Jump to content

Passion [Requires patch level 1.63+]


Recommended Posts

Posted
On 17/12/2017 at 3:31 PM, hana120 said:

Desolé, c'est que je savais pas que c'etait STD en anglais pour les maladies sexuellement transmissible.

Well, I know Storm said he did not want to waste time with old animations. However, I wanted to change in KW the Dae Dae Sung animations. I think they did not deserve to be forgotten because, as the SMAnimations, they are very good and much better than some new one.


So I looked what Storm made to give a new life to the SMAnimations and I rewrote the xml the way he did. Unfortunately, he did not work.


I identify all the clip contended in the ADSAnims.package. They were 60 clips in this package. I could link 57 of them because of their similarities with the key name.


After I had rewrote the xml I changed the name of AW_AfterDuskSims.package to OKW_ AfterDuskSims.package and the animations are not recognize.


If someone could tell me what I should do to finish it, it would be great.


You will find the OKW_ AfterDuskSims.package attached to his post.


Thanks
 

OKW_AfterDuskSims.package

Posted
4 hours ago, SimJMFan said:

Well, I know Storm said he did not want to waste time with old animations. However, I wanted to change in KW the Dae Dae Sung animations. I think they did not deserve to be forgotten because, as the SMAnimations, they are very good and much better than some new one.


So I looked what Storm made to give a new life to the SMAnimations and I rewrote the xml the way he did. Unfortunately, he did not work.


I identify all the clip contended in the ADSAnims.package. They were 60 clips in this package. I could link 57 of them because of their similarities with the key name.


After I had rewrote the xml I changed the name of AW_AfterDuskSims.package to OKW_ AfterDuskSims.package and the animations are not recognize.


If someone could tell me what I should do to finish it, it would be great.


You will find the OKW_ AfterDuskSims.package attached to his post.


Thanks
 

OKW_AfterDuskSims.package

Good Job! The XML was missing 2 things. 1. Creators name (DDS) and 2 you missed a (<) at Category tag of the first animation and because of that the XML could nor parse to passion. I fixed it for you. You also need to make some gender changes. Here you are OKW_AfterDuskSims.package

Posted
2 hours ago, TwilightStorm said:

Good Job! The XML was missing 2 things. 1. Creators name (DDS) and 2 you missed a (<) at Category tag of the first animation and because of that the XML could nor parse to passion. I fixed it for you. You also need to make some gender changes. Here you are OKW_AfterDuskSims.package

Thank you so much for your fast reply and I am so proud about your kind appreciation of my work.

 

You are right. I should make some gender changes. As I cannot watch the clip. I could identify clearly only 3 clips. I will test it and change object (to shower), like this I should be able to identify the clip and attribute the right genre.

 

I could understand the purpose of the most part of the instructions. I just wonder why we need to repeat the the category for each actor as it is mentionned already in the <WooHooStage>. 

 

The partner instruction look quite obvious when there are 2 partners. When they are 3 partners I feel confuse.

 

Thanks again

Posted
2 hours ago, SimJMFan said:

Thank you so much for your fast reply and I am so proud about your kind appreciation of my work.

 

You are right. I should make some gender changes. As I cannot watch the clip. I could identify clearly only 3 clips. I will test it and change object (to shower), like this I should be able to identify the clip and attribute the right genre.

 

I could understand the purpose of the most part of the instructions. I just wonder why we need to repeat the the category for each actor as it is mentionned already in the <WooHooStage>. 

 

The partner instruction look quite obvious when there are 2 partners. When they are 3 partners I feel confuse.

 

Thanks again

The category repeats on any actor for classify each animation clip, that each actor has to an animation category. Maybe the animation is Oral for example but one actor just lays and the other does the job. Category of actor 0 is none and the category of actor 1 is Oral. This works in KW as the Arousal and the NakedFlags that passion do not use. The arousal for passion is the relationship level and the level of passion libido. A positive extreme level of libido makes a sim to want to passion all the time. 

 

You can watch the animation and edit at the same time. Start an animation, pause the game if the genders are incorrect. Open the package and edit the XML. (If the package is read only stop passion) Stop passion. Go Passion settings -> Positions -> Reload Defaults, start passion again and see if the animation is correct. Repeat for other animations.

 

You have to be careful with the <MinSims> tag, because this number is important and identify the number of the sims in the animation. If you have a 2 actor animation and you write 3 as MinSims, the animation will play with 3 sims with one of them do nothing. Just stand frozen.

Usually when you have 3 actors the actor 0 has partner the actor 1 (<Partner>1</Partner>)

and the actors 1 and 2 have as partner actor 0. Everything else is the same for actor 2, exactly as it is for actor 1.   

 

Posted
21 hours ago, TwilightStorm said:

This goes to  @namaradus  and only @namaradus because of long talks in the past...

Here is how it went....

I played a long winter session, because it's Christmas after all.

When spring was about to come I cheat and change the whether back to winter. 

After saves and game reloads, I start get crashes!

I tried to do a Town Reset with MC and I got  a half hour wait for nothing!

At the end of this second winder I got this below. Observe that anything from NRaas got a stack overflow!

That means Seasons EP is not working for NRaas? Or at least what we expect from Twallan mods about Seasons?  I don't have a clue!

 

  Reveal hidden contents

 

 


System.StackOverflowException: The maximum stack depth for the interpreter has been exceeded.
#0: 0x00007 ret        in System.Collections.Generic.System.Collections.Generic.IEquatableOfTEqualityComparer`1:GetHashCode (uint) (40AF60D8 [1321318616] )
#1: 0x00014 callvirt   in System.Collections.Generic.System.Collections.Generic.Dictionary`2:GetPrev (uint,int&amp;) (42CA2F20 [1321318616] [-1254096684] )
#2: 0x00009 call       in System.Collections.Generic.System.Collections.Generic.Dictionary`2:GetSlot (uint,int&amp;) (42CA2F20 [1321318616] [-1254096684] )
#3: 0x00009 call       in System.Collections.Generic.System.Collections.Generic.Dictionary`2:TryGetValue (uint,System.Type&amp;) (42CA2F20 [1321318616] [B5400090] )
#4: 0x0001d callvirt   in Sims3.UI.Sims3.UI.UIManager:WrapperFromHandle (uint) ([814052242] )
#5: 0x00007 call       in Sims3.UI.Sims3.UI.UIManager:GetMainWindow () ()
#6: 0x00003 call       in Sims3.UI.Sims3.UI.UIManager:GetSceneWindow () ()
#7: 0x00000 call       in Sims3.Gameplay.UI.Sims3.Gameplay.UI.LiveDragHelperModel:get_TopDraggedObject () ()
#8: 0x00006 callvirt   in Sims3.Gameplay.Objects.Vehicles.Sims3.Gameplay.Objects.Vehicles.CarOwnable:OwnableCarCanBeUsedBy (Sims3.Gameplay.Actors.Sim,bool) (608FE4E0 [4DFA9C00] [0] )
#9: 0x00009 call       in Sims3.Gameplay.Objects.Vehicles.Sims3.Gameplay.Objects.Vehicles.CarOwnable:CanBeUsedBy (Sims3.Gameplay.Actors.Sim,bool) (608FE4E0 [4DFA9C00] [0] )
#10: 0x0000f callvirt   in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.Sim:SharedVehicleUseTest (Sims3.Gameplay.Objects.Vehicles.IOwnableVehicle,bool) (4DFA9C00 [608FE4E0] [0] )
#11: 0x00011 call       in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.Sim:CanUseVehicleRightNow (Sims3.Gameplay.Objects.Vehicles.IOwnableVehicle,bool,bool) (4DFA9C00 [608FE4E0] [1] [0] )
#12: 0x0006f callvirt   in NRaas.CommonSpace.Helpers.NRaas.CommonSpace.Helpers.SimEx:GetOwnedAndUsableVehicle (Sims3.Gameplay.Actors.Sim,Sims3.Gameplay.Core.Lot,bool,bool,bool,bool) ([4DFA9C00] [4D64A000] [0] [0] [0] [1] )
#13: 0x00368 call       in NRaas.CommonSpace.Helpers.NRaas.CommonSpace.Helpers.SimRoutingComponentEx:SetRouteOptions (Sims3.Gameplay.Actors.SimRoutingComponent,Sims3.SimIFace.Route,uint) ([A36D7380] [A9FAE0E0] [8464] )
#14: 0x00025 call       in NRaas.CommonSpace.Helpers.NRaas.CommonSpace.Helpers.SimRoutingComponentEx:CreateRoute (Sims3.Gameplay.Actors.SimRoutingComponent) ([A36D7380] )
#15: 0x00001 call       in NRaas.GoHereSpace.Helpers.NRaas.GoHereSpace.Helpers.SimRoutingComponentEx:CreateRoute () ()
#16: 0x00009 callvirt   in Sims3.Gameplay.Abstracts.Sims3.Gameplay.Abstracts.GameObject:CreateRoute () ()
#17: 0x0003e callvirt   in NRaas.GoHereSpace.Helpers.NRaas.GoHereSpace.Helpers.AncientPortalRoutingHelper:Reroute (Sims3.SimIFace.Route,Sims3.Gameplay.Objects.Miscellaneous.AncientPortal,Sims3.Gameplay.Objects.Miscellaneous.AncientPortal) ([A9FAEC40] [61045980] [60F65200] )
#18: 0x002ab call       in NRaas.GoHereSpace.Helpers.NRaas.GoHereSpace.Helpers.AncientPortalRoutingHelper:CheckAndUpdateRouteForPortals (Sims3.SimIFace.Route) ([A9FAEC40] )
#19: 0x00044 call       in NRaas.GoHereSpace.Helpers.NRaas.GoHereSpace.Helpers.AncientPortalRoutingHelper:PostPlanRouteCallback (Sims3.SimIFace.Route,string,string) ([A9FAEC40] [5C3E6E10] [61736960] )
#20: 0x00000            in Sims3.SimIFace.Route+PostPlanDelegate:Invoke (Sims3.SimIFace.Route,string,string) (AA0FBA50 [A9FAEC40] [5C3E6E10] [61736960] )
#21: 0x00086 callvirt   in ScriptCore.ScriptCore.Route:ReplanFromPoint (Sims3.SimIFace.Vector3) (A9FAEC40 [vt:A3979D64] )
#22: 0x002e0 callvirt   in NRaas.GoHereSpace.Helpers.NRaas.GoHereSpace.Helpers.AncientPortalRoutingHelper:Reroute (Sims3.SimIFace.Route,Sims3.Gameplay.Objects.Miscellaneous.AncientPortal,Sims3.Gameplay.Objects.Miscellaneous.AncientPortal) ([A9FAEC40] [61045980] [60F65200] )
#23: 0x002ab call       in NRaas.GoHereSpace.Helpers.NRaas.GoHereSpace.Helpers.AncientPortalRoutingHelper:CheckAndUpdateRouteForPortals (Sims3.SimIFace.Route) ([A9FAEC40] )
#24: 0x00044 call       in NRaas.GoHereSpace.Helpers.NRaas.GoHereSpace.Helpers.AncientPortalRoutingHelper:PostPlanRouteCallback (Sims3.SimIFace.Route,string,string) ([A9FAEC40] [5C3E6E10] [61736960] )
#25: 0x00000            in Sims3.SimIFace.Route+PostPlanDelegate:Invoke (Sims3.SimIFace.Route,string,string) (AA0FBA50 [A9FAEC40] [5C3E6E10] [61736960] )
#26: 0x00086 callvirt   in ScriptCore.ScriptCore.Route:ReplanFromPoint (Sims3.SimIFace.Vector3) (A9FAEC40 [vt:A3979854] )
#27: 0x002e0 callvirt   in NRaas.GoHereSpace.Helpers.NRaas.GoHereSpace.Helpers.AncientPortalRoutingHelper:Reroute (Sims3.SimIFace.Route,Sims3.Gameplay.Objects.Miscellaneous.AncientPortal,Sims3.Gameplay.Objects.Miscellaneous.AncientPortal) ([A9FAEC40] [61045980] [60F65200] )
#28: 0x002ab call       in NRaas.GoHereSpace.Helpers.NRaas.GoHereSpace.Helpers.AncientPortalRoutingHelper:CheckAndUpdateRouteForPortals (Sims3.SimIFace.Route) ([A9FAEC40] )
#29: 0x00044 call       in NRaas.GoHereSpace.Helpers.NRaas.GoHereSpace.Helpers.AncientPortalRoutingHelper:PostPlanRouteCallback (Sims3.SimIFace.Route,string,string) ([A9FAEC40] [5C3E6E10] [61736960] )
#30: 0x00000            in Sims3.SimIFace.Route+PostPlanDelegate:Invoke (Sims3.SimIFace.Route,string,string) (AA0FBA50 [A9FAEC40] [5C3E6E10] [61736960] )
#31: 0x00086 callvirt   in ScriptCore.ScriptCore.Route:ReplanFromPoint (Sims3.SimIFace.Vector3) (A9FAEC40 [vt:67EDEB2C] )
#32: 0x002e0 callvirt   in NRaas.GoHereSpace.Helpers.NRaas.GoHereSpace.Helpers.AncientPortalRoutingHelper:Reroute (Sims3.SimIFace.Route,Sims3.Gameplay.Objects.Miscellaneous.AncientPortal,Sims3.Gameplay.Objects.Miscellaneous.AncientPortal) ([A9FAEC40] [61045980] [60F65200] )
#33: 0x002ab call       in NRaas.GoHereSpace.Helpers.NRaas.GoHereSpace.Helpers.AncientPortalRoutingHelper:CheckAndUpdateRouteForPortals (Sims3.SimIFace.Route) ([A9FAEC40] )
#34: 0x00044 call       in NRaas.GoHereSpace.Helpers.NRaas.GoHereSpace.Helpers.AncientPortalRoutingHelper:PostPlanRouteCallback (Sims3.SimIFace.Route,string,string) ([A9FAEC40] [5C3E6E10] [61736960] )
#35: 0x00000            in Sims3.SimIFace.Route+PostPlanDelegate:Invoke (Sims3.SimIFace.Route,string,string) (AA0FBA50 [A9FAEC40] [5C3E6E10] [61736960] )
#36: 0x00086 callvirt   in ScriptCore.ScriptCore.Route:ReplanFromPoint (Sims3.SimIFace.Vector3) (A9FAEC40 [vt:A3D0ED64] )
#37: 0x002e0 callvirt   in NRaas.GoHereSpace.Helpers.NRaas.GoHereSpace.Helpers.AncientPortalRoutingHelper:Reroute (Sims3.SimIFace.Route,Sims3.Gameplay.Objects.Miscellaneous.AncientPortal,Sims3.Gameplay.Objects.Miscellaneous.AncientPortal) ([A9FAEC40] [61045980] [60F65200] )
#38: 0x002ab call       in NRaas.GoHereSpace.Helpers.NRaas.GoHereSpace.Helpers.AncientPortalRoutingHelper:CheckAndUpdateRouteForPortals (Sims3.SimIFace.Route) ([A9FAEC40] )
#39: 0x00044 call       in NRaas.GoHereSpace.Helpers.NRaas.GoHereSpace.Helpers.AncientPortalRoutingHelper:PostPlanRouteCallback (Sims3.SimIFace.Route,string,string) ([A9FAEC40] [5C3E6E10] [61736960] )
#40: 0x00000            in Sims3.SimIFace.Route+PostPlanDelegate:Invoke (Sims3.SimIFace.Route,string,string) (AA0FBA50 [A9FAEC40] [5C3E6E10] [61736960] )
#41: 0x00086 callvirt   in ScriptCore.ScriptCore.Route:ReplanFromPoint (Sims3.SimIFace.Vector3) (A9FAEC40 [vt:A3D0E854] )
#42: 0x002e0 callvirt   in NRaas.GoHereSpace.Helpers.NRaas.GoHereSpace.Helpers.AncientPortalRoutingHelper:Reroute (Sims3.SimIFace.Route,Sims3.Gameplay.Objects.Miscellaneous.AncientPortal,Sims3.Gameplay.Objects.Miscellaneous.AncientPortal) ([A9FAEC40] [61045980] [60F65200] )
#43: 0x002ab call       in NRaas.GoHereSpace.Helpers.NRaas.GoHereSpace.Helpers.AncientPortalRoutingHelper:CheckAndUpdateRouteForPortals (Sims3.SimIFace.Route) ([A9FAEC40] )
#44: 0x00044 call       in NRaas.GoHereSpace.Helpers.NRout1ℯHereSpace.Helpers.AncientPortalRoutingHelper:PostPlanRouteCallback (Sims3.SimIFace.Route,string,string) ([A9FAEC40] [5C3E6E10] [61736960] )
#45: 0x00000            in Sims3.SimIFace.Route+PostPlanDelegate:Invoke (Sims3.SimIFace.Route,string,string) (AA0FBA50 [A9FAEC40] [5C3E6E10] [61736960] )
#46: 0x00086 callvirt   in ScriptCore.ScriptCore.Route:ReplanFromPoint (Sims3.SimIFace.Vector3) (A9FAEC40 [vt:A3CB932C] )
#47: 0x002e0 callvirt   in NRaas.GoHereSpace.Helpers.NRaas.GoHereSpace.Helpers.AncientPortalRoutingHelper:Reroute (Sims3.SimIFace.Route,Sims3.Gameplay.Objects.Miscellaneous.AncientPortal,Sims3.Gameplay.Objects.Miscellaneous.AncientPortal) ([A9FAEC40] [61045980] [60F65200] )
#48: 0x002ab call       in NRaas.GoHereSpace.Helpers.NRaas.GoHereSpace.Helpers.AncientPortalRoutingHelper:CheckAndUpdateRouteForPortals (Sims3.SimIFace.Route) ([A9FAEC40] )
#49: 0x00044 call       in NRaas.GoHereSpace.Helpers.NRaas.GoHereSpace.Helpers.AncientPortalRoutingHelper:PostPlanRouteCallback (Sims3.SimIFace.Route,string,string) ([A9FAEC40] [61140408] [61736960] )
#50: 0x00000            in Sims3.SimIFace.Route+PostPlanDelegate:Invoke (Sims3.SimIFace.Route,string,string) (AA0FBA50 [A9FAEC40] [61140408] [61736960] )
#51: 0x00075 callvirt   in ScriptCore.ScriptCore.Route:Plan () ()
#52: 0x00113 callvirt   in Sims3.SimIFace.Sims3.SimIFace.Route:PlanToPointRadialRange (Sims3.SimIFace.IHasScriptProxy,Sims3.SimIFace.Vector3,single,single,Sims3.SimIFace.Vector3,single,Sims3.SimIFace.RouteDistancePreference,Sims3.SimIFace.RouteOrientationPreference,ulong,int[]) (A9FAEC40 [00000000] [vt:7F4705CC] [0] [3] [vt:7F4705DC] [360] [0] [1] [0/0x0] [00000000] )
#53: 0x0002e call       in Sims3.SimIFace.Sims3.SimIFace.Route:PlanToPointRadialRange (Sims3.SimIFace.Vector3,single,single,Sims3.SimIFace.Vector3,single,Sims3.SimIFace.RouteDistancePreference,Sims3.SimIFace.RouteOrientationPreference,ulong,int[]) (A9FAEC40 [vt:7F4704B4] [0] [3] [vt:7F4704C4] [360] [0] [1] [0/0x0] [00000000] )
#54: 0x00028 call       in Sims3.SimIFace.Sims3.SimIFace.Route:PlanToPointRadialRange (Sims3.SimIFace.Vector3,single,single,Sims3.SimIFace.RouteDistancePreference,Sims3.SimIFace.RouteOrientationPreference,ulong,int[]) (A9FAEC40 [vt:7F4703C4] [0] [3] [0] [1] [0/0x0] [00000000] )
#55: 0x00016 call       in Sims3.SimIFace.Sims3.SimIFace.Route:PlanToPointRadialRange (Sims3.SimIFace.Vector3,single,single) (A9FAEC40 [vt:7F4702FC] [0] [3] )
#56: 0x00017 callvirt   in Sims3.Gameplay.ObjectComponents.Sims3.Gameplay.ObjectComponents.RoutingComponent:RouteToPointRadialRange (Sims3.SimIFace.Vector3,single,single) (A36D7380 [vt:7F4702AC] [0] [3] )
#57: 0x00013 callvirt   in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.Sim:RouteToPointRadialRange (Sims3.SimIFace.Vector3,single,single) (4DFA9C00 [vt:7F4701E4] [0] [3] )
#58: 0x000ad callvirt   in Sims3.Gameplay.Situations.UFOInvasionSituation+CheckOutUFO:Run () ()
#59: 0x000db stloc.u1   in Sims3.Gameplay.Interactions.Sims3.Gameplay.Interactions.InteractionInstance:RunInteractionWithoutCleanup () ()
#60: 0x00348 stloc.u1   in Sims3.Gameplay.ActorSystems.Sims3.Gameplay.ActorSystems.InteractionQueue:ProcessOneInteraction () ()
#61: 0x0011c stfld.u1   in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.Sim:DoInteraction () ()
#62: 0x00015 br.s       in Sims3.Gameplay.Actors.Sims3.Gameplay.Actors.Sim:Simulate () ()
#63: 0x00027 leave.s    in ScriptCore.ScriptCore.ScriptProxy:Simulate () ()
 

 

When I got back to Spring I reset the Town with MC and with no errors!

Did you ever seen such thing before?

By the way this is a saved of mine that I play almost 2 years!  

Do you have any of the LLAMA's in that world? Even just one can cause this. Ancient Portal is the games internal name for the LLAMA's.

Nraas GoHere and the LLAMA's don't get along and it's recommended to either get rid of the LLAMA's or GoHere I personally don't use Gohere cause I use the LLAMA transportation system in several worlds.

The problem with the LLAMA's has to with the fact that it has a tendency to eat inactive sims inventories when they use them ie... Sim has a bicycle when they go into the LLAMA but when they leave the bicycle is gone and GoHere can't find the bicycle and gets agitated and starts to complain and throws a stack overflow.

And which world is this? If it's EllaCharmed fixed version of Moonlight Falls you might want to get rid of GoHere as she added a modification into the world file for sims to make use of the LLAMA's and I'm not sure how well that modification works with GoHere it's possible (but unlikely but you never know) they would conflict.

 

If you decide to get rid of Nraas GoHere to keep the LLAMA's you'll need to Reset the Town (this is an absolute must do) let the game run for little bit do a Save AS then reload and then Reset the Town again for good measure (2nd reset not needed but also couldn't hurt).

 

Or if you want to keep GoHere hunt down all the LLAMA's and get rid of them (some user made custom worlds have the LLAMA's on the world map by using SuperCAW and you'll need to use MC to flush them) and replace them with the subway system if needed.

 

Also how did you change the it back to Winter the best way would be to just turn off all the other Seasons in the Game Options Menu to keep it at Winter for how ever long you want Winter to be.

Or use this mod if you want longer seasons in general http://www.modthesims.info/download.php?t=491613

Posted
1 hour ago, namaradus said:

Do you have any of the LLAMA's in that world? Even just one can cause this. Ancient Portal is the games internal name for the LLAMA's.

Nraas GoHere and the LLAMA's don't get along and it's recommended to either get rid of the LLAMA's or GoHere I personally don't use Gohere cause I use the LLAMA transportation system in several worlds.

The problem with the LLAMA's has to with the fact that it has a tendency to eat inactive sims inventories when they use them ie... Sim has a bicycle when they go into the LLAMA but when they leave the bicycle is gone and GoHere can't find the bicycle and gets agitated and starts to complain and throws a stack overflow.

And which world is this? If it's EllaCharmed fixed version of Moonlight Falls you might want to get rid of GoHere as she added a modification into the world file for sims to make use of the LLAMA's and I'm not sure how well that modification works with GoHere it's possible (but unlikely but you never know) they would conflict.

 

If you decide to get rid of Nraas GoHere to keep the LLAMA's you'll need to Reset the Town (this is an absolute must do) let the game run for little bit do a Save AS then reload and then Reset the Town again for good measure (2nd reset not needed but also couldn't hurt).

 

Or if you want to keep GoHere hunt down all the LLAMA's and get rid of them (some user made custom worlds have the LLAMA's on the world map by using SuperCAW and you'll need to use MC to flush them) and replace them with the subway system if needed.

 

Also how did you change the it back to Winter the best way would be to just turn off all the other Seasons in the Game Options Menu to keep it at Winter for how ever long you want Winter to be.

Or use this mod if you want longer seasons in general http://www.modthesims.info/download.php?t=491613

 

Sure it's Moonlight Falls and sure it is the fixed version of EllaCharmed. I saw LLama's almost everywhere and I thing that I'll delete them because Go Here has a teleport for everyone that I use a lot. About change the weather I use the cheat command testingcheatsenabled true which gives me the choice to change the weather when I click the ground. It also gives the choice to choose another season. Thanks for the info Bro! I never knew the situation with LLama's  and Go Here! 

Posted
28 minutes ago, TwilightStorm said:

 

 About change the weather I use the cheat command testingcheatsenabled true which gives me the choice to change the weather when I click the ground. It also gives the choice to choose another season. Thanks for the info Bro! I never knew the situation with LLama's  and Go Here! 

The TCE cheat to change the Seasons can be buggy sometimes.

And your welcome if it wasn't for the disappearing inactive sim inventory the LLama's would be awesome for transportation it's the fastest form of transport in the game with the exception of teleporting.

 

And Moonlight Falls those Llama's are everywhere you'd have to check pretty much every single community lot. I'm just surprised you went 2 yrs without GoHere complaining about them.

Posted
3 hours ago, namaradus said:

The TCE cheat to change the Seasons can be buggy sometimes.

And your welcome if it wasn't for the disappearing inactive sim inventory the LLama's would be awesome for transportation it's the fastest form of transport in the game with the exception of teleporting.

 

And Moonlight Falls those Llama's are everywhere you'd have to check pretty much every single community lot. I'm just surprised you went 2 yrs without GoHere complaining about them.

I fucked kill them all!

How?

I made an LLAMA at my household and I got in to transfer to wherever moonlight falls has an LLAMA. Every where I  went, I delete any LLama that got me there, until there was no option to teleport, so I deleted the last one in my lot!

All fucking LLama's are dead in my Moonlight Falls.

Expect an answer from me in the future about that!    

 

And yes, I had many other things, except that!

Never this one!

I used to make a Town reset before or after winter and never during winter!

This one is a new experience to me, so you were the first to know!

To be continued....

 

Posted

 

With the precious Storm’s advices, I made an KW version of the AfterDuskSims animations by Dae Dae Sung. I think these animations do not deserve to disappear as we want all to play only with KW version because the editing (add objects for example) is easier.


There are 23 different animations. Some are useable with different objects. For example masturbate work perfectly with Living chair, couch, dining chair, coffee table and toilet.


For now, I focus to make these animations MF animations even if they were previously MM just because I prefer to play MF animations and gender confusion append often in my game. Nevertheless, the one who prefer MM animations, could change the gender in the XML. It is very easy.


As I have some issues with the strap-on use, I did not apply the gender for FF animations. I will do it when I will have time, and I forecast to make the KW version of Kiwi animations soon.


I hope you will enjoy these new release of animations made in 2014…


You find the link for the animations file by Dae Dae Sung here:
http://afterdusksims.blogspot.com/p/adult-animations.html?zx=87596e7d29f1d504


And the OKW package is attached to this post.


Cheers
 

21 hours ago, TwilightStorm said:

The category repeats on any actor for classify each animation clip, that each actor has to an animation category. Maybe the animation is Oral for example but one actor just lays and the other does the job. Category of actor 0 is none and the category of actor 1 is Oral. This works in KW as the Arousal and the NakedFlags that passion do not use. The arousal for passion is the relationship level and the level of passion libido. A positive extreme level of libido makes a sim to want to passion all the time. 

 

You can watch the animation and edit at the same time. Start an animation, pause the game if the genders are incorrect. Open the package and edit the XML. (If the package is read only stop passion) Stop passion. Go Passion settings -> Positions -> Reload Defaults, start passion again and see if the animation is correct. Repeat for other animations.

 

You have to be careful with the <MinSims> tag, because this number is important and identify the number of the sims in the animation. If you have a 2 actor animation and you write 3 as MinSims, the animation will play with 3 sims with one of them do nothing. Just stand frozen.

Usually when you have 3 actors the actor 0 has partner the actor 1 (<Partner>1</Partner>)

and the actors 1 and 2 have as partner actor 0. Everything else is the same for actor 2, exactly as it is for actor 1.   

 

Thanks for the advices. 

OKW_AfterDuskSims.package

Posted
On 12/29/2017 at 8:40 PM, TwilightStorm said:

I fucked kill them all!

How?

I made an LLAMA at my household and I got in to transfer to wherever moonlight falls has an LLAMA. Every where I  went, I delete any LLama that got me there, until there was no option to teleport, so I deleted the last one in my lot!

All fucking LLama's are dead in my Moonlight Falls.

Expect an answer from me in the future about that!    

 

And yes, I had many other things, except that!

Never this one!

I used to make a Town reset before or after winter and never during winter!

This one is a new experience to me, so you were the first to know!

To be continued....

 

I like Moonlight Falls that one Sunset Valley and Midnight Hollow are my favorites. I've play all but Starlight Shores and Appaloosa Plains those 2 are just too small for me played Isla Paradiso for a couple of weeks before the lag got too unbearable.

 

One thing about Midnight Hollow while it's pitch black at night most of the year but during the Winter you can't tell if it's day or night as nighttime is as bright as the day when it's all covered in snow it's like it daytime 24 hrs till the snow goes away.

Posted
5 hours ago, playervlad1999 said:

Happy New Year and a big thank you for all the hard work you have put in to this project this year.  Passion is a truly outstanding mod!

Thank you! Happy 2018!

Posted

Happy new year TwillightStorm,

 

Here is the xml I try to make for the Kiwi animations.

 

Unfortunately Passion does not look to recognize it. I guess there is something wrong about the creator name I put. But I do not know which other name I could give...

 

Would you mind to have a look in it.

 

Cheers

 

 

OKW_KIWanimations.package

Posted
6 hours ago, ponnysugar said:

does passion work with aferdustsims animations ?

Yes.

 

Just look to the message I sent at december 30. You will find the OKW package and the link for the animation package.

 

Happy new year

Posted
10 hours ago, SimJMFan said:

Happy new year TwillightStorm,

 

Here is the xml I try to make for the Kiwi animations.

 

Unfortunately Passion does not look to recognize it. I guess there is something wrong about the creator name I put. But I do not know which other name I could give...

 

Would you mind to have a look in it.

 

Cheers

 

 

OKW_KIWanimations.package

 

Happy New Year! Happy 2018.

The problem in the XML was a missing (/) at the end of the first animation.

 

<!-- Missionary Bed -->            
    <WooHooStage>            
        <Creator>KIW</Creator>        
        <Key>KIWanimations.a_bed_frontmiss_01</Key>        
        <Category>Vaginal</Category>        
        <Objects>BedSingle,BedDouble,Altar</Objects>        
        <LoopMax>3</LoopMax>        
        <Skill>0</Skill>        
        <MinSims>2</MinSims>        
                
        <!-- Actor 0 -->        
        <WooHooActor Id="0">        
            <Animation>a_bed_frontmissA_01</Animation>    
            <NakedFlags>LowerBody</NakedFlags>    
            <Species>Human</Species>    
            <Genders>Male</Genders>    
            <Action>    
                <Partner>1</Partner>
                <Category>Vaginal</Category>
                <Arousal>0</Arousal>
            </Action>    
        </WooHooActor>        
                
        <!-- Actor 1 -->        
        <WooHooActor Id="1">        
            <Animation>a_bed_frontmissb_01</Animation>    
            <NakedFlags>LowerBody</NakedFlags>    
            <Species>Human</Species>    
            <Genders>Female</Genders>    
            <Action>    
                <Partner>0</Partner>
                <Category>Vaginal</Category>
                <Arousal>0</Arousal>
            </Action>    
        </WooHooActor>        
    </WooHooStage>            <-- IT WAS <WooHooStage>  AND THIS GIVES A PREMATURE END ON THE XML.

 

Fixed here OKW_KIWanimations.package  I don't have time to test it in the game, right now but continue for further more!

Posted
9 hours ago, TwilightStorm said:

 

Happy New Year! Happy 2018.

The problem in the XML was a missing (/) at the end of the first animation.

 

<!-- Missionary Bed -->            
    <WooHooStage>            
        <Creator>KIW</Creator>        
        <Key>KIWanimations.a_bed_frontmiss_01</Key>        
        <Category>Vaginal</Category>        
        <Objects>BedSingle,BedDouble,Altar</Objects>        
        <LoopMax>3</LoopMax>        
        <Skill>0</Skill>        
        <MinSims>2</MinSims>        
                
        <!-- Actor 0 -->        
        <WooHooActor Id="0">        
            <Animation>a_bed_frontmissA_01</Animation>    
            <NakedFlags>LowerBody</NakedFlags>    
            <Species>Human</Species>    
            <Genders>Male</Genders>    
            <Action>    
                <Partner>1</Partner>
                <Category>Vaginal</Category>
                <Arousal>0</Arousal>
            </Action>    
        </WooHooActor>        
                
        <!-- Actor 1 -->        
        <WooHooActor Id="1">        
            <Animation>a_bed_frontmissb_01</Animation>    
            <NakedFlags>LowerBody</NakedFlags>    
            <Species>Human</Species>    
            <Genders>Female</Genders>    
            <Action>    
                <Partner>0</Partner>
                <Category>Vaginal</Category>
                <Arousal>0</Arousal>
            </Action>    
        </WooHooActor>        
    </WooHooStage>            <-- IT WAS <WooHooStage>  AND THIS GIVES A PREMATURE END ON THE XML.

 

Fixed here OKW_KIWanimations.package  I don't have time to test it in the game, right now but continue for further more!

 

9 hours ago, TwilightStorm said:

 

Happy New Year! Happy 2018.

The problem in the XML was a missing (/) at the end of the first animation.

 

<!-- Missionary Bed -->            
    <WooHooStage>            
        <Creator>KIW</Creator>        
        <Key>KIWanimations.a_bed_frontmiss_01</Key>        
        <Category>Vaginal</Category>        
        <Objects>BedSingle,BedDouble,Altar</Objects>        
        <LoopMax>3</LoopMax>        
        <Skill>0</Skill>        
        <MinSims>2</MinSims>        
                
        <!-- Actor 0 -->        
        <WooHooActor Id="0">        
            <Animation>a_bed_frontmissA_01</Animation>    
            <NakedFlags>LowerBody</NakedFlags>    
            <Species>Human</Species>    
            <Genders>Male</Genders>    
            <Action>    
                <Partner>1</Partner>
                <Category>Vaginal</Category>
                <Arousal>0</Arousal>
            </Action>    
        </WooHooActor>        
                
        <!-- Actor 1 -->        
        <WooHooActor Id="1">        
            <Animation>a_bed_frontmissb_01</Animation>    
            <NakedFlags>LowerBody</NakedFlags>    
            <Species>Human</Species>    
            <Genders>Female</Genders>    
            <Action>    
                <Partner>0</Partner>
                <Category>Vaginal</Category>
                <Arousal>0</Arousal>
            </Action>    
        </WooHooActor>        
    </WooHooStage>            <-- IT WAS <WooHooStage>  AND THIS GIVES A PREMATURE END ON THE XML.

 

Fixed here OKW_KIWanimations.package  I don't have time to test it in the game, right now but continue for further more!

Happy New year,

 

Thank you for your storm reply and for you correction.

 

I will test these animations and I will do more. I should improve the Afterdusk animations. Modify genre and make them MM and FF compatible. Do you think appropriate to mention Afterdusk in your download list or should we wait me to make them MM and FF compatible ?

 

Cheers

 

Posted
4 hours ago, SimJMFan said:

 

Happy New year,

 

Thank you for your storm reply and for you correction.

 

I will test these animations and I will do more. I should improve the Afterdusk animations. Modify genre and make them MM and FF compatible. Do you think appropriate to mention Afterdusk in your download list or should we wait me to make them MM and FF compatible ?


Cheers

For Afterdusk animations, I noticed one error in the last 3some animations. The error is in player 2, where the partner tag should be 0 and it is 1. ( <Partner>0</Partner> ) This makes passion popup the Invalid slot in animation, error.

If all of them are correct, yes I agree to add them in the first post under SM animations. It will be easier for people to find them. Until the end of this week, I don't have the time to test them one by one and correct any errors. I was away from work from 18-12 and now there is a lot that I have to here. 

Posted
9 hours ago, TwilightStorm said:

For Afterdusk animations, I noticed one error in the last 3some animations. The error is in player 2, where the partner tag should be 0 and it is 1. ( <Partner>0</Partner> ) This makes passion popup the Invalid slot in animation, error.

If all of them are correct, yes I agree to add them in the first post under SM animations. It will be easier for people to find them. Until the end of this week, I don't have the time to test them one by one and correct any errors. I was away from work from 18-12 and now there is a lot that I have to here. 

Are you speeking about "double penetration" position. I am sorry, I transfered a wrong file because the one I am playing with is exactly the same than yours.

You are right we better to wait I check again this animation.

 

I just finish to test Kiwi animations. They are not as smooth as Afterdusk but they worked well until I enabled stap-on (exclude invalid position was enabled too). And I had a big confusion genre with MF. I guess this should be the same with Afterdusk. But I do not why...

 

 

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
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...