Occult Hybrid Unlocker & Stabilizer

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Ask How to Use Magic Unlocked. Read Conflicts and Issues regarding Zer0_'s Vampire Witches Mod.

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Magic quest.

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Offer Rite Of Ascension Unlocked
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Ask For Rite Of Ascension Unlocked
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Servo Needs Issue
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Turn Into Vampire Unlocked for Spellcasters
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Ask to Turn Unlocked for Vampires
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Addon Spells
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Vampiric Transformation Piemenu
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Mermadic Transformation Piemenu
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Spell Failure Buff




















Version 1.12.1
An urgent update, this fixes the following:
- LastException occuring on commodity list injection in _trait_tracker.py
- Game Loading in Progress after CAS Edit + Failure Post CAS Restore in occult_cas_restore.py
All listed issues are caused by my logger not being present or due to incorrect test code to execute the logger, the MasterApprentice Logger.
Any further LEs, do kindly drop in the Discord Server, in this thread: https://discord.com/channels/569137...687549858086962
Version 1.12
This update adds the following features:
- Auto-Add Occults upon Post CAS
- Secondary Form Picker
- Revamped Spellcaster and Fury Orb Motive Viewing - Motive Orb Update
And additionally, fix these issues:
- Ghost Stamina Need in Motive Panel
Auto-Add Occults upon Post CAS
With this implementation, upon exiting CAS and on loading screen finished, removed occults will be readded back to the sim and cached occult maps will be added back. This will eliminate the need to use the Post CAS Interaction. (I will not remove it in case there is a need to use it.)
Secondary Form Picker
This picker can be used to easily switch between secondary forms of the sim without needing to go through the animations and pie menu, useful for testing. This feature is the same to the module found in DevAccessPanel albeit a different execution method.
Spellcaster & Fury Orb Motive Viewing
With the new update, you will no longer need to use the "Show Spellcaster Charge/Show Werewolf Fury" option for Spellcaster Werewolf Hybrids, as the orb motive will update to show the relevant motives as per this test scenario: Werewolf Form or viewing Werewolf Motive Panel - Show Fury, blacklist Spellcaster Charge All other forms - Show Spellcaster Charge, blacklist Werewolf Fury
Have finally gotten around to re-inspect on IcedCream's code.
Fixes
Ghost Stamina Need should not appear in the Motive Panel, cause of its appearance is that the Hybrid mod processes the motives to appear in the motive panel with no blacklist.
Old Update Log
Version 1.11
This update improves the workaround to the "Occults removing after CAS Edit" issue introduced in L&D. The method used to fix the issue involves copying the Sim Map Attributes and copying the removed/unedited occult parts of it over post-CAS, thereby preserving the other occults.
So if your Sim is a Vampire, Mermaid and Spellcaster Hybrid, and you would like to edit the Mermaid form, you would edit it and the old Sim Map will to copied out to cache before going to CAS. After editing, and on Post CAS Run (interaction) the map data of the Vampire (Spellcaster not copied) will replace the new map data and the whole sim data will be transplated back.
Below is a process flow for how it works in code & game:
Before CAS --> cache_map = occult_tracker._sim_info_map.copy() --> Post CAS --> For each occult to add back from Pre CAS --> replace occult attributes of new map with old map (less witch, no secondary form) --> occult_tracker._sim_info_map.update(new_form_map)
During testing, one of the testers mentioned that they were unable to restore the Alien Occult Form, I have not been able to replicate this issue. However, if you do encounter this issue, please to raise this up.
Version 1.10
This update adds a workaround to the "Occults removing after CAS Edit" issue introduced in L&D.
With the current workaround, when going to CAS:
1. On selection on Occult to edit, the command will process all occults and remove all occults and give a "holdout/memory" trait except the occult to edit. This will apply to the whole household if 2 or more sims are in the household.
2. On editing in CAS, sims should either show up in one of two occults: Selected Occult or Human Occult
3. On exit CAS, select Restore Occult on Post CAS to restore the sim/household removed occults.
Version 1.9.1
Fixed tuning error in snippet injection. This should allow the Hybrid options appear on the Sim.
Version 1.9
This update fixes the script changes introduced in the recent update.
Version 1.8
This update should fix the LastException caused by the latest update.
With this update the IcedCream_Hybrid.ts4script is now redundant, please remove it from your mods folder!
Version 1.7
This update finally adds the ability for Spellcaster Werewolf Hybrids (or vice versa) to view the Fury Orb via the Pie Menu and/or Phone.
Note: The method of showing the fury orb blacklists the Spellcaster Charge Orb. While in Fury Orb mode, it is likely that the penalties of Spellcaster Charge may be negated.
Version 1.6
This update fixes the following:
- Issue with the Occult Picker where it. is blank (reversion to old code)
- Fix for missing files caused from compression (caused by |, swapped to use - instead)
With the second point, for those who has [TD1 | IC], please delete them when updating them as [TD1-IC] is now used to cater to the missing files issue.
Version 1.5
This update fixes the issue with Iced Cream's Hybrid mod regarding the Last Exception on the Reset Perks Picker.
From this update forward, since Iced Cream's Hybrid mod is bundled alongside my mod, you will need to replace the package files from the Hybrid mod. (You can tell that the prefix has changed to [TD1 | IC]).
Should you be wondering as to why the Hybrid script is included rather than altogether in one script file, there were issues trying to integrate it, as such only the interaction related scripts were cloned (and its utils) and the XMLs in the package altered to call from the cloned and modified scripts.
Version 1.4.1
This minor update fixes an issue with Sims appearing in Secondary Form for a occult when supposed to be in Human Form or in another Secondary Form. (Caused by set_pending_occult_types in OccultTracker)
Version 1.4
This update adds some fixes to make Werewolf Hybrids stable:
- Transformation Handling for Switching from one Secondary Form to another
- Fixed an issue where if transformed into a Werewolf from Vampire Dark Form, Sim cannot change back into Vampire Dark Form (Caused by ManualDarkForm trait)
UPDATE 3.6: Added new package that allows Aliens to have magic bloodlines
UPDATE 3.5: Accidentally broke the Rite of Ascension to work with Hybrids. Fixed. Thanks Malcolm Landgrabb for rooting to the issue.
UPDATE 3: Finally figured out the issue regarding why Vampires can't turn other occult sims, so now Ask To Turn and Offer to Turn is now unlocked. Servos can now be a Vampire from regular methods. Also more tunings have been overridden to allow some interactions to be hidden like Ask for Rite of Ascension for Spellcasters.
UPDATE 2: Fixed Instant Vampiric Transformation Spell Action Tuning - Forgot to change to the correct spell to unlock. Thanks Sages of Mastery Magic for repetitive teaching of the Vampiric Transformation Spell.
UPDATE 1: Added Missing Stringtables for other languages and Added new spell for Addon

This mod requires at least two EP/GPs that has an Occult. (Get to Work EP, Vampires GP, Island Living EP, Realm of Magic GP, Discover University EP)
The Occult Hybrid Unlocker & Stabilizer Mod, an amalagation of the former and IcedCream's Hybrid mod, aims to:
- Stabilize Hybrid Occults (as much as possible)
- Unlock Occult Transformations to have more than 1 occult
- Make Hybrid Occults workable in gameplay
Stabilize Hybrid Occults
The mod will try its best to stabilize Hybrids, mainly through switching of occult forms, and CAS Edits.
Occult Sims will first switch to human form first (via on the fly command that is ran at start of interaction) and then transform into the respective occult.
As for CAS Editing, the mod will cache and remove occults prior to editinga nd will readd on Post CAS.
Unlock Occult Transformations
Occult Transformation Interactions have been cleared of the occult tests to allow for Hybrid Sims, through transformation via normal means, such as the Rite of Ascension, Mermaidic Kelp, etc.
For other occults, you may make use of the Add Occult Function to add accordingly.
Make Hybrid Occults Workable in Gameplay
The mod allows for Hybrid sims to switch through the Motive Panel to access the occult's Perks Panel, Orb Motive, etc.
Additionally, the Spellcaster and Fury Orb Motives will switch according to the selected Motive Panel/Secondary Form.

I have verified that werewolf form is glitchy in several areas:
Facial Features (Bulgy eyes, glitchy ears, nose, etc). A remedy is to change the face of the werewolf in CAS.
Sim Posture when switching from Werewolf Occult to Vampire Occult (vice versa if affected) when using Secondary Form Changer. Switch to human form first before selecting the preferred secondary form.
Eyes will change colour on editing another occults secondary form, the only fix is to return and edit it. The eye option may be missing, but the options should appear after some edits/preset switching

Simply place the mod package(s) and the TS4SCRIPT files into the Mods folder. Do note that script files can be placed no more than one subfolder deep (e.g. C:\User\Documents\Electronic Arts\The Sims 4\Mods\folder)
Depending on your preference, you can choose to include/exclude the following as per your gameplay needs:
- Phone Interactions (Adds the Occult Hybrid Interactions into the Phone)
- Permernant PlantSim
- PlantSim Interactions (Adds PlantSim options in the Occult Hybrid Interactions)
- No Thirst Need for PlantSim
- Servo Interactions (Adds Servo options in the Occult Hybrid Interactions)
- No Thirst Need for Servo
Tunings Modified:
(7DF2169C-00000000-0000000000034E07) - testSet_NoOccult_Target
(7DF2169C-00000000-0000000000034E00) - testSet_NoOccult_Actor
(7DF2169C-00000000-0000000000034E09) - testSet_NoOccult_Actor_Tooltip
(7DF2169C-00000000-0000000000034E0A) - testSet_NoOccult_Target_Tooltip
(7DF2169C-00000011-0000000000025F60) - testset_Vampires_CanTurn
(7DF2169C-00000011-0000000000025F62) - testset_Vampires_CanAskToTurn
(E882D22F-00000015-00000000000348A5) - social_WitchOccult_RiteOfAscension
(E882D22F-00000015-00000000000368C2) - mixer_Social_WitchOccult_RiteOfAscension_Offer
(E882D22F-00000015-00000000000348A6) - social_WitchOccult_RiteOfAscension_Target
(E882D22F-00000015-00000000000368C0) - mixer_Social_WitchOccult_RiteOfAscension_Request
(E882D22F-00000015-000000000003686B) - Social_WitchOccult_AskHowToUseMagic
(E882D22F-00000011-000000000002486A) - mixer_Social_VampireCreation_OfferToTurn
(E882D22F-00000011-00000000000247D8) - mixer_Social_VampireCreation_AskToTurn
Additional Credits:
EA
Maxis
Sims 4 Studio
Filename | Type | Size |
---|---|---|
[TwelfthDoctor1] Occult Hybrid Unlocker & Stabilizer [Version 1.12.1].zip | zip | |
[TD1-IC] OccultHybrid.package | package | 106991 |
[TwelfthDoctor1] OccultTurnActionsUnlocker.package | package | 41090 |
TwelfthDoctor1_OccultHybridHandler.ts4script | ts4script | 145538 |
[TD1-IC] Hybrid - Plantsim Interactions.package | package | 3942 |
[TD1-IC] Hybrid - Plantsim No Vampire Thirst.package | package | 424 |
[TD1-IC] Hybrid - Plantsim Permanent.package | package | 810 |
[TD1-IC] Hybrid - Servo Interactions.package | package | 4709 |
[TD1-IC] Hybrid - Servo No Vampire Thirst.package | package | 435 |
Note from the Creator:
Starting from Version 1.4, only the Core Package is bundled. For the Transformation spells, they are now maintained over at Mastery Spells.
Starting from Version 1.5, Iced Cream's Hybrid mod is bundled in relation to a fix.
[TwelfthDoctor1] Occult Hybrid Unlocker & Stabilizer [Version 1.12.1].zip
Download
Uploaded: 10th May 2025, 182.1 KB.
89,827 downloads.
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[TwelfthDoctor1] Magic Bloodline For Aliens.zip
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Uploaded: 23rd Sep 2020, 3.8 KB.
27,045 downloads.
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For a detailed look at individual files, see the Information tab. |
Install Instructions
1. Download: Click the File tab to see the download link. Click the link to save the .rar or .zip file(s) to your computer.
Read the upload description for installation instructions. If nothing else is specified, do the following:
2. Extract: Use WinRAR (Windows) to extract the .package file(s) (if included, ts4script as well) from the .rar or .zip file(s).
3. Cut and paste the .package file(s) (if included, ts4script as well) into your Mods folder
- Windows XP: Documents and Settings\(Current User Account)\My Documents\Electronic Arts\The Sims 4\Mods\
- Windows Vista/7/8/8.1: Users\(Current User Account)\Documents\Electronic Arts\The Sims 4\Mods\
Need more information?
- Anyone can use both .rar and .zip files easily! On Windows, use WinRAR.
- If you don't have a Mods folder, just make one.
- Mod still not working? Make sure you have script mods enabled
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Uploaded: 18th Jun 2020 at 5:10 PM
Updated: 10th May 2025 at 6:20 PM - Version 1.12.1
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Packs Needed
Base Game | |
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![]() | Sims 4 |
Expansion Pack | |
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![]() | Get to Work |
![]() | Island Living |
![]() | Discover University |
Game Pack | |
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![]() | Vampires |
![]() | Realm of Magic |
![]() | Werewolves |
About Me
No reuploads
Mod modifications are fine, so as long you do not reupload.
For more information on Mod Policies: https://td1sims.tumblr.com/policy
Mods posted on Tumblr will be earlier than MTS.
If you are looking for a specific version of my mod, please DM me if you cannot find it in the GitHub Page.
Other Download Sources:
Tumblr: https://td1sims.tumblr.com/
GitHub (Archivals): https://github.com/TwelfthDoctor1/TD1-TS4-Mods