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Archaeology Kit

by Simsonian Library Posted 12th Jun 2021 at 12:38 AM - Updated 21st Jul 2021 at 3:48 AM by Simsonian Library
45 Comments / replies (Who?) - 18 Feedback Posts, 3 Thanks Posts
The Archaeology Kit mod expands the Sims 4 archaeology features from Jungle Adventure to work in every region (even Batuu). Your sim archaeologist can now find region-appropriate artifacts drawn from Sims lore in any world. Find medieval artifacts in the ruins in Windenburg and pirate treasure on the sandbars of Sulani!

Features
  • Archaeologists of skill level 4 or higher can now Survey for Dig Sites in any world, just like in Selvadorada
  • Dozens of new artifacts to match the worlds they are found in with backstories from Sims lore
  • New magical relics with awesome powers to find
  • Buyable dig pile spawner to help you build your own archaeological site lots
  • Archaeology Site lot trait to randomly spawn dig sites

No overrides were used in the creation of this mod, Jungle Adventure features remain untouched

Required Installation
XML Injector v4 mod or above (install in Mods folder, required for this mod to function!)
See https://scumbumbomods.com/xml-injector for the latest version.

How to use
If your sim has an archaeology skill of level 4 or higher, they can Survey for Dig Sites anywhere outside on the terrain. They can establish an excavation site once they find a dig pile, just like in Selvadorada.

If your sim has less than skill 4 in archaeology, you add dig site spawners or the Archaeological Site lot trait to any lot that will automatically generate dig piles to be excavated.

You can click on the item in your inventory and queue up an Uncover or Authenticate interaction on it. Your sim will route to a nearby archaeology table and begin work. When completed, it will end up back in your inventory.

Artifacts can be sold for cash, and if they are rare they can be donated to the Simsonian Museum for increased fame.

Known Issues (Current Bugs/Differences from Jungle Adventure)
  • When you extract or authenticate an artifact, it ends up in your inventory instead of remaining on the archaeology table. This is by design, since it allows you to queue multiple items for extraction or authentication.
  • There's no way to send non-Omiscan artifacts away for authentication. Working on that as well.
  • Unauthenticated artifacts are tinted darker brown, instead of having a stuccoed appearance. The name of the item will also begin with 'Unauthenticated...'.

NOTE: This mod conflicts with LittleMsSam's Small Archaeology Overhaul mod.

Required Installation
XML Injector v4 or above (install in Mods folder, required for this mod to function!)
See https://scumbumbomods.com/xml-injector for the latest version.

Change Log

2021-06-06
1.0.0, Initial Release

2021-06-08
1.0.1, Inevitable post-release patch. Grammar and spelling corrections, reduced value of a few artifacts since archaeology isn't usually a money machine, increased chances of finding relics.

2021-06-10
1.0.2, Fixed tuning conflict between two artifact eras that resulted in empty dirt clumps. Fixed issue where pirate cutlasses weren't draggable, so they couldn't be dragged to the archaeology table. Made relics more likely to be found on the top of Mt Komorebi (since you need to go to the trouble of making the trip to find them...), also made finding rare books in Britechester more likely.

2021-06-14
1.0.3, Fixed exception when extracting artifact from Age of Pirates, Pirate Cask not being draggable, missing tuning on Brindleton Pirate Cannon. Also modified magical relics to draw on occult energy (or increase charge) instead of draining energy motive when used by vampires or spellcasters. Also decreased relic energy drain by about 20%.

2021-06-20
1.0.4, Uncover Artifact and Authenticate Artifact interactions are now available from items in inventory. Sims will route to a nearby Archaeology Table, slot the item on the table and get to work. In both cases, the finished product is returned to inventory, allowing queuing of multiple Uncover and Authenticate operations.

Removed Pirate Cannon and Komorebi Shrine from artifact finds for now, since they don't easily slot onto Archaeology Table -- they're too big! The objects have been left in the distribution in case one of your sims already have one. Related note: You need to be an a medium or tall height room in order to authenticate the Yacothian Armor or the Neadersim Skeleton, due to their height. Outside also works. Game play improvements and bug fixes for several magical relics, artifact discovery distributions further tuned, spelling improvements.

2021-07-20
1.0.5, Fixes for Patch 177.131

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 Get to Work Get Together City Living Cats and Dogs Seasons Get Famous Island Living Discover University Eco Lifestyle Snowy Escape + 4 GPs + 3 SPs
Key: - File was updated after upload was posted
Filename - Tip: You can click the magnifying glass to see the archive contents Size Downloads Date
ArchaeologyKit_1.0.5.zip | Latest

Size: 8.28 MB · Downloads: 1,439 · 21st Jul 2021
8.28 MB 1,439 21st Jul 2021
ArchaeologyKit_1.0.4.zip

Size: 8.28 MB · Downloads: 903 · 20th Jun 2021
8.28 MB 903 20th Jun 2021
ArchaeologyKit_1.0.3.zip

Size: 8.27 MB · Downloads: 577 · 14th Jun 2021
8.27 MB 577 14th 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
 
45 Comments / Replies (Who?) - 31 Feedback Posts, 12 Thanks Posts
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Test Subject
Original Poster
#26 Old 16th Jun 2021 at 2:13 PM
Quote:
Originally Posted by nova2017
I'm not sure if I'm doing something wrong... I set up an excavation site just outside of my lot to test the mod out and placed my archaeology table nearby. My sim found a clump of dirt, but I am unable to drag the clump onto the table, and there's no option to do it on the radial menu. I had to go back home and drag it onto a table at my home lot. Is there any way to extract artifacts out in the field?


CORRECTION: In fact, you're right! I just booted up the game and tried it and was able to replicate what you saw.

I can't drag dirt clumps to archaeology tables that are away from a lot. I tried it with the stock 'Artifact-shaped dirt clumps' from Jungle Adventure as well, and I can't drag one of those to the table off-lot either. It seems like the dirt clumps become undraggable off a lot (both the Omiscan ones from Jungle Adventure and the ones in the Archaeology Kit mod).

I'll see if I can subvert that limitation somehow, since I'd like to be able to do this myself (and already thought that I could). It might need a custom Archaeology Table to get it to work. Stay tuned.
Test Subject
#27 Old 17th Jun 2021 at 1:33 AM
Quote:
Originally Posted by Simsonian Library
CORRECTION: In fact, you're right! I just booted up the game and tried it and was able to replicate what you saw.

I can't drag dirt clumps to archaeology tables that are away from a lot. I tried it with the stock 'Artifact-shaped dirt clumps' from Jungle Adventure as well, and I can't drag one of those to the table off-lot either. It seems like the dirt clumps become undraggable off a lot (both the Omiscan ones from Jungle Adventure and the ones in the Archaeology Kit mod).

I'll see if I can subvert that limitation somehow, since I'd like to be able to do this myself (and already thought that I could). It might need a custom Archaeology Table to get it to work. Stay tuned.


Awesome! Thanks so much!
Test Subject
#28 Old 17th Jun 2021 at 4:16 AM Last edited by nova2017 : 17th Jun 2021 at 1:11 PM.
Quote:
Originally Posted by Simsonian Library
CORRECTION: In fact, you're right! I just booted up the game and tried it and was able to replicate what you saw.

I can't drag dirt clumps to archaeology tables that are away from a lot. I tried it with the stock 'Artifact-shaped dirt clumps' from Jungle Adventure as well, and I can't drag one of those to the table off-lot either. It seems like the original dirt clumps become undraggable off a lot (both the Omiscan ones from Jungle Adventure and the ones in the Archaeology Kit mod).

I'll see if I can subvert that limitation somehow, since I'd like to be able to do this myself (and already thought that I could). It might need a custom Archaeology Table to get it to work. Stay tuned.


Just as a follow up, I went to Selvadorada to see how the dirt clumps behave in that world (it's been a while since I've been there) and while you can't drag them to the table, there is an "Uncover Artifact" option in the dirt clump's radial menu on the inventory (which orders your sim to place it on the table) and also a second option on the archaeology table's radial menu that is placed in the world (this one opens up a window that allows you to select which clump your want to uncover from the inventory). I'm not sure if that's useful, but I figured, I'd share.
Test Subject
Original Poster
#29 Old 17th Jun 2021 at 1:55 PM
Quote:
Originally Posted by nova2017
Just as a follow up, I went to Selvadorada to see how the dirt clumps behave in that world (it's been a while since I've been there) and while you can't drag them to the table, there is an "Uncover Artifact" option in the dirt clump's radial menu on the inventory (which orders your sim to place it on the table) and also a second option on the archaeology table's radial menu that is placed in the world (this one opens up a window that allows you to select which clump your want to uncover from the inventory). I'm not sure if that's useful, but I figured, I'd share.


I think that's the route I'll have to take for off lot use of the archaeology table. It looks like dragging something out of your inventory when you're off lot is not possible. I should have realized this by remembering how much of a pain it is to get your tent in the right location/orientation when you're camping.

In any case, I now have the Extract Artifact interaction working from the dirt clump in your inventory just like in Jungle Adventure. You select Extract Artifact on the dirt clump in inventory, your sims looks for an archaeology table nearby, walks to it, puts the dirt clump on the table and starts extracting it. I'm going to give the Authenticate Artifact interaction the same treatment, then I'll release a new version with these features. As a side benefit, if you do this to multiple dirt clumps in your inventory, you can queue up the Extract Artifact interactions so that they can now extract a whole stack of dirt clumps one after another.

If all goes well, it might be available over the weekend. If not, well, then it will be available later than that. :D
Test Subject
#30 Old 18th Jun 2021 at 8:47 AM
Quote:
Originally Posted by Simsonian Library
I think that's the route I'll have to take for off lot use of the archaeology table. It looks like dragging something out of your inventory when you're off lot is not possible. I should have realized this by remembering how much of a pain it is to get your tent in the right location/orientation when you're camping.

In any case, I now have the Extract Artifact interaction working from the dirt clump in your inventory just like in Jungle Adventure. You select Extract Artifact on the dirt clump in inventory, your sims looks for an archaeology table nearby, walks to it, puts the dirt clump on the table and starts extracting it. I'm going to give the Authenticate Artifact interaction the same treatment, then I'll release a new version with these features. As a side benefit, if you do this to multiple dirt clumps in your inventory, you can queue up the Extract Artifact interactions so that they can now extract a whole stack of dirt clumps one after another.

If all goes well, it might be available over the weekend. If not, well, then it will be available later than that. :D


Great job, that's awesome. Thanks so much!
Test Subject
Original Poster
#31 Old 19th Jun 2021 at 2:30 PM
Quote:
Originally Posted by Mandinha95_4
Translated your mod to Brazilian Portuguese! Please credit Ayrthwil, this is my translator nickname c: http://www.simfileshare.net/download/2531895/


I am late on thanking you for this. Thanks!!

Once I get another bugfix release completed, I'll incorporate your translation into the download with credit.

Thanks again!
Instructor
THANKS POST
#32 Old 23rd Jun 2021 at 1:06 AM
Super! Thank You!!
Test Subject
#33 Old 28th Jun 2021 at 12:45 AM
Hi may I ask if I'm installing incorrectly? I installed the XML Injector but my game keeps on telling me that books.package is corrupted. I've tried it with all other mods (aside from XML) removed and I'm getting the same error. Am I missing something?
Test Subject
Original Poster
#34 Old 28th Jun 2021 at 12:26 PM
Quote:
Originally Posted by Denim_Fish
Hi may I ask if I'm installing incorrectly? I installed the XML Injector but my game keeps on telling me that books.package is corrupted. I've tried it with all other mods (aside from XML) removed and I'm getting the same error. Am I missing something?


By 'books.package', are you referring to the file inside the distribution named 'ArchaeologyKit_Books.package'? If not, I'm not sure what file that would be. What is the exact error message you are getting, and where are you seeing it? (like 'in-game' as a dialog, in the logs, etc?). I'm not sure I've ever seen a message like that.

Installation should just require putting the 'XmlInjector_Script_v4.ts4script' file in your Mods folder, along with the 5 .package files from the Archaeology Kit.
Test Subject
#35 Old 1st Jul 2021 at 5:57 PM
Quote:
Originally Posted by Simsonian Library
By 'books.package', are you referring to the file inside the distribution named 'ArchaeologyKit_Books.package'? If not, I'm not sure what file that would be. What is the exact error message you are getting, and where are you seeing it? (like 'in-game' as a dialog, in the logs, etc?). I'm not sure I've ever seen a message like that.

Installation should just require putting the 'XmlInjector_Script_v4.ts4script' file in your Mods folder, along with the 5 .package files from the Archaeology Kit.


Yes, that exact file. The error comes up when trying to run the sims - rather than the game playing, it throws me an error dialogue box with the exact link to the exact file that is causing the problem. It tells me that that file is corrupted (that's the full error - that this file is "corrupted"). I cannot load up the game while the mod is installed.

I put the files like so;

Mods > Archaeology Kit
Mods > XML Injector

No further folders in the tree before the script files
Test Subject
Original Poster
#36 Old 1st Jul 2021 at 11:58 PM
Quote:
Originally Posted by Denim_Fish
Yes, that exact file. The error comes up when trying to run the sims - rather than the game playing, it throws me an error dialogue box with the exact link to the exact file that is causing the problem. It tells me that that file is corrupted (that's the full error - that this file is "corrupted"). I cannot load up the game while the mod is installed.

I put the files like so;

Mods > Archaeology Kit
Mods > XML Injector

No further folders in the tree before the script files


Can you upload that file as an attachment so that I can take a look at it?
Field Researcher
#37 Old 12th Jul 2021 at 5:33 AM
Ah, LittleMsSam's mod was the culprit? I didn't even think about checking that. I'll remove that one; I think the only thing I'm using it for is the fact that it makes uncovering and authenticating artifacts take less time. I really like the idea of yours, and want to try it out.
Test Subject
#38 Old 25th Jul 2021 at 12:43 AM
Are you planning on adding artefacts to Henford on Bagley?
Test Subject
Original Poster
#39 Old 25th Jul 2021 at 7:08 AM
Quote:
Originally Posted by JungleSim
Are you planning on adding artefacts to Henford on Bagley?


Yep. If you excavate there now, you'll get a default assortment of artefacts (Prehistoric, Ancient, etc) for regions that I haven't set up specific tuning for. I'm planning on tuning it so that HoB tends to deliver Medieval artefacts more than the other eras.
Test Subject
Original Poster
#40 Old 25th Jul 2021 at 7:18 AM
Quote:
Originally Posted by Simsonian Library
Yep. If you excavate there now, you'll get a default assortment of artefacts (Prehistoric, Ancient, etc) for regions that I haven't set up specific tuning for. I'm planning on tuning it so that HoB tends to deliver Medieval artefacts more than the other eras.


I just double checked the default artefact percentages that you get in Hansford on Bagley now without any changes, and it's not terribly far off what I'd want. Depends on how far away from the ocean we all think HoB is.
Test Subject
#41 Old 31st Jul 2021 at 11:28 PM
Hi! I installed the mod and everything seems fine except I can't find the books. Where can I buy them? I've looked everywhere :/
Test Subject
Original Poster
#42 Old 2nd Aug 2021 at 10:31 PM
Quote:
Originally Posted by micakmm
Hi! I installed the mod and everything seems fine except I can't find the books. Where can I buy them? I've looked everywhere :/


The books are artifacts that you can find if you dig around in Britechester. You should also be able to find them in debug mode (ie., "bb.showhiddenobjects") by searching for the titles.

I'm adding some improvements around books in the next update. I've found a way to get the book to show you the relevant notifications (excerpts from the book) in order, instead of randomly (it's currently based on how the vampire books work, which shows random excerpts).

I'm also going to add a set of duplicate books that can be purchased anywhere University course books can be, and are a lot cheaper (the new ones are meant to be reprints, instead of actual 1,000 year old books that are currently included).
Field Researcher
THANKS POST
#43 Old 12th Aug 2021 at 11:25 AM
I was wondering, how does the lot trait work? I've put it on the Volpe National Park lot in Henford-on-Bagley, but no dig sites are spawning. Do I also have to place spawners?

Love the concept of the mod tho!
Test Subject
Original Poster
#44 Old 12th Aug 2021 at 12:48 PM
Quote:
Originally Posted by kidhedera
I was wondering, how does the lot trait work? I've put it on the Volpe National Park lot in Henford-on-Bagley, but no dig sites are spawning. Do I also have to place spawners?

Love the concept of the mod tho!


Thanks!

I recently noticed that the lot trait was having trouble after the CoL patch, and have been looking at it to figure out what changed. I'm not sure it's running the schedule it's supposed to. The spawners should still work until I get the lot trait fixed. If you have hidden objects showing and search for 'Localized', it should bring them up (they're called Localized Excavation Spawners).

I have an update in the works, but have a bit more I'd like to add before releasing it.
Field Researcher
#45 Old 12th Aug 2021 at 1:43 PM
Quote:
Originally Posted by Simsonian Library
Thanks!

I recently noticed that the lot trait was having trouble after the CoL patch, and have been looking at it to figure out what changed. I'm not sure it's running the schedule it's supposed to. The spawners should still work until I get the lot trait fixed. If you have hidden objects showing and search for 'Localized', it should bring them up (they're called Localized Excavation Spawners).

I have an update in the works, but have a bit more I'd like to add before releasing it.


Thanks for your quick reply!

Yeah, I've noticed that spawners in general aren't really behaving as I'd expect since the 1.77 patch. Plants not growing in Finchwick, frogs and digspots not reappearing or at least, seeming to take a very long time to reappear in the Bramblewood etc.

Looking forward to your update! I'm just gonna place a WHOLE BUNCH of spawners around the place ha ha ha. My sim WILL level up archaeology, and she WILL like it!
Lab Assistant
THANKS POST
#46 Old 9th Sep 2021 at 7:07 AM
Thanks for this awesome mod
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