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


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Posted

Beautiful sims I see in posts above, holly cow, I would use something like this in my game if I wasn't lazy and wanted to blow my CC folder to terabyte sizes.
Anyway, is there a way to disable Sims banging in a middle of public lots? I don't play TS3 with kinky for kinky alone, I incorporate it to my normal game, yet I find utter public debauchery, though hot, but immersion breaking. Surfing through settings with no results.

Posted
26 minutes ago, exlibrisas said:

Anyway, is there a way to disable Sims banging in a middle of public lots?

In the KW menu, set always accept to off. Also in the KW debug menu. You actually may have to set both. Also in the KW menu, you can adjust the exhibition requirement levels.

 

 

A note... jdw6 asked about the mask I use, and I thought it was Lorandia's, but I was going through stuff and found that it's by Altea127. I found it on the Lorandia website.

Posted
1 hour ago, exlibrisas said:

is there a way to disable Sims banging in a middle of public lots?

 

You can also change the Privacy Situation Setting to "None".  This might be what LadySmoks was referencing (in addition to the debug 'accept always' setting, which is 'false' by default, I thought).

Quote

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.

from the wiki

 

Posted
32 minutes ago, exlibrisas said:

Well, Privacy Situation Setting to "None" helped not.

None means free for all. Standard basically applies KW game guidelines, and exhibition sets things to whatever level you set in exhibition level, just below.

Posted
23 hours ago, jdw6 said:

And that's not causing issues?!?

It's no different than loading a new animation mod, and not entering the ID in KW to recognize. Slight memory bloat is all. While removing the file(s) themselves is optimal, I unfortunately got carried away my first time creating a merged file. It's huge since it had most everything I was using a few years back. Attempted changes to this file doesn't play nice with a majority of my saves which also date back quite some time. Live and learn....

 

12 hours ago, maraas said:

exists

So you do....  Nice to hear from you again.

 

9 hours ago, exlibrisas said:

is there a way to disable Sims banging in a middle of public lots?

While it IS KinkyWorld, I agree as some of my saves I try to have a somewhat normal world. As mentioned above there are several things to keep an eye on to try to keep things under 'control'.

 

Traits installed by KW are one of the first things. Woohoo and Exhibitionist. I used to add the Woohooer trait to all my new sims, and quite a few others when I first used KW. It's not necessary and it promotes 'horniness'. Exhibition is sort of a restrictive tool when settings in privacy are used to require high levels for comfortable public nudity. Using Master Controller to drop exhibition (NRaas/MC/Advanced/Skill levels) to the level you want, including 'unknown' -1 instead of just zero. KW debug also has a set traits option for both of those. While it can be used as a cheat to bypass the exhibition skill checks required to level exhibition, one can also use it to remove the acquired skill levels. With aging 'off', one needs to keep an eye on exhibition 'creep'.

 

The Privacy settings mentioned above do help as well, but don't seem to be the 'end all' they could be. LadySmoks hit the nail on the head with her description above. If you aren't worried about 'inactives' having casual woohoo, one can use Master Controller to add the trait 'Woohooless', so they avoid it - player discretion. 'Never Nude' is another, but that is pretty extreme as well.

 

I actually have more issues with every Sim trying to be the next 'Stripping American Idol', than casual public sex, although with the privacy settings, they WILL try to find a private location for woohoo, and tend to stop as soon as someone sees/watches them. Revealing outfits increase exhibition gains - watch what you wear.

 

Can't think of anything else at the moment.

19 hours ago, carine florida said:

she stay always at level 1

The are settings in the KW/settings/Services/call girls which control this, double check your settings for auto-promote. If necessary, one can use NRaas/MC/Intermediate/Careers to manually set levels. I'd use this if as you mentioned, something should advance and doesn't - just bump it yourself. I'm not sure if this Master Controller feature isn't available without the  NRaas Careers plug-in. One can check easy enough in their own game. I also use another mod for Rabbithole - Sex related careers like Pornstar/etc.

 

I do use KW version .375 so that is the info I have to work with. Don't hesitate to return and post with results even if not working.

 

 

Even 'Vanessa Williams' gets into the act....

Spoiler

Screenshot-636.jpg.29cf4fa47108d88ff5ed37a84a58383d.jpg

 

Posted
7 hours ago, exlibrisas said:

Well, Privacy Situation Setting to "None" helped not. 

Bummer. But... there's so many things that can override the privacy setting (just found tonight that if they're in what KW considers a "situation" it won't even get to the privacy check... whatever that "situation" thing is, not quite sure).

 

27 minutes ago, landess said:

Can't think of anything else at the moment.

Another thing to try, that isn't quite as drastic as having to add "woohooless" traits to everyone, would be to try turning autonomy off.  I'm guessing you have it at the default of "high", which will ignore your direction if the programming deems it fitting to do an action (regardless of whether you want it to or not). I typically play on "low", but the "none" setting would... um... make that should tell it to not do anything w/o you directing it to be done.

 

 

27 minutes ago, landess said:

Even 'Vanessa Williams' gets into the act....

  Reveal hidden contents

Screenshot-636.jpg.29cf4fa47108d88ff5ed37a84a58383d.jpg

 

Well, she was in a certain magazine a few year...um...decades ago. (ugh, I'm old). In all my celeb searching, I'm kinda surprised I didn't run across the sim-her before.

Posted
5 hours ago, landess said:
On 3/8/2020 at 7:07 AM, carine florida said:

she stay always at level 1

The are settings in the KW/settings/Services/call girls which control this, double check your settings for auto-promote. If necessary, one can use NRaas/MC/Intermediate/Careers to manually set levels. I'd use this if as you mentioned, something should advance and doesn't - just bump it yourself. I'm not sure if this Master Controller feature isn't available without the  NRaas Careers plug-in. One can check easy enough in their own game. I also use another mod for Rabbithole - Sex related careers like Pornstar/etc.

Luckily I have a 'gigolo' started in one save, so loaded it up for examination. Reading up on 'Professional Whore' and 'Callgirl' in: https://onikikay-kinkyworld.fandom.com/wiki/Guide had me trying to understand the nuances. I also tried seeing how many levels the whore career has, but MC won't give access, meaning they don't likely exist. From the kinkywiki I get the impression you're a whore, or you're not. If so, you earn a tracked income, and there's some hidden reputation statistic as well. Once certain requirements are met, the ability to 'self promote' is available by becoming a 'Call Girl'. Not sure if males will have an issue, but I guess I'll find out once the requirements are reached.

 

My guess is Auto-promote is a feature for inactives/townie whores as the callgirl npc has a different pool of sims to choose from.

 

I do have some inactive/townie whores in another save, and they do promote with titles like 'Politicians Secret Mistress' / etc. but they are part of the rabbithole sex career mod I mentioned earlier

 

 

EDIT: 3/9/2020 @8:40 am EST - Still working the Career. As per carine florida: gained enough $ to level up, but nothing changed. The career does keep a running total of simoleans earned, but am curious about where the # of customers are shown (may try to become callgirl early to see if lack of requirements is shown). Will try to keep a total of them personally so when 18 reached, along with the other requirements, attempt at the callgirl/VIP options may commence.

 

Spoiler

Screenshot-639.jpg.14f3242289258314b9a6bd9edf6a1e2c.jpg

 

Posted

Situation seem to be improved, now only a few slutty sims seem to do that. I turned auto accepting off and disabled exhibitionism in story progression section. 
Thank you all for answers. People usually tend to be like "google the answer yourself, dumbass, I don't care that you already did, here's a link to topic with text longer then Encyclopedia Britannica, look there!" 
 

Posted
6 hours ago, landess said:

gained enough $ to level up, but nothing changed.

In 0.3.7 (build 375), which I got from you, there's 4 different WhoreTitles, with stepping up as follows:

SlumsWhore:  skill level >= 2 and num customers >= ( 2 x difficulty level ) and earnings >= ( 500 x difficulty level )

DowntownWhore:  skill level >= 4 and num customers >= ( 6 x difficulty level ) and earnings >= ( 2000 x difficulty level )

Callgirl:  skill level >= 6 and num customers >= ( 18 x difficulty level ) and earnings >= ( 6000 x difficulty level )

Escortgirl:  skill level >= 8 and num customers >= ( 36 x difficulty level ) and earnings >= ( 15000 x difficulty level )

 

This didn't change in build 399, btw.  But the amount earned dropped quite a bit between those version (vaginal went from a x10 increase to only x5 and anal dropped from x5 to x2).

 

So, if the difficulty level is 2, that 18 turns to 36 and 6000 turns to 12000 in earnings, but only if the skill level is 6 or higher.

 

Beyond that, I can't quite follow what (or even if anything) is supposed to happen at one of the new title steps.

Dunno if any of that is useful or not, but it was kinda fun finding it... we'll say I used magic, divination, and clairvoyance... yeah... those 3 things. yep. that's it.

Posted
10 hours ago, landess said:

I unfortunately got carried away my first time creating a merged file. It's huge

The biggest problem with merging packages! Over time you find better stuff to install, and might want to remove older files that you either don't like that much anymore, or are updated by the new package... and you just can't find that package you want to remove, or all of it because of file naming inside an individual package. I name all of my package files, but Meshing Tool Kit doesn't seem to name object files.

7 hours ago, exlibrisas said:

Thank you all for answers. People usually tend to be like "google the answer yourself, dumbass, I don't care that you already did, here's a link to topic with text longer then Encyclopedia Britannica, look there!" 

People will help, but it can still be better to do your own search. I say that, as sometimes it can be the adventure of the journey, and not the destination  (you thought you wanted) that gives more answers than the original question. Its like traveling... say you can teleport from where you are to the Washington Monument in DC... You see the monument and teleport home. But, you didn't see any of the other things you might have, had you walked there. ))) 

 

Josh Q helped me a lot, but sometimes he answered my question with a link for me to read the material and better absorb it. )

 

There are many settings in the KW menu. You might want to "walk" through them, to see all the options you have! ?

Posted
4 hours ago, LadySmoks said:

and you just can't find that package you want to remove

That's why I gave up on merged packages a few months ago.  What I did find is keeping a "source directory", that includes all of the packages inside of the specific merge, is easier than dealing with trying to locate the (often far too many to remember) instance numbers (because, as you say, many don't have filenames).  Then all you have to do is remove the package you no longer want (or update it) and create a new merge from the remaining packages.

 

 

4 hours ago, LadySmoks said:

There are many settings in the KW menu. You might want to "walk" through them, to see all the options you have! ?

@exlibrisasThis!  Definitely go through everything in settings.  I suggest doing it twice, since some things aren't even shown unless a global setting is enabled first... and global is way down the list.  (But I also try to hold out hope that people already did that.  So, kudos if you did already.  There's a lot there.)

 

Posted

Can someone help me please. The mod just won't initiate in game. I downloaded all three animation packs (and they're all the KW) versions. I've tried reinstalling all the mods twice. I have all the requirements. I only have a no mosaic mod (not Nraas) and EADetail body mod. I don't understand why the mod just won't work. I pasted all the files into the packages folder. I do know the mods folder is working. Thanks if anyone can help

Posted
44 minutes ago, jdw6 said:

What I did find is keeping a "source directory", that includes all of the packages inside of the specific merge

Basically what I try to do (I think?)... but often screw up. I take all the packages I plan to merge, put them in a back up folder, merge them, but save the back up of separate packages. The merged package goes in game, and the back up gets compressed and saved.

Posted
36 minutes ago, EvoGull said:

The mod just won't initiate in game.

Need more from you. Did you click on any sim, enter the KW menu and "enable" the mod?

Posted
8 hours ago, LadySmoks said:

Need more from you. Did you click on any sim, enter the KW menu and "enable" the mod?

Actually, I think I might be having the same problem. I know package files work in general because both no intro and no sparkles when building work. When I click on a sim I'm playing or any another sim, there is no option to enter the KW menu, on top of that there is no message that it has even loaded at all. I thought it might have been the fact I had v1.69, but I reinstalled it and used the superpatch to upgrade to v1.67.2, but that didn't help. I have the starter pack and nothing else. I think it might be failing at some early stage with my config, but that's only a guess because I'm not sure if there's a debug log for this mod.

Posted
1 hour ago, monnowbuoyant said:

the starter pack

What is the starter pack? The rest of your post is clear and concise.

 

Yes, there should be an option to enter KW menu. Yes, there should be a message/notification in the top right that KW is loaded. Yes, KW has debug files (generated each and every session). So yeah, something is not happening in your experience.

3 hours ago, EvoGull said:

The mod just won't initiate in game.

It must be something simple being overlooked, and these are the most frustrating to find IMO. They can sit right in front of your eyes in some chameleonic fashion being overlooked again and again.

 

 

>EVERYONE - remove your mod folder: Start the game, everything works? Okay. Now replace the mod/packages folder per standard instruction (google it). Keep it EMPTY. Start the game, everything works? Okay. Now add ONLY KW - no additional files at all, including NO extra animations - NOTHING ELSE!. Start the game, everything works?

 

This is the crux - minimize the possible issues so one can be sure of the wheels being turned. I know it sounds like pre-school stuff, but in scientific practice, one starts at the beginning, not the end (we're not reverse-engineering here).

 

If after following my instruction, And it still doesn't work, then there IS a problem with one of FEW things. Operating system, Sims 3 version/Installation, KW version/Installation, Mod folder version/installation. THESE are the only things being used so it makes it very easy to pin down. I love the sims 3 with KW, and I do want everyone whom also choose to, be able to enjoy it as well.

 

Spoiler

Screenshot-632.jpg.9ff99fb8c70ce969ca073eba4a67920c.jpg

 

Posted
1 hour ago, monnowbuoyant said:

Actually, I think I might be having the same problem. I know package files work in general because both no intro and no sparkles when building work. When I click on a sim I'm playing or any another sim, there is no option to enter the KW menu, on top of that there is no message that it has even loaded at all. I thought it might have been the fact I had v1.69, but I reinstalled it and used the superpatch to upgrade to v1.67.2, but that didn't help. I have the starter pack and nothing else. I think it might be failing at some early stage with my config, but that's only a guess because I'm not sure if there's a debug log for this mod.

Tha is exactly what i'm experiencing

3 hours ago, LadySmoks said:

Need more from you. Did you click on any sim, enter the KW menu and "enable" the mod?

There's no KW menu at all. On top of that there's never a notification of KW being loaded.

 

Might have to do what Iandess says and just start slowly adding mods one by one cause I have noc lue what else to do.

Posted

EvoGull and monnowbuoyant, it is not to treat you as idiots, but we need to start at the beginning... which KW build do you have? Again, not to treat you as idiots, but I don't know how much YOU know about what you're doing. Did you unzip the KW file before putting it into the packages folder? I only ask because there was a person who uploaded a screenshot of his/ her folder, and the zip file was there along with a bunch of other stuff that didn't belong in the Packages folder. landess may remember that?

 

Also, Nonsequitur uploaded a mods folder resource a while ago. I understand that it's set up correctly. Go to the main downloads page, to Sims 3 downloads and go back a few pages to find it. I already had one set up years ago, but if you are new to TS3, maybe your mods folder and resource config aren't set up right, or its a bad config? I've heard of that happening also. Even if a few things worked, you added a large set of files that a broken resource config can't process.

 

Or, it's something ridiculously easy and as landess said, will be skipped over 100 times.

 

Spoiler

11.jpg.7583daf359874de9bf1f76430dfde66b.jpg

 

Posted
48 minutes ago, landess said:

What is the starter pack? The rest of your post is clear and concise.

My apologies. This was what I was talking about: https://www.ea.com/games/the-sims/the-sims-3-starter-pack

 

52 minutes ago, landess said:

>EVERYONE - remove your mod folder: Start the game, everything works? Okay. Now replace the mod/packages folder per standard instruction (google it). Keep it EMPTY. Start the game, everything works? Okay. Now add ONLY KW - no additional files at all, including NO extra animations - NOTHING ELSE!. Start the game, everything works?

Again, I'm sorry. I wasn't sure if those packages were dependencies or not. The wiki, https://onikikay-kinkyworld.fandom.com/wiki/Installation_and_requirements, did state that it had requirements such as animations, so I assumed it wouldn't work at all without them.

 

I did manage to get it to make a load message though. I'll try to see what's going on.

 

Thank you landess.

Posted
44 minutes ago, EvoGull said:

Might have to do what Iandess says and just start slowly adding mods one by one cause I have noc lue what else to do.

Silly question (maybe, but I've seen some not do this... the thread is kinda long... aka: don't feel too bad if you did), but did you extract the 7z file?  Just covering the basics, since some don't know 7z is a compressed file format.  No offense meant if you did this already.

 

4 hours ago, EvoGull said:

I downloaded all three animation packs

Animation packs are just animation packs, no mod parts at all in those.  Without the (go grab the version landess has posted a few times, it seems to be the version most here use) ONIKI_KinkyWorld_0.37 (Build 375).7z file downloaded and extracted (should be 16 package files and a txt file, the txt file isn't important)

 

Another thing to check.  After you start and load a game, are there any KWLog files in your game folder (the "The Sims 3" folder)?  The mod creates a file named similar to "KWLog_Export_EF0ECEB6.xml" (darker gray part might not exactly match) when it is starting up, next comes a notification (top right) that says "Oniki's Kinky World : v0.3.7 Build 375 (Public)", then the game pauses, screen slightly dims, and it shows a message in the center for a few seconds that it's injecting interactions for KW. (I glanced away too long & missed exact text).  If those 3 things don't happen, then there's something simple missing with your installation of this mod.  Maybe redownloading... files rarely, but it can happen, get corrupted so redownloading can eliminate that possibility.

 

If that log file exists, post it, I'll take a look. Maybe it can shed some lights on what's happening.  That file would be the "Preload" file.  KW creates a 2nd log file when you exit the game.

Posted
41 minutes ago, monnowbuoyant said:

Non-ea link, for those who avoid their sites:  https://sims.fandom.com/wiki/Compilations_of_The_Sims_3#The_Sims_3_Starter_Pack

Looks like it's TS3 BG, LN, and HEL stuff pack.
 

Cool. I hadn't ever heard of that combo. :)

BTW, since you don't have University, Generations, Pets, Into the Future, Supernatural, and World Adventures, you'll be missing some of the functionality of KW, but it should still work for you.  (more info here, as I'm sure you already saw... putting link for future readers https://onikikay-kinkyworld.fandom.com/wiki/KW_and_Sims_3_Expansions)

Posted
42 minutes ago, monnowbuoyant said:

I did manage to get it to make a load message though. I'll try to see what's going on.

Oh, cool. Take a look at that KWLog file I mentioned. If it has a bunch of errors, that might give you direction. Example of this: I had errors in there caused by an error in an animation pack. I removed the pack with the issues, and the log errors went away. But, if it was just that sorta thing, the mod still loaded, so did other animations. So it sounds like you've got something a bit more weird.

 

As for animations, there's an animations package in the KW zip file, it's just limited. The other packs are only really needed to add "flavour".  So it might be worthwhile to remove the other animation packs from your mods folder until you figure out what's causing KW to not load.

From my loading log file with only KW 375 and no 3rd party animation packs:  "WooHooStage.Load: Resource : kinkystages : 29 stage(s) Loaded".  So all that comes with 375 is 29 "stages" which is KW speak for an animation (such as female masturbating with dildo on sofa).

 

Another thing to think of:  if your computer isn't super fast, it might take a few minutes for KW to finish loading.  (I read of some people having it take a full 5 minutes ? on really underpowered laptops... but those comments were several years old.)

Posted

The version of KW I'm using is v0.6.1 Build 399. All the packages files put over one at a time results in the mod working properly.

 

....

 

I have no idea what I did, but I got the mod working. It loads now even with all other packages that was with it when it didn't load.

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