jkstfs123
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Disabling Window Peeping will now delete premade peeping Sims from your world From the patch notes. Either you have window peeping disabled or this is bugged.
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I'm not entirely sure about this but this is how I remember Turbo once describing how the mod works under the hood. Maybe I'm wrong. Maybe things have changed. I don't know. All sims always want to have sex at all times and it's just a matter of whether or not there is a blocker to stop them from doing so, e.g. they are married and their spouse is not around, there is no sim around they are sufficiently attracted too, etc. While there are things that factor in how likely a sim is to initiate woohoo, like the flirty moodlet, there is no underlying "need to woohoo" akin to hygiene or hunger that drives things. It's just periodically the mod rolls all the currently loaded sims and sees if any of them are willing to woohoo one another. My understanding is that while there is actually mechanism for creating arbitrary pseudo-needs, this is how things like geek sims getting upset they haven't played a video game in a while works, it's not persistent so when sims are unloaded its current state is purged and that is why Turbo has not implemented such a thing as a gameplay mechanic. Generally speaking WW does not make the bar for sims getting together that high. There's not really things like prudish sims, sims who want to develop meaningful relationships, etc. It just looks to see if two sims are either attracted to each other or have a sufficiently good relationship and then they're happy to go for it. In regards to even setting a negative relationship still resulting in successful woohoo rolls that is actually, believe it or not, base game behavior. There's all sorts of different types of relationships supported in the game like "It's complicated" and "Enemies with Benefits" for love-hate relationships. I don't mean to speak ill of the mod but I personally don't believe it really adds any meaningful gameplay specifically in regards to sim interaction. It just adds sexually explicit material to it.
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If you just want ALL sims, regardless of their attractiveness preferences, to always be offering woohoo to your player controlled sims then, as far as I'm aware, you have to cheat. In WW settings go to Sex Settings -> Sex Relationship Settings and you'll see an option there to change the "Player to NPC Sims Relationship Modifier". This allows you to add a bonus value to the calculations that determine whether or not a sim wants to woohoo with a player sim. The higher the number the more other factors like relationship and attraction don't matter. This doesn't override any blockers though, e.g. sim is already in a committed relationship, sim doesn't like your sim's gender, etc. For that you have to assign wicked traits like "adulterer" or use other cheats like changing the "Always Accept Sex" and "Open Relationships Switch" in the Sex Settings -> Cheats and Relationship Utilities sections of WW settings. Note that those latter cheats are universal so it also means unplayed sims are more likely to do woohoo with other unplayed sims as well as your own sim.
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To do the image? Just GIMP. Layer blending shenanigans. Overwrite the PNGs in the mod and it shows up in game.
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Cool mod. Thanks for making it easy to change the images. I like having the sketches match the NPC and body replacers I'm using.
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I'm not much of a modder and I could be wrong about this but my understanding is there's nothing special about gym lots themselves that compel sims to use showers but there is something special about the situation of visiting the gym for a sim. When inactive sims are spawned to visit a gym lot they are automatically given low hygiene. A little bit of working out and it gets to a critical level for the sim and so they'll autonomously try to solve this need or leave the lot if they can't. Gyms have showers and so the sim will autonomously take a shower. Most of the time sims are spawned with all their needs at high level unless there is a specific reason otherwise, e.g. spawning them with a high hunger need to get them to eat at a BBQ situation. If, for example, you wanted pool visitors to shower then you could alter the Situation Job Tuning xml file for the pool situation so that they spawn with low hygiene. Otherwise, you have to wait for them to get dirty enough to want to shower which is probably not going to happen naturally. EDIT: To satisfy my own curiosity I actually had a look at exactly how the gym situation works and it turns out I was wrong. There's three separate roles a sim visiting a gym can be assigned as part of the gym visit situation: exercise, relax and shower. The shower role basically just gives the sim a desire to want to shower and also specifies it should be done on the current lot and they shouldn't leave the lot to do it. This is done via a buff. You could probably create a lot trait or something that achieves a similar effect. Like giving sims a greater desire to satisfy hygiene or something because they aren't going to autonomously use showers unless something pushes them to and most of the time they are going to start in a state with the hygiene need very satisfied.
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[Sims3][WIP] KinkyWorld v0.37 [Updated: May 3rd 2019]
jkstfs123 replied to OnikiKay's topic in Downloads - The Sims 3
I can't claim to be positive about this because I've never actually looked at the code myself but I've seen experienced modders claim that's exactly how the AI works. Sims are basically driven to fill their needs first and then occupy their time second. They keep a shortish log of the interactions they perform and they tend to favor these interactions over others if they are an option. Interactions that are readily available to a sim tend to stay in this list while the others get pushed out and "forgotten". This serves two main purposes; it lets the players "train" active sims to some extent and it also lets inactive or uncontrolled active sims develop habits on their own which gives the impression of having a personality. It doesn't define ALL their behavior, though. It just makes them more likely to do some things over others. It's also supposed to serve another purpose; stop sims from doing the same thing over and over again in a row. For example, if the last interaction added to the list was to play the guitar they aren't supposed to want to do that again straight away. Even if they never actually managed to do it because the interaction was interrupted or timed out (if a sim doesn't perform an interaction within a certain time frame it should automatically cancel) or whatever as far as the sim is concerned that "need" was still filled and they'll look for something else to do. This is kind of simplifying the system a little. My understanding is it can get quite complex. Something I do remember about KW is that it seems to override this system. Maybe it's because it treats its interactions as fulfilling a need like hunger instead of as an idle or something. I don't know. I just remember getting frustrated by performance problems in KW that on investigations turned out to be the result of sims spamming the same uncompletable interaction again and again and again and not trying anything else. A typical example would be a sim couple are on a public lot. Sim A wants to woohoo with Sim B because he has high horniness and so queues up that interaction. But the interaction verification process kicks in and says Sims A's exhibition skill is not high enough to woohoo on a public lot and so the interaction cancels. Normal system behavior should be this interaction should not queue up again because it was the last thing done as far as the sim was concerned but with KW it straight away queues up again. And fails again. And then queues up again. And then fails again. And so on. End result is performance plummets and sims stand around doing nothing. -
[Sims3][WIP] KinkyWorld v0.37 [Updated: May 3rd 2019]
jkstfs123 replied to OnikiKay's topic in Downloads - The Sims 3
I haven't used KW in a while but from what I recall the interaction tuning is fairly versatile and can be tuned according to things like trait and moodlet. So, for example, you can set the "fun factor" to be a high value for sims that possess the exhibitionist trait or are intoxicated and only those things which, from what I understand, means sims not possessing these character attributes don't have a drive to perform the interaction. If you want skill level to be involved then I believe you don't need to delve into script mods, the ITUN file allows you much greater fine tune control over who can do what interactions and when. You could, for example, set it up so that the interaction is only available to sims with at least a skill level of 8 in exhibition and who are professional whores as a career and are in a good mood. On the other hand, if KW just hard codes these interactions to occur regardless of these settings then editing the script if probably your only option. -
[Sims3][WIP] KinkyWorld v0.37 [Updated: May 3rd 2019]
jkstfs123 replied to OnikiKay's topic in Downloads - The Sims 3
Is this it? I think people have said the fix has already been integrated into the mod though. -
[Sims3][WIP] KinkyWorld v0.37 [Updated: May 3rd 2019]
jkstfs123 replied to OnikiKay's topic in Downloads - The Sims 3
Autonomy settings will not affect inactive target sims. The conditions that apply depends on the action being performed but relationship status, arousal and history are probably most relevant here. If you want everyone to do whatever you say without exception then just set "always accept" to on in the debug menu. If you want to actually work within the system then you have to make sims horny and attracted to each other to get them to want to woohoo. Attraction is based on things like relationship status, history, fitness of the sim, etc. A sim's arousal is increased by things like talking about kinky topics, seeing sims in revealing outfits (have to manually set up CASP yourself), witnessing sexual activity, etc. Get them aroused enough and attraction is diminished as a factor. Get them attracted enough and arousal is diminished as a factor. Asking for teasing is more likely to be successful than jumping right to the action. -
[Sims3][WIP] KinkyWorld v0.37 [Updated: May 3rd 2019]
jkstfs123 replied to OnikiKay's topic in Downloads - The Sims 3
I only ever took a cursory look at jealousy in Sims 3 so I might be completely wrong about this but from what I found the no jealousy lifetime reward was broken by generations and never fixed so it won't do anything to help. It's the romantic reputation system that was introduced by generations that is the issue. I don't know if KW is supposed to kill it but I've seen many people complain it doesn't and that even a cuck will complain about cheating. That mod is just an xml tuning mod so I don't see why it wouldn't work anymore but, from what I understand at least, you can't disable the reputation system for some sims and not others if that's what you are hoping for. It's either everyone is allowed to cheat or nobody is. That mod won't fix any existing reputation issues for sims but the clean slate lifetime reward can be used to do that. If the mod doesn't actually work for whatever reason it'd be trivial to recreate it yourself, it's just editing the single romantic visibility XML file so that nobody notices or cares about observed infidelity. Again, though, I don't really know if KW is completely overriding this aspect of the game and the issue is actually with the mod itself. -
Personally, I just kind of set them all to a default of 50 except when the relationship is "loveless" in which case I set it to 5, e.g. a few married people are having affairs so I set the marry partner to 5 and the affair partner to 50. Am I right in thinking this basically results in either a big bonus or a small bonus to desire calculations? To be honest, I haven't had a huge amount of time lately to play so I can't say for sure if this actually works. I did manage a couple of hours of play and saw that the relationships were set up correctly and the couple of times a relevant NPC triggered they did go off to the pre-set partner so I just figured it was working well enough but that could have just been chance. In regards to randomizing the numbers in the file I suppose that depends on whether or not you plan on circulating a largely populated preset marry ini file with the mod. Personally, I'm trying to dodge the random element with that file so I probably wouldn't use it myself.
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Just wanted to say thanks for implementing the new features. The marry ini file appears to be working great. Loving this mod.
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Wow. That was fast. Looks good to me. Trivial to not only implement vanilla relationships but relationships to any NPCs added by mods too. In regards to things getting "weird" in game, e.g. incest, adultery, etc., I understand that's kind of the point of this mod. Where's the fun if it's all 100% predictable, right? And you are never going to get something with an element of randomness to work exactly how you want every single time. If relations form a sexual relationship in game then so be it. It just felt like the current system was forcing those relationships to form by virtue of nothing other than family living together which was not great logic to me and seemed to preclude those NPCs from just randomly forming relationships with other NPCs they happen to meet in their daily life. Instead they'd walk across town to fuck their sister. But I admit, these are edge cases. I'm just being anal. And I might just be completely wrong about how the mod works. Oh, and there was one other thing I forgot to mention before. Excitement only increases by finding a location, killing something and completing a quest, right? I was wondering if maybe other successful actions should increase excitement too, e.g. picking a lock, pick pocketing an NPC, making a good buy/sell, etc., etc. If that's not feasible or throws excitement balancing off that's cool. I'm just thinking about scenarios like a thief should probably get at least as excited with stealing a valuable object as they should with killing a dog. Thanks for all your hard work. It's very much appreciated.
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Thanks for adding the ability to exclude animals. In regards to the marry system I don't want to give the impression I think the system doesn't work. I certainly don't think it's a bad idea for a character to approach someone they have desire for but who not might reciprocate those feelings and kickstarting that sort of scenario. My issues were mainly just edge case scenarios which resulted in situations that aren't to my personal preference. For example, it seems to give rise to incestuous relationships which I'm not a fan of. In the case of Crestbridge Camp, for example, a husband and wife reside there along with the wife's father. In my current playthrough the system married the daughter to her father and not her husband and when I arrived at the camp the wife proceeded to have sex with her father in front of her husband and he didn't care. This stuff also ties into why I wanted a mechanism to inject pre-set relationships. I don't think of the current implementation so much as you commanding love stories as it is just implementing into the mod what already exists in the vanilla game. The thing is there are some vanilla relationships in the game that are going to slip through the marry system regardless. For example, Alberic Litte in Chorrol does not sleep in the same place as his wife. In my current playthrough he's been married to Estelle Renoit which I'm guessing happened because Estelle Renoit sleeps at "editor location", not a cell reference or a bed reference, and there's no way to link Alberic to his wife by the sleep package. There's also things like the Chorrol inn owner having a relationship with the guard captain in the vanilla game. I understand if it's something that's not priority. I can always do the batch script and call it in game myself, you don't need to do anything for that, I was more just wondering if it's ideal for this to happen at a specific point of initialization and if calling it at an arbitrary point might cause issues. In any case, great mod!
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