jdw6 Posted March 3, 2021 Posted March 3, 2021 2 hours ago, LadySmoks said: But it's not KW's Fault? Noooooo it's never ever ever ever KW's fault. NEVER! (At least that makes KW's dev sound like a "true" dev. lol) BTW, that's a hard-coded string in the AgeState.cs source. It seems to uncache, then clear, any maternity outfits the sim may have, then uncache and clear any other outfits. Then it mucks around with setting ages, generating new outfits, forcing a switch to the 'everyday' outfit. And, somewhere in all that is "MakeAgeAppropriate", "MakeGenderAppropriate", "MakeCategoryAppropriate", and "AddMissingParts"... all of which are calls out to EA code. ? Since we all know how fugly EA's outfits can be, sigh, KW might actually be right... still. WTF was KW's dev smoking when "she" thought it necessary for a sex-simulator-mod to even touch outfits or ages?!? ? At least it wasn't this error: "This Sim can't age up because no valid outfit can be found." FWIW, this chunk of code was last heavily changed back at build 404, when a bunch of stuff involving Opportunities was added. There's been a fair amount of change, over time, to the other aspects of this class, but those appear to be dealing with general "growing" of teens. Last for that was changing how the breast sizes are supposed to increase. I guess that's one thing I've blindly not even notice (distracted by other crap) that KW "grew" sims over time. [headdesk] No wonder it runs so bloody slow! It's doing all this crap computation all the time on every sim in the game. SMH. [disclaimer: didn't read the whole 1200-lines of source, so maybe there's a few "if aging disabled, skip" type things, or even "if age==teen, do, else don't do", somewhere in the mess.] Um... she kinda looked like a teen, so was that an aging up to young adult? Tech question: teens and young adults use different meshes, right? It's young adult and adult that share a mesh, but all others are separate? Or am I off my rocker again? edit to add: other issue (wear panties & messed up [fully black skin]): went back to a backup of the game directory from the 27th. Loaded up a save from the 28th (same one I tested with above) and it seems to be working then. So it must have been some unwanted "baggage" in one of the 5 lots I grabbed... or in this world's creator's household I accidentally (and like a !$!#$!@ moron) installed... I really need to undo the default program setting for sims3pack files. ? I checked* the lots, and that household, but none of them had objd files. The 'unkn' files didn't appear to be embedded packages, so I (like an idiot) assumed they were OK. * how I check sims3packs: Spoiler 1) use sims3pack cleaner to look for indication of unwanted objects 2) use s3su to unpack the sims3pack 3) use s3pe to look at any packages 3a) check for OBJD/OBJK tags 3b) check for UNKN tags 3b-i) look at the hex data for every single UNKN file to look for DBPF header information, or anything else that looks wrong 4) check the PNG files unpacked -- this time around I ignored that they were corrupt and not viewable in any graphics program... again: I was a f***ing moron to do that. Unfortunately I've had relatively ZERO luck getting pre-built lots into the game by unpacking and including the package file. So I'm stuck using the launcher to install those type of things. Sims, on the other hand, I've had good luck unpacking, finding the one .package that's really a .sim file, renaming it, and tossing them into the SavedSims folder, then putting all the other packages into the packages folder... yadda yadda yadda... they're available as a premade in create a household w/ all their goodies... (naturally I check fully any of the packages before including, and pull out anything that's not a sim file item from the .sim before I include it... I've found CC sneak in that way. Oh, and then I run sims3 dashboard to look for bad things. Check, check, and triple check. But still, sometimes things slip by... mostly when I let my guard down just a tad. Anyway, got it (at least my sim) working correct again, and since I was considering starting over, going back to Day-2 (from Day-8) isn't too horrible. Still has me wondering WTF caused it. Well... only 6 sims3packs. Not too many to test. groan. There goes the rest of tonight.
jdw6 Posted March 3, 2021 Posted March 3, 2021 On 3/1/2021 at 7:45 PM, landess said: Why am I 'immune' to so many issues Well... On 3/1/2021 at 7:45 PM, landess said: I use all Disks - no Origin/Online BS On 3/1/2021 at 7:45 PM, landess said: many times I'll do an experiment, or play style to try and see how my own experience unfolds. On 3/1/2021 at 7:45 PM, landess said: over 60+ years On 3/1/2021 at 7:45 PM, landess said: people are stubborn ? This one, turned out, was your disc only mentality. (Which really points to EA asinine stupidity... delivery method should have zero impact on program, but noooooo.... punish some, reward others, it's all corporate assholery.) But really, it's that you're stubborn (in a good way) in how you are protective of your working game directory, and also unafraid of actually trying something. Both of which are behaviours I hold in high esteem, and wish upon wish that even a skosh more would be that way. (Huh! That's a Japanese word?!? I always thought it was Yiddish. [shrugs] Checking spelling is fun.) On 3/1/2021 at 7:45 PM, landess said: I hate the 'elitist' types Aw shucks. I guess that means we can't be friends no more. [or that I need to get off my own damn high horse again] 1
Guest Posted March 4, 2021 Posted March 4, 2021 1 hour ago, jdw6 said: "This Sim can't age up because no valid outfit can be found." Haven't seen that one. Han Solo age up is a minor issue for me as KW issues go. You have to take the sim into CAS most of the time anyway. Just annoying that another thing that just doesn't work as it should, and has been that way through several builds. That was age up child to teen, yes. Yes, teen is totally different set of meshes from head to toe. @namaradus may know what does it, but there is something that the game also does to the mesh that "shrinks" a teen mesh, as a tf and af mesh are the same bone alignments in Blender, yet teens are smaller in game... like the game applies shrink sliders. Similar to AF boobs drooping. But, even teen heads and feet are different. This is why I say, use Nraas to have adult clothes for teens, but it never looks right. You get squatty teens, females with huge boobs and seams at the neck and ankles. YA and A, not 100% sure on the head mesh itself, think it's the same one, but there are different facial overlays applied, particularly the normal map which adds light wrinkles and laugh lines.
Dickhead8888 Posted March 4, 2021 Posted March 4, 2021 Anyone got a successful foursome or fivesome or gangbang yet? idk Maybe I need some more animations for the game keep telling there no animation available. I have all the packs from Maryjane, Kinky himself, lady666,... maybe I need latest version.
landess Posted March 4, 2021 Posted March 4, 2021 12 hours ago, jdw6 said: It's odd that it's only the body skin, not the face skin as well. Not the same, but somehow related I suspect is the situation I've had where a Sim WITH KW panties was saved to the CAS bin, and after updating KW, the body now has the Pantie texture instead of the skin tone. Removing the Panties fixes it, and wearing new panties (even the same 'ones/style') works normally. Who knows - even the 'infamous' horse with no skin - just hair and a cock - might be related.... 12 hours ago, jdw6 said: NRaas Dresser winds up removing everything during a manual "check outfits" As a self-proclaimed CAS Whore, my feelings about letting ANYTHING make changes to my Sims from the OCD point of view is simple: I already have to jump through enough hoops creating outfits and using selections in one category to others (not flagged) in multiple outfits within a category without changing the CAS settings to allow EVERYTHING which makes loading CAS a slogfest.
landess Posted March 4, 2021 Posted March 4, 2021 11 hours ago, Mrs_Salvatore said: I think it might have happened after i upgraded to build 409, but I'm not entirely shure Yes! Another possible confirmation on the pantie/upgrading KW issue I referenced above.....
landess Posted March 4, 2021 Posted March 4, 2021 6 hours ago, jdw6 said: game itself that is just slow to spawn NPCs My guess is during the autonomous set up during a new game, creation of service NPC's is a low value Queue, and get's pushed back while the game is running. The larger the world and population, the longer it takes to complete is my experience. While setting up a new game, I could be getting 'new npc' notifications for well over an hour. Of course, visiting a lot scheduled for npc assignment would create a 'push' event - allowing the game to immediately spawn the needed assets for that lot. One see's this when adding an object with a NPC script attached, like a bar or register, and leaving build/buy. Almost immediately a new npc(s) notification appears.
landess Posted March 4, 2021 Posted March 4, 2021 4 hours ago, jdw6 said: maybe there's a few "if aging disabled, skip" type things This would explain why I don't see many of the issues reported by others. 2 hours ago, LadySmoks said: You have to take the sim into CAS most of the time anyway There must be various sorts of 'flags' added after a Sim goes 'live' - I'll explain. I find a bartender NPC which looks like ass. I go into CAS and choose another Sim from the bin. Because the Bartender was already in game/live, the name/traits and other things attached to this Sim's record remain intact and only the visuals are being changed - BUT - If I try and set a career uniform for this sim at this time, when I return to the game and change them into the career outfit I just made - it's gone, replaced with a new mash-up. Now I have to return to CAS after this 'rendition' of the Sim has gone 'live' - make the changes, and NOW they stick. Knowing this I don't bother with career outfits till a 'new Sim' is brought into the game, regardless if they were 'live' before. I mention this as a possible reason sims 'act-up' after an aging event. I'm sure many things come into play, but I know for a fact about the example I provided above and think it's related somehow. Adding milk and ice cream into a blender is fine - dropping a spoon in there also can create undesirable effects.
landess Posted March 4, 2021 Posted March 4, 2021 6 hours ago, jdw6 said: -snip- 7-zip's "extract to *\" or extract to "archive_name" options are the only ones any serious modder should really be using. -snip- I'm the type that opens the compressed archive (using 7Zip) and drags what I want to the place I need it. I guess I do it this way because as a non-typist, it's faster and I can visually see exactly where it's going. I've never had a problem, so am not sure if this statement is meant as advice, or satire . 6 hours ago, LadySmoks said: Okay... the "interactions tuning"... As there is no information on this -snip- I get the feeling this 'tuning' thing is more a queue Hierarchy. Even set to zero(?) won't disable it, but instead allows other possibilities to be chosen ahead of it - at least this is how stuff like this works in other games I've played. I like to use EA's Dragon Age Origins as a placeholder for explanation. The player has control of a single character, but can switch to any other character within the party. Any character not under player control has options for action controlled by the 'computer'. A player can choose to make options 'more or less' usable based on a value system whereas making a choice #1. Then another #2 and so on. The game looks at #1 to see if it can be used - if not, it then looks at #2 - on and on. It 'may get down to #5 or 6, but then #1 becomes available again, so changes back to #1 and repeats the process over and over. Now without fail, no telling if something controlled by KW alone isn't 'immune' to this selection by the game's default mechanics in league with KW's own settings. It makes my head hurt to think of the web being spun, so I'll stop there. 2 hours ago, Dickhead8888 said: Anyone got a successful foursome or fivesome or gangbang yet? idk Maybe I need some more animations for the game keep telling there no animation available. I have all the packs from Maryjane, Kinky himself, lady666,... maybe I need latest version. Short answer - YES. Long answer - Only certain animations support multiple partner events. Only certain locations support these animations. Sims must fulfill certain requirements before the mod will try to include them as possible participants. Even then, these same sims must also be free of certain flags which would deny their participation. Are you still following? If all else fails - including your patience - set KW debugging to 'always accept' (the universal answer to most everything) and try. >Sideways answer - if the animations fail with always accept on - you may have accidentally duplicated an animations package as KW now comes with a few 'pre-installed', but I don't believe the OP reflects this and still recommends them for download/use. Spoiler Since you make no mention of issues with solo/twosomes/threesomes, I'm forced to make a few assumptions but hope the above shots give you encouragement.
namaradus Posted March 4, 2021 Posted March 4, 2021 17 hours ago, LadySmoks said: Hmmm... For some reason, I remember having tried that quite a while ago... even before I had KW installed, and the result was, the mailbox was NOT regenerated, no bills were ever left to pay and the repoman was stopping by every 3 days. Save the game exit and reload and it should regenerate. Deleting the mailbox is useful for when the thing bugs out which it sometimes does. If it still doesn't regenerate that's not something that should happen but go into buydebug and get a new mailbox. It's possible that an update to the OS is interfering with the game this happened once before when an update to Win 7 broke part of the Launcher preventing people from being able to install simpacks until MS fixed it on their end as it wasn't possible to do on ours. 14 hours ago, LadySmoks said: that does it, but there is something that the game also does to the mesh that "shrinks" a teen mesh, Hidden height slider would be one thing that could do it within reason as long as the height offset isn't drastic.
Guest Posted March 4, 2021 Posted March 4, 2021 13 hours ago, landess said: Not the same, but somehow related I suspect No, it sounds exactly the same, as @jdw6's issue IS the panties. I'd have to look inside the packages to see what is different, but it appears a change was made, similar to when I have changed things within my own package files and needed to then reapply those pieces of CC. Example: Making a bot... There are several changes that either can't or I simply don't know how to make in TSRW that I must make, so I make them in s3pe after the package is made. This includes shaders and bonedeltas. This means that those changes are not in the original workshop file and must be reapplied each time. I try to remember to then take the package with the changes back into TSRW and make a new workshop file and new package that includes the changes, but often... in a hurry and speed kills. Another, and more common is an older package that you may see where you can make some improvement, but if like me, with 100's of workshop files unorganized on 3 laptops, you can't find the original. So, take the package, open it in TSRW, make changes , make a new package and copy and paste the CASP number of the original to the new. NOT the whole resource, just the number. What happens is that your old sim has that old number attached to it. The game sees it, applies it, but for some reason, does not see the new files attached to the actual new CASP that has that old number, so you get image texture issues. Oniki may have remade her panties package this way, and as soon as you reapply the same panties, the game rereads the package and all of the internals and applies them. That this seems to be a 409 thing, I think I'll have to take a peak inside. 13 hours ago, landess said: While setting up a new game, I could be getting 'new npc' notifications for well over an hour. Again, one of the few things I found KW is really pretty good at is new world populating. It seems to use sliders within reason to create sims with various attributes, including face, boobs, height and butts, and it dresses them 80% passable as NPC's go. Not the populate service option. This is from the city hall. Most notifications are done in a few minutes, but as they get jobs, etc, those notifications do pop up. 13 hours ago, landess said: I mention this as a possible reason sims 'act-up' after an aging event No, probably nothing to do with age up. I've gone through what you mentioned regarding YA/ A replacement sims... I have a couple in my bin also. The semi generic, semi custom that you just use to fill a bartender role or things like that. ) No, the age up issue (I know you seem to be ant-blaming KW for everything, but...) seems to be something caused by KW involving itself in the age up process. Again, just did an experiment (never take the game laptop online and would need to transfer images to this one, but...) I made a clone baby and used KW change to droid. I forget which are given, but babies get 5 trait chips, and sexbot is NOT one of them!!! Well, I never got an option to recharge the baby and she was in the red, but her portrait stayed green. Finally, I used Nraas to age her up. Actually, no problem that I noticed, except, she reverted to human. KW droid again. Taught her to walk/ talk. She gave an option to put her on the charging station. Nraas age up to child, revert to human, and made KW droid. Then Nraas age up and she lost her face! A bunch of notifications about outfits not found, etc. So, KW in general has an age up problem, even with stuff that is ONLY found in KW... KW droids. I think KW is a spoon in this case! 12 hours ago, landess said: Even set to zero(?) won't disable it Some does, some doesn't, but it seems to be a matter of when and how it's applied, and as there is no guide, I just continue to play with it. Some things, I disabled, and they remain disabled. Other things, I disabled, next time I play, my sims are doing what I had disabled. Look in the menu and this or that is disabled, but other things that I had disabled are enabled again. 10 hours ago, namaradus said: Save the game exit and reload and it should regenerate. That was something I did Y E A R S ago... Other tricks in my basket now. )))) 10 hours ago, namaradus said: Hidden height slider Probably only hidden to the point that it only has a reskey, so basically impossible to identify among all of the other unnamed files in the build packages. NOTE TO NEWBIES: NEVER play with any of the files or packages in EA/ Origin/ Steam C://Programs (unless you really know what you're doing or have a death wish)!!!!! Make a copy and play with the copy. If you mess up the original, who knows what will happen? Ummm... total reload!!!
jdw6 Posted March 4, 2021 Posted March 4, 2021 16 hours ago, LadySmoks said: use Nraas to have adult clothes for teens, but it never looks right Pretty sure I've changed that to be disabled... never quite understood why it was allowed by default in their mod. ?♂️ 16 hours ago, Dickhead8888 said: successful foursome Once, a long time ago, and, heck, that might've even been when I was using Passion instead. Your best bet is to use s3pe to read the xml files in the OKW files to find which animations are made for 4 or 5 sims (called "actors" in those files, and starting with 0) and then look at what order they need to be added to the woohoo scene. Order seems to be important. Before I hit 'reply' I realized I had extracted those files out a few days ago. Looks like there's only 4 animation scenes with a 5th actor that I'm finding, in the 12 I have. All in KinkyLucasAnimations. RE order: I checked one of them. 1st M or F, 2nd F, 3rd M or F, 4th M. If you were trying different genders or trying, for instance, all F, that specific animation wouldn't be available.... but this was a quick spot-check. Like I said, your best option is to learn to read these files yourself.
landess Posted March 4, 2021 Posted March 4, 2021 1 hour ago, LadySmoks said: I made a clone baby and used KW change to droid. I forget which are given, but babies get 5 trait chips LOL-WUT? Sorry, couldn't help it... I NEVER considered using KW to make a KWbot on anything under a teen. 1 hour ago, LadySmoks said: The semi generic, semi custom that you just use to fill a bartender role or things like that. I was using fully custom Sims - ones I had made for the game but saved a copy to the CAS bin - many times after going live with said Sims. I think I have 4 variations of Morrigan herself. Anyways - when I choose one of these (or ANY Sim) from the bin for an NPC/Service Sim, I usually make a few changes to the looks - but as mentioned - don't bother with a career outfit since after taking them back into the game, it just re-rolls the career outfit, requiring me to return to CAS one more time to set it properly. If one is a 'purist' and wants the Career outfit selected/created by EA default, one needs to know the outfit parts and texture/colors since it won't be duplicated upon return. This only applies to Sims having a saved Sim from the bin used - just taking a Sim into CAS and making manual changes is fine. It's possible that one 'might' be able to change the venue before the service sim(s) arrive (spawn) and then this would reset the career choice, but it's just an educated guess open for testing..... Now as far as KW uniforms are concerned, I guess that depends on the type of uniform created. As KW school uniforms are set for multiple students - pretty sure these would always remain the same - even if customizing a sim by selecting a saved one from the bin. Uniforms like a prostitute wears, seems to use the standard career outfit selection, which falls in line with what I was talking about.
landess Posted March 4, 2021 Posted March 4, 2021 27 minutes ago, jdw6 said: If you were trying different genders or trying, for instance, all F, that specific animation wouldn't be available.... This pretty much falls under what I was trying to say in my reply: "Long answer - Only certain animations support multiple partner events. Only certain locations support these animations. Sims must fulfill certain requirements before the mod will try to include them as possible participants. Even then, these same sims must also be free of certain flags which would deny their participation. Are you still following?" There are many different requirements, but one needs to be aware of their existence, and use some logic to apply those to the situation at hand.
Guest Posted March 4, 2021 Posted March 4, 2021 31 minutes ago, jdw6 said: allowed by default Not that I'm aware. Pretty certain you must turn it on, just as allow adult clothing for elders, accessories for all, etc. 11 minutes ago, landess said: I NEVER considered using KW to make a KWbot on anything under a teen. I neither until recently. My sim had collected so many dna samples from other sims, I decided to see what would happen. So, a baby pops out of the science station with a name, specimen 6,867. (Is that how many total sims I have created???) Then the pop up, "you can't leave specimen 6,867 alone, do you want to call a baby sitter?" I clicked yes. The baby disappeared! Not even in my family portrait panel, but in my sim's relationship panel. So, I made another clone and this one clicked no. The baby was in my family now. So, for giggles I made her into a KW droid to see what would happen. ))) They do not age up naturally, just as any bot does not age up, and because it is not a real Plumbot, it reverts to human when you force an age up. Experiment concluded. I made the teen human, fixed her in CAS and used Nraas MC> Advanced> Set Service and made her into an NPC babysitter. ) Still not sure where that first clone is????? 20 minutes ago, landess said: 4 variations of Morrigan I have just one that I will update from time to time, and then as I created MY little story of her family, I just cloned Morrigan, took the clone to CAS, changed clothes and minor changes to features to make her mother, and really did nothing but change age to teen to make her dead identical twin sister. My "role fillers" (as opposed to townie NPC's) are as I said, just semi custom. Maybe a quick Nraas genetics reroll or play with genetics, change everyday outfit, make up, hair and stick them in the bin to use as non-pudding faces in bars, etc.
jdw6 Posted March 4, 2021 Posted March 4, 2021 19 hours ago, LadySmoks said: Han Solo age up Not sure I'm familiar w/ that. 17 hours ago, landess said: allow EVERYTHING Yeah, I kinda figure that my issue (w/ Dresser's check, which was a manually initiated thing btw) is that I've been trying to not allow everything everywhere, but to apply "common-sense" to the CC that's in my game. If I never see jeans in a swimming pool again, it'll be too soon. Or jeans for a naked outfit. Or... ? before I get rolling. 3 hours ago, LadySmoks said: old sim has that old number attached to it If only it was that... but this sim was created in a KW-free env w/o any panty... er, um... left-garter accessories. Then was brought into a KW 409 game and panties added. No other version of KW was ever used, at least for this sim. What I'm no longer clear on, is whether I added panties in CAS (which might've been from your fix of Marcos's panties) or not. I know I did that, I'm just not sure if it was for this sim or this outfit. I also know that the InstanceID of the pan...left-garter accessory (as reported by Dresser) is that of KW's default panties. I'm back to confused w/ this situation. I went back to the last gamedir backup from before I added those other lots (and accidentally other household) and re-added each lot, individually, went into the game, did the whole remove panties, cleanup, get fresh, wear series of actions, that caused the issue before, and was unable to reproduce. Perhaps it's a memory-related issue. I did also have a graphics display issue w/ a Cyclonesue fence, where instead of the fence mesh (chicken-wire), it went all solid black. That was fixed only by deleting and rebuilding the fence. Come to think of it, that fence issue happened, no... it happened before, yes, but it was a few sim-days before, so since she's been needing new panties every day, I had her change at least once. As for the KW packages, there wasn't anything obvious in the main package -- like a new OBJ for those panties -- and that package was the only one changed in december (per timestamps inside the 7z). I got sidetracked trying to re-KW-ize a few of the lots that world's designer updated, and I was trying to replace, so haven't gotten back to trying an older KW version in the broken gamedir. Was having annoying max-memory reached crashes a bit too frequent last night. Some after only adding 1 condom dispenser then changing floor to add a 2nd. ? Gotta be stubborn to deal with tweaking TS3 (really anything computer related)... 16 hours ago, landess said: advice Drag 7z to desired location, right-click, choose "extract to..." option. No typing involved. (Annoyingly, to me, I haven't ever managed to get 7z command-line friendly. I'm much more a fan of rar than any other common archival formats that TS3 creators use... personally, I'd really rather it all be tar-gzipped... but that's only the unix-geek in me.) I'm just as user-friendly or help-desk-capable as a honey badger crossed with wolverine crossed with velociraptor... 16 hours ago, landess said: 'tuning' thing The numbers KW's setting shows are the numbers that would be put into an ITUN file (as s3pe tags them) in the Tradeoff-Output section of that xml file. More specifically, they appear to be the "advertised" value. Which would be how much pull a certain interaction has to sims with various traits. They're easier explained by how many of the "make sim do X more" tuning mods simply adding "fun" to that section, or increasing the amount of fun payoff (another way to look at it) that "X" gives. On a side note, in double-checking for a "good" example, I figured out why the heck sims in my world write so many novels. I increased "fun" from 10 to 30 for WriteNovel... and changed "DisallowAutonomous" from true to false. I may have to revisit those decisions. But back to numbers, changing to would make them think it didn't "give" them anything, but making large negative would make them actively avoid it. For that WriteNovel tuning, it has "RoleCafeteriaWaiter" with an advertised value of "-200", so that waiters don't go off to write novels instead of, oh, you know, working! I've spent so many months inside those files, that I forget others haven't as well. 16 hours ago, landess said: game's default mechanics in league with KW Think MTV's "celebrity deathmatch". Sometimes KW can override EA, sometimes KW only thinks it can, and, rarely, KW knows it can't, but tries anyway. 14 hours ago, namaradus said: should regenerate Could this explain why some custom worlds wind up having the mailbox and/or trash can place in very awkward looking locations? That, perhaps, the world (or lot) designer inadvertently deleted one or the other and the game regenerated them at the "default coordinates"? 3 hours ago, LadySmoks said: NEVER play with any of the files Never say never! ? Just make good backups! (use timemachine, windows backup, something that will copy files as-is [timestamps, attributes, permissions, etc.]) But if you never try, you'll never fail, and failure is necessary for learning. Those afraid to try never learn. (Just have the decency to know you f'd up and fix it yourself instead of posting things like "I deleted something inside GraphicsRules.sgr because I saw on some forum someone suggesting to edit it and thought deleting would be safer now my game won't load, why?" smh...) 3 hours ago, LadySmoks said: I had disabled are enabled again. There's some code in the KW loading procedure that checks values and sets them back to default values. I think this is supposed to only happen during a version change (aka "upgrade", but KW also calls going from 409 to 375 an "upgrade", so, well... yet another dev-type-person who doesn't understand "downgrades" are sometimes necessary). Anyway, it's entirely possible that it's messing up and thinking it needs to run that code when it really doesn't. That's not part of KW's code I really looked at heavily, but go to when I want to know what it's set to use or what options are available for this or that. 17 hours ago, landess said: Almost immediately After a good night's sleep, and re-reading some of these responses, I remembered something from NRaas's docs that says it'll throttle adding sims in certain situations. One of those may be what I'm running into lately, (due to specific custom worlds w/ a shit-ton of service-sim-needing objects), which is that if you start a new world that suddenly needs 30 or 40 new NPCs, it'll only add about 7 or 8 at a time until it has them all added. Seems almost to be about a sim-hourly check for adding new ones. But it also could be based on if any inactive sims were routed to that lot. Now, after the world has been up and running, then, yeah, it's pretty immediate... or, well, since I've got time slowed, a few minutes. Helpful if you want to replace someone with a specific someone else. On that, do any of you allow Register to use residents? I gave that a shot a few weeks ago, and even though there (numerically) were enough residents, it still spawned some NPCs, thus leaving many residents as "retired" or "unemployed". 16 hours ago, landess said: based on a value system Turing machines, finite-state machine, something like that... if you really want to make your brain melt, go read up on FSMs ? ? ? ? Yeah, no! I'll pass! Barely, but I'll pass! hahaha... (I'll spare you the long story.) More entertaining examples would be Asimov's 3 laws, as portrayed in "I, Robot", or Directive #4 from "RoboCop"... actually those might be more how KW's code tries to control EA's normal functions. 3 hours ago, LadySmoks said: revert to human It's been a while since I read up on this sorta human-looking plumbot, but isn't this a "known-limitation" of using NRaas to make one of those? I seem to recall something about aging up removing technically invalid (just not designed for it by EA) occult flags. (Which has me wondering if a multiple occult sim looses all but one during age-up as well.) edit: I see you posted while I was typing something that basically answered this 3 hours ago, LadySmoks said: KW droid Er, um, is this something added in one of these newer-ish (aka: not actually released on LL) versions? And, is it somehow different than using NRaas MC to add the "plumbot" occult* flag? *replace w/ exact term, it's an odd time that the game isn't running so I didn't double-check.
jdw6 Posted March 4, 2021 Posted March 4, 2021 1 hour ago, landess said: my reply Yeah, saw that after-the-fact. Sorry 'bout that. 59 minutes ago, LadySmoks said: must turn it on Hmmm... guess I mis-remembered, then. 1 hour ago, LadySmoks said: what would happen Ohhhh is that how that works. Never quite got curious enough -- for that. Plantsims, yeah... thankfully the interaction to get the plantsim baby is not autonomous, otherwise I'd have had about 15 of those at one time. lol The "left alone" thing sounds like the babysitter-daycare type thing... Odd it just disappeared instead of still being in the family. I wonder, but you might not have checked, if it still showed in the family tree. That's one of those "where the heck is the in-game help for what the heck these options actually mean" moments. EA dumbed-down some of the verbiage too much. (per earlier rant RE learning, yeah, yeah, I know, I should just try it to see, but some of their lack of good wording scares me off too much.) Maybe the clone went the same place that abandoned (or whatever the game calls them) children go when the EA version of child protective services comes to take the kid out of the home. (I think that translates to removed from the active world in such a manner that the sim can never be brought back, but isn't "killed". Witness Protection. lol Or, sent to live with distant relatives who broke off contact with the family long ago.) Did EA do a "Sixth Day" type of thing with clones, giving them genetic defects that shortens their lifespan? Probably not. That'd be way too dark for a Teen rated game. ? 1
Guest Posted March 4, 2021 Posted March 4, 2021 2 hours ago, jdw6 said: Not sure I'm familiar w/ that. As for whatever reason, KW involves itself in age up. Only thing I can possibly think of is to generate outfits for high school uniforms on child to teen? But, as it has gotten involved in the age up process, it broke it, with the results discussed and shown above with kids appearing as dwarfs and KW pop up saying "But it's not my fault", which my husband and now I refer to as The Han Solo Defense, as that was what he always said when something went wrong. 2 hours ago, jdw6 said: created in a KW-free env Hmmm... Honestly, going to be a bite the KW bullet thing and just redo all the sim's outfits and resave her. 2 hours ago, jdw6 said: a new OBJ for those panties Would not be a new "obj". It might be a different set of numbers (or even just one) for the image files with the same CASP number. But, as this sim didn't have KW panties, it sounds like a mystery. 2 hours ago, jdw6 said: Never say never! For clueless newbies, I ALWAYS say NEVER!!! ))) It's my disclaimer for when someone says, "LadySmoks said to change the xml or change the other thing..." NOPE! I said make a copy and play with that!!! I could post a screenshot of my desktop with the folder full of EA build and delta packages that I COPIED from my game's program files, which I regularly open, pull images and whatever other resources from to use in projects and never worry that my game is messed up by doing it. YOU being a programmer... me being closer to the average computer user!!! )))) 2 hours ago, jdw6 said: I think this is supposed to only happen Well, supposed to and does seem to not quite coincide. And as I've said, my biggest gripe is that import settings simply doesn't work... (disclaimer) at least not for me. I can set each and every setting in the KW menu, export it and try to import those settings to a new game and always get an import failed message. There is a file that shows in my library, along with Nraas saved settings, which we all know import just fine. 2 hours ago, jdw6 said: human-looking plumbot, but isn't this a "known-limitation" of using NRaas A known limitation of using ANY voodoo magic!!!!!! And so, FemmeBots were born. I don't know or understand how or what the game reads, but it will revert any bot to human if you break the rules. That's why ultimately I made the FemmeBots using Plumbot parts as the clone donor base, instead of just "renaming" human parts as bot parts. There still seem to be some paths to them going human, but I also found regular EA Plumbots break in the same ways. KW droid is accessed in the debug menu. You can click any sim and "change to droid", similar to the options to change to male or female or futa (I believe). And, 375 has it. I did try a Plantsim, but I think it died because my household was full? Or it may have been that my FemmeBot robogardener harvested it??? I think a human sim with high gardening skill has to harvest it for the Plantsim to happen???????? I did take a look on Carl's Sims, but that was a couple of months ago.
jdw6 Posted March 4, 2021 Posted March 4, 2021 1 hour ago, LadySmoks said: For clueless newbies, I've been known to suggest... (for unix, and now mac) open a terminal then type rm -rf / or (for windows) format ? But I also think people should have to suffer to get to where they want to go. There aren't any real-life brain enhancing machines, podcasts don't give knowledge, and it takes many more weeks to actually learn from skill books than it does in-game. (And, yet, in my game, I've made book reading faster, probably more effective if that was possible, and the brain machine faster at giving knowledge, able to give more knowledge, and recover faster.) Some people (unbeknownst to them) are glad MC doesn't exist in reality. muahahahahaha ? [brb, gotta flip back a page of posts & that's been causing previously typed replies to go join your 1st cloned sim] edit: oops, what I was gonna add was in a diff thread... and I loaded the wrong dang world, darn it! But... Plantsim babies, imho, just look evil. gotta be the eyebrows. Bald, they look even more evil. You're right, I think, on needing to have level-10 gardening. It's still not been the normal "harvest" interaction to get the baby. Normal "harvest" gives the "forbidden fruit". The "salad-bowl-looking" diapers are kinda cute, though. Spoiler Oh, and this is yet another old game that I've loaded up and am left wondering which hair I had set... this might explain baby1's expression... he's seeing this... (her hair, btw) Spoiler So this time I'm remembering to check in CAS before exiting... not that it helped, only found the InstanceID in a DCBackup file and the CASThumbnails package.... so, it looks like it came in w/ a sim I got off 'the exchange' ? I wasn't as cautious or careful back then as I am now... one of those "learned from my mistakes" things. But, of course, the person who uploaded that sim didn't even bother to mention whatsoever anything about anything used. They did more than most & selected one of the EPs. lol Anyway, one of the hair image files had this logo [below] which is different than the "Juice" logo shown on NewSea's site. edit: I'm blind... or, well, didn't notice the site's logo. It is from there. Yippie! That's over 2 months of searching, which could've been avoided had I actually looked at the DCBackup package file. Spoiler ...Oh, and in this particular save, I was using 399, in Isla Paradiso, and I don't remember any issues whatsoever with either world or specific version of KW. I do seem to pick really weird places to save and then abandon a world.
Guest Posted March 4, 2021 Posted March 4, 2021 30 minutes ago, jdw6 said: people should have to suffer to get to where they want to go. A little effort, yes... but to kill their game files because they were not warned to not mess with them? Now, if I warn them and they do not listen, and alter the game files and mess something up, THAT is their opportunity to suffer a little as they reload their game from step one. ) And I can be the one to say, "I told you so." ))) More fun that way!
jdw6 Posted March 5, 2021 Posted March 5, 2021 40 minutes ago, LadySmoks said: because they were not warned Most car owners don't need to be warned to not mess with their car's engine unless they either know what they're doing, or have the money to pay to get it fixed when they break it. Yet, when it comes to a computer, people think reality doesn't apply. ?♂️?♂️ Been a longgggg time since those PC Users Group meetings... especially that one where the "experts" literally caused a computer to spew rubber smoke thanks to a virus they were planning on using to show how to remove viruses. lol Hardware makers got smarter too. I kinda doubt software can tell a drive to park the head in the middle of the platter and keep spinning. But hot metal shavings going into the rubber gasket is a great (expensive, too) way to have to vacate a room for 20 minutes while the smoke subsides. Depends on the snarkiness level for me as to how I feel like treating users... non-kw linguistic thought meanderings. Spoiler Grabbed my copy of this. Opened it to just randomly look for something. Found выпердеть. Decided to stop looking. I've probably been doing a lot of that lately. That book wasn't as "helpful" to the, then, college language student, it's R->E only. But it's kinda fun to look up stuff they say in movies that wouldn't be allowed in English for the rating/broadcast method. @LadySmoks Just curious, since it hit me as I was checking something else, but have you tried disabling aging via NRaas SP custom caste for your femmebots? Or even by just changing the Sim's progression options by way of MC? (The latter is easier for one or two, the former is easier to save off for future use.) Although, I'm kinda surprised they're aging, since one of the default castes is a plumbot one that disables aging. Probably a KW vs NR thing. ?
Guest Posted March 5, 2021 Posted March 5, 2021 1 hour ago, jdw6 said: Most car owners don't need to be warned to not mess with their car's engine unless they either know what they're doing, or have the money to pay to get it fixed when they break it. You have been to Ukraine recently? ))) 1 hour ago, jdw6 said: disabling aging via NRaas SP custom caste for your femmebots? Why? Bots age (sort of), but don't age up that I am aware of. So, despite grave markers in ITF, they really don't die... although, I did kill one just to see if I could. ) I only wish there was a way that they were YA when created, but all bots are adult. I have changed the age and had them not revert to human, and outlined the procedure on the first FemmeBot page. Or, you more refer to the KW droid experiment? That was merely a one time experiment. And that is not KW v Nraas. That is simply the fact that all of those methods people outlined on making a "human looking Plumbot" does not really work. I tried them all last year. As I said, that is how FemmeBot was born. It must be a bot... made from bot parts, so I make the parts appear as close to human as I know how. ))) Exactly how and why things work as they do, I do not know. I can take female sim body parts do as I do with them in Blender, save as object, convert to geom, add bones, convert to workshop object, fix seams and install the "parts" into a Plumbot cloned CAS item in TSRW via the project contents panel, NOT the mesh tab. Save, reopen and they are now bot parts. Other ways of making them as bot parts and they retain references to having been human sim parts... and so can more easily revert to human. There is a glitch where bots can turn human that is an EA issue, and I can't fix that. Other things I do in the mesh tab, and then to changer the shader I do in s3pe. Then test... adjust... test... adjust... each time repackaging. Finally when I'm ALMOST happy, I will make LOD 2 and 3 as they are not seen except at distance. Then, I may continue more work on LOD 1. But I digress... Yes, the bot age up was just an experiment. )))
jdw6 Posted March 5, 2021 Posted March 5, 2021 2 hours ago, LadySmoks said: change to droid Ohhhh... is that what that does. I vaguely recall seeing that and never was curious enough to click it... or, well, have always been overly protective of "my" sims. panty/skin issue update: Put 392 into the game, removed 409 (so it did the whole "upgrade" process), no luck. Found I had deleted a couple gigs of CC between when it worked to when it broke. Putting that back didn't fix it either. Put the older KW settings files back into the Library, removing the newer ones... nope. Checked the other library files, the 5 new lots had different filenames, but their contents were identical. The other few were lots I made & saved. About the only few files that are not the same are the dccache files. I suppose I could check their contents, but, meh... But, well, it does seem like I figured out a fix. I also remembered which panties I had originally given her when I brought her into this world. Adding them back on her, oddly put them into her inventory, and not wearing them, once I teleported her back home after exiting CAS... (I doubt the teleporting home did it.) So I had her clean up those from her inventory, get new from the dresser, and voila, skin was fine after wearing the new ones. So, apparently, somehow, it wound up thinking there were panties, but without actually having any showing in CAS. ? At least that's the best "reason" that I can come up with. Spoiler Interestingly enough, when I 1st checked in CAS (after reloading this save), CAS didn't show any panties on her.
jdw6 Posted March 5, 2021 Posted March 5, 2021 1 hour ago, LadySmoks said: despite grave markers in ITF, they really don't die Ya know. I never really thought about that discrepancy. 1 hour ago, LadySmoks said: Ukraine recently? Nope. I'm guessing there's quite a lot who are making frankencars there?
Dickhead8888 Posted March 5, 2021 Posted March 5, 2021 On 3/3/2021 at 11:18 PM, landess said: I'm the type that opens the compressed archive (using 7Zip) and drags what I want to the place I need it. I guess I do it this way because as a non-typist, it's faster and I can visually see exactly where it's going. I've never had a problem, so am not sure if this statement is meant as advice, or satire . I get the feeling this 'tuning' thing is more a queue Hierarchy. Even set to zero(?) won't disable it, but instead allows other possibilities to be chosen ahead of it - at least this is how stuff like this works in other games I've played. I like to use EA's Dragon Age Origins as a placeholder for explanation. The player has control of a single character, but can switch to any other character within the party. Any character not under player control has options for action controlled by the 'computer'. A player can choose to make options 'more or less' usable based on a value system whereas making a choice #1. Then another #2 and so on. The game looks at #1 to see if it can be used - if not, it then looks at #2 - on and on. It 'may get down to #5 or 6, but then #1 becomes available again, so changes back to #1 and repeats the process over and over. Now without fail, no telling if something controlled by KW alone isn't 'immune' to this selection by the game's default mechanics in league with KW's own settings. It makes my head hurt to think of the web being spun, so I'll stop there. Short answer - YES. Long answer - Only certain animations support multiple partner events. Only certain locations support these animations. Sims must fulfill certain requirements before the mod will try to include them as possible participants. Even then, these same sims must also be free of certain flags which would deny their participation. Are you still following? If all else fails - including your patience - set KW debugging to 'always accept' (the universal answer to most everything) and try. >Sideways answer - if the animations fail with always accept on - you may have accidentally duplicated an animations package as KW now comes with a few 'pre-installed', but I don't believe the OP reflects this and still recommends them for download/use. Hide contents Since you make no mention of issues with solo/twosomes/threesomes, I'm forced to make a few assumptions but hope the above shots give you encouragement. I know this gonna take a while but Can I have your list of animations installed?
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