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UPDATED - MBTI Personalities

This is a huge update so please re-read the description, the mod will now affect more deeply how sims react to their lives in your game.

I lost all hopes for maxis to deliever something decent so I went full in into this and added the 8 cognitive functions that will influence your sim's emotions:

More on this on the mod page, in brief, sims will now have 8 cognitive functions in the order based on their personality type, 4 are the Main Stack and 4 are the Shadow Stack that is normally hidden from you except under massive stress of the main dominant function.

The Functions influence how your sims interact with their world so for example, if your Sim is ISFJ and does a lot of cleaning they'll be as happy as Larry, an ENTP will be stressed like fuck by living the same lifestyle and an INFJ who's under stress and in shadow mode because their Ni failed them will freak out by living that way.

HERE 

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BG - Wants&Fears Overhaul

WANTS:

- Adds wants to activities preferences that don't have a whimset in vanilla, so if your Sim likes painting they will want to paint.

- Adds a way to refresh wants

I had to do it with an interaction that requires 2 clicks:

You can refresh wants by type or all at once, as far as I can tell this is the scheme but Short Term Whims can also take the Long Term Whims spot:

- Tunes Down the Priority to the "Listen to XYZ Music" wants, I tried to tune down the priority to 3 from 10 so they should pop up less often.

- Brings Back Pets Related Whims like "walk a dog", "pet a dog", "adopt a pet" that have been removed from the game.

- Adds Ability to Pin Confrontational Whims, the ones you get from:

_____

FEARS:

Dead End Job

  • Made incremental so you don't get it every single time your sim goes to work, they need to have consistently bad performaces.
  • Made it solvable from going to work in a good mood and having good performaces, this will regain their passion like the interaction does.

Fire

  • Blacklisted Adventurous and Brave
  • Made it solvable for good, chances to solve it for good below. You can solve it by following Maxis gameplay and will get a notification when it's gone forever.

Cowplant

  • Blacklisted Adventurous and Brave
  • Made it solvable for good, chances to solve it for good below. You can solve it by following Maxis gameplay and will get a notification when it's gone forever.

Crowded Places

  • Blacklisted Brave
  • Made it solvable for good, chances to solve it for good below. You can solve it by following Maxis gameplay and will get a notification when it's gone forever.
  • Reduced the chances to get it

Dark

  • Blacklisted Adventurous and Brave
  • Made it solvable for good, chances to solve it for good below. You can solve it by following Maxis gameplay and will get a notification when it's gone forever.
  • Reduced the chances to get it
  • Children are too young to solve it for good

Death

  • Made it solvable for good, chances to solve it for good below. You can solve it by following Maxis gameplay and will get a notification when it's gone forever.

Failure

  • Made it incremental in some cases so you don't get it for every poor meal your sim cooks, they need to consistently produce poor results to get it
  • Untouched but reduced the chances for the other triggers.

Ghost

  • Adventurous and Brave were already excluded
  • Made it solvable for good, chances to solve it for good below. You can solve it by following Maxis gameplay and will get a notification when it's gone forever.

Swimming

  • Blacklisted Adventurous and Brave
  • Made it solvable for good, chances to solve it for good below. You can solve it by following Maxis gameplay and will get a notification when it's gone forever.

Unfulfilled

  • Reduced the chances because WTF?!

I haven't gotten the other two yet.

_____

Chances to solve fears for good are based on the fear and the way Maxis came up with to remove it:

On confronting the fear:

50% Cowplant, Fire, Ghost

75% Crowded Places, Dark, Swimming

25% Death

This mod requires the XML INJECTOR for the interactions

_____

UPDATED:

20/04/2023

  • Fears Overhaul - pets were getting human fears, blocked.

I still haven't triggered the last two fears.

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Updates for ... I don't even know what patch anymore, whatever...

The mod posted in:

How the Idles Bork The Game 

Aka Tune Down Idles


Various Tweaks 

Faster Eating and Drinking

Autonomous Socials

No Shy First Kiss

Pay to Travel From Phone

Propose Costs Money


Traits Tweaks 

Slob Sims Happy from Low Hygiene

NO RANDOMS 

Fixed, still in testing, more updates may be required.

Always Wear a Towel After Shower and Bath 


Cottage Living - Tweaks & Fixes 

Agnes and Agatha Mortal


Obsolete:

Zero_ALL_MinorAnnoyances_BG_NoRun

Replaced with a file that only unlocks jogging 

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Writing - Gameplay Removal

I didn't want to get to this because up to now I was ocasionally bullshitting with the game and it was almost fun, but with the lastest patches it became just boring if not straight up a pain in the arse. 

While I was trying to (not fall asleep) play the game to bring the old mods back working, I realised something: the only thing I want from this game is to be a writing tool, and I want it to leave me the fuck alone with its awful gameplay always getting in the way. 

So I started this project (and it is an ongoing project, I'll remove more things as they annoy me when writing) to completely remove the most annoying gameplay elements:

Emotions - this mod completely removes the emotions system from the game, meaning your sims will not be emotionally affected by all the things that normally would give a moodlet. The only way to change their emotions is by using the cheat to "cheat emotion intensity" I liberated from the debug menu (MCCC will not work, I was previously using it but... that mod is made for gameplay and it takes 5 to 6 clicks to change sim's emotions. I'm not up anymore to waste time like this) 

Here is the cheat conveniently on the fronpage when you click on a sim. That's because it's sometimes useful to manipulate emotions while taking screenshots but I really have no use for the gameplay aspect of it.

Once you cheat an emotion sims will be able to get also emotions from gameplay, but the cheated emotions are usually powerful enough to overpower whatever the game throws at you (except maybe the stupidly overpowered moods from the high maintenance trait)

Needs - managing them is another thing I have no use for while writing so the mod globally locks the needs decay. I was sick of enabling "testingcheats" and lock needs every single fucking time. Needs can still be filled or unfilled by using UI cheats extension or maxis cheats to fill them, they'll stay the way you set the but no game action will change their values (sleeping will not fill energy for example, so if you need to take a screenshot of a sim sleeping without using poses and they keep getting up because their needs are filled, set the motive to half empty and it will stay that way until you set it higher or lower again)

Schools - this is a separate package because it will cause an LE but I give no shit until the game doesn't crash. Schools are enforced for children and teens in game and they're automatically enrolled. When writing, I don't need them to fuck off to a rabbithole... if I don't need the kid in the screenshot I can just lock it in a basement and get it out when I need it for a scene. I don't need to manage this useless aspect but Maxis enforced it. Before, I was using a mod to quit schools, but that requires... making a phone call and waiting for the interaction to complete every single time a family has a teen or a child... waste of time. This package makes schools invalid, so the game complains about not being able to populate the career but the result of not having to waste more time on it is achieved the same because the child will be removed from the enforced school the same. 

Will this mod break your game? Yep that's the purpose... making the game not a game but plainly a storytelling tool... so if you play the game as a game you don't need this one at all, this is only for people like me that use it with the sole purpose of taking screenshots, although playing without emotions makes the game a lot better in my opinion. 

Requires the XML Injector 

Now I'll go back to the painful process of playing the game to update the other mods. 

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BG - Disable the GODDAMN WANTS!!

I've always played with the whims on and I've always liked them because you could just click away the ones you weren't up to fullfil. 

Ever since they ruined this system with a patch I've been wanting to get rid of them for the first time since I started wasting time on this game, and I discovered with horror that the option in the menu DOES NOT WORK.

No Bella I'm not going to fullfil your want to have another child because you already have two and I don't care what your pixellated arse wants... if it were "buy a 1x1 swimming pool" I would have considered fulfilling it only to get the points and then deleting the stuff again, but I don't have the option to click that idiocy away anymore to refresh whims and find something better to fulfill so from now on thou shalt have no wishes. 

This removes the wants with or without the game option enabled by setting the chance to populate them to 0.

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BG - Removed Fears Triggers

I knew I was going to do this the moment I learnt they were added to the game, but I decided to trust the game option to turn off the want&fears system. 

Bad idea, the option clearly doesn't work and I still get the bloody wants even if I turned them off. 

Those are annoying but not big deal to completely ignore, but after learning how the fears work I decided I don't even want to see them in game, so before being annoyed by the game to "swim confidently for 2h to remove the fear of the water trait" (such a great gameplay addition having to click on a swimming pool and having to look at a sim running some stupid swim confidently animation for 5 minutes by the way) I took the triggers and removed the chance to even get those traits in the first place.

If your sim already has a fear this mod will not remove it. You can cheat the fear away by removing the trait or playing it as intended I guess, this only removes the chance to get the fear from the moment you install the mod. 

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Mod Updates September Patch

This includes what was missing from August Updates:

ALL - Various Tweaks 

Plan Outfits Costs Money

ALL - Brew Tea On Stoves 

ALL - Mental Health 

ALL - Minor Annoyances Post 

Stronger Negative Buffs

Tense From Bills

Venues Requirements

ALL - Lower Salary 

More to come... check back this post to keep up

I loaded the game to try to write this morning, and apart from being at it since 4am and not having concluded shit because problems keep arising, god they really made this game unbearable now, especially with the phone use while walking bullshit. 

I know there is a mod that removes it already, but guess what? It's not what I wanted, so I quickly updated autonomy toggle to have a toggle for this bullshit too, it's off by default but you can choose to enable it on a single sim basis for taking screenshots or because you're a masochist like that.

BG - Autonomy Toggle 

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Personal life update and more

Straight to the point: a lot of you know that I lost one of my cats in March. Apparently, the stress for losing his friend of ten years was too much for my other cat, who now seems to have developed FIP as a consequence. The diagnosis is not 100% certain because it never is, but my veterinarian is pretty sure that's the reason he's been feeling ill and irritable since the beginnig of August. So, it appears I'm going to lose him too, we started a therapy but there is no real cure for FIP, which is why I haven't been checking on Patreon lately.

I was told there was another patch but I haven't checked the patch notes nor the game yet. I'll check and post updates for the mods, and also for the mods I left hanging from the previous patch when the cat started feeling bad. 

As for the project I was meant to start, it seems like there is interest in it so I will start working on it regardless of my personal problem, since I need to take my mind off this situation somehow anyway.


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Need Help With Deciding to Start the Next Project

Ok, I kind of decided I cannot stand the sorry state of this game not even for writing anymore. I have a couple of big problems with it, some of them I cannot fully fix like the moon in the Magic Realm, some of them I could fix with a lot of time, sweat and blood:

- Incosistency: the game doesn't feel like it has continuity but really feels like it's 12 different games. The new packs have ways to interact with the world and the premades in it the old packs don't have and making Willow Creek, Oasis Spring and all the earlier worlds feel empty when compared to Henford or Moonwood Mill.

- Integration: most of the featues from newer packs are integrated poorly or aren't integrated at all with the older stuff for example: the old premades all lack set preferences, set relationships among them, they even still lack the cold and hot weather outfit every time you start a new game. Old lots also lack the use of some build tools that have been introduced in game later on with patches. 

To fix these issues the only way is making a starting save with associated mods, basically a major overhaul.

So the idea is... rebuild every world, fixing Maxis premades for consistency, fixing the old worlds for consistency, adding some lore and backstory into Willow Creek, Oasis Spring, Forgotten Hollow and other worlds lacking it, expanding on Maxis lore by adding some sort of quest build upon the existing clues, adding some special interaction with the existing premades, etc...

Some exaple of this would be:

- Adding a quest in Willow Creek to find Bella Goth if you befriend the remaining members of the Goth Family

- Adding a quest to the Landgraab in Oasis Spring

- Adding a quest to Vlad in Forgotten Hollow

- Adding a custom notice board similar to the one the newer worlds have to the older ones to give a bit of backstory to premades and to the neighbourhood

- Adding a quest to Windenburg to find out what really happened to the two ghosts at the mansion 

- Replacing Ophelia Villa with a haunted house

And so on... basically bringing the old lore into the Sims 4 where possible.

And it would require months of work, so I really need to know there is interest into it bacause it would take my time away from other projects.

Notice that I'm still just brainstorming it, and this would be initially released in early access not to lock people out but to avoid issues while the whole thing is still in a testing phase, because it also requires a playtesting I can't do alone.

I wouldn't start this thing until September when all mods have been fixed for the new patch. This would also be completely unrelated to Crossing but I'd use some of the lots I already fixed for the comic, adapting them for gamplay because some things like Ophelia Villa I already have fixed.

So, let me know below if this is something that could interest you or not:


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Then I'm supposed to believe you actually give a shit...

Just a quick and dirty example of how much the company doesn't actually care at all about the values they put in game to sell it. This isn't an old leftover line of text from pre-pronouns patch, this is straight from the lastest patch on the "fears and wants" where they fucked their own pronouns system on the same line of text by reverting to the old binary method. 

That's not a bug just total lack of care. 

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To the people who've been thinking about gifting me the new pack:

DON'T DO IT!

First: you've already been paying the packs for me as I invested Patreon money back into the game so far because I knew I was going to get them back. 

I would have stopped buying packs for this game years ago if not for Patreon so you've already been doing your share and that's the purpose of donations.

You don't need to spend more money on this game as you've already paid the developers for the shitty job they're doing.

I decided to not buy the pack for the simple reason that they 

DON'T DESERVE THE MONEY

Since they decided to switch to Performative Marketing [2] as a main way to sell the game and at the same time dropped the quality of the content even more than before (see: the moon texture, the body hair texture, most of CAS asset being old meshes reworked and recoloured etc)

I don't agree with it especially because I find Performative Marketing disgusting.

So I don't want the pack not even as a gift, thanks. 

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After the Moon texture erased with the gradient tool let me introduce you...

The body hair painted with the cheapest brush availlable!

You're not even trying anymore...

"Oh we need to paint the body hair texture..."

"Yes... download the first free brush you find on freepik, who cares... people are too stupid to complain anyway, they're all about positivity and would praise us for taking a shit in their livingroom at this point, we can sell them anything!"

Like seriously at this point don't even bother just stick a fucking placeholder with written "for custom content creator to fix" in place of the textures. 


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Mod Updates PC: 1.90.358.1030 / Mac: 1.90.358.1230

DISCLAIMER: 

I WILL BE SLOW

The patch changed a lot of xmls like almost all of them so it's a massive mess. I'm also not currently playing the game so personally I couldn't care less about mods being out of date, I'm only updating for other people who rely on my mods, but I also want to play Skyrim in the meantime so I'll be working on it  8 hours a day at most. 

DISCLAIMER 2:

I will not buy the new pack, so I'll not have access to the xmls of it. Mods like No Random Townies will work up to the new patch and will be updated if necessary, but will have no functionality for the townies added by the High School pack. Sorry I don't want another GB of useless crap on my PC not even for free. 

____

This said, here we go:

Romance Lock 

A Very Stupid Mod 

Various Tweaks 

No Shy First Kiss - changed this one slightly, teens and unflirty sims will keep using the shy first kiss animation, everyone else should use the embrace one. If a test in the outcomes doesn't pass the animation will default to the embrace one, so it might happen that teens and unflirty sims will use it the same.  

Payjamas Outside are OK

Pay to Travel From Phone

No Random Townies please read what follows carefully I don't own the pack and cannot test this file in game!

Added the EP 12 filters, you have to thank this person who sent them:

The file is separated because I have no clue if it will work and if it  will break something, try at your own risk. Some roles require a  specific trait/career and might not be filled automatically by other  sims once you remove the random generation, I'll update assign jobs  accordingly at best I can without having the pack.

Assign NPCs Roles 

Again I have no way to test it in game, added the standalone file for EP 12, some roles aren't covered because I don't know what they are but should be assigned to existing townies without problems and shouldn't break the game in any case, roles covered: cafeteria, janitor, both teachers, principal and shop owner


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Regarding the new patch (and pack)

- The new patch broke the reward store function of the XML injector. I barely ever used it maybe twice, A Very Stupid Mod should be the only one affected, everything else of the injector should work fine.

- Mods still need to be updated, I uninstalled the game a while ago to make space on my PC and I'm not in a rush to install it again as I went back to The Elder Scrolls.

This said, I will update mods once the new pack will be out to avoid having to do it all twice. If you patched the game you're on your own for now.

- I haven't decided what to do about the Sims yet. I'll keep mods updated until I'll have it figured out but I'm not going to buy the new pack.

Unlocked the post, I posted from mobile and didn't notice it was blocked.

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Block Access to The Magic Realm

This mod requires LOT51 Core Library

UPDATES: 22/07 Changed the injector and made some fixes.

Click on the links to download from Drive.

MAIN FILE DOWNLOAD

This mod hides the Spellcasters even further.

NOTICE: the mod blocks the access to the Magic Realm to non-spellcasters user directed Sims and adds a quest to gain access to it. To block NPC walkbies you need this small tweak: Magic Portal Only Spellcasters



It's always been weird to me that anyone can walk through the Portal in Glimmerbrook like nothing, so I restricted it to Spellcasters only.

Other Sims will get only an "examine" interaction and the option to ask the resident:



Basically it adds a small quest to get inside the Magic Realm, if other Sims are Spellcasters and know you well enough they'll open the Realm to your Sim for 3 days, after which you'll need to asks another invite. 

Only the Sages when in the Realm (on role) can grant you permanent access. 

Sages and Witches can also grant access to anyone when played. The Sages can also remove it.

THE SECRET

There is a secret inside this mod, you can either install it blindly, read the Spoiler here or leave it be.

You can still access the secret content by using the debug cheats even without the addon.

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WereChihuahua - Tweaks & Fixes

I'll eventually move small Werewolves mods in this post. 

Vampire Blood Buff Tweak - requested, it just changes the angry buff to uncomfortable without further changes. 

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TUTORIAL - Simple Phone "Invite To" Interaction

I've been asked to make this tutorial, this is going to be simple because we'll not need to touch many things. If you want to customise it more than I'll do it, then you'll need to open also the "continuations" and very likely edit the situation too, but for the purpose of this mod that is unnecessary. 

We want to create a meet up app that allows to pick any Sim in world. 

As you know, the "Invite To" interaction in game only works AFTER you've meet those Sims, we'll remove that restriction and make ours a stand-alone interaction. 

We're going to start from the closest thing in game to what we want to achieve, which is the phone_Picker_InviteTo_NEW interaction I was talking about above. Open Sims4Studio and go under Tool -> Create empty package. Name your package and go once again under tool -> export tuning. Write the name of the interaction in the text box, select it and add it to your package:

Let's see what's in this interaction and what we need to change.

This interaction pushes a continuation we will NOT need to change in this mod, but that's what I was talking about before.

We surely want to change the interaction display name to a name of our liking:

We need to change the filter, this is the most important part of our mod. 

Let's start from changing the name and giving it an unique key, write it down

Then go back under Tool -> Hash Generator, paste the new display name of the interaction in the text box and pick the number it gives you:

Change the number in the interaction to the new number, leaving the 0x in front of it:

We'll later add this into a String Table

Now the filter, this is what will change our interaction behaviour:

Let's import it into our package and look at it:

We will not need to change the blacklist in the beginning unless we want our picker to include the Sims listed there like the Grim Reaper:

What we need to change it the relationship bit test because that's what's blocking the picker from listing all the Sims you've not met yet.

I also what to change the min age of the sims that will be listed there to TEEN, you can change it to CHILD, YOUNGADULT or whatever you want, or leave it be.

Let's start by removing the relbit restriction, you can collapse entire sections of the XML with the - and expand them with the +, I suggest using this function to delete entire parts of the tuning. 

Collapse and select this part of the filter than press Backspace to delete it all:

Now for the age, I just want to write TEEN in place of TODDLER:

So my interaction will only display Sims from Teen up

Last thing I want to do is restrict it to Humans, otherwise it will list also pets...

There is already a test in this filter:

This basically is to exclude FOXES from the picker, that's not what I want, I want it to pick only humans. (invert_score means that instead of filtering only foxes, the test filter everyone isn't a fox)

So I want my interaction to filter all the humans and humans alone, I'll set the invert_score to false (you can also delete it) 

And I'll write HUMAN in place of FOX.

So far I've been editing Maxis tuning though:

I don't want my interaction to override Maxis so I need to make it stand-alone. 

I can do it by switching to the DATA tab of the two XML and changing the name, write a name you want with you modder name and : in front of it, for example Tutorial:filter_TravelPicker , by doing so and clicking on the white, Sims4Studio will automatically give your interaction a new instance and TunindID

Do the same for the interaction and you will have something new that overrides nothing from Maxis

Now, our interaction doesn't know the tuningID or our new filter so we need to change it:

Open the local tuning at the bottom to find all the tuning currently in your package and look for the filter you edited:

Replace it in the interaction. We don't need to make other changes.

We cannot yet load the game though, because without a snippet our interaction will not appear on the phone. Download the template attached to this post and select "batch import", find the file on your PC and add it to your package:

You'll find yourself in front of this:

Go on the Data tab to change the name like you did for the other XML

Now change the interaction in the tuning with yours:

Time to add a String Table or our display name will not appear:

Scroll to find String Table, you need a new instance number for it from the hash generator:

Click OK to create it and then go to Edit to add lines into it, we want to add our display name:

Change the Locale to ENGLISH

The interaction is done, it's time to test it in game, don't forget to load the game with the XML Injector installed:

Here it is let's see if it works like I wanted:

As you see it's listing all the Sims in game from Teen up either that I've meet them or not! Let's see if inviting some of them at the park works:

And... it does but no one was happy about it!

VARIATIONS:

- Changing the Relbit filter to this will only list sims you have not yet met:

This will only allow you to invite cats:

This will only allow you to invite the Grim Reaper:

If you remove him from here... I don't know why he's blacklisted twice!

Anyway, this is to say... you can play with it as much as you want!



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WereChihuahua - Retrict NPCs Wereform in Moonwood Mill too

Awesome idea to restrict NPCs wereform with a switch, but I don't want to see them in Moonwood Mill either because they have the tendency to not get the fuck out of it and no one would go around willingly in wereform in their town either, also: they don't seem very happy to be werewolves anyway so why would they just stroll around looking like that?! 

Greg is excluded from this system anyway and I left him be.

I really need to make a TWEAKS post for this shite at this point. 

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WereChihuahua - Faster Wereform Walk and other Tweaks

1. I've seen people complaining that the werewolf rampage walk is too slow... it's actually not slower than the normal walk at all it just feels like it, anyhow, this makes it faster because they probably should be faster.

2. I've been linked to a mod on discord that changes the walk they use in wereform by default, while I like the idea and think they should use a different walk, that mod was using a custom animation and I have a thing for not wanting mods with custom animations in game, Maxis walk is just fine if applied to the wereform by default, so I did one for myself with Maxis walk and jog instead. This one requires the XML injector to avoid conflicts. 

Running indoor should be fixed for good now... walking through walls tho...

3. it's so weird that they keep their human voice in wolf form... so I added them a voice effect

4. 30 minutes headache for recovering after rampage? That's less than what you get from a night on the black stuff... what about 12 hours?!

5. Primal Instinct do we want to fucking talk about THAT? It gives a confident buff that lasts 30 minutes, hidden from view it also gives a trait that disallows all the other mood types and gets removed on buff removal... you can activate this ability over and over and over again with no restrictions... Oh maxis when have you become so LAZY?! Wait I know... when you realised that people praise you for just taking a rainbow shit and you don't have to put effort into anything at all!! 

Best GP my ARSE compare this shit to how complex vampire powers are (which you can't unless you look at the files)

YES I AM DRUNK but listen to me, now the power lasts 4h and can only be activated once every 24h if I remember to upload this file.

6. Restricts the foam VFX of the "werebies" or whatever that bullshit is to the second stage only.

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WereChihuahua - MOONCASTERS

PLEASE PLEASE PLEASE READ THE DESCRIPTION DON'T MAKE ME HIDE THIS MOD ON DRIVE.

Requirements:

Other Occults Magic Enabler 

Cauldron Potions Shared Tuning 

XML INJECTOR 

Realm of Magic and Werewolves

This mod adds the ability for Werewolves to become Mooncasters

Basically the ability to use magic while keeping the werewolf occult and avoiding conflicts in the UI. The Magic they use is also different from the Spellcasters for variation.

This mod also expands on Maxis lore and turns 4 premade sims into Mooncasters by default, more on this later.

HOW TO BECOME A MOONCASTER:

It will not be as easy as becoming a Spellcaster.

First: you need the Lunar Epiphany dormant ability unlocked, which means reading the books.

Second: you need to Ask the residents about the Mooncasters... you can go and ask the Spellcasters too, but you'll have no luck, only 3 Sims in Moonwood Mill have recovered this ancient Magic, and only asking them will get results:

You references for Magic as a Werewolf are:

Kristopher

Teaches Practical Magic

Rory

Teaches Mischief Magic and

Lily

Teaches Potion Recipes

She also sells Tomes and other Magic Equipment to Mooncasters


You might have noticed they don't have the Untamed School... actually they do, the only Sim who can teach you Untamed is... Greg:

If you unlock his communication.

If you added them to your household, they'll still have all the options when they're not played!

Kristopher, Lily and Rory are the only 3 who can turn you into a Mooncaster, though, if you know them well enough:

Once you're a Mooncaster, you can do pretty much what a witch can do and new options are unlocked with the other Mooncasters in Moonwood Mill:

You can ask them "How To Use Magic" they'll give you informations about how magic works for Mooncaster and how they became Mooncasters, also about why they don't have the Untamed School, Maxis lore also gives a hint.

HOW DOES MAGIC WORK FOR MOONCASTERS?

It heavily relies on moon phases, magic is stronger when the moon is increasing and weaker while it's decreasing with the blind spot during the New moon when not failing spells will be hard and full moon, when managing magic will be hard because too strong.

Magic for Mooncasters builds Fury and Mooncasters XP. To not conflict with the UI, mooncasters XP are hidden but the rank can be displayed from the Spells menu.

The Spellbook can be used too if you install the optional Spellbook Injector file, the reason it's optional is that the spells appear in there for Spellcasters too and they cannot unlock them, nor there is a way to hide them. Not everyone wants to see the duplicated spells cluttering the book (which is why I didn't do that for Vampires in Vampire Magic)

Potions do not appear in the Spellbook. The reason is that I cannot make it an optional file.

MAGIC WOLVES OR NOT?!

Both! You can enable the use of Magic in Beast form on individual Sim basis, on NPCs too.

TOMES

Moocasters can learn from tomes but they need their own, the ones fro Spellcasters cannot be read by them and the opposite is true as well, some spells and potions also have a different effect specifically:

Homewardal: (which this Sim failed) brings you to Moonwood Mill not The Magic Realm

(BloodfireMage's mod to remove the situation outfit on failure will work on them too)

Remove Curses: removes temperaments not curses, both the potion and the spell

Reset Perks: resets Werewolf abilities

CHEATS:

All these cheats work by shift clicking on your Sim with testing cheats ON

On Moonwood Mill board:

OTHER OPTIONAL FILES:

Zero_WereChihuahua_Opt_MoonCasters_OverloadCausesCorruption

This is for witches, basically on witch overload there is a small chance of your Spellcaster to instantly turn into a Werewolf (With the Mooncaster trait already)

Integration with other mods:

Inside this mod:

Partial, I'll work on it, for now, there is a version of the Untamed Spells that work as Untamed Magic is Untamed  and requires Death Interactions and a version of the recipes with the same ingredients as Potion Ingredients Overhaul

Only pick ONE version of the Untamed Spells and ONE version of the Recipes (one is required, the files are numbered)


Requires original mod installed:

EXPANDED SPELLS COLLECTION

CRAFTABLE WANDS TOMES AND BROOMS 


HAVE FUN!

ALTERNATIVE DOWNLOAD: DRIVE 

__

ADDED:

Support for Expanded Spells Collection (you also need to update those files)

Learning Spells will now influence your pack values, specifically:

- Mischief Spells will make you lose diplomacy but gain self improvement

- Practical spells have no negative effect, they make you gain self sufficiency and Pack Participation 

- Learning Untamed spells can have some pretty strong negative effects on your diplomacy if they're aggression spells, but they always gain you Expand and Explore. 

Not all of them have negative effects.

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Utility - Other Occults Magic Enabler

A shared tuning used to make Vampire Magic and Mooncasters work together. Will be required by Mooncasters and the new update of Vampire Magic.

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Magical Wolves - Yes or No

I'm getting close to completing this mod:

- Spells will need to be unlocked like for witches;

- Potions need to be unlocked like for witches;

- Wolves will be able to use tomes 

Now I need your opinion, because, lore wise, wolves shouldn't be able to use magic in wolf form and I blocked all the spells, if enough people vote for magical wolves, tho, I'll consider making a version with all the spells unlocked, so:

MAGICAL WOLVES IN BEAST FORM...

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WereChihuahua - Werewolf Blood Kills Vampires

So drinking from Werewolves gives Vampires ... an angry buff....

RIGHT!!

Now it kills them, and not instantly, it can go from 12 hours to 60 minutes, depends on your luck. The only way to stop it is curing vampirism (my potion will work too, MCCC no). Also changed the buff to Uncomfortable because WHY ANGRY?!

Requires Death Interactions updated for this mod so grab the new version.

Requires the XML Injector for the poison to be removed 

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WereChihuahua - Be Less Obvious!!

5 minutes, the time to test ONE spell, that's how long it took me to be annoyed by: the scratching, the grooming, the sniffing around, the howling and howling back for fucks sake...

So I did this mod to save my sanity.

1. "Look at me I'm so wolfy" idiotic idles blocked when in human form.

2. All the powers that are too obvious to be showed around blocked in human form.

3. The fecking howling!! Wolves now howl back ONLY in beast form.

Occults are interesting and enjoyable when they stay HIDDEN, and among them all werewolves are the ones that are more likely to stay the fuck hidden not go around "discussing being a wolf" or sniffing people... 

For a pack of tree hugging arseholes who want to be accepted by society you're not making any effort to keep a socially acceptable behaviour!

UPDATE:


Caught some more interactions.

Renamed "Ask for werewolf empathy" (the fuck does it mean?!!) to "Confess to be a werewolf", this interaction now adds a relbit on the target "know is a werewolf" because why in hell would you play the victims are you wolves or fucking dogs?!!!!!!

Locked some interactions like "Ask about being a werewolf" and "discuss being a werewolf" behind said relbit

>>> Fixed some interactions that on adding the test, were now showing up on wolves for non wolves too.

Eat Normally - makes them stop using the stupid glutton animation when eating

Rampage Wolves Can Fight Played Sims - do we want to talk about the fact that rampaging werewolves cannot start a fight with humans or vampires unless they're NPCs AND the interaction isn't autonomous?! So much for rampaging out of control!

Also added curse bite for fucks sake how a rampaging werewolf cannot curse bite?!!!

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WereChihuhua - Wolf Be-Gone For Real

Makes the Werewolf cure deadly for Furries. Took me long because the fuckers don't have a slay interaction like Vampires and I was trying to make it but I need to dig into it more because the fight works differently.

Anyhow, they die of witch overload because... Maxis set up this lore

And didn't follow it through so the fuckers cannot be "mooncasters" like it's written there, there is no explanation on the why, and now I have to enable them to it because I HATE lore inconsistencies more than I hate this pack.

I'll make a magic potion that cures them for real, meanwhile, enjoy the exploding wolves. 

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Vampires - Vampire Cure Kills Vampires

This is another problem I have with this game, curing occults is too easy.

This mod makes the Vampire Cure from the bar kill vampires, either that they drink it willingly or not. 

It only cures sims who are still becoming vampires.

Requires Death Interactions 

The magic potion from Vampire Potions will still work to cure Vampires

Working on the Furry cure now.

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RoM - Magic Realm Initiation Rework

In Maxis, in order to be granted magic from the Sages all you need to do is collect 7 motes, turn them in and you're a Spellcaster. 

I never liked this idiotic quest, so I decided to rework it.

Now, you'll need to complete a different task for each Sage, as they all need to agree on your initiation.

The initiation starts the same way as in Vanilla by asking one of the Sages "How to Use Magic", the first Sage will give you the first task right away. You then will need to find the other Sages and ask to be given a quest:

Complete all of them to be granted the gift of Magic from the Sages.

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WereChihuahua - Hentai Furry Form Hider

As I wrote in a comment you can hide the Furry Form by making them wear a costume. Problem is you need to go in CAS and manually change it for every outfits. I bring you this mod in case you want a quick way to instantly hide the Furry form of all the werewolves in game on all the outfits, since with this in they'll be forced a costume on them while in their wolf form 

FLAVOURS:

Bear Form

Bunny Form

Garden Gnome Form

BONUS:

Natalia Auditore Skyrim Werewolf Costume

You need the CC installed in your game

 Only pick one.

UPDATE:

Changed the way it works to avoid conflicts with mods changing the wereform walkstyle, now requires the xml injector (still only pick one)

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Ramadan

DOWNLOAD FROM DRIVE


I made this mod in my father's memory, who was from Morocco and died in 2019. It's a rather simple mod.

In order to start Ramadan, purchase the Islamic Calendar from build mode:

Ramadan can only be started during a Waxing Crescent Moon, and it lasts for 9 days.

The duration is appropriate for an 8-day lunar cycle and seasons of 28 days.

During Ramadan, if you don't follow the rules, you'll get a sad buff. To get rid of it, you'll need to repent by giving a gift to a friend or lover, giving money to charity, or volunteering.

You can't eat or drink during the day, you can't woohoo, and you can't be mean to other Sims.

Once it's done, your sim will be happy for 3 days and you'll be able to share happiness with other sims (it makes your friendship with that sim stronger and gets rid of all their n).

Once it's done, your sim will be happy for 3 days and you'll be able to share happiness with other sims (it makes your friendship with that sim stronger and gets rid of all their negative moods).

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Moon and Lunar Cycle Replacement

I went in to see the new lunar cycle and I found this:

I had to quit the game, look into the files and hand paint the moon, using Windenburg moon as a base:

No Maxis, the moon doesn't fade into nothingness, it is covered by the shadow of the earth but it's still a solid!!

Anyway, I added a bonus too: blood moon and blue moon

Only when full and you can only have one package installed at once but you can switch.


Moon Texture has lower quality after Lunar Phases patch 

UPDATE 

18/06

improved the lunar phases to better fit different sky colours (the downside is that the stars are visible through sometimes)

I wasn't quite satisfied, I never hand painted a moon texture for a game before


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