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Nonsense667

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About Nonsense667

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    Murder Hobo
  • Birthday 10/09/1990

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  • Location U.S.
  • Bio INFJ
    The philosophical type
    Spiritual Atheist
    Snarky Bastard
    Humanist
    Equalist
    Completely Submissive (But not just submissive)
    Hopeless Romantic
    Chronic Overthinker
    Blindly Passionate

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  • Gender Male
  • Location U.S.

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  1. I'll give it a try as soon as I have the time and report back, thanks a ton for the tip.  That's exactly what I had hoped for. Each mod I could test removing would take me 4 hours or so of running a game to actually test if it worked or not, where all it takes here is someone 5 minutes to let me know if they've already figured out what the issue is.  Edit: found the thread discussing this exact problem! Glad to know I'm not the only one. Edit 2: seems to be working. I love you. 
  2. I'm just going to go ahead and ask without doing as much troubleshooting and testing as I normally would, because each test requires spending multiple hours on a new world. You can imagine how frustrating that is. But yeah, has anyone else had problems with trying to load a world that's had a few hours of play-time on it? It takes a little while to load, which is no big deal, just a little bit longer than normal, then does the usual stuttery start up, but then once things are finally about to start normally, everything just freezes, except for the plumb bob and the trees/foliage, which still have their small animations playing. I've tried just letting it sit there to unstick itself but eventually it just crashes. I think it's KW, because I tried starting up a world without KW installed and then reloading it after a bit of play time, but I may not have given it enough time. Who knows. Oh, I did try with both version 0.2.5 and 0.2.5a, both are causing this issue.    P.s., in case you are wondering, I was away from this mod for a good while, only recently coming back. I think the last version I played on was something like 0.1.9.   P.p.s, I may try to let that non-KW world run a little longer, then try to reload, if I get the time. I'll update if I do. 
  3. Holy shit, it actually worked. In my defense, I had that line of thinking during my initial troubleshooting, but simply didn't wait long enough, hah. But after giving it around 30 minutes, boom, there it is, working. Simple enough! 
  4. Reporting an odd error I'm having. The issue does not exist with  v0.2.5, I can start a new game and click on my active sim perfectly fine. However, when upgrading to v0.2.5a, I lose the ability to click on my active sim (and get the interaction wheel around them). Both versions were tested with new game starts.   By the way, I did try using NRaas selector to get around the issue, but no luck. It does report a script error every time I click on my active sim when using v0.2.5a, however.
  5. Apologies if this has already been asked or suggested before, but is it feasible to actually have different settings for the current sim/household sims compared to the rest of the world? I think it might be a cool feature to actually have separate settings for the rape chances between the rest of the world, and either the sim currently being controlled, or at least the current household, that way you could have a decent chance of a sim showing up to try and rape your own sim without having rapist all over town impregnating everyone. It could be useful for those roleplaying that their own sim is especially luring or something like that. Just a thought!
  6.   A feature, yes, but also a feature with issues. If I felt like being snarky back, I might say "someone didn't read the previous discussions," where others have also mentioned that even though they like the dogs being a feature, the fact that they can show up anywhere, be it homes, clubs, etc, and interrupt pretty much any action, is a bit problematic. Like most others have said though, this isn't whining or complaining, just pointing out an issue in a mod that we users recognize is still heavily in development. 
  7. In regards to the animation for the fight, since we have Amra72 as a fan of this mod, it could always be a potential that Amra can make some sort of simple grab animation for the struggle (Not that I feel we are entitled at all to such a thing. If it happens, then that's amazing for Amra to spend time on such a thing). Say, the rapist grabs the victim, then there is a loop of the rapist pulling the victim toward them, while the victim is pulling away. Depending on which is successful, either you'll see the victim get pulled toward the rapist fully (then prompting the rape animation) or break away, prompting that sequence. Just a potential idea, though. 
  8. Ultimately it's your mod, but can I ask/suggest that there at least be some sort of setting/leniency or something in regards to friends/romantic interests being able to rape? Maybe friends/lovers, if having the evil/mean spirited/inappropriate (you could set it to where mean spirited/inappropriate sims won't rape if they also have the good trait) trait, would still have a chance of raping their lover/friend that they are attracted to, and haven't had their sexual desires satisfied. Because I love that idea so much. Other than that, though, it all sounds like it's coming along great! I look forward to it!  (Again, I can definitely understand some people not wanting friends/romantic partners to be rapist, but at the same time I can understand others wanting it to be that way, so I would argue for a toggle or something to be implemented, maybe.) Edit: Oh, and as for individuals in a relationship/ who are friends with someone, and rape them, of course I'd assume it's a massive negative hit to the relationship bar, hah.
  9. Oh, yeah, I know that there are threesome animations, I just meant that I didn't know if there were threesome animations that actually looked, you know, rape-y. It's no fun if a rape event starts and suddenly the victim is sitting there having a grand ol' time in the animation. As for my comment about knowing whether or not the code was possible, I didn't mean threesomes at all, because I know that a player can select a third person providing the right mods, but I'm not sure if it would be as easy to have two people autonomously chose to both target your/a sim, because as far as I've seen (I only just started playing), interactions are generally all 1v1 based. This is all an inexpert view of course. I hope that clears my comment up!
  10. Woohoo! (Pun mildly intended) I'm glad the motive is being worked on getting fixed. Looking forward to the update. I'm not sure if there are even threesome animations that would support it, or game code even, but just in case you could get it (or work with Amra for the animations), I'll go ahead and throw in the idea of potentially adding in a gang-rape scenario, where maybe if two sims who are at least friends with each other are both aroused and one/both have the right chances to be a rapist, they could both approach and force a poor sim. Probably not gonna happen, but I can dream!
  11.   This is just a theory, I'm not sure if it actually works this way, but what I think might be happening is that even if having sex lowers the motive, the fact that two sims are near each other, and nude/exposed (or maybe even attraction adding as well), is actively increasing their motive, effectively cancelling out the reduction from completing actions. I could be wrong, though.
  12.   Nope, you're fine. The mod is still an early work in progress, and as far as I understand, it's normal to see the names like that. The mod hasn't been "prettied up" yet.  And there aren't any settings available, though there is a debug menu you can enable through the console, by entering "oniki.kinkymod.enabledebug true" into it. Other than that, there are just the basic interactions that are currently available. 
  13.   Enable debug interactions with oniki.kinkymod.enabledebug true Then click on the trouble sim and make them horny. Generally though, even when you do that, you have to do one handjob, then one oral, then you can do vaginal.  I'll admit, it's a bit off-setting how for all other interactions, be it animated woohoo, vanilla woohoo, etc, a sim I'm interacting with will be gung-ho, but for kinkymod interactions they ardently refuse. It's also a bit weird how every sim in every relationship seems to insist on giving a blowjob before sex. It makes it a bit odd for roleplaying seducing the innocent virgin.  
  14. Mod the Sims has a pretty decent tutorial that may be of help. http://www.modthesims.info/wiki.php?title=Sims_3:Installing_Package_Files http://www.modthesims.info/wiki.php?title=Game_Help:Installing_Sims_3_Package_Files/Setup_and_Files
  15.   I have the same issue, to a point. Though I'm not having a mass amount of pregnancy announces (it's actually relatively infrequent), I do see it happening but not seeming to actually trigger a pregnancy. Similarly, I've tried the pollinate feature and the pregnancy quickly disappeared from the sim. (Checked by going to the advanced options in master controller, where immediately after pollinating, there was an option to mess with the pregnancy.) I did manage to get around this by using the instant baby option, though that's slightly immersion breaking, and seems to have a habit of dumping the baby off in a corner on a rug, not near the mother, hah. Let us know how your experiment works out!