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


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Posted

I was just having a look at the KW package files in S3Pe...

For anyone who has tried to mess with the KW mod itself, perhaps @jdw6... 

Can you just edit and save the ONIKI_KinkyMod.package or does a change require some kind of recompiling of files ? 

I would guess the mod is actually comprised of files we don't have access to and it gets compiled to the packages we have ? 

 

I will change a few simple things and see what happens, but beyond changing some text strings (just to quickly see if it works) I would be starting from 0 knowledge lol. 

If it is possible I will spend some time looking through for some of the more annoying features.

Posted
10 hours ago, jdw6 said:

409 codebase, the MailCarrier, PizzaDelivery, and Repairman are all hard-coded to be created as male.

Just one more stupid thing added that probably only one or two PAYING patrons wanted.

 

9 hours ago, landess said:

Trying to make an NPC 'playable' can have unwanted results.

As with brothels, my experience is that maids and butlers are the most complete "homeless" NPC's, although character NPC's like Bridget Hemlock and others of that caste, can also transfer directly to playable. Really, the only ones that seem to be lacking are drivers... taxi or buses. When you think about it, when do you ever see them in a social situation where your sim can engage them in conversation? They are like an object, stuck on the seat. BUT... if you zoom inside of the taxi or bus, you can click them, send to CAS or try any Nraas mod. The "Think of me" vampire interaction also works, but you can't click them in your friends list to call them.

 

 

Posted
1 hour ago, James2112 said:

Can you just edit and save the ONIKI_KinkyMod.package or does a change require some kind of recompiling of files ? 

 

While I can't answer this question directly, as with the statement I made about the Kraken in regard to the files being 'hard-coded': It appears that anyone can make changes without too much effort if they understand the 'language', with the rub being one must be sure the changes they make won't conflict with other references or values 'hidden' within other files.

 

This is why I brought up the Kraken reference as it perfectly demonstrates this issue. Initially flagged to act on specific sims, which then had other changes added to further 'refine' the flags used and eventually filtering even more values. Quite the bread crumb trail for something I'd imagine could've been handled much more efficiently or cleanly.

 

Of course some mods might be so dumb as to have to hold their hands and walk them through the entire process instead of giving them a 'map' at the beginning and sending them on their way.

Posted
15 minutes ago, asienna said:

Hi,

How come this is not available anymore?

I would really like to try it

 

Log in

 

Read carefully

 

You are mistaken - it's still available.

 

Hopefully you have better luck using this fairly complicated mod than you did downloading it.

Posted

Hi, I searched for this problem but I don't think anyone else has come across this issue. I started a brothel during gameplay last night and I hired one whore that was a resident and family member (not a member of the household). Upon loading the game today, she has disappeared and is now an out-of-towner. I have NRaas mods  installed (almost all of them) and I can't get her back, I have tried resetting her but nothing is working and I am not sure what happened. I have tried closing the business but that didn't work either. I am getting a notification of an error when I loaded the game, I am not sure if that is related to the sim disappearing:

CreateObjectWithOverrides: failed to create object!

Oniki. Utilities. SimTools.CreateObjectWithOverrides(String instanceName, ProductVersion version, Vector3 initPos, Int32 level, Vector3 initFwd, Hashtable overrides, ObjectInitParameters initData) in unknown: line 0

Oniki.Utilities.SimTools.Instantiate (SimDescription description, Vector3 position, ResourceKey outfitKey) in unknown: line 0

Oniki.Utilities.SimTools.Instantiate (SimDescription description, Lot lot, ResourceKey outfitKey) in unknown: line 0

Oniki.Utilities.SimTools.Instantiate (SimDescription description, Lot lot, ResourceKey outfitKey) in unknown: line 0

Oniki.Gameplay.Schedule.GoToWork (ActionNames action) in unknown: line 0

Oniki.Gameplay.Schedule.Proceed () in unknown: line 0

Oniki.Gameplay.BrothelManager.Update () in unknown: line 0

Sims3.Gameplay.Utilities.AlarmTimerCallback.Invoke() in unknown: line 0

Sims3.Gamplay.OneShotFunction.Simulate() in unknown: line 0

Sims3.Gameplay.Utlities.AlarmManager+AlarmOneShot.Simulate() in unknown: line 0

ScriptCore.ScriptProxy.Simulate() in unknown: line 0

 

TIA!

 

Posted
3 hours ago, itstoriduh21 said:

I hired one whore that was a resident and family member (not a member of the household)

Sounds like she moved. It happens, although rarely. Topic covered by Carl's Sims...

https://www.carls-sims-4-guide.com/forum/index.php?topic=6188.0

 

No clue what error codes mean. But as far as your brothel, limited choices. If that was your only whore, just end that brothel and start a new one, as you can't fire her now and you may continue to get error messages. If you have an established brothel with several whores that you would then need to rehire, you can just set her pay to $0.

 

Generally, residents are safe to use as whores and very rarely move to another town. I do not thing I have seen a resident in my game move since at least 5 or more years ago. Maids and butlers have been reliable NPC's that don't seem to disappear... and they don't get pregnant as a resident can. Other NPC's seem to disappear from time to time creating the problem you now have.

 

Another thought... You say she is an out of towner? So, her picture shows on your friends panel? Can you call her and invite her to visit??? IF... big IF... you can do that, and she visits your sims, use Nraas MC to add her back to your family, or add her to a house... Once a resident of your town, you can make her into a maid, at which point she becomes an NPC in your town. And as I said, maids don't seem to move away.

 

She may still be shown as a whore in your brothel and then go to work.

Posted
7 hours ago, itstoriduh21 said:

she has disappeared and is now an out-of-towner. I have NRaas mods  installed (almost all of them) and I can't get her back

 

I use NRaas Story Progression and have never had a family or single Sim move out of town. I have had them move to different houses - even splitting up a household - yet all have remained in the same world.

 

This most recently happened in my Roman/Greco save when I changed households from my Mythical 'Beasts'. I manually moved the Female Satyr and the Minotaur to a new home together - followed by moving the Succubus and Harpy to a new home together. This left Medusa, Perseus and the 'Skeletal Servant' in the home which had PLENTY of room, with a LOT of custom stuff like an amazing garden, archery range, multiple gem displays, Massage table, high dollar art/sculptures - yet after I made a new household and switched, I found this home I made empty....?  I did find these 3 had moved and split as well - Medusa in another home alone, while Perseus and the Skeletal Servant were together in another.

 

Still - no Sims have ever moved out of town on me - Playable that is as I don't keep track of NPC's - yet most I've ever customized are always found as I left them - tending whatever station/register/bar/booth I found them at.

 

>>> I did some research trying to find if there was an officially confirmed statement on this. EA's story progression IS known to do this, while I have read NRaas SP users claim it doesn't - but I wanted to hear it from Igazor or another reliable source before presenting it as fact.

 

I use NRaas SP as an EA alternative - I don't bother with any of the 'story plug-ins' and leave notifications OFF. The only 'tweaking' I did to the mod was disabling all the pregnant/can be pregnant castes as I play with aging off and no pregnancy - I had to as homes were filling up with babies that never age - Maternity HELL!

Posted
1 hour ago, landess said:

EA's story progression IS known to do this, while I have read NRaas SP users claim it doesn't

As it HAS happened to me (a long time ago), I can confirm, as well as the link to Carl's Sims being just one of several I found on the subject. What I can't confirm, is which story progression was running in my games at the time it happened... or what the settings were.

Posted

RE: @itstoriduh21  I didn't re-verify, but there is info on the NRaas site discussing emigration (the act of SP making sims leave the world) and under what situations that can occur, what settings to change to enable it, and what settings to adjust to increase/decrease it.  I have it disabled, and will probably never enable it, as I want more control over my world.


Incidentally, I'd highly suggest using NRaas Saver, keeping at least 10-20 past saves (or ALL, like I do, but I have many TB of space) and then you no longer have to worry about loosing sims, just lost time playing. :)

 

 

Making a complete backup of Documents\Electronic Arts\The Sims 3 and updating that backup only when you're sure everything is how you want it should be an obvious step for anyone dealing with massive core mods that heavily alters how the game runs.  If you don't, then, well, you're chancing loosing many hours/days/weeks of time in an instance, because KW didn't fully finish -- and probably never will -- much of the extraneous features it claims to have.  Those being anything unrelated to Sim A and Sim B having a growing kinky relationship (such as, but not limited to: acting, photoshoots, cam girls, call girls, brothels, drug dealing, kraken, zoolover, incestial relationships, etc.)  This is why many on here use the very old version 375, which was the last stable public release, even though the dev of KW removed it from being posted (nothing sinister there, the dev of Passion refuses to leave posted any version except the very latest, so returning to an older version is impossible... here, at least, there's a couple older releases left up).

 

 

The reality is this: surprise with KW should never be that it didn't work as expected, but that it did work as expected.  If you keep that one thing in mind, you'll not loose sims, loose saves (corruption can happen by mods adding traits that EA didn't create), or loose your mind.



RE:  @James2112  KW is written in an older version of C# and the source is not available.  It is compiled into a DLL.  There are tools to slightly decompile DLLs to look at some form of the source code, which is what I've done.  But I cannot compile it again, as the decompiled source is not compileable by nature, and as it's needing a version of Visual Studio from well over a decade ago, that version is unobtainable.

 

You can, however, alter the tuning and xml definition files in that (or other) packages.  Doing that works sometimes, other times, not (as the default values are hard-coded in the DLL and internally overwrites some things that are not in agreement with its ideas of what is correct or not.

 

Assuming that didn't make sense:  KW cannot be altered, or changed, by changing the package much in the same way that The Sims 3 cannot be changed just by changing some of the package files in the game's install directory.  (I'm sure that if someone could code up some C# code, and get it to somehow load after all of KW's attempts at being last, then what KW does, and what it keeps track of in it's variables, could be altered.  My understanding is that once all mods are loaded, everything is running in the same space.  But some stuff I read recently has me wondering if that might be limited to things inside the same game engine, and that there's multiple running.)

Best suggestion I have:  Let KW be KW.  Either accept it -- and all the quirks and annoyances that entails -- or (as I did for nearly 8 months) uninstall it and play without.  If you try to curtail KW from doing what its devs want it to do, then you'll wind up so frustrated and angry that you're snapping at people you love  In this worldwide time of struggle, filled with fear and sorrow from lost loved ones, anything that increases frustration levels is not worth the effort.

 

So, this time around, I plan on using KW in a completely separately maintained and run game world (swapping out the entire 'The Sims 3' folder, library, mods, saves, and all) as a non-normal fictional world for sims to screw around in (literally). While having the (attempt) at a multi-generational long-term world (more reflective of real life) ran without KW.

Last thing, as I realize I'm sounding preachy, I'm not a C# programmer, and have decades of disdain for the shoddiness of their coding habits.  Looking at KW's code, even in a decompiled manner, has only confirmed just how horrible that language is.  (Oh, and I've looked at the NRaas code, as well, and found much of the same lack of decent professional coding practices in it as well.  It's just less-bad, due to the much greater user-control given to change settings or not install various modules.  But both projects seem to be set up for only to be worked on by one person at a time -- not a worldwide team.  Really, both should be open-sourced, and opened up to the entire TS3 community for improvements.  There's so few people actually making things for this game that those of us who just want to play the game with a bit of this or that are lef at the mercy of unseen, uncaring, developers who either hide behind patreon or bitterly attack anyone who voices even the slightest sense that "all is not perfect" with the changes the devs put into their mods.  Coders, and of this I can speak, do tend to look at their projects like their children, and anyone having the gall to even suggest that "it's not working" is instinctively viewed (and treated) as if they just physically kicked their child.  That's a systemic issue with the software industry, most outside of it (including HR and management... bloody fucking wimps) aren't used to.  (noooooo I'm not bitter or anything. LOL)  Yeah, heavy morbid sarcasm is rampant among devs that aren't still wet behind the ears.

 

To end on a more positive note:  I think I started the whole KW code review project with a subconscious hope that I could figure out a way to get it to stop doing some of the stupidness that it does -- or at the very least, translate the bloody French that's stuck in the source -- but quickly found that would never be the case.  The conscious reasons (trying to gain a better understanding of WTF KW does what it does and take a fresh, hopeful, look at MS's dev languages), only partly succeeded.

Posted
1 hour ago, jdw6 said:

I'd highly suggest using NRaas Saver, keeping at least 10-20 past saves

 

For those whom want to archive saves - or like me - have many world/save series (I use the default rotating 4 / NRaas saver) Be aware the Save Selection screen will only show the first 100 saves. Players can make more, but they won't appear in the selection menu after one boots up the game and the 'New Game/Select Save menu appears. Just make another folder and move/copy saves to it if one needs room/wants back-ups.

 

I will create new save names when I make changes or add mods which I prefer to test first. Once I'm happy, I rename the saves 'back' to what they were originally. Easy to just put TEST at the beginning of the save names and then remove it when 'done'.

 

 

1 hour ago, jdw6 said:

get it to somehow load after all of KW's attempts at being last

 

If you are familiar with MSCmod: That is a 'sleeping' mod that will add Sims to a Club type venue - up to 25 max. It must be enabled using the console command <MSCMOD> and the menu only appears when the game is running - not paused. It will remember your settings for each club (player Sim must be at a club for it to function, but ALL clubs can be configured once the menu is active). This information is lost when the game is shut down, so the process must be repeated anytime a player wants more than the default max 10 Sims at a club per play session. I swear by this mod as 10 Sims feels incredibly empty.

 

 

Screenshot-621.jpg.f03b7a524d2be685634343b082543df7.jpg

 

This is the only mod I'm aware of which isn't 'active' at game start and could (?) be a template for someone wanting to 'overwrite' KW values/scripts. If it had a classic radial menu tab option, then I would say it's running at game start, but MSCmod doesn't. It requires that console command input....

Posted

Thank you all for your replies. The first thing I did was try to find her, invite her back over, reset her, add her to household everything I could with NRaas but nothing worked, it just clicked through. Her portrait disappeared from the family tree and she disappeared from her house, leaving her toddler and baby behind in the house.

 

I don't think she moved as when I closed and saved the game my active sim was in the middle of a conversation with her at the brothel but when I loaded it, it cancels out and she's gone. I have NRaas saver and tried loading a previous save but in all of them she's still gone which leads me to believe it has something to do with the mod itself and her being a part of the brothel.

Posted
10 minutes ago, itstoriduh21 said:

Her portrait disappeared from the family tree

 

I had serious issues (couldn't interact with any household sims/portraits other than the active sim at start up) with the active family I had begun playing after customizing several households before settling in. I found the issue was a single Sim living elsewhere in this populated world I had downloaded. As soon as I evicted that sim to the clipboard and let it 'delete' when returning to the game, everything started working again. This particular Sim had received no attention from me either - So I know it wasn't something I may have done. I mention this as the problem wasn't anything I had done, or mod I had used - it was just a glitch in the world for 'reasons'.

 

10 minutes ago, itstoriduh21 said:

tried loading a previous save but in all of them she's still gone

 

Was the Sim in question 'working' during all of those saves? Tragic as it is I couldn't help but chuckle at the thought of the Sim 'freaking out', and running away from home / had enough. Also - are you using NRaas Story Progression out of curiosity?

Posted
9 hours ago, jdw6 said:

even though the dev of KW removed it from being posted (nothing sinister there, the dev of Passion refuses to leave posted any version except the very latest

https://www.loverslab.com/topic/156041-sims3wip-kinkyworld-v037-updated-may-3rd-2019-wikipage/

Once public... forever public...

 

As @landess keeps his archives like the Library of Congress, I have posted build 375 on my page of helpful links for KW and TS3 in general.

 

Difference between Oniki and Storm is that Storm is active on this site (did take a break, but has returned) and will answer questions and fix things in his mod. As to Oniki and "sinister"... why post 375, replace it with 399, but also leave an even older version than 375, then disappear?

9 hours ago, jdw6 said:

unobtainable

Unobtainium? WHAT??? )))

 

8 hours ago, itstoriduh21 said:

Her portrait disappeared

Into the Ether. GONE! Your game forgot what she looks like. You are back to end brothel and start a new one. I have a sim (was an NPC) who was a friend of my family in my current game who's portrait went blank. Nothing that I know of has worked to get her back. Just her blank portrait in the friends panel. If you are willing to lose time, you may be able to go back to a save where she still exists and bring her into your household, but I suspect there may be a corrupted sim factor and she is just a ticking time bomb that may kill your game if you do that.

Posted

The thing about KW is that it simply tries to do too much and that too often, we are at the mercy of patron requests for stupid poop, and over dominating scripts that have no tuning or off switches.

 

Ultimately, we are left to weigh just how much parts of it are worth having... and if they can be separated from the mod.

 

Today, I got fed up with just one more of those things that really doesn't work... broken condom chance. I try to play with some level of reality, but with my settings at 10%, I am around a 90% breakage rate. 2 things I simply don't want... my sim pregnant right (real world play... older son in college and daughter prepping) now, and cum running down her legs. So, breakage now set to 0, and the package with the cum is removed from my game. I had already gotten tired of the facial, regardless of any other considerations, and had replaced that image with a blank. I mean, several factors not considered by Oniki... maybe she (or he) swallows? Not sure about you guys, but IF oral is part of woohoo, followed by vaginal, etc... most guys only climax once, and that's usually it. But, Oniki has oral, cum on the face, vaginal, cum on the vagina, anal, cum on the butt??? Soooooo.... removed!

 

Also, I had mentioned before that the "My panties are wet, I need to take them off in front of my toddler in the park" stuff finally had me to turn off the underwear feature. Thankfully, that off switch actually works! So now, as I am working on a new dress and a skirt, I'm making 2 versions each, which is a bit of a PITA. One for LL upload, without panties, and one WITH panties for me! With panties as part of the outfit, they still come off for woohoo, so not an issue.

 

Because once that over the top autonomous script takes over, there are few ways to go around it.

 

Rant complete!

Posted
22 minutes ago, LadySmoks said:

With panties as part of the outfit, they still come off for woohoo, so not an issue.

 

So, kinda back to EA default then? Although yours would look much better than the EA versions with legs appearing out of a 'block' of mesh called a skirt. I have a few CC like that and I think it looks just fine.

 

633299072_Builtinpanties.png.35f810acef5ca46d86cc7dabcc8aaa77.png

 

23 minutes ago, LadySmoks said:

Oniki has oral, cum on the face, vaginal, cum on the vagina, anal, cum on the butt???

 

I'll spare everyone a Bukkake reference screenshot. Anyways - I would use the cum mask feature if the timer was more 'realistic'. Maybe 30min in game time would be acceptable but 4 hours? Geesh people! Go wash that shit before it dries and begins to crumble....

 

23 minutes ago, LadySmoks said:

condom

 

Does (did) a condom still appear when your Sims used it? I used to see one (same silly purple as strap-on) pre-build 375, but it quit appearing for me years ago. Regardless of pregnancy or disease (I avoid both features now) I'd still consider using them in game just for the 'visuals'. Yet if they don't appear for me, kinda defeats the overall purpose of having the feature active.

Posted

@landess, the problem some may have with CC that has panties and KW panties running is the old "grab a pair", and your sim is now wearing two pairs of panties. So, turned it off for now until I can figure out something else. And yes, what I'm doing for me and in testing looks similar to your pic. )

 

43 minutes ago, landess said:

Go wash

Before becoming this annoyed by it (that I removed the package), I had actually thought that it would be funny to be able to click on the messy sim and tell her/ him, "Um... you might want to go clean up or something", and have KW then route the messy sim to the nearest shower, tub, sink and have them wash. Incidentally, it's the same package that has pubic hairs, if anyone wanted to know.

 

I don't think I ever saw a condom on the guy? I read on the Passion thread that they were never visible in KW, but are in Passion??? I think I started KW at 375, so that would explain that. Maybe I'll download 361 and peak inside to find the image texture and what it attaches to? Off the top of my head, I imagine it would be an accessory image texture similar to panties on/ off left garter.

 

Posted
1 hour ago, LadySmoks said:

I don't think I ever saw a condom on the guy?

 

It's been so long I wonder if it wasn't Animated Woohoo and the same 'condom dispenser', with the manual option to put one one from inventory? But yeah, I distinctly remember them. For what ever reason - I guess it might have been that purple color, I quit equipping them and now much later when I tried - I don't see them anymore.....

 

Just did a search using the word 'condom'. I guess I was mistaken about KW displaying them. There is reference to a download from SexySims which does this and I do have an account there - So I must have been using that along with animated woohoo. Once I began using KW things changed to how they now are.

 

BTW - reading many of the posts from 2015+ shows some things never change: Long release dates between versions, lack of public support, BUGS!, an elitist attitude from the paying Patreons towards the public users <sigh>

 

I also recently did some reading about the Sims 4 and Wicked Whims - that patreon has made the creator a millionaire..... no wonder OnikiKay became more 'paywalled', yet has chosen an older game which isn't as popular with the kiddies.

Posted
16 hours ago, landess said:

 

Was the Sim in question 'working' during all of those saves? Tragic as it is I couldn't help but chuckle at the thought of the Sim 'freaking out', and running away from home / had enough. Also - are you using NRaas Story Progression out of curiosity?

Yes, I believe she was. I can't see her schedule now. Being a single mother of two babies, it wouldn't be absurd lol I am using NRaas Story Progression. I tried ending the brothel and ending the business to see if that would make her reappear, but it didn't work. And NRaas fix invisible sims, but whether it is because she's considered an Out-of-Towner or because she's just broken, that of course didn't work. If she was just a random NPC, I wouldn't be so worried about it but being that she's a family member just in another household, I was looking for a way to get her back.

 

I'm also worried about it happening again if I continue with this world and if it's now corrupted having this happened in the brothel/family tree/world.

Posted
30 minutes ago, itstoriduh21 said:

I tried ending the brothel and ending the business to see if that would make her reappear

Never said that. Ending the brothel is the only way to clear her from it. The ONLY way to get her back, is to find a save where she was still around, start THAT save, bring her into your active household. Turn off all emigration (NOT immigration)... Nraas SP and there is a setting in KW. BOTH should be off to avoid possible one overriding the other. With her in your active household and emigration off, save the game "Save As". Always use "Save As", as that writes an entirely new save. Hopefully, you've been doing that, as if you overwrote a save where this sim existed, she IS gone to the Ether.

 

But, if you have an older save with her, do what I suggested. Once you have a new save with her back, sorry, but whatever was done during other saves is lost if you wish to keep her. Just start playing again from the new save with your family member... and all emigration off. 

Posted

So guys, it's been a time since I switched over to playing Sims 4. I made the change for a bunch of reasons, but a big one was that I felt some of the changes to Kinkyworld detracted from the overall enjoyment of the game and the mod itself. For example, it annoyed the heck out of me when one update caused sims to continue fucking when someone walked in on them, rather than stopping like a proper, modest sim.

 

I had the urge to play Sims 3 again, though. Something about that completely open map just calls to me. Before I download the most recent version of Kinkyworld, though, I have to ask... is it possible to find older versions of KW? I think the version that I personally liked the most was... v0.2.7? I know it was considered the most stable version for a really long time. Dickgirls and the live High School had been added, but the modelling career had not.

Posted

Ok guys I finally managed to spawn more Krakens first I click on the water where the kraken is at NRaas > Master Controller: > Radius Add To Inventory > Then I set the radius to 3 I guess > then I click on that poll kraken object thing. After that the kraken trigger will be in my family inventory. After turning on Moveobjects On,  I can place the kraken anywhere with water that sims can swim in like ocean and pool. However I cannot keep the krakens after I start up the game again. I have to keep a spare kraken trigger in my family inventory by cloning it. So basically I have to place a kraken trigger every time the game is launched which is sad ;=;.

pic1.PNG

pic2.PNG

pic 3.PNG

Posted
4 hours ago, LadySmoks said:

Surprised he didn't post this one also.

 

Either I was trying to submit the oldest version I had which was closest to the one 'requested', or I was showing off.  :P 

 

5 hours ago, rocks25235 said:

I finally managed to spawn more Krakens

 

Interesting. I never messed with some of those commands. I've already 'broken' the game with certain mod use and console command knowledge. It's no longer a game with any challenge anymore - just a big sandbox to play in. I've often thought about having extra objects the 'easy' way so I could get on with 'playing' instead of having to PLAY. Cloning looks like a viable way to handle things like Sexbot chips, Deathflowers, or anything requiring rare or harder to get items/objects. Many things can be found in the 'BuyDebug On' menu usually reserved for Community Lots/World Adventure's registers. Still, not everything can be readily found - so cloning them sounds quite viable.

 

I don't foresee a problem with what you're doing, yet it 'is' KW and by keeping a scripted object in ones inventory and making a save - I'm hoping an object like that is basically 'asleep' in as far as making 'calls' to the game engine to activate scripts. Having a save from before you started doing this, and keeping it would be wise.

 

A pet pool Kraken could certainly liven up those 'bikini' parties. (Trivia: Alice Cooper bought a shark prop and kept it in his home pool)

 

Spoiler

7d277866bc387cc1b97e5687e3180e15.jpg&f=1  th?id=OIP.NsDLWXwUjt7XEtoU-NgbnQHaHa%26p

 

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