Mod The Sims
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Posted 4th May 2017 at 8:51 PM - Updated Yesterday at 6:47 PM by CardTaken - Viewed 19056 times. Direct link to this thread
191 Comments / replies (Who?) , 220 times favourited , 314 times thanked
Tags: #witchcraft, #sorcerer, #spells, #spellcasting, #witch, #wizard, #occult, #dark, #light, #powers, #alignment
This is a featured upload! It showcases the best talent and creativity available on MTS and in the community.
Solution for May 25 Maxis Patch "Infinite Loading Screen" Issue
I recommend that you download update 1-3, even if you didn't notice issues. If you didn't, it's probably because you weren't using the Never Bedheader trait (but you could be in the future).
Changes with the update: Never Bedheader trait has been slightly changed. Instead of it eliminating the management of Hygiene entirely, Hygiene will still be a Need, but it won't be visible on the Needs panel and will decay at an extremely slow rate. So you're not going to see the "low hygiene" debuff very often from natural decay. You will see the debuff if the sim does things like gets set on fire, or pees him/herself.
These changes to Never Bedheader are to avoid issues with essential processes that are tied to Hygiene existing (such as being visually dirty).
German translation for the May 21 release added in this update (thanks to simsfreak 388).
Special thanks to emile20 and Turbodriver for their input in helping me to resolve this issue.
Previous Updates (2017):
Become a Sorcerer
Welcome! Want to be a Sorcerer? This is the mod for you!
Due to the sheer volume of details to explain about this mod, I've created a video, walking through the features and showing how they work. I'm also including a full detail rundown in words, for the word-inclined.
The video can be found here: Video Rundown of Features
How to Become a Sorcerer
Those of you who played with my Sorcerer Trait mod in the past will find that the trait acquisition is a bit different this time.
To obtain the Sorcerer Trait on a particular sim, you need to go into Build Mode and place a Lump of Clay anywhere on the Lot. If you already have a Lump of Clay, use that one! You don't need another.
The Lump of Clay has a new interaction on it: Investigate Object. The tooltip says the consequences of investigating may be permanent, but, spoiler alert! They are. When the interaction completes, your sim will now have a new hidden trait called Sorcerer and a Spells menu with a toggle "Show/Hide Magical Energy Tingles," even if they are as young as Toddler. Child and older can get the trait, but Child sims have a different experience than older sims [Currently, the notification Child sims get when they use the Clay is the same as for Adults, but it's a lie and will be changed later]. Teen or older (Teen+) gets access to all the main features of the trait. Child sims get a couple of special attributes/scenarios that will be outlined below. Toddler does not get any special features at this time (only the base "Show/Hide Magical Energy Tingles").
Ok, phew. That was a lot of words. You have your Sorcerer trait, but now what? If your sim is Teen+, clicking on them will reveal a new menu called Spells. Under Spells, you'll see a menu called "Meditate on the Spirit of Llamadeus..." Under this menu (and this is the important part!), you'll see three interactions: Ritual of Digestive Control, Ritual of Runner's Vigor, and Ritual of Forced Isolation. Hovering over each tells you what it gives you, unqiuely.
You can only complete one Ritual and it will define what flavor of Sorcerer you end up with, in terms of Needs. Every type gets two new Needs called Magical Connection and Alignment. These two Needs replace two of the six default Needs.
Ritual of Digestive Control gives a trait called Iron Insides. With Iron Insides, Bladder and Hunger are replaced by Magical Connection and Alignment.
Ritual of Runner's Vigor gives a trait called Never Bedheader. With Never Bedheader, Hygiene and Energy are replaced by Magical Connection and Alignment. [May 27, 2017 Update: Instead of being totally gone, Hygiene is invisible and decays very slowly. This is to avoid bugs with essential mechanics tied to a sim having Hygiene.]
Ritual of Forced Isolation gives a trait called Sociolite. With Sociolite, Fun and Social are replaced by Magical Connection and Alignment.
Once you've chosen a Ritual and completed it, your sim can begin being a Sorcerer! Finally! Spells! Magic!
You start out with a total of 6 Spells, 3 Light and 3 Dark. The Starter Spells are as follows:
Light: Heal Sadness (Reduces Sad Moodlets on the targeted sim), Sacrifical Wealth (You lose some Simoleons and the target gains some), Aura of Nature (The target gets a temporary buff that works similar to the Naturalist trait, making them more or less immune to Fire)
Dark: Warm Self (Select the ground and start a fire on it), Lull to Sleep (Puts the target to sleep for a time), Shatter Aura of Nature (Removes Aura of Nature from the target)
Each time you cast a Spell, it will affect your Alignment!
Important things to understand about Alignment:
- Alignment does not function like a normal Need. It only moves upon casting Spells. If you see the arrows moving outside of that, it's a visual quirk to do with how the Needs are designed. What matters is the number you see when you look at the Need Icon. The number will tell you where you're at in Alignment.
- You start at Alignment 0. Each Spell you cast moves your Alignment by 10. MAX Light Alignment is 100 and Max Dark Alignment is -100. This means you can max out your Alignment very fast if you want to.
- As you progress through Alignment, you will unlock more Spells! Spells that are tied to the flavor of Alignment (Light or Dark)
The Spells unlocked through Alignment progress are as follows:
20(Dry Out: You can click on Puddles and efficiently get rid of them with magic.)
40(Aura of Edibility: The target gets a temporary buff; while the buff is active on them, any meals they cook will be of the kind that never spoils. When the buff fades, any meals made with the buff still won't spoil, in case you wonder.)
60(Douse: Click on Fire and immediately extinguish it. Fire is a complicated mechanic. If you experience weirdness, let me know and I'll look into it.)
80(Prolong Life: Reset age progress, i.e. if age up takes 11 days and the sim has 4 days left before age up, this will reset it to 11.)
100(Resurrect: Bring a ghost back from the dead.)
20(Suppress Sadness: Gives the caster a temporary buff that nullifies Sad Moodlets. Note that if an event that prompts a reaction, such as a sim dying, occurs, they will still cry; however, they won't get the Sad Moodlet from the event. Also note, it will remove any existing Sad Moodlets upon application.)
40(Siphon Wealth: Magically makes your sim richer by siphoning wealth from the target. Due to weirdness of money transfer, the target doesn't, strictly speaking, lose anything. You just gain Simoleons. But shhh, imagination...!)
60(Tabula Rasa: Works like the Alien memory wipe. Any relationship you have with the targeted sim is reset.)
80(Set on Fire: Sets the targeted sim on fire. Note that your sim may rush up and try to put it out in a strange act of contradiction. But you can set the target on fire from anywhere on the lot, so make sure there's enough distance or obstacles in the way, such as walls or locked doors, and you can freely set sims on fire without worrying about your Sorcerer having the appearance of a suddenly guilty conscience.)
100(Create Lightning Rod: Electrocutes the target to death. The Yang to Resurrect's Yin. Or is it Yin to Yang? Something like that.)
Maxed Out Alignment: If your Alignment is maxed at either -100 or 100, you'll find that you have a new Spell available under Spells > Meditate on the Spirit of Llamadeus. Each Alignment gets one of these Spells. These Spells will give you some special goodies and cut you off from Spells that could swing your Alignment from where it is, effectively locking your Alignment in place. The two Spells are as follows:
Light: Transcend (Completing this Spell gives you a permanent +50 Fine buff. You have transcended petty mortal emotions. You also get access to a mini sun effect sitting in your chest cavity and the ability to move around by hovering like the grim reaper. Both the sun effect and the hover walkstyle can be toggled on or off under Spells.)
Dark: Spell of Immortality (Completing this Spell gives you a trait that stops aging and makes you immune to death. Because what's being dark without seeking immortality, amirite? You also get access to the same black smoky effect at your feet that the grim reaper has and the ability to move around by hovering like the grim reaper. Both the black smoky effect and the hover walkstyle can be toggled on or off under Spells.)
Phew. That's it for Alignment. Before we tackle Magical Connection, let's take a brief intermission in Teleportation.
That's right, Teleportation. Earlier when you completed that initial Ritual, you also got access to a teleport ability. This ability is called Teleport as Llamadeus's Torch. It's called this because when you teleport, there's a brief pinkish/purplish flame effect and Llamadeus is all about the pink and the purple and the flame and such, yeah yeah.
The Teleportation comes in two other visual flavors, though the mechanics of it are exactly the same. If you're into Light Alignment far enough that the Alignment bar changes color, Teleport as Llamadeus's Torch changes to Teleport as Purity's Flame and the flame effect is now a yellowish color. If you're into Dark Alignment far enough that the Alignment bar changes color, Teleport as Llamadeus's Torch changes to Teleport as Reaper's Shroud and instead of a flame effect, there's a brief black smoke effect like when the grim reaper teleports.
[Added in May 21, 2017 Update: You can "Teleport as Llamadeus' Torch..." another sim. They will get a 30 second moodlet, which is the same for Child or older, but different for a number of Toddler traits]
That's it for Teleportation! Now let's get into Magical Connection. We can do this. *Takes deep breath*
Unlike Alignment, Magical Connection works exactly like a normal Need. Well... mostly. It decays over time like a normal Need. When it gets low-ish, you get a +1 Dazed Moodlet. When it reaches rock bottom, you get a +3 Dazed Moodlet.
In addition to decaying over time, Magical Connection also lowers every time you cast a Spell. It ranges from -100 at the lowest to 100 at the highest and each Spell drains 5 Magical Connection. Spells can't be casted when Magical Connection is at -90 or lower. You won't be able to know what the exact numbers are by looking, unless you use the UI Extensions Cheat mod and manually modify the value. This information is just to give you an idea of how many Spells you can use before you run low and what you can expect when you get low.
Getting back to Spell restrictions. At -90 or lower, I partially lied; some Spells can be casted. You have some Spells that don't cost any Magical Connection and their key purpose is in refilling Magical Connection.
Under Spells > Renew Magical Connection, you'll find two menus: Drain a Need and Sacrifice a Need.
Under each is a separate Spell for every Need out of the default six that you have. For example, if you chose Iron Insides, you won't have Hunger or Bladder, so under Drain a Need, you would see Fun, Social, Energy, and Hygiene.
How each works and their purpose is as follows:
Drain a Need (gives Dark Alignment points): You drain the target's targeted Need to -90 and yours refills to 100[full], in addition to Magical Connection filling to full. The target's targeted Need (ex: Bladder) must be 30 or higher for you to be able to drain it. To give you a rough idea of what that means, 30 is somewhere in the vicinity of 2/3rds full, visually.
Sacrifice a Need (gives Light Alignment points): You drain your own need to -90 and the target's targeted Need goes to 100[full], in addition to your Magical Connection filling to full. Your chosen Need (ex: Bladder) must be 30 or higher for you to be able to drain it. To give you a rough idea of what that means, 30 is somewhere in the vicinity of 2/3rds full, visually.
Note that the amount the Need needs to be at is a rough number chosen to be in the vicinity of "not full," without being "so low it's way too easy to do over and over." If you are draining other sims' needs a lot, you may want to be thinking about how to make sure that they can get them refilled, so that you're able to keep doing it. If you're sacrificing your own needs, you may want to be thinking about how to get them refilled in a timely manner.
It's all up to you to play as you want. You can even go around draining random people if you want and gain lots of Dark Alignment points, if you're into that sort of thing.
Now for the crescendo, let's talk about Child Sims and their lot in life! Those of you who played with my Sorcerer Trait in the past will recognize the part about Spontaneous Combustion.
Child Sim Sorcerers
Child Sim Sorcerers can't cast Spells yet. In the wise words of a petulant child, "Maybe later."
Child Sim Sorcerers have a different relationship with magic than older sims. They have a lot of magical energy, but don't understand how to use it yet. Sometimes this can manifest in the form of Spontaneous Combustion. Spontaneous Combustion works as follows:
Spontaneous Combustion: When Angry, there's a chance that your Child Sim may spontaneously combust (known in edumacated parts of the wurld as catchin on fire.. what am I saying?). Anyway, you catch on fire.
The exact numbers for chance of it happening are: Minimum 4 hours initially, maximum 8 hours initially. Then min 6 hours, max 24 hours. It's intended to be rare overall, rather than being something you habitually have to deal with. But let's keep it moving before we catch on fire here...
After spontaneously combusting at least once, Child Sim Sorcerers can ask an older Sim who is a Sorcerer to do a Flame Containment Spell on them, which protects them from spontaneously combusting for two days. This buff is called Combustion Suppression and when it's added, all Tense, Angry, and Uncomfortable buffs are removed. (This does not apply to buffs that are dependent on something other than time remaining, like the low Hygiene discomfort from being dirty after being on fire, nor does it apply to buffs of these types that are added AFTER Combustion Suppression is added.)
Child Sim Sorcerers can also Teleport, with some heavy caveats. For a Child Sim to be able to Teleport, a Teen+ Sorcerer needs to do the interaction with them, under Friendly, called "Imbue with Teleportation Power." Upon completion, the Child Sim Sorcerer (let's just call him Bob... that's easier to type... Bob is an easy name). Upon completion, Bob gains a 6 hour, +2 Fine buff called Teleporty Tingles. Bob can now click on the ground and use Teleport as Llamadeus's Torch.
But there's a catch. A snag. A hitch. A... I'm running out of variations on the word catch.
I've lost my thread now. Can you look for it for me, while I continue? The catch is, when Bob teleports he'll get a 30 second, +3 Uncomfortable Moodlet called Queasy. While Queasy is active, Bob can't Teleport. His little Bob body isn't built for such speed. Once Queasy drops, Bob can Teleport again, provided he still has the Teleporty Tingles buff.
And that wraps it up for Child Sims. Enjoy the quirk. The quirk is strong in them, I feel it!
Closing time... you don't have to go home, but you can't... stay... here. Doot doot doo.
Er, wait! Don't go yet! That's it for the mod's features, but you might still want to read the rest of the spiel. Might be something important in there that you need to know.
For some annoying fire-related stuff, there are two overrides. Otherwise, everything that needs to be added in scripts is added in scripts. The two overrides are as follows:
interactions.interaction_cancel_compatibility | S4_03B33DDF_00000000_B17F7F4EF5ED9623
(to ensure Douse shows up during fires)
services.fire_service | S4_03B33DDF_00000000_7A60E6E4F74B7502
(to prevent fire from touching a Sim when they have the Aura of Nature buff)
Beware of using this mod with other mods that edit the same files.
Q: How do supernaturals interact with one another?
A: Sorcerers can't drain/sacrifice needs with one another, or with the grim reaper (and a few special active roles, like yoga instructor). They also can't do it to Vampires or Plant Sims; this is simply because Vampires and Plant Sims have different Needs and it would be an obnoxious level of complexity trying to factor in all of the different scenarios. Also, Vampires and Plant Sims cannot become Sorcerers; technically, you could bypass the current restrictions to make it happen with cheats, but the traits that give Sorcerers unique Needs and give them access to their Spells in the process would make a conflicting mess. What would happen is you'd lose one supernatural's unique Needs, or it would just glitch in general. [Note: Aliens aren't included in these restrictions because they don't have unique Needs. I have not tested them as Sorcerers, but I don't have any reason to believe it wouldn't work.]
Apart from that, nothing special.
Q: Is anything autonomous? Will there be Sorcerers running around in my game randomly?
A: Nothing is autonomous. Every interaction is set to not allow autonomy and no one should be getting the Sorcerer Trait without you making it happen. If you experience otherwise, let me know and I'll look into it. [Side Note: If you had my old Sorcerer Trait mod and you replace it, in saves where you had it installed, there may be some random sims who have the trait, due to it having formerly been a CAS/Personality trait. The interactions will still not be autonomous though.]
Q: I have X idea for what you should do with the mod in the future. Will I be socially ostracized and have my tonsils forcibly removed for mentioning it?
A: I'm happy to hear ideas. Magic is an insanely wide and varied topic, and there's no way I can begin to cover it all in a mod. But I would like to do a little more with this mod before I completely set it aside and focus on other projects, and your feedback could influence what I focus on, specifically.
Q: I'm currently using your Sorcerer Trait mod. What do I do to switch to this mod?
A: Simply remove the old mod and add this mod to your game, as you would normally. You only quirk you might see is in relation to the occasional unplayed sim still having the Sorcerer trait from random CAS trait generation, in pre-existing saves (see FAQ question about autonomy)
Q: I can't start a fire / my fire isn't working in X area.
A: Fires can't be started outside the Build Mode zone of a lot. If you are unsure where this begins and ends, go into Build Mode for the lot you're on and you'll see the outline. I will try to make this more immediately clear in a later update. If you find you can't start a fire within the Build Mode zone either, it may be an incompatibility between mods.
Q: The mod uses visual effects from the Vampires Pack. Is this really base game compatible? Are you pulling one over on me, slick? Cause I ain't no clown, aight.
A: Hi, strange speaking version of myself. I talked to SimGuruModSquad about this. Visual effects (VFX) are typically added as part of the base game patch before a pack release (meaning, they are accessible with base game only). Animations are typically added with the pack itself. This is why I can use VFX, like the Vampire Ghost's Sun-in-chest-cavity effect, and not require more than base game. But I can't use the Vampire powers animations and keep the requirements as base game.
Q: When I gain access to an alignment-based light or dark spell (ex: Suppress Sadness from -20 or lower Alignment), is it now "unlocked" permanently?
A: You maintain access to these spells by maintaining your Alignment at a certain range (ex: -20 or lower). In other words, you can't have access to both all light spells and all dark spells. I might put in a way to let people do this at a later time, to be able to do stories with uber powerful Sorcerers, but right now, that is how it works.
Q: My sim has a red/orange/yellow Plumbob above their head when they have Dark Alignment progress. Is this normal?
A: As far as I'm aware, there is no known way to change this with modding, but it's nothing to be concerned about either. The Plumbob changes color because Alignment uses the Needs coding and that coding signals your Need being low with a Plumbob color change. Because Dark Alignment uses the lower end of a Need (it not being full) it shows up as a different color.
Q: My sim has a debuff, such as Low Energy, even though I'm not supposed to have the Energy Need at all.
A: This is a bug. See my post made here for more information: Debuff Bug
Translations??? Question Mark, Question Mark
If you have the language skills and would like to translate, this might help you get started: Deaderpool STBL Tool
Translations sent to me will be added to the mod and you will be credited by name here. Doing a full language translation for any language with all the text this mod has is probably a time-consuming endeavor. I'm not asking anyone to translate, but I figured I'd mention it for those who might be interested in doing it. I'm not bilingual, unless you count scripting languages, so it's completely out of my sphere of ability.
Thanks to these folks for doing some translations: simsfreak 388, mrsb0red, hubi98, kibapvp2, dudavg
Pointers for Installing Scripts
Upon downloading the mod and unzipping it, you'll see a file of the PACKAGE file type and a file of the TS4SCRIPT file type. Both go in your Mods folder, as is, without being further unzipped/extracted in any way. If you have a lot of mods and want to be organized, you can place them within an unzipped folder inside your Mods folder and they should be recognized and function as normal. (Example: You could create a folder called BecomeASorcerer within your Mods folder and place the PACKAGE and TS4SCRIPT files from this mod inside of it.)
TS4SCRIPT file type is essentially a file containing python scripts that has been renamed, so that it's more clear what its purpose is. You should never unzip a TS4SCRIPT file, unless you're a modder and you want to see how the scripts work as a reference point for your own work. Unzipping it won't open up a black hole in the universe and destroy your computer; it'll just confuse you if you aren't a modder and/or know what you're doing with scripts.
In addition to the usual suspects who have made or contributed to various modding tools (Scumbumbo, Zerbu, Kuree) I have some specific people to mention who helped me in various ways throughout the process of this mod.
They are, in no particular order: Candyd, Neia, DramaticGamer, and SimGuruModSquad
I would also like to thank air for being breathable. Mmm... air. [Air... it's what you breathe. Buy now on sale for just $19.99 and we'll throw in a complimentary SECOND breath of air at NO ADDITIONAL COST! That's a STEAL!]
For more information about this creator and their policies or details, click here.
Expansion / Stuff Packs Required
Built with Game Version: 220.127.116.11
You must have the expansion, game version or stuff packs listed above installed to use this custom content. Please see the post text for any exceptions.
You need to be a Registered Member to be able to download from MTS. Registration allows you to thank and leave comments for the creators, see your download history, participate in the discussions and much more!
Basic Download and Install Instructions:
1. Download: Click the download link to save the .rar or .zip file(s) to your computer.
2. Extract: Use WinRAR (Windows) or Stuffit (Mac) to extract the .package file(s) from the .rar or .zip file(s).
3. Place in Downloads Folder: Cut and paste the .package file(s) into your Downloads folder:
4. Place in Program Files: Cut and paste the .package file(s) into your appropriate Install folder:
Need more information?
#witchcraft, #sorcerer, #spells, #spellcasting, #witch, #wizard, #occult, #dark, #light, #powers, #alignment