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dooda

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  1. Have you got Cmar`s penis mesh v1 in your mods folder? Use v2 instead
  2. There`s an option to adjust the arousal gain multiplier in normal settings (no need for debug) It`s under global settings I think. Default is one. I set it to 3 in a new game to get my sims at it a bit quicker.
  3. The AP anims have took things to a new level...Sublime!
  4. There are tutorials on WW tumblir page and for anyone wanting to modify current anims to suit their own taste this can be done via the xml files that are part of the animation.package file. Gender restrictions can be assigned to the actors (sims) that take part in the anim. Obviously some anims created for hetero`s might not look good as gay but it can be done, you just need basic knowledge of using s4pe........http://wickedwhims.tumblr.com/post/147746195146/creating-wickedwhims-animation-xml-file
  5. She`s gorgeous and she`s going in my game, thanks!
  6. Yeah saw it there after I posted but thanks anyway. Can confirm that the updated version works
  7. The traits are broken since cats and dogs, are you still active and able to update?
  8. Nice to see some petting animations, great work, looking forward to more
  9. For that one, I think it should be "kw_l666_animations". It is not case sensitive, but you need to include the "kw_" part. Basically, every animations package comes with two files, one that has the actual animations, and a second one that has information telling KW how to make use of the animations. What you need to enter in the setup is the name of the larger of the two files, without the ".package" part. For example, L666 comes with two files: 11/02/2016 10:03 PM 68,898,346 KW_L666_Animations.package 10/27/2016 08:37 PM 226,782 OKW_L666_Animations.package Most of the animations follow this naming scheme, but a couple do not. The larger file is the one with the animations, and its name is the one you use to add it to KW. In this case, that is "KW_L666_Animations". And you can enter it using any upper case or lower case combination. I followed your instructions, and double checked the names of the fines, however when attempting to do so it still does not appear in the list, however it does give an error indicating that the file could not be found. After a close inspection at several re installations of the files, This issue persists, I am fairly confident that this is somehow me missing something basic, as I have never played sims, let alone modded it until yesterday. Just to eliminate some of the guess work i will list of what I have done. I created a folder named "Mods" in: C:\Users\Owner\Documents\Electronic Arts\The Sims 3 It contains a folder named "Overrides" and folder filled with the packages named "Packages" As well as a "Resource.CFG" file containing the following strings. Priority 501 DirectoryFiles Files/... autoupdate Priority 1000 PackedFile Overrides/*.package PackedFile Overrides/*/*.package PackedFile Overrides/*/*/*.package PackedFile Overrides/*/*/*/*.package PackedFile Overrides/*/*/*/*/*.package Priority 500 PackedFile Packages/*.package PackedFile Packages/*/*.package PackedFile Packages/*/*/*.package PackedFile Packages/*/*/*/*.package PackedFile Packages/*/*/*/*/*.package Priority 499 PackedFile Test/*.package PackedFile Test/*/*.package PackedFile Test/*/*/*.package PackedFile Test/*/*/*/*.package PackedFile Test/*/*/*/*/*.package Priority -50 PackedFile Probation/*.package PackedFile Probation/*/*.package PackedFile Probation/*/*/*.package PackedFile Probation/*/*/*/*.package PackedFile Probation/*/*/*/*/*.package Priority 500 PackedFile DCCache/*.dbc Try this cfg file, it`s the one I use without any problems. Delete your old one and replace with this.... Priority 500 PackedFile "Packages/*.package" PackedFile "Packages/*/*.package" PackedFile "Packages/*/*/*.package" PackedFile "Packages/*/*/*/*.package" PackedFile "Packages/*/*/*/*/*.package" Priority 1000 PackedFile "Overrides/*.package" PackedFile "Overrides/*/*.package" PackedFile "Overrides/*/*/*.package" PackedFile "Overrides/*/*/*/*.package" PackedFile "Overrides/*/*/*/*/*.package" Just to be absolutely clear the cfg file is NOT in the overides or packages folder. So, when you open your "mods" folder you will see Overides (folder) Packages (folder) Resource.cfg...(cfg is lower case NOT upper case)...Changing your CFG to lower case cfg might work without having to copy mine. There are different styles of cfg that will work.
  10. "Create" is not quite the right way to look at it. Passion (or KW) create the interctions, L666 or Amra etc create the animations. The xml directs passion to which objects those animations are played out on. Mistletoe is a good example because although it looks like the object is on the ceiling and you might think the animation will play there, the footprint for mistletoe is a floor object and so any floor animation will play well on it.
  11. Yes, floor anims work just as well on rugs. There was a time when KW would`nt animate on the floor for some reason and I just added "Rug" to the XML. I also sent some pics to Laddy666 of her anims working on "Dumpster" "DrumKit" and a few others just as proof of concept as to what could be animated on, the anims did`nt look right obviously because they were`nt made for them but some "Window" anims work ok on "Fridge"
  12. I`ve had a message that a family left town, it was`nt a name I recognised so was`nt a family I`d created myself. Can`t add anything other than that. I`d agree with you that it`s some story progression thing. Oniki does`nt do extensive documentation of mod features, I think she likes it that users discover things for themselves.
  13. "Latest" usually refers to the public build downloadable from page 1 of this thread but I get where the confusion can come in. Interaction tunings are on the latest public build, you`ll find undress top and undress bottom there along with about a hundred other tunings (have`nt counted, maybe not that many but there`s a lot), they`re nearer the bottom than the top of the list.
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