Jump to content

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


Recommended Posts

Posted
30 minutes ago, Alessa myrion said:

Hmm. What I did was make two new package files, then exported assets from the base build package and EP packages to them. Then edited the data inside of the new package and plopped it in overrides. I did not think these would work as normal packages as they contain mostly identical files. In fact you could say that all the assets are identical, as only the OBJD data was modified. But I still needed all the individual assets for each item, otherwise all the shop items could not be placed and/or they would take the form of something resembling a small black pearl. 

 

I think I may have left behind some elements needed for the fridge and stove as the fridge appears to be missing it's door animation and the stove spits out food when my sims try to cook anything. It's actually quite comical to watch. Not so comical in the sense that I cannot cook food now lol. 

 

I will try placing them in the packages directory and see what comes of that. I'm just curious how I managed to miss the animation/placement files as I exported everything I could see that relates to those items. 

 

Edit: I'm getting the exact same results when using the packages directory. Same issue with the animations. Just noticed that the problem extends to other items like bicycles. Sims aren't properly connected to them. Back to the drawing board lol. 

I am a bit confused as to what you are doing. Generally, if you wish to make a simple change to an item, you can either clone the entire item using s3oc and appropriate settings, or many things you may only need the OBJD file, as it will reference the animations and other files contained in the main game files. 

 

The basics are that when the game starts, it reads all of the files... 1st, base game, then EPs and SPs that are in the main program files. THEN, it reads what you have in documents EA Sims3 folder. Pretty sure Library, then if you have Test folder as I do, that, then Packages, then Overrides. Whatever it reads last, is what the game does.

 

This is how many tuning mods work, as the modder will take the EA xml, ITUN or other file, mod it, and as it is put in Packages, is read AFTER the same file that is in GameData, or other program package file. Same as default replacement skins. They are the same "part" number as EA skins, but are read last, and so used by the game instead of the EA skins in the program files. So, why animations do not work, I do not know.

Posted
11 hours ago, LadySmoks said:

I sincerely hope you are not altering any of the main game files!!! That is no no number one. Copy and paste those files to a work folder, make any changes you want to specific files in those packages, and place those into the packages folder. If there is a problem, just remove that altered package, and the game reverts to the files in the main programs. If you mess up files in the main programs, you have no fall back and must reload the game to get those files back again.

Not sure if the site moderators will want a link to a dropbox? I posted the direct link to Oniki's official public release on her Patreon on my page here several months ago.

 

Oh there's a public source, is there anyway to contact the site's moderators about it?

 

I came up with a few ideas while reading through the decompiled code.

Posted
6 minutes ago, anon_M said:

Oh there's a public source, is there anyway to contact the site's moderators about it?

As I said, probably first try contacting Oniki via Patreon. As for a moderator, you can click the browse tab at the top and Staff is in the drop down.

Posted (edited)
1 hour ago, LadySmoks said:

I am a bit confused as to what you are doing. Generally, if you wish to make a simple change to an item, you can either clone the entire item using s3oc and appropriate settings, or many things you may only need the OBJD file, as it will reference the animations and other files contained in the main game files. 

 

The basics are that when the game starts, it reads all of the files... 1st, base game, then EPs and SPs that are in the main program files. THEN, it reads what you have in documents EA Sims3 folder. Pretty sure Library, then if you have Test folder as I do, that, then Packages, then Overrides. Whatever it reads last, is what the game does.

 

This is how many tuning mods work, as the modder will take the EA xml, ITUN or other file, mod it, and as it is put in Packages, is read AFTER the same file that is in GameData, or other program package file. Same as default replacement skins. They are the same "part" number as EA skins, but are read last, and so used by the game instead of the EA skins in the program files. So, why animations do not work, I do not know.

 

I think there was something seriously wrong with my methodology at the very beginning as when I exported only the OBJD assets, the items weren't placeable in-game and/or looked like a small black sphere. 

 

I created a new package, this time exporting only the modified OBJD's and plopped it in overrides and presto! it fixed the stove and bicycle issue. Fridge is still missing door animations, which I find strange, as the only asset that has been added is the OBJD. I do however still have my EP package running in the packages directory, though I don;t see how that would matter given that the fridge in question is from the base game. 

 

I should probably repeat the same process for the EP package. Thanks very much for sticking with me through this. Without this particular piece of information I would likely not have tried the other method again. Very helpful. :D  

 

Edit: 

Revising the EP package did not resolve the fridge issue either. Turns out that some type of corruption had impregnated that specific instance of the fridge. Deleting it and then re-purchasing it fixed it yay! 

Edited by Alessa myrion
Posted
7 hours ago, Alessa myrion said:

I think there was something seriously wrong with my methodology at the very beginning as when I exported only the OBJD assets, the items weren't placeable in-game and/or looked like a small black sphere. 

 

I created a new package, this time exporting only the modified OBJD's and plopped it in overrides and presto! it fixed the stove and bicycle issue. Fridge is still missing door animations, which I find strange, as the only asset that has been added is the OBJD. I do however still have my EP package running in the packages directory, though I don;t see how that would matter given that the fridge in question is from the base game. 

 

I should probably repeat the same process for the EP package. Thanks very much for sticking with me through this. Without this particular piece of information I would likely not have tried the other method again. Very helpful. :D  

 

Edit: 

Revising the EP package did not resolve the fridge issue either. Turns out that some type of corruption had impregnated that specific instance of the fridge.

I am only recently trying to learn working with objects, but will share what I know. )

 

So, using only modified OBJD and placing in package and placing the package in Packages folder worked? Except one file which has corruption???

Posted
1 hour ago, LadySmoks said:

I am only recently trying to learn working with objects, but will share what I know. )

 

So, using only modified OBJD and placing in package and placing the package in Packages folder worked? Except one file which has corruption???

 

Sorry if I'm not explaining things clearly enough. I honestly can't even recall the process I used initially as that was one of many failed iterations. I do have a recollection that my first attempt was inspired by your comment on editing the OBJD files. It seemed logical at the time that all that was needed were the OBJD's, but I ran into "the sphere" and non-placeable items with that method the first time around. I still don't know what I could have done to cause that. 

 

In the end, I just created two blank packages and exported all the modified OBJD's from my other packages to them. Those source packages were the one's with additional resources. They were essentially full build packages that I stripped out, leaving only the assets I thought I needed. Turns out that only complicated things and was likely the cause of the animation problem. 

 

Possibly the only thing that's safe to conclude is that it didn't matter where I placed the packages. Having them in either packages or override yields the same results. Not surprising given what you said about the games override structure. Currently I have both files in the override directory. 

 

It's all working very smoothly now and no more animation issues. Thinking on it some more, I just remembered that during this whole process I learned that the game cannot read files that are loaded into S3PE. That by itself might explain why I struggled for so long and the reason I branched out into different methods. It's all a bit blurry now lol. 

 

 

 

Posted
15 hours ago, landess said:

 

I agree - you do not see . . . . .

 

Take it up with the site moderators if you feel the rules are in error.

 

>>> If successful - your version would obviously be welcome by many users, but that doesn't change facts. If F95 is the site you're more interested in - and THEY have no qualms about you posting another's mod there - go for it. We'll be just fine here.

well I have been here since 2014 and I love the site and community here.. And I agree in is up to adim here and would not be offended if they removed something they felt was wrong  ..just trying to help ppl here with my post  and yes I am a member of aleast 12 other sims 3 sites and I did mod for sims 1 and sims 2 under same name to sites that do not exist anymore and as a modder myself all my past mods are up for grabs  .. and that is just me tho but just do not see why a discontinued mod is wrong to post ..passion mod awesomemod and others are posted freely but i am old so masybe I have mental in ability to understand the new world lol 

Posted
3 hours ago, Alessa myrion said:

It's all a bit blurry now lol. 

In other words, you work similar to me when trying to figure something out, do not document your steps and then can not figure out what you did wrong or right.

 

Break that habit... I am trying to!!!!

Posted

Hi ... can I ask you? version [Sims3] [WIP] KinkyWorld v0.37 [Updated: May 3rd 2019] - is it the latest ... or is there more?

Posted (edited)

@CREAMPIE PIE 409 is the apparent final version.

 

On 10/27/2021 at 11:51 AM, Dalon44 said:

409 kinkyworld


409:
+[Fixed]: A bug causing Sims to stay still after routing to a new object while woohooing (using the WooHooContinue interaction) when an outfit change is required.
+[Fixed]: A bug causing non KW service Sims to always reject woohoo interaction.
+[Fixed]: Sims now correctly look for the most appropriate room to woohoo when none has been specified.
+[Fixed]: A bug with the WooHoo cooldown causing Sims to potentially spam the WooHooInteraction.
+[Fixed]: A bug in The Sims 3 DreamsAndPromises Manager preventing promised dreams to be completed because of other broken dreams.
+[Fixed]: WooHoo post effects are now correctly applied for all participant pairs instead of applying only the best one.
+[Added]: A validation process of loaded wooHoo stages to prevent invalid ones to be used.
 

988623_ONIKI_KinkyWorld_Build409.7z 13.01 MB · 36 downloads

 

Edited by ErinC7214
Posted
39 minutes ago, CREAMPIE PIE said:

Hi ... can I ask you? version [Sims3] [WIP] KinkyWorld v0.37 [Updated: May 3rd 2019] - is it the latest ... or is there more?

A direct link to the official release of build 409 by Oniki, on her Patreon page, is on my page here

Posted
4 hours ago, LadySmoks said:

A direct link to the official release of build 409 by Oniki, on her Patreon page, is on my page here

 

 

MANY THANKS LadySmoks  FOR THE QUICK ANSWER !!!

 

?

Posted

Hi, I haven't been able to get any of the necessary animations to work. Those being: Mike24, Amra72, L666, MaryJane, K69, and ooOLalaWorld. I try to imput the names into the packages, but with most times it says "Invalid Woohoo Stages (mostly because of missing clip resources) have been detected and disabled. Is it possible to fix this?

Posted
3 minutes ago, WebOrbiter said:

Hi, I haven't been able to get any of the necessary animations to work. Those being: Mike24, Amra72, L666, MaryJane, K69, and ooOLalaWorld. I try to imput the names into the packages, but with most times it says "Invalid Woohoo Stages (mostly because of missing clip resources) have been detected and disabled. Is it possible to fix this?

You can not fix what is not broken. I, and many others are using the animations you mentioned, and many other animations as well. Go back to the animators pages and read the instructions they wrote for adding to KW, as you are doing something wrong.

Posted (edited)

Could you explain what I'm doing wrong? I'm not quite following. I went back to read the instructions, and I still don't know what I've done wrong. What I've been doing is downloading the files, unzipping them, and then cutting and pasting the unzipped .package files into the mod package folder.

Also, thank you for replying so quickly!

Edited by WebOrbiter
Thank you for replying so quickly
Posted
1 hour ago, WebOrbiter said:

Could you explain what I'm doing wrong? I'm not quite following. I went back to read the instructions, and I still don't know what I've done wrong. What I've been doing is downloading the files, unzipping them, and then cutting and pasting the unzipped .package files into the mod package folder.

Impossible for me to know what you are doing wrong, but as the animations do work, it's obviously something on your end. I don't know how long you have played TS3, if you have a properly set up Mods folder, the right folders inside of the Mods folder, a good resource cfg, etc. 

 

I provide links to pretty much everything you need on my page here. Links to how to install packages, where to get a proper Mods folder, a bunch more, etc.

Posted
1 hour ago, WebOrbiter said:

I try to imput the names into the packages

 

HUH?

 

 

1 hour ago, WebOrbiter said:

cutting and pasting the unzipped .package files

 

 

Should work fine - you can also drag and drop from the opened zip file.

 

 

 

>>> Seems like you started to explain the procedure you followed and then gave up . . . . .

 

 

When ever I added animations to KW, after placing BOTH files into the Mods/Packages folder I start the game, Navigate to the Kinky World/Settings/Woohoo/Add Package and type in the name created BY THE ANIMATOR to register it. Not all animators used the same naming format so duh!

 

Posted
1 hour ago, Attenater said:

So has no one been interested in writing addons/continuing Onikis work?

Go for it!

Posted

Sorry, what I mean was what I would do is whenever I download any mod, I unzip them then cut the package file out of the folder and move it to my mod folder, and then delete the original folder it was in. I realize though that I may have missed some of the essential mods, so I re-downloaded them.  

As for the name thing I was referring to when you have to input animations into the KW settings by using a name, for example "KW_K69_Animations" 
I think I fixed my original problem, and I'm able to add the animations, but I've also created a new one. At first, Whenever I try to play with this mod, my sims portraits won't show up, in fact the bar for it was gone entirely.  Plus, I was unable to open the sidebar as it was also gone. After restarting my game twice, and deleting the test game I was using to test this mod, things seem to be working, however the bar where sims portraits are is gone and the portraits themselves are semi transparent, and zooming, tilting and rotating my camera is extremely slow. It hasn't been like this before, so I'm very confused.

and thank you both so much for helping me out, I'm sorry I sound like a total noob, I haven't played TS3 in a long time. So, I'm still getting back into the hang of adding mods and stuff. I really appreciate the help!

Posted
44 minutes ago, WebOrbiter said:

Sorry, what I mean was what I would do is whenever I download any mod, I unzip them then cut the package file out of the folder and move it to my mod folder, and then delete the original folder it was in. I realize though that I may have missed some of the essential mods, so I re-downloaded them.  

As for the name thing I was referring to when you have to input animations into the KW settings by using a name, for example "KW_K69_Animations" 
I think I fixed my original problem, and I'm able to add the animations, but I've also created a new one. At first, Whenever I try to play with this mod, my sims portraits won't show up, in fact the bar for it was gone entirely.  Plus, I was unable to open the sidebar as it was also gone. After restarting my game twice, and deleting the test game I was using to test this mod, things seem to be working, however the bar where sims portraits are is gone and the portraits themselves are semi transparent, and zooming, tilting and rotating my camera is extremely slow. It hasn't been like this before, so I'm very confused.

and thank you both so much for helping me out, I'm sorry I sound like a total noob, I haven't played TS3 in a long time. So, I'm still getting back into the hang of adding mods and stuff. I really appreciate the help!

Sounds like you deleted KW packages... possibly accidentally? Can't do that, it breaks the save. Again, on my page are instructions on how to safely remove KW.

 

As for things moving slow, KW is a heavy mod and requires a decent computer set up, and graphics card.

Posted
42 minutes ago, LadySmoks said:

Sounds like you deleted KW packages... possibly accidentally?

Possibly. Are the lesbian animations for the Mike24 animations? I think I may have forgotten those.

Posted (edited)
11 hours ago, WebOrbiter said:

Possibly. Are the lesbian animations for the Mike24 animations? I think I may have forgotten those.

 

I don't know - at this point I'd almost say (make sure you have an archive) delete the Documents Folder and let the game rebuild it when you start the game. NOW follow all the legitimate instructions for SETTING UP the game for mods (Packages).

 

Save files can be corrupted - the game will still try to 'use' them, but each save file is INSTRUCTION for the Game to build a world and place EVERYTHING in an exact position, etc. etc. etc. So if the Save file looks for something that no longer exists - it will default to something and move on.

 

Things like portraits are part of the game UI and should NOT be effected unless the user adds something to change it - makes a save - then removes or disables the addition in someway that stops the save from being able to replicate it.

 

 

Edited by landess
I'm my own worst spelling Nazi
Posted

Hmm, oddly there's just one animation package generating Invalid stages for me, "kw_pavka_horse_animations" which is odd since "kw_pavka_animations" works fine. Think it might be a dependency issue? Literally the only one I can't make work at this point. XD Can there be too many animations? It's somewhere a little over 1000 at this point.

Posted
On 11/8/2021 at 12:38 AM, LadySmoks said:

Go for it!

I'm not really a developer so i'd have to learn from scratch, maybe if i end up with more free time or prescription drugs to help me work. Will see.
I do hate seeing the mod with such potential go to waste though.

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 account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...