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


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Posted
5 minutes ago, LadySmoks said:

@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?

Yes it's among the families 

Posted

Hi, everyone.  I just got a new laptop, and am trying to play Sims 3.  Installed some new anims from here (MaryJane's update, Clydie, OohLaLa, and KinkyLucas's update), and now the game won't play at all.  It gets to the end of the loading screen, then crashes right before it goes to the Sim selection screen!  Can someone help?  For background, here's what I did.  I copied everything from my old laptop (8-year-old Dell) onto an external hard drive, then transferred it to my new one (HP laptop).  The KW-enabled games would crash quickly and suddenly.  Then I got the new anims, and now it won't let me play at all, even the non-KW ones.  I erased EVERY KW-related thing from the Mods folder and re-installed it (and yes, I unzipped what needed to be unzipped).  I cleared the caches, and restarted, and the game STILL crashes.  Am using the 399 KW build, btw.  Have been playing Sims 3 for 8 years now, but have never had to transfer games and content between computers until now.  Is there something I've missed?  Any advice?  Thanks in advance! (If this isn't the right thread for this, please let me know.)

Posted
22 minutes ago, YahooRose said:

Am using the 399 KW build

Probably the problem. If you had 399 running before, I'm amazed. 3 options... Join Patreon and buy a newer version, find Jack Sparrow and get a pirate version or use the build 375 that WAS posted here as public and then replaced with that poop 399, that @landess had reposted several times, and I have placed on this page... https://www.loverslab.com/topic/156041-sims3wip-kinkyworld-v037-updated-may-3rd-2019-wikipage/

 

 

Other info regarding TS3 and KW requirements and helpful links also on that page.

Posted
1 hour ago, YahooRose said:

The KW-enabled games would crash quickly and suddenly

Just curious, which world (or worlds) were these?  I've found that KW causes a fairly quick crash if the world is too detailed (detail, lots of trees, lots of textures, lots of er,um, very detailed lots... english sucks at times lol).  I used to use 399 w/o issue in IslaParadiso (ran it for a few sim-months), but I had the "fixed" copy of that world (that fixed some of the routine issues) and had manually fixed other routing issues I noticed.  That world, BTW, didn't have need for too many role-sims, unlike the other world that did crash almost immediately upon activating KW.

 

Something to try, if you haven't.  Start that old world, let it run w/ KW disabled for a sim-day.  That will give the game time to populate NPCs to staff the bars, registers, etc., all of which can cause memory spikes (which is what causes a good many crashes -- check with TS3CLA and it'll give you an idea of what caused the crash).  After you're sure your old save is working, then enable KW & see if it'll work then.  (That big world, didn't crash "immediately" when I did the delayed enabling, but it still did crash, just after a sim-hour or two.)

 

But, what it sounds like (after re-reading your post) you need to do is this (gonna shorten things up a bit -- these all reference under "Documents\Electronic Arts" and I'm gonna abbreviate "The Sims 3" to "TS3"):

  1. Rename the TS3 folder to TS3.bak, or just leave the copy on your external drive, whatever, just keep a backup somewhere while removing the TS3 folder.
  2. Start the game (yeah, it's a pain waiting thru all the dang useless videos and animations.
  3. As soon as it's finished starting, quit the game.
  4. Make a backup of the newly created TS3 folder.
  5. Copy into the newly created TS3 folder your Mods and Saves folders.
  6. Start the game, load the save, see if it crashes.  NOTE:  It's gonna take extra time to load this time around as it goes and tries to replace missing objects and what not, but this will tell you if KW can run or not. (assuming KW is in your mods folder you just added in and assuming you've got items in your saved game that aren't in your mods folder... like store content or any sims3packs you installed... oh, and assuming the world isn't one of those -- if your world isn't a stock EA world, skip this step.
  7. If the save loaded, and KW can run, quit the game, delete the TS3 folder, put the backup of the new TS3 folder back in place.
  8. Another test, copy into the newly created TS3 folder these:
    1. Library
    2. DCBackup\ccmerged.package  (you can test bringing in the whole folder, there's info out there on this folder)
    3. DCCache
    4. SavedSims
    5. Downloads
    6. InstalledWorlds
    7. Options.ini
    8. userPresets.package
    9. Mods
    10. Saves
  9. Start game, load save, see if it loads, check KW.
  10. If it's good, check for missing store/launcher-installed content, all that "should've" been in the DCCache, but you might find you need to reinstall a few things.
  11. If it's still bad, well... sorry. Happened to all of us.  I personally prefer keeping many many copies of my saves, or, um, save-1, save-2, save-3, ..., save-200... but I'm kinda crazy like that.  At the least I'd suggest keeping a copy of your earliest, I call it "init", game... one where you've gone, started the game, chosen your household, moved them in, did any pre-play edit town things (like adding or removing or changing lots).  An then a copy of your save once you get KW initially installed.  I use almost all of the NRaas mods, so I have a 3rd I keep.  1) EA-initialization; 2) NR-initialization; 3) KW-initialization.  I'd then suggest keeping around 4 copies that you rotate around, but more than just the 2 EA gives you (save & backup).  Most of my save-related issues have been solved by going back 3-10 saves.  But we all have different play styles.  (sorry, didn't mean to sound ranty or preachy there... just trying to give some "moving forward" advice. take it or leave it :) )

Now, all the above is assuming you actually installed TS3 on your new laptop, and didn't just copy in the C:\Program Files... stuff.  If you did that then, well, there's your problem.  It just didn't quite sound like that was what you did.

 

 

Posted
2 hours ago, YahooRose said:

Any advice?

 

I have done basically the same thing so I must start at square one:

 

Did you properly install the Sims 3 on the new system?

 

After this you can copy both x86 and my documents file to the new system. Turn the new install into backups/archives by changing the host folder name as you prefer, then place the old transferred folders into their place.

 

Now go into the archived My Documents Sims 3 folder and copy the .ini files since they reflect the new system info to the working folder. Of course you could instead copy only certain My Docs files and folders from the transfer to the new folder depending on the amount of mods and other changes to A DEFAULT install.

 

Oh, and make sure your new install works properly before trying anything. If it runs okay, then shut everything down and make the changes.

Posted
On 3/5/2021 at 12:44 AM, landess said:

 

Already posted a screenshot previously.

 

packages.png.41b6ec7f3f2d20eb6940a5a492d77e92.png

 

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?)

Is there anyway you can upload those l666 packages online for a while? The version i'm having has 30 animations and i'm missing just that, i think

Posted
1 hour ago, Dickhead8888 said:

Is there anyway you can upload those l666 packages online for a while? The version i'm having has 30 animations and i'm missing just that, i think

There's a link in this post that might help

 

 

Posted
16 hours ago, carine florida said:

sims change ages

Others can give more detailed info, but the clothing allowed is based on the mesh the clothing was created for (think of the 'hoop skirts' from the 1800s with their hoops being a real-world "mesh" and it'll help with the mental image of what the game is doing, it's not quite technically that, but close enough).

 

You didn't mention which ages were being changed to-from, so I'm assuming teen-to-young adult.

 

My understand is that each of these gender/age groups have different mesh sizes -- therefore different clothing:

 

  • M + baby
  • F + baby
  • M + preschooler (aka toddler)
  • F + preschooler (aka toddler)
  • M + child
  • F + child
  • M + teen
  • F + teen
  • M + young adult, M + adult
  • F + young adult, F + adult
  • M + elder
  • F + elder

 

Unless the CC creator did a lot of extra work, creating multiple copies of the "same" piece of clothing, changing ages almost always will force the game to randomly choose a new piece.

 

This is not a KW issue, but base game functionality.

 

Now, where KW and clothing is concerned. KW will change clothing on sims as they gain exhibition skill, unless you disable that option in the "General Settings" menu. Look for "Clothes Update", maybe "Clothing Update". It's the one just before enabling the Kraken.  KW clothing changes are not age related, but skill related.

 

 

 

 

 

 

Posted
19 hours ago, carine florida said:

How to make her keep the same ?

There is a clothing manger in KW menu... forget exactly which section, maybe global... turn it off. Might be another in there somewhere also, not sure. Also, what other mods do you have? Nraas MC, SP and Dresser can change clothing and hair on age up.

2 hours ago, jdw6 said:

gender/age groups have different mesh sizes

Baby, toddler, child are unisex. Male and female use the same meshes, and the same clothes except for a few dresses that are flagged only for female, just as babies are either pink or blue, but they are the same peanut mesh and texture.

2 hours ago, jdw6 said:

Unless the CC creator did a lot of extra work, creating multiple copies of the "same" piece of clothing

Actually, EA did that already on a few female garments, teen through elder, but I don't think they are linked through age up in any way. Examples are many of the skirts. Teen, YA/A and elder all have different CASP numbers and different meshes (YA/A are the same), but all share the same image textures.

 

Posted
5 minutes ago, LadySmoks said:

unisex.

Ahhhhhh... soooo that is what the "U" on some CC indicates, as in CU, PU, etc.  I have some that's CM/CF but others that's CU.

 

I figured (hoped) someone like you would chime in with better info.

 

I did look in the code for the KW stuff, it is exhibition skill based. Not age based. So, basically this is another "blame KW' when it really shouldn't be. Kinda fun to use KW for a scapegoat, though.

Posted
40 minutes ago, jdw6 said:

CM/CF but others that's CU

Yes. Many meshes, including nude top and bottom are CU... Tee shirts etc... I believe all toddler clothes are PU. Not 100% sure about it.

33 minutes ago, jdw6 said:

blame KW' when it really shouldn't be

No, KW does involve itself in age up. Scroll back to see my screenshots as KW tries saying the dwarfism isn't KW's fault (Han Solo) but will try to fix it. Why is KW involved in aging up from child to teen? Truth is that I simply do not recall having that issue on age up before I began using KW. I get a lot of stuck age ups... not sure if THAT is KW or no, so I have not blamed KW for that.

 

But, age up from baby to toddler, toddler to child, child to teen, should have absolutely nothing to do with KW exhibition skill needing to make clothes more risque! Yet, those are the problem age ups.

Posted
49 minutes ago, LadySmoks said:

Why is KW involved in aging up

Oh, right. I'd forgotten & didn't find that when I checked things earlier.

 

The "why" is that KW is once again duplicating things that NRaas mods provide. This time it's trying to be NRaas Dresser. (I swear it should've been a ? modder community standard to require NRaas Mods be used -- and to never ever ever under penalty of having every sim dog pee on you do the same thing their mods do.  LOL @ that mental image.  I may have to instantiate the Oniki Kay sim again & have my sim dog pee on her repeatedly. 

 

There's a quick and dirty way of verifying that it is really KW or not to blame.  Go back to the last save before the age up, disable KW, let the age up proceed.  If the same issue happens, then it's EA.  If it doesn't, then it's probably KW.  (Need I suggest, probably for others reading this, that you do this in a copy of your game directory.  KW's annoying habit of always permanently updating the settings in the Library, except only when told to export them, will mean that you'll loose all your KW stuff...  thus "dirty".)

 

BTW import issue:

I know I've ran into the "can't do a 2nd import" issue before, I just can't remember why the heck I was wanting to do a 2nd import of settings.  Maybe it was when I traveled to another world (either future or vacation) and I didn't think KW had the right settings.

 

What's the reasons for someone else "needing" to do a 2nd import?  KW has 2 Library files that it seems to always update whenever you save a game, make changes to the settings, sneeze... maybe not that last one.  But KW's handling (no surprise, as much as the dev seems to purposefully do things completely opposite how NR does similar things) is nowhere near the same way that NRaas Overwatch's Import/Export is.

 

It does seem to output some error info to the KW log file, if the import routine encounters issues.  Those might shed useful info.  Since I have just about everyone of those for my games, since the dawn of time, I'll have to take a look.

 

Import has "Success", "Cancelled", "NotFound", and everything else.  Some of the "everything else" options include "Busy", "Locked", "AccessDenied" (which all sound like maybe TS3/Windows is locking things it shouldn't be); NotEnoughMemory (ugh); and a few other things.

 

What I was expecting to find, doesn't seem to exist.  So it's not failing, because it set some "already did an import" flag -- at least, not where the Import is done.  There is something that resembles that in the mod's Main Start.  It'll have either "New Game Build" or "Savegame Build" in the log, followed up with the world's GUID.  There's stuff in there that is supposed to handle "travel settings" (one of which is a hard-coded disabling of KW HighSchool if the world is a FutureWorld).

 

While I'm seeing it on the screen (here's the animation packs that KW 409 loads by default), but only does it if it's the 1st time you've loaded KW (which allows you to disable some of these in settings):

 

Spoiler

       WooHooStage.Load("KW_Amra72_Animations");
        WooHooStage.Load("KW_Galgat_Animations");
        WooHooStage.Load("KW_L666_RapeBdsm_Animations");
        WooHooStage.Load("KW_Lady666_Animations");
        WooHooStage.Load("KW_Lady666_Crazy_Animations");
        WooHooStage.Load("KW_Lady666_Kinky_Animations");
        WooHooStage.Load("KW_MaryJane_Animations");
        WooHooStage.Load("KW_Mike24_Pets");
        WooHooStage.Load("KW_Mike24_Lesbians");
        WooHooStage.Load("KW_Mike24_Classics");
        WooHooStage.Load("KW_K69_Animations");
        WooHooStage.Load("KinkyAnalustAnimations");

 

Closest thing to a "smoking gun" that I can find is that the variable for settings is declared both "PersistableStatic" and "static".  I'm not quite sure how C# treats those, I read in the MS docs that it's more limited in C# than C++.  In Java, static wouldn't make a variable unable to be changed after being set, there's a different keyword for that.  It looks like there's a "readonly" keyword in C# for preventing changing, but that's not used... But, this is a "we know better than established standards used for decades" Microsoft language.  So all bets are off.

Posted
33 minutes ago, jdw6 said:

The "why" is that KW is once again duplicating things that NRaas mods provide.

That's not a "why"... That's that it does it, which we know. There is no good reason for KW to get involved other than Oniki's Highlander attitude toward Twallan... "there can be only one..." and unfortunately, her version is the one that is usually lacking. 

 

No need to restart old saves. I have gone through the process of shutting off KW outfit manager during age up and all is fine. As stated before, the only use I have for it is that in populating unpopulated worlds, using KW populate world with KW outfit manger on seems to dress sims fairly well at an 80% rate of passable. 

Posted
2 minutes ago, LadySmoks said:

usually lacking

You might be surprised how often this is the outcome of any dev thinking they are the greatest dev on the planet and can do X better than Y.  One of the (many) things I had to fix at the last job was a similar situation.  A previous dev thought they could do something better than a well established library.  Naturally they failed miserably and only managed to get about 20% of what the thing sane devs use did.  How I found it, was something was broken in that 20% they did.  SMH.

 

KW's got tons of stuff like that.  It almost looks as if it started out as a "I want to learn how to program in C#" project.  Which is better than a "I want to learn how to code" project.  THANKFULLY.  A less evil way of thinking would have it be that she redid a lot of the EA code that she redid, because she just didn't know how to find theirs or find a way to use it.  And, for the other, could be she didn't want to have that as a requirement, and, well, from what I've been reading lately, Twallan's really protective and had a very very strict view of stuff... so those mods are probably not able to be used by other mods.  I kinda doubt that's changed any.  Gonna try my hand at building theirs from source.  At least their source is actually available.

Posted
48 minutes ago, jdw6 said:

A less evil way of thinking would have it be that she redid a lot of the EA code that she redid, because she just didn't know how to find theirs or find a way to use it.  And, for the other, could be she didn't want to have that as a requirement, and, well, from what I've been reading lately, Twallan's really protective and had a very very strict view of stuff... so those mods are probably not able to be used by other mods.  I kinda doubt that's changed any.  Gonna try my hand at building theirs from source.  At least their source is actually available.

https://www.youtube.com/watch?v=sg2fWizTCkI&ab_channel=OnikiKay

Because I don't want to spoil and I'm noob enough to not pretend I'm good .. (Still tearing my hair out on this https://www.loverslab.com/topic/164089-general-ts3-gameplay-tips/ but for personal and obscure reasons that concern me and I don't complain, thank You btw!) I discovered this last sunday, because I must admit that Oniki still amazes me! Andd I find this accurate now! 

Posted
1 hour ago, jdw6 said:

can do X better than Y

My running theory is that Oniki and Twallan knew (know) each other on some personal level. Professional? Jilted lover??? But it's as Oniki has it out to just write a new version of everything Nraas... THE mods that made TS3 a playable game... see @namaradus for more details inside EA's lack of interest in fixing known issues there! And with KW, it's as I said, like Highlander... there can be only one. Unless you do as many have learned and shut off certain KW features (and I think that's why you can't shut a lot off in newer builds).

 

@BulleCore, KT is the project that Oniki abandoned KW to commit to and the reason it is thought she may have not even been directly involved in several builds which has created a lot of redundancies in the STBL, and possibly code.

Posted
1 hour ago, BulleCore said:

 

I don't know really what to say about this. I know from experience OnikiKay's animations for the Sims 3 are 'minimal' and looking at that video, I'm seriously thinking there has been a considerable amount of 'converting'. From animations to objects and other things. I have played a LOT of adult games, mostly adult visual novels and a few others with an actual 3D world. I have become quite familiar with assets used in most, and a lot of those 3D types are using the Unity engine.

 

I doubt any new game engine is being used, so an open source one provides the best opportunity for profit. Now purchasing assets can get pricey, but it's fast and has the advantage of highly talented creators. I didn't notice anything standing out from my experience, so this is why I mention conversions. Just looking at that bed with the 45 degree bevel instead of a sharp 90 degree bend is so 'SIMS', it's not funny......

 

Just an observation based on what I saw.

 

As an example: http://adultgamesworld.com/2021/02/15/wanderlust-final-version-full-game-hftgames/

 

Spoiler

 

 

Posted
51 minutes ago, landess said:

I doubt any new game engine is being used

I saw that video and a couple other videos for KT a while ago. Oniki was showing something about a "new" routing system she was using so her KT characters don't get stuck, or something along those lines. I thought they looked like Sims? But, a bunch of triangles arranged in such a way is all any mesh is. )

Posted

Okay I am having problems with kinky world and I know that it is kind of outdated, but installing it for me is tricky. I have all the requirements from the guide I read and a few thread posts here ( not all ) I read that 375 is a stable version of it so I downloaded that and now using it in game. Before I had 399 and 0.37 ( not at the same time ) installed but at that time moving forward now nothing changed. I’m starting to think the current version is the only one working which is on Patreon. It’ll be great if there’s any reason why it doesn’t show up in game at all but meshes and other content do. Kind of being ungrateful but why make it exclusive?

Posted
5 minutes ago, IDidn'tWantToSignUp said:

Okay I am having problems with kinky world and I know that it is kind of outdated, but installing it for me is tricky. I have all the requirements from the guide I read and a few thread posts here ( not all ) I read that 375 is a stable version of it so I downloaded that and now using it in game. Before I had 399 and 0.37 ( not at the same time ) installed but at that time moving forward now nothing changed. I’m starting to think the current version is the only one working which is on Patreon. It’ll be great if there’s any reason why it doesn’t show up in game at all but meshes and other content do. Kind of being ungrateful but why make it exclusive?

I also have Woohooer Nrass is that conflicting?

Posted
3 hours ago, LadySmoks said:

Professional? Jilted lover???

I've seen the other posts.  I've just been avoiding that topic, although I thought she was in Western France, not Quebec (It'd pretty much have to be that province, they're the French speakers.)  ? 

 

Quote

I've been purposefully avoiding even posing any question over that direction... I have far too many.  lol  I don't even wanna take the chance of cracking open that can of worms.

 

Quote

I think that's why you can't shut a lot off in newer builds

OK. Thanks. I was starting to think I was inventing memories of other settings that I didn't see any longer. Knowing it's not just me is a relief.

 

Quote

possibly code.

Stuff in the DLL.  A couple guys are using OneDrive, that's all I'll say. ?  Other than:  be damn careful if you ever store stuff inside your Documents folder that you build for release where you don't want your name shown!

 

Ever have one of those days where you spend 2 hours trying to decide whether or not to include information or not, and type it many many many different ways?  Yeah, it's one of those nights here.

 

41 minutes ago, IDidn'tWantToSignUp said:

not all

Really?  You didn't want to read all 708 pages?!?  *gasp*  ?  hehehe 

 

I read what you typed 3 times, I think I'm struggling with whether you do have KW working and you're just posing a question to the original poster (who basically abandoned their account here almost 2 years ago) as to why they're trying to make money by releasing only on Patreon, or if you're having some sort of issue with KW.

 

(Ok, saw your follow-up post about also having NRaas Woohooer.  I used both KW 399 & NR Woohooer for several months w/o issue.  So that is probably not your issue.)

 

If it's not too much trouble to ask, can you provide screenshots of these things (please crop to just the areas):

1) your Documents\Electronic Arts\The Sims 3\Mods\Packages folder (or the one under that) where you have KW installed.  Nothing personal intended, there's just been a lot in the past do, well, silly things like not uncompress the 7z archive.

2) an in-game shot of what you get when you click on a sim.  (There's supposed to be a "Kinky World" option on that menu).

 

3rd thing, no screenshot needed, in the notification area (upper right if you don't know) of the game, as you start a save, do you see anything mentioning Kinky World?

Last thing, since I'm curious, which guide did you use?  There's a couple, it seems, floating around, one that looks very very old and the other much more recent.

 

Posted
9 hours ago, landess said:

I don't know really what to say about this. I know from experience OnikiKay's animations for the Sims 3 are 'minimal' and looking at that video, I'm seriously thinking there has been a considerable amount of 'converting'. From animations to objects and other things. I have played a LOT of adult games, mostly adult visual novels and a few others with an actual 3D world. I have become quite familiar with assets used in most, and a lot of those 3D types are using the Unity engine.

 

 

8 hours ago, LadySmoks said:

I saw that video and a couple other videos for KT a while ago. Oniki was showing something about a "new" routing system she was using so her KT characters don't get stuck, or something along those lines. I thought they looked like Sims? But, a bunch of triangles arranged in such a way is all any mesh is. )

Looks like Unity Engine with modified DAZ or Unity characters. The routing system looks to be Unity's navmesh surface.  The other things could be modified older Unity objects or DAZ objects.

 

But it looks like all that stuff is Unity found a lot of what I had seen in those videos in the Unity Asset Store.

 

As for animations Unity has a lot of professional level premade animations that you can get and tweak with relative ease.

Posted
9 hours ago, IDidn'tWantToSignUp said:

installing it for me is tricky

 

It's no different than installing any CC using the .package format. It requires activation in newer builds (KW menu - activate). Not much else to say at that point concerning the mod working in the game. How it works, how to use it, what it does, issues arising from it in regards to system requirements/mod conflicts are what the majority of posts are about.

 

9 hours ago, IDidn'tWantToSignUp said:

I’m starting to think the current version is the only one working

 

Why?

 

All versions work - even the oldest. They worked before and there has been no significant changes to the Sims 3 since patch 1.67 was released - WAY before KW was created in any build. Patch 1.69 was added for Origin/EA online tomfoolery.

 

If you failed to properly de-activate KW before removing it (if choosing to use an older build than your current install) then it's possible you have parts of a newer build remaining within the saves made while using that newer build. Updating KW from older to new doesn't require the player to 'do anything' fancy now in recent builds, as the older builds requiring that kind of user consideration are no longer available from 'authorized' sources.

 

IDidn'tWantToAnswerThis but thought others might find the information useful.

Posted
12 hours ago, IDidn'tWantToSignUp said:

it is kind of outdated

TS3 is outdated. As mods go, and as imperfect (very) as KW is, it's as current as you will find for an outdated game. Woohooer can be left out, or I leave it in and use a few of it's features.

 

As for why 375 isn't showing up in your game, it sounds as you have played KW before, so know how to install it properly? Turn it on?

 

Without a screenshot of your Mods folder, not much to do to help, but the problem is definitely on your end, as build 375 DOES work just fine.

11 hours ago, jdw6 said:

Western France, not Quebec

I thought also, but it was mentioned that she was in Quebec? And Twallan is from there??? Either way, her zealous for trying to rewrite everything Nraas in her own image, and almost assure her mod will conflict in some way, just seems more than casual coincidence.

6 hours ago, namaradus said:

premade animations that you can get and tweak with relative ease.

Yes, some of Oniki's early KW animations were... stiff...

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