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Post by baniduhaine on Nov 30, 2021 22:45:28 GMT -5
Hi. Wanted to share something I made on Studio by adding a Snippet to my own custom traits. Here is the description: In spite of it showing up as a search suggestion, I couldn’t actually find a pre-existing mod for Vampire Bloodlines in the style of Spellcaster bloodlines. I realize they’re two different occults, but come on. Legacies are a huge part of the game (an assessment I think I can back with the sheer amount of legacy challenge results when I did try to search for “vampire bloodlines”), but Vampires don’t get the same heritage buffs as Spellcasters. Maybe it’s because they’re older than Spellcasters, maybe because being immortal makes lineages matter less, but oh well, it’s still a problem to me and I’m still going to fix it. This mod requires MAL22’s Trait Tracker Injector, and will not work without it. So let’s talk about how Vampire Bloodlines work now. I made modified inheritance rules for it based on the Spellcaster Bloodlines that come with the game, except the Occult in this case is Vampire, and the traits are custom. Still, it follows the first-gen Vampire -> Weak -> Strong -> Ancient path the Spellcaster one does. That said, it’s different in terms of its perks. Of course, Vampires aren’t Spellcasters, they don’t have the risk of death by overcharging, etc… So here’s the breakdown of the perks. Weak Vampire Bloodline:Vampire XP should be gained 10% faster Vampire energy should increase 10% faster Thirst should decrease 10% slower Vampire energy decreases 10% slower when exposed to sunlight[/li] Strong Vampire Bloodline:Vampire XP should be gained 20% faster Vampire energy should increase 20% faster Thirst should decrease 20% slower Vampire energy decreases 20% slower when exposed to sunlight Ancient Vampire Bloodline:Vampire XP should be gained 30% faster Vampire energy should increase 30% faster Thirst should decrease 30% slower Vampire energy decreases 50% slower when exposed to sunlight I made it as similar to the other bloodline traits as possible (within reason). Languages:English Spanish Known issues:Not really my business, but when playing with modded hybrids, the in-game Spellcaster bloodline trait seems to interfere with the inheritance of the Vampire bloodline traits. Again, an “issue”, and not really one I can fix since that appears to be a weird hybrid thing unrelated to this mod. Q&A:Any future plans?Yes! I want to make bloodlines for other occults… as soon as I figure out what the fair equivalent benefits for aliens and mermaids would be, that is, since it’s not as straight-forward as vampires. Credits:Sims4Studio for the Snippet function to implement this MAL22 for the Trait Tracker Injector Zerbu #mods #vampires #ts4 #legacy #ts4vampires #mods #vampires #ts4 #legacy #ts4vampires
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Post by baniduhaine on Dec 4, 2021 0:55:51 GMT -5
Following up on my possibly excessive quest to give other Occults the same bloodline-traits treatment that Spellcasters get in the game, I present to you, Mermaid Bloodlines. Of course, coming up with perks for it was kind of a mess, considering how Mermaids are one of the least fleshed-out Occults in the game. But before anything else: This mod requires MAL22’s Trait Tracker Injector, and will not work without it. (Oh, yeah, and sorry about that, but you need City Living to experience the full benefits since even though Mermaids sing in general, the singing skill isn’t base game). So let’s talk about it. These Mermaid Bloodline traits consist of three traits, much like in the case of Spellcasters. They follow the same pattern, being in this case first-gen Mermaid -> Weak -> Strong -> Ancient. And while the traits themselves are custom, the inheritance rules they follow are the same as those of Spellcaster bloodline traits, though the Occult that triggers them in this case is Mermaid. With that context out of the way, it was a pain to come up with perks for them, but here it is! Weak Mermadic Bloodline:- Singing skill gained 10% faster
- Fitness skill gained 10% faster
- Hydration decays 10% slower
- Hydration drops 10% slower
Strong Mermadic Bloodline:- Singing skill gained 20% faster
- Fitness skill gained 20% faster
- Hydration decays 20% slower
- Hydration drops 20% slower
Ancient Mermadic Bloodline:
- Singing skill gained 30% faster
- Fitness skill gained 30% faster
- Hydration decays 30% slower
- Hydration drops 50% slower*
*In the interest of following up with the Ancient Spellcaster bloodline having this extra escalation at the end, I assigned it to the drop of Hydration when used (versus decay, which is just how it naturally drops, in case anyone was wondering the difference). It’s as similar as I could manage to the original traits, but… I mean, no offense to mermaids, but their base perks make me sad, okay? Languages:Q&A: Any future plans?
Considering I’ve made Vampire Bloodlines and Mermaid Bloodlines, I think the next logical step is Aliens (haha, betting I end up just going with a logic perk there /mediocre-foreshadowing). Though in that case, I’m even more stumped than I was when starting to figure out which perks to give to Mermaids. I’d also like to eventually figure out a weakness to give them, like how Vampires have the sun and Spellcasters have overcharge. Makes the decreased risk gained from bloodline perks actually worth it then. Whenever I actually manage to get that to work, I’ll probably go with Hydration for Mermaids and whatever the equivalent of Brain Power from TS3 is now for the TS4 Aliens, haven’t played enough with those to figure them out. But soon! Credits:This wouldn’t have been possible for me to do without Zerbu’s Mod Constructor, The Sims 4 Studio, and MAL22’s Trait Tracker Injector. They are exceptional programs and I thank their creators for making them. #mods #mermaids #ts4 #legacy #ts4mermaids
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Post by baniduhaine on Dec 14, 2021 13:28:42 GMT -5
I DID NOT MAKE THE ORIGINAL MOD, ALL CREDIT GOES TO NYX. REMAKES ALLOWED AS PER NYX’S SITE.So, in the process of making my Occult Bloodline mods, I hit a wall at the time of making the Alien Bloodlines because, uhm. Aliens are boring ok. I thought I might have to go and actually make something to, well, make them less boring, but then I found out Nyx’s mod existed. But it didn’t work. I call this a “frankenfix” because I tried to refrain from making any non-essential changes and mostly coded around the preexisting mod to fix the issues I found.The main issue I noticed was the trait not showing up on Rewards for pre-existing Aliens, nor was it being gained by Aliens when aging up. So I just made it trigger by being an Alien and going to sleep. Have fun. The other issue, which I found out about thanks to the S4S forums, was that Brain Power was not regenerating via any of the actions that supposedly restored it. So I went and added a different hidden buff to increase Brain Power when resting since I couldn’t figure out which part of the original was causing this, and then I added a different loot to Nyx’s custom Restore Brain Power interaction. So that should work now. Aside from those fixes, the Mod is as the original was, which I’ll detail below. I couldn’t find the original MTS post so I’m just linking a post I found about it. If anything else is broken that I didn’t notice, please let me know and I’ll get to it! Okay, so paraphrasing Nyx's since, like I said, I can't find the original. Once your Aliens are Enhanced Aliens, they'll be able to: BioDrain and BioBoost other Sims: Draining another gives them a +3 Dazed moodlet while giving the Alien a +3 Energized buff, and the opposite is true for Boosting, as the Alien will become +3 Dazed while the target is then +3 Energized. These all last an hour.
Mind Control: Aliens can now command other Sims to either Clean or Repair, both for about 4 hours, during the duration of which Sims will be +10 Dazed.
They have a new need called Brain Power, which overrides Bladder and Energy a la Vampire-energy bar*, which is maxed at 100 points and will be decreased by using Alien abilities. *NOTE: I noticed they don't seem to be properly hidden when I had the Hybrids mod installed, but it seems to be a purely visual conflict considering how Nyx's code prevents Bladder/Energy from decaying anyway. Low Brain Power follows the negative Energy messages trend, just with the text replaced by Alien stuff.
Brain Power can be restored by sleeping or by clicking on your Alien Sim and using the Alien ability of Restore Brain Power.** **The special effects for restoration don't seem to be triggering and I am sadly a potato when it comes to animations so I couldn't get that to work, but the restoration is functional. You just won't see the pretty special effects. :( And that's it! Languages:English by Nyx
Spanish by me ONCE AGAIN, ALL CREDIT TO NYX.#mods#ts4#aliens#nyx
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Post by baniduhaine on Dec 14, 2021 23:31:46 GMT -5
Several existential crises later, I ended up finally finishing the next installment of “giving Bloodlines to other Occults because only Spellcasters got those”. Presenting the long-awaited Alien Bloodlines! Which had been awaited since like, two weeks ago, tops. This mod requires MAL22′s Trait Tracker Injector, and will not work without it. Much like the Spellcaster bloodlines in-game as well as my Vampire and Mermaid Bloodline mods, these traits will provide your Aliens with some boosts the further along the family line they are, so a newly spawned Alien won’t compare to an Alien whose great-grandparents were also Aliens! These Alien Bloodline traits follow the same inheritance rules as the original Spellcaster traits, starting at the first-gen Alien, then following the trend of Weak -> Strong -> Ancient. There are two versions, but first, let’s go over the perks. Weak Alien Bloodline:
- Logic skill gained 10% faster
- Rocket Science skill gained 10% faster
- 10% faster performance gain in Scientist, Astronaut, and Tech Guru careers
- Energy* decays 10% slower
Strong Alien Bloodline:
- Logic skill gained 20% faster
- Rocket Science skill gained 20% faster
- 20% faster performance gain in Scientist, Astronaut, and Tech Guru careers
- Energy* decays 20% slower
Ancient Alien Bloodline:
- Logic skill gained 30% faster
- Rocket Science skill gained 30% faster
- 30% faster performance gain in Scientist, Astronaut, and Tech Guru careers
- Energy* decays 50% slower
* This is where the two versions come in. Considering how stumped I was about what perks to give Aliens for this, I ended up trying to fix up Nyx’s Enhanced Aliens mod here. If you use that, choose the nyxCompatible version! Don’t install that version if you don’t have Nyx’s Enhanced Aliens, as I made that version target the decay and expense of Brain Power, and your Aliens will only have that commodity if they are Enhanced Aliens. The regular version is the one that targets energy. Choose only one, I can’t stress this enough! Languages: Q&A: Any future plans?
I have follow-up plans for both my toddler-consequences mods and these mods, mostly in the form of seeing if I can implement some extra tidbits for Mermaids, since they’re only slightly less boring than Aliens in their original form. Buuuut, working with Nyx’s Enhanced Aliens is now tempting me to look into others among Nyx’s broken mods. Bahhh, I’ll see what I end up doing, unless anyone likes a particular path over the other and would like to say so. Known issues:
Compatible with hybrids, but the own game’s Spellcaster bloodline traits don’t like Aliens. My other bloodline mod traits work fine with it, though. #mods#ts4#aliens#bloodlines
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Post by baniduhaine on Dec 30, 2021 2:31:39 GMT -5
It has come to my attention that there is apparently no functional life insurance mod for TS4 at present times, and while I was asked to look into a preexisting one, I'm not comfortable doing that considering the creator is still around, even if their mod hasn't been updated in a long time. So, I decided to make my own. Please read carefully, for claiming life insurance on any Sims that met an untimely (or timely?) demise may be simple, but several conditions will still need to be met. When a Sim dies, be it a relative or a spouse, your Sim will have the ability to claim life insurance for them. Note this only applies for deaths tagged as Loss in the family, so you can't go around claiming life insurance for the neighbors who I am sure ate that pufferfish of yours entirely by accident. It is also individual, in the sense that for example, both your spouse and children could claim and receive a payout, though there is no guarantee it'll be a good payout if you decide to try and cash in via your children. ;D Anyway, you will need a Computer. You can't call Widowers Inc. Insurance Service, because they don't own a phone. They just linger in the shadows and mysteriously slip in their contact details to your computer whenever there's a loss in the family. While still suffering from the effects of that 2-day buff from your beloved Sim's passing, you may apply for an insurance payout on the computer. This will give your Sim a buff that lasts 3 days, signaling their request is being processed. However, since Widowers Inc. take their services very seriously, you must respect the proper mourning period. Of course, they can't go around risking enabling any dangerous maniacs! So, while you have to apply for the insurance while still having the loss in the family buff, you will need to wait those 2 days out and properly mourn your deceased relative. Once that's done, before the 72 hours since you placed your request are up, you can check the status of your insurance request. Assuming Widowers Inc. understood your claim to be legitimate (and they always will, unless you let either the mourning time out before you apply, or if you let the 72h go by), you will receive a random payout from Widowers Inc. It can be anything between 1000 and 50000 Simoleons. Why "so little"? Because multiple relatives can receive different amounts, since they may not always be in the same household. The alternative explanation would be that the payout is random because Widowers Inc. don't trust people to not go around k- I mean, indirectly causing the premature reaping of their spouses. Anyway, I think that should cover every detail. This is a rather simple mod, in comparison to others I've done before, but I wanted it to be different from older mods out there, so apologies to anyone who missed the insurance mods made by other creators, since I made mine to be different. Languages:Known issues:The option to claim the payout doesn't always go away immediately, but from my testing that's a merely visual issue since it won't pay you a second time, even if you manage to catch it and click it again before it disappears. Credits:Zerbu's mod constructor and S4S. #ts4#insurance
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Post by baniduhaine on Jan 4, 2022 14:47:23 GMT -5
You know, I realize probably few people actually care for the context as to why particular mod exists, but I'm also aware my ideas have something like a 50/50 chance of appearing completely unrelated, so I still feel the need to explain. The lack of hybrids in the Sims game in general seems unrealistic (how unrealistic that my Aliens and Spellcasters can't have wizardry half-Alien offspring smh), given how under normal circumstances one would expect their children to be something new... But hey, I'm not here to do anything about Occult+Occult combos. Let's talk about Dhampyrs. I have a thing for tvtropes, at times even treating the pages as a place in which to look for ideas on what book to read next, and one such page is that of Dhampyrs, the offspring of Vampires and humans. In the Sims, the children of Vampires and non-Occults can be either, because the Sims are mean and don't like hybrids. So let's fix that, let's get some Dhampyrs. (Note that this isn't meant to represent any culture's particular depiction of Dhampyrs, and has to work within the constraints of the Vampire system in-game) Fun fact, while looking up the translation of Dhampyr for my translation, I ended up stumbling upon the Dhampiro wikipedia page, which features a line too legendary to not be mentioned here. Namely: bwahahaha Anyway, while Dhampyrs (and apparently humans, according to that wikipedia page) may be fictional creatures, but the world of the Sims need not abide by silly rules! First of all, you need MAL22's Trait Tracker Injector for this to work, as the non-Occult children of Vampires are tracked by a hidden inheritable trait. All children of a Vampire and a non-Occult can inherit this, but the subsequent steps are blacklisted from Sims who are Vampires. Becoming a Dhampyr requires some effort, and does not happen automatically. Should any non-Vampire child of a Vampire reach Level 15 Vampire Lore, their extensive knowledge of the subject will enable them to unlock a particular detail. Namely, that if they, as the children of a Vampire, were to consume a Plasma Fruit, they would fulfil their true potential as a Dhampyr. Careful with that decision, though! Dhampyr conflicts with Vampire, so your Sim will not be able to become a Vampire... for as long as they live, that is (more on that later). Once your Sim is a Dhampyr, they'll gain access to a few perks! Access to all Vampire transport methods (Fly as Bat, Teleport as Mist, and Vampiric Run). Note that they must be toggled via clicking on your Sim. Agelessness - Dhampyrs will not age past Young Adult. Dispel Mind Control Powers - can free other Sims who have had Mind Control perks cast on them by Vampires (They cannot cast Mind Control.) Permanent Vampire Resistant Cocktail buff Ability to grant temporary sunlight protection to Vampires (via the Sunlight Resistance buff). If used on non-Vampire Sims, they'll get the buff, but all it will do is make them +3 Energized for a while Max Vampiric Fighting skill (same perk that can be unlocked by Vampires) Nightly skill gain bonus of +25% to all skill gains (50% for Fitness and Mixology) ...at the cost of skill gain during the day being half as fast, that is. That's it? You may be wondering, isn't that a bit weak in comparison to Vampires? They can't even pick their own perks! But that's the price they have to pay. They, after all, don't have to deal with the weaknesses that plague Vampires. Does that not seem fair? And alas... should a Dhampyr die, the next time their ghost loads into a lot (simply leaving your urn does not count, apparently you need to actually load into a lot, in spite of my attempts to make it instant), they will resurrect as a Vampire, having lost their Dhampyr powers forever. They'll gain Vampire XP a bit faster than the average, though. The Dhampyr trait cannot be regained normally after this point, even if your Sim is cured of vampirism. It'd only, hypothetically, be possible if you cheat your Vampire Lore skill back down and try to re-trigger the initial unlock conditions. If you have any comments in regards to the selected abilities, feel free to share your opinion, as I had a hard time picking and choosing those myself. Languages:Known issues:Resurrect-as-Vampire requires loading the ghost Sim into a lot in order to activate, since just coming out of their grave, even on a different lot from where they died, apparently isn't counted Sunlight Reversal Cocktail is applicable to non-Vampire Sims via the Dhampyr interaction, but it makes them Energized so I decided against patching that Credits:Zerbu's Mod Constructor, Sims4Studio, and MAL22's Trait Tracker Injector. #ts4#vampires
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Post by baniduhaine on Jan 7, 2022 23:24:07 GMT -5
So, we all know NPCs. Things like the Grim Reaper and Father Winter, and those randoms you sometimes let into your house to clean or fix stuff for you. They're useful, sure, but they don't really get much love. Seriously, only Father Winter has perks for his children in-game. Wouldn't it be joyous if that weren't the case? Without further preamble, let's get to it. As has become a trend with my trait mods at this point, you will need MAL22's Trait Tracker Injector for this mod to work. These are inheritable gameplay traits. This mod is also BaseGame-Compatible, but one version of a trait has additional options if Discover University is at play. With this, a few select NPCs will now grant their offspring a bonus trait! Note that the NPC traits are no longer valid if you add them to household (unless you use some NPC manager to prevent that), so if you want your children to get the respective trait from their NPC parent, you have to make sure the parent has the relevant NPC trait (IsGrimReaper, IsGardener, etc.). That tends to be relatively easy to check by the red letters from their situation job above their name, though you could also use something like MC CAS to check their hidden traits. TL;DR: I tested the inheritability of all of them and it works, so make sure your NPCs don't lose their NPC status if you aim for their children being the children of NPC being a relevant thing. "but I moved in with the firefighter and the kid didn't get the trait" Yeah, that's the sort of headache I'm trying to save you here, most of the NPC traits are straight-up NPC-only, so if you make them playable at all they will no longer count for this. So like. Please keep that in mind so that your Sims can actually get the traits. So after that explanation, that may or may not come from my paranoia of people not being able to get it to work if they make their NPCs no longer be counted as NPCs, I'll explain the traits tied to the offspring of NPCs. It was originally 5, but now 6 since I added Grim Reaper as per a suggestion on Tumblr. Actually, if you want me to add any more NPCs, by all accounts ask. I tried to keep it as BaseGame-Compatible as possible, but I'm not opposed to adding any NPCs people might have interest in, since I'm keeping them as separate packages anyway. So, presenting within the spoiler: Five Six traits for the children of NPCs to inherit!{Spoiler}{Spoiler} Grim Reaper's offspring Trait: Grim Origins Will never reach the Elder age, with Adult being their max age. Thus, cannot die of old age without outside influence. Will never be saddened by anything Firefighter's offspringTrait: Immune to Fire Cannot burn to death. Note that this works by locking the stat that registers burning from fire, like in the case of ghosts, but they will still get singed if they catch fire. It just shouldn't be able to progress to the point where it would prove fatal. Repairperson's offspringTrait: Born to Repair Even untrained, their handiness skill will be almost as effective as the maxed handiness skill. Sadly I couldn't make repairs autonomous since they normally can't be, but if there is a woodworking table on the lot, they have ten times the chance of choosing to woodwork autonomously. Gardener's offspringTrait: Natural Gardener Even untrained, their gardening skill will be almost as effective as the maxed gardening skill. If there is a garden or plants on the lot, they have ten times the chance of them choosing to tend the garden autonomously. Pizza Delivery Person's offspringTrait: Pizza Master Click on self, there will be a new Pizza Master pieMenu from which they will be able to summon slices from the in-game pizzas. If you choose the version for Discover University, this will include the Discover University Pizzas (so 6 pizza options instead of the base game 3). Maid's offspringTrait: Superior Cleaning They have a ten times higher chance of cleaning up messes autonomously. They have the same cleaning effectiveness/speed as a Sim with the Speed Cleaner trait. Wow, that was longer than I thought it would be. If you ask me, I absolutely love the Pizza Master trait (was a wild ride to make but still), and the most boring one is Superior Cleaner, but hey, I said more NPCs needed inheritable traits, so now more NPCs can have inheritable traits. Like I said before, if you want me to add any, just let me know. I wanted to make Nanny's offspring with a Parenting skill bonus but I only got Parenthood recently, and it wouldn't be basegame compatible that way, unless I made a version with Cooking or something. Bah. For now, I'll leave those 6 since I think for now they're as basegame-compatible as it can be. Install only one version of Pizza Master, either BaseGame or including Discovery University if you have it. Delete the one you don't use, as you can't have both.LanguagesAny future plans?Definitely. I'll add more NPCs to this if requested or as I figure out ways to make them compatible, but in the meantime, I'll probably be working on my other mods as well as potential fixes to Nyx's still-broken mods. Credits:Zerbu's Mod Constructor, Sims4Studio, and MAL22's Trait Tracker Injector. #ts4#npc#trait
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Post by baniduhaine on Jan 9, 2022 18:09:08 GMT -5
WE DID NOT MAKE THE ORIGINAL MOD, ALL CREDIT GOES TO NYX. REMAKES ALLOWED AS PER NYX’S SITE.Note that I couldn't find anything that directly states you need the Vampires GP for this to work, but this uses a lot of effects from that pack, so I'm not sure what sort of issues (visual or otherwise) you may experience on BaseGame. You also don't technically need XML Injector, but I added a pseudo-failsafe in the case of interactions not showing up on target sims, so if you have that issue, try having XML Injector. Credit to GOOD_BOYgoneBAD for fixing some tuning and also translating things. Well, this one was quite the doozy. I wanted to fix this one next, after Death Angels, but I was so frustrated by not being able to get some parts to stop throwing LEs that I had almost given up after fixing the initial quest. Then GOOD_BOYgoneBAD went and actually fixed more of the tuning, enough that I could just go in and finish making the interactions and transformations work. It honestly wouldn't have been possible for me to ever finish this fix without GOOD_BOYgoneBAD being a part of it so thanks to them for saving my sanity back there. It works, but, well, I still call it a frankenfix, because at times I was so frustrated at components not working that I just remade them entirely as new packages with injections and replaced the loots. Besides, I've heard around the rumor mill that a decent creator is apparently making their own werewolf thing, and honestly whatever they make will no doubt be far superior to any fixes we could make here. So basically, we're just maintaining this for the sake of those who liked Nyx's original mod, but won't be adding anything to it beyond that And of course, if you encounter any issues, don't be afraid to let me know so I can look into them. As other Nyx mods (like Death Angels), this mod requires you to complete a quest to unlock the "occult" functionality. So without further ado, here are the specifics of how each part of this mod will work. (Yet again, I include copious amounts of screenshots above so you can view the gameplay firsthand) Quest to become a Werewolf:Buy the "Special Treasure Map", which will cost 2,415 Simoleons to be able to start the quest
At night, inspect the map, which will trigger the one-step instructions notification
Your Sim will know the instructions for 5 hours (via Focused moodlet), and while it is active, you can click on your Sim to go explore the deep dark woods!*
Yeah, spoiler, your Sim will inevitably get bitten by a wolf in the woods, and will begin their transition into a Werewolf
*This is a rabbit hole, so if your Sim doesn't go there immediately, try putting them on the sidewalk and sending them then, since for some reason Sims are dumb and cancel the interaction if there is literally anything between them and the rabbit hole. Transformation process:Your Sim will return from the woods bitten, with visible injuries and a +10 uncomfortable "Recent Bite" moodlet
This will become +20 uncomfortable as it becomes the "So Much Pain!" moodlet, then become +30 Dazed with "Temporary Amnesia", culminating in +1 Embarrassed with "Ferocious Behavior"
From this point onwards, they will become a Werewolf, and transform involuntary at night or when their Wildness or Hunger needs drop too low Werewolf pseudo-lifestate:The "occult" created by this mod, with a wolf-ish form**
Other Sims will react to Werewolf transformations and some actions.
Most Werewolf abilities are only available while in Werewolf form, including the regeneration of the Wildness need
They can growl at Vampires and other Werewolves
They tend to spend energy faster than regular Sims
New abilities can be unlocked by leveling up the Lycanthropy skill **Only the wolf version of the original mod was fixed, as it was easier to notice cas_part changes in this, as well as generally easier to manage, so sorry to those who liked the one where werewolves still looked human-ish. If someone can isolate the cas_part codes, I could try and make the necessary edits to our version to make a version with human-ish werewolves, but my beef with cas_part components runs too deep for me to ever stand a chance at finding where they even are on my own. Unlockable abilities (a lot of these require open space to function, so if you're on a tight space or in a group conversation, they might cancel) All Werewolves can go hunting while on their Werewolf form to obtain raw meat that will help replenish their hunger, but after Level 2 Lycanthropy there is a chance they might also find collectibles.
At level 2, they can maul other Sims
At level 3, the option to howl to call a Werewolf Pack will become available***. You can also spar with them
Their "Wildness" need will become visible at Level 4, and the Werewolf will no longer turn involuntarily at night, unless they are starving or their Wildness meter empties out.
And finally, after level 5, they will be able to bite other Sims to curse them with Lycanthropy, as well as order a cure for Lycanthropy. ***If you have mods that limit/control the spawning of NPCs, there is a chance they might interfere with this. Languages:English
Spanish (mostly by GOOD_BOYgoneBAD this time) Note to future translators: May the ghosts of Sims 3 Werewolves have mercy on your soul because man, does this thing have a lot of weirdly structured or even duplicate strings. The Treasure Map package in particular has so many strings at one point that I nope'd right out of there. Credit:NYX. ALL THE CREDIT TO NYX/NEILSIMMING. And of course, credit to GOOD_BOYgoneBAD for saving me when I was having an existential crisis thanks to this mod. Really wouldn't have been possible for me to finish this otherwise. Also thanks to Mod Constructor v4 and S4S for existing, and helping me sort through what functional components should look like. #ts4 #werewolf
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Post by baniduhaine on Jan 13, 2022 17:31:54 GMT -5
I DID NOT MAKE THE ORIGINAL MOD, ALL CREDIT GOES TO NYX. REMAKES ALLOWED AS PER NYX’S SITE.Note: Since I made no edit to those, I have not included the build-buy and CAS items this mod also carried. If you want those, you'll have to get them from Nyx's original above.So. Death Angels is yet another mod by Nyx that had ceased to work. Unlike in the case of Enhanced Aliens, I had a hard time tracking down an original description of it so I've had to make one along the way. Note that since several parts of the original code were broken, I had to edit a lot of things, and as much as I have play-tested it and tried to get others to check it as well, if you find any LEs I might have somehow missed by all accounts let me know so I can look into it. This edit of the mod is functional, aside from my perpetual beef with cas_part components. So without further ado, I'll describe the things you need to know about Nyx's Death Angels, divided by section. (I also included copious amounts of screenshots of gameplay in this imgur album so you can see these things in-game) Death Angels pseudo-lifestate:The immortal "occult" this mod creates, a type of assistant to the Grim Reaper, so to speak.
They must complete a special quest to become Death Angels (more on that later), and other Occults can't become Death Angels
Death Angels have a +7000000 Emptiness moodlet at all times, and greyed out eyes*. The only way for them to feel emotions would be to consume a bottled soul after reaching Level 5 of the reaping skill.
They have various methods to reap souls, unlocked as they level up their reaping skill
Their new Life Essence motive has fatal motive failure, meaning that if they fail to continuously replenish their own Life Essence by reaping other Sims, they'll be reaped themselves
They can unlock different reaping sets with different perks as well as they level up
They can teleport with effects based on their chosen reaping set
If you wish to stop being a Death Angel, you'll have to (somehow) get the Grim Reaper to be in your lot, at which point your Sim can request to be released from the pact and become a regular human again.
* Note that this cas_part and I have beef, it seems to only work when it feels like it, though funnily enough when outright reaping it seemed to behave just fine. Quest to become a Death Angel: Your Sim will need to purchase a special item called the Astral Altar of Death, at the cost of 4,320 Simoleons.
Once you take the ancient manuscript from the altar, the quest will begin
You'll need to follow the in-game notifications to decipher the manuscript yourself, which will eventually enable your Sim to form a Pact with the Grim Reaper
When you perform the ritual, your Sim will be sent into the void (for once, I'm not joking about yeeting into the void, the interaction is literally called InTheVoid on the mod)
When they dramatically emerge, they will be a Death Angel.
Reaping Sets (can be purchased by clicking on your Sim, Death Angel -> Shadow Realm's Shop) Standard Reaping Set: Just a regular scythe and tablet with no bonuses.
Gaming Reaping Set: More life essence is restored when using this set to reap.
Romantic Reaping Set: Eligible Sims around you will gain romance with you when you perform a reaping**.
Divine Reaping Set: Sims will have a positive reaction to you reaping Sims when you use this set.
Mythical Underwater Reaping Set: Makes your Sim look like a mermaid for like 2 seconds and unlocks the drowning death. **There was a bug with things that should not under any circumstances have a romance bar getting affected by this, but I think I fixed that well enough so that it shouldn't happen again. Reaping Sims:Random Bottled Souls go directly to your inventory whenever you steal a Sim's life essence.
At first, your Sim will only be able to steal life essences off Sims***, and try to convince elder Sims that their time has come.
At level 2 of the reaping skill, they'll be able to kill Sims by anger and hunger in addition to the original methods.
Level 3 unlocks death by Embarrassment.
At Level 4, you'll be able to temporarily freeze your Life Essence need, and unlock deaths by hysteria and lightning.
Finally, at level 5 you can summon flames to kill Sims. ***Note that you can't kill pregnant Sims, but can still harvest life essence from them. They will hate you for it, but you could technically keep yourself alive by attacking them, lol. I considered patching that but it was kinda funny. Languages:English
Spanish (assuming I managed to catch all the stray string tables in this thing) Note to future translators: May the Grim Reaper have mercy on your soul because man, does this thing have a lot of weirdly structured or even duplicate strings. Credit:NYX. ALL THE CREDIT TO NYX/NEILSIMMING. I also found out after having already posted for testers all the way back in December, that Rynamir of itch.io also made their own version of this. Honestly considered not going through with finishing this at all, but since I'd already gotten testers in the forums here, I felt I needed to finish this. Just know that if there's anything you don't like about my fix, there's that one you could also try. Future plans:Joint fix of the Werewolf Mod by myself and GOODBOY_goneBAD is mostly done, once again I just need to give it a final test-run and document it with screenshots as I did here. #ts4 #nyx #occult #deathangels
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Post by baniduhaine on Jan 16, 2022 16:26:16 GMT -5
Requested. This bloodlines require Nyx's Werewolf mod, an edited version of which you can find by GOOD_BOYgoneBAD and myself. This mod exists for the purpose of adding bloodline traits to Werewolves. Since the original has no snippets for inheritance, this will double as unlocking inheritability for the Werewolf "occult". This mod requires MAL22′s Trait Tracker Injector, and will not work without it. If MAL22's Trait Tracker Injector isn't working for you, here's the list of cheats to add the traits manually until the trait tracker works for you properly. It's working perfectly fine for me, but I don't like people encountering issues that keep them from enjoying the bloodlines so here they are.traits.equip_trait baniduhaine_WeakWerewolfBloodline traits.equip_trait baniduhaine_StrongWerewolfBloodline traits.equip_trait baniduhaine_AncientWerewolfBloodline As with other bloodline traits of mine, it follows the theme and inheritance rules of the in-game Spellcaster bloodlines, minus the exclusion of Aliens from the rules, starting at no bloodline then Weak -> Strong -> Ancient. The perks you will find at each level of the bloodline are: Weak Werewolf Bloodline:Hunger decays 10% slower Energy decays 10% slower Lycanthropy skill gained 10% faster Wildness decays 10% slower Strong Werewolf Bloodline:Hunger decays 20% slower Energy decays 20% slower Lycanthropy skill gained 20% faster Wildness decays 20% slower Ancient Werewolf Bloodline:Hunger decays 30% slower Energy decays 30% slower Lycanthropy skill gained 30% faster Wildness decays 50% slower Languages:Q&A:Any future plans?More NPC Offspring traits, probably. Then I'll work on some of my WIP original mods. Credits:Requested by _Diana1998_This wouldn’t have been possible for me to do without Zerbu’s Mod Constructor and The Sims 4 Studio. They are exceptional programs and I thank their creators for making them. And of course, thanks to the MAL22's Trait Tracker Injector for making the functionality of bloodline traits easier to implement. (And of course, all credit to Nyx for the Werewolf mod) #ts4 #werewolf #bloodline
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Post by baniduhaine on Jan 18, 2022 14:03:07 GMT -5
Another request that I'm super late on, because apparently schedules and I don't get along! But oh, well. It does make sense, that if I'm gonna be making bloodlines for occults, might as well go on to make bloodlines for all of them, individually so that you can just use the ones you actually want. Didn't mean to exclude any specific occults so sorry if it had come off that way. So here, PlantSim bloodlines, out of the three or so occults I had yet to make bloodlines for. Note that your Sim will have to born during those 5 days in which a Sim is a PlantSim while having the PlantSim buff, unless you have any mods that make the PlantSim trait permanent. And on that note, this targets the PlantSim hidden trait in-game, so modded PlantSims that don't have the in-game hidden traits will not be detected as PlantSims for the inheritance of these traits. This mod requires MAL22′s Trait Tracker Injector, and will not work without it.If MAL22's Trait Tracker Injector isn't working for you, here's the list of cheats to add the traits manually until the trait tracker works for you properly. It's working perfectly fine for me, but I don't like people encountering issues that keep them from enjoying the bloodlines so here they are.traits.equip_trait baniduhaine_WeakPlantSimBloodline traits.equip_trait baniduhaine_StrongPlantSimBloodline traits.equip_trait baniduhaine_AncientPlantSimBloodline Weak PlantSim Bloodline:Gardening skill gained 10% faster Water need increases 10% faster Water need decays 10% slower Hunger need decays 10% slower Strong PlantSim Bloodline:Gardening skill gained 20% faster Water need increases 20% faster Water need decays 20% slower Hunger need decays 20% slower Ancient PlantSim Bloodline:Gardening skill gained 30% faster Water need increases 30% faster Water need decays 30% slower Hunger need decays 50% slower Languages:Q&A:Any future plans?The project I keep talking about is fantasy races, starting with elves, but I had to trash my attempt at it on account of mod constructor straight-up noping out of it when I actually tried to export, lol. To be fair, I did kinda make an overly complex abomination, so I understand, even if it slightly annoyed me. I'll be starting from scratch so it will likely take longer, sorry about that. And I might have joked I'd make Skeleton Bloodlines if I couldn't get elves to work before today... And now is today, and they still don't work... So uh, yeah, incoming Skeleton Bloodlines! apparently Credits:Requested by _Diana1998_This wouldn’t have been possible for me to do without Zerbu’s Mod Constructor and The Sims 4 Studio. They are exceptional programs and I thank their creators for making them. And of course, thanks to the MAL22's Trait Tracker Injector for making the functionality of bloodline traits easier to implement. #ts4#plantsim#bloodline
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Post by baniduhaine on Jan 21, 2022 17:35:00 GMT -5
Welcome, welcome, to the description of yet another bloodlines set. No, I'm not running out of occults to make bloodlines for. Why do you ask? There's like, one more occult for me to make bloodlines for! Pfft. Anyway, this one was actually quite the fun challenge to make, and I'm still surprised I managed to come up with perks to give them, given how little I've interacted with the skeleton life state in the first place. "How am I supposed to use these?" I don't know, but I tested and they work! So long as one of the parents a Skeleton, their baby will inherit a bloodline! (for anyone cheating those skeletons into their game in the first place, the targeted trait is trait_Hidden_Skeleton) You know, I normally put the Q&A at the end, but I'm guessing the question this time is going to be Why?, and the answer is Who wouldn't want Skeleton Bloodlines? I have no idea why or how you're ever going to use these, but hey, you can use them. I tested them, and they work. I promised to do this if I couldn't get my elves working the other day, and that day has passed, so you get skeleton bloodlines! This mod requires MAL22's Trait Tracker Injector, and will not work without it. If MAL22's Trait Tracker Injector isn't working for you, here's the list of cheats to add the traits manually until the trait tracker works for you properly. It's working perfectly fine for me, but I don't like people encountering issues that keep them from enjoying the bloodlines so here they are.traits.equip_trait baniduhaine_WeakSkeletonBloodline traits.equip_trait baniduhaine_StrongSkeletonBloodline traits.equip_trait baniduhaine_AncientSkeletonBloodline Weak Skeleton Bloodline:Bladder need decays 10% slower Hygiene need decays 10% slower Energized buffs decay 10% slower Playful buffs decay 10% faster Strong Skeleton Bloodline:Bladder need decays 20% slower Hygiene need decays 20% slower Energized buffs decay 20% slower Playful buffs decay 20% faster Ancient Skeleton Bloodline:Bladder need decays 30% slower Hygiene need decays 30% slower Energized buffs decay 30% slower Playful buffs decay 50% faster Actual Q&A:Future plans?Yeah, I might as well make Servo bloodlines while I'm at it lol. Then back to my fantasy races mod I go... I think I've thought up how to do it without crashing the entire mod constructor, probably. PROBABLY. Languages:#ts4#skeleton#bloodline
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Post by baniduhaine on Feb 9, 2022 21:18:01 GMT -5
Here's the long-awaited conclusion to my bloodlines of the in-game occults! Mostly because I kept procrastinating so the few who actively wanted Servo bloodlines had to wait. But pfft. Here there are! I'm definitely not terrible at time management! But anyway, for those who aren't familiar with custom bloodlines, here's the run-down: so remember how Spellcasters get to inherit a stronger and stronger bloodline as generations go by? No bloodline -> Weak Bloodline -> Strong Bloodline -> Ancient Bloodline. So basically, what this does is create the same... except for Servos. Note that this won't allow you to have children with Servos, you'll need to handle that on your own via other mods, but once you're capable of having Servo babies, bloodlines will be inherited by them! Do note that you need to be a Servo to pass on the bloodline. Humans or other occults with a bloodline won't be enough to pass it on. You also need to have the Discover University pack because, well, you need to have Servos. This mod requires MAL22's Trait Tracker Injector, and will not work without it. If MAL22's Trait Tracker Injector isn't working for you, here's the list of cheats to add the traits manually until the trait tracker works for you properly. It's working perfectly fine for me, but I don't like people encountering issues that keep them from enjoying the bloodlines so here they are.traits.equip_trait baniduhaine_WeakServoBloodline traits.equip_trait baniduhaine_StrongServoBloodline traits.equip_trait baniduhaine_AncientServoBloodline Weak Servo Bloodline:Charge increases 10% faster Charge decreases 10% slower Robotics skill gained 10% faster Durability decays 10% slower Strong Servo Bloodline:Charge increases 20% faster Charge decreases 20% slower Robotics skill gained 20% faster Durability decays 20% slower Ancient Servo Bloodline:Charge increases 30% faster Charge decreases 30% slower Robotics skill gained 30% faster Durability decays 50% slower Actual Q&A:Future plans?clearing up my queue of mods to work on (tumblr), maybe. Languages:#ts4#servo#bloodline
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Post by baniduhaine on Feb 10, 2022 17:09:26 GMT -5
Here's another occult mod for y'all that literally nobody asked for! It's always bothered me that TS4 mermaids don't have a fatal weakness. Ever since choosing Hydration as the equivalent for Dark Energy in terms of necessary survival for the Mermaid Bloodlines (since I do like to have the primary benefit of bloodlines be something that can reduce the risk of death), I've wanted to make Mermaids, well, have a weakness that can be fatal. My attempts at finding a mod that already did this mostly lead me to threads along the lines of ["do mermaids die if hydration drops?" "no" "ok"] and, for some reason, ["can mermaids drown sims?"]. So that was no help. I would have to do it myself! Problem was, I had no idea how to actually pull it off. I tried traits and stuff but... yeah, no, it didn't work. But between Servo Bloodlines making me figure out how commodities are selected, and Dhampyr tempting me to test edits out for real, I ended up figuring it out. So what does this mod do? Well. It adds death by dehydration for Mermaids (uses the same effects of overexertion death). I'd initially made it override the Hygiene need entirely, but after a comment made me start thinking about possible conflicts, I've changed it to affect the Failure interaction itself for when a Mermaid's hygiene reaches -100. Now, don't fret. So long as you have XML Injector installed (which you should), Mermaids will, overall, experience far slower natural Hygiene decay. You'll likely still want to exercise near a readily available source of water, of course. Can't ever be too careful. TL;DR: Mermaids actually need to keep up with their Hydration, and failure to stay hydrated will lead to an early demise. Yes, I had way too much fun writing the description, why do you ask? It did turn out rather short in comparison to my other descriptions, though, I'm slightly scared. Languages(yeah, this has custom strings now) CreditsSims4Studio for existing so I could go in and make this thing happen dratinii for making me overthink this so hard that I realized there was a way simpler and less-likely-to-conflict way to implement this than how I had initially made this .-. Future plans:This is the part where I say I'll keep working on my queue, and I will, but let's be real, after releasing 2 mods and updating a further 2 within the past one or two days, I really just wanna go procrastinate and play the game for a few days. Then I'll get back to work with my queue and looking into the other Nyx mods. #ts4 #mermaid
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