Guest Posted October 27, 2020 Posted October 27, 2020 8 hours ago, landess said: going to write something clever here Seemed to me to be the kind of question that if you wonder what will happen, you should try it. "If I do this or that, what will happen???" Time to step out of your safe zone!!!!!!!!!!!!!!!
DiddyBeatz Posted October 28, 2020 Posted October 28, 2020 right, id like to say i was VERY excited to see a mod like this finally out and ive been out of sims 3 modding for a while, had to relearn the basics, but theres a few things bugging me about this mod which most people wanting this mod might come across themselves and simply just end up deleting all the hard work youve clearly put into this mod and forgetting about it completely, ive read all the basic modding pages from modthesims and im 100% sure ive downloaded your mod and everything required and recommended properly with only those and a censor mod to remove the blur even installed, the game works perfectly fine like it should but most of the actions your mod brings to the table dont even activate, most of the woohoo actions are rejected, the animations dont even register, they get into position then the action you selected just vanishes without anything happening, the actions and started traits mentioned above to do with pets, dont even show up, the option for rapists and stray dogs refuses to even activate while everything else just seems to sit there taking up space, dialog comes up im guessing where its supposed to be but only to tell me the action was rejected, the only thing i can think of causing these errors is the mention of a 'putting this mod to the top of the list' a) ive not long rejoined sims 3 modding and just came from skyrim modding, im guessing this 'list' is like a load order, but where do i find it b) not even google knows what this 'list' is, theres no videos on it, just keeps giving me 'the best list of mods' which i dont care all that much for i really hope you get to fix this or if possible tell me what i couldve done wrong, because id really like to use this mod
landess Posted October 28, 2020 Posted October 28, 2020 4 hours ago, DiddyBeatz said: i really hope you get to fix this or if possible tell me what i couldve done wrong, because id really like to use this mod I hate to sound like this but this sentence tells me you've read practically nothing in this post. ____________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________ If you hover your mouse over the creator's avatar, you'll notice the LAST time they bothered coming here - which was around 10 builds ago, and has been discussed here. Using search could explain 'why' many of the things you call ERRORS are likely game features and functions working normally, which also have been discussed here - many times. Your statement about many people wanting to use this mod is quite true, yet this is a computer mod, not a disk to throw into a console, so many whom don't read or understand how computers and mods work, just give up when things don't just 'happen' the way they like. >>>> This is the information best suited to determining quickly how much of a problem you have given the fact you actually have a properly modded game: Go into KinkyWorld/Debug/Always Accept - ON. This bypasses all flags and features making this mod a simulation and turns it into an animation player. Side Note: The Base KW mod has several animation packages included by default now - installing and registering a second set of the 'same' ones will causes the mod to 'break' when they are called by the scripts. After years of using this mod - there have been many things found wanting by the community. Identifying those which are fixable and those which are not has been an on going process which are shared here. I don't expect anyone to read over 666 pages of posts - but the search feature works really well, and that IS a common skill taught in school today I believe.
sim333 Posted October 28, 2020 Posted October 28, 2020 4 hours ago, DiddyBeatz said: right, id like to say i was VERY excited to see a mod like thi.... Someone noticed that this is all one sentence? Amen! what else to add? And, sailor, you was sailed too long! )) this mod is almost dead and hasn't really been updated for a very long time. But who knows, suddenly Oniki will be struck by your message style, and she will drop everything ...))) my google translator definitely does not digest it!
landess Posted October 28, 2020 Posted October 28, 2020 17 minutes ago, sim333 said: what else to add? Yeah, even after posting I continued to look over that post and see things mentioned like load order - which for the most part has never been a big issue unless using multiple 'core' mods. AND I even posted information about that on THIS VERY PAGE. <sigh>
sim333 Posted October 28, 2020 Posted October 28, 2020 On 10/26/2020 at 10:17 PM, landess said: There's been some information and example given of how Sims 3 modfolder/subfolders work. Are you sure the game takes folders in the order of names, and not in priority in Resource.cfg for example? where is the information from?
landess Posted October 28, 2020 Posted October 28, 2020 7 minutes ago, sim333 said: where is the information from? A site which 'shall not be named' on LoversLab I visited it and while the content is questionable - the information on how KW works is invaluable. >>> The information in resource.cfg just tells the Sims 3 how far to look into each folder. The older versions don't have the deep */**/***/**** type instructions we see in the newer versions of the .cfg file.
sim333 Posted October 28, 2020 Posted October 28, 2020 On 10/26/2020 at 10:17 PM, landess said: You'll notice the OVERRIDE folder is outside the PACKAGE folder - this is so this folder's contents should always have the last word - but not to be a package folder substitute at all. (not even sure if some CC is recognized while placed in the overrides folder) besides OVERRIDE I have a lot of folders outside of Package and they are all recognized fine. Just need to register them in the .cfg.
sim333 Posted October 28, 2020 Posted October 28, 2020 5 minutes ago, landess said: >>> The information in resource.cfg just tells the Sims 3 how far to look into each folder. yes these are lines PackedFile "Packages/*/*/*/*/*.package" but what then do priorities mean? Priority 500 Priority 100 Priority 50 Priority -50
landess Posted October 28, 2020 Posted October 28, 2020 27 minutes ago, sim333 said: Just need to register them in the .cfg. Yep, there are a lot of ways to make the game 'work', but not everyone is so savvy. Heck - many have problems just following the basic instructions on folder addresses and 'where to put things'. I'd hardly expect them to understand advanced technique's. https://ecomputernotes.com/fundamental/disk-operating-system/priority-scheduling >>>> Priorities are a value the program looks at when determining which instructions to process first. Back in the '80's I worked for a computer supply company. Everyone has computer 'stations' using the same server. This meant everyone keying in information had to wait till the server processed any information entered into a queue before them. Because certain stations needed to 'not wait' like the warehouse completing orders and printing shipping labels, those stations were given a higher priority. Once many of the users figured this out, they learned how to enter the basic commands to increase the priority of their own workstation so they could do their work faster. Of course this slowed down the stations NEEDING a faster response from the server - so - yeah, shit hit the fan and anyone caught changing their station priority set by the IT guys were 'disciplined'. In the daily operation of a program needing to access set information many times during the course of operation - priority is very important. In the case of the Sims and mods/packages - these files are used during a save load to create the foundation needed for the game to run. Package priority would be used to build this by loading them, and ones with a 'higher' priority would be loaded after - allowing the package to overwrite any previous 'instruction' - modding the previous mod if needed. Because core mods generally create dependencies between themselves any many other files in the game, overwriting parts of one with another can and many times WILL break the game and is a major headache of NRaas and KW mod use. Just throwing a bunch of different types of mod packages into a big merged package is one way to end up with unexpected results. Mixing core mods this way stops the player from having any control of which loads last. 1
sim333 Posted October 29, 2020 Posted October 29, 2020 16 hours ago, landess said: In the daily operation of a program needing to access set information many times during the course of operation Dear Landess, you've got me a little confused:) Does folder labeling only affect the initial loading of the game? Or loading packages when the game is normal working? Do these numbers in folder names only make sense inside Packages or also in other folders outside? cfg (priorities) does not affect loading, but only normal operation? In short, you have this information, systematize it in one pile, please! For me, there are only contradictions.
landess Posted October 29, 2020 Posted October 29, 2020 3 hours ago, sim333 said: Does folder labeling only affect the initial loading of the game? Yes. The game is built using the package folders. Then it accesses the save to place everything where and 'when' it belongs. Sims in the middle of a script may find themselves standing near the location where the game quit while they were in the middle of it - other times they might continue, and lastly the script in question might 'break' things like elevators - needing replacing for example. Think of the Sims 3 files and the package files like items in a refrigerator - and the save as a recipe in a cookbook. CAS and Build/Buy store information used by the save to define what the save needs - CAS and Build/Buy are like active mods in the game allowing one to change the contents of the existing save. This is why Traveling takes so long, the world is erased and rebuilt using the save to define the sims and any changes stored for that travel destination 'IN THAT SAVE' from the files/list created at start-up. If a save calls for something that couldn't be found in the 'build of the game, then it locates another object/item in the same category for replacement. The caches are like a cheat sheet so the game doesn't have to read EVERYTHING each time - this is why we delete them after making changes. Start game. Load EA files load packages in order of priority Create a list of available resources Choose a save. Use the information on that save to get everything 'stored' from the created list. Replace items not found in that list. Build the world, place objects, create and place sims. Access game play information unique to that save and set everything up ready to run. Run. Access any scripts or other animations once running to modify the game - like KW does 'after' start-up'. When the game is making it's list - it reads the folders in sequence/priority - it reads the folder with lowest priority and lists the contents for use. Then the next folder and adds that to the list replacing any of the 'same' files with the newer ones. It keeps doing this as it goes through all the folders till it has a comprehensive list. Now the save can tell the game engine where to put things on it own list - using the list created at start-up. If there are too many differences between what the save asks for, and the available 'resources' to give, the game can crash or other undesirable things. This is why we de-activate KW and make a save before removing it from the package folder holding it. The idea is a lot more simple than trying to explain it without creating a long page of information and then condensing it through multiple drafts until the essence of the idea remains. >>> NRaas and KW! Files from NRaas are read, and many of these replace or make dependent EA default files. Then KW loads and does the same thing. When NRaas mods look for files, depending on the mod - it might not be able to run because the file was 'taken' by KW or some part of the code was changed. Now NRaas makes the change it was meant to, but the variable could be different creating an issue. Sometimes NRaas isn't perfect either. Relativity is a good example. EA uses different 'rules' for setting how long some things run. I noticed this with Showtime. Normally animations will just 'loop' until an amount of time has passed. With the Showtime performances they seem 'hard-coded' to run for a predefined length of DEFAULT time. By slowing down the game like I do, instead of these performance animations playing and looping, they will stop and pause, until the 'proper' amount of time on the clock has passed, then it continues. Setting Relativity to default 'fixes' this allowing the performances to run without these breaks or pauses. A script isn't like a regular object/item package file although the game needs to recognize it during the loading process so it becomes part of the game before it begins running.
lkjhgfdsfgh Posted October 30, 2020 Posted October 30, 2020 hey i have a question about the drugs in this mod. i remember it having something called blue sky as meth but i cant find it anywhere now< not in the online shop and not in the grocery store.. was it removed or did i install the mod wrong? also what other drugs are available in the mod? the wiki is no where to be found so im lost
Guest Posted October 30, 2020 Posted October 30, 2020 3 hours ago, lkjhgfdsfgh said: the wiki is no where to be found Not no where, you just need to know where to look.... https://web.archive.org/web/20161012043543/http://onikikay-kinkyworld.wikia.com/wiki/Oniki_Kay's_Kinky_World_Wikia
Ethlinn Posted October 31, 2020 Posted October 31, 2020 Sorry for the silly question, but since both Kinky World's guide and wiki have been removed, I don't know where to look on how to make a sex chip for sexbots. Anyone can help me? I searched the web and this topic, but I can't find any guide or tutorial.
Guest Posted October 31, 2020 Posted October 31, 2020 51 minutes ago, Ethlinn said: since both Kinky World's guide and wiki have been removed Seriously??? Did you bother to read the post directly above... what was the last post in this thread, BEFORE you posted, saying the wikia had been removed???? Because in that post, I posted a working link to the KW wikia page archive, and also posted a separate thread on this topic just yesterday.
Ethlinn Posted October 31, 2020 Posted October 31, 2020 55 minutes ago, LadySmoks said: Seriously??? Did you bother to read the post directly above... what was the last post in this thread, BEFORE you posted, saying the wikia had been removed???? Because in that post, I posted a working link to the KW wikia page archive, and also posted a separate thread on this topic just yesterday. There's no need to be rude: I looked specifically for "sex chip" keyword and sexbot keyword and found nothing, so i made a specific question about sex chips, not about where to find a working guide or wikia. Yes, I missed your answer because I was actually looking for something else.
Guest Posted October 31, 2020 Posted October 31, 2020 27 minutes ago, Ethlinn said: I looked specifically for "sex chip" When your first search fails, you need to be less specific, or sometimes, more specific. Web searches and searches using the search feature here can be goofy. As to you being an idiot... never said that, merely pointed out that you didn't read, and ironically, part of what you were looking for was right there for you. I have seen MANY questions posted on this thread, and several others where the answer to a person's question is on the same page they made their post. It's one reason there are 674 pages in this thread. Seriously, if you want to laugh, look at the thread for Mike24's animations. 20 people asking to be sent a PM to get his pet anims, when the answer was posted just 2 posts prior to the 20 people asking again. In the post I made where I posted the link to KW wikia archive, I mention that people are in too much of a hurry and never read, and that is what leads to 90% of the repeated questions. And as I also wrote on that page, "give a person a fish, he eats one day... teach him to fish, he eats the rest of his life". However, if you go to the wikia page archive and are still having problems after looking there, I, or someone, will be more than happy to try to help you.
joshshmoe Posted October 31, 2020 Posted October 31, 2020 hi, newbie here is there a tldr of the 674 pages here? or am i gonna have to spend a few months reading
landess Posted October 31, 2020 Posted October 31, 2020 1 hour ago, joshshmoe said: spend a few months reading That depends on your reading comprehension, ability to successfully used the search feature, and depth of the information you seek...... No one here is an expert. Many of us have been using this mod for years and still learn new things about it. Like the Sims, which is a game with MANY, MANY, different things to see if one has lot's of EP's, SP's and even simple store content. The fact KW has had so many builds as well, helps to make some information irrelevant while introducing new things to 'write about'. So something on page 2 might still be accurate, while another post on the same page may not..... Understanding my last sentence is why I say 'That depends' in regard to your quote.... >>> Most of the current users knowledge is posted here - somewhere. Many times the same information has been repeated - creating frustration with responses from those whom have helped again and again. No one here is required to help - most of us do it because we enjoy the mod and want others to enjoy it too. The best way to get someone to interact would be to do some searching in this post, and the rest of the Sims 3 forum just in case (sometimes players post in the wrong sections) and after garnering the needed information - see if it helps. IF you still have problems then coming to this post with questions supported by experiments and some working knowledge WILL get you much further than a 8 word sentence which shows lack of total effort. I myself like to engage with players when discussing problems - not be a babysitter going to get a bottle for them. BTW: HAPPY HALLOWEEN ! Spoiler 1
landess Posted October 31, 2020 Posted October 31, 2020 4 hours ago, Ethlinn said: I looked specifically for "sex chip" keyword and sexbot keyword and found nothing https://www.loverslab.com/search/?q=sexbot sex chip&quick=1&type=forums_topic&item=43249&search_and_or=and Define: Nothing The last post of this search gives trait chip information - one doesn't even have to go to the referred post.
landess Posted October 31, 2020 Posted October 31, 2020 Maybe it IS safer to just ask someone instead of using a computer to search....
Guest Posted October 31, 2020 Posted October 31, 2020 1 hour ago, landess said: Maybe it IS safer to just ask someone instead of using a computer to search.... Easier... )))) But, as you well know, I have done a lot of work with my FemmeBots, AND the sexbot chip. And, you and I both know there IS information to be found if a search is done. Oh, I'll still help if I think @Ethlinn is really stuck, but... Not all mechanical nannies are so abusive to little ones!!! FemmeBots make great nannies!!!!!! )))))))))))
chitondihk Posted November 1, 2020 Posted November 1, 2020 I actually have KinyWorld 399... Is that not the latest version?
lkjhgfdsfgh Posted November 1, 2020 Posted November 1, 2020 On 10/30/2020 at 11:24 PM, LadySmoks said: Not no where, you just need to know where to look.... https://web.archive.org/web/20161012043543/http://onikikay-kinkyworld.wikia.com/wiki/Oniki_Kay's_Kinky_World_Wikia thank you, i appreciate your help i just want to make sure, which one am i supposed to get (i uninstalled and am trying to install the mod again) ONIKI_KinkyWorld_v0.3.7z6.12 or ONIKI_KinkyWorld_Build399.7z12.47
Recommended Posts
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 accountSign in
Already have an account? Sign in here.
Sign In Now