Occult Hybrid Unlocker & Stabilizer

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Update Log

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



Mod Description

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.

Issues

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

Installation

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
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