Occult Hybrid Mod

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A mod which fixes various issues which prevent sims with multiple occult types from functioning normally. Also enables all occults for Servos.
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.

Update: 2026-7-2
This version will be a separate download until it has been determined no serious bugs were introduced.
Rewrote several portions of the code to optimize performance and to make it easier to implement additional outfit-related interactions in the future.
Some of your mod settings may be reset when upgrading to the new version.
Mini update #1: Fixed a compatibility issue with a certain animation mod. Sims in their occult forms should no longer revert to human form when performing custom animations.
Mini update #2: Identified and fixed an issue with the new Reset Fur\Wing Pattern interaction not properly re-randomizing the fairy form's wing colors.
  • The mod's interactions have been unlocked so they can be accessed and ran on any sim and not just the active one. Using them from the phone will still target the active sim.
  • The Copy Human Outfit to Occult interaction has been unlocked for the Mermaid and Werewolf occults
  • Using the interaction to copy your human outfits to the fairy form will no longer remove wings
  • Added new settings to toggle whether this interaction will copy Body Hair, Facial Hair, and/or Hair to the Werewolf form. Note that Facial Hair and Hair will not persist without an additional mod which unlocks those slots in CAS.
  • Hybrid Alien babies should now remain in their alien form when born.
  • Added an interaction which clears the saved textures for the Werewolf and Fairy occults - This is meant as a recovery tool for broken hybrids downloaded from the gallery or from old unmodded saves.
  • Added an interaction which clears the saved fur and wing colors for werewolves and fairies. If the sim still has the occult when the interaction is used, then the colors will be re-randomized.
  • When changing to the werewolf form, if the sim has completely blank fur color data, the mod will now attempt to randomize it. Cannot detect all cases though.
  • Reduced the chances of mermaid tails failing to be applied to sims becoming mermaids
  • The mod will now attempt to remove invalid parts from the Mermaid and Werewolf forms when a sim loads in or when a new form is generated. This is meant to address issues in which a mermaid could have human feet sticking out of the tail or a werewolf could have a distorted human head.
  • Various performance optimizations

Known Issues
  • Fairy wings may not be visible when a child fairy ages up into a teen. Exiting and re-entering the fairy form will make them visible again.
  • Following this specific sequence of steps in this exact order is known to possibly cause issues with a sim randomly gaining the Alien occult. A complete fix for this issue would risk removing the occult from actual alien sims. The steps which reproduce this issue are outlined here for informative purposes.
    1. Create an Alien sim in CAS
    2. Save the sim to your library
    3. Exit and re-enter CAS
    4. Add the saved Alien sim to the household in CAS
    5. Remove the Alien occult from the sim, either making them human or giving them a different occult
    6. Save the sim to your library
    7. Add this sim to your world

Old Updates


Requirements:
  • Technically, you don't need anything, but it won't do much of anything if you have no packs with occults

Notes and Known Issues:
  • The needs panel display will automatically default to the following priority: Current transformed form -> Spellcaster -> Vampire -> Newest Occult added by Game Packs - You may now choose the priority through an interaction
  • The needs panel can only display one "Orb" need at a time. You may choose the priority through an interaction or disable the display for specific occults, such as disabling the orb display while the needs panel is in Fairy mode
  • The needs panel can only display one "Long" need at a time. You may choose the priority through an interaction or disable the display for specific occults, such as disabling the long display while the needs panel is in Werewolf mode
  • If making a Servo into an occult with an alternate form, it's recommended you also download a Humanized Servos mod to prevent their occult form from being overwritten.
  • 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 - This was apparently an EA bug that even affected non-hybrid mermaids, which they have fixed.
  • Some ailments introduced in Enchanted by Nature may temporarily remove the mermaid tail. However it will return if you cure the ailment. This may be an EA bug - Appears to have been fixed
  • Vampires may not have not have the ability to change their skin tones in CAS (Not sure if EA bug?)

Added Features:
  • Occult genetics. The child of a fairy or werewolf will now randomly inherit the wing and fur patterns of their parents. These patterns will be used if the child ever becomes a werewolf or fairy, and they can be passed down to their children even if the child never becomes an occult. Will only affect babies born after the mod is installed.
  • Servos are now able to become occults if the option is enabled
  • Plantsims may now become occults
  • New Trait - Hybrid - Automatically added to hybrid occults.
    This trait adds multiple new self-interactions which allow you to configure most settings, modify your sim in CAS, or change the display of the needs panel
  • OPTIONAL FILE: Occult Interaction Tweaks
    Makes changes to several occult interactions for cross-occult play
    • 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 and Emotional Force for Fairies
    • The Werewolf Nap and Servo Recharge interactions will restore Emotional Force for Fairies with the perk which restores the need when sleeping
  • OPTIONAL FILE: Occult Turn Actions Unlocked
    Unlocks most interactions required to make your already occult sim into another occult
    • Vampires may now turn other occult sims, except Servos and Mermaids. Will release an update for this later
    • Occult sims may eat Mermadic Kelp to become Mermaids
    • The Sages of Magic in the realm of magic may now turn occult sims into Spellcasters
    • Werewolves can now offer the cursed bite to occult sims - (Does not unlock werebies from fighting Greg)
    • Occult sims may now ask for and plant the fruit needed to meet mother nature, or they can be directly turned by a fairy with the required perk
    • These interactions should also be unlocked for Servos and Plantsims

Overwritten / Modified Resources:
  • Nearly every single function in the OccultTracker class has been modified. It is not recommended to use multiple different hybrid stabilizing mods together at the same time.
  • the __call__ method of the OccultFormAvailabilityTest class has been modified to make the tests for the Vampire Dark Form interactions be consistent with whether the sim has a dark form or not
  • The following script functions of the TraitTracker class in the traits.trait_tracker module have been modified:
    • _send_commodity_list_msg
Consult the source code to see which other script functions were modified
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