Expanded Alchemy – Add Custom Alchemy Recipes, Gems, Metals, Rocks, Insects, and Fish

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🎃 Happy Halloween, Simmers! 🎃

Due to its supernatural connotations, I decided to release this framework as part of the holiday. It allows modders and CC creators to add new alchemy recipes, gems, metals, rocks, insects, and fish. It also supports ingredients added by douglasveiga's CCLoader in addition to ingredients included with the unmodded game and its add-on content.

I have included a sample package in addition to the core package for those who want to see its capability (or are amused by the elixirs I made). The sample package includes the following:

TypeNameNotes
ElixirAlchemist's FireSets the target Sim on fire.
ElixirBottled FrostbiteFreezes the target Sim solid.
ElixirChrome DomeMakes the target Sim bald. Requires Uranium, which is also included in the sample package (see below).
ElixirPalate CleanserLowers the the target Sim's hunger motive by a significant amount.
ElixirRough and ToughGives the target Sim 100 fitness.
ElixirVial of Guaranteed EnmityGives the target Sim the "Imminent Nemesis" moodlet, which guarantees that the next Sim they talk to will become enemies with them.
ElixirVial of Guaranteed PassionGives the target Sim the "Imminent Romance" moodlet, which guarantees that the next Sim (in accordance with the age and blood relation restrictions) they talk to will fall in love with them.
ElixirWeak and MeekGives the target Sim 0 fitness.
GemUraniumHas its own spawner and can be found in alchemy shops as well.

Hereinafter is information relevant to modders. To users simply wanting to install packages that include new content, you can stop reading.

Information for Modders
I have included a generator as a program to add new alchemy recipes, gems, metals, rocks, insects, and fish. It creates a new package that the base package accepts to add those things into the game. This will be familiar to those who have used CCLoader Generator.

Within the archive of that download is an executable that when double clicked will create a template XML in the same folder, which you can make a copy of and add entries to. You would then drag and drop the modified XML onto the same executable to generate a package.

In that XML, you'll find example entries of each type of thing that can be added. Do not remove these entries. Simply insert new ones after the example entries of each type. One can find examples used by the unmodded game in GameplayData.package in the game files (the names of the _XML resources are pretty straightforward and thus easy to find without stating their names).

It is important to note that there are some name differences in the XML entries for things like spawners to distinguish between those for fish, insects, and gems, rocks, and metals (e.g., "SpawnersRockGemMetal" instead of "Spawners" for rocks, gems, and metals), as everything is defined in a single XML. Just remember to check the names of the example entries in the template if copying from the game's XMLs, and change the names of the copied entries accordingly.

Source code available here

Credits
  • douglasveiga (Created CCLoader, useful for adding ingredients (among other things) to the game, and also reverse engineered to make this framework)
  • pljones (Provided the s3pi library which serves as the basis of this framework's generator and many other Sims 3 tools)
  • icarus_allsorts (Created Transmogrifier, whose code I borrowed to change the script classes of existing cash registers in alchemy shops)
  • murkoose (Provided the Russian translations)
  • ECM6215A (Provided the Spanish translations)
  • Likely others whose names elude me (sorry!)
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