landess Posted March 5, 2021 Posted March 5, 2021 1 hour ago, Dickhead8888 said: I know this gonna take a while but Can I have your list of animations installed? Already posted a screenshot previously. Since this was taken I've upgraded a few, but the names are the same while the number of animations will have increased. The only name changes would be Clydie's, from what is shown to kw_clydie_anims, and the addition of kw_ollcity_anims. As mentioned in the 'reply this was part of' - the part unseen (unless one scrolls down) is just the 'add animations' menu option. As for the L666 animations, I have replaced those in the default KW file with the 'fixed' versions (including patreon released) found near the end of that stickied download post. Because the Patreon for L666 was removed, and L666 deleted that account (hense the guest tag being used), there has been no fall out concerning the posting of those 'paywalled' animations being uploaded here. As of now - it's the only place I know one can get them. I went through my existing attachments to find that shot so no one would have to do a search for it...... (Am I really at 162 pages of attachments?)
namaradus Posted March 5, 2021 Posted March 5, 2021 12 hours ago, LadySmoks said: 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. If they want that to stay hidden it won't be in any of the build packages. Trust me if we want to keep something hidden you'll never find it. Here's a little secret about the Sims 3 there are in fact 2 or 3 test worlds in the game that I know of there might even be 6 but you'll never find them no matter how hard you look through the game files. That's because they are totally invisible and can only be seen with specialized software that only game studios have. That slider could very well be right in front of you but you can't see it because it's invisible. 10 hours ago, jdw6 said: 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"? Maybe but it'll be random location.
landess Posted March 5, 2021 Posted March 5, 2021 10 hours ago, jdw6 said: children go when the EA version of child protective services comes to take the kid out of the home I've often wondered if they are added to the file EA uses for adopted Sims? As for @LadySmoks Clone baby - I have a theory: Spoiler 7 hours ago, jdw6 said: gotta be the eyebrows I remove eyebrows from all PlantSims (and most Aliens - rarely using the eyebrow types that look painted on) 6 hours ago, jdw6 said: Yet, when it comes to a computer, people think reality doesn't apply Long story made short: Many moons ago I had decided to remove files from my system thinking they were placed there by some program/game/etc? I used the dates to determine this. When I went to start my computer again, I got messages from the BIOS stating why it couldn't start and would mention a specific file. I then found and copied that specific file from an older computer to a 3.5 floppy, and copied it to the 'broken' computer using DOS. I then proceeded to repeat this procedure till all the necessary files for Windows/etc. were replaced (could then use the disk to finish repairs) and learned a lesson about PC's, Windows, dates, and system files...... Not as smart as I thought I was, yet smart enough to fix it. Lesson learned! 6 hours ago, LadySmoks said: but to kill their game files because they were not warned to not mess with them? Well, while not the same one could use the analogy of firearms. People used to be smart enough to handle guns carefully. Then manufacturers began adding 'safeties'. Now we have trigger locks and are recommended to keep guns locked in a safe or other form of lockable containers - unloaded! We sort of see that with software - read only, hidden files, and other changes meant to keep idiots from shooting themselves in the foot. >>> I mentioned above an experience I had which taught me a VALUABLE lesson. I was lucky I knew enough to get myself out of that jam. I don't have the same faith in the general PC user population - Corporations have made it too easy for just anyone to use a PC now. Stick to consoles and mobile phones. Want to play with the big boys? Then man up and don't cry like a little bitch when one fails (to read/comprehend/pay attention to detail/etc.)
landess Posted March 5, 2021 Posted March 5, 2021 11 hours ago, jdw6 said: 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) Because my version of KW is located in the merged package from hell, I must upgrade KW through S3PE. Knowing many of the package files used are more or less 'default' to the mod, plus having certain ones replaced like the Kinky TV and L666 animations, I tend to look at file size for confirmation of replacement. While the date is 'probably' the best way to be sure when thinking about it, I can say I may have actually avoided some issues other's experience by using 'older' files which doesn't impact the mod working. Perhaps a 'change' was made to one of these files, yet the mod works fine with an older version - while the new one introduces a problem? Food for thought. 11 hours ago, jdw6 said: making large negative would make them actively avoid it This is pretty much how gender attraction works. Also seen in relationship values. I found it interesting skills not 'learned' are usually -1 and not 0. 11 hours ago, jdw6 said: do any of you allow Register to use residents? I don't. I'd prefer Inactives have jobs in places like bars, maids, register attendants, etc. But the hours are brutal. If the game had a tune-able mod that could set hours and days (like the KW Brothel feature) even allowing role sims to take up the slack, I would most definitely have 'townies' working in places outside of rabbitholes or Ambitions/Showtime careers. Somehow these EP careers seem stable for inactive Sims although I never see them actually performing those duties. BTW - the 6th day clones didn't have a genetically engineered lifespan, that was Bladerunner. The 6th day clones had the ability to update the 'memory data' used for new clones when the old one died. A 'goof' in the 6th Day was when a clone complained of being able to 'feel' something like a 'ghost' of the damage done which killed the previous clone - this could never happen as the event was never recorded to the memory data. The best they would achieve is realizing they were suddenly back in a lab instead of the location where the last memory capture had been taken, and saying "I guess I died". >>>Maybe someday I'll figure out how to do -snip- Quotes (highlight/babytab quote) from multiple pages instead of having to use the multi-quote feature and then butcher the original quote to the relevant sentences.
BulleCore Posted March 5, 2021 Posted March 5, 2021 9 hours ago, LadySmoks said: 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. Same here, impossible to import settings while the file is exported as a KWexport... forcing me each time I want a new game to set everything for an hour in order to have a fairly smooth game (in theory ?)
landess Posted March 5, 2021 Posted March 5, 2021 1 hour ago, BulleCore said: impossible to import settings Not sure 'why' but I can only import settings to a new game. If I try to make a change to the settings and then import that into a save which already had 'used' the import feature - it fails. _______________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________ >>> I mentioned something above about using KW files from an 'older build' and if someone wants to test for themselves to see if it makes a difference, I suggest using Build375, then ONLY adding in the package from a newer build which adds the changes made to the main body of work. Now the dates shown in the 'latest' build would appear to show there have been no changes to many of the files included. I myself did have to add the newest KW animations package when it 'updated', but then I just made sure the mod was using the newer L666 animations I have instead of the default ones included with that build. Obviously making back-ups/new folder to test this would make sense. Also like myself leaving the oldest 'unchanged' files from an earlier build even if included in the newer one. I just don't understand why I have less problems than many and because of so many variables with mods/mod selection/player settings I decided ANYTHING could be causing issues and remembered how I myself was updating KW (minimally - not completely) and thought "Hell, it might be something simple as this". I know shit happens - and in an attempt to maybe find a simple reason for the discrepancies often cited, I thought just MAYBE, one of the older 'stable' files has become corrupted, or other ones like 'medicines/objects/outfits/etc.' might have something changed which isn't required for operation, but include code which causes many of these problems. I just don't know - yet decided to throw out something which just may answer a few questions. >>>I've often mentioned the old "if it ain't broke. don't fix it" over and over. Before the internet became the patching playground of the western world - games released, they worked, case closed. Now with changes in hardware and other stuff, I get why things may sometimes need to be patched. But if the user has made no such changes, being 'forced' to update drivers or other game code when EVERYTHING was fine before is just intrusive IMO. Because of this mentality, I often never update software or other things to the newest versions/builds unless I HAVE A PROBLEM. So many times I notice I'm using much older versions of things other users may not have access to, or have chosen to update like good little boys and girls. This concerns me as it's just another monkey in the wrench.
Guest Posted March 5, 2021 Posted March 5, 2021 4 hours ago, landess said: MAYBE, one of the older 'stable' files has become corrupted NOPE! You could have asked, as I have done complete redownloads of YOUR build 375 that I reposted (unless your 375 is corrupted?), to make sure I wasn't using corrupted files, a while ago. ) 4 hours ago, landess said: update software or other things to the newest versions/builds unless I HAVE A PROBLEM. Ahhhhhh.... You and my husband should get together and chat about your conspiracies, although you are both NOT conspiracy theorists!!! I must admit that in many ways, he was and is proven right on this one, that new computers are "ticking time bombs". They have a timer and a preset lifespan. My game laptop was online one time in November when I got it back from repair. Why did it want to be updated in Dec and Jan? Apple admitted they slowed their phones to force people to buy new ones. OY!
landess Posted March 5, 2021 Posted March 5, 2021 1 hour ago, LadySmoks said: NOPE! You could have asked, as I have done complete redownloads of YOUR build 375 that I reposted (unless your 375 is corrupted?), to make sure I wasn't using corrupted files, a while ago. ) I think you misunderstand. I'm saying the files from 375 ARE good, and those same ones in later builds 'may' be corrupted somehow or the other files which had updates along the way like medicines/characters/objects/outfits which are larger and have newer dates might also be the cause... I understand that those files which aren't updated should just be an archive included with the newer packages for compression and upload. This is why I never bothered to use the 'same' ones included with newer builds. Since I have to merge KW packages into my 'big merge' - I have no way of looking at it to see exactly which packages from what builds I used, but I can say this much - I haven't replaced files which appear to be the 'same' when merging, and not sure if I even added ones that have been updated. I know the main changes to KW are with the KinkyMod.package therefore that one DID get merged/used for certain every time. I can't confirm they are the cause. I simply realize that as I have updated my KW mod packages, I DID NOT use all of them. I had a brain fart based on knowledge I hadn't considered, as an answer to some troubling questions plaguing KW mod users. As much as I dig on KW, I also think about the reasons for our issues which can't be solved. I'm talking the advanced troubleshooting above our pay grades and certainly not anything a new user whom can't unpack a file before using would think about. We keep racking up situations. I can't figure them out from a coding standpoint - therefore I looked at cause and effect, and perhaps the way I was handling my KW installs could be the reason for my different experience. Many users mention issues with service sims like the mailman. This may be due to the characters file which has changed since 375. This is the type of thinking I can do. Problems with outfits? That file also changed. I'll just leave it at that.
Guest Posted March 5, 2021 Posted March 5, 2021 29 minutes ago, landess said: I never bothered to use the 'same' ones included with newer builds. Got you. You do check package size? As I did notice a couple of newer packages (aside from the KW Mod itself) were larger, which I take as having new, more, different content, or some combination thereof. Also, I found that Windows does not necessarily do a great job of simply overwriting files. If replacing files, it seems to be better to delete the old ones and then install the new ones, instead of relying on Windows to correctly overwrite them and replace them for you. 34 minutes ago, landess said: KW packages into my 'big merge' An issue I was forced to fix a while ago. Actually, never merged KW with anything other than KW and KW animation packages, but then the animation updates, and I separated everything with a fresh KW in a separate folder to make replacing things much easier now. Same with Nraas and a few other script mods. They were one merged package. Now, Nraas has a folder, and groups are merged... MC and related modules, SP and related modules, etc. And having taken a page from you, the zips are in an archive folder. ))) 53 minutes ago, landess said: main changes to KW are with the KinkyMod.package Just by package size, there are more Oniki animations. I noticed animations for "sneaky woohoo" if the female is passed out sitting on a sofa, and I'm sure there are a few more. Your install... Well, we HAVE said that individual installs, other mods installed, mod settings and interactions... results will vary!!! Just that you turn off aging, who knows how that changes things in the world of 1010010100010100001????? Here's one... a "sleeper"... (maybe)... Okay, so as always, I'm testing as I'm playing. I'm in Cronor and decided to make a bar out of the laundry. There is an issue with Tipplers Bottle that I know of, so I use it to generate "Norm", but then do not touch it and all is well. Perhaps 30 mins sim time and CTD! No freeze, nothing, just blip! Restart... same. Nraas total reset... blip! Okay, what is new? 1 test bot and a CC toilet. The toilet came in a downloaded world, but I had never used it before and the bot was easy enough to replace, as there was only 1 of that model in testing, so BOTH gone and no problem. I doubt it was my bot, but as I have remade that model 4 times since then, I don't care. I may try that toilet again, but it isn't THAT important to me. Point being, just one of those things that happens. Is that CC toilet a "sleeper"? OK if just in the folder, but will CTD if used??? For those aching for FemmeBots... all this testing is why! When YOU get this bot, she will NOT crash your game!!! ))) The mailman issue is something @jdw6 looked at. That, repairman and pizza delivery have been hard coded by Oniki to always be male, for whichever patron's fantasy, and there's no off switch. AND he said, his male sim was autonomously doing a Kinky dance or something for the mailman... and his sim isn't gay! Or someone posted that happening. I briefly turned on the strapon for bot testing with "manual" and forgot to turn it off. I had a male ask a FemmeBot for anal and the FemmeBot got the penis attachment!!! AND... the male is not gay!
Clydie Posted March 5, 2021 Posted March 5, 2021 46 minutes ago, LadySmoks said: I briefly turned on the strapon for bot testing with "manual" and forgot to turn it off. I had a male ask a FemmeBot for anal and the FemmeBot got the penis attachment!!! AND... the male is not gay! Saw the same in my game even with strapon "off". Bet my male sim will not touch the Fembot anymore ?
Guest Posted March 5, 2021 Posted March 5, 2021 12 minutes ago, Clydie said: even with strapon "off" I have never had that. Is that KW or Passion??? A LOT of testing, and with strapon disabled, I never had the penis applied to a FemmeBot. Bot parts are unisex, but I uncheck male in TSRW so their parts only show if you are building a female bot. V800 is checked male only. Although, with strapon disabled, I have had the penis applied to him... but never to the Femmes. Hmmmmm.....
Clydie Posted March 5, 2021 Posted March 5, 2021 32 minutes ago, LadySmoks said: I have never had that. Is that KW or Passion??? Have a setup with Fembots in KW only. Never I use the strapon and was really surprised to see it in my game. Think it was your very first fembot. Can try to see this phenomen again and report back.
BulleCore Posted March 5, 2021 Posted March 5, 2021 8 hours ago, landess said: Not sure 'why' but I can only import settings to a new game. If I try to make a change to the settings and then import that into a save which already had 'used' the import feature - it fails. _______________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________ >>> Quote I mentioned something above about using KW files from an 'older build' and if someone wants to test for themselves to see if it makes a difference, I suggest using Build375, then ONLY adding in the package from a newer build which adds the changes made to the main body of work. Now the dates shown in the 'latest' build would appear to show there have been no changes to many of the files included. I myself did have to add the newest KW animations package when it 'updated', but then I just made sure the mod was using the newer L666 animations I have instead of the default ones included with that build. Obviously making back-ups/new folder to test this would make sense. Also like myself leaving the oldest 'unchanged' files from an earlier build even if included in the newer one. I just don't understand why I have less problems than many and because of so many variables with mods/mod selection/player settings I decided ANYTHING could be causing issues and remembered how I myself was updating KW (minimally - not completely) and thought "Hell, it might be something simple as this". I know shit happens - and in an attempt to maybe find a simple reason for the discrepancies often cited, I thought just MAYBE, one of the older 'stable' files has become corrupted, or other ones like 'medicines/objects/outfits/etc.' might have something changed which isn't required for operation, but include code which causes many of these problems. I just don't know - yet decided to throw out something which just may answer a few questions. >>>I've often mentioned the old "if it ain't broke. don't fix it" over and over. Before the internet became the patching playground of the western world - games released, they worked, case closed. Now with changes in hardware and other stuff, I get why things may sometimes need to be patched. But if the user has made no such changes, being 'forced' to update drivers or other game code when EVERYTHING was fine before is just intrusive IMO. Because of this mentality, I often never update software or other things to the newest versions/builds unless I HAVE A PROBLEM. So many times I notice I'm using much older versions of things other users may not have access to, or have chosen to update like good little boys and girls. This concerns me as it's just another monkey in the wrench. I've tried this yet, with another game then I decided to stop because my sims wasn't able to sleep anymore.. I mean (I don't know if I'm clear so I precise), I tried to start a game with the 375version, all the latest animations possible for me, and a more recent ONIKI_KinkyMod.package, first I was happy because the game was working. Then, after than less of a human day of playing, the game sent me on my desktop. So I took the whole Kinky Mod folder (not the other animations but just the things that are in the KW Build375 I modified), and I replaced it with the latest version without modifying it. I was playing well when suddenly my sims in her first day of life wasn't able to reach her bed, I did everything, tried to change the bed, to change its location in the lot, there was nothing to do. I started the game again, deleted the caches and she was able to sleep again. I sent her to the University and then the problem started again. I decided to throw the save. Her original house was in an empty lot in Moonlight Falls, I've read somewhere that this lot was corrupted and I don't know if it's real so I avoid this one now. I've started a new game with the same configuration and everything seems to be OK even with an old sim from another installation (I like her because I really succeeded for once in the CAS maybe I was inspired that day and CAS can be a real nightmare) that I want to clone while playing because I want the same but as a virgin for real even for skills.. I mean, I don't know if my intuition is good there but I'm quitely sure she's like ghosted by KW... With her I encounter some crazy situations the game is like crazy (i find this amazing but a little bit hardcore)... I know now how to save a sim so I will never meet this kind of matter again for sure! I'm still curious to see how could work the game with other KW versions btw, and I'm ready to create a whole folder to test them in the future. There's something else today, I wanted to save a build into the town modification when I saw this two things! What would happen if I put them in a new lot? Do You think it's possible to reach the old KW settings there?
Guest Posted March 5, 2021 Posted March 5, 2021 2 hours ago, Clydie said: KW only That's right, I don't think they will work in Passion? Well, I just checked, and FemmeBots ARE listed as female only. Doesn't matter if Patreon or you "hang out with Jack Sparrow", as @Patriguz so aptly put it, which KW build AAAAARRRRRRR YA using? ) FYI, currently AYE (probably not the correct use of "aye" here, but) BE using 408 and have not had that with strapon disabled, however, the scenario I mentioned did happen. Currently being tossed about is the possibility (probability) that some changes were made in recent builds (that seem to be more of those things a patron paid for) and most don't want. A male asking for anal sex from a female and screw what YOU want, she automatically gets a strapon (or in the case of FemmeBots, one of the penis options) and he bends over. "Gender Preference" be damned! Dominant/ submissive? Doesn't matter.
Guest Posted March 5, 2021 Posted March 5, 2021 3 hours ago, BulleCore said: I tried to start a game with the 375version, all the latest animations possible for me, and a more recent ONIKI_KinkyMod.package It won't work. The KW Mod package references things in other packages, and if they are not found in those older packages because those items were added in later builds, then the KW Mod gets confused as it looks for things that aren't there. I have never seen the screens that you took pictures of?
BulleCore Posted March 5, 2021 Posted March 5, 2021 2 hours ago, LadySmoks said: It won't work. The KW Mod package references things in other packages, and if they are not found in those older packages because those items were added in later builds, then the KW Mod gets confused as it looks for things that aren't there. It makes sense 2 hours ago, LadySmoks said: I have never seen the screens that you took pictures of? If You mean You've never have seen that before, I've found this in modify the town mode after trying to export the settings .. I've been surprised to find these things there, but I didn't try to put them in a new game yet.. Btw I don't know what is a CASP prop erty
Guest Posted March 6, 2021 Posted March 6, 2021 1 hour ago, BulleCore said: CASP property CASPProperties = Create A Sim Part Properties is the description of which top, bottom, shoes they are wearing. But still, I have never seen either of those when I have been in Edit Town? Not that I have seen everything! )))
Vester7 Posted March 6, 2021 Posted March 6, 2021 Guys, can someone rundown again what exactly is supposed to happen when you turn a female sim into a futanari? You make them drink the futa potion or get some surgery...then a dick appears? Is there some sort of script announcement, like this sim has turned into a futanari or something? I have alternate bottoms by cmar, but I vaguely remember never having to manually assign them to a woman turned into a futa. They kinda just popped up after going through the surgery....
jdw6 Posted March 6, 2021 Posted March 6, 2021 21 hours ago, namaradus said: If they want that to stay hidden it won't be in any of the build packages. Trust me if we want to keep something hidden you'll never find it. Here's a little secret about the Sims 3 there are in fact 2 or 3 test worlds in the game that I know of there might even be 6 but you'll never find them no matter how hard you look through the game files. That's because they are totally invisible and can only be seen with specialized software that only game studios have. That slider could very well be right in front of you but you can't see it because it's invisible. Maybe but it'll be random location. 21 hours ago, landess said: I've often wondered if they are added to the file EA uses for adopted Sims? That would make sense, so the game wouldn't need to spend CPU cycles creating a new one. Therefore, it's probably not how they did it. ? Programmers are sometimes lacking in, well, the ability to see things clearly on how to make stuff work better, when faced with extreme deadlines. 21 hours ago, landess said: I remove eyebrows Figured as much, for you. Dunno why, but I've kinda had a "it is how it is" for in-game-"born" sims. I'm slowwwwly getting away from that concept, though. 21 hours ago, landess said: messages from the BIOS Been there. Not fun. But being able to fix it is certainly gratifying. (the little voice that's gotten quieter with age in the back of my head is trying to tell me a guess at filename, but, well, my hearing's gotten too bad) 21 hours ago, landess said: just anyone to use a PC People are inherently lazy creatures. If someone will do something for us, we stop doing it for ourselves and never learn. (Sometimes you have to take the crutches away to force someone to learn how to walk again.) But corporations want money, and those few at the tops aren't satisfied with what they have, so they buy more and more corporations. (Just look at how much "knowledge" distribution power Discovery, Inc. has. Or how few actually are in charge of just about every single media outlet on the planet. Hard to not be worried. Great advanced civilizations have disappeared from this planet time and time again. I just hope ours lasts until after I'm gone. But if it isn't could it hurry up and start collapsing already! ha! 20 hours ago, landess said: usually -1 and not 0. Probably some C#-programmer trick here... been too long since college, but I do recall some performance trick w/ using negatives, although that might've been assembly, not C. 20 hours ago, landess said: If the game had a tune-able mod that could set hours and days Look in this file: S3_0333406C_00000000_1D845318317FFD35_NpcRoles%%+_XML.xml I'd been in it a time or two to adjust the store hours, but I seem to have forgotten about bartenders. Interestingly enough, the EA default for Bartenders and Bouncers are to fill them with "Townies" (as opposed to "Residents"... Residents being selectable inactives, I do believe, and Townies are unselectable NPCs) and have their start and end hours set to "0" (midnight) -- the hours for the various bars/clubs/hangouts are set in the "Bars" XML file. My current incarnation of them are here, in case someone's curious to look at what hour start/end (or open/close) options exist. DISCLAIMER: no support or guarantees should be expected. NOTE: this will conflict with other mods that touch these files... TS3 has a "there can be only one" way of pulling in mods, and from someone who has had to merge multiple changes in the same file from multiple developers, it is NOT something that could be done by code with 100.00000% chance of success. Some dev tools do a good job at automating that process, but even them fail far too often. But, like I said, this might give an idea as to whether what you want could or couldn't be done. BTW, between these, I've done > 15 changes over the last 15 months... hmmm... a change a month average. ha! I like that. lol Spoiler S3_0333406C_00000000_270C087EF75701F3_Bars%%+_XML.xml S3_0333406C_00000000_1D845318317FFD35_NpcRoles%%+_XML.xml 20 hours ago, landess said: the 6th day clones didn't have a genetically engineered lifespan Spoiler 20 hours ago, landess said: how to do -snip- Quotes (highlight/babytab quote) from multiple pages Did those used to work on here and "broke" after the recent update or has it always been a pain? (Oh, and your tip on using multi-pass... um... multi-quote was helpful. I hadn't considered doing that.) 18 hours ago, landess said: only import settings to a new game I've probably noticed the same, but chalked it up with "!$!$#!$@#$ KW why can't your dev actually !$!@#$!@#$ TEST their code!!!!" and never quite put 2 and 2 together to notice a pattern. If you reallyyyyy get curious, you could open up the, roughly, 4k in size newest or almost newest file in your Library (after a save & quit) and looking inside the "FAMD" file in s3pe to see if you can find clues. (side note: anyone have a way to read those easier than trying to read bad hex previews w/ tons of crap between letters?) 18 hours ago, landess said: Obviously Spoiler 18 hours ago, landess said: I thought just MAYBE, one of the older 'stable' files has become corrupted, or other ones like 'medicines/objects/outfits/etc.' might have something changed which isn't required for operation You might be on to something, here. But, at the same time, you might be opening yourself up to have issues. What I saw in the code, was that KW liked to reference things by Instance ID (annoyingly what I was seeing was a decimal version of it, not the hex number shown in s3pe, so finding & verifying became mentally taxing) instead of by a more "upgrade friendly" resource or object name (thinks s3oc shows really do exist and are useful). 18 hours ago, landess said: This concerns me as it's just another monkey in the wrench. monkeys. keyboards. Shakespeare. Huh? What? Can't have too many wrenches, or so my dad believes. 13 hours ago, LadySmoks said: They have a timer and a preset lifespan. ... Apple admitted they slowed their phones to force people to buy new ones. OY! I think they got caught doing that to an older version of OS/X (Mountain Lion, maybe earlier). Epson printers have a preset idea of "after X days & sheets & starts, Y or Z parts MUST be replaced". Last -- never buying again, if I can help it -- inkjet from them thought the "ink fill reservoir" was "full" and needed replacing. Let's just say plastic doesn't survive impact from a sledge hammer... and that the "reservoir" was only 1/3 full. 11 hours ago, LadySmoks said: You do check package size? Oh, and in case anyone is wondering. I use Beyond Compare from https://www.scootersoftware.com/ to do a binary comparison of anything. If all the 1's and 0's are identical, the file is identical. If there's any differences, it'll show up. Absolutely the single best utility I have ever found in 30 years of computer use! (Naturally it can do a heckuva lot more than that. It's also great for backing up files, since it can also do checks to verify they files sync'd correctly, help look inside some files to show differences... yadda yadda yadda getchasome and get'r done) 11 hours ago, LadySmoks said: Is that CC toilet a "sleeper"? OK if just in the folder, but will CTD if used??? Did you check with Sims 3 Dashboard (aka "Delphy's Dashboard", even though that's not the exe or name shown when running...) or that specific package with s3pe? Only times I've had a package cause immediate issues was when it was (1) a TS2 package (the dashboard will tell ya); (2) a corrupted package (sometimes the dashboard will tell you right off, other times you have to actually click/arrow key down to that package before it tells you); (3) a TS4 package (dashboard no help, s3pe will complain, I think); or (4) the package had some other nastiness inside it, like an embedded package (s3pe, turn "enable fallback hex preview" on under settings, then look at the "UNKN" files for any that have DBPF up towards the top. This is what the sims3pack cleaner checks for, but I was assuming it wasn't installed that way, for some reason.) This is a good example of why anyone really should have a good base knowledge of files, programs, and, well, critical thinking, before they start trying to mod their game -- either by installing mods from other people or doing it themselves. Kinda the "welcome to the big leagues!" view. 9 hours ago, BulleCore said: What would happen if I put them in a new lot? Yeah, um, do NOT use those (or any NRaas settings) for populating a lot! The only way mods like KW / NRaas have (apparently) to save settings is to make use of the Saved Household code in the game. At best, nothing will happen, at worst, you'll wind up with a corrupted game/save file/end of life as we know it... hahaha, maybe not that 3rd. 1
jdw6 Posted March 6, 2021 Posted March 6, 2021 On 3/3/2021 at 8:48 AM, jdw6 said: Anyone else having issues where NRaas Dresser winds up removing everything during a manual "check outfits" Stumbled upon the cause of this. "Somehow" (probably me being an idiot & getting logic reversed) every single EP/SP was marked as being invalid in Dresser's settings. I seriously doubt that's how it is by default, and I know I was looking there a while back. I just don't recall clicking on all 22 items. Still, I probably mis-read or mis-thought, thinking it needed to be "true" to use, and false to not use... one of those "if not invalid" vs "if not valid" things that I wind up getting bit by. On the NRaas v KW thing: At least KW correctly uses the "cancel" and "accept" buttons, unlike NR, where "cancel" is more "close current menu, but keep what you changed as changed". ? I may rip on KW pretty hard at times, but there are quite a few things that dev did right, or, well, closer to my version of "right".
jdw6 Posted March 6, 2021 Posted March 6, 2021 8 hours ago, Vester7 said: Is there some sort of script announcement Looking in the 409 code, it doesn't look like there's anything special in the form of any messages. For the surgery route, there is the standard "Hospital_Surgery:Feedback" type notification. But it's looking like all it does is add a flag and call it a day. Meaning: *poof* your sim is now a "shemale" (as it's called in the code) and you're just gonna have to trust that it finished correctly. There's doesn't appear to even be any debug output, so enabling debug messages wouldn't help. Quite often having that on will help know what's happening, oddly not here... has me thinking I'm missing something.
landess Posted March 6, 2021 Posted March 6, 2021 14 hours ago, LadySmoks said: I have never seen the screens that you took pictures of 17 hours ago, BulleCore said: What would happen if I put them in a new lot? Those are not families, just KW settings files kept in the Library. I don't know what would happen - likely nothing as the game would begin a series of operations and be forced to 'give up' immediately. 1
landess Posted March 6, 2021 Posted March 6, 2021 10 hours ago, Vester7 said: Guys, can someone rundown again what exactly is supposed to happen when you turn a female sim into a futanari? You make them drink the futa potion or get some surgery...then a dick appears? Is there some sort of script announcement, like this sim has turned into a futanari or something? I have alternate bottoms by cmar, but I vaguely remember never having to manually assign them to a woman turned into a futa. They kinda just popped up after going through the surgery.... The Mod will use a different nude bottom mesh - one with male bits. I don't use a futa potion. I don't send them to the hospital. I open the KW debug, choose the correct option (change to shemale), close the menu and select the naked option. I then take them into CAS naked and select a skin tone which has detailed penis textures on the female version of that skin choice (otherwise it looks like colored plastic). That's it. - NOW - if you have an accessory penis, you can add that to a female bottom/full outfit selection if it suits you to have a dangly part showing. As an accessory, one must take steps to change outfits/settings/etc. for KW woohoo so it doesn't remain 'equipped'. I mention this last part since the mod only adds the nude bottom mesh when 'nude', so any other outfit* for females won't have a penis and using clothing items which are 'open bottomed' will NOT show a penis - savvy? There are a few female tops which WILL include a texture for the bottom. When using these with a naked bottom, the shemale/futa will indeed be 'ready for action'. Spoiler
Guest Posted March 6, 2021 Posted March 6, 2021 2 hours ago, landess said: Those are not families, just KW settings files kept in the Library @BulleCore, Is that what you get when you click on the families at the bottom of the screen in edit town? If yes, then I understand now, and the way my game is, it is just different. As landess said, the ones with no family image may be KW settings you saved, and can't import because it's broken and useless, and there may be others with no image that are Nraas saved settings.... AND a bunch of families?
BulleCore Posted March 6, 2021 Posted March 6, 2021 2 hours ago, landess said: Those are not families, just KW settings files kept in the Library. I don't know what would happen - likely nothing as the game would begin a series of operations and be forced to 'give up' immediately. Ok, I thought they were there because the KW mod has been activated in the original world of the sims... I thought it had a link with the world where the game was created or something like that. I also have some questions about the updates of the KW, the more we go in time, the more things seem pretty harder to manage, for example the morning wood, or the fact they always find a way to have sex, forcing me to set it in the debug pie on "always accept - OFF" and even with this it happens that it is still "ON" sometimes and I don't know it. I guess it is more to resolve bugs, glitches and to add more things in the mod, or also to satisfy some customers but it also look harder, even the female sims look more like sluts , being flirty with no reason to be ... I wonder if there are other versions (but the 409 because it is the last one) that are less ... weird.
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