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Sims 3 Mods Loverslab



With "save as" I did not saw any success at all. Actually my game always does a XXX.sim3.backup save. Therein is the previous one. So if your save end up with the ending sims3.bad, you can go back to the previous by deleting ".backup" on the ending. Up to now no 12 or 16 corrupted my previous save.


a. You can use MasterController, go to the Setting > CAS, remove the cloth category filter for the cloth category where you want naked body to be displayed as an option to wear. I don't remember specific the location for it. If you want to give a sims a cloth outside the cloth category like wearing sleepwear (bra/undies) or naked as everyday cloth, make sure you switch your sims into the cloth category you want to edit, and use MasterController to edit him in CAS or Stylist. If you done, just exit the CAS right away. Jump to another cloth category during in CAS, the cloth will be reset, and you must redone it again. As the game will auto filtering the cloth part that is not in the proper category.




sims 3 mods loverslab



2. Editing sims naked body (like give him a sandal, necklaces, etc). Ask her to get a shower or using MasterController to switch her cloth to naked. While in naked, Edit her in CAS using MasterController. You can modify her naked body, after you finish, exit the CAS right away. Don't switch to another cloth category, or it will be reset. As the game will auto filtering the cloth part that is not in the proper category, and most cloth don't have naked category label.


Gecko would you consider starting introductory threads that link to loverslab's simlab at ULMF, Hongfire and other adult sims forum websites in order to garner more interesting into Sims 3 adult modding? I think you are the best person for the task since you wrote a really really good beginners guide that a lot of used as a starting point of reference


Sounds like a weak computer, or an overworked Sims 3. Even an awesome computer is hamstrung by a 32bit application which has too many of the wrong mods fighting each other for CPU time, or the game save is so bloated that the same results are occurring - program stress.


The reason the Overrides folder is set to 1000 is to place it at a higher level of Priority over the game files (or other mods in rare cases) it's overriding otherwise they may not load properly. It's fine if you have nothing in that folder, but if you do the game could very well make you pay for it by messing around with the Global Priority.


The only mods that go in the Overrides folder are overrides such as OBJD's that override the games OBJD's or a mod that fixes a problem with a CC object or in some cases when it's absolutely necessary the ccmerged from the DCCache if it's not working like it's supposed to. A Core mod should never go in there.


I've been playing this game since 2010 and have made Script mods, Core mods, Tuning mods, CC and custom worlds for it for nearly as long. There are only a handful of people that know the game and it's code as well as I do and only 6 that know it better than I do.


The game reacts differently for everybody for me it's always been either Stuck sims or a Script mod broke and went bad that causes the game to jitter. Take Island Paradise for example I've never had any problems running the world it came with, whereas some else with the exact same or even better comp specs can't run it without massive lag.


Originally mods where installed in the game install directory in either the Base Game or WA root folder which could be done manually or with Monkey Bars/Helper Monkey and there was no Overrides folder at first either as the game didn't have Global Priority. That changed with Patch 1.9 in which EA added Global Priority in an attempt to discourage using mods.


Patch 1.12 changed the way mods where installed to the current way it's done now with the Mods folder being in the game folder as EA decided to give mod support as too many people where breaking their game installation with the old way.


Some still stubbornly use the old method of installing mods as it does still work which adds to confusion when they tell people where to install the mod but forget to supply the proper mod framework for that kind of install as it has different requirements needed to make it work.


The worst part about the Global Priority is figuring out which mods go into the Overrides folder which isn't consistent. The game code doesn't tell you the Global Priority for the files you're working with as the Global Priority settings are in a part of the game core that is hidden and inaccessible.


Having toyed with TS2, TS3 and now TS4, beside other Bethesda modding blockbusters, big companies like EA just don't care about how mods are transmitted to the masses. There is so little official information, and so much misinformation still hanging around countless forums, that I'm amazed how most people actually get their modded games running.


About the TS3 "Overrides" folder, I could find maybe one thread on MTS discussing it, and nothing else of real value. In my recent TS4 trials, it took me a good while too long to find out that scripts shouldn't be nested more than one level below the "Mods" folder. I still have no clue though if the "Overrides" folder is being used by the TS4 game or not. The list could go on and on, and the worst is that we never get any kind of official/dev documentation or references (let alone support) about modding questions. I fondly remember my Neverwinter Nights modding days, where we got an active and actually very helpful modding forum on the official Bioware boards, with the actual devs contributing! Nowadays, it's just "gimme your money, and figure it out on your own if you want mods", for any company.


When it comes to this I'll stick by what Pescado, Twallan, Consort, Cmar and Buzzler have said only when directly stated should any mod go into the Overrides folder. Core mods don't go into Overrides there are only 7 Core mods and none of their creators will tell you to put them there. It's rare for a Script mod to go into the Overrides folder and that's usually because it uses/requires a Store or CC object that was converted into a package file and you don't want both in the same folder. An example would Nraas Pocket Protector Tablet which makes changes to the OBJD of the Store Item the Multi Tab 6000 and you had decrapped and converted the Multi Tab 6000 into a package file thus you would want to put Nraas Pocket Protector Tablet in Overrides so it overrides the OBJD of the Multi Tab 6000 package file.


There is a lot of bad information concerning the Overrides folder which comes from people who have never made a mod or don't understand mods. I remember one person who had so many outdated mods on top of a ton of mod conflicts who vehemently refused to listen when me and igzor over at Nraas tried to help them. Despite their game being an absolute mess they refused to believe that the mod that they download 9 yrs ago was outdated and that the 2 mods that did practical the same thing would conflict and cause problems.


Thank you for this discussion. Formally I had quite a few mods in the overide folder that I felt should be there. After reading this thread I moved them all into the mods folder, and guess what! The game seems to run quite a bit smoother.


Basics for making OKW work STEP 1You need framework for modding the sims 3. That means you install a folder called "mods" (You can find a premade one here). In this folder you will find 3 things; 2 new folders called "overrides" and "packages", and a .cfg file. The .cfg file should look something like this:


I recommend making a copy of your "the sims 3" -folder before trying out big mods like KW. You will probably find your "the sims3" folder under "ThisPC > documents > Electronic Arts > The Sims 3" or under C:\Documents and Settings\my computer\my documents\electronic arts\the sims 3\.


Under Electronic Arts find your "The Sims 3" folder and simply rename it to something else like "The Sims 3 backup". Try to run your game and you will find that there has been made a new "the sims 3" folder. This folder will be like starting your game anew. All your made sims/houses/storeitems will be gone-but they are saved in your "the sims 3 backup", so don`t worry about that just yet.


Downloads (All sims3packs installed via launcher are found here -like storeitems, you might have to reinstall them with the launcher if copied and placed in a new "The Sims 3" folder) The game only reads "the sims 3" folder when it launches. The other folder are backup (you can have several of those if you have space on your computer for it). This way you can for instance have one folder with KW and one without.


OKW is a WIP (Work in Progress). Making a backup makes it possible to go back to your previous game, if or when something goes wrong! Already have a backup but want to try out new mods in an ongoing game?


Now go find your sims3 framework folder ("mods" > "packages"). At my computer it is found here: Libraries/Documents/Electronic Arts/ sims 3/mods/packages. I always make a shortcut to this folder, so that i have easy access to it whenever I want to add/remove packages. This is where you put the files you need for Onikis Kinkyworld. I prefer to make my own folders for different kind of mods, to keep it all organized and tidy. STEP 2The files you need to download for your game: BODY: Bodywithadultparts


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