More Interactions for Vampires

SCREENSHOTS
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Background
Vampires in Sims 2 gain a few abilites - 2 vanity walk styles, scaring others into peeing themselves, agelessness, and inability to function for one half of a whole day. Compare to Sims 3 Vampires who can age up, read mind, have super speed and boost at building relationship, and especially Sims 4 Vampires and their unique powers and weakness tree, Sims 2 Vampires come up short...

I was thinking back to Sims 4 Vampires and their powers, thinking back to CallMeKevin and the videos where Jim Pickens is a Vampire in a bear suit, along with VargSkelethor Joel's Memehouse. I was able to think up a number of social interactions to expand what Vampires can do to other Sims. That, and my incessant belief of how illogical it is for Servos to become Vampires gave me the drives to see these interactions to their completion.

Before these interactions, Sims 2 Vampires to me are just pitiful annoyances; can't do anything in daytime and cannot do anything beyond "scaring" other Sims into peeing themselves... With these 4 new "vampiric magic" interactions, especially in combination of any mod that changes their motive decays, Sims 2 Vampires can become hilariously petty menaces!

Aspiration dropped to gold? Go out and shake hands with everyone! Introduce them to the caring psychiatrist and the Flower Bullying Club! Simps ruining your dates swarming over your Vampires? Use magic trick to puff purple smoke as a formal gesture to tell them it's past their bedtime! Hungry? Save on that supper bill and make a show out of a suspecting Sim instead! They'll be more mature/retire earlier on top!!


Features
General
  • "Vampiric Magic": new interactions have motive costs, minimum motives and skill requirements. They also fulfill the Wants of casting a spell (mostly evil). Old interactions are not affected.
  • Social Interactions: affect relationship values and reputation (usually negative) and must be performed by and on teens or older.
  • Autonomy Support: 2 non-autonomous interactions can be enabled with simple edits to their TTABs. The conditions are already set for all of them: LTR-based, for Vampires are not inclined to demean their close friends.
  • Vampire interactions, both new and old, predominantly require Charisma to succeed. They can be boosted by Witch skill, and defended against by both the skill and good alignment.
  • Target Sims can defend against Vampire interactions via several stats and force them to fail. Which stats are vary by each interaction.
  • Each interaction is also chance-based. The same interaction that is successful may fail on the next try.
  • If the Vampire has high Charisma (7+), then most attempts will be successful as they can overcome the defenses easily.
  • If the score is heavily tilted on either side, then failure or success is guaranteed.
  • All Vampire interactions are less effective against certain occult Sims to a varying degree.
  • Servos are most resistant, followed by transformed Werewolves. Other Vampires and untransformed Werewolves are moderately resistant.

These are new interactions:
Enfeeble


Plasmophage


Enthrall


Languor


These are old interactions present in NL, they are also changed to the similar standard as the new interactions:
Bite Neck


Bleh!


All new interactions are group within a singular Vampire... menu.

There is a spreadsheet attached to help out with the calculations (Bleh! is called Intimidate and Bite Neck is called Metamorphosis), but I cannot guarantee the ease of understanding, though!


Issues
Although all new interactions have their Fallback GUID set to 0, I will still caution about removal of any new interaction, as it may cause the DEBUG - Super Duper Hug to appear.

Edited Bleh! may be dropped prematurely and thus may not work properly.

Please report any other bugs in the comment section.


Conflicts
The GUID for all the interactions are:


Additionally, all interactions, both new and old, require my BW's Social Semi-Globals, which is already presented in the .zip and solely contained within the zBW-Globals-Social file. The file may be found amongst my other mods and it reserves instances of the Social Semi-Global group (0x7FD90EDB):



Credits:
Nyami for the Autonomous 'Suck Blood' Interaction mod that I based my new interactions on.

SimWardrobe for the work on various shooters, which provided me experience on working with Sims 2 social interactions:
Internet Archive
Sim File Share
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