Occult Hybrid Mod
preview_ghost.png - width=800 height=600
TS4_x64 2025-06-17 22-16-31_959.png - width=1024 height=768
TS4_x64 2025-06-17 22-16-40_690.png - width=800 height=600
TS4_x64 2025-06-17 22-16-57_640.png - width=800 height=600
TS4_x64 2025-06-17 22-16-50_597.png - width=800 height=600
update_1.png - width=960 height=540
update_2.png - width=960 height=540
update_3.png - width=1344 height=756
preview_3.png - width=421 height=485
preview_4.png - width=1920 height=1080
preview_5.png - width=1920 height=1080
preview_6.png - width=1920 height=1080
preview_7.png - width=1920 height=1080
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: 2025-6-8
Mostly focused on ensuring compatibility with new occults that may be added to the game
It is advised to delete any existing bb_hybrid.cfg file in the mod's folder, if present, when upgrading to a new version of the mod or when installing a new occult pack, so the default settings can generate for the occults in your game
- Added a new interaction: Set Human Occult Priority - This will allow you to set the priority of which occult will be displayed in the needs panel while in human form. Clicking on an occult will move it to the top of the list.
- Removed the fix for the travel bug introduced in EA's May patch, as they have fixed the bug.
- Fixed an issue where the mod might restore the vampire dark form if it was deleted in CAS.
- The Enter CAS as Occult interaction now also displays non-occult as an option.
- The Enter CAS as Occult interaction will now require you to confirm your choice, to prevent accidental misclicks and having to sit through 2 loading screens to go back and select the correct occult.
- The Copy Human Genetics to Form and Copy Human Outfits and Hair to Form interactions will be disabled for occults which have not yet generated form data. For example, if your sim becomes an Alien, the interactions will be disabled for the Alien form until the sim switches to their Alien form for the first time so the game can generate the form.
- Reworked the logic for the needs panel display again to ensure needs are properly sorted on with Vampire-Servo hybrids.
- The mod will now also try to detect custom occults added by mods which directly add new occults to the game's occult system. If a sim has a detected occult, most mod functionality concerning that occult's form will be deferred to the game's default behavior with the assumption that the custom occult's behavior is being controlled by another mod. Currently, I only know of one other mod which adds such an occult.
Old Updates::
Update: 2025-6-8
Mostly focused on ensuring compatibility with occults that may potentially be added with the upcoming Enchanted by Nature pack. This version included major rewrites to the mod's code to accommodate the new priority system allowing users to select which needs will be prioritized in the needs panel, so it will be a separate download until it can be verified that no potential bugs were missed.
- Added a new interaction: Set Orb Priority - This will allow you to prioritize which orb need will be displayed in the needs panel with the ones higher in the list taking priority for sims who have multiple orb needs. Clicking on a need will move it to the top of the list. This will list every orb need in your game, including those added by mods. This interaction will be hidden if you have no packs with orb needs in your game. You will need to reopen the needs panel if it is already open to update the display.
- Added a new interaction: Set Long Priority - The same as the orb interaction, but with long needs, such as Vampire Energy
- The mod will save these settings to a file named "bb_hybrid.cfg" which will be created in the same folder the mod is in
- Optimizations which should ensure shorter loading times when traveling between lots and less memory usage by the mod overall
- Fixed a bug related to EA's May 25th patch. Sims who grew up from Child - > Teen and then gained facial or body hair through the hair growth system should no longer lose that hair when traveling if they had never entered CAS or if the game had not been saved at any point before traveling
- Separated the Vampires not having Servo Charge into a separate download - Requires Vampires and Discover University
- Added Servos not having Vampire Thirst as a separate download - - Requires Vampires and Discover University
Update: 2025-5-30
Mostly focused on fixing bugs EA introduced with the latest patch
- Fixed a bug EA introduced in the latest patch where sims who travel after aging up can transform into stretched-limb horrors if they weren't brought into CAS to allow the game to properly save their age. Sims affected by this bug will have their appearance refreshed momentarily after fully loading in, so the bug may be visible for a second or two
- Fixed an issue EA introduced in which traveling to a new location after changing outfits or occult forms without entering CAS will cause the sim to revert to the previous outfit or have their previous form's textures applied to their body. Sims will have their appearance and outfit refreshed momentarily after fully loading in, so the bug may be visible for a second or two
- Note that the two above fixes may slightly impact loading times while traveling until EA fixes these bugs
- The mod's self-interactions have been enabled for all occult sims
- The interaction to copy genetics or outfits will be hidden for sims who do not have any compatible forms
- The interactions to delete forms or copy genetics or outfits to forms now have a confirm button in their dialogue
- Addressed an EA bug where newly generated werewolves will only have one eye and messed up ears. The fix will only affect newly generated werewolf forms.
- Fixed an EA bug where werewolves may gain an additional temperament every time the save is loaded
- Werewolves will have their extra temperaments removed when the save is loaded, correctly having 1 temperament per werewolf rank, maxing out at 4
- Removing the mermaid occult will now also remove the Mermaid Discovered trait which causes sims to use the mermaid bathtub pose
- Non-mermaids will have the Mermaid Discovered trait automatically removed
- The logic for the needs panel has been rewritten so sorting overrides from traits will once again correctly work, with extra needs added afterwards
- A quick fix to an issue affecting occult sims created in CAS and sims imported from the gallery who have never loaded into the world into as an occult before. They will no longer be reverted into humans.
- The game will now properly recalculate whether the Vampire Dark Form should be enabled or disabled after using the mod's interactions to delete the form or to copy the human form's outfits and genetics to that form
Fixes:
- All ghost and infant needs should now properly display in the needs panel.
- The needs panel should no longer sometimes switch to human mode when entering into the game.
- Newly turned werewolf hybrids should no longer generate forms with messed up ears.
These forms can be fixed by taking them into CAS and selecting any ear preset.
- Entering into CAS as an Alien, Mermaid, or Werewolf will remove Vampire or Spellcaster specific eye colors from the human form. To fix this, re-enter CAS as a Vampire or Spellcaster and reselect the eye colors.
- Using the command to delete the Werewolf form on a sim who has been a werewolf for a while may cause the new form to generate with incorrect ears. This can be fixed by entering CAS as Werewolf and selecting any ear preset, or it can be prevented by entering CAS as Werewolf immediately so a new form can be properly generated.
- New cheat commands
- occult_add <occult> - Adds the specified occult to the sim. Valid occults are Alien, Vampire, Mermaid, Witch, Werewolf. Not case sensitive.
Example: occult_add witch - occult_remove <occult> - same as above, but removes the occult
Example: occult_remove vampire - occult_edit <occult> - takes the sim into CAS as the specified occult, if they have it
Example: occult_edit mermaid - occult_delete <occult> - deletes the occult form
Example: occult_delete alien - occult_set <occult> - sets the occult displayed in the needs panel
Example: occult_set werewolf
- occult_add <occult> - Adds the specified occult to the sim. Valid occults are Alien, Vampire, Mermaid, Witch, Werewolf. Not case sensitive.
Update: 2025-4-30
Fixes and Changes:
- Spellcaster and Vampire eyes and ears will now more consistently show up in human form thanks to EA's latest patch
However, implementing the fix the means needs panel has returned to its previous behavior of automatically reverting to Vampire or Spellcaster mode when in human form - The Vampire Dark Form will remain deleted if deleted in CAS
- Added new interactions
- Delete Occult Form - Completely erases the selected occult form. A new one will be randomized when your sim next enters the form
- Copy Human Genetics to Occult Form - Copies the sim's body, skin, and face to the selected form. Unavailable for Werewolf form.
This interaction is only available while in human form - Copy Human Outfits and Hair to Occult Form - Copies all of the sim's outfits, hairs, accessories, body hair, etc., to the selected form.
Unavailable for Mermaid and Werewolf form. This interaction is only available while in human form
- Editing the sim in CAS as an Alien, Mermaid, or Werewolf may randomize away the human form's eyes if using a Vampire or Spellcaster option unavailable to normal humans.
- Changing the needs panel's display mode to those occults and then changing outfits while in human form will temporarily revert pointy ear options into normal ears. They will be restored when changing the needs panel back to Vampire or Spellcaster and changing outfits again.
- Copying genetics or outfits to alien form may fail and need to be performed twice for the changes to stick
Update: 2025-29-4
Fixes and new changes!
Fixes:
- Entering CAS no longer randomizes other occult forms, they are temporarily saved by the mod and are restored when exiting CAS
However there is still an unsolved issue of hybrid mermaids sometimes losing their tail when brought into CAS requiring the user to reselect a tail - Vampire dark form interactions are now properly disabled for hybrids if the sim has no dark form data in CAS
- Fixed a bug in which the human form would be overwritten by data from occult forms
- Fixed a possible bug in which sims who entered CAS immediately after having an occult type removed would regain the occult when loading back in
- Complete rewrite of the logic deciding which needs will be displayed
It now prioritizes non-occult needs over occult needs
This is so needs added by custom traits through mods should have priority - The needs panel should now consistently sort needs in the same order every time
However, traits can no longer override the order in which needs are presented
As a consequence, Vampires now have needs sorted as Fun|Thirst|Social|Hygiene instead of Thirst being first - Needs added by occults newer to the game will have priority over older occults
This means the Werewolf Rage need now has priority over the Spellcaster Charge need in the orb display - The needs panel will remain in its current mode if shifting into human form from an occult form that has an experience bar (Vampire, Werewolf)
- The needs panel will remain in its current mode when returning to the game from CAS or traveling, if the current mode has an experience bar
Notable fixes include:
- Hybrids may now safely enter CAS without causing catastrophic damage to the Sim
- New interactions added to hybrids thanks to a custom Hybrid trait which is automatically added and removed: allows you to change which occult is displayed in the needs panel (To spend perk points on specific occults) or enter CAS as a specific occult (any eligible household members will also be that occult in CAS)
- The needs panel is no longer monopolized by the Vampire occult preventing other occult needs from showing up
- The servo trait no longer conflicts with the occult traits, allowing them to have any occult type
(Don't be cruel enough to make your servo a mermaid) - The Magical Bloodline traits no longer conflict with other occults and "should" remain on sims who take on new occult types
- Babies born from parents who were in alternate forms during conception will now use their parents' human forms as the base for their human form, instead of the form the parents were in
This is mostly aimed at babies conceived from parents who were in vampire dark form with undead skin colors while their parents had human skin tones in their normal forms
Requirements:
- At least 2 packs which have Occults
- Werewolves if using the Werewolf interaction tweaks
Notes and Known Issues:
- To give your sims multiple occult types, you will either need to use another mod to unlock all the interactions, or you will need to cheat the occult traits onto your sims
- The needs panel display will automatically default to the following priority: Current transformed form -> Spellcaster -> Vampire -> Newest Occult added by Game Packs
This can temporarily be adjusted with the Set Displayed Occult interaction. - The needs panel can only display one "Orb" need at a time. The Werewolf orb need will have priority over Spellcaster Charge
- If making a Servo into an occult with an alternate form, it's recommended to use a mod which allows you to "Humanize" them so they don't overwrite their occult forms with robot parts
- 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
- The mermaid form on hybrids may generate with feet
- Spellcaster and Vampire eye colors seem to randomize into human eyes when entering CAS as a different occult
- Vampires may not have not have the ability to change their skin tones in CAS (Not sure if EA bug?)
Added Features:
- New Trait - Hybrid - Automatically added to hybrid occults.
This trait adds two new self-interactions:- Enter CAS as Occult - This will drag the sim into CAS as a pure occult of the selected occult type. Any other sims in the household with that occult type will also be that occult in CAS
- Set Displayed Occult - This will change which occult is displayed in the needs panel, allowing you to spend points on that occult's perks menu
- The Vampire occult will disable the Servo charge need. This is intended to keep the needs panel tidy and because all the sleep interactions already restore Vampire Energy, so there is no need for them to have two "Energy" needs.
- OPTIONAL FILE: Werewolf Interaction Tweaks
Makes changes to several werewolf perk interactions so they function for hybrids- 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.
Overwritten / Modified Resources:
- The following script functions of the OccultTracker class in the sims.occult.occult_tracker module have been modified:
- add_occult_type
- remove_occult_type
- has_occult_type
- switch_to_occult_type
- _generate_sim_info
- apply_occult_age
- apply_occult_genetics
- save
- load
- The following script functions of the TraitTracker class in the traits.trait_tracker module have been modified:
- _send_commodity_list_msg
- As of the 2025-4-30 Update the following script functions in the services module has been modified:
- on_enter_main_menu
- The Werewolf Tweaks package file modifies the following resources:
- Interaction: werewolf_Abilities_Mark - E882D22F:0000003F:000000000004645D
- Interaction: werewolf_Abilities_Nap_Self - E882D22F:0000003F:0000000000047049
- Interaction: werewolf_Abilities_Nap - E882D22F:0000003F:000000000004645C
- Interaction: werewolf_Abilities_Groom - E882D22F:0000003F:0000000000046454
- Interaction: werewolf_Abilities_Mark_Self - E882D22F:0000003F:0000000000047047
- Interaction: werewolf_Abilities_Mark_Rally - E882D22F:0000003F:0000000000046B19
- Action: loot_Werewolf_Abilities_DevourLarge - 0C772E27:0000003F:0000000000046AE6
- Action: loot_Werewolf_Abilities_DevourSmall - 0C772E27:0000003F:0000000000046AEE
Filename | Type | Size |
---|---|---|
BearlyBearable_Hybrid.zip | zip | |
BearlyBearable_Hybrid.ts4script | ts4script | 140244 |
BearlyBearable_Hybrid.package | package | 13632 |
Filename | Type | Size |
---|---|---|
(Optional) BearlyBearable_ServoNoVampireThirst.zip | zip | |
BearlyBearable_ServoNoVampireThirst.ts4script | ts4script | 6139 |
Filename | Type | Size |
---|---|---|
(Optional) BearlyBearable_VampireNoServoCharge.zip | zip | |
BearlyBearable_VampireNoServoCharge.ts4script | ts4script | 6103 |
Filename | Type | Size |
---|---|---|
BearlyBearable_Hybrid_WerewolfInteractionTweaks.zip | zip | |
BearlyBearable_Hybrid_WerewolfInteractionTweaks.package | package | 16471 |
BearlyBearable_Hybrid.zip
| Current version
Download
Uploaded: 18th Jun 2025, 41.7 KB.
858 downloads.
|
||||||||
(Optional) BearlyBearable_ServoNoVampireThirst.zip
Download
Uploaded: 8th Jun 2025, 2.3 KB.
138 downloads.
|
||||||||
(Optional) BearlyBearable_VampireNoServoCharge.zip
Download
Uploaded: 8th Jun 2025, 2.3 KB.
129 downloads.
|
||||||||
BearlyBearable_Hybrid_WerewolfInteractionTweaks.zip
Download
Uploaded: 18th Jun 2025, 16.2 KB.
117 downloads.
|
||||||||
For a detailed look at individual files, see the Information tab. |
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
Loading comments, please wait...
Uploaded: 29th Apr 2025 at 6:58 PM
Updated: 18th Jun 2025 at 4:45 PM
-
by Iced Cream updated 4th Dec 2020 at 7:05am
34 52.3k 76
-
by Iced Cream updated 3rd Sep 2020 at 10:31pm
31 44.3k 94
-
Occult Hybrid Unlocker & Stabilizer
by TwelfthDoctor1 updated 10th May 2025 at 6:20pm
+6 packs
Get to Work
Island Living
Discover University
Vampires
Realm of Magic
Werewolves
-
by siriussimmer updated 30th Aug 2021 at 12:10am
+1 packs
Cottage Living
-
by Meep62 updated 22nd Aug 2022 at 3:10am
49 129.2k 153
-
by Tralfaz482 updated 11th Aug 2024 at 1:35am
+1 packs
Get to Work
-
No more "Needs to Pee" Walkstyle
by BearlyBearable 8th Jun 2025 at 9:16pm
Removes the application of the needs to pee walkstyle from the low bladder buffs. more...
1 2.1k 5
-
Servo Tweaks - Waterproofing, more Human Needs, and Outfit Change Unlocker
by BearlyBearable updated 5th Jun 2025 at 7:27am
Tired of your servos shorting themselves out because they decided a dip in the ocean was a wonderful idea? more...
+1 packs
Discover University
-
Vampire Needs - Bladder and Energy
by BearlyBearable updated 5th Jun 2025 at 6:42am
Adds the Bladder and Energy needs to vampires, so they have all the same basic needs as regular sims except hunger more...
+1 packs
Vampires
-
Aliens Stole My Parents - Child Aspiration Fix
by BearlyBearable 6th May 2025 at 3:07pm
Fixes an issue in which the "Aliens Stole My Parents" scenario will not recognize any completed aspirations in the Multi-Skill more...
1 1.5k 4
-
Infinite Self Discovery Moments
by BearlyBearable Yesterday at 1:32am
Removes the limit of self discovery moments your sim may experience from the growing together pack. more...
+1 packs
Growing Together