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


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16 hours ago, landess said:

I wasn't so much bored as not wanting to continually take Sims I had already 'customized' back into CAS at each life stage change. EA can't dress them for shit, and certain things aren't available as they get older, requiring 'intervention'. I've even learned to create a duplicate outfit in careers, so if/when they get promoted, I can fix it without going into CAS, just open Nraas/MC and delete the 'new' outfit (if needed), and re-copy the custom one again.

EA needs "Garanimals" or a good fashion consultant. Problem also is that for whatever reason, KW gets involved in age ups and choosing clothes and hair. Too often, I get an error message "Something went wrong during age up. This is not Kinky World's fault, but will try to fix it"... or something like that. Then, you still have to go into CAS and fix the sim and add the new trait that didn't get added.

 

But, yes, I do the same thing of copying career outfits to athletic that I copy back to career. I usually do it with NPC role sims that I assign as dancers in strip clubs. I'm not sure what triggers it, or which mod does it, but my male and female dancers at The Grind end up in formalwear.

9 hours ago, sim333 said:

can I learn more about this process? for example, how to copy a teenager's clothes to a young one??

Not sure what you mean. If you want to dress a child sim in teen clothes, not possible without modding of the teen clothes mesh (resizing smaller), manually matching neck and ankle seams and making a separate package. Teen to adult (and young adult) can be done using Master Controller, but all that does is to allow you to dress a teen in adult clothes. Teen and adult use different body meshes and the neck and ankle seams, and waist seams don't align. That's why I state in my teen dress packages that it is a true teen mesh, and not the adult version relabeled as teen in CAS.

 

MC also allows you to dress elders in adult clothes... again, seams won't be aligned. landess' covered the rest pretty well.

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7 hours ago, landess said:

Caveat: I do some advanced gender swapping of clothes in one save for 'Real' Transgender men instead of the KW 'futa' options.

I've been playing with REAL cross dressing male sims lately. Started as another of my fun side projects, but is becoming a bit of work. This pic has a male top, but the shoes and skirt are converted. The skirt is OPEN BOTTOM... and CmarNYC's morphing penis mesh is doing the hang down! The hair is an af hair, repackaged for am.

 

Misty.jpg

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11 hours ago, LadySmoks said:

REAL cross dressing male sims lately

It's fair to say my 'Trans' may not be considered 'real' since I use MC to allow males and females to share the same wardrobes. YES! it gets confusing if not careful since you'll see a lot of duplicate options like rings/accessories, hairs, etc.

 

The trick for me is to find clothing items which don't 'clash' much at the seams we've mentioned above. My shot above is: Female/shoes, pants, hair. Male/Genetics, top, accessories. I forgot I also enabled female makeup for guys - might be part of the MC/CAS setting option to allow both genders to share a content pool.

 

A close look at some older shots of the 'blond' in the -show sims picture here- posts, will expose the HUGE neck seam I tried to hide with a collar/hair. The ones with the Tutu.

 

The one below is only female shoes and hair/makeup (plus some attitude :P )

 

Spoiler

Screenshot-542.jpg.cac0b9cb64549d0cc083fecee1a16e19.jpg

 

If anyone checked out the video I posted earlier- you can see the Balcony between and above the 2 sims pictured - It's Tommy and Pammy's place in this world.

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2 hours ago, landess said:

it gets confusing if not careful since you'll see a lot of duplicate options like rings/accessories, hairs, etc.

MC is probably much easier than opening each package in s3pe and changing genders on 500 pieces.

 

I really only made a couple of things for fun. There are a couple of drag queen gowns and this with a sweater with "stuffed" boobs and a pvc miniskirt... and I made the feet a bit bigger in the boots I recently uploaded. And of course the mini is open, and Cmar's morphing penis is swinging in the breeze!!!

aa.jpg.5c8219a5470d7f0104c66776b07d8cce.jpg

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14 hours ago, LadySmoks said:

Teen to adult (and young adult) can be done using Master Controller, but all that does is to allow you to dress a teen in adult clothes. Teen and adult use different body meshes and the neck and ankle seams, and waist seams don't align. That's why I state in my teen dress packages that it is a true teen mesh, and not the adult version relabeled as teen in CAS.

All this might be why Delphy's Sims3Dashboard will label CC that has the availability set to both adult/young adult and teen, but not actually show those when you use the filter buttons... damn, I wanna verify this but am still loading my game & I've had bad things happen when I accidentally started the dashboard with the game running. (One or both crash if you do that. And, who knows, maybe even game corruption.) Maybe it was a different error than the filters, but anyway... those CCs are actually highlighted with an error-type color in the list (might have to scroll to see 'em).

Maybe one of these years I'll be brave enough to figure out the whole mesh thing. But for now I'm fine letting much more artistic people like LadySmoks tackle that. :)

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Yes, dashboard flags tops, bottoms, outfits and shoes that are tagged as tf and af... you can add ef to that also, since that is also a different set of meshes. Hair is a separate mesh from the EA body parts and just sits on the head mesh, so no problem... EXCEPT, a separate child or toddler hair mesh is needed because of head size and alignment height. 

 

Dashboard may crash your game on start up because both dashboard and the game are opening and reading the same files at the same time.

 

If you want to play with meshes (playing is how I got started several years ago), Blender is a free download with online manuals. There are outside programs (plugins) needed for mesh import/ export.

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Looking for Help!

 

While it's in poor taste to modify someone else's mod and upload it without 'permission', I find nothing wrong with creating a mod to do the same thing. Therefore this post is in regard to the KW autonomous stripping/dancing for tips that happens at such a ridiculous rate I had to say something. Even if I set a Sims exhibition to 0, I still get them walking into clubs as if employed there - going straight to the dance floor and 'being all sexy'. Oh, they'll stop when it's actually time to remove some clothes, but it still interrupts the flow of the crowd interactions since everyone stops to watch a big NOTHING. I generally use KW/Debug to cancel interaction, but the line of 'competing' dancers vying for attention has to stop. I want to watch, not babysit, clickity click click till my mouse needs a recharge.

 

Since setting the exhibition to 0 does nothing to discourage every soccer mom from becoming the next Dita Von Teese, I was hoping there was another way to handle this. The ONLY option I can come up with, at my level of scripting knowledge which is zero, would be to use the KW settings, to change the 'fun factor' of the event itself.

 

I would prefer a more elegant solution, akin to using an 'exhibition check' to see whether the stripping script fires. Then when an advanced porn star with a higher level of exhibition (or anyone reaching a higher level) enters, it feels natural, and not just 'because they can'. Also they tend not to redress after stripping, requiring 'more' interference, but that's another story, and one not so bad if it wasn't the entire PTA going for gold.

 

I'm open to suggestion, and discussion.

 

On a side note: It sure would be nice to get MSCmod to autoset the number of Sims from default (EA) of 10 sims 'pushed' to a venue, to the max of 25 per the mod, for any place flagged as a 'Hotspot'. I know EA needs the player 'camera' at a location before it pushes sims to a location en masse, but this last little conceit would be an excellent addition to the game. I chose KW over Animated Woohoo because it made the game feel more alive, and I felt this was inline with that concept.

 

Side note: MSCmod does push Sims to do more at clubs - dance, drink, mingle. Perhaps this also 'pushes' stripping?

 

"Old sims never die, they just hang around getting crankier"  - in my games anyway :) 

 

tldr: Why visit forums then? Player wants KW to stop making everyone strip and be more selective when entering club/lounge venues.

 

To follow my own suggestions: Using Sims 3 version 1.67 and KW version 3.75

 

Spoiler

Screenshot-552.jpg.f18a1b85d1620f23af49cec000f03832.jpg

 

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7 hours ago, landess said:

While it's in poor taste to modify someone else's mod and upload it without 'permission'

I agree. My work is generally someone else's creation, I just make it open bottomed or whatever. BUT... I check their original download page to make sure the creator didn't ask not to use their work, and if it looks okay, I make sure to credit the original CC creator. Obviously, most recent is the LorandiaSims3 Dress 2301_af_Open

 

Sims stripping is the least of my problems with KW scripting, and I think it's funny when the sim gets embarrassed and suddenly stops at mid-strip. My sims constantly saying, "I wet my panties, I better take them off" is annoying to me. 

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This is a bit more angsty than I intended, but outta time so can't really edit much. Skip to the end for the tl;dr (color matching text).

 

14 hours ago, landess said:

While it's in poor taste to modify someone else's mod and upload it without 'permission', I find nothing wrong with creating a mod to do the same thing.

I've seen a few people who created tuning mods (aka just modifying an "_XML" or "ITUN" file (using s3pe's labels, they're both technically xml) get royally bent outta shape when someone else creates a mod to do the same thing.  SMH  It's not like any of those sorts of things aren't able to be figured out by many, or even made by many. 

 

14 hours ago, landess said:

Since setting the exhibition to 0 does nothing / would be to use the KW settings, to change the 'fun factor' of the event itself.

This would be the only option that I can think of.

 

14 hours ago, landess said:

I would prefer a more elegant solution, akin to using an 'exhibition check' to see whether the stripping script fires.

As would I. But I would also prefer a lot of things... such as mods to paid games being free, regular public releases after a month (as I read on other dev's sites), or, even better: putting the frigging code on github when the dev is bored & wants to abandon the project. KW has basically been abandoned for her stand-alone game.

(sigh) ranting over.
Constructive (slightly), but equally unhelpful, comment:  without the actual source code, no one can modify how the KW script does things. (I wouldn't be able to, even with the source, since this mod, like almost everything for TS3, is written in a proprietary language from M$ -- and they want their $$$ for their compiler.)

 

Edit: I had the intent to try decompiling the DLLs from KW's (and others') mods to see if I could find why things are broken, but that was over Christmas & by the time I got to even looking at the NRaas source I found on github, the supposedly "free" compiler from M$ "expired" & refused to work. SMH.

 

14 hours ago, landess said:

It sure would be nice to get MSCmod to autoset the number of Sims from default (EA) of 10 sims 'pushed' to a venue, to the max of 25 per the mod, 

 

Side note: MSCmod does push Sims to do more at clubs - dance, drink, mingle. Perhaps this also 'pushes' stripping?

I had to look that mod up again. It looked familiar, but I think it didn't sound like something I'd like (I really am not a fan of too many scripting mods), and I found a way to increase people being pushed to a venue (maybe not > 10, but I'm thinking I've seen that... and the game crashed as a result) by just altering the venue's attraction (wrong term, but works) to types of sims. (e.g., if a sim is social, go here, if not don't go).

 

I don't see anything in that mod's description that makes it seem like it'd somehow learn about KW's 'stripping' trait to push sims to participate.

 

Also, I tried getting the brain enhancement machine to allow adding the KW created skills, but that didn't work.  (I could add in the other EA-created skills that weren't previously available for that machine, but if it's from a scripting mod, nope... so no KW WooHoo/Exhibition/etc and no NRaas Kama Simtra. :( )

 

14 hours ago, landess said:

To follow my own suggestions: Using Sims 3 version 1.67 and KW version 3.75

I've never noticed this with any of the newer versions, and (from her fandom wiki page) it looks like she was altering the way dancers work (at least the pole dancers, but probably same chunk of code) in the 380s a few times.  So you might consider popping 399 in and testing it out to see if the sims seem to strip for tips as much.  (You know, but for others:  make a complete backup of the entire 'The Sims 3' folder in Documents before you do this as KW deletes/creates settings files in the Library during every launch & upgrade.)

 

As to why I gave up on the old as dirt 375? It's missing too much. The 'mysterious hole in wall' she added about 389, the autonomously collecting sperm from 393, the willpowermax from 379, and a whole laundry list of other actual fixes, as well as how painfully slow and sluggish 375 ran for me. YMMV, but it was horrribly laggy. 

Anyway, I mentioned all that b/c the honeypot for me isn't stripping for tips, it's the hole in wall, toilet gloryhole, arcade machines, the sketchpad, or any instrument they have "on" them.  So, maybe I've just added in so many other distractions that they don't bother with the whole strip dancing thing.

 

One last thing, that I just noticed as I was typing, is that the sim I manually instructed to strip (b/c she wanted instead to sit in a club & sketch... grrrrr) only had 1 person actually go watch, and that was after 5+ mins of him talking to his wife. No one else seemed to GAF, except the one horny "love interest" who just wanted to ask to woohoo... (if only someone would've fixed the busted ass 'love interest' BS that EA released on the world, but overriding EA's intentions are pretty darn hard -- and, yeah, NR WH is set to remove romance on kiss, but something added it in after KW woohoo).

 

Sorry about all the rants... I must be having a worse day than I thought.

 

tl;dr:  AFAIK w/o KW source, can't change how KW's scripts work.  b/c KW is a scripting mod, can't alter outside of KW how it's skills/traits work.

 

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5 hours ago, LadySmoks said:

"I wet my panties, I better take them off" is annoying to me. 

Hmmm... I seem to notice that a lot too. Solutions are: disable underwear or never have them wear panties. Drawbacks on those: KW doesn't seem to listen to its own 'disabled' settings & sims will ask for panties even if the feature is off, and they'll sometimes autonomously go get & wear panties on their own.

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1 hour ago, jdw6 said:

I've seen a few people who created tuning mods (aka just modifying an "_XML" or "ITUN" file (using s3pe's labels, they're both technically xml) get royally bent outta shape when someone else creates a mod to do the same thing

It's often not the same thing being changed, but the same xml being changed, since there are only so many in TS3. Popular ones are NPCs and Bars. I do play with xmls a little, and try to find the changes and combine them into a single, hopefully non-conflicting xml.

 

2 hours ago, jdw6 said:
16 hours ago, landess said:

Since setting the exhibition to 0 does nothing / would be to use the KW settings, to change the 'fun factor' of the event itself.

This would be the only option that I can think of.

Too many KW "interactions" tuning don't seem to work. I have disabled autonomous putting on and taking off panties and bras, but my sims will still be magically wearing them, or removing the ones I dress them in.

 

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2 hours ago, jdw6 said:

Hmmm... I seem to notice that a lot too. Solutions are: disable underwear or never have them wear panties. Drawbacks on those: KW doesn't seem to listen to its own 'disabled' settings & sims will ask for panties even if the feature is off, and they'll sometimes autonomously go get & wear panties on their own.

Completely disabling underwear defeats my having made them. )

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18 hours ago, landess said:

Since setting the exhibition to 0 does nothing to discourage every soccer mom from becoming the next Dita Von Teese, I was hoping there was another way to handle this. The ONLY option I can come up with, at my level of scripting knowledge which is zero, would be to use the KW settings, to change the 'fun factor' of the event itself.

 

I would prefer a more elegant solution, akin to using an 'exhibition check' to see whether the stripping script fires. Then when an advanced porn star with a higher level of exhibition (or anyone reaching a higher level) enters, it feels natural, and not just 'because they can'. Also they tend not to redress after stripping, requiring 'more' interference, but that's another story, and one not so bad if it wasn't the entire PTA going for gold.

I haven't used KW in a while but from what I recall the interaction tuning is fairly versatile and can be tuned according to things like trait and moodlet. So, for example, you can set the "fun factor" to be a high value for sims that possess the exhibitionist trait or are intoxicated and only those things which, from what I understand, means sims not possessing these character attributes don't have a drive to perform the interaction. If you want skill level to be involved then I believe you don't need to delve into script mods, the ITUN file allows you much greater fine tune control over who can do what interactions and when. You could, for example, set it up so that the interaction is only available to sims with at least a skill level of 8 in exhibition and who are professional whores as a career and are in a good mood.  On the other hand, if KW just hard codes these interactions to occur regardless of these settings then editing the script if probably your only option.

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My post about the Stripping was for observation, with the intent of getting others feedback 'cause no 2 Modded games work exactly the same, but will share some SIMilarities. <groan harder>

 

Now instead of picking at points, I'll just say for me and my choice of versions, I'll give the tuning a shot. Won't take long to see a difference - if any.

 

My Sims 3 has been evolving over 10 years, being moved from system to system, overwriting a new install just using the 'new' registry. Many, MANY sims, building modifications, households. I've had issues, and learned to resolve them.

 

I'm just not interested in starting from scratch as everything from the past would probably fail in a new install without the mods previously used and their influence on the saves/sim bin/etc.

 

What "I would prefer" is a leading statement, not a GIMME demand, so I'm simply picking sides. I want to thank all of you for taking the time to consider my words, what they mean, and replying so I have more food for thought. This is my tip jar, and you filled it.

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7 hours ago, jdw6 said:

I don't see anything in that mod's description that makes it seem like it'd somehow learn about KW's 'stripping' trait to push sims to participate.

I think this is a good statement to explain my understanding of KW and the Sims 3.

 

EVERY mod gets loaded into the sims 3 when the save is launched, and the game engine scrambles to find EVERYTHING per that specific save to CREATE the game world we find ourselves playing.

 

Once the game is running, only THEN does KW jump in and finalize how everything works from there. So with this knowledge, I understand - nothing- really affects KW as much as KW affects everything else. If something like MSCmod changes certain 'things' about EA default tuning, then KW comes in behind it and everything else, and forces it into KW's mold.

 

Lastly, since most of my sims are probably 1/4 the real life age of a lot of players, there will be some inherently 'learned' actions they take whenever exposed to 'options'. To expand: A new game/new world/new sims - I placed a KEG for entertainment. One Sim used it a lot, and acquired what could only be described as a 'habit'. Only removing it allowed the Sim to do other things on it's own besides drink till passing out. When this sim was saved to the bin and placed in another world - taking it to a location which had a keg - guess what happened? Yep. Up that kegs ass! Conclusion: Sims keep some kind of log of actions, and this helps guide queue choices. This seems to explain when they get 'stuck in a loop', choosing the same action repeatedly. Cancel the interaction, and it just pops right back up. Instead give them something else to do, so they 'learn' to do other things. Make the bed anyone?

 

The entire queue system could definitely be reworked for 'reality'. Interruptible vs uninterruptbile actions, and queue'd actions affecting those as well as a system to drop something from a queue if not satisfied within a certain time frame.

 

Watching a sim stand somewhere for hours, waiting, until the object of the queue action is free to be interacted with is an example. Silly Sims.

 

Spoiler

Screenshot-481.jpg.8e507017bc1ee7c6b3eecc48822195ea.jpg

 

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1 hour ago, landess said:

<groan harder>

Only for my husband! ?

43 minutes ago, landess said:

Once the game is running, only THEN does KW jump in and finalize how everything works from there.

Yes, I read there is a specific order in which TS3 reads files, starting with C:Program files, then to the game documents files... mods folder, with the last thing the game reads being what it uses... unless there's a nasty bug that crashes the game. Probably why Oniki made it so KW loads last.

46 minutes ago, landess said:

Interruptible vs uninterruptbile actions

Yes, and some KW actions simply will not go away, even if you cancel it and give the sim something else to do, it will still complete what KW wants it to do. Also, perhaps a base game thing, but there are times a sim hops in bed to sleep, so I might want to give her something to do (pee) when she gets up, and doing that cancels the sleep.

 

Another thing that's probably Late Night issue is my vampires always want to sleep while fully rested when it's around 10pm!

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55 minutes ago, landess said:

Conclusion: Sims keep some kind of log of actions, and this helps guide queue choices. This seems to explain when they get 'stuck in a loop', choosing the same action repeatedly.

I can't claim to be positive about this because I've never actually looked at the code myself but I've seen experienced modders claim that's exactly how the AI works. Sims are basically driven to fill their needs first and then occupy their time second. They keep a shortish log of the interactions they perform and they tend to favor these interactions over others if they are an option. Interactions that are readily available to a sim tend to stay in this list while the others get pushed out and "forgotten". This serves two main purposes; it lets the players "train" active sims to some extent and it also lets inactive or uncontrolled active sims develop habits on their own which gives the impression of having a personality. It doesn't define ALL their behavior, though. It just makes them more likely to do some things over others. It's also supposed to serve another purpose; stop sims from doing the same thing over and over again in a row. For example, if the last interaction added to the list was to play the guitar they aren't supposed to want to do that again straight away. Even if they never actually managed to do it because the interaction was interrupted or timed out (if a sim doesn't perform an interaction within a certain time frame it should automatically cancel) or whatever as far as the sim is concerned that "need" was still filled and they'll look for something else to do. This is kind of simplifying the system a little. My understanding is it can get quite complex. Something I do remember about KW is that it seems to override this system. Maybe it's because it treats its interactions as fulfilling a need like hunger instead of as an idle or something. I don't know. I just remember getting frustrated by performance problems in KW that on investigations turned out to be the result of sims spamming the same uncompletable interaction again and again and again and not trying anything else. A typical example would be a sim couple are on a public lot. Sim A wants to woohoo with Sim B because he has high horniness and so queues up that interaction. But the interaction verification process kicks in and says Sims A's exhibition skill is not high enough to woohoo on a public lot and so the interaction cancels. Normal system behavior should be this interaction should not queue up again because it was the last thing done as far as the sim was concerned but with KW it straight away queues up again. And fails again. And then queues up again. And then fails again. And so on. End result is performance plummets and sims stand around doing nothing.

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On 2/20/2020 at 11:01 AM, LadySmoks said:

Not really. Also, landess touched on it, but you can buy drugs at the supermarket, and those go directly into your sims personal inventory. Oniki has several NPCs, it would be a realistic addition if one was someone that stood behind the supermarket and sold drugs. ) The way things work in KW, Oniki may add something like that in her next build (if not already)... and it may actually work 2 or 3 builds later. (((

I use Ani's Produce stand and made sure all the drugs are buyable. I did this with the joint. I then produce a bunch of joints (also changed the base price of a joint using s3pe). I toss them in the produce stand and sell my joints. Not the best drug dealer but one way of doing it and staying undercover from the cops. This way I can have a working pot farm. Now if I could figure out how to get the canning station overhaul to let me jar it!! 

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42 minutes ago, madone22 said:

I toss them in the produce stand and sell my joints

:)

 

So how's business? My 'medicinal marijuana' grower is doing very well, but just sells it through inventory. It's pretty broken, but he and his wife aren't complaining. Started with a seed bought online, and a few weeks later had enough to buy some land. Built a fence and put a few amenities there. a few more weeks, and built a 3 story home on the property. Boats, high $ cars, lot's of parties (gives joints for gifts). Yep! I just sing the Green Acres theme song while gardening.

 

Spoiler

 

 

Screenshot-280.jpg.201b4082678c06cd0b3cc2e8d9a7adb3.jpg

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11 hours ago, landess said:

:)

 

So how's business? My 'medicinal marijuana' grower is doing very well, but just sells it through inventory. It's pretty broken, but he and his wife aren't complaining. Started with a seed bought online, and a few weeks later had enough to buy some land. Built a fence and put a few amenities there. a few more weeks, and built a 3 story home on the property. Boats, high $ cars, lot's of parties (gives joints for gifts). Yep! I just sing the Green Acres theme song while gardening.

 

  Reveal hidden contents

 

 

Screenshot-280.jpg.201b4082678c06cd0b3cc2e8d9a7adb3.jpg

That is excellent!!! I will tell you having a nice little stand you can hire someone to work at is heaven. Oh by the way if you don't have Doug Veiga's gardener mod to help out with your crops you don't know what you are missing! They will send two gardeners if it is a huge crop and you can purchase a second lot for them to work on. I have cultivated a nice little set up. 

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Hello all,

 

Thanks for you anwser Cranky Wanker.

 

I use the KW on the first page Build399.

 

1/ For hide the prostitute icons, i don't find solution.

2/ for the videogame i can play with a game console but with a computer the action is canceled

 

And I have a new bug with a butler or a maid ... with KW he does not work ... they just sit and walk around...

this point is very problematic because i really need a butler or a maid.

 

Thanks you in advance for your help and for your work :)

 

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On 2/13/2020 at 7:01 PM, landess said:
On 2/13/2020 at 2:18 PM, mickeyyoyo said:

two question

One question - Which version?

 

ver .375 shows prostitute icons both on the map and ingame (see them through walls) which is distracting /agree.

 

I haven't tried to play games on the Sims 3 computers in years, and even use a mod to stop autonomous computer gaming on them. It's possible that KW does interfere with this mechanic, but someone else will need to confirm it.

 

 

4 hours ago, mickeyyoyo said:

Hello all,

 

Thanks for you anwser Cranky Wanker.

 

I use the KW on the first page Build399.

 

1/ For hide the prostitute icons, i don't find solution.

2/ for the videogame i can play with a game console but with a computer the action is canceled

 

And I have a new bug with a butler or a maid ... with KW he does not work ... they just sit and walk around...

this point is very problematic because i really need a butler or a maid.

 

Thanks you in advance for your help and for your work :)

 

It's no problem. I love the Sims3 and even more - All the content creators whom have kept me playing. I want others to 'feel the love' as well.

 

Now on to the problem. Since I don't use build 3.99, it's not fair for me to say what does and doesn't work. Another mod could interfere with 'any' version as well, but only you can tell if that's your case. While you could keep visiting the site, waiting on someone with version 3.99 to answer ( most read what they need, and don't haunt these forums like I do ) I have a suggestion to pass the time, and possibly self-troubleshoot.

 

There's no easy way to remove sim3packs installed by the launcher. I copied the 'instructions' to a .text and uploaded it. Here ya go:

Sims3 Launcher CC removal instructions.txt Be SURE to understand it before proceeding as it's not 'rocket science' but is detailed, and like anything code based, one mistake will mess things up. No need to do this now, as this is for you, and to understand what it takes to 'get rid of these if wanted'.

 

"Installing" and removing .packages from the mod folder is much easier, and a main reason this format was even 'adopted' by EA through a later patch. They still push the sims3pack, but both are 'default' now.

 

>COPY EVERYTHING to another folder or location before performing any type of work on it. THIS IS ONE OF THE MOST IMPORTANT THINGS ANYONE MESSING WITH GAME FILES CAN DO!

 

Okay then. the above may only partially apply to you, so on we go....

 

While a new install of the sims 3 isn't necessary, we want there to be little interference from the possibility of conflicting mods.

 

Open the mod folder and copy all the files to a new location so you have a working back up. Delete all the mod files in the original mod folder except the necessities. Usually this will be for 'purposes' - Kinky World, and any NRaas master controller and overwatch files.

 

Be sure you have NRaas file settings adjusted per the KW download page!!!!!!!  (if used)

 

Start a new game with only these mods working - do you still have a problem? If not then you have a mod conflict and need to figure out which one is responsible. Add them one at a time or use the 1/2 and 1/2 method till the conflicting mod is discovered. Now you know what won't work together, and must make up your mind which is more important to you to use.

 

The 1/2 and 1/2 method is a much faster way of finding bad CC. Split the mods used in half. Place 1/2 in and start the game. If no problem you just saved not having to test each one individually - now try the other 1/2 . IF/When you find a problem, then split that 1/2 again, - rinse and repeat till you find that sucker.

 

If the problem happens with 'no' mods then there is an issue with 3.99 and I can't help further - as I use ONIKI_KinkyWorld_0.37 (Build 375).7z

 

The best of luck and let us know how it goes.

 

Spoiler

 

 

Screenshot-336.jpg.5e1fbf15c9bc4f4feb26decd4f3eb4bb.jpg

 

Edit: Above I say files from the mod folder, when I should've said the files from the package folder ( and other folders if mods are in overide/etc,) You MUST have the resource.cfg

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5 hours ago, madone22 said:

Doug Veiga's gardener mod to help out with your crops you don't know what you are missing!

I play with NRaas relativity set to 9, so there's plenty of time and this 'IS' his job, so it takes up part of the day. I can see how a mod like this would be necessary for a default time setting - it's the biggest challenge to playing the sims 'as intended'. No time - always in a rush. How about uploading some screen shots of 'business in action' to either of the screenshot posts. I get lonely there ? 

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33 minutes ago, landess said:

There's no easy way to remove sim3packs installed by the launcher. I copied the 'instructions' to a .text and uploaded it.

That's cool! I'll try!

34 minutes ago, landess said:

Start a new game with only these mods working - do you still have a problem? If not then you have a mod conflict and need to figure out which one is responsible. Add them one at a time or use the 1/2 and 1/2 method till the conflicting mod is discovered. Now you know what won't work together, and must make up your mind which is more important to you to use.

The horror! It will take 100500 years! Sims3Dashboard and S3DuplFinder have you tried to start? :)

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