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Important Install Instructions:
This mod has a script component. The included .ts4script file must be placed directly in your mods folder or at most only 1 subfolder deep.
Hybrids are not officially supported by EA, so some issues are unavoidable.
Update: 2021-1-4: Update for the new year! Also cleaned up the download section.
Sims using form-blocking traits, such as the ones from the mod "Hybrids through gameplay," will no longer be forced into an occult form when adding the occult type through this mod's interactions, and the trait will not randomly be removed.
Fix for the EA bug that would cause babies to be born in the unused spellcaster form (which looks identical to the human form).
Sims who manage to enter a form that does not have a form trait (spellcaster) will be forced back into their human form.
The mod will now automatically clean up any invalid form data sims may have for occult types that don't exist or do not have forms.
New INI file setting: delete_conflicting_forms: Enabled by default. Sims with traits that block out occult forms will have their forms automatically deleted upon loading a lot or changing into another occult form (In case you added the trait by mistake). As a result, any baby born to the sim will use the parent's human form genetics when generating that specific occult's form. Will never delete the mermaid form. Example: An alien with a trait that blocks out the alien form will have alien babies with human-looking alien forms, and half-aliens who look completely human.
Sims with traits that block the dark form who become Vampires will not automatically generate a dark form, removing the need to delete it in CAS.
Sims with traits that block the alien form who become Aliens will not automatically generate an alien form. However, if they enter CAS as a pure alien occult, the game will automatically generate form data. If delete_conflicting_forms is enabled, the form will automatically be deleted upon exiting CAS.
Update History:
Update: 2020-12-16: Update for the surprise patch
Fixed an issue which prevented some hybrid mermaids from changing into the mermaid form
Switching between two different occult forms should again correctly switch the sim to their human form for a split second during the transition.
Update: 2020-12-8: An update for the skintone patch.
Added a new ini option: interactions_are_cheats
Disabled by default. Enabling this option will make the interactions only be available when shift+clicking a sim with the testingcheats on cheat.
Added a new ini option: override_hybrid_pregnancy
Enabled by default. Allows babies to be born with multiple occults again. Uses the original EA chances.
Only babies who inherit at least 1 occult through the normal EA pregnancy rules will have a chance to become hybrids. Note: Hybrids might not be born with their special occult bassinets.
Added a new ini option: override_occult_trait_management
Disabled by default. Replaces the occult tracker's trait update function with a faster and more efficient one. May cause conflicts with some mods, so it is disabled by default.
Fixed an issue causing bathing mermaid hybrids to have feet poking out of their tails when bathing.
Update: 2020-12-3: A small update which addresses a bug some players were experiencing concerning the "Add" interactions.
The "Add" interactions should no longer incorrectly add extraneous traits to sims.
The "Add" interactions should now correctly remove any traits which would conflict with the desired occult type before attempting to add the occult (Half-Aliens should now be able to become full aliens without issue).
Update: 2020-11-30: Fixes for issues some players were having.
If you are having issues: Use any of the CAS interactions to "update" your sim's saved form data.
Added a new ini option: occult_form_memory enabled by default. When enabled, the game will "remember" a sim's occult form when the occult type is removed. If the occult is later re-added to the sim, the form will be the "remembered" form. Note: Using another mod to remove an occult type may bypass this memory setting.
Fixed an issue affecting some players where switching forms would remove the spellcaster occult.
Fixed an issue affecting some players where saving while in an occult form would temporarily change your sim's human form skin color to the occult form's skin color until you switched forms again.
Fixed an issue affecting some players where adding an occult type to a sim would not update their needs.
Update: 2020-11-26:
Improvements to speed and stability.
All interactions added by this mod have been moved to a new, separate pie menu category.
Added new interactions to add occult types to sims (Teen and older only).
Interactions to remove occult types no longer cost anything and are now restricted to teens and older.
The interactions to add or remove occult types now require the sim to be standing. They will get up on their own before initiating the interaction.
The interactions to add or remove mermaidism are disabled on Batuu, as is the interaction to remove the servo trait.
The occult detection system now checks if a sim has form data instead of scanning their traits. This is noticeably faster.
Adding an occult type to a sim through cheats or mods now forces the game to immediately generate the occult form data.
Spellcasters will no longer have their unused occult form deleted upon loading the game.
Underage sims will no longer have occult form data deleted. They should now properly update when the sim ages up.
Generated occult forms will be based on the sim's current occult form. For example: If your sim is in the alien form and becomes a mermaid, the mermaid form will look like the alien form.
The modify in CAS option for spellcaster hybrids should now correctly display all the options for pointed ears, fantasy skin tones, and eyes.
Sims from the gallery with corrupt form data should no longer fail to load.
Baby hybrids should correctly be born with occult forms based off their parent's forms.
Baby half-aliens should correctly inherit genetics from the alien parent's alien form.
If a mermaid hybrid has feet poking out of their tail while in mermaid form, using the modify in cas interaction to take their mermaid form into CAS and clicking accept should now permanently fix their mermaid form data and solve the issue.
Update: 2020-11-17: Squashed even more Snowy Escape bugs.
Fixed a script error concerning Aliens that could occur when first loading into a lot.
The "manifested" traits (added when a sim is teen or older) have had their icons changed to help differentiate them (helps identify bugs with the game not adding traits correctly).
The mermaid "manifested" trait (responsible for hydration) will also now be visible in most cheat-based trait picker interactions.
The mermaid "manifested" trait and the discovery traits (responsible for the tail appearing in the bathtub) have had an age restriction added (which EA forgot). They will automatically be removed if cheats are used to age a sim down to child or younger.
Aging a sim down or skipping ages should now correctly force the game to add or revoke the "manifested" occult traits from the sim
Added even more error checking for corrupted sims.
Cleaned up unused code in the .package file.
Various small bugs have been squashed
Update: 2020-11-14: A release which addresses compatibility issues introduced with the Snowy Escape expansion now that I've been able to take a look at it.
The previous release has been removed.
Sims who gain an occult should correctly gain the additional occult traits (Adult Vampire and Spellcaster traits).
Sims who are cured of an occult should now correctly lose all additional occult traits.
If a vampire or mermaid is aged down to child, their forms will be deleted to prevent any corruption.
The motive panel should now be more responsive for mermaids cured through cheats: The hydration need should update back into hygiene more quickly (usually instantly).
The motive panel icon should now instantly update to the fish icon when a sim becomes a pure mermaid through cheats. There is still a delay in the generation of the mermaid form (up to 60 sim-minutes) if the occult is added through cheats.
The mod will now try to fix corrupted hybrids placed into your save from the gallery by forcing the game to regenerate new forms. (In case you accidentally download a corrupt sim from the gallery and move them in).
Sims outside of dark form will have the manual dark form trait automatically removed when the lot is loaded. This is another fix aimed at sims downloaded from the gallery.
A slight rewrite of most of the performance-intensive aspects of the code to speed things up.
The "log" setting has been removed from the .ini file.
The [MERMAID] section of the .ini file has been removed since there are currently no options for that occult (I'm open to suggestions).
Portuguese translation added: thanks to qlaqercoixsa
Update: 2020-11-11 A test release for the Snowy Escape pre-patch. Have to wait until the pack is actually out in case EA added a new occult or something. If there are no changes needed when the pack is out, I'll just edit this description.
Many improvements to performance, and a reduced filesize.
Removed the following options from the .ini file in order to improve performance of the mod:
VAMPIRE
enable_perk_ui_while_in_other_forms - This is now permanently enabled.
WITCH
enable_perk_ui_while_in_other_forms - This is now permanently enabled.
MERMAID
remove_discovery_traits_on_cure - This behavior is now permanently enabled. The hydration need will automatically be replaced with hygiene when the mermaid trait is removed by any means. The motive panel display may not update until you select another sim, go to manage worlds, or travel, but it is only a display issue.
disallow_form_on_batuu - Removed. It was not worth the performance cost just to prevent something that can only happen in 1 vacation world, in 1 pack, and only with mods or cheats.
[STABILIZATION]
edit_form_interactions_apply_to_household- The edit form interactions will now always bring the entire household into CAS.
Added a new option in the .ini file: keep_face_parts_when_cured - Disabled by default. If enabled, being cured of an occult will no longer remove occult facial features, such as occult eye colors (sorry, the game does not consider pointed ears to be a facial feature and will still remove them unless you use a mod to unlock them for everyone). Enabling this option also fixes the issue of facial hair being removed from teen and young adult sims when they are cured of an occult type.
Vampire-Spellcasters should no longer lose their pointed ears and occult eye colors if one of their occult states is cured.
Update: 2020-10-9 This new release contains all the additional features of the previous version plus these new additions:
Removed the "(Early WIP)" from the title. The mod has not presented any major stability issues, and there haven't been any major errors reported.
Added a new "Remove" interaction under every occult menu, allowing you to cure the sim of the specified occult (Costs 5000).
Added a "Remove" interaction to the servo menu. This will make the servo into a real sim and will enter CAS so you can change their outfit. The servo will lose all hidden servo traits and become a full human. That means their enhancement level will be reset and they will lose all unlocked behavior modules.
The "Remove" interactions can be disabled in the .ini file by changing "add_cure_occult_interactions_to_sims" to False.
The ini file option "clean_invalid_forms" has been renamed to "clean_underage_forms" to better clarify what exactly it's cleaning.
The mod will now force the game to recalculate a sim's occult type if another mod sets it to an invalid value when attempting to save or exit to CAS.
Update: 2020-10-4Added a preview version of the next release to test out additional bugfixes and features. Please report any bugs.
The mod will now try to fix corrupted form data of broken hybrid sims from old saves. How to tell if a hybrid sim was broken? The game would throw a lastexception whenever they would try switching forms.
New interactions for Vampires and Spellcasters allow you to toggle their needs panel overlay and reveal their perk bar at any time.
New interactions for Vampires and Spellcasters allow you to reset their perk points (costs 1500 simoleons). These interactions can be disabled in the .ini file.
The edit form interactions have been moved to the pie menus of the occults. The custom alien pie menu is now permanently enabled, and the alien form interactions have been moved to that menu.
The edit form interactions will now display a confirmation dialog before going to CAS.
The edit form interactions will now take the entire household into CAS. Household members who have the specified occult type will appear as that occult in CAS.
The .ini file now has the option to disable the mermaid form for sims wearing the Batuu outfit to prevent the Batuu outfit from being deleted. This option is disabled by default.
Added option in the .ini file to disable the alien mood glow. This option is not enabled by default.
Added option in the .ini file to unlock the Servo trait for Adults and Elders. Enabled by default.
Added option in the .ini file to remove the trait restriction on the perk reset potions for Vampires and Spellcasters, allowing servos to drink them. Enabled by default.
Several options in the .ini file have been moved/removed. If you want to keep your current options (as if there were even that many to begin with), you can keep your old .ini file and the mod will automatically update it.
Occult Life States in Rewards Store: https://modthesims.info/d/646841/ Adds the Vampire and Spellcaster occult life states to the rewards store.
Occult Hybrid Unlocker: https://modthesims.info/d/643617/ allows you to create hybrids through gameplay.
-Possible conflict with Hybrid Through Gameplay
Requirements
While this mod doesn't "require" any packs, it's almost pointless to use on its own without any occults in your game.
The only benefit you would get is the ability for the needs panel to properly work with any custom need added by mods.
Tired of your hybrids glitching out in CAS? Upset that your vampire-mermaids can't access their perk tree? This mod is for you.
This mod solves many of the issues plaguing hybrids in the sims 4. Now you can safely play hybrids without fear of the game randomly deciding to break your sims.
Some of the main features are:
Safely take your hybrids into CAS and save them to your gallery without the fear of the game deleting their occult forms. Sim must spawn in live mode at least once to enable this protection.
Allow servos to become vampires, witches and aliens.
Properly render spellcaster charge and curses for spellcaster-vampire hybrids.
Mermaid hybrids correctly switch to and from their tail forms without being stuck swimming on land.
Newly-generated aliens no longer have their human form re-randomized (intended for story progression mods which populate towns with sims from your gallery).
And many more...
Perk Access New interactions in the vampire and magic menus allow you to instantly select the visible perk bar/button.
With this mod, you will be able to access your hybrid's perks based on their current form (if the make_occult_type_match_form option has not been disabled).
The needs panel will update as your sim changes forms.
A picture is worth a thousand words, so take a look at the animated images in the spoiler below to see what I mean.
Note: While in a form without a perk tree (alien, mermaid) the mod will prioritize the display of the vampire perk bar. Spellcasters are given priority while in human form.
.INI customization: EXPERIMENTAL
This mod includes a .ini file which you can edit in any text editor to change the behavior of the mod.
The mod works "out of the box," and you don't need to change anything if you don't want to.
If you ever want to restore the default settings, simply delete the file and the mod will create a new one when you relaunch the game.
Note that you must restart the game for any changes to take effect.
Should the .ini file customization cause too many issues for users, it is likely that I will remove it and just modify the mod to have everything enabled by default.
The settings are as follows:
log: Disabled by default. You can keep this disabled. I use it when testing out new features. Can slow down the game if enabled.
add_edit_form_interactions_to_sims Adds new interactions to edit a sim's occult forms. Interactions are under existing pie menus ("Vampire", "Magic"). Alien self-interactions such as this will be added to a new "Alien" pie menu.
edit_form_interactions_apply_to_household When enabled, the edit forms interactions will take the entire household into CAS. All household sims with the matching occult type will also appear in CAS as the selected occult, allowing you to edit their forms all at once.
add_cure_occult_interactions_to_sims Adds new interactions to remove the selected occult type from a sim (Costs 5000). Also adds an interaction to servos to "cure" them of being a robot. Interactions are all under the normal occult pie menus.
clean_underage_forms: The mod will delete the unusable occult forms of toddlers and children. This allows them to properly generate new a mermaid tail and dark form when they age up. Disabling this will make them retain the hidden forms they were born with, and it may require you to edit their mermaid form directly in CAS to give them a tail.
enable_perk_ui_while_in_other_forms : This setting will allow the mod to display the vampire/spellcaster perk bar and button in the needs panel whenever your sim is in an occult form that does not have its own perk tree (alien, mermaid).
override_motives_panel: Allows to mod to correctly display extra needs, such as spellcaster charge, when a sim has a trait that tries to override the list of needs in the needs panel.
enforce_ui_maximums: The mod will prevent the needs panel from trying to display more needs than the UI can support. The limits are 1 Orb need, 2 long bar needs, 6 normal needs.
disable_mood_glow: Disabled by default. Removes the "glow" effect aliens display when they are in specific moods. Enable this option if the glow bothers you.
disable_trait_blacklist_for_vampire_cure: Removes the trait restrictions preventing certain sims (servos) from drinking the vampire cure.
disable_trait_blacklist_for_perk_reset_potion : Removes the trait restrictions preventing certain sims (servos) from drinking the vampire/spellcaster potions to reset their perk points.
add_reset_perks_interaction: Adds new interactions to reset a sim's perk points for the specified occult type (costs 1500). The interactions can be found in the Vampire and Magic menus.
remove_discovery_traits_on_cure: Whenever a sim is cured of their mermaid-ism through cheats or console commands, the hidden traits controlling hydration and mermaid tail visibility in the bathtub will also be removed. You may have to close and reopen the needs panel to refresh the display of the hygiene need.
disallow_form_on_batuu: Disabled by default. Prevents a sim from transforming into a mermaid while in their Batuu outfit.
remove_bloodline_occult_conflicts: Removes all occult trait conflicts with the spellcaster bloodline traits. This removes the conflict between aliens and the spellcaster bloodline trait.
remove_alien_conflict: Allows servos to become aliens.
remove_vampire_conflict : Allows servos to become vampires.
remove_witch_conflict: Allows servos to become spellcasters.
disable_vampire_thirst: Disables the thirst need for vampire-servos.
unlock_for_adults_and_elders: Allows the servo trait to be added to adults and elders, instead of just young adults.
Compatibility
This mod does not override any game resource files and should be compatible with any tuning mod.
This mod includes the functionality of these mods of mine and should not be used together with any of them. Please uninstall them as this mod contains all of their functionality:
This mod modifies the behaviors of the following script classes and may run into compatibility issues with mods that completely override their behavior:
OccultTracker - The behavior of this class has been heavily modified. Any mod which significantly alters the occult system may have compatibility issues.
TraitTracker - modifies the "_send_commodity_list_msg" function which determines which needs are displayed in the needs panel.
AppearanceTracker - modifies the "evaluate_appearance_modifiers" function to properly display appearance modifiers on hybrid sims.
Additionally. the mod also overwrites the following script commands:
cas.plan_batuu_outfit - modifies the plan batuu outfit command to force the sim into human form to prevent accidental changes to a sim's occult forms.
How does it work?
A sim's occult status is determined in 2 ways, by their traits and by a hidden number in the game's script files named "occult_types."
The traits control the sim's forms and their access to occult interactions while the "occult_types" number controls how the game renders their needs panel and how the sim is treated in CAS.
Whenever a sim gains an occult trait, the "occult_number" is modified based on the occult traits the sim has. The game checks this number whenever it wants to determine if a sim is a specific occult.
If a sim is a hybrid, the "occult_types" number becomes a value that the game doesn't understand, which is why CAS has so many issues and why mermaids would get stuck swimming on land.
This mod modifies the how the game checks occult types by making it look at the sim's traits instead.
This allows the mod to alter the "occult_types" number into something the game can understand without endangering the sim's forms or access to perks.
This change allows hybrid sims to safely enter CAS and freely switch between forms without suffering from horrible glitches.
323 people have said thanks to Iced Cream for this download.
For more information about this creator and their policies or details, click here.
Screenshots
Screenshots
Expansion / Stuff Packs Required
You must have the expansion or stuff packs listed above installed to use this custom content. Please see the post text for any exceptions.
Download files
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I'm scared of updating the game after the update cause of "Mermaids and other Occults should no longer be able to make hybrid occults."
Does anyone know if we still can make hybrids via adding trait or this mod? :o
Yes you can. It only affects babies.
The next update to this mod will have an option to re-enable hybrid babies.
Edit:
Next update is now live, and there is now an option to re-enable hybrid babies. Enabled by default.
Last edited by Iced Cream : 8th Dec 2020 at 7:14 PM.
Thanks for the mod. I really enjoy it. I am experiencing a problem with mermaid/spellcaster's legs not switching to mermaid form when entering water (pool and bath). Same is experienced with the mermaid/vampire hybrid. I did not test with an alien/mermaid.
What should I do with the Configuration Settings file?
Place it in the same folder as the mod.
You can also just delete the config file and the mod will make a brand new one with the default settings when you start the game.
Is there a way to stop it from force creating a dark mode. I hate the dark mode transformation system and would like to just stop it frm happening.
Unfortunately not. The value that controls if the vampire form is available also happens to control the availability of all occult forms, so my mod forces it to be enabled on hybrids to prevent CAS from deleting all the other forms.
Luckily, there is a way to block out the form.
Gauntlet101010's Hybrid Through Gameplay mod has traits to block out unwanted occult forms.
With that mod downloaded, use this cheat command to add the trait which blocks out the vampire form: traits.equip_trait traitNoOccultFormVampire_Gauntlet101010
A vampire with that trait will never change into their dark form on their own, and the usual vampire interactions will have the sim spin around but not actually change forms.
Adding the vampire state through my mod will still force the sim into the dark form to properly generate occult form data, but they will then exit the form as usual once the interaction completes, and the form can safely be deleted in CAS.
You can then use my mod's "change motive overlay" interaction when you want to access the vampire's perk bar if they are a vampire-spellcaster hybrid.
Unfortunately not. The value that controls if the vampire form is available also happens to control the availability of all occult forms, so my mod forces it to be enabled on hybrids to prevent CAS from deleting all the other forms.
Luckily, there is a way to block out the form.
Gauntlet101010's Hybrid Through Gameplay mod has traits to block out unwanted occult forms.
With that mod downloaded, use this cheat command to add the trait which blocks out the vampire form: traits.equip_trait traitNoOccultFormVampire_Gauntlet101010
A vampire with that trait will never change into their dark form on their own, and the usual vampire interactions will have the sim spin around but not actually change forms.
Adding the vampire state through my mod will still force the sim into the dark form to properly generate occult form data, but they will then exit the form as usual once the interaction completes, and the form can safely be deleted in CAS.
You can then use my mod's "change motive overlay" interaction when you want to access the vampire's perk bar if they are a vampire-spellcaster hybrid.
Oh ok. Thank you so much. You are the absolute best!!!
This mod has been working great for me, but starting today I've noticed a problem. The original issue that prompted me to download this mod was this: I have a vampire and spellcaster who had a baby. Both the parents have the red and black occult eyes, and so did the kid once he aged up to toddler. In live mode, he had the red and black eyes, and small pointy ears. I edited his outfit in CAS, and the ears appeared human, but the eyes were still correct. Upon leaving CAS, in live mode, his ears went back to pointy, but his eyes changed to human blue. No cheats would fix it, and there was not even an option for the red and black eyes in CAS. But this mod did the trick! Both in CAS and live mode, he appeared correctly, how he was born.
Starting today I've noticed that the issue has come back. In live mode his eyes are human blue, ears pointy. In CAS, his ears are still there, and there are options for the occult eyes. They change back to red and black when I select them in CAS, but as soon as I exit, his eyes are blue again. This is the only mod that I have installed. I would really appreciate any input/advice! Thanks!
This mod has been working great for me, but starting today I've noticed a problem. The original issue that prompted me to download this mod was this: I have a vampire and spellcaster who had a baby. Both the parents have the red and black occult eyes, and so did the kid once he aged up to toddler. In live mode, he had the red and black eyes, and small pointy ears. I edited his outfit in CAS, and the ears appeared human, but the eyes were still correct. Upon leaving CAS, in live mode, his ears went back to pointy, but his eyes changed to human blue. No cheats would fix it, and there was not even an option for the red and black eyes in CAS. But this mod did the trick! Both in CAS and live mode, he appeared correctly, how he was born.
Starting today I've noticed that the issue has come back. In live mode his eyes are human blue, ears pointy. In CAS, his ears are still there, and there are options for the occult eyes. They change back to red and black when I select them in CAS, but as soon as I exit, his eyes are blue again. This is the only mod that I have installed. I would really appreciate any input/advice! Thanks!
Please try out the new mod update and tell me if the issue still persists.
Please try out the new mod update and tell me if the issue still persists.
Thanks for the reply, I will update the mod and see if that works. Also, as soon as my sim aged up into a teen, the issue resolved and I was able to change his eye color to red and black and it stayed that way in live mode. It seems like the issue is only with toddler and child sims. But I will still update and let you know!
Thanks for this amazing mod! Do you happen to know if it's compatible with patch 1.70? Thank you SO much once again!
I haven't noticed any issues.
The mod shouldn't break unless a patch adds in a brand new occult state (creatable from CAS) or heavily modifies how they all work.
If you actually find an issue, please let me know so I can investigate.
<?xml version="1.0" ?><root>
<report><version>2</version><sessionid>79f1a9f28aa26187600fec3a</sessionid><type>desync</type><sku>ea.maxis.sims4_64.15.pc</sku><createtime>2021-01-26 12:30:15</createtime><buildsignature>Local.Unknown.Unknown.1.70.84.1020-1.200.000.485.Release</buildsignature><categoryid>resolver.py:779</categoryid><desyncid>79f1a9f28aa26187600fec3a</desyncid><systemconfig/><screenshot/><desyncdata>Exception when applying action <StatisticAddObjectRelationship None ParticipantType.Actor> for loot <class 'sims4.tuning.instances.loot_Dolphins_Rel_Gain_Talk'> (ValueError: Trying to use SingleSimResolver with unsupported participant: ParticipantType.TargetSim)
Traceback (most recent call last):
File "T:\InGame\Gameplay\Scripts\Core\sims4\utils.py", line 179, in wrapper
File "T:\InGame\Gameplay\Scripts\Server\areaserver.py", line 209, in c_api_server_tick
File "sims4communitylib\utils\common_injection_utils.py", line 93, in _wrapped_function
File "sims4communitylib\events\zone_update\common_zone_update_event_dispatcher.py", line 79, in _common_zone_update
File "T:\InGame\Gameplay\Scripts\Server\sims\masked\v163.7\injector.py", line 26, in _wrapped_function
File "T:\InGame\Gameplay\Scripts\Server\sims\masked\v163.7\zone_tick.py", line 81, in _turbolib_zone_game_update
File "T:\InGame\Gameplay\Scripts\Server\zone.py", line 474, in update
File "C:\Users\celin\Documents\Electronic Arts\The Sims 4\Mods_modding\cLineLy_RingUpAtRegister\Scripts\injector.py", line 11, in _inject
File "S:\Workspace\+SrslySims\Gameplay\Simulation Lag Fix\Scripts\SimulationLagFix.py", line 34, in update
File "T:\InGame\Gameplay\Scripts\Server\time_service.py", line 112, in update
File "T:\InGame\Gameplay\Scripts\Server\scheduling.py", line 212, in simulate
File "T:\InGame\Gameplay\Scripts\Server\elements.py", line 335, in _run
File "T:\InGame\Gameplay\Scripts\Server\interactions\utils\outcome.py", line 150, in on_loot
File "T:\InGame\Gameplay\Scripts\Server\interactions\utils\loot.py", line 127, in apply_operations
File "T:\InGame\Gameplay\Scripts\Server\interactions\utils\loot.py", line 488, in apply_to_resolver
File "T:\InGame\Gameplay\Scripts\Server\interactions\utils\loot_basic_op.py", line 213, in apply_to_resolver
File "T:\InGame\Gameplay\Scripts\Server\statistics\statistic_ops.py", line 2076, in _apply_to_subject_and_target
File "T:\InGame\Gameplay\Scripts\Server\statistics\statistic_ops.py", line 2093, in _apply_to_sim_info
File "T:\InGame\Gameplay\Scripts\Server\relationships\relationship_service.py", line 1432, in get_object_relationship_track
File "T:\InGame\Gameplay\Scripts\Server\relationships\relationship_service.py", line 1638, in _find_object_relationship
File "T:\InGame\Gameplay\Scripts\Core\sims4\callback_utils.py", line 158, in __call__
File "T:\InGame\Gameplay\Scripts\Server\game_effect_modifier\relationship_track_decay_locker.py", line 100, in _relationship_added_callback
File "T:\InGame\Gameplay\Scripts\Server\relationships\relationship.py", line 520, in get_track
File "T:\InGame\Gameplay\Scripts\Server\relationships\relationship_data.py", line 611, in get_track
File "T:\InGame\Gameplay\Scripts\Server\relationships\object_relationship_track_tracker.py", line 162, in get_statistic
File "T:\InGame\Gameplay\Scripts\Server\statistics\base_statistic_tracker.py", line 444, in get_statistic
File "T:\InGame\Gameplay\Scripts\Server\relationships\object_relationship_track_tracker.py", line 135, in add_statistic
File "T:\InGame\Gameplay\Scripts\Server\tunable_multiplier.py", line 65, in get_max_modifier
File "T:\InGame\Gameplay\Scripts\Server\event_testing\tests.py", line 478, in run_tests
File "T:\InGame\Gameplay\Scripts\Server\event_testing\resolver.py", line 125, in __call__
File "T:\InGame\Gameplay\Scripts\Server\event_testing\resolver.py", line 779, in get_participants
ValueError: Trying to use SingleSimResolver with unsupported participant: ParticipantType.TargetSimrtim=0
Client Session Time: 23.40
Num Save Errors: 0
Num Load Errors: 0
Current Game State: 0x96d01090
Origin Version: 10,5,90,46284
Modded: True
SystemInfo: Windows 10 10.0.19041 GPU: NVIDIA GeForce GTX 1070 nvldumdx.dll 27.21.14.6109, GUID: D7B71E3E-58C1-11CF-B364-8F3B1BC2D635
</desyncdata></report>
<report><version>2</version><sessionid>79f1a9f28aa26187600fec3a</sessionid><type>desync</type><sku>ea.maxis.sims4_64.15.pc</sku><createtime>2021-01-26 12:30:15</createtime><buildsignature>Local.Unknown.Unknown.1.70.84.1020-1.200.000.485.Release</buildsignature><categoryid>resolver.py:125</categoryid><desyncid>79f1a9f28aa26187600fec3a</desyncid><systemconfig/><screenshot/><desyncdata>Exception in Sim Timeline: Exception running Element (ValueError: Trying to use SingleSimResolver with unsupported participant: ParticipantType.TargetSim)
Traceback (most recent call last):
File "T:\InGame\Gameplay\Scripts\Server\scheduling.py", line 212, in simulate
File "T:\InGame\Gameplay\Scripts\Server\elements.py", line 335, in _run
File "T:\InGame\Gameplay\Scripts\Server\interactions\utils\outcome.py", line 150, in on_loot
File "T:\InGame\Gameplay\Scripts\Server\interactions\utils\loot.py", line 127, in apply_operations
File "T:\InGame\Gameplay\Scripts\Server\interactions\utils\loot.py", line 489, in apply_to_resolver
File "T:\InGame\Gameplay\Scripts\Server\interactions\utils\loot.py", line 486, in apply_to_resolver
File "T:\InGame\Gameplay\Scripts\Server\interactions\utils\loot_basic_op.py", line 213, in apply_to_resolver
File "T:\InGame\Gameplay\Scripts\Server\statistics\statistic_ops.py", line 2076, in _apply_to_subject_and_target
File "T:\InGame\Gameplay\Scripts\Server\statistics\statistic_ops.py", line 2093, in _apply_to_sim_info
File "T:\InGame\Gameplay\Scripts\Server\relationships\relationship_service.py", line 1426, in get_object_relationship_track
File "T:\InGame\Gameplay\Scripts\Server\relationships\relationship_service.py", line 1638, in _find_object_relationship
File "T:\InGame\Gameplay\Scripts\Core\sims4\callback_utils.py", line 158, in __call__
File "T:\InGame\Gameplay\Scripts\Server\game_effect_modifier\relationship_track_decay_locker.py", line 100, in _relationship_added_callback
File "T:\InGame\Gameplay\Scripts\Server\relationships\relationship.py", line 520, in get_track
File "T:\InGame\Gameplay\Scripts\Server\relationships\relationship_data.py", line 611, in get_track
File "T:\InGame\Gameplay\Scripts\Server\relationships\object_relationship_track_tracker.py", line 162, in get_statistic
File "T:\InGame\Gameplay\Scripts\Server\statistics\base_statistic_tracker.py", line 433, in get_statistic
File "T:\InGame\Gameplay\Scripts\Server\relationships\object_relationship_track_tracker.py", line 135, in add_statistic
File "T:\InGame\Gameplay\Scripts\Server\tunable_multiplier.py", line 65, in get_max_modifier
File "T:\InGame\Gameplay\Scripts\Server\event_testing\tests.py", line 478, in run_tests
File "T:\InGame\Gameplay\Scripts\Server\event_testing\resolver.py", line 125, in __call__
File "T:\InGame\Gameplay\Scripts\Server\event_testing\resolver.py", line 779, in get_participantsValueError: Trying to use SingleSimResolver with unsupported participant: ParticipantType.TargetSimrtim=0
Client Session Time: 23.40
Num Save Errors: 0
Num Load Errors: 0
Current Game State: 0x96d01090
Origin Version: 10,5,90,46284
Modded: True
SystemInfo: Windows 10 10.0.19041 GPU: NVIDIA GeForce GTX 1070 nvldumdx.dll 27.21.14.6109, GUID: D7B71E3E-58C1-11CF-B364-8F3B1BC2D635
</desyncdata></report>
</root>
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