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


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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.

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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.  ? 

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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.

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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

 

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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.

 

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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.

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So I've been trying to max my sim's stats, and right now I'm working on the mixology skill. One of the skill challenges requires me to serve drinks to sims, but the problem is that they never order any. They sometimes order food or chat with my sim, or they just sit on the bar stool and immediately get back up. I tried disabling this KW, because that's the only mod I use that I know is messing with drinks or bars, and I found out that after disabling it, everything works as expected. I tried to mess with the settings, but nothing helped. Am I missing something, or is getting rid of the mod the only way of fixing it?

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1 hour ago, Fineness said:

Is this mod heavy ? I'm using nraas woohooer + graphical xtc, i want to try out this mod on another playthrough 

NRaas Woohoo'r isn't needed if using KW - they do the same thing very differently if that makes sense. I have both installed but I'm wondering if you actually mean Animated Woohoo? NRaas Woohooer has some settings which I find useful so it stays in my game although I still use the Kama Simtra, and as far as Graphical Xstacy - I use it as a FAST clothes changing mod now and it causes no issues with KW.

 

KW is a core mod - you should run as few of those together as possible since they will fight with each other.

1 hour ago, totallyrandom1 said:

One of the skill challenges requires me to serve drinks to sims

I tend to ignore the skill challenges although there are a few which do 'add' to the game (like the cardio/jogger - increased life perk for miles ran). Many challenges can't be finished concurrently: No cheating/forever faithful types can't complete the other romantically devious types, Etc.

 

Have you tried tending bar at home at a party you throw? I've never had a problem serving drinks in public to others while using KW. My biggest problem is my Sim gets distracted and wants to stop bartending and do something else - High Freewill is a bitch sometimes. If the challenge is that important - did you try adding a temporary sim living at your home - have them order from the primary Sim trying to complete the challenge, and then boot them from the game? Just trying to think outside the box as your problem isn't a bug that I share.

 

There are a couple of useful Bartending mods at ModTheSims (MTS). Not sure if these would 'break' the game in your eyes - One makes you a great bartender with almost no effort. Others do things like remove the 'juggling' (Sorry Tom Cruise - Not a Cocktail fan), and another speeds up making drinks so a sim might actually get served in a 4 hour stretch if in a line and time is running at default speed.

 

 

__________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________

 

As far as 'getting rid of it' I have to say to many players - WHY? Why get rid of it? Just disable it through it's own menu - finish the event one finds conflicted, and re-activate it. Seriously - if this thought process didn't cross your minds then maybe getting rid of it IS the proper course.

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@fineness:   Yes,OKW is a heavy Mod.If you only know XTC ,than get ready to switch to a new Gameplay of The Sims.There is much more than the XTC Mod.Drugs,Sex,Rape,and if you want it, Bestiality.Females have Periods,and Ovulating Days.New NPC´s and new Kinky Careers.Bad Thing on this Mod : It is still Alpha,and it sometimes broke Stuff,that run. Example: You can´t play Games on the Computer,besides Chess.And you need some Settings in other Mods (NRAAS)changed,and it doesn´t like other Mods(Awesomemod).Hope i helped you a little Bit.

 

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@Simsdestroyer : My Settings are Sperm Life 52 h Fertility 4 Preg length 4100 h. and changed teen Cycle to 540 h 220 h 16 h 220h. YA are.240h 18h 240h ,and Adult 300h 8h 240h . (Follicular,Ovulating,and Luteal) .The Pregnancy Length is that much to resemble the Shorter year in the Sims on Epic (334 Days). So its not the standard 270 Days as in RL.

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4 hours ago, landess said:

I tend to ignore the skill challenges although there are a few which do 'add' to the game (like the cardio/jogger - increased life perk for miles ran). Many challenges can't be finished concurrently: No cheating/forever faithful types can't complete the other romantically devious types, Etc...

Home parties make no difference. Sims mostly talk to each other, dance, sometimes have sex, but no one even touches the bar. My sim even gets distracted by the npcs, unlike at public venues where this doesn't happen. I know I could add a new sim just to order drinks with, but I wanted to do it the "right" way, with npc sims buying the drinks.

 

Using bartending mods won't help me, the problem isn't with how quickly drinks are made, because no one orders any.

 

I also know that I can disable the mod, that's what I did the first time. But that still removes everything associated with the mod, all items, all skills, not just from my sims, but from the entire town. I could always cheat the lost stats back, but I'm sure you understand that I'd like to avoid having to do that. It would be ideal if I could just turn off whatever's preventing npcs from ordering drinks autonomously (and the autonomy option in the KW menu doesn't help, I've tried that too). You said that you don't have the same problem, so I'll try to see if some other mod is conflicting with KW, maybe it's something that I can remove without messing up my game as much as disabling KW would.

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52 minutes ago, Otti said:

Yes,OKW is a heavy Mod.If you only know XTC ,than get ready to switch to a new Gameplay of The Sims.There is much more than the XTC

That depends on whether someone wants to play a game inside the game that can be as frustrating as it is fun, or is just looking for more woohoo animations than XTC, and will be back asking how to bypass everything.

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1 hour ago, totallyrandom1 said:

I'll try to see if some other mod is conflicting with KW

I decided it's always best to double check ones statements - So I took my newest player character Elvira to the local bars and verify:

 

Both the custom bar (The Pit) and the Red Velvet lounge had her making drinks almost immediately. The Grind Redux (from Bridgeport) in Moonlight Falls seemed like maybe there was a problem, till teen Lawrence Lum decided to order near closing time (looks like he's worried he'll get carded).

 

Spoiler

Screenshot-39.jpg.cfca2d2390063f09b768244e3d299095.jpgScreenshot-41.jpg.092445f612cf7404159b777be7b9b3be.jpgScreenshot-43.jpg.1fbf99db639cd8f3c1cf594a0ecd115a.jpgScreenshot-44.jpg.aa1298a97b0e6b547042dbe0c6aee7bf.jpg

 

So I know bartending does work with KW, but it IS script heavy and ordering drinks might be a low priority queue. Yes, I tend to always add an extra bar/Bar Tender to most venues since I haven't found a way to stop customers talking to bartenders. Never found a mod to stop it and I find it very annoying. IRL a bartender would quickly excuse themselves from a conversation in order to make more TIPS!

 

Speaking of queues: Someone might be getting ready to order a drink, then another Sim interrupts them while the bartender/bar is holding a queue spot for them to place the order - this is a problem with the sims: It seriously needs to drop any queue not satisfied within a given amount of time.

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On 6/27/2020 at 11:32 PM, knight13 said:

with the latest version

build 399 is the latest version on LL.  Is that what you mean?  If not, well... care to give an actual number instead of "latest"?  

On 6/27/2020 at 11:32 PM, knight13 said:

 it doesn't allow me to plan the other outfits

"It"?  KW doesn't give any option named "plan" for outfits.  KW gives (off of the "Kinky World" menu, in very limited situations [school/whore]) the ability to "Create Uniform", but doesn't have anything to do with "the other outfits".

Things to check/additional info to provide:  Are you using NRaas Dresser (or other mods from that collection)?  If you are, do you have it configured correctly.  If you remove KW from your Mods\Packages folder, does "Plan Outfit" work?

 

Disclaimer: My assumption, and probably others here, is that once you start adding in adult mods, you already have TS3 fully working with all other mods you are using and that you fully understand how to mod TS3.  (Apologies if you do, but there's been a rash of new people who don't understand the basics and blaming KW for "any" issue.)

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23 hours ago, Fineness said:

i want to try out this mod on another playthrough 

Suggestion:  Make a full copy of "\Documents\Electronic Arts\The Sims 3", if you're unsure whether you want to keep (or will like) KW.  Then install KW & try it in-game.  If you want to get rid of it, delete "The Sims 3" directory & replace it with your backup.
 

From a command prompt:

For the initial backup (this is gonna take "forever")... remove "/q" if you want to see an endless stream of files being copied:

xcopy "%userprofile%\Documents\Electronic Arts\The Sims 3" "%userprofile%\Documents\Electronic Arts\The Sims 3.backup" /e /i /h /k /x /q

To restore the backup:

rd /s /q "%userprofile%\Documents\Electronic Arts\The Sims 3"
move "%userprofile%\Documents\Electronic Arts\The Sims 3.backup" "%userprofile%\Documents\Electronic Arts\The Sims 3"

 

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53 minutes ago, jdw6 said:
Quote

 it doesn't allow me to plan the other outfits

"It"?  KW doesn't give any option named "plan" for outfits.  KW gives (off of the "Kinky World" menu, in very limited situations [school/whore]) the ability to "Create Uniform", but doesn't have anything to do with "the other outfits".

I think KW gets involved with career outfits... whether that's limited to KW related careers like modeling, but I can't be sure. As you said, what it does beyond build 399, people need to either ask Oniki on Patreon (if they actually got their later build on Patreon), ask someone where they got their later version, or start experimenting with settings to see what happens.

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56 minutes ago, LadySmoks said:

I think KW gets involved with career outfits...

Egads! ? I just looked in the source... There's almost 100 separate files that mention "career" and almost 200 that mention "outfit" (which, frankly, is far too many to dig further).

 

This also reminds me, that I should probably remove those other mods I have that try to force changing to/from career outfits (or other ones).  sigh.

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4 minutes ago, jdw6 said:

Egads! ? I just looked in the source... There's almost 100 separate files that mention "career" and almost 200 that mention "outfit" (which, frankly, is far too many to dig further).

This is one of the things I really don't like about KW... Sometimes, it involves itself in things it simply does not need to, and there's often no"off" switch! Or, the "off" switch found after rooting through the interactions menu, doesn't work. )))

 

One thing in there seems to be that Oniki either can't find the old stuff, or doesn't bother to remove it when she rewrites a script. I have found a few redundancies in there, but the sub-menu to the interaction may be different options.

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On 6/27/2020 at 9:53 AM, Simsdestroyer said:

extremely long life spans

There seems to be a bit of undocumented/hidden multiplier of the values for custom values and what actually is used in-game.  (I don't have time/energy to check what that might be at the moment).

 

I've got the numbers set to 200/20/200, but it's giving me the "fertile period warning" moodlet for 3 full days.  That would be 72 hours.  I know that is intended to fire before hitting the "ovulatory" phase.  How much before might be connected to sperm lifetime (I can't recall if I have that set to 20 or 40).  I would expect (which KW often does not do) it to give that warning no less than the length of sperm lifetime ahead of changing to the ovulatory phase.  The length of pregnancy might also be used, but, again, not sure.

 

I had the values @ 220/20/220 (I thought I did... maybe it was "10" instead of "20") and that moodlet only lasted 3 hours, when I saw it.  But I haven't been able to get back to that.

 

There's 2 separate "data" files that KW creates in the Library folder.  One is settings, the other seems to be all the CASPProperties.  They're both encoded XML files that are only viewable as hex data :( Which makes searching for text hard.  So maybe the current phase & data for each sim is buried inside one of those (that stuff has to be stored somewhere).  It just seems that I had found (months ago) that only those files were updated after starting/stopping the game w/ KW running.  So, maybe changing the values you asked about doesn't have any affect until after the previous values have ran their course.  Maybe clearing settings is necessary to change those. :( 

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47 minutes ago, LadySmoks said:

One thing in there seems to be that Oniki either can't find the old stuff, or doesn't bother to remove it when she rewrites a script. I have found a few redundancies in there, but the sub-menu to the interaction may be different options.

Something I noticed when I did my code snooping earlier this year, was, well, troubling.  Inside the DLL is a small file that contains the path in which the code was when compiled. It exists for debugging for the Visual Studio tool.  (Since it's for debugging, that file only exists if VS has some debug option enabled, so it's not in all DLLs.) 

 

That path changed sometime between KW builds 381 and 395.  Builds 395 to "present" (*ahem* newer than 399) have all had paths that were under the Windows user's OneDrive folders.  Before it was in a subfolder of C:\Dev.  (Eerily the same as where I put code... I guess it's a developer thing. lol)  But the newer folders had Windows usernames of "Sébastien" (builds 395-398) and "John" (build 399 to present).

 

This change in paths, indicates, to me, that there was some shuffling around as to who exactly was building the DLL for the mod.  Maybe Oniki had to update Visual Studio and needed the mod built with an older version, so had a couple friends do the final building.  Maybe Oniki got tired of maintaining the mod and had a friend take over.  Maybe she's using someone else's windows account to do the building.  Who knows.  But from the timestamps inside those releases, this all started happening between May (build 381) and December 2018 (build 395).

 

IF the codebase changed hands, it would explain a lot of the inconsistencies, and buggy nature of newer additions.  Since that path (and such, Windows username) have been consistent since 399, there's been enough time for the "new" person to be comfortable enough finding/fixing things (which kinda matches the 407 release announcement snippet non-patreon supporters can read).

 

But, regardless of speculation:  the public 375 release had 887 cs files; the 399 release had 957 files; and the 407 release had 972 files.  Still getting larger and harder to maintain.  Lines of decompiled code have also increased: 181185 -> 205026 -> 213707.  That's huge!  The last suite of production, commercial, tools I worked on, combined had only about 53k lines of code, which was still far more than a solo dev could quickly & easily maintain, fix, add-to, or remember where everything was.  KW is a huge monster of maintenance nightmares.  And that's just the KinkyMod.DLL.  Not to mention all of the XML for tunings, object definitions, STBL files, animations (n00bs keep forgetting that KW comes with some), graphics, etc.  From what I've pieced together from my looking under the covers as best as I could, I'd want a team of developers, graphics artists, sound engineers, and testers, no less than 20 people in size.  ?  (Yeah, I don't always get what I want... last job, should've had 5-6 people, not just 1... sigh)

 

All that said:  I still think there's just one person doing the work on KW.  And that is something we all (from time to time) seem to forget.

 

Weird analogy some may find offensive (thus the spoilers)

Spoiler

This is akin to trying to rewrite the King James Bible 3 times (version 399 had over 9-million characters, and KJB has just over 3-million) -- used that as a reference since it's more widespread & older than other large books.  Yes, people can/do memorize the whole text, but it's very hard.  Programming a project the size of KW is very similar to remembering every single verse in the Bible.  Doable, but very very hard, takes a whole lot of time, and not everyone can do it.

 

Edit:  The lack of "off switch" as you called it, I think is less due to the size of the code (or the dev's ability to remember where things are in it) and more due to the way software development has gone in the last decade.  It's all become very dictatorship-like... (they call it "opinionated", but it's basically "my way or the highway" mindset).  This is in stark contrast to the way software was in the early 2000s, late 90s, where giving the user control & configuration was more popular.  Reminding younger software devs (or management) of that is very much unpopular, and hazardous to ones career. :( 

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52 minutes ago, jdw6 said:

I still think there's just one person doing the work on KW.

I doubt it... at least with testing. There are a few "thank you's" to a few people other than LL (laughing) and the animators. Possibly development contributors.

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3 hours ago, jdw6 said:

Egads! ? There's almost 100 separate files that mention "career" and almost 200 that mention "outfit"

I'm going to dust off the old 'optimist' hat for a change:

 

This could possibly include references to every single option regarding woohoo - a location like coffee table which is added to the list of woohoo-able objects has 2-3 sims which need to undress, and we 'know KW has a specific outfit for woohoo or there wouldn't be shoes and other accessories worn - it would default to the EA naked outfit (which IS an option). Sure, it only needs to 'build' each sims woohoo outfit once, but it still needs to reference that outfit for each and every object 'used' to woohoo on.

 

I used to give programs way more credit (it's magic!) until I learned code is a lot like telling a baby with no thought retention to do something. Caches and other tricks help this concept yet there is a lot of repetition if I'm not mistaken.

 

There is a good series on YouTube concerning the AI in games, and given some of the examples dissected and what they accomplish, I have to look at the Sims series and say they are as dumb as a bag of rocks. Yet the concept of the game is somewhat addicting.

 

It would be interesting to see a break-down of the 'freewill' slider and understand how the different levels affect the game.

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