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


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8 hours ago, landess said:

This is a long way from pong...

I love my mother-in-law, but I will bet my husband's pong game is in her attic next to the Atari, next to the linen set from 1970 that is still in the original bag. )

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21 hours ago, landess said:

Sometimes I have to stop and appreciate how far 'computer' gaming has come.

Whenever I see n00bs on here complain about the graphics quality of TS3 (mostly blaming KW or the animations) I have to laugh at how those people would've thought about ASCII-porn.

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On 2/12/2021 at 8:06 PM, landess said:

 

Go to Kinky World/Debug/Always Accept - on

 

>If it works then the mod is fine and you are not making allowances for the script subtleties.

>If it doesn't work - did you download/install animations already included with the mod? (duplication) Did you make a proper mod folder? (game won't recognize/use mods) Did you unzip the mod file? (duh) These are basic examples of things others have failed to do - too many to list. You give no inkling of your mod use knowledge, therefore 'who knows'? Help us help you.

 

Script subtleties: Hunger

                           Tired

                           Relationship

                           Privacy

                           Motivation (aroused/horny)

                           Etc. Etc. Etc.

 

Are you getting any notifications in the upper right? Many things 'could be wrong', so you'll need to experiment, pay attention, be more concise. There are many things that affect KW woohoo.

 

>Observation - Joined and posted for help within one hour after joining. This means not enough time to research the settings, search for help in the forums, or basically any investigation. Correct me if I'm wrong.

 

  Hide contents

Screenshot-382.jpg.bd089107a39e5bc8accaea16bdabf065.jpg

 

I appreciate the help. I'll try the debug and make sure that's working. And you're right, I'm brand new to mods. I did notice there was a few times where my sims said that someone might see them and thats why they didn't. That didn't make sense to me but I was going to do some research there. I do have a separate mod folder with a bunch of animations in it as well as the kinky world one. I'll get back to you if I can't figure this out on my own. Just wanted to make sure I wasn't making a silly mistake.

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13 hours ago, deludedmonkey said:

I do have a separate mod folder with a bunch of animations in it as well as the kinky world one

 

At one time KW only 'shipped' with a few animations by OnikiKay. All others had to be registered in game after adding to the packages folder. Later releases have several packages added/registered by default. It's best to just open the KW/Settings/Woohoo/packages and look at what is there already - be sure not to duplicate these packages. Anything else not included will need to be handled manually.

 

The reason I point this out frequently is I don't believe the OP was changed to reflect this, and still has some of the 'now included' animations listed in the 'recommended mods' list. That, and some will just start downloading everything they 'can' here, before realizing some are already included. Either way, duplicated animation packages confuse the mod and cause issues.

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For those using the KW build 405 or newer - has anyone had success with the 'horse saddle animation'?

 

The changelog mentions the 'racing saddle decoration' - there are 4 of these type objects. I tried all 4 (English riding saddle/Jessica's favorite saddle/Racing horse saddle/Standing riding horse) When I select the kinky option I get 2 choices: Woohoo with or woohoo alone/solo.

 

The saddles below are aligned properly to the names I placed in parenthesis above. I selected the Racing horse saddle to show the options.

 

Spoiler

1826847381_decorativeracingsaddle.png.a6a0367063707758baf30bebf6db0018.png1880143228_saddleselection.png.9c635f093bdd2ea71b5580a2533634e5.png

 

The solo one is grayed out - no stages available. So when I try the 'Woohoo with...' It just cancels out of cue with no reason/notification. I thought I was going crazy trying to find the animation reference, but here it is.

 

1532921307_Saddlesex.png.2fcce9a7eb1f50d2e91ead20672e2703.png

 

I also made sure it wasn't like other changelog references where KW was updated to 'accept animations' on a couple new objects (swingset - hangout/swing on) while no actual animations were included. This text file seems to indicate an actual animation(s) was included and available.

 

So in closing the following observations have been identified:

  1) There are 4 objects which all have the same 'kinky' menu options.

  2) The changelog appears specific to only one of them.

  3) Trying to woohoo on all four fails as the event queue is addressed/executes.

  4) Using the KW/Debug/Unlock object 'adds' an extra menu option - selfie woohoo - which is also grayed out, leaving only "woohoo with" as a visibly 'viable' option.

 

Because of the way the interaction cancels, my best guess is I don't have the animation(s) installed. Because of these issues, I wanted to know if anyone else was successful.

 

The wording in the changelog could easily be misleading/typo.

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57 minutes ago, landess said:

has anyone had success with the 'horse saddle animation'?

Had a fast look on that :

There should be one animation for "SculptureFloorWesternHorseSaddle" with two actors :

Actor 0 = Horse Male

Actor 1 = Human Female

The animation is part of the ONIKI_Anims.package and the animation xml is inside ONIKI_KinkyMod.package.

So, it should work if the animation itself is correct.

Do not use pets at all, so I did not and will not test it ?

 

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15 hours ago, Clydie said:

Had a fast look on that :

There should be one animation for "SculptureFloorWesternHorseSaddle" with two actors :

Actor 0 = Horse Male

Actor 1 = Human Female

The animation is part of the ONIKI_Anims.package and the animation xml is inside ONIKI_KinkyMod.package.

So, it should work if the animation itself is correct.

Do not use pets at all, so I did not and will not test it ?

 

 

Okay, very confusing (not you Clydie - the situation) but from what you posted it's a 'bestiality' (horse/woman) animation which uses a decorative object? I had no horses on the lot, so that might be why it appears 'broken'...? What a fuck all! Shit like this is why people scratch their heads.

 

Thanks for looking into that.

 

 

>BTW, Congratz on that reply being post #420  - smoke'em if you got'em.

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6 hours ago, spaceman1 said:

- SNIP - (from Wild West post)

 

KW uses custom OnPick() functions similar to MODoor and will conflict with Selector 

https://web.archive.org/web/20180107210509/http://nraas.wikispaces.com/Selector+Phase+Six

 

Would you mind expanding on this. I have selector installed and don't "appear" to have issues. I generally turn off the 'change household on right click' though. Was curious what the conflict is, or what is affected by running both? Maybe I have an older version - but since I run patch 1.67, it's probably the same.

 

I'm sure behind KW's back other mods call it Karen World....  (if mods could talk)

 

>>> Carefully reading my Original post I see where my reference to Selector and what I did to finally 'fix' that world might seem to point to that setting option being the bypass to an issue with KW, but that is not the case. I can run Selector WITH that setting turned on and everything 'seems' fine - I have no errors or notifications. I turn it off because in the past I have inadvertently right-clicked inactive sims while 'scanning' town with the camera (I have edge scroll turned off) and unintentionally switched households. If I want to do something that 'drastic' - I prefer to use Master Controller itself so it's not an accident.

 

So regardless of if I have that setting on or off, I am not aware of the issue/conflict mentioned and wanted to know more about it as there is nothing I've noticed in game.

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1 hour ago, landess said:

Would you mind expanding on this. I have selector installed and don't "appear" to have issues. I generally turn off the 'change household on right click' though. Was curious what the conflict is, or what is affected by running both? Maybe I have an older version - but since I run patch 1.67, it's probably the same.

Selector hasn't been updated since patch 1.67 so yours is probably current.

 

The Selector replaces the games PickObjectTask and SelectObjectTask functions just like Awesome mod and KW also uses some custom variant. The conflict is in the scripts they use as they try to access the same resources.

Most of the time KW and Selector are fine together but if they start to butt heads you can have problems selecting sims. It seems to happen when both mods are trying to apply their interactions at the same time. Selector is usually a lot faster so the conflict gets avoided but if a sim gets reset by either another mod or the game itself they could start to fight over who gets theirs first. That corrupt sim from your previous post was holding both mods up so when it was deleted the mods tried to apply their interactions at the same time. The conflict in itself is generally harmless but just something that needs to be watched out for. I remember when I forgot to turn off OverWatch's Stuck Check Auto Reset function and ended up with 12 sims I couldn't do anything with for around 30 mins. 

 

Although the newest KW build 409 which I bite the bullet on the problem is worse if a sim gets reset as KW's interactions break and becomes unclickable for awhile even without Selector but with Selector it can take some time before you can click on that sim again.

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1 hour ago, spaceman1 said:

it can take some time before you can click on that sim again.

Wondering if using MC, click the lot and reset the sim that way would free it up? Or it's a different kind of stuck???

 

I don't have selector, but I have had situations when I could not click on one of my own sims. It was either resetting her using MC through the lot option or I may have just restarted my game. Poor documentation of events on my part as usual.

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8 minutes ago, LadySmoks said:

Wondering if using MC, click the lot and reset the sim that way would free it up? Or it's a different kind of stuck???

 

I don't have selector, but I have had situations when I could not click on one of my own sims. It was either resetting her using MC through the lot option or I may have just restarted my game. Poor documentation of events on my part as usual.

Different type no matter how many times I tried the lot reset trick it didn't work and restarting the game didn't help either all I could do was wait for time to pass.

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4 hours ago, LadySmoks said:

reset the sim that way would free it up?

 

I noticed a lot of times when I cancel an action in the queue which is 'active', many times it takes a lot longer than I'm comfortable with to clear and allow the sim to move on. I generally started using KW/Debug/Cancel interaction, which usually works better than canceling the queue Icon.

 

You mentioned the KW/Debug/Unlock Sim which I had never tried. This seems to totally 'reset' the sim's queue, erasing anything in line and sometimes even moving the sim a few 'feet'. I've also noticed it will affect other sims as well (sometimes they just disappear) - so I guess they were also involved somehow with their own queue selection pointing to the 'unlocked' sim when the command was run. I tend to use this a lot more now as it's more effective than cancel interaction, but not as invasive as reset sim.

 

The situation which began this exploration of 'conflict' has only occurred this one time in all my Sims 3 experience. The only other time the game went kinda bonkers on me was when I tried to replace that HUGE merged package I made as a noob user of S3PE a long time ago. Putting the original huge package back fix everything, so now I will update it, but no longer attempt to make multiple smaller ones to replace it. If I want to keep using the saves/sims/library I've been maintaining for many years - I'm stuck with it and I can live with that. This is why all the other merged packages I make are much smaller and 'specialized' by creator, or content.

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3 hours ago, landess said:

the KW/Debug/Unlock Sim

I use that when I need to but what I had happen with 409 was the sim I couldn't click on was still autonomous and moving around and interacting with other sims. They could also interact with my sim and my sim could autonomously interact with them all I could do was either have my sim leave or just watch them talk to each other. I had it happen again about an hour ago when I accidently hit Reset Sim with MC that's when I noticed I was able to click on a nearby bed and I could select the unclickable sim for Woohoo so I turned on Always Accept had them bang and after they were done banging I could click on the sim I couldn't before, I guess having them fuck for 5 minutes unlocked whatever this "unclickable lockup" thing is instead of having to wait for 30 minutes for KW to do what it needs to do to make them clickable.

I suspect it might have something to do with KW's updating system.

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5 hours ago, landess said:

KW/Debug/Cancel interaction

Yes, I use unlock sim as I thought you had mentioned once, but I thought THIS was regarding not being able to click on the sim. Yes, that seems to be more of a mini reset as it stops everything, but doesn't send the sim back to snowflake town... safe place. )))

 

I'm still test the effectiveness of a few mods, but as I am constantly having bots running around, I found that one of their few autonomous interactions is "scan sim". This will mess up the woohoo queue and cause sims to stand around. It's odd. 2 sims can initiate woohoo, go to the place to do the deed, then just stand there. Then you go through the bots and find one is queued to scan one of the sims. Clicking it off doesn't always work. Sometimes, it shows in the targets queue, but is after the woohoo, yet is still stopping her. So, I downloaded a mod that stops autonomous scanning. So far, so good.

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24 minutes ago, LadySmoks said:

initiate woohoo, go to the place to do the deed, then just stand there

 

I'll admit this does happen to me occasionally - but the strange thing is when I cancel the woohoo - THEN it begins - as if there was a looped pause just before the animations begins or the 'point of entry' for a particular animation is missing (makes no sense but explains the reaction) And by canceling, it selects the next animation and then the event progresses.

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44 minutes ago, spaceman1 said:

Sounds like script lag.

 

I agree sometimes that is exactly what it is: I'll just speed up time and most often the event will fire within a few hours. As if there were many higher priority queues bumping that particular KW action to the back of the line for awhile. Other times I can let the game run, and run, and run, and nothing happens - no error/stuck notification - they just continue to stand there (can't remember if they were dressed or not) and once I cancel the interaction - BAM! Game on.....  As if I had the ability to pause a single event and had just now un-paused it.

 

Both these examples are rare - but have and do happen occasionally.

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1 hour ago, landess said:

but the strange thing is when I cancel the woohoo - THEN it begins

Sometimes. Other times, they continue to just stand around until you click it off or cancel again, then they yawn. Still working on that, but the bots causing seems to be fixed with this mod. Again, a bit more verifying and I'll post the link.

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15 minutes ago, landess said:

agree sometimes that is exactly what it is: I'll just speed up time and most often the event will fire within a few hours. As if there were many higher priority queues bumping that particular KW action to the back of the line for awhile.

Sometimes that's the game pushing back a little. Not sure if you've had it happen but wait till the game decides to put it's foot down, give you the finger and take control causing everything to turn into a steaming pile of poo. The game does that  just so you remember that it can and will take control whenever it wants too.

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27 minutes ago, spaceman1 said:

Sometimes that's the game pushing back a little. Not sure if you've had it happen but wait till the game decides to put it's foot down, give you the finger and take control causing everything to turn into a steaming pile of poo. The game does that  just so you remember that it can and will take control whenever it wants too.

 

Hehe. When that happens either my PC or myself give the finger right back with either a CTD or me opening Task Manager and giving it a swift kick in the nuts. Actually I usually have Task Manager open anyways....  finger on the trigger.

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I would make a suggestion if it is possible to have the pee here interaction with objects examples trash cans, plants, sinks, and from sitting on furniture or bed wetting if your sims bladder is red and sleeping over the covers, but hygiene goes into the red. Also different animations depending on horny level and Dog Breeder and werewolf sims get the "Mark territory" on all objects and pee like on all fours males lift there leg females squat. Also Shemale sims use the male animations.

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47 minutes ago, Dirty_Davie56 said:

I would make a suggestion if it is possible

Hover your mouse pointer over Oniki's avatar on the first page and you'll see the last time she was logged into LL. If you want to suggest something for her mod, you need to follow the link and become a paying patron to have a chance. More you pay better chance. Also note that 409 was released, and is rumored to possibly be the last update anyway.

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I'd prefer all bugs be squashed, and a comprehensive description of all features and events be provided before more 'new' stuff was ever added - but I guess people have different priorities . . .

 

Of course these 'wish lists' usually show the lack of understanding of what it takes to make these mods as the above 'requests' would require several different types of things coming together. Recognition of objects, creation of new objects, creation of new animations and so forth. I let these parts amuse me and move on.

 

I'd like to see sims grow to be giants and run around stomping on other sims, then slave sims having to lick the dead sims from the feet of the giants.... okay then! <sarcasm off>

 

 

 

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22 hours ago, landess said:

 

Hehe. When that happens either my PC or myself give the finger right back with either a CTD or me opening Task Manager and giving it a swift kick in the nuts. Actually I usually have Task Manager open anyways....  finger on the trigger.

The key is when making a script mod or core mod is to work with the game not try to beat it down. That's why Buzzler, Icarus_Allsorts, Pescado, Twallan and his successor Chain_Reaction, Gamefreak130, Sims MX and a few others have been so successful with their mods.

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