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.
If updating to a newer version, you do not need to replace the .ini file. Your existing one will automatically be updated when you start the game.
Brazillian Portuguese: qlaqercoixsa and google translate (for new text strings)
Many others - Google Translate (might not be the best quality for some languages)
Update: 2021-2-21: Added new translations and added new interactions for servos and half-aliens.
Because the mod automatically generates a new .INI file for you or upgrades your existing one whenever you run the game, it will no longer be included.
Added several translations - Please see the Translation Credits section above for details.
Added new interactions to add and remove the Half-Alien trait. Exclusive with the Alien trait.
The Half-Alien trait now has a custom icon to distinguish it from the normal Alien trait.
Added a "Modify in CAS" interaction for half-aliens.
Note: Because Half-Aliens do not have a form or any exclusive CAS items, this simply takes the sim to CAS as whatever their current occult form is. True aliens in the household will be brought into CAS as pure Aliens. This option simply exists so the "Modify in CAS" menu continues to list all of the sim's active occults.
Added a new option to turn your sim into a Servo. Unavailable for Mermaids and Plantsims (will display the conflicting occult trait in tooltip). Uses a much shorter animation than the other interactions.
Note: This interaction will permanently remove all conflicting traits, including reward traits. The Humanized Servo mod is recommended if you want to use this interaction. You will need to use the cas.fulleditmode cheat when editing a servo in CAS.
Removed the "unlock_ages" option for servos in the INI file. This is now permanently enabled due to the existence of the new servo interaction.
The Mermaid and Plantsim interactions will now display the "Not for robots" tooltip if the sim is a Servo.
The "Transform into Plantsim" interaction will now attempt to add only the trait and not the timer buff, allowing it to be fully compatible with permanent plantsim mods which remove the buff from the trait.
Update History:
Update: 2021-2-10: Quick update to fix a compatibility issue with a certain mod. Running the two together should no longer trigger an exception. Update: 2021-2-9: Bugfixes and a minor update for Plantsims and Mermaids
Removed the allow_occult option from the PLANTSIM section. The mod will now automatically solve the conflicts between the plantsim trait and all occult traits, allowing plantsim hybrids.
New ini file option for plantsims: disable_vampire_thirst (not enabled by default). If enabled, Plantsim-vampires will not have vampire thirst.
New ini file option for mermaids: disable_shoe_overrides (enabled by default). Temporarily disables appearance modifiers which affect socks or shoes when a sim switches to the mermaid form.
Mermaid hybrids should now properly display their tails while affected by full-body appearance modifiers, such as the plantsim skin effect.
Using a shoe rack to disable shoes indoors should no longer prevent the mermaid tail from displaying for bathing sims.
Fixed a bug that could rarely cause new mermaids to have feet poking out of their tails when first transforming into a mermaid.
Update: 2021-2-4: Plantsim compatibility is here.
Added a new ini option section PLANTSIM. It currently has a single option allow_occult (enabled by default). This option removes the occult conflicts between the plantsim trait and all occult traits. Do note that the normal in-game method of becoming a plantsim is restricted to non-occult sims, which brings us to the next point:
Added a new interaction under the "Add" category: Plantsim. This will transform your occult sim into a plantsim. Do note that unlike the other transformations, this one will not force the removal of conflicting traits and will instead do nothing if the sim is unable to become a plantsim. Unavailable for Servos.
Added a new interaction under the "Remove" category: Plantsim. This will remove the plantsim trait and buff from a sim. Only available for plantsims.
Fixed a harmless (but annoying) error that could occur when curing an occult sim.
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: 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:
STABILIZATION keep_face_parts_when_cured prevents the removal of occult face parts when curing an occult sim. Note that the pointy ears are not considered face parts by the game.
STABILIZATION occult_form_memory prevents occult form data from being deleted when a sim is cured of an occult type. Example: Mermaid sims will retain their mermaid form data when cured of mermaid. If the sim ever gains the occult again, the saved form will be ready for them.
STABILIZATION interactions_are_cheats makes the interactions only available with testing cheats on and require shift+clicking the sim to access.
STABILIZATION override_occult_trait_management overrides the game's system of managing occult traits with one handled by the mod instead. Disabled by default. Not fully tested, but may bring speed improvements. Use at your own risk.
STABILIZATION override_occult_pregnancy allows hybrid babies to be born through in-game pregnancy.
STABILIZATION delete_conflicting_forms if a sim has a mod trait which blocks out a form, that form's data will be permanently deleted. This prevents the game from generating a new dark form for vampire hybrids and allows aliens to have babies whose genetics will be based off the parent's human form.
MOTIVES override_motives_panel overrides the behavior of the motives panel, allowing multiple traits to modify the display at once. Prevents traits with a motive_sort_override from hiding needs added by other traits.
MOTIVES enforce_ui_maximums prevents the motive panel from bugging out by limiting the amount of needs it will attempt to display to the maximum it can handle.
ALIEN disable_mood_glow prevents aliens from glowing.
VAMPIRE disable_trait_blacklist_for_vampire_cure allows servos to use the vampire cure potion.
VAMPIRE | WITCH disable_trait_blacklist_for_perk_reset_potion allows servos to use the perk reset potion for vampires or witches.
SERVO disable_vampire_thirst disables thirst for servos.
SERVO unlock_ages allows adults and elders to be servos.
PLANTSIM allow_occult removes all conflicts between plantsims and the occult traits.
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.
383 people have said thanks to Iced Cream for this download.
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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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Thank you for making this mod, so much. This has me extremely excited when I was on my test game file. You modders are so incredibly talented, whether CC creators or Mod developers.
The Hybrid mod, I was pretty upset when the last mods for TS3 weren't working properly when I attempted hybrids before. This was way before release with TS4. So, this will make the save play file I've been revamping so much more fun and interesting. I'm recreating the Sims and rebuilding the worlds per Occult world.
Between Vampire and mermaid, I was creating them as defined as possible as they switch back and forth into forms. I had cc on top of cc to play what is working and what to swap. Also making a second mermaid-vampire without CC to test how control group worked.
Both forms were beautiful. The default true form on the alien was amusingly questionable that had me thinking EA designed the look themselves. I had no clashes with any mods especially with Fallen Angel mod, so per actual play..this will be interesting.
Learned my lesson not to edit CAS while the vampires are chillin' on the sunny beaches of Suluni. I have mild free will on where they take care of themselves when they are yellow and I'm not controlling them. I guess Vampire-mermaid woman had decided to take a dip in the water just as I entered CAS mode to fix crazy looking alien. So...when I returned, she had to swim like her life depended on it....literally.
I'm not sure what I did wrong with the servo occult though. I downloaded the Humanized servo mod per what I believe I read. (correct me if I'm wrong, I was reading a lot. 0_0) It's not showing in the 'Add Occult' option. I'm just seeing the four (mermaid, Spellcaster, Vampire, and transform into Plantsim) Do I build the servo and then add second occult? Any suggestions?
I'm just seeing the four (mermaid, Spellcaster, Vampire, and transform into Plantsim) Do I build the servo and then add second occult? Any suggestions?
The Add option for servos wasn't originally included because of all the changes the trait makes to your sim, such as forcing the removal of conflicting traits and the deletion of outfits (if not using the Humanized Servos mod).
It has been added in the latest version of the mod. Do note that you will need to use the cas.fulleditmode cheat if you want to edit your Servo in CAS.
Last edited by Iced Cream : 21st Feb 2021 at 12:33 PM.
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