sleeping in beds, eating, and generally being as human as possible, they even adopt a human-like appearance when they sleep/woohoo but with pitch black skin. I've noticed the community center in the future doesn't have any recharging stations but even after I place them they still sleep in beds. I'm using G.E.C.K.O's skin, I could understand that causing them to have a funky skin but is it also causing them to be some kind of messed up hybrid? Even without the trait chip they build desire and woohoo alone or with others as well.

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12 hours ago, AttritionofContrition said:

I just got into the future(fresh install) and all the robots that live in the community center (are they supposed to live there?) keep sleeping in beds, eating, and generally being as human as possible, they even adopt a human-like appearance when they sleep/woohoo but with pitch black skin. I've noticed the community center in the future doesn't have any recharging stations but even after I place them they still sleep in beds. I'm using G.E.C.K.O's skin, I could understand that causing them to have a funky skin but is it also causing them to be some kind of messed up hybrid? Even without the trait chip they build desire and woohoo alone or with others as well.

I haven't visited the future since I updated to the latest version of KW. When I did visit the future with the previous KW, there were no robots living in the community center. They would visit, but not sleep in beds. Also, there were definitely some recharging stations available.

 

I do have a plumbot that a sim created in the current time (without travelling to the future, bought the plumbot station from buy mode), and the plumbot does not get horny or aroused. I thought you had to equip them with a woohooer trait chip or something for that to happen.

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Somewhat inconsistent results, but If I use the toilet before activating kinky world my sims will sit on the toilet forever until I manually cancel the action, and only the females will teleport back to it afterwords repeatedly while doing other actions. Sometimes it is fine. It seems to happen less when using default base game sims instead of own made ones. Activating the mod does stop it from happening completely so not a huge issue, but before I figured out kinky world was causing it, I was going crazy trying to find the cause.

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19 hours ago, FreakyRufus said:

Is anyone else having problems with jealousy being messed up with KW?

 

I have three sims that are in a three way relationship with each other. They all are romantic interests, with maxed out relationships. I also have KW jealousy turned off. I also have Nraas WooHooer, with jealousy set to polyamorous (i.e., don't get jealous if you are in love with the other two sims).

 

But, every time two of the sims do something kinky in front of the third, the third sim will flip out and want to accuse both of the others of cheating on them. This even occurs if they have three-way KW woohoo session. The third sim (not sure how it decides which is third) will be perfectly happy participating in the woohoo. After it is all over, they will then start accusing both of the others of cheating.

WooHooer is not compatible with KW, they both cover core functionality of each other and could cause any unpredictable glitches in your game. KW has its own jealousy system and also special traits like Cuckold, you can assign this trait to Sims for polyamorous jealousy effect.

6 hours ago, Zebbaby0228 said:

Does it matter what version you download? Will the newest one have all of the features?

Features were not revoked in higher version AFAIK, only added and bugs were fixed.

8 hours ago, Nepsa said:

Did anyone find solution for masturbating npcs in sreet? Its annoying

Did you try to play with Privacy Situation Setting? maybe if you set it to None will work

Quote

Privacy Situation Setting

  • None: EA-standard behavior. A Sim who is about to perform an action that requires nudity and/or privacy cancels that action and is assigned the Embarrassed moodlet. If the action has started, the other Sim is shooed out of the room.
  • Standard: Kinky-standard behavior. Actions that require nudity and/or privacy can happen in the presence of other Sims. No one is embarrassed and no one gets shooed.
  • Exhibition: Kinky-variant behavior. Actions that require nudity and/or privacy might happen in the presence of other Sims. The Sim performing the action tests against the Exhibitionist skill. If the test passes, the action completes in the presence of other Sims. If the test fails, revert to EA-standard behavior for the rest of the action.
  •  
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8 hours ago, Nepsa said:

Did anyone find solution for masturbating npcs in sreet? Its annoying

i think the problem is, that the game considers the street/outside of a building as a room and as long as no other sims are there, sims are fine with doing it there, no matter the privacy settings.

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5 hours ago, FreakyRufus said:

I haven't visited the future since I updated to the latest version of KW. When I did visit the future with the previous KW, there were no robots living in the community center. They would visit, but not sleep in beds. Also, there were definitely some recharging stations available.

 

I do have a plumbot that a sim created in the current time (without travelling to the future, bought the plumbot station from buy mode), and the plumbot does not get horny or aroused. I thought you had to equip them with a woohooer trait chip or something for that to happen.

I've messed around a little more and found that bots that I build myself work correctly, it's just the bots that are first generated when I go to the future that are an amalgamation. Maybe it's an nraas mod messing with something. Also, I finally did find the recharging stations (that I didn't place), they just blended in so well and at first I didn't really know what I was looking for, I thought they were elevators!

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