Jump to content

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


Recommended Posts

Posted
2 hours ago, jdw6 said:

(Yeah, I'm also still wanting to edit every single CC item to only allow the "correct" categories & disable the damn "available for random" thing..

Doesn't matter what you want if some program thinks it knows better than you. Although, you can read code... I don't know if it's Nraas Dresser, KW, or something else I have, but I constantly have CC that I set as "NOT FOR RANDOM" popping up on randomly created NPCs. Mostly make up and accessories, but I did recently find an NPC wearing the Harley Quinn cheerleader outfit. OY!

52 minutes ago, jdw6 said:

Anyway, from what I've seen of how KW "works", it wouldn't surprise me in the least if the birth control pills did jack shit. 

Not that I've seen. A previous game, my sim family had 6 kids, 2 sets of twins... all on the pill, all broken condoms while set at 5% just for "fun", but we discussed before, it was more like 20 to 25%... and I don't think I was getting the fertile warning at the time either.

Posted
2 hours ago, jdw6 said:

 

I'm pretty sure I did notice a change (in sims being able to squeeze thru between closer objects, or passed another sim in a narrow spot) when I first made a change to that setting, but, heck, that's been 2 years ago so I can't quite say with 100% certainty.  I seem to recall some issue w/ how many EA homes are w/ the coffee table half a square away from the couch & my sims not being able to sit on the couch before tweaking things.

 

 

RE memory/running/crashing/etc/reading/learning... turned quickly into a huge ass rant.

 

 

Yeppers! Your answer is based on your own playing, much better than "It Just Works".

 

I knew years ago it did something, and I used those ini tweak's.  I was just curious as many places on the web tend to imply that the INI stopped working after ver.1.22 I think that's right.

 

If it does, and it appears it does work or that part of the INI still works. Then the narrowing of the collision mesh or distance check (what ever) to allow things like you said "coffee table to close to the couch, space between trees to narrow to allow sim to pass between them" that sort of thing then it is a great boon to the game, I will make the changes.

 

Thank you !

I like personally tested results.

Posted
3 hours ago, LadySmoks said:

Doesn't matter what you want if some program thinks it knows better than you. Although, you can read code... I don't know if it's Nraas Dresser, KW, or something else I have, but I constantly have CC that I set as "NOT FOR RANDOM" popping up on randomly created NPCs. Mostly make up and accessories, but I did recently find an NPC wearing the Harley Quinn cheerleader outfit. OY!

Not that I've seen. A previous game, my sim family had 6 kids, 2 sets of twins... all on the pill, all broken condoms while set at 5% just for "fun", but we discussed before, it was more like 20 to 25%... and I don't think I was getting the fertile warning at the time either.

[headdesk] forgot to hit alt-enter when searching for something.... smh... I should just go back to a browser w/ a separate search box, never had that issue w/ the old firefox... but when I hit back, everything I'd typed for 10 minutes was gone. ?

 

not-for-random: check nraas dresser settings.  I just found (kinda glossed over/missed it when I 1st tossed that mod into the game) that there's some settings to limit randomly adding makeup, accessories, bodyhair (how I found it... gross man-like arm hair on a female, who isn't a werewolf), etc.  But there's settings in there for ignoring the 'not for random' flag setting.  It was 'false' for me, which I think means it should honor whatever setting that flag is set to for the CC items, but... like every single piece of software out there: there are bugs in nraas code.   (SP custom caste... all my sims in it, and excluded from all other castes... just disabled marriage after undoing a forced --- WTF, they're sleeping! --- marriage.  And what does the f**king thing do? Go and marry the 2 sims again.  Even though that is disabled... ergo impossible.  Frustrating.)

 

I do recall that 5% = 25% discussion.  That might've been echoing in the back of my mind which was making me wonder if "the pill" would prevent pregs...

 

But... after I did that earlier post... well... TS3CLA said "out of memory" was the reason for the crash... and, the crash was this sort:

external-content.duckduckgo.gif.585e6591f348498ba2f8e2eae75bd75c.gif

 

And what is more annoying, is the memory usage was well below 3 GB up to and at the time of *poof*

 

 

 

But that had me remembering:  if you frequently switch households, nraas dream catcher will help, but even in those forums they say it's not really intended for frequent use and can cause memory issues.  Toss in multiple KW woohoo sessions & you really have memory issues (regardless of actual system memory used values).

 

What'd I have earlier.... oh, right.  EA/SP/whoknows prevents inactive sims from actually making potions/elixirs, or even harvesting plants, which really blows for that sim who was supposed to be a self-employed elixir maker.  So tonight I was trying to help him out some, but nooooo SP kept wanting to marry off my sims... and some bloody f**king thing (maybe dresser) royally messed up a few other sims hair -- again.  I had to go back 8 or 9 saves to find a save w/ 1 sim having the "correct" hair.  Shit like that really takes the fun outta playing.  So I'm prob gonna take a break for a few days, or try to start over -- yet again -- without a ton of things... sigh.  Seems like I can get about 3 real-months before the game starts feeling like its imploding.  There's 500+ saves for this particular world (nearly 70 saves I went back and undid their changes).  Somehow I'll get this set so aging up isn't an issue, sims stay in the career I set them to, etc... maybe 90% of my issues really are from the nraas suite of things.  Honestly I've not played TS3 w/o since that 1st few-week game session, and never used KW w/o a ton of other things.  Maybe getting back to "n00b" level might help.  ?‍♂️

 

For the curious techies, I just checked save usage.  Not quite a whole disk, yet.  lol

/raid/U-Backups/Electronic Arts> du -sh Saves.TS3/
375G    Saves.TS3/
 

Posted
2 hours ago, galgat said:

after ver.1.22

BTW, I came in late to TS3.  (somewhere ... in this thread, perhaps, maybe another thread, but on here... is more detailed "when" and "which EPs" for me)

I have now, and always have had, 1.67 -- the Steam version (which caused issues when 1st trying to get some of cmar's stuff working).

 

Just thought I'd mention that, in case it gave you any additional insight.

Posted

 

I can only tell from my Gameplay,that BC Pills work.The bad Thing about that Contraception is,they are working exactly 24h Simhours.I mean if there is 5h protection Left,and the Simette is ovulating,and have Sex,that means she got preggers.(At the default Settings of 10h Sperm Lifetime and 10 Fertilization). What i found out,that if you change the Fertilization lower than 4 it would be more difficult to knock them up.At 10 you always get her Pregnant.       

 

 

 

 

 

 

Posted

@Caged_Fenrir: Which Version of KW do you use. There is another Gloryhole in KW.Also in Later Versions,the Sleep on Couch has more Animations.Check your Settings,if You have Gender Restriction to false. the Rest: Are you serious? MORE annoying Scripts with Role Sims? The Kraken is only stupid,and the Damn Mailman who lurks 3 (!!) Simhours at my Gate is ridicolous.I would be happy if Oniki switch him back,where he brings the Mail and go. NO Peeping,No automated Flirting and try to Wohoo,and No Whining and stomping,because i keep him out of my Lawn with Fences and Gate. PS:If you want something in KW,than go to Patreon,and gift hard $$ to Oniki,maybe you get something.But don´t cry,that this may broke some function that worked before.

 

Posted
1 hour ago, jdw6 said:

check nraas dresser settings. 

Did that. Had a problem with something (Dresser) always changing Harley's hair when she slept. Found Dresser had hats (the pigtail hair for her is hat because of the hair ties) as invalid for sleepwear... fixed that. Went through all the settings and killed that random stuff, but still get it. So,if it worked for you in the settings, it must be another mod that I have and need to track down.

 

1 hour ago, Otti said:

MORE annoying Scripts with Role Sims?

It's why I told him or her to go be a paying patron. Last I checked her page, Oniki has $ levels, and you can make stupid "suggestions" and then vote on which she adds... like the mailman, Kraken, towel, collect sperm... obviously ideas from idiots!

Posted
1 hour ago, LadySmoks said:

Went through all the settings and killed that random stuff

I'm still under the belief a lot of CAS problems are due to EA default library values. Simply looking at the parts in any location usually shows the EA default/EP items at the top with other CC listed below. This holds true as EP's are added - they will fall in line beneath the base game items in groups.

 

What I'm getting at is there may be a hidden numerical value EA references based on this CAS hierarchy which causes problems and because certain CC is either listed for all/only certain outfits then other CC will be substituted in 'OUR' eyes while EA says "you wanted slot 56 so I gave you slot 56 - it's not my fault you added 4 more slots of CC earlier than what used to be 56".

 

This is my thinking in the simplest of concepts, but when I select a particular piece of CC, and tell the NRaas/intermediate/copy clothing between categories, it sometimes still gets it wrong. Heaven forbid I open CAS and make a change to one particular outfit which I used 'tricks' to get an 'unscheduled' outfit piece worn in other outfits in that category - EA will reset them and substitute something appropriately flagged.  There is obviously a lot of options at work, and the more scripts, mods, CC, etc. we add - I have to say we're lucky it works at all. Having to 'Sherlock Holmes it' is the price we pay.

Posted
8 hours ago, landess said:

I'm still under the belief a lot of CAS problems are due to EA default library values.

As far as I know, random is set by the "ValidForRandom" tag, although I really haven't looked at every EA garment to compare it's random usage to the tag. There IS a number associated with the frequency of use as random, but not the way you describe... again, as far as I know.

1661832654_sortpriority.PNG.945c64d745c872ad671de49226eb0a38.PNG

8 hours ago, landess said:

There is obviously a lot of options at work

Options yes... actually work... ?????? A person could spend their life trying to unravel the mess!

Posted
8 hours ago, LadySmoks said:

the tag

If my suspicions are correct, this info wouldn't be found in an individual object's file/tag or there wouldn't be a problem. The framework this file/tag 'sits in' would be the culprit as each of these files would simply be part of a 'stack'. The reason I believe this is a possibility is the need for the Sims 3 to be very 'cache' savvy so the game can run using as little of the available information available.

 

Starting the game loads many option locations, then the save file tells it which of those options/locations to use to build the world and load it into the barrel before pulling the trigger. Everything else is 'discarded' at this point. Entering CAS/BuildBuy requires a 'new' cache to be created and explains the 'lag' while waiting as well as the bloat to the memory each time one of these functions are used.

 

It's during this process I 'feel' the game will jump the shark when it comes to assigning a value to certain objects and with all the scripts and CC it fails to account for changes we've made to the default structure. So it runs home to mama, but mama isn't there.

 

>It's sort of don't blame the person (object), blame the government (game engine) of the country the person lives in kinda thing.

Posted

Would anyone successfully using Kuree's Save Cleaner alongside Steam/Origin please take a look at the Kuree's Save Cleaner post and confirm use problems by another member there?

 

Thanks!

 

 

Spoiler

Screenshot-45.jpg.ebc8cd7229cd65db4b13cf3bc739f605.jpg

 

 

5,617 users online

Posted
On 6/25/2020 at 5:12 PM, LadySmoks said:

"EXPECT" to be implemented?????????? Really? You actually wrote that??? Kind of sound like my 6 year old. No... he has much better manners and a better choice of words.

 

When you find a man who is equal to ME... please let me know!

I'm not an english speaker, when I said "expect" I confused it with "hope".

With gender equality, I meant "same interactions for both genders".

Like when the repair man comes in when you are using a female sim, they will immediately try to seduce him, which doesn't happens when you use a male sim.

The sleep on couch animations doesn't seem to do anything when using a male sim either.

 

I didn't meant to offend anyone

Posted
32 minutes ago, Caged_Fenrir said:

I'm not an english speaker, when I said "expect" I confused it with "hope".

Try using the reverse translation to check what you wrote is being translated correctly! English is my 3rd language. Fortunately, I am fluent having lived in US for 10 years. But "expect" and "hope" are opposite meaning words, and maybe you need a different translator? I am being serious about that.

 

And the part you did not quote, is really the key. Oniki isn't here. She hasn't been here in more than a year as far as anyone knows, unless she signed in as guest, or a different screen name. Not sure why she continues to even mention Lovers Lab in her releases. 

Posted
1 hour ago, Abrahamrionaldi said:

Is it true a simbot (from Ambitions) can't woohoo kinkyworld style? 

If you have Ambitions, install KW and try it. You've read it doesn't work, but are now asking again, so really, seeing is believing, yes?

 

What I can tell you, is that Plumbots from Into The Future do work, and I have 2 currently in game testing (one I've been testing since February to make sure I got her right).

Spoiler

Screenshot-47.jpg.cad911bf8e888711350aa64261f09354.jpg

FemmeBot A69 Bi Automata, and The Vaginator V-800... Unfortunately, I have having problems with the penis for V-800, but will return to the project soon.

Posted

So I've been using Kinkyworld for a few years now, and I'm wondering how do you guys set up your ovulation and menstrual settings?  I usually don't touch it, but I'm playing my recent save game with sims living extremely long life spans, and it seems my sims are never on their period.  I know it works, because it works when I play my sims with short life spans.  Any suggestions on how to tweak the settings?

Posted
On 6/24/2020 at 9:53 AM, landess said:

1) When they smoke, it doesn't go away and the timer will reset once the timer ends. I've used MC to remove the moodlet manually, especially when they DO have the cannabis peace moodlet from smoking, yet it just returns on it's own. This debuff seems arbitrary in regards to their drug use. Sometimes they get it and it sticks like glue. Other times it's just gone for no rhyme or reason.

 

2) Next, the value listed on the debuff 'will' change, but that value is independent of the mood meter. Simple math can show 5-6 positive moodlets with, say, a combined happiness rating of 120, will still be DEEP into the red with a depressed rating and only have a -25 value on the 'addiction' debuff. Somehow the total mood rating is skewed with no visual evidence to rectify.

I've been trying to work this out as well recently.

 

So to 1) The duration of the moodlet is basically random. There are a bunch of hidden motives that are probably bringing the moodlet back like drug decay (normal, when high, when addicted) and drug addiction.

 

2)  This bit I need to check in game more, the mood affect appears to be based on the amount of drug addiction and some mood value I can not pin down. This is applied to happiness in a wonderfully bizarre manner, no idea how the actual buff mood value ties into this, if it does.

Posted
1 hour ago, nomads said:

been trying to work this out

Using the pill forms of drugs this doesn't happen. Taking a pill will clear it up every time in my experience. (but then I've never played with pill junkies for long) Even 'Viagra'/Rockhard appears to be tied into the drug mechanics somewhat. I guess I just wish it was more consistent or better spelled out, like a lot of KW things.

 

I wonder if the drugs are on a single value table, so all KW drugs will be forced to use the same features. Having Pot on the same addiction table is problematic to the devious side of KW's functions - You can give someone a joint, but they usually don't smoke it (maybe you have to dare them), but you CAN put pill drugs into a drink and hand it to someone beginning an addiction transformation by continued application. I myself use the 'spiking' feature with RockHard frequently if the sim isn't a witch with the horny curse, instead of using the always accept cheat.

 

7 hours ago, Abrahamrionaldi said:

Is it true a simbot (from Ambitions) can't woohoo kinkyworld style?

Never tried to build a Simbot. Given it's apparent issues from what I've read while self-educating on Ambitions, never had the desire. KW has a thing called the SEXBOT chip. Without this, a plumbot is just a plumbot. So to reaffirm for you - without this function, KW could not allow Plumbots to engage in sex. Maybe you don't want certain plumbots to be sexually active - this IS the control mechanism - Simbots don't have this type of feature so it's all, or nothing. ALSO, OnikiKay was able to use the debug feature to turn humans into plumbots, giving the illusion of a cyborg.

 

It's not perfect, but like most things KW - they are what they are. We all have wishes, and if we want, we can all make our own mods - This is OnikiKay's mod.

Posted
On 6/25/2020 at 10:44 PM, LadySmoks said:

if it worked for you in the settings

Actually, I got frustrated w/ other mods (not changing hair, etc, but other stuff) and decided to take a few day break. I'm starting over w/ (yet more) what I've learned from this last world. Maybe after a decade of monkeying around with TS3, I'll have figured out its quirks. lol  

I just wish setting up a new town didn't take forever and a day.  sigh...  Anyway, this time around I'm gonna try not putting in Dresser or Story Progression and see what the game "feels" like w/o those.  (Also not putting in Woohooer, Vector, and the ani_Sims_Drinks mod -- which probably was the thing I was only half-remembering in some earlier posts on here.)

Prob gonna spend the next week or so trying to pare down all the various types of CC that have worked their way into my packages folder.  Especially the skins... egads! WTH would anyone need that many (1.1 GB) skin packages?!?  My thought is this: even with a powerhorse of a computer, it doesn't hurt to trim off the unused chaff every now and then.

Posted
On 6/26/2020 at 4:33 PM, landess said:

>It's sort of don't blame the person (object), blame the government (game engine) of the country the person lives in kinda thing.

hehehe yep. And the TS3 codebase (w/ all the EPs) is kinda like the UN. There's references to a build square being a meter in some areas, it being a yard in others. There's both British and American spellings. The team had to have been very much like almost every team nowadays -- working remote from each other -- so much so that the left hand truly had no idea what the right was doing. 

Or, where I originally wanted to go w/ this:  the game engine is the result of a government committee.  ? 

Posted
55 minutes ago, jdw6 said:

My thought is this: even with a powerhorse of a computer, it doesn't hurt to trim off the unused chaff every now and then.

I know what you mean. I just pulled 60 of my unfinished work packages, combined them and placed the loose packages in a folder in Documents to mess with later...maybe.

Posted

with the latest version, i'm having issues. i try to plan outfits, and the only option it provides me is "Career", none of the other options show up. it doesn't allow me to plan the other outfits. and its very annoying. It wont even let me customize the current outfit they're wearing. I hope this is an easy fix

 

Posted
3 hours ago, knight13 said:

I hope this is an easy fix

Not with your basic description of your problem.

Be more specific, that somebody can build up an idea on what you have running on your PC in terms of your problem

and in which situation the problem appears.

 

Posted
17 hours ago, landess said:

Using the pill forms of drugs this doesn't happen. Taking a pill will clear it up every time in my experience. (but then I've never played with pill junkies for long) Even 'Viagra'/Rockhard appears to be tied into the drug mechanics somewhat. I guess I just wish it was more consistent or better spelled out, like a lot of KW things.

I think I may of found this, need to verify in game as I've been screwing with this part of kw locally and don't have the code to hand. Drug withdrawal is removed if they are high and I think they might not get the high buff with hash.

17 hours ago, landess said:

I wonder if the drugs are on a single value table, so all KW drugs will be forced to use the same features. Having Pot on the same addiction table is problematic to the devious side of KW's functions - You can give someone a joint, but they usually don't smoke it (maybe you have to dare them), but you CAN put pill drugs into a drink and hand it to someone beginning an addiction transformation by continued application. I myself use the 'spiking' feature with RockHard frequently if the sim isn't a witch with the horny curse, instead of using the always accept cheat.

I expect hash is one of the kw chemical types called IncreaseDrug.

 

I've only seen one sim smoke from a dare after giving them a joint as a gift and only one inactive autonomously smoke from their inventories. Will have to see if this can be tweaked.

 

After digging a bit further  I was wrong on the random length for withdrawal, turns out it is based on their level of drug addiction which goes up each time they take a drug based on its quality and strength and their buffs and then decays depending on their buffs so it might as well be random really. The mood value modifier which had me confused earlier is actually based on their drug addiction and is only applied if their mood is higher than their addiction.

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...