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See, that’s what the app is perfect for.

Sounds perfect Wahhhh, I don’t wanna

Support for Custom CAS Parts

This tutorial will explain to you the basics of adding support for different kinds of custom CAS parts that work with WickedWhims. Currently supported CAS Parts are: Male/Female Top, Male/Female Bottom, Male/Female Soft and Hard Penis, Male/Female Feet, Strapon, Condom, Male Underwear, and Female Underwear. Each of these types is added in a different way so please read the appropriate tutorial below.


1. Download Resources

Pick one of the manager tools (S4PE or S4S):

TOOL> S4PE - Download (you are required to use 7-zip to extract it)

TOOL> Sims4Studio - Download (requires to register)

S4PE (Sims 4 Package Editor) is a simplistic tool to edit Sims 4 resources. It might not be the most intuitive to use for beginners, but it’s the easiest to use for this tutorial.

S4S (Sims 4 Studio) is a complex tool to edit and create Sims 4 resources. With plenty of tutorials it is a relatively easy tool to learn, but for this tutorial it is harder to use.


Necessary tools:

TOOL> Modding Toolbox - Download (or use Hash Generator in Sims4Studio)

Modding Toolbox is used to generate hash values for the XML templates. If you’re going to use Sims4Studio, the alternative for it is under ‘Tools -> Hash Generator’.


Pick the template for the CAS parts you want to add:

TEMPLATE> Condom CAS Parts Template -  Download (Open -> Right Click -> Save as…)

TEMPLATE > Strapon CAS Parts Template -  Download (Open -> Right Click -> Save as…)

TEMPLATE > Underwear CAS Parts Template -  Download (Open -> Right Click -> Save as…)

TEMPLATE > Body CAS Parts Template -  Download (Open -> Right Click -> Save as…)

Condom CAS Parts Template is used to add support for custom condoms in WickedWhims. They are used during sex. You are required to make a condom wrapper object and a visible condom CAS part for the full support of condoms.

Strapon CAS Parts Template is used to add support for custom strapons in WickedWhims. They are used during sex. You are required to make a visible strapon CAS part that is selectable at the CAS screen.

Underwear CAS Parts Template is used to add support for custom underwear in WickedWhims. It’s used when randomizing it on Sims.

Body CAS Parts Template is used to add support for custom naked body parts in WickedWhims. They can be selected by the user using the Body Selector in-game. It’s recommended to make a square icon that will be displayed in the Body Selector menu.


These applications are optional. If you don’t own any coloring text editor, try one out:

> Sublime Text 3 - Download

> Notepad++ - Download

The editor used in this tutorial is Sublime Text 3. It will help with readability of the variables that need to be edited. The same can be done with Notepad++.


> XML Validation - Open

XML Validation is helpful after you’re done with your XML file. Copy and paste your XML file to the XML Validation page and see if the file structure is correct and without error.



2. Create Hash Values

Every XML template requires a decimal and a hexadecimal ID that will be created using the Modding Toolbox (or S4S Hash Generator).

> 2.1. Type in the name of your file and make sure it contains your name.

Recommended naming: “YOUR_NAME:Something_CAS_Parts”, example: ‘TURBODRIVER:Condom_CAS_Parts’.

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> 2.2. Copy the FNV 64 field without the '0x’ prefix.

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> 2.4. Replace the '0000000000000000’ at the end of the XML Template file name with copied FNV 64 value.

The XML file should be originally named 'S4_7DF2169C_00000000_0000000000000000.xml’.

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> 2.4. Switch the display result to 'Decimal’.

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> 2.5. Copy the FNV 64 field.

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> 2.6. Replace the '0000000000000000’ inside of the XML Template file with copied FNV 64 value.

The XML file should originally contain a variable looking like s=“000000000000000000”.

> 2.7. Replace the 'YOURNAME:…’ inside of the XML Template file with the file name that has your name and was used to generate the FNV 64 values.

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3. Retrieve CAS Part ID

Fields ‘cas_part_id’ or ‘cas_part_ids’ will require entering a decimal Instance ID of your CAS part(s).

For S4PE, the Instance ID is located under “Instance” at the list of resources. CAS Parts can be recognized by the “CASP” tag. It’s a hexadecimal value.

For S4S, the Instance ID is located under “Instance” at the list of resources or at the “Key” section on the right panel when the CAS Part is selected. It’s a hexadecimal value.

To convert a hexadecimal value to decimal, use an online converter.

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4. Create Condom CAS Parts

Skip, if you’re not adding condoms.

Condoms work by using a Condom Wrapper Object than then gets unpacked and applied on the Sim body in form of a CAS Part. This means that each condom CAS Part requires to have its own Condom Wrapper Object. And each individual Condom Wrapper Object has to have its unique XML Tuning file with a unique Instance ID that is used as the reference to the condom CAS Part.

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All of the variables highlighted in red should be modified for the file to work correctly and support your CAS part.

> 4.1.1 Variable 'cas_part_raw_display_name’ is the name of your CAS Part that might be disabled for the user in-game. Make sure to name it appropriately.

> 4.1.2 Variable 'cas_part_author’ is your name that might be disabled for the user in-game.

> 4.1.3 Variable 'cas_part_id’ is the decimal Instance ID of your CAS Part.

To get the decimal Instance ID of your CAS Part, copy the hexadecimal Instance ID (Key) of your CAS Part (example: 0x143A310339A3E4A6) and convert it to decimal with an online converter.

> 4.1.4 Variable 'cas_part_reference_id’ is the decimal Instance ID the tuning file used for the condom wrapper object.

This requires each condom wrapper object to have a separate tuning file with a unique Instance ID.

> 4.1.5 Variable 'required_cas_part_id’ is an optional field that makes sure a CAS Part is not applied unless a different one is already present on the Sim.

This should be used with the hard penis CAS Part ID that fits the condom texture and model. Not every penis model will look correct with a condom applied.

> 4.2 Condom Wrapper Tuning

Your Condom Wrapper Object has to have a unique tuning file. To make that tuning file interactable with WickedWhims, you need to assign it “_super_affordances“. These are the interactions required for the condom to be functional:

  • <T>12214374159487695556<!–Use_This_Condom–></T>
  • <T>15594836868367128156<!–Use_All_Condoms–></T>
  • <T>10974543514180352698<!–Disallow_Condoms_Auto_Use–></T>
  • <T>15247761224639232100<!–Allow_Condoms_Auto_Use–></T>

It’s important that the tuning file contains the “inventory_item“ component with “inventory_only“ enabled so it can only be used from inside of the Sim inventory.


5. Create Strapon CAS Parts

Skip, if you’re not adding strapons.

Strapons are automatically applied on Sims when they are required by the animation. This means that every Sim has a pre-defined strapon part that can be changed. For WickedWhims to detect the existence of strapons, the XML file has to contain its CAS Part ID.

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All of the variables highlighted in red should be modified for the file to work correctly and support your CAS part.

> 5.1 Variable 'cas_part_raw_display_name’ is the name of your CAS Part that might be disabled for the user in-game. Make sure to name it appropriately.

> 5.2 Variable 'cas_part_author’ is your name that might be disabled for the user in-game.

> 5.3 Variable 'cas_part_id’ is the decimal Instance ID of your CAS Part.

To get the decimal Instance ID of your CAS Part, copy the hexadecimal Instance ID (Key) of your CAS Part (example: 0x143A310339A3E4A6) and convert it to decimal with an online converter.


6. Create Underwear CAS Parts

Skip, if you’re not adding underwear.

Underwear is used when Sims undress, but these files are not required for the underwear to be available to use on Sims. These files are used to randomize underwear on all Sims in-game so they don’t have to use the default white underwear.

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All of the variables highlighted in red should be modified for the file to work correctly and support your CAS part.

> 6.1 Variable 'cas_part_raw_display_name’ is the name of your CAS Part that might be disabled for the user in-game. Make sure to name it appropriately.

> 6.2 Variable 'cas_part_author’ is your name that might be disabled for the user in-game.

> 6.3.1 Variable ‘cas_part_id’ is used when ‘cas_part_type’ is set to UNDERWEAR_MALE, and it is the decimal Instance ID of underwear CAS part.

Male underwear only requires one part, the bottom part.

To get the decimal Instance ID of your CAS Part, copy the hexadecimal Instance ID (Key) of your CAS Part (example: 0x143A310339A3E4A6) and convert it to decimal with an online converter

> 6.3.2 Variable ‘cas_part_ids’ is used when ‘cas_part_type’ is set to UNDERWEAR_FEMALE, and it is the list of decimal Instance IDs of underwear CAS parts.

Female underwear requires two parts, the top part and the bottom part. These are divided by the comma character.

To get the decimal Instance ID of a CAS Part, copy the hexadecimal Instance ID (Key) of your CAS Part (example: 0x143A310339A3E4A6) and convert it to decimal with an online converter.


7. Create Body CAS Parts

Skip, if you’re not adding body parts.

Naked body parts are used when Sims undress, and for the user to use the naked body parts, it is required to add them to the Body Selector menu.

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All of the variables highlighted in red should be modified for the file to work correctly and support your CAS part.

> 7.1 Variable 'cas_part_raw_display_name’ is the name of your CAS Part that might be disabled for the user in-game. Make sure to name it appropriately.

> 7.2 Variable 'cas_part_author’ is your name that might be disabled for the user in-game.

> 7.3 Variable ‘cas_part_display_icon’ is used to display an icon in the Body Selector menu.

Not changing the default icon will result in the default WickedWhims icon being shown instead.

> 7.3.1 When using S4PE, you can convert a PNG file into a DDS file using the Aorta DDS application (don’t include MipMaps when converting).

S4PE resource type for the icons is _IMG 0x00B2D882.

> 7.3.2 When using S4S, you can simply import a PNG file as a DST Image.

S4S resource type for the icons is DSTImageResource.

> 7.4 Variable ‘cas_part_type’ is the type of the body part that is being added.

  • BODY_TOP_MALE is for masculine or feminine males top.
  • BODY_TOP_FEMALE is for female breasts.
  • BODY_BOTTOM_MALE is for males without a penis.
  • BODY_BOTTOM_FEMALE is for females bottom (vulva).
  • BODY_FEET_MALE is for males feet.
  • BODY_FEET_FEMALE is for females feet.
  • PENIS_SOFT_MALE is for males soft penis.
  • PENIS_SOFT_FEMALE is for females soft penis (female with a penis).
  • PENIS_HARD_MALE is for males hard penis.
  • PENIS_HARD_FEMALE is for females hard penis (female with a penis).

> 7.5 Variable 'cas_part_id’ is the decimal Instance ID of your CAS Part.

To get the decimal Instance ID of your CAS Part, copy the hexadecimal Instance ID (Key) of your CAS Part (example: 0x143A310339A3E4A6) and convert it to decimal with an online converter.

The CAS part is not required to match the intended body type. You are allowed to make your body parts a native tattoo and use the advantages of texturing a body part as if it was a tattoo. In that case, you are still required to include it with a mesh.


8. Package Tuning (XML)

For the XML tuning file to be used and detected, it has to be placed inside a PACKAGE file, preferably the one that contains the actual CAS parts. If you don’t have a package file, you should consider making the CAS parts first.

> 8.1 Using S4PE

Open S4PE, and then in the top bar, select “File”, and “ Open… ”. Open the PACKAGE file with your CAS Parts.

If you’re creating something that doesn’t involve your own CAS parts, click “New”, then “Save”, select where to save your new package, and follow further instructions.

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While S4PE is running, open the folder with your XML file, click on it and hold, and then drag it over the S4PE window, and drop (aka drag and drop the file inside S4PE). Once you did that, save it (click “File” and “Save”).

> 8.2 Using S4S

Open S4S, and then click “My Projects”. Open the PACKAGE file with your CAS Parts.

If you’re creating something that doesn’t involve your own CAS parts, click “Tools” at the top bar, and then “Create Empty Package”. Select where to save your new package, and follow further instructions.

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To add the XML tuning file, click the “Add” button at the bottom-left, select “SnippetTuningResource” from the list as the Type, and paste the hexadecimal FNV 64 hash, that you have created at the beginning, without the ‘0x’ into the Instance field. Then press OK.

Select your file from the list on the left panel. On the right panel, make sure the “XML” tab is selected. Open your XML tuning file, select it all (CTRL+A), and then paste it into S4S right panel. Once you did that, save it with the “Save” button on the bottom-right.


Last update: 23rd of November 2018

WickedWoohoo WickedWhims Tutorial CAS Custom CC

Creating Custom Skin Tone for WickedWhims

This tutorial will explain to you basics of creating custom skin tones that are supported by WickedWhims. Note that this tutorial will not tell you how to make good skin tones, but just working skin tones.


1. Download Resources

> TS4 Skininator - Download

> Skin Tone Templates - Download

> Aorta DDS - Download

Aorta will be used to convert PNG files into DDS files that can be used in TS4 Skininator. If you can’t use Aorta or don’t want to, you can use Sims4Studio to load a PNG file and save it as a DDS file.

Skin Tone Templates archive file contains two files, but only the ‘MySkinToneTexture.png’ file will be used in this tutorial. The ‘SkinToneTemplateModel.png‘ file is used to inform you how the skin tone texture area is mapped and show you where the extra WickedWhims penis texture space is located (green square).

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2. Recolor Texture

Open the ‘MySkinToneTexture.png’ file with your preferable graphics editor (like Photoshop or GIMP), change the color to the skin tone you want, and save the file.

It’s important to use this template if you want your skin tone to be compatible with WickedWhims because it contains an additional region with color used by penis mods.

That additional region is located on the bottom-right of the texture and it is marked with a green square on the ‘SkinToneTemplateModel.png‘ file. It’s important to keep that additional region as one solid color to properly display all penis models texture.


3. Convert Texture to DDS

To use your edited ‘MySkinToneTexture.png’ file you need to convert it to a DDS file. In this tutorial, we will be using Aorta, but if you know how to do it with Sims4Studio, you can use it instead.

Open Aorta and click the Load normal… button. Then select the  ‘MySkinToneTexture.png’ file and open it.

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Once you see your texture loaded, click the Save as… button and save the file as ‘MySkinToneTexture.dds’ file.

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On the DDS Options screen, you need to make sure to at least have the ‘Use DXTC’ option selected, and then click the OK button to save.

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4. Creating the New Skin Tone Package

Creating a new skin tone package is all done with TS4 Skininator, so turn that on. On the first run, you will be asked to give your creator name, path to the game files and path to the Sims 4 documents folder.

Once you see the main application window, let’s start with making sure that you have the Create/Edit Custom Skin Colors tab selected.

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Then make sure you have the Cloning Tool tab selected.

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On that tab, select the Clone Game Skintones option which should display you the list of all the skin tones you have in your game.

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Then select the checkmark on the first skin on the list, because we will only be making one new skin tone for a human (not vampire or alien) in this tutorial.

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And before we’re done, make sure you have the New custom content option selected at the bottom.

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That’s it! Now click the Clone! button and save your package. That package will be later used to apply your new skin tone texture and that will be your package that you will use in your game once we’re done.

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5. Editing the New Skin Tone Package

Let us switch to the Clone Package Editor tab for this part.

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There click the Select button and select your newly created package.

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Once it loads, we can replace the textures with your new skin tone. Click on the gray area to open a new window for replacing the texture. You need to do this twice for both the ‘Texture in CAS’ and ‘Texture in game’ fields.

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In the newly opened window click on the Import Image button and then select your ‘MySkinToneTexture.dds’ file.

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And then just click the Save button.

Remember to repeat this process for both the ‘Texture in CAS’ and ‘Texture in game’ fields.

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The last thing to change is the Swatch Color that will be visible in CAS. Just click on the white rectangle and pick the new color.

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Then click the Commit Changes button to apply all the things you’ve done.

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And click the Save Package button to be finally done.

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6. Finish

That’s it. You’re done. You can now close the TS4 Skininator application and test your package in-game by moving it into your Mods folder.

Note that you can make skin tone textures with more detail if you want, and apply special flags, but the most important part is to keep the extra skin space explained at the beginning.

WickedWoohoo WickedWhims Tutorial Skin Tone

WickedWhims 1.1.2.042.1

Requires at least Sims 4 version 1.20.60.1020 or newer - No Expansions Required
Version 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6, 1.7, 1.8, 1.9, 1.10, 1.11, 1.12, 1.13, 1.14, 1.15, 1.16, 1.17, 1.18, 1.19 will not work!

Make sure to remove old mod files before installation!

List of changes:

  • Made sim hygiene need go as low as 5% when in sex interaction
  • Made sim fun need increase almost three times more
  • Fixed issue with setting role states to sims without autonomy component
  • Fixed issue with unintentional attempt to sex progression while in climax
  • Fixed issue with future incomplete code
  • Fixed few misplaced translation strings

Download Here

How to Install

WickedWhims Download WickedWoohoo

WickedWhims 1.1.2.041

Requires at least Sims 4 version 1.20.60.1020 or newer - No Expansions Required
Version 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6, 1.7, 1.8, 1.9, 1.10, 1.11, 1.12, 1.13, 1.14, 1.15, 1.16, 1.17, 1.18, 1.19 will not work!

Make sure to remove old mod files before installation!

List of changes:

  • Reworked Exhibitionism
    • General
      • Improved body parts detection
      • Improved privacy system override to make it safer
      • Added option to ‘Completely Undress Yourself’ which switches sim to native naked outfit
      • Made sims with exhibitionism skill level 3 or higher not be shocked by nudity
      • Made sims not shoo others if their exhibitionism skill allows for nudity
      • Made sims that stand when using toilet be granted a glorious penis (not male exclusive anymore, full support for both genders and body frames)
      • Added ability to disable undressing when using toilet
      • Added extra animation to admiring yourself in the mirror
      • Added option to switch inappropriate streetwear checks (disabled by default)
      • Fixed issue with flashing interactions being visible when clicking on children
      • Fixed inconsistencies with flashing interactions
      • Removed pushing sims from nude and shock+embarrassment from nudity to avoid sims getting stuck in infinite shock state (this will be improved in future releases, this change does not affect privacy interactions)
    • Exhibitionism Skill
      • Made exhibitionism skill have only 5 levels
      • Made leveling up exhibitionism skill depend on objectives (you can’t do the same thing all the time)
      • Made traits like Shameless, Morning Sim, Night Owl, Savant and Quick Learner affect the exhibitionism skill
      • Made admiring yourself outfit be dependent on the current exhibitionism skill level
      • Made vanilla nudity interactions be hooked to exhibitionism skill level
      • Removed watching naked sims increasing exhibitionism skill level
      • Added 'wickedwoohoo.exglobalremove’ command to reset every sim exhibitionism skill
    • Exhibitionism Whims
      • Added whim for undressing underwear (low exhibitionism levels)
      • Added whim for admiring yourself in the mirror (medium exhibitionism levels)
      • Added whim for undressing clothes (medium and high exhibitionism levels)
      • Added whim for flashing sims (high exhibitionism levels)
      • Added whim for any social interaction about exhibitionism (every exhibitionism level)
    • Exhibitionism Buffs
      • Added buff for flashing a sim (happy mood)
      • Added buff for being fully naked (happy mood)
    • Exhibitionism Story Progression
      • Made gaining exhibitionism skill through story progression be capped from level 2 to 3 (sims won’t max out exhibitionism skill without influence)
      • Made randomised constant exhibitionism skill story progression capped level limit for random sims (some sims learn more than others)
      • Added exhibitionism social interactions (influences sims to learn exhibitionism faster and above the story progression level cap)
        • Talk About Exhibitionism - influences sim depending on your sim exhibitionism level
        • Compliment Sexy Body - subtle way to influence sim (unlocked at level 2)
        • Convince to Exhibitionism - more direct way to influence sim (unlocked at level 4)
        • Ask to Get Naked - if your sim is at least level 3 and the asked sim is least at level 4, the asked sim will undress
      • Made exhibitionism story progression take into account sims traits
    • Exhibitionism Autonomy
      • Made sims enter/spawn in zone without underwear right away (if the skill allows for that)
      • Made alone sims in house ignore exhibitionism level check
      • Removed sims autonomy to undress underwear
  • Added Climax System
    • Added climax sex category
    • Added option to trigger climax
      • Made climax option be available after some time of sex (this will be improved with implementation of sex skill)
      • Made climax option not visible if current setup (location/amount of sims) has no available climax animations
    • Added option to end the sex interaction after climax animation finishes
    • Added option to stop sex progression when climax animation is playing (enabled by default)
  • Added Needs System
    • Made hunger, hygiene, energy and bladder needs never go below 20% while in sex interaction
    • Made hygiene need decrease faster while in sex interaction
    • Made social need slowly grow to max 60% or stay when higher than 60% while in sex interaction
    • Made fun need slowly grow to 100% while in sex interaction
    • Added option to completely disable needs decay while in sex interaction
  • Cum Layers - Textures made by LumiaLoverSims (https://lumialoversims.tumblr.com/)
    • Added cum layers (face, chest, back, vagina, butt, feet)
    • Made cum be applied after sex interaction (depends on last animation category or specified cum layer type)
    • Made cum disappear when taking shower/bath, swimming or gussying up in the mirror
    • Made sims with cum on them want to take a shower (autonomy, only NPC sims, excluded slob sims)
    • Made cum layers disappear from NPC sims after 2 in-game hours
    • Made NPC sims clear cum layers when they leave the area
    • Added ability to specify cum layer type per actor (Param 'receiving_actor_cum_layer’ in XML Specification)
    • Added option to disable cum layers
  • Added Pregnancy System
    • Added pregnancy for sims receiving vaginal sex interaction (incest pregnancy is impossible due to game limitations)
    • Made impregnation happen after some time of vaginal sex (so you have time to use a wicked condom, because you remember about protection, right?)
    • Added option to set pregnancy chance (0% by default)
    • Added pregnancy termination (open your phone for that interaction, no buffs included yet)
    • Added wicked condom object - Model and textures made by LumiaLoverSims (https://lumialoversims.tumblr.com/)
    • Added interaction to use a wicked condom (can be used for everybody in the group if there is more than one sims that can impregnate)
    • Added ability to order pack of wicked condoms using computer
    • Added ability to specify cum going inside or outside (Param 'receiving_actor_cum_inside’ in XML Specification, affects pregnancy chance)
    • Made sims with 'Lazy’ or 'Clumsy’ trait have higher chance of impregnation when cum is going outside
    • Made sims with 'Hates Children’ trait use wicked condoms automatically
    • Made sims with 'Hates Children’ trait refuse vaginal sex if they don’t have any wicked condoms
    • Made 'Always Accept’ option ignore 'Hates Children’ trait
    • Made pregnancy related traits be ignored when pregnancy is disabled (0% chance for pregnancy)
    • Removed sad emotion after negative pregnancy test
  • Improved Outfits System
    • Reworked outfits handler to use special category for undressing
    • Added 'wickedwoohoo.fixnudeoutfit’ command to reset every sim nude outfit
    • Added 'wickedwoohoo.forcenudeoutfit’ command to forcibly apply default naked parts to naked outfit
    • Improved outfit updating when changing animations
    • Made sims naked outfit reset on outfit change to naked
    • Made sims keep undressed outfit after finishing sex interaction
    • Made outfits not possible to be nude by default be ignored in checks
    • Made outfit states hooked to commodity statistics (top and bottom outfit, top and bottom underwear)
  • Renamed the mod to 'WickedWhims’
  • New icons created by LumiaLoverSims (https://lumialoversims.tumblr.com/)
  • Added option to force default naked body mesh (if you have problems with CC)
  • Added option for NPC sims autonomy only (replaced the low autonomy setting, made it selected by default)
  • Added option to auto dress up after sex interaction
  • Added special penis models for females made by Kirirhyn
  • Removed detection of required penis CAS parts since they are not included by default
  • Reworked system of applying penis mesh base on gender and body frame
  • Made penis CAS parts as one package for convenience of easily keeping it updated
  • Added support for Untraditional Nerd penis meshes (make sure to remove the included one before, make sure to not use the replacement version)
  • Reworked sim extra data handler making it more conflict and future proof
  • Added simple game events save system to keep track of basic happenings in the world
  • Added location type for pool sex interactions
  • Added location type for sauna sex interactions
  • Changed asking for sex animations to romantic type
  • Made the game pause when opening settings
  • Reworked registration system for interactions of sims and objects (better optimization, faster loading)
  • Added warning message before using animations switcher
  • Made every custom command output a message
  • Updated translations grammatically and in some missing spots
  • Updated language files (organised and improved)
  • Made joining to sex interaction require to be nearby to ask/invite
  • Made actors be assigned to the proper positions with gender restrictions disabled
  • Made animation syncing times a little bit more precise
  • Fixed issue with joining sex interaction failing with 'Always Accept’ enabled
  • Fixed issue with counting faded sims as available sims
  • Fixed short male erection duration from watching
  • Fixed changing sex location not updating the interaction
  • Fixed issues with cloning machine
  • Fixed issue with infinite erection after sex
  • Removed sex with Death (I know, I know..)

Download Here

How to Install

WickedWoohoo WickedWhims Download

WickedWhims 1.1.1.026

Requires at least Sims 4 version 1.20.60.1020 or newer - No Expansions Required

Changes in this release:

  • Made the game pause when opening settings
  • Fixed wicked settings option not being displayed when clicking on objects
  • Fixed syncing times being too restrictive after sex animation progression
  • Fixed issue with sex progression for footjob category not working

Version WickedWhims 1.1.1.026b was released to fix sex progression.

Download Here

How to Install

Download WickedWoohoo

Adding Native Events to Animations

This tutorial will explain to you how to add native events (lips movement and sounds) to animations.
To add sex events check out the Creating WickedWhims Animation XML File tutorial.

1. Download S4PE

> S4PE - Download (at least version 0.5.0)

Note that archives for 7-Zip (.7z) should be unpacked using 7-Zip, otherwise, it may result in errors when using the unpacked files.

2. Edit in S4PE

To add events you need to have an animation, so check other tutorials if you have not already made one.
You add events to your animations after you’re done with creating and exporting them.
Open your package with animations using S4PE.

3. Open Events Grid View

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Select your CLIP and click the Grid button at the bottom of the S4PE editor.

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Select the ‘ClipEvents’ line from the list and click the ’…’ button on the far right.
You can remove existing, added by Sims4Studio, two events from the list by using the 'Delete’ button on the bottom.
Note that editing CLIP file in S4PE will edit CLHD file for you automatically, so you don’t have to worry about it.

4. Understanding Timecodes

Events require to set the Timecode they will be triggered at when the animation plays.

Every frame of your animation has a specific length. That length is set in the 'TickLength’ field of your animation and by default, it’s ’0.03333334’. This means that the 'TickLength’ value multiplied by a number of frames of your animation will result in the duration of your animation.Example: If your animation has 81 frames and you multiply it by the 'TickLength’ (81 * 0.03333334) you will get the animation duration which is '2.7’.

Example: If your animation has 81 frames and you multiply it by the 'TickLength’ (81 * 0.03333334) you will get the animation duration which is '2.7’.

To get the Timecode for a specific frame of your animation, take that frame number and multiply it by the 'TickLength’.

Example: If you want to play a sound at the 20th frame of your animation, multiply that by the 'TickLength’ (20 * 003333334 = 0.06666668). Your Timecode for the 20th frame is '0.06666668’.

5. Adding Sounds Events

image
To add sounds, click the 'Add’ button at the bottom and select 'ClipEventSound’.
Setup the values just like in the screenshot above for the first sound.
Replace the 'SoundName’ field with a name of a sound you want to play.
Replace the 'Timecode’ field with the time you want to play the sound at.
The 'Unknown1’ field defines the ID of your event. The first event will have the value 0x00000001.
Every next event ID grows by 1 in hexadecimal format: 0x00000001 -> 0x00000002 -> 0x00000003 -> 0x00000004 -> 0x00000005 -> 0x00000006 -> 0x00000007 -> 0x00000008 -> 0x00000009 -> 0x0000000A -> 0x0000000B -> 0x0000000C -> 0x0000000D -> 0x0000000E -> 0x0000000F…
List #1, List #2, List #3 of sounds that you can use. I don’t know of any way to listen to them yet. The only thing you can do is to use them and test them in-game or try to export them based on the included instance id.
Once you’re done adding events, click the 'OK’ button and then 'Commit’ button. Remember to save your package!

6. Adding Lips Movement Suppression Event (unlock mouth bones)

image
By default, the game uses mouth bones to make Sims speak, which means that you can’t animate them.
This is not true if you suppress lips. Doing that will block Sims from talking and allow you to animate mouth bones.

To add lips movement suppression, click the 'Add’ button at the bottom and select 'ClipEventCensor’. Setup the values just like in the screenshot above. Keep the 'Timecode’ as '0’ since it should start from the beginning of the animation. The 'Unknown1’ field defines the ID of your event. The first event will have the value 0x00000001.
Every next event ID grows by 1 in hexadecimal format: 0x00000001 -> 0x00000002 -> 0x00000003 -> 0x00000004 -> 0x00000005 -> 0x00000006 -> 0x00000007 -> 0x00000008 -> 0x00000009 -> 0x0000000A -> 0x0000000B -> 0x0000000C -> 0x0000000D -> 0x0000000E -> 0x0000000F…
Once you’re done adding events, click the 'OK’ button and then 'Commit’ button. Remember to save your package!



Last update: 25th of August 2017

WickedWoohoo Tutorial Animation Event Sound

Exporting Objects from The Sims 4

This tutorial will explain to you how to export objects from The Sims 4 that are usable in Blender.

1. Download Sims4Studio

> Sims4Studio - Download (you need an account) (Sims 4 Studio Site)

Use a more recent version of Sims4Studio if you have issues exporting objects.

2. Get to the objects

image

Open Sims4Studio, select the ‘Override’ option under 'Object’ button and click the 'Object’ button.
Prepare for a potentially long loading since Sims4Studio has to load all objects from the game.

3. Pick an object

image

Start typing in the name of an object you’re looking for and select it from the list.
Once you’re sure this is the object you want, click the 'Next’ button.
When asked where to save your new package put anything you want in, it doesn’t matter when exporting objects.

4. Get to the mesh

image

Switch to the 'Meshes’ tab.

5. Export the mesh

image

Click the 'Export Mesh’ button and choose where you want to save the blend file.

6. Import the mesh to Blender

image

Importing the mesh to Blender is the same process as appending actors to your animations.
The only difference is that you have to select objects called 's4studio_mesh_’ to add the objects.


Last update: 25th of August 2017

Sims 4 WickedWoohoo Tutorial Export Object Sims 4 Studio WickedWhims

Creating Basic Animations In Blender

This tutorial will explain to you basics about creating animations for The Sims 4 using Blender.

Videos may not be visible in some browsers!


This tutorial is safe for people who never used Blender. Keep in mind that this is not the most optimal way to use Blender. You should consider looking up professional tutorials to learn more.

1. Download Blender

> Blender 2.70a - Download

This version is required to work with Sims4Studio 2.7.1.5. If you’re using a newer version of Sims4Studio, use the recommended Blender version.

2. Download Sims 4 Rigs

> Edited Male and Female Rig - Download

These are heavily edited Sims rigs that support custom tongue and penis movement. You’re free to use any other The Sims 4 rigs you can find.


Downloaded files with extension ’.blend’ can now be loaded directly to Blender.

3. Open rigs in Blender

Rig files with extension ’.blend’ can be simply loaded to Blender.
After you install Blender, open one of the downloaded rigs.

In this tutorial only the ‘YOURNAME_Animation_Name_male’ and 'YOURNAME_Animation_Name_female’ files will be used.

4. This is the animation timeline


You use the timeline to move the time of your animation and add keyframes. To actually interact with created keyframes you need to use the 'Dope Sheet’ which will be explained later.
Below the timeline, you will find numbers labeled 'Start’ and 'End’.
'Start’ is the frame your animation starts with and it always has to be set as 0.
'End’ is the frame that your animation ends with (duration or your animation). Note that this only applies to Blender and if you add keyframes past the animation duration they will be counted by Sims4Studio when exporting.

5. This is the Dope Sheet


On the left, you can change the visible editor to 'Dope Sheet’ and switch the mode to the 'Action Editor’.
Dope Sheet/Action Editor is like an advanced timeline where you can move, copy and delete existing keyframes. More on that later.

6. This is your camera


Moving camera in Blender can be really complicated and there is a lot to learn about it, but here are the basics.
By holding the Middle Mouse Button you can rotate the camera around.
With the Scroll Wheel, you can move forward or backward.
While holding the Shift button and holding the Middle Mouse Button at the same time you can move in space.
This is in no way the most optimal way of operating the camera in Blender, but it should be enough for beginners.

7. These are bones

image


Before animating rigs, make sure to always select one by clicking on the icon of the actor you want to modify. The screenshot above shows the 'Outliner’ which contains all the objects in your scene. Any icon with a circle on it means that it is selected as the active object you’re modifying.


All the black dots on the Sim model are called 'bones’. You can select any bone by using the Right Mouse Button, it will get highlighted when it is selected.

8. Rotating bones

image


For purposes of this tutorial, we will be using the Rotation Tool, but this is not the only way to rotate bones.
To enable the Rotation Tool you need to click on the icon showed on the screenshot above. If you don’t see the icon pointed by the arrow, click on the icon on the left, with lines colored in red, blue and green, to make the 'Rotation Tool’ icon visible.
To move bones (don’t do this) you need to use the 'Translation Tool’ which will be explained later in this tutorial.


Once you select the 'Rotation Tool’ and one of the bones, you can rotate it by dragging one of the colored lines that are displayed around the bone.
Try selecting different bones and see what you can move.

9. Even more rotating bones


Some bones can be clicked multiple times to access different bones that are placed in the same spot. An example is an eye, which with every click allows you to move the upper lid, bottom lid and the eye itself.
To know that you’re selecting different bones, look at the name of the selected bone that is displayed at the bottom left corner of the 3D View.

10. Import second actor (or more)


Importing actors and objects allows you to align everything properly in one animation. Note that you can’t export the animation with multiple actors, but more on that later.


To import actors or objects:
10.1. Click 'File’ -> 'Append’.
10.2. Pick blend file that contains the actor/object you want to add (for example the female rig).
10.3. Open 'Objects’ folder and select the rig and body parts (rig, head, top, bottom, feet). To select multiple things hold the Shift key and click the things from the list.
10.4. Click the 'Link/Append from Library’ button.


You can import as many actors/objects as you want to one animation.


Remember that after importing actors (Sims) and/or objects you need to switch them to the 'Pose Mode’.

11. Move actors around


To move actors you need to select the root bone. There is nothing that would indicate the right one, you have to find it yourself and remember which one is it (for reference look at the video above).
Once the root bone is selected, switch to the 'Translation Tool’ and move the sim by dragging one of the colored arrows around the selected bone.


Remember to never move objects, only actors!

12. First keyframe


A keyframe is basically a frame/pose of your animation. You can understand it as a pose that your Sim is at, before moving into another pose (keyframe).

image


The first frame has to start from the first frame position, so make sure your timeline is set to the farthest left.
In addition, the screenshot above shows your active selected frame which should be displayed as “0” (zero).

To create a keyframe you have to select all actor bones you’re creating the keyframe for. Select the rig of the actor and hover over its model with your mouse.
Press the a” key on your keyboard to select all the bones, they should light up.
Then press the i” key on your keyboard and select 'LocRot’ from the list. This saves all of the bones rotation values in a form of a keyframe.

That’s it, the first frame of your animation is done.


When you want to add more keyframes:
1. Move the active frame on the timeline few frames forward.
2. Move bones of the actor to make a new pose.
3. Select all the bones and 'LocRot’ again.

13. Delete, move and copy keyframes


To move, copy and delete keyframes you need to use the 'Dope Sheet’.

There are multiple ways you can select keyframes on the 'Dope Sheet’, but you only need one to learn the basics.
To select a keyframe (whole column with all the bones), hold the Alt key and click one of the diamond shapes with the Right Mouse Button. They will light up in orange when they are selected.

While a keyframe is selected use:
Key the g” button to move selected keyframe and place it somewhere else.
Hold the Shift key and press the “d"  key to copy selected keyframe and place it somewhere else.
Press the Delete key to delete the selected keyframe.

You can select multiple keyframes if you hold the Shift and Alt keys together and click the Right Mouse Button on keyframes.

14. Handle multiple actors


Every rig has its own timeline with keyframes which means that you can’t export one animation with multiple actors.
Every actor has to have its own animation file, so once you’re done with your animation, save and close Blender.

image


Create a copy of your animation file per actor in your animation. For example, if you have two actors (a male and a female), create two copies.
Then open each copy and remove other actors from it, leaving only one actor per animation file.
Removing an actor means removing its rig from the file. The video above shows how to remove the model too, but that is not required. To select multiple things, hold the Shift key.

15. Exporting animations


Check the 'Converting Blender Animations to Clips’ tutorial on how to turn blend files into clips and clip headers to use them in the game.

> Converting Blender Animations to Clips



Last update: 25th of August 2017

WickedWoohoo Tutorial Blender Animation WickedWhims

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