Occult Hybrid Mod
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This mod is still a work in progress, so please report any issues.
The source code is also included within the ts4script file in case development were to suddenly stop, as has happened with a similar mod before.
Small Update: 2025-5-4
- A quick fix to an issue affecting occult sims created in CAS and sims imported from the gallery who have never loaded into the world into as an occult before. They will no longer be reverted into humans.
- The game will now properly recalculate whether the Vampire Dark Form should be enabled or disabled after using the mod's interactions to delete the form or to copy the human form's outfits and genetics to that form
Planned Additions:
These are planned for a future update:
- Some kind of toggle to temporarily disable Vampire Dark Form without having to completely delete it
- The "Hybrid" trait interactions added directly to mirrors so pure Aliens can copy over human skin tones and outfits
- The form interactions still displaying but grayed out when not in human form, with a tooltip explaining that the sim must be in human form
Old Updates::
Update: 2025-5-3
Fixes:
- All ghost and infant needs should now properly display in the needs panel.
- The needs panel should no longer sometimes switch to human mode when entering into the game.
- Newly turned werewolf hybrids should no longer generate forms with messed up ears.
These forms can be fixed by taking them into CAS and selecting any ear preset.
- Entering into CAS as an Alien, Mermaid, or Werewolf will remove Vampire or Spellcaster specific eye colors from the human form. To fix this, re-enter CAS as a Vampire or Spellcaster and reselect the eye colors.
- Using the command to delete the Werewolf form on a sim who has been a werewolf for a while may cause the new form to generate with incorrect ears. This can be fixed by entering CAS as Werewolf and selecting any ear preset, or it can be prevented by entering CAS as Werewolf immediately so a new form can be properly generated.
- New cheat commands
- occult_add <occult> - Adds the specified occult to the sim. Valid occults are Alien, Vampire, Mermaid, Witch, Werewolf. Not case sensitive.
Example: occult_add witch - occult_remove <occult> - same as above, but removes the occult
Example: occult_remove vampire - occult_edit <occult> - takes the sim into CAS as the specified occult, if they have it
Example: occult_edit mermaid - occult_delete <occult> - deletes the occult form
Example: occult_delete alien - occult_set <occult> - sets the occult displayed in the needs panel
Example: occult_set werewolf
- occult_add <occult> - Adds the specified occult to the sim. Valid occults are Alien, Vampire, Mermaid, Witch, Werewolf. Not case sensitive.
Update: 2025-4-30
Fixes and Changes:
- Spellcaster and Vampire eyes and ears will now more consistently show up in human form thanks to EA's latest patch
However, implementing the fix the means needs panel has returned to its previous behavior of automatically reverting to Vampire or Spellcaster mode when in human form - The Vampire Dark Form will remain deleted if deleted in CAS
- Added new interactions
- Delete Occult Form - Completely erases the selected occult form. A new one will be randomized when your sim next enters the form
- Copy Human Genetics to Occult Form - Copies the sim's body, skin, and face to the selected form. Unavailable for Werewolf form.
This interaction is only available while in human form - Copy Human Outfits and Hair to Occult Form - Copies all of the sim's outfits, hairs, accessories, body hair, etc., to the selected form.
Unavailable for Mermaid and Werewolf form. This interaction is only available while in human form
- Editing the sim in CAS as an Alien, Mermaid, or Werewolf may randomize away the human form's eyes if using a Vampire or Spellcaster option unavailable to normal humans.
- Changing the needs panel's display mode to those occults and then changing outfits while in human form will temporarily revert pointy ear options into normal ears. They will be restored when changing the needs panel back to Vampire or Spellcaster and changing outfits again.
- Copying genetics or outfits to alien form may fail and need to be performed twice for the changes to stick
Update: 2025-29-4
Fixes and new changes!
Fixes:
- Entering CAS no longer randomizes other occult forms, they are temporarily saved by the mod and are restored when exiting CAS
However there is still an unsolved issue of hybrid mermaids sometimes losing their tail when brought into CAS requiring the user to reselect a tail - Vampire dark form interactions are now properly disabled for hybrids if the sim has no dark form data in CAS
- Fixed a bug in which the human form would be overwritten by data from occult forms
- Fixed a possible bug in which sims who entered CAS immediately after having an occult type removed would regain the occult when loading back in
- Complete rewrite of the logic deciding which needs will be displayed
It now prioritizes non-occult needs over occult needs
This is so needs added by custom traits through mods should have priority - The needs panel should now consistently sort needs in the same order every time
However, traits can no longer override the order in which needs are presented
As a consequence, Vampires now have needs sorted as Fun|Thirst|Social|Hygiene instead of Thirst being first - Needs added by occults newer to the game will have priority over older occults
This means the Werewolf Rage need now has priority over the Spellcaster Charge need in the orb display - The needs panel will remain in its current mode if shifting into human form from an occult form that has an experience bar (Vampire, Werewolf)
- The needs panel will remain in its current mode when returning to the game from CAS or traveling, if the current mode has an experience bar
Notable fixes include:
- Hybrids may now safely enter CAS without causing catastrophic damage to the Sim
- New interactions added to hybrids thanks to a custom Hybrid trait which is automatically added and removed: allows you to change which occult is displayed in the needs panel (To spend perk points on specific occults) or enter CAS as a specific occult (any eligible household members will also be that occult in CAS)
- The needs panel is no longer monopolized by the Vampire occult preventing other occult needs from showing up
- The servo trait no longer conflicts with the occult traits, allowing them to have any occult type
(Don't be cruel enough to make your servo a mermaid) - The Magical Bloodline traits no longer conflict with other occults and "should" remain on sims who take on new occult types
- Babies born from parents who were in alternate forms during conception will now use their parents' human forms as the base for their human form, instead of the form the parents were in
This is mostly aimed at babies conceived from parents who were in vampire dark form with undead skin colors while their parents had human skin tones in their normal forms
Requirements:
- At least 2 packs which have Occults
- Werewolves if using the Werewolf interaction tweaks
Notes and Known Issues:
- To give your sims multiple occult types, you will either need to use another mod to unlock all the interactions, or you will need to cheat the occult traits onto your sims
- The needs panel display will automatically default to the following priority: Current transformed form -> Spellcaster -> Vampire -> Newest Occult added by Game Packs
This can temporarily be adjusted with the Set Displayed Occult interaction. - The needs panel can only display one "Orb" need at a time. The Werewolf orb need will have priority over Spellcaster Charge
- If making a Servo into an occult with an alternate form, it's recommended to use a mod which allows you to "Humanize" them so they don't overwrite their occult forms with robot parts
- Werewolf temperments will only display while the needs panel is in "Werewolf Mode" and Spellcaster curses will only display on the needs panel when it's in "Spellcaster Mode"
- Mermaid hybrids may have no tail when entering CAS
- The mermaid form on hybrids may generate with feet
- Spellcaster and Vampire eye colors seem to randomize into human eyes when entering CAS as a different occult
- Vampires may not have not have the ability to change their skin tones in CAS (Not sure if EA bug?)
Added Features:
- New Trait - Hybrid - Automatically added to hybrid occults.
This trait adds two new self-interactions:- Enter CAS as Occult - This will drag the sim into CAS as a pure occult of the selected occult type. Any other sims in the household with that occult type will also be that occult in CAS
- Set Displayed Occult - This will change which occult is displayed in the needs panel, allowing you to spend points on that occult's perks menu
- The Vampire occult will disable the Servo charge need. This is intended to keep the needs panel tidy and because all the sleep interactions already restore Vampire Energy, so there is no need for them to have two "Energy" needs.
- OPTIONAL FILE: Werewolf Interaction Tweaks
Makes changes to several werewolf perk interactions so they function for hybrids- The Werewolf Nap interactions now also restore Vampire Energy
- The Mark Territory (pee) interactions now have a time limit, so they don't last forever when used by sims without a bladder need. They now also restore a (very) small amount of Fun, so Servos will at least get something out of using them
- The Groom interaction now slightly restores Servo durability
- The Devour interaction now also restores a small amount of Thirst for Vampires.
Overwritten / Modified Resources:
- The following script functions of the OccultTracker class in the sims.occult.occult_tracker module have been modified:
- add_occult_type
- remove_occult_type
- has_occult_type
- switch_to_occult_type
- _generate_sim_info
- apply_occult_age
- apply_occult_genetics
- save
- load
- The following script functions of the TraitTracker class in the traits.trait_tracker module have been modified:
- _send_commodity_list_msg
- As of the 2025-4-30 Update the following script functions in the services module has been modified:
- on_enter_main_menu
- The Werewolf Tweaks package file modifies the following resources:
- Interaction: werewolf_Abilities_Mark - E882D22F:0000003F:000000000004645D
- Interaction: werewolf_Abilities_Nap_Self - E882D22F:0000003F:0000000000047049
- Interaction: werewolf_Abilities_Nap - E882D22F:0000003F:000000000004645C
- Interaction: werewolf_Abilities_Groom - E882D22F:0000003F:0000000000046454
- Interaction: werewolf_Abilities_Mark_Self - E882D22F:0000003F:0000000000047047
- Interaction: werewolf_Abilities_Mark_Rally - E882D22F:0000003F:0000000000046B19
- Action: loot_Werewolf_Abilities_DevourLarge - 0C772E27:0000003F:0000000000046AE6
- Action: loot_Werewolf_Abilities_DevourSmall - 0C772E27:0000003F:0000000000046AEE
Filename | Type | Size |
---|---|---|
BearlyBearable_Hybrid.zip | zip | |
BearlyBearable_Hybrid.package | package | 6141 |
BearlyBearable_Hybrid.ts4script | ts4script | 58088 |
Filename | Type | Size |
---|---|---|
(OPTIONAL) BearlyBearable_Hybrid_WerewolfInteractionTweaks.zip | zip | |
BearlyBearable_Hybrid_WerewolfInteractionTweaks.package | package | 16058 |
Filename | Type | Size |
---|---|---|
2025-4-30 BearlyBearable_Hybrid.zip | zip | |
BearlyBearable_Hybrid.package | package | 9812 |
BearlyBearable_Hybrid.ts4script | ts4script | 76290 |
Filename | Type | Size |
---|---|---|
2025-5-4 BearlyBearable_Hybrid.zip | zip | |
BearlyBearable_Hybrid.package | package | 9763 |
BearlyBearable_Hybrid.ts4script | ts4script | 72988 |
2025-5-4 BearlyBearable_Hybrid.zip
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Uploaded: 4th May 2025, 24.4 KB.
188 downloads.
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2025-4-30 BearlyBearable_Hybrid.zip
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Uploaded: 30th Apr 2025, 25.1 KB.
138 downloads.
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(OPTIONAL) BearlyBearable_Hybrid_WerewolfInteractionTweaks.zip
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Uploaded: 29th Apr 2025, 15.8 KB.
150 downloads.
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BearlyBearable_Hybrid.zip
| Main mod and script file
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Uploaded: 29th Apr 2025, 19.6 KB.
143 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: 29th Apr 2025 at 6:58 PM
Updated: 4th May 2025 at 6:22 PM
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