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


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2 hours ago, Airianna said:

Back to about Kinky World...

I want my sim getting raped, she's my super sim, maxed almost all available skills.

- I moved a rapist into my home as a roomate... They didn't even try to rape my sim.

- I slept naked in bed, was never raped, had a rapist enter the house and look at her then leave.

- Rapists have a hard time raping her, 1 in 20 might be able to rape her.

 

I would like to know more about the whole rape aspect, and what makes it easier to get raped. And what skills the Rapist needs to be able to rape someone easier.

- Even very horny + dead drunk + drugged was able to fend off the rapists. (5 rapists came to the house, they should of been able to take her)

- Does being a vampire, witch, fairy, ect. have any effect on prevention methods?

(Yes, I plan to create a rapist, specifically tailored for raping my super sim)

I haven't seen the code, so I can only go on my experience and what I've read.

 

There are two different kinds of rapists, really: normal rapists and the "rape" service.  Normal rapists seem to use the regular fight mechanics, so if your sim has a decent athletic skill you can fend those off pretty easy.  The NPC rapists seem to be much harder to beat - often they'll have little to no Athletic skill but can sometimes take down a sim with level 10 in Athletic.  One of the patreon versions made the rapists less likely to win the fight, but as I'm not a patron I don't know the details.  Still, if you've maxed your athletic, you're less likely to get raped.

 

I doubt the number of rapists that show up really matters; it's only one of them that actually attacks you.  An evil sim can join a rape in progress without having to fight the victim.

 

The rapists entering your house will run away if there are other sims nearby.  Your rapist roommate may actually be preventing you from being raped by sims in the rapist service.  I suspect it's based on the "isAlone" flag you can see via Debug->ShowInfos.

 

I do not believe being a witch, werewolf, or fairy affects anything (although raping my witch or one of her family is a really bad idea.  She'll make you pay.  She's set buildings and houses on fire and turned people into toads and mummies for that kind of shit.  There really should be a "Vindictive" trait.).  I'm not sure about the other supernatural states, since my playable ghosts never get raped for some reason (non-active ones do, though) and I haven't played the others much.

 

So, here's what I would try:

 

Do things to keep your roommate really horny.  You can cheat 'em horny, of course, but if you don't want to do that then make sure you have all the Kinky books in your bookshelves, walk around naked in front of him (tease him if you can), invite him to join you watching porn, etc.  Make sure he's got either the Evil or Mean Spirited traits in addition to Rapist, and make sure his Athletic skill is higher (or equal, if you're maxed) than yours.  Give him some Martial Arts while you're at it - I'm not completely sure but I believe that also affects fight outcomes.

 

Hang out in public places alone at night.  The rapist service searches for sims on community lots by themselves.  It does homes as well, but it seems less common to me.

 

Experience from my games:

 

If you have a husband and wife where one of them is a rapist, make sure the other is a masochist.  The rapist will occasionally just decide to rape the other one.

 

Zombies do a rape attack.  I actually had a non-active family split because the wife became a full moon zombie and raped her husband.  They were all lovey-dovey before that, and she has none of the Evil, Mean Spirited, or Rapist traits.

 

I have an inactive family of Jinn that are all evil (two women, three men - the men are all rapists, and all of them are bisexual) that fill all the jobs at the school.  Setting the men evil and rapist and giving them a little athletic was all it took.  Rapes are fairly common at the school, with maybe one every two or three days.  Occasionally I'll get a notice that one of the men are raping on of the female Jinn at their home, but that happens maybe once in a sim week.  I created a caste for them in StoryProgression that prevents them from moving out, otherwise StoryProgression will see they hate each other and split the household.

 

Similarly, I created an inactive household with four young adult males (one human, one vampire, one fairy, and one jinn) and one teenage girl.  All were unrelated.  The males all had the Evil and Rapist traits.  Again, I set a caste for them that prevented them from moving out.  I registered the four males as rapists.  I expected the teenage girl to get getting the worst of it, but she was only raped maybe once a week and ended up marrying the human.

 

Also, some sims just don't seem to do the rape thing.  The jinn family I mentioned has the father (who is the school headmaster) who has the Evil and Rapist traits but who has never to my knowledge raped anyone.  Both his sons do it all the time, even to their sisters.  I'm not sure if there's something about his character that prevents him from raping anyone or if it's just luck of the draw.

 

Oh, and ghosts at the graveyard have working cell phones.  Just in case your rapist decides to go to the graveyard late at night for some ectoplasmic fun.

 

(That gave me an idea...  Would a tomb mummy call to report a rape if one happened in his presence?  I'll have to test that.  A tomb mummy on a cell phone would make for a hilarious picture.)

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On 4/9/2018 at 4:28 AM, crimhead said:

Ok, I'll try step-by-step. Assuming a new game with default high school settings:

 

- take control of a family you DON'T plan to use as hi skule personnel

- go to KW/settings/global/high school. There, enable high school (a message about it should appear) and change the setting 'Sim Types Recruited Automatically' to 'All'. It actually also controls the crew you can recruit manually.

- in map view click on the hi skule icon, choose to assign professor/headmaster until you've filled the positions you wanted covered.

- you can now either fill manually the rest of the crew or let the mod do it on its own - don't worry, your sims won't be kicked out. personally I return the 'Sim Types Recruited Automatically' to NPC's (which actually means, the ones Oniki provided) and turn auto management back on.

 

Hope it helped.

 

That worked. Thanks a lot. Though I still don't know what the requirements a Sim needs to fulfill before they would fit the normal way, but this workaround works and that's good enough for me.

 

Though if you feel like helping me with another problem, I'd appreciate it. Anyone that feels like jumping in would be appreciated:

 

I'm having difficulty with the Callgirl job. Once in a while my Sims get those calls. They give me an address and I accept, but then that address disappears and I'm stuck having to remember it(which my memory is bad so this leads to problems). Though, that's not exactly my main issue. My issue is that I can never find the houses. I've searched every house in a town looking for the exact address, but it doesn't exist. I managed to find the street where this one client called for, but it was like "x RD 188", but the only houses near that were like "X RD 170" and "X RD 192". I checked the whole road and map to be sure and could not find any house that fit that address. So this house straight up didn't exist on this map, but I got numerous calls from them.

 

So my questions would be:

Is there a way I can pull up the address again?

Is there a way it can get marked on the map so I don't have to play I-Spy with the cluttered map?

Is there a way a name can be listed with it so I don't have to spend 20 minutes finding a place to find out it was a dude who hired my straight guy?

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I'm glad it worked ;) . Also, I'm not quite sure, but I just think the high school system was created around "kids go to school" rather than "adults in Education, the live mode experience". In other words, I'm not sure players were supposed to be within it - neither did other simmers here when I asked, for that matter.

 

Anyway, callgirl/gigolo question. Whenever my sims get a call they also receive a message, something like, 'Start callgirl mission', akin to the party notifications, where you can just press 'start' and your sim will just go to the lot and get down to work. Yours don't?

Also, in the KW menu, if things don't work: isnt' there somewhere clicking on the sim in the kinky menu (sorry, can't remember precisely right now) an option to 'resume' the mission?

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1 hour ago, sim333 said:

Sport skill is greatly help. If she have is big sport, then will beat everyone. Condition necessary, but perhaps not sufficient.)

 

1 hour ago, crimhead said:

Airianna: the martial arts skill usually trumps anything else* in fights. Give even level one to a rapist, they'll win against anyone - Mean Spirited, Brave, Athletic skill: they all shall lose. Maybe your super sim has it?

 

When rapists enter the house, I've noticed you have to manually wake your sim up for a confrontation to happen.

 

Not sure why a rapist with the correct orientation wouldn't take a stab at it. Happens to me regularly, even in a steady relationship. Perhaps you could use KW debug to make them properly horny?

 

*for instance, loser sims can lose fights even with a few levels in martial arts.

 

49 minutes ago, spauldo said:

I haven't seen the code, so I can only go on my experience and what I've read.

 

There are two different kinds of rapists, really: normal rapists and the "rape" service.  Normal rapists seem to use the regular fight mechanics, so if your sim has a decent athletic skill you can fend those off pretty easy.  The NPC rapists seem to be much harder to beat - often they'll have little to no Athletic skill but can sometimes take down a sim with level 10 in Athletic.  One of the patreon versions made the rapists less likely to win the fight, but as I'm not a patron I don't know the details.  Still, if you've maxed your athletic, you're less likely to get raped.

 

I doubt the number of rapists that show up really matters; it's only one of them that actually attacks you.  An evil sim can join a rape in progress without having to fight the victim.

 

The rapists entering your house will run away if there are other sims nearby.  Your rapist roommate may actually be preventing you from being raped by sims in the rapist service.  I suspect it's based on the "isAlone" flag you can see via Debug->ShowInfos.

 

I do not believe being a witch, werewolf, or fairy affects anything (although raping my witch or one of her family is a really bad idea.  She'll make you pay.  She's set buildings and houses on fire and turned people into toads and mummies for that kind of shit.  There really should be a "Vindictive" trait.).  I'm not sure about the other supernatural states, since my playable ghosts never get raped for some reason (non-active ones do, though) and I haven't played the others much.

 

So, here's what I would try:

 

Do things to keep your roommate really horny.  You can cheat 'em horny, of course, but if you don't want to do that then make sure you have all the Kinky books in your bookshelves, walk around naked in front of him (tease him if you can), invite him to join you watching porn, etc.  Make sure he's got either the Evil or Mean Spirited traits in addition to Rapist, and make sure his Athletic skill is higher (or equal, if you're maxed) than yours.  Give him some Martial Arts while you're at it - I'm not completely sure but I believe that also affects fight outcomes.

 

Hang out in public places alone at night.  The rapist service searches for sims on community lots by themselves.  It does homes as well, but it seems less common to me.

 

Experience from my games:

 

If you have a husband and wife where one of them is a rapist, make sure the other is a masochist.  The rapist will occasionally just decide to rape the other one.

 

Zombies do a rape attack.  I actually had a non-active family split because the wife became a full moon zombie and raped her husband.  They were all lovey-dovey before that, and she has none of the Evil, Mean Spirited, or Rapist traits.

 

I have an inactive family of Jinn that are all evil (two women, three men - the men are all rapists, and all of them are bisexual) that fill all the jobs at the school.  Setting the men evil and rapist and giving them a little athletic was all it took.  Rapes are fairly common at the school, with maybe one every two or three days.  Occasionally I'll get a notice that one of the men are raping on of the female Jinn at their home, but that happens maybe once in a sim week.  I created a caste for them in StoryProgression that prevents them from moving out, otherwise StoryProgression will see they hate each other and split the household.

 

Similarly, I created an inactive household with four young adult males (one human, one vampire, one fairy, and one jinn) and one teenage girl.  All were unrelated.  The males all had the Evil and Rapist traits.  Again, I set a caste for them that prevented them from moving out.  I registered the four males as rapists.  I expected the teenage girl to get getting the worst of it, but she was only raped maybe once a week and ended up marrying the human.

 

Also, some sims just don't seem to do the rape thing.  The jinn family I mentioned has the father (who is the school headmaster) who has the Evil and Rapist traits but who has never to my knowledge raped anyone.  Both his sons do it all the time, even to their sisters.  I'm not sure if there's something about his character that prevents him from raping anyone or if it's just luck of the draw.

 

Oh, and ghosts at the graveyard have working cell phones.  Just in case your rapist decides to go to the graveyard late at night for some ectoplasmic fun.

 

(That gave me an idea...  Would a tomb mummy call to report a rape if one happened in his presence?  I'll have to test that.  A tomb mummy on a cell phone would make for a hilarious picture.)

 

Thank you all for the details...

- My super sim... Just to show you what I am trying to find a way around... LOL

5acde95f64284_Sims3Screenshot2018_04.11-05_46_03_57.thumb.png.b457b4c60af51b93b28fede9f7c3723c.png

Has not mastered - Social Networking, Zoolovers, or Assassination... Everything else is mastered, and most listed challenges are complete.

 

 

So to give the Rapist a chance, I should give them level 10 of both, rapist trait + Mean Spirited + Evil, so there is hope they will use the interaction often and use the tuner to increase the weight of it. Will have to play with the settings I am sure.

And should give my sim the Masochist trait? So she resists a rapist, but gives in?

NRaas says 17 traits, Not sure where the other 10 are coming from, she has the base 5+2 from the EPs. I am guessing the other 10 are hidden traits from challenges and such?

Days to Transition -2 billion.... yeah, I played her a VERY long time... LOL -1 per day, since she stopped aging.

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Wow.  I've never seen that "17 traits" thing.  Mine just lists the traits without giving a total at the bottom.

 

But then again, I've never had a sim with 17 traits.  Most of my adults have nine (3 kinky traits, a university trait, and the five regular ones).  Maybe ten if they do one of the social group things.

 

Going to NRaas -> Master Controller -> Advanced -> Traits -> Change Traits and then clicking the "Value" column title twice will tell you exactly what traits you have.

 

Anyway, the Mean Spirited or Evil traits make rape more likely.  Any sim can do it (theoretically), but when KW runs the numbers to decide if a sim really wants to rape someone, those make it easier.  I'm not sure if having both helps - I usually only do one or the other.  Either way, I doubt they affect the outcome of the fight.  I suspect the Rapist trait just makes it autonomous, but I don't know for sure.

 

The masochist trait will make it so that rape improves your relationship.  I don't know if it affects the outcome of the fight - all my masochists to date have had no Athletic skill.  I suggest it for cohabitating couples because otherwise it's just a time bomb waiting to happen - the first rape will break up the relationship.

 

I can't play the same sim that long - I get bored of 'em.  Generally by the time they hit elder status, they've accomplished (or given up on) their goals and are ready to retire.  I just use 'em as babysitters for their grandchildren and otherwise let them act autonomously in the background while I play the younger folk.

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Heh heh, Airianna: if your sim has 10 in martial arts and athletic, she's basically the Sims3 version on Wonder Woman.

You could consider lowering her MA skill a bit: enough to defeat all untrained sims, enough to lose to an advanced martial artist. This for the NPC rapists - resident ones are different beasts. I once set up a teen with what was supposed to be a Horribly Abusive Stepfather. He would indeed rape her mother (a masochist), but not the daughter. He... spanked her once. But I had the parents set up as roommates, and could not directly influence him - that was a long time ago.

 

Ahem. This to say: it COULD be that, like first time stripping, sims need to be "guided" to do something the first time before it becomes spontaneous. Backup your game and try making Mr. Perfect force himself onto Miss Djinn. I did that with the 'order to' interactions, and while it does not becaome the rulei, it DOES add to the autonomous routine.

 

(Side note: I maintain the Overpowered sim is a genie-witch hybrid).

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31 minutes ago, suryavansh said:

Please anyone help me ?

 

Animals penis are not visible. All the settings are correct. They can do wohoo but no penis.

You're probably not getting replies because no one else is having the problem.

 

I believe the animal penises are in the ONIKI_Accessories.package file.  Make sure you have that file and that it's not an old version.  It's in the main download though, so unless you didn't extract all the files from the .7z file, it should be there.

 

The only other thing I can think of is that you have some CC that is somehow conflicting with it.  I'd suspect anything pet-related first.  Make a backup copy of your Sims 3 folder in Documents and then start yanking CC out and testing it on a new save.  Don't forget to delete the caches each time.

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1 hour ago, crimhead said:

I'm glad it worked ;) . Also, I'm not quite sure, but I just think the high school system was created around "kids go to school" rather than "adults in Education, the live mode experience". In other words, I'm not sure players were supposed to be within it - neither did other simmers here when I asked, for that matter.

 

Anyway, callgirl/gigolo question. Whenever my sims get a call they also receive a message, something like, 'Start callgirl mission', akin to the party notifications, where you can just press 'start' and your sim will just go to the lot and get down to work. Yours don't?

Also, in the KW menu, if things don't work: isnt' there somewhere clicking on the sim in the kinky menu (sorry, can't remember precisely right now) an option to 'resume' the mission?

I get the initial notification of the offer which I can accept or decline, but I never get any sort of "go to" option. I check the map for the star and nothing. I check the opportunities tab and nothing.

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Hi- I love your work and I am struggling on which to download— perhaps someone could help! I’ve read everything on page yet at the bottom for download don’t know which of the four listed I need. I have all the packs except pets and future... which do I need 

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59 minutes ago, turmapop11 said:

I get the initial notification of the offer which I can accept or decline, but I never get any sort of "go to" option. I check the map for the star and nothing. I check the opportunities tab and nothing.

Something's borked then.

 

The Careers module for StoryProgression (NOTE: that's not the same as the NRaas Careers mod) used to interfere with some of this stuff, but to be honest I don't use that module anyway so I don't know.  If you use it, try removing it, clearing your caches, and testing.  Don't save unless it works.

 

Register used to give issues as well.  I have that now, but the last time I had a call girl I didn't.  So maybe try removing that if the Careers module isn't the problem.

 

If it's not a conflict with those, do you have any mods that affect the map tags?  I know it works with Awesome, so it'd be something other than that.

 

2 hours ago, crimhead said:

Also, I'm not quite sure, but I just think the high school system was created around "kids go to school" rather than "adults in Education, the live mode experience". In other words, I'm not sure players were supposed to be within it - neither did other simmers here when I asked, for that matter.

You can play as a teacher and get paid just fine.  I played one in the last version.  It's tied with the regular education career from the base game and you get advancements like normal.  I think, from the way it behaves, that teachers are intended to be playable.  You'd have to ask Oniki to be sure.

 

There was a note in the changelog about teachers being able to become headmasters, but I don't remember offhand what it was.  I do know that without automanagement turned on, teachers do not rise to headmaster level automatically if the old headmaster retires/quits/dies.  I haven't tried with automanagement turned on, and I've never played a headmaster.

 

Janitor works, although I don't remember if there were any issues with it.  I don't think there's any career progression, though.  I've only played one once.

 

I have played a nurse.  It works, but there's no advancement and you don't get paid unless you take a day off (pregnancy, holiday, etc.).  I just pretended my sim was a volunteer.  Oniki has stated explicity that the nurse is not intended for playable sims (I hope that changes).  The nurse is actually kinda fun - you'll automatically do the medical exams and whatnot, but otherwise you're free to terrorize interact with the students and staff, work on skilling objects, and whatever else you want to do.  Occasionally you'll have to manually increase your job performance via MasterController though, because while it never increases, it can decrease if you're late or decide to step out for lunch or something.

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Heh... actually "KW teacher" has become my new standard career. I had meant to say that I could not find a way to become one by simply clicking on the school - the active sim is excluded from selection even with 'all' chosen.

 

I can testify that pay arrives just fine, and once properly high in the career the offer arrives to be headmaster (if you refuse, job performance gets reset until you fill the bar agin, and the question is once again asked).

 

Turmapop11: I agree with spauldo, there's probably something interfering.

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5 hours ago, spauldo said:

Wow.  I've never seen that "17 traits" thing.  Mine just lists the traits without giving a total at the bottom.

 

But then again, I've never had a sim with 17 traits.  Most of my adults have nine (3 kinky traits, a university trait, and the five regular ones).  Maybe ten if they do one of the social group things.

 

Going to NRaas -> Master Controller -> Advanced -> Traits -> Change Traits and then clicking the "Value" column title twice will tell you exactly what traits you have.

 

Anyway, the Mean Spirited or Evil traits make rape more likely.  Any sim can do it (theoretically), but when KW runs the numbers to decide if a sim really wants to rape someone, those make it easier.  I'm not sure if having both helps - I usually only do one or the other.  Either way, I doubt they affect the outcome of the fight.  I suspect the Rapist trait just makes it autonomous, but I don't know for sure.

 

The masochist trait will make it so that rape improves your relationship.  I don't know if it affects the outcome of the fight - all my masochists to date have had no Athletic skill.  I suggest it for cohabitating couples because otherwise it's just a time bomb waiting to happen - the first rape will break up the relationship.

 

I can't play the same sim that long - I get bored of 'em.  Generally by the time they hit elder status, they've accomplished (or given up on) their goals and are ready to retire.  I just use 'em as babysitters for their grandchildren and otherwise let them act autonomously in the background while I play the younger folk.

 

Turns out the Occult groups and Social Groups are added to the total... And where did I get this trait? Genie(hidden), This sim is not a Genie, and never was...

Occults

- Fairy

- Genie (Hidden)

- Vampire

- Spellcasting (For the Witch)

Base 5

- Virtuoso

- Great Kisser

- Exhibitionist

- Incestuous

- Commanding Presence

Collage +2

- Irresistible (Yellow Box, Top of Social Group)

- Whoohooer (Red box, Completing Collage course)

Social Groups

- Nerd

- Jock

- Rebel

Kinky World

- Hairy Sim Lover

- Curvy Lover (YIKES! That was supposed to be Muscular! Oh well, changing it now)

- Futanari Lover

 

5 hours ago, crimhead said:

Heh heh, Airianna: if your sim has 10 in martial arts and athletic, she's basically the Sims3 version on Wonder Woman.

You could consider lowering her MA skill a bit: enough to defeat all untrained sims, enough to lose to an advanced martial artist. This for the NPC rapists - resident ones are different beasts. I once set up a teen with what was supposed to be a Horribly Abusive Stepfather. He would indeed rape her mother (a masochist), but not the daughter. He... spanked her once. But I had the parents set up as roommates, and could not directly influence him - that was a long time ago.

 

Ahem. This to say: it COULD be that, like first time stripping, sims need to be "guided" to do something the first time before it becomes spontaneous. Backup your game and try making Mr. Perfect force himself onto Miss Djinn. I did that with the 'order to' interactions, and while it does not becaome the rulei, it DOES add to the autonomous routine.

 

(Side note: I maintain the Overpowered sim is a genie-witch hybrid).

I discovered I didn't have to touch her skills :smiley: This image is her traits, Also, her moodlets she got raped more than once since I worked on "him".

 

5ace3189c4881_Sims3Screenshot2018_04.11-10_47_12_01.thumb.png.75853e935925e4525e8bcabb2c3598c3.png

 

His Traits and skills...

5ace3a88a1856_DesktopScreenshot2018_04.05-17_37_03_35.thumb.png.f1c4060ff76fde659995c31fa6007962.png

 

I bumped up his skills to level 10 for both Athletics and Martial arts, and gave him these stats in CAS Edit, he hasn't lost a fight with my Super Sim yet...

Also, shifted his body size, muscle mass, and Muscle thickness, so he even looks like he has muscles.... Not sure if just the skills, and the main trait, or perhaps the other traits help as well... Yes, he is raping her when A) She Declines or B) When he doesn't feel like asking for sex. Groping, shows up as Grop, doesn't require confirmation, of yes or no, but leads to mutual sex.

 

Also, I went through the Tuning list through KW's settings menu. Woohoo interactions, for segmented progress, vaginal number increased, oral and anal degreesed. No need to hunt it down in a mod editor to "disable" them through the XML, Of the 6 times my sim was raped (since fixing my rapist), once was solid anal (start to finish), 1 segment was oral, the rest were vaginal. Maybe 1 segment was also teasing, the tool tip registers as "none" even tho it looked Vaginal to me. The older animations I have, will need fixing the tags to catch them up with the current version.

 

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Aha, Athletic, Mean and Evil all give a boost to fighting - guess that makes the difference once skills are even. But I have to ask, what about regular burglars and other aassorted evildoers? Do they get a shot as well, or are their arses getting kicked all the time?

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5 hours ago, spauldo said:

You're probably not getting replies because no one else is having the problem.

 

I believe the animal penises are in the ONIKI_Accessories.package file.  Make sure you have that file and that it's not an old version.  It's in the main download though, so unless you didn't extract all the files from the .7z file, it should be there.

 

The only other thing I can think of is that you have some CC that is somehow conflicting with it.  I'd suspect anything pet-related first.  Make a backup copy of your Sims 3 folder in Documents and then start yanking CC out and testing it on a new save.  Don't forget to delete the caches each time.

Thanks Friend for replying and your valuable helping tips.

 

But my issue resolved by itself . initially i was having wohoo using my human sim with towns animal and their penises was not showing up but when i added dog as my pet sim then its penis was there and then towns other animals penises starts showing up . i think it is kind of bug or something . and i think you guys might check it out.

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47 minutes ago, 53army said:

Hello everybody, i cant make my sims to abort pregnancy in hospital, it says about "Legal Threshold" or something. How do i override this or get rid of this problem? thanks in advance

I think I read somewhere that KW follows the "No third trimester abortions" rule.  Basically, in a three day pregnancy, you can't get an abortion on the third day.

 

I can't remember where I read that though, so I could be completely off-base.  I haven't actually tried getting an abortion in the game (and am incorrectly equipped for one in real life).  I didn't see anything in the settings about it.

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6 hours ago, crimhead said:

Aha, Athletic, Mean and Evil all give a boost to fighting - guess that makes the difference once skills are even. But I have to ask, what about regular burglars and other aassorted evildoers? Do they get a shot as well, or are their arses getting kicked all the time?

All the others, are getting their asses handed to them that don't have more than Rapist and either Mean Spirited or Evil. Just not enough of a boost, but you give them Mean/Evil and Athletic, they have a 50/50 chance to beat the crap out of my Super Sim. Seems to me, Athletic really boosts their chances to win, maybe disciplined too. So if you find a way to always win, you can use that to your advantage when you go to Dragon Valley ;)

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Just looked at s3pe, I can't use it. Also, don't bother offering youtube videos, they don't help me. I can't learn by watching, never have. - Just removed the old animations, done. LOL

Export to .package, not going to help me dig into it or export to .animation, same thing, can't open either. No export XML file as an option. I might take another look later, but it's not high priority, since I got the weights shifted, so oral is highly reduced.

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4 hours ago, Airianna said:

Just looked at s3pe, I can't use it. Also, don't bother offering youtube videos, they don't help me. I can't learn by watching, never have. - Just removed the old animations, done. LOL

Export to .package, not going to help me dig into it or export to .animation, same thing, can't open either. No export XML file as an option. I might take another look later, but it's not high priority, since I got the weights shifted, so oral is highly reduced.

S3PE isn't very intuitive, but fortunately you don't need much from it.  If you still want to try it, just follow these directions:

 

Let's say you want to edit the XML file in OKW_MaryJane_Animations.package.  Start S3PE and use File->Open to open the file.

 

On the left side of the screen is a list of all the resources inside the package file.  The second column is labeled "Tag."  That indicates the type of resource.  In this file, there is one "_KEY", one "_XML", and several "STBL" resources.  You can find info on what all these different resource types mean, but you won't need to for this.  You want the "_XML" one.  Click that.

 

The right side of the screen will list the contents of the resource.  XML is just text, so it just shows you the raw XML text.  You should see something starting with <?xml version="1.0"?>.

 

Click Resource->Export->To File.  That will create an XML file you can edit.  Make sure you pay attention to where you're saving it; it won't necessarily default to saving it in the same directory as the package file.

 

Note: on my system, when you export, it changes your cursor to the wait state (spinning circle) and doesn't change it back.  That may be because I'm running it on Linux under Wine, though, so it may not happen to you.  Don't worry - it's not taking forever, it just isn't changing your cursor back.  Move your cursor around a bit and you'll get your arrow back.

 

Now minimize S3PE and open the XML file in your favorite text editor.  Notepad probably works fine, although if it tries to put everything all on one line you'll need something a little smarter.  I hear Notepad++ is a good free editor for Windows.  (I use Emacs myself, but if you don't already do a lot of text editing then Emacs would be like swatting a fly with a Boeing 747.)

 

I won't cover XML here - there are a billion places to learn XML.  There's not much to learn for simple stuff like what you want to do.  Edit your file and then save it.  Then go back to S3PE.

 

Now make sure the "_XML" resource is selected on the left side of the screen and do Resource->Replace.  Select the file you exported and click "Open."  Look at the XML on the right side of your screen and make sure you can see your changes.

 

Now do File->Save.  Either open the next animation file and repeat this process or close S3PE.

 

Make sure to clear your caches before starting the game.

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3 hours ago, spauldo said:

Click Resource->Export->To File

you may not export XML. On the _xml tag, click the right rat button and choose Notepad. Edit text, save, File->Save and all.

 

also, if it is Okw_xxxxxx.package, and your language is not English, then you can edit (translate) STBL. Right-click on the Stbl tag corresponding to your language - "edit STBL" - edit animation names in the right window - Save. File->Save.

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19 minutes ago, sim333 said:

you may not export XML. On the _xml tag, click the right rat button and choose Notepad. Edit text, save, File->Save and all.

 

also, if it is Okw_xxxxxx.package, and your language is not English, then you can edit (translate) STBL. Right-click on the Stbl tag corresponding to your language - "edit STBL" - edit animation names in the right window - Save. File->Save.

It works fine for me, I don't know why it doesn't for you.  I just redid the steps and got the modified XML back into the package with no problems.  Plus I've edited tuning mods this way before.

 

I never tried the notepad thing because I don't actually have Windows.  Apparently Wine comes with something called Notepad, though, so to my surprise it actually worked.  So Airianna, if you want to try the Notepad option instead of exporting/editing/importing, give that a try.  Otherwise my method works fine.

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17 minutes ago, sim333 said:

Sorry LOL translations. I meant to make it easier. WITHOUT export. With exports, too, can be.

Oh, OK.  You had me worried for a minute.  You know the Sims...  sometimes stuff looks like it works and then blows up on you.  I thought maybe you knew of a pitfall I hadn't heard of.

 

Still, I think I'd rather export the XML.  Editing XML in Notepad is like digging a hole with a broken spoon.  You can do it, but it's not fun.  But maybe Emacs has spoiled me just a bit :smile:

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