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Urn Binding and Summoning

by Iced Cream Posted 11th Feb 2021 at 3:05 PM - Updated 16th Jun 2021 at 6:15 AM by Iced Cream
49 Comments / replies (Who?) - 18 Feedback Posts, 7 Thanks Posts
This mod has a script component. The .ts4script file must be placed directly in your mods folder or at most only 1 subfolder deep.

Russian translation is courtesy of wild_guy.
Chinese translation is courtesy of AJia.

Update 2021-6-15: Minor tuning hotfix. No functionality has been changed. Also cleaned up the downloads section by removing old downloads.

Update History:


Did your favorite townie die? Or perhaps you accidentally misplaced the urn of one your precious deceased legacy sims?
Normally those sims would be irretrievably lost, doomed to fade away forever by the game's culling system. Not anymore!

Now you can create new urns for all your lost ghosts and let them haunt your house forever, or you could even build a graveyard and keep it up to date with your town's ever growing ghost population.

Adds the following interactions to all Urns/Graves in the game:
  • Bind Ghost (Only for graves not already bound to a ghost or sim): Allows you to select a ghost to bind to the urn. The urn will then become that ghost's urn, allowing them to haunt the lot in their usual ghostly fashion. Yes, you can bind the same ghost to multiple urns at once.
  • Bind Sim (Only for graves not already bound to a ghost or sim): Allows you to select a living sim to bind to the urn. The urn will then become that sim's urn. Should the sim ever die, they will be able to haunt your lot from the urn.
  • Undo Binding (Only for graves already bound): Unlinks the urn from the bound sim. Unlike EA's "Release" option, the ghost will not be deleted. This will allow you to delete the urn and bind the sim to another urn later.
  • Summon Ghost's Urn: Spawns a new urn which will automatically be bound to the selected ghost. If the selected ghost is an occult (Alien, Vampire, etc.), the urn will be an appropriate occult urn. The urn will attempt to spawn on the floor near the urn your sim is interacting with, so keep the floor tidy! If the new urn cannot be placed nearby, it will instead be placed near the center of the lot on the ground floor.
  • Summon Sim's Urn: The same as above, but the urn will be bound to a selected living sim instead.
These interactions will also be available for any custom urns added by mods as long as they are correctly tagged as an urn.
Ghost interactions will be unavailable if there aren't any ghosts in your save file.

This mod also adds a buyable urn to the buy mode catalog to help you get started. It is in the decorations -> sculpture category for the amazing price of nothing.
Note that this buyable urn will instantly turn into the base game urn when placed. This means lots that have this urn will not be marked as modded, and the urn will also switch to a tombstone when placed outside.

Compatibility:
This mod should be compatible with any other mod. It uses a script to add the interactions to all urns during gameplay, so no game files are modified.

Frequently Asked Questions:
Tags: #urn, #grave, #ghost

Type: Object Mods

You must have the expansion or stuff packs listed below installed to use this custom content. Please see the post text for any exceptions.

Sims 4
Key: - File was updated after upload was posted
Filename - Tip: You can click the magnifying glass to see the archive contents Size Downloads Date
Iced Cream_Urn Binding.zip

Size: 12.9 KB · Downloads: 4,717 · 16th Jun 2021
12.9 KB 4,717 16th Jun 2021
Don't forget to Thank the creator after downloading! Use the Thanks button located above the screenshots above.
Basic Download and 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
 
49 Comments / Replies (Who?) - 33 Feedback Posts, 15 Thanks Posts
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Test Subject
THANKS POST
#26 Old 27th Feb 2021 at 9:40 PM
THANK YOU!!!!! <3
Lab Assistant
#27 Old 1st Apr 2021 at 10:58 PM Last edited by wild_guy : 1st Apr 2021 at 11:09 PM.
Quote:
Originally Posted by Iced Cream
The urn should have all the available urn interactions.

Hey! It seems we have a little problem. There is a cemetery in the Senbamachi Neighbourhood that we can visit during the Festival of Light (Snowy Escape EP). There are a couple clickable graves at that cemetery and they allow the mod options. I decided to try binding on one of them but it moves the gravestone and nothing else happens. Of course I can't return it in the initial position since it's not a part of a lot.
So I think those gravestones must not be considered as common ones and must not allow the binding options unless they can work properly. Can you fix this?
Lab Assistant
Original Poster
#28 Old 2nd Apr 2021 at 8:44 AM
Quote:
Originally Posted by wild_guy
Hey! It seems we have a little problem. There is a cemetery in the Senbamachi Neighbourhood that we can visit during the Festival of Light (Snowy Escape EP). There are a couple clickable graves at that cemetery and they allow the mod options. I decided to try binding on one of them but it moves the gravestone and nothing else happens. Of course I can't return it in the initial position since it's not a part of a lot.
So I think those gravestones must not be considered as common ones and must not allow the binding options unless they can work properly. Can you fix this?


Hello, after investigating I can confirm that the binding does work on those gravestones, but there isn't any immediate feedback that the interaction worked because the objects do not support the hover tooltip. However, the binding can be confirmed by checking the interactions and seeing that the Bind interactions have been replaced by the Unbind interaction.

I've also decided to update the mod so it will always spawn a new grave instead of moving the existing one. This is to prevent players from accidentally moving off-lot graves.
If you have accidentally moved an off-lot grave, you can move it back with TwistedMexi's T.O.O.L mod: https://twistedmexi.com/
Lab Assistant
#29 Old 2nd Apr 2021 at 3:17 PM
Quote:
Originally Posted by Iced Cream
I've also decided to update the mod so it will always spawn a new grave instead of moving the existing one. This is to prevent players from accidentally moving off-lot graves.

Great, thank you for the update!
Lab Assistant
Original Poster
#30 Old 2nd Apr 2021 at 8:55 PM
Quote:
Originally Posted by Iced Cream
Hello, after investigating I can confirm that the binding does work on those gravestones, but there isn't any immediate feedback that the interaction worked because the objects do not support the hover tooltip. However, the binding can be confirmed by checking the interactions and seeing that the Bind interactions have been replaced by the Unbind interaction.

I've also decided to update the mod so it will always spawn a new grave instead of moving the existing one. This is to prevent players from accidentally moving off-lot graves.
If you have accidentally moved an off-lot grave, you can move it back with TwistedMexi's T.O.O.L mod: https://twistedmexi.com/


Actually, after further investigation, it seems that while the initial binding works, the game will refuse to save changes to off-lot objects which were not spawned through gameplay or manually placed with mods, so the binding is cleared upon viewing any loading screen.
I will see if I can force modified off-lot graves to be saved. If I can't, I will probably just disable the binding interactions on off-lot objects to avoid confusion.
Lab Assistant
#31 Old 2nd Apr 2021 at 10:32 PM
Quote:
Originally Posted by Iced Cream
I will see if I can force modified off-lot graves to be saved. If I can't, I will probably just disable the binding interactions on off-lot objects to avoid confusion.

Yeah, this is what I meant, any of these solutions will be fine, off-lot graves aren't so significant to have binding interactions (at least for me).
Test Subject
THANKS POST
#32 Old 5th Apr 2021 at 4:14 PM
Hello, my name is AJia, I like the mods you made very much. But I haven't seen any Chinese translation in your mods,So... Can I add a Chinese translation for your mod and post the Chinese translation on a Chinese forum?
I promise that I will mark you as the author of the module and include a link to your home page and a link to download the module. I will only post patches for the Chinese translation modules I made.
Looking forward to your reply, I wish you a happy life!
Lab Assistant
Original Poster
#33 Old 5th Apr 2021 at 9:53 PM
Quote:
Originally Posted by AJia
Hello, my name is AJia, I like the mods you made very much. But I haven't seen any Chinese translation in your mods,So... Can I add a Chinese translation for your mod and post the Chinese translation on a Chinese forum?
I promise that I will mark you as the author of the module and include a link to your home page and a link to download the module. I will only post patches for the Chinese translation modules I made.
Looking forward to your reply, I wish you a happy life!


Hello, anyone is free to make translations or patches to any of my mods as long as a link to the original mod is provided.
Test Subject
#34 Old 6th Apr 2021 at 3:52 AM
Quote:
Originally Posted by Iced Cream
Hello, anyone is free to make translations or patches to any of my mods as long as a link to the original mod is provided.

Thank you!
Test Subject
THANKS POST
#35 Old 7th Apr 2021 at 5:35 PM
You are a saint. All of your mods are really top quality and extremely helpful.
Field Researcher
#36 Old 8th Apr 2021 at 10:49 AM
I wish there was a way to 'release all ghosts to netheworld' at the same time. My game never shows that option to release ghosts anymore, i don't know if its a bug but i means i can't get rid of ghosts.
Test Subject
#37 Old 28th Apr 2021 at 5:04 AM
Quote:
Originally Posted by Iced Cream
Hello, anyone is free to make translations or patches to any of my mods as long as a link to the original mod is provided.

Hello, I want to send my Chinese translation to you! Here's the link:http://www.simfileshare.net/download/2472802/
Test Subject
THANKS POST
#38 Old 5th Jun 2021 at 3:16 PM
I love this! Thank you.
Lab Assistant
THANKS POST
#39 Old 14th Jun 2021 at 11:37 AM
Thanks for the update!
Lab Assistant
#40 Old 15th Jun 2021 at 9:25 PM
@Iced Cream, I noticed that TwistedMexi's Better Exceptions finds some errors it the mod, mostly syntax ones as I understand, can you fix them?
Lab Assistant
Original Poster
#41 Old 16th Jun 2021 at 6:06 AM
Quote:
Originally Posted by wild_guy
@Iced Cream, I noticed that TwistedMexi's Better Exceptions finds some errors it the mod, mostly syntax ones as I understand, can you fix them?


Thank you for the information. I have released an update which should fix those small errors.
Minor tuning issues like that won't actually cause any errors in the game since they are automatically corrected once the package is done loading, but I don't want people blaming my mod in case another mod triggers an actual exception, so I took care of it.
Lab Assistant
#42 Old 16th Jun 2021 at 2:36 PM
Quote:
Originally Posted by Iced Cream
I have released an update which should fix those small errors.

Thank you! And thanks again for such a useful mod!
Test Subject
#43 Old 16th Jun 2021 at 10:10 PM
Default Question
Quote:
Originally Posted by Iced Cream
Thank you for the information. I have released an update which should fix those small errors.
Minor tuning issues like that won't actually cause any errors in the game since they are automatically corrected once the package is done loading, but I don't want people blaming my mod in case another mod triggers an actual exception, so I took care of it.


First: Thanx 4 this mod! This is pretty near to a mod I wish someone would do. Instead of an urne I would love to have a picture in a frame of the dead person so you could have an ancestors-gallery.
I think about this since Paranormal Stuff came out. There is the family-Portrait in the game, that can display the ingame screenshots of the household.
Do you think this is possible?
Sorry 4 going of topic here.
Lab Assistant
Original Poster
#44 Old 17th Jun 2021 at 12:35 AM
Quote:
Originally Posted by Cenor
First: Thanx 4 this mod! This is pretty near to a mod I wish someone would do. Instead of an urne I would love to have a picture in a frame of the dead person so you could have an ancestors-gallery.
I think about this since Paranormal Stuff came out. There is the family-Portrait in the game, that can display the ingame screenshots of the household.
Do you think this is possible?
Sorry 4 going of topic here.


Hello, I'm sure this might be possible.
Once I have some free time, I'll see if I can add an interaction to the easel to save a selected sim's portrait directly onto the canvas so you can hang it on the wall.
If that turns out to be possible, then I might also be able to add an interaction to save it to a photo for use with digital photo frame.
This would of course be a separate mod.

Not sure how difficult it will be until I get started, so no promises on when or if it might be released.
Test Subject
THANKS POST
#45 Old 17th Jun 2021 at 5:58 AM
gracias mil he traducido esta maravilla al Español
Test Subject
THANKS POST
#46 Old 30th Jul 2021 at 7:42 PM
Is this safe for patch 1.77 t
Lab Assistant
Original Poster
#47 Old 30th Jul 2021 at 8:53 PM
Quote:
Originally Posted by PreCiious
Is this safe for patch 1.77 t

Yes, it is perfectly fine for the latest July 27th patch.
Lab Assistant
#48 Old 6th Aug 2021 at 10:15 AM
I turned a sculpture into an urn using the appropriate tag you gave in your instructions and when I bind the ghost it doesn't seem to work. I get no name when I hover over the sculpture or any of the usual urn functions like summon ghost, release to nether. I just get 3 options. To summon sims urn, summon ghosts urn or unbind. I know I messed something up I just can't figure out what? Thanks for any help you can offer.
Lab Assistant
Original Poster
#49 Old 6th Aug 2021 at 3:33 PM
Quote:
Originally Posted by Kaotikah
I turned a sculpture into an urn using the appropriate tag you gave in your instructions and when I bind the ghost it doesn't seem to work. I get no name when I hover over the sculpture or any of the usual urn functions like summon ghost, release to nether. I just get 3 options. To summon sims urn, summon ghosts urn or unbind. I know I messed something up I just can't figure out what? Thanks for any help you can offer.


Hello, if you get the "Unbind" option, then it means the sim was successfully bound to the Urn, and the ghost is able to come out and haunt the lot at night.

If you want to add the usual grave tooltip to your object, you can copy the entire tooltip_component section from the object_urnstone tuning file into your object's _components section.


If your object does not have an object tuning file, then you can simply create a copy of the object_urnstone tuning file for your object.
However, you will need to delete the states section, which is responsible for transforming between grave and urn, or else your object will turn into a basegame urn or grave when placed.
Lab Assistant
#50 Old 6th Aug 2021 at 8:07 PM
Quote:
Originally Posted by Iced Cream
Hello, if you get the "Unbind" option, then it means the sim was successfully bound to the Urn, and the ghost is able to come out and haunt the lot at night.

If you want to add the usual grave tooltip to your object, you can copy the entire tooltip_component section from the object_urnstone tuning file into your object's _components section.

If your object does not have an object tuning file, then you can simply create a copy of the object_urnstone tuning file for your object.
However, you will need to delete the states section, which is responsible for transforming between grave and urn, or else your object will turn into a basegame urn or grave when placed.


That did the trick! I changed the tuning and id to object_urnstone in the object definition section and imported the object tuning file. I did that last night too but as you stated it turned into an actual game urn so I had reverted my changes. Once I removed the states, it's working perfectly. Thank you so much for your help as I am a bit clueless when it comes to modding. This mod is ingenious and one of my favorites!
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