Jump to content

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


Recommended Posts

Posted
1 hour ago, LadySmoks said:

Can you use a cheat to change the prices? I think it was you that told someone about changing the price of cannabis???

You could try adjusting them in the xml, but not all prices seem to be in there for 375.
 

ONIKI_Medicines.package
KinkyMedicines XML
Simoine is "DRUG_1"
Blue Sky is "DRUG_3"
 

Cannabis Herb is in ONIKI_KinkyMod.package | KinkyIngredients XML

Joint I can't seem to find, so it's probably in the DLL. Shutting down for the night, might try to check tomorrow.

Posted

It looks like one can change the price by clicking on the item twice: once selects it, twice makes the price changeable. I discovered this when going to the Criminal Hideout to sell. Jesse had 4x10ea Blue Sky, but at the 'default price' shown, they weren't interested. I continued for a bit, dropping the price till I hit $5,000 for 1x10ea which is $300(something) below online price, but still no-go. I'm going to see if someone else posted the minimum quantity needed to sell to the hideout. Quantity may be the issue and not price. Testing more.....

 

Side note. As a Criminal, Jesse now has the ability to spike drinks. You get the option to spike the entire tray (4x), or only one, but unable to determine which 'one' it is - Geesh Oniki.....  Anyways, You can also put the RockHard(Viagra) in the drinks as well. That sure livened up the party :) 

 

Spoiler

Screenshot-710.jpg.6105d53bc4c55fd1397b5df81845d86e.jpgScreenshot-714.jpg.9cc97ace082d1832649f7ea605cc953b.jpg

 

Posted
10 hours ago, girlinblack101 said:

does anyone know where can i find this mod to download? zip file that is posted here isn't working (i can't download it)

ONIKI_KinkyWorld_0.37 (Build 375).7z

 

ONIKI_KinkyWorld_v0.2.8.7z

 

ONIKI_KinkyWorld_v0.36 (Build 362).7z

 

ONIKI_KinkyWorld_Build399.7z

 

The file is at the bottom of the post: If one can't find the file: good luck running mods......

 

(1 download - your welcome)

Posted
11 hours ago, landess said:

minimum quantity needed to sell to the hideout

if ((double) num1 < (double) Hideout_SellDrugs.kMinScore)
  UITools.Notify((GameObject) ((InteractionInstance<Sim, Hideout>) this).Actor, "Hideout_SellDrugs:NotInterested");

Score-based, of course. lol But what score? And WTH is "num1"?

private static float kMinScore = 100f;

Great! 100... um. That "num1" is much more complicated.  It sums the total "score" for all items.

case ChemicalTypes.IncreaseArousal:
  return value * 1.5f;
case ChemicalTypes.DecreaseWillpower:
  return value * 3f;
case ChemicalTypes.IncreaseDrug:
  return value * 5f;
default:
  return 0.0f;

"value" is the number in the XML (from the packages) from this type of line (this being for "DRUG_1" which is Simoine (based on the price)

<Effects>IncreaseDrug:50,IncreaseEnergy:25</Effects>

So... putting it all together:

( 50 x 5 ) + ( 0 ) = 250

250 > 100

sooooo... if you had 1 Simoine, you should be able to sell it to the hideout.  If not, I'm smelling a bug.  Oniki has this set up worse than a house of cards in an earthquake zone that's also prone to tornadoes. :( I understand what was being attempted, but there's something about this chunk of code that is sending my spidey senses into overdrive.  It kinda feels either like the programmer made an incorrect assumption, or that I'm missing something.  Both likely.

 

If you look, there is no effect "value" specified for "VIAGRA_1" (in-game: RockHard), so that would be 0 x 1.5, which means you'll never be able to sell it at the hideout.

 

Oh, and I haven't (yet) tracked down where in the packages the info for Joints are specified, but I did find the ResourceKey info... naturally all in decimal, instead of hex.  SMH.  (trailing "L" means "long integer", trailing "U" means "unsigned integer", but outside of weird C# thinking: they're just 'normal' numbers).  I don't know if that is a result of Oniki being "weird" or if the tool I used was just being a jerk, but the EA code allows hex values.  I added the hex conversions.

new ResourceKey(6086230773681745222UL, 832458525U, 0U);  //  0x5476A2A47659ED46, 0x319E4F1D, 0x0

I just can't find any of those mentioned in the packages.  There was also some reference to the "ingredient" and "plant" (for cannabis), but those xml files don't specify "effect" and I'm drawing a blank in the code.  It's gotta be specified somewhere.

 

One last thing:  if you do get passed the "score" gate, there's a random chance... (hey, actually using 'spoiler' for a true spoiler lol)

Spoiler

you'll be mugged instead of selling the items.

 

Posted
11 hours ago, girlinblack101 said:

(i can't download it)

Perhaps you could specify what you mean that you "cant'". What link did you try? What error did you get?

Posted
1 hour ago, jdw6 said:

But what score? And WTH is "num1"?

If you don't know, what chance do the rest of us have of figuring it out??? ?

 

1 hour ago, jdw6 said:

Oniki has this set up worse than a house of cards in an earthquake zone that's also prone to tornadoes.

Okay... she's NOT a drug dealer on the side!

1 hour ago, jdw6 said:

(in-game: RockHard), so that would be 0 x 1.5, which means you'll never be able to sell it at the hideout.

Kind of makes sense to me since you can get that legally.

 

1 hour ago, jdw6 said:

you'll be mugged instead of selling the items.

I really need to upload my Harley Quinn guns so people can protect themselves! They actually work, cloned from desecrate weapons MTS!

Posted
1 hour ago, jdw6 said:
12 hours ago, girlinblack101 said:

(i can't download it)

Perhaps you could specify what you mean that you "cant'". What link did you try? What error did you get?

I know it's NOT that time for me, but I've gotten to where I don't even bother responding to... "It doesn't work". 

 

Go to the doctor and say, "It hurts" and you'll walk out with a $20,000 bill and 2 aspirin for being an idiot.

Posted
2 hours ago, LadySmoks said:

I really need to upload my Harley Quinn guns so people can protect themselves! They actually work, cloned from desecrate weapons MTS!

I saw another mod based upon this concept 'Hitman'. I found it alongside 'Druglord', and 'Armed Guards'. Uses the desecrate weapons from MTS as well, and includes a 'pistol'.  https://brando130.wordpress.com/2014/06/19/hitman/

4 hours ago, jdw6 said:

if you had 1 Simoine, you should be able to sell it to the hideout.

Well, I was trying to get some 'return' on all the Blue-Sky Jesse and Walter had crafted. Just going to keep crafting it, and returning everyday with a larger amount till I find the acceptable quantity. (Will also need to play with the sale price). At this rate between time invested and supply cost I'm thinking of cheating some just to get the facts.

 

>Set time to zero, so the game clock stops. (Hopefully time continues to 'pass' for crafting) Might end up setting the clock to default or even faster - all depends.

>Add enough household funds so I can craft as much as the game needs to 'accept' transaction (Use the motive sliders so they can 'cook' non-stop)

>Won't save the game in my normal save name since it's only for test/experiment. Hopefully will find the sweet spot, then can experiment with sale price for maximum profit.

 

A couple of things: Crafted drugs do have a quality rating. So far have made 'normal, good, and excellent', but have no idea what causes it. The very first batch(es) made by both at same time had Jesse (5 logic/7 Science) 'slob' make a good batch, while Walter (7 logic/7 science) and 'perfectionist/neat' make a normal batch. WTF?

 

Also, when created, a batch of Blue Sky gives a non-stackable 10 pill pouch. Even when pills are removed, they will not stack to =/<10. When offering to Hideout for sale only 'stacks' are listed, without the quantity in the stack noted. This forces some basic math 'IF' the stacks aren't full and the stack quantity is indeed used in the calculation -but- when selling in bulk, once again, no way to tell which of the listed stacks is 'short'. (Each Stack is priced independently, yet the price set remains for the next sales attempt)

 

It's possible the game doesn't even look at that and a stack of one is the 'same' as a stack of ten. If so, then one could 'use' up to nine pills, leaving a one pill stack to sell. It really is a crap shoot at this point, but trial and error seem the best route. After a 'solution' seems apparent, then repeat actions to verify will be needed before a final report can be presented as 'fact'.

 

 

Well, It gives me something to do in game, and having the facts so others can understand the mechanics seems a worthy goal.

 

Screenshot-724.jpg.4f90ad8a80abb44bab397ce8f0c686c3.jpg

Posted
1 hour ago, landess said:

I saw another mod based upon this concept 'Hitman'. I found it alongside 'Druglord', and 'Armed Guards'. Uses the desecrate weapons from MTS as well, and includes a 'pistol'.  https://brando130.wordpress.com/2014/06/19/hitman/

Not to sound like a guy, but mine is bigger! )))

294788049_gunscreenshot.png.6dbb0fd691934bb2719a42f26eddabe8.png

Posted

Someday I may decide to play a new save with aging on, so killing sims would be an option. As it is now, I customize ALL sims including role/service sims, and turning around and killing them would be anti productive. My Dexter the bear has gotten no use....

 

With aging on I would not bother with customizing them and likely wouldn't even change relativity so things would 'move-along'. Heck, I'd probably turn on every bad thing that could happen to sims with the understanding I wouldn't be attached to any of them.

 

1 hour ago, LadySmoks said:

Not to sound like a guy, but mine is bigger!

 

Also: Not for the timid: The Machine Girl

 

Spoiler

 

 

Posted

Going bald from testing the whole drug business......

 

Learned if one has multiple 'opened' stacks of drugs, clicking on one gives a 'merge' option, so only one stack will be short.

 

Started a new world, with only 4 sims in the household. Added a town hall and a criminal hideout - no other buildings besides the house. Had to reload the save to get another mod to recognize the hideout for the porn/whore careers. But I can't get the game to give the shady deal/sell drugs to hideout option.... GRRRRRR!

 

As a criminal, with exactly the same traits as Jesse. I thought at first only having Blue Sky wouldn't trigger it., so added a couple batches of Simoine, and purchased Cannabis X3. With 9 joints, 7 stacks Blue Sky, and 4 stacks Simoine, still no option to make a shady deal or sell drugs to hideout. Shady deal might not appear to housemates(CONFIRMED), but the sell to hideout should. I don't get it, I made that Sim exactly like Jesse - Job, Traits, Skills. I even had the sim get High - A lot, on all 3 drugs - still nothing, but haven't seen an addiction (need a fix) moodlet either (negative moodlet with something about feeling really bad cause haven't had dose or something).

 

There's definitely something buggy going on. I started the new world so loading would be very fast as it takes a little over 15 minutes for the Los Aniegos world which gets tiresome after awhile. I kept the speed at default, and loaded the NRaas and KW settings (import settings). I'm at a loss and feeling burnt out.... Tempted to move the test household into Los Aniegos to see if it works there, and can always return to the Breaking Bad save but geesh - what a pain.

 

What else - Did have the option to spike drinks as usual with both Blue Sky and Simoine. Found out that the Bladder Slider can't be adjusted while Sims are having KW sex. Will keep testing.... 

 

Okay - Need friend status to 'Make Shady Deal', and it's not available to others in the same household. Criminal Career not needed either. Still working on 'Sell Drugs to Criminal Hideout'. 

Posted
8 hours ago, landess said:

With aging on I would not bother with customizing them

I play with aging on, but vamipres age very very slowly... everyone else around them dies. Some sims that they like, they will "turn" and keep around. I have almost every sim from SV and Bridgeport customized and saved, and just replace them as my sim meets them in a new game... or, I may give them a makeover if I added new CC since the last time I used them. I like to see what genetic combinations the made-over sims produce.

 

8 hours ago, landess said:

Also: Not for the timid: The Machine Girl

HAHA! Japanese school girl version of "Evil Dead"!!! Yes, I have seen that movie... I had little choice.

Posted

help how do i get this mod to show up in the sttings so i can register the animations and how do i get Nraas overwatch to appear also so i can disable clean up outfits?

Posted

you have it in your mods/packages directory.

then load your game, click on one of your people, and you should see a kinkyworld menu option. You enable it and set the animations from there.

 

Posted

I keep trying to get animations to work but they're all grayed out except Oral. Keeps saying [no animations found] but I counted 128. I refuse to believe all 128 are oral.

 

It's 2 girls. There's a strapon option but I turned that off cuz this girl has a futa Bottom, but even with that option on only oral is lit up.

 

I exhausted all settings trying to find out how to use other animations. What am I not seeing?

Posted
38 minutes ago, PortiaRaven said:

my sim is wearing clothing

The clothes are recognized by KW as revealing. You can override/change revealing settings for each piece of clothing in the game by going into: KW/Debug/Set CASP Properties. (Left and Right Garter are what KW uses for removable underwear/bra)

Posted
1 hour ago, Shiori栞 said:

I keep trying to get animations to work but they're all grayed out except Oral. Keeps saying [no animations found] but I counted 128. I refuse to believe all 128 are oral.

 

It's 2 girls. There's a strapon option but I turned that off cuz this girl has a futa Bottom, but even with that option on only oral is lit up.

Well, I do not believe there are 128 lesbian animations. Not going to sit and count them, but without using the strap on (will apply male / female animations to f + f), you may have 20 or 30 lesbian animations (probably less), depending on which animation packages you have. The animations for a female sucking a guy are very different from 2 girls.

Posted
39 minutes ago, landess said:
1 hour ago, PortiaRaven said:

my sim is wearing clothing

The clothes are recognized by KW as revealing.

OR... the clothes were made using a naked mesh (does the top show nipples?), which also attaches naked/ revealing flags to a garment... OR... the garment is listed as naked, everyday, etc.... in CAS. The only way to change that is to get s3pe at Simlogical and open the CASP that's inside the package, and change all the flags.

Posted
45 minutes ago, landess said:

(Left and Right Garter are what KW uses for removable underwear/bra)

IF... you register them in the KW underwear menu. Otherwise, they will stay on during woohoo.

 

And my FemmeBot says... "Why don't YOU have boobs?"

Spoiler

Screenshot-25.jpg.47a939f0dc034311acdbd5e162c262d2.jpg

 

Posted
3 hours ago, LadySmoks said:

the garment is listed as naked, everyday, etc.... in CAS. The only way to change that is to get s3pe at Simlogical and open the CASP that's inside the package, and change all the flags.

You CAN change the revealing on any garment, but as far as KW recognizing them as a removable object, is another matter. The revealing issue and associated moodlets were the issue in the original question.

3 hours ago, LadySmoks said:

IF... you register them in the KW underwear menu. Otherwise, they will stay on during woohoo.

The L/R garter is mentioned when you look at the KW CASP properties while wearing KW bra and undies. They come DEFAULT in KW, so someone wearing them would see L/R garter and may not understand. Other items which are not DEFAULT will need to be addressed separately. KW undies don't need to be registered (already are). Even wearing your uploaded undies that have been registered, KW doesn't recognize them for 'ask for/give undies - gift'. If a sim wearing your undies is asked to 'show undies', the sim will just shrug, same as gifting them. Also while wearing them, sims sometimes WILL run to the dresser to equip default undies, so they end up wearing both.....

 

Sometimes I think like a lawyer when giving specific information. We all know many systems are tied together, but too much info may cloud the issue.

Posted

Concerning that Bot which floats. I've been tempted to try and get a KW 'sexbot' to 'corrupt' in CAS with that bottom, and then recreate the sim as human bot again, but have amputated legs, so it would 'float' around, instead of walking on invisible legs....

 

Always thinking outside the box - sometimes it's rewarded. Of course having fire shoot out his/her butt is a story best saved for another day.....

Posted
25 minutes ago, landess said:

You CAN change the revealing on any garment, but as far as KW recognizing them as a removable object, is another matter. The revealing issue and associated moodlets were the issue in the original question.

Ah... but TS3 also applies the revealing tag to meshes which generate KW moodlets that are associated with naked, or even some EA underwear.  Those tags must also be removed, and s3pe is the easiest way. It doesn't matter where the revealing tag comes from... KW, or EA... KW will see it and generate the corresponding KW moodlets. And yes, KW has it's rules regarding what does and does not come off during woohoo... depending on whether the player chooses to allow the animations to do their thing or not, and yes, left garter (panties) and right garter (bras)... only if registered in the KW underwear menu.

30 minutes ago, landess said:

Concerning that Bot which floats. I've been tempted to try and get a KW 'sexbot' to 'corrupt' in CAS with that bottom, and then recreate the sim as human bot again, but have amputated legs, so it would 'float' around, instead of walking on invisible legs....

I haven't spent enough time looking into the Into The Future CAS items to know whether that can be done or should I say, how much work is involved. I'm finding that Plumbots are an oddity. Like a hybrid of buy objects and CAS sim. I've sorted out the bodies to some extent, but trying to make a human head for a Plumbot is proving a bit difficult at best.

 

Not sure how the floating would work for a sim/Plumbot hybrid. EA has ghosts float and I think the legless Plumbots float? Haven't paid attention, but will now. The mesh is easy... just don't make legs! But, the animation is someone else's specialty! )))

 

Back to testing! FemmeBot phase... 37? maybe 38 or 39???

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...