Back when I still had my Frankenstein of a megahood, I tried out all of the in-game supernaturals and, like Orphalesion, I found them underwhelming and overwhelming at the same time, such as neutral witches not being particularly interesting, but the vampire UI poses and animations too much for me to bear. I wanted a semblance of my usual themed hoods, however, so the storyline developed into several of the premades being rewritten into supernaturals hidden in the human world but were being hunted down by General Buzz Grunt to the point that an all-out war was on the rise.
Besides that one long-defunct megahood, I rarely play human-supernatural hybrid hoods because I don't find much of a difference between them, which becomes more marked when they're played side by side. In my game, "supernaturals" isn't exactly the right term for it as they're just... there. As in they're just one of the many hereditary races in the world, each one having their own features and lifestyles without one really being that superior over the others. I use BO's Slow Aging Controller for some variation between the ages along with some other calculations I do myself.
I currently have hoods that are supernatural-exclusive, but yeah, only some of them are actually in-game supernaturals since they're played more like alternate worlds instead and the in-game ones don't generally have the features that I prefer. Sometimes in an odd manner in that I have Avatar
element-benders who go to Hogwarts, which is more of a university most can attend anyway as long as you pass their academic standards and adhere to their policies. I have my own system for the racial inheritance, so I don't use mods for such. I have a set of eyes geneticized according to my preferences to help with that.
At the moment, my main hood is an exclusively supernatural post-apocalyptic BACC mash-up which has been around for generations, but since everyone's still trying to get by and the backstory involves the founders starting a new world after nearly being rendered extinct by the humans, there isn't much in the way of sociopolitical conflicts.
I have another exclusively supernatural hood that is presumed as such from the get-go; in contrast to my earlier statement and the previously-mentioned hood, this one carries a good bit of sociopolitical unrest. Not so much vampires versus werewolves but more all-powerful, immortal Sun-personified tyrant at the helm fuels barely-veiled discord among the populace. Certain sims are trying to find a way to overthrow said despot, yet there are spies in their midst that are all too happy to keep things as they are and rebels who might not be as benevolent as they appear...
Probably a controversial stand, but I don't play aliens nor have abduction pregnancies. I use BoilingOil's alien experiments to give outcomes other than pregnancies and supernatural changes - things like personality changes, amnesia, and motive drains. I use non-telescope
telescopes to fit the setting, and the type of telescope that "abducts" them is used for storylines. Were they using a dragon statue? Looks like someone was picked up by a dragon then.
I used to have Almighty Hat's Stolen by Fairies for Multi-PTs before I realized that I preferred all of the in-game children having parents that are or can easily be turned playable and wasn't fond of the skewed family trees PTs and Plantsims could make, so that was eventually removed and revamped into another self-made system. I use a default replacement of the alien genetics and turn them into Melusine or some other aquatic race instead. Sometimes, they're the only ones allowed to fish. Other times, they're the caretakers of sealife, so they "own" the lakes or beaches and watch over any visitors who want to fish. If anyone starts any trouble there, they'll feel the wrath of the guardians.
I once used Strangetown as a BioShock-ish, steampunk hood with aliens as genetically-altered humans. That was kind of fun.
(TS4 aliens had features, yet I didn't manage any TS4 alien reproduction because they kept autonomously erasing my sims' relationships with them. I don't know if that was a bug or "feature" but since they don't have a memory system and had that annoying moodlet glitch, it was truly going back to 0. No, less than that, since I bothered spending time, effort, and money [for the spaceship] to marry them in in the first place, only to be reduced to a creepy smiling stranger in my house after all that. Back to the townie void you go, unless you catch me in a bad enough mood that I throw you into the trash bin myself, if the game won't do it first!)
I banned the genie lamp in my game (don't need nor want the wishes), and I haven't used in-game vacations in a long time, so I haven't used Bigfoot ever since either.
I only replayed zombies with the version of Midge's zombie apocalypse mod that makes zombification appeal to all motives for my apocalypse challenge. They initially ran over the place, though the military slowly managed to clear the area of them, so they're not as prevalent anymore. The added suspense was kind of fun, but at the same time, I had to edit them so that they'd stop ACRing all over the place, which certainly detracted from the mood!
I have sims who are designated nature fae, but I don't play Plantsims. Again, rather limited for me... In some hoods, the designated nature fae the only ones allowed to garden while everyone else forages so that the gardening skill perks will be limited to them in a semblance of extra features. That way, I interpret it as a natural ability that can eventually be honed with experience, just like "alien" fishing. Sometimes I edit gardener NPCs and gardening club members to look like nature fae for immersion purposes.
Servos are more knight familiars with the default replacements. I didn't want them playable though, preferring the TS1 version, so I ended up not using them either, but I liked the initial idea enough that I ended up modding some of the NPCs to wear knight costumes on duty.
We have a local version of a vampire where I'm from, which is really just a reclusive race of vaguely humanoid bats who are guardians of the night and might help you walk through a thick forest if you don't mess with the wildlife. I wanted to incorporate that, but it doesn't mesh well with the in-game vampires who tend to bleh people into bladder failure and I tend to be bored by the frozen night motives, so while I have some vampire-ish races, they're not actual vampires. My NPC vampires don't have vampire overlays and walk normally, and I have a UI replacement so that everyone has the same neutral-looking UI, eliminating theirs as well. In fact, amusingly enough, my pseudo-vampires tend to be in-game werewolves instead because with mods, they're closer to what I want them to be anyway.
I find the good-evil divide between the witches simplistic for my taste and neutral witches are somewhat shafted, so I did away with the concept and considered them from different types of clans or even completely different races instead. The Specters were reimagined as a clan of necromancers, while Kimberly Cordial was a dark summoner and Oberon Gossamer the King of the Fae, though all of them were evil witches in-game, for example.
In that vein, a lot of their superficial characteristics have been modded out - I can live with my own race-specific titles and features, but no default Something the Atrocious Witch or whatever with green skin, thank you. I modded out reagents because they don't make sense with my version of witches. They take time to cast and already suffer motive drops while casting, so I consider that enough of an MP bar for them. Since they're hereditary in my game, they get Batboxed into their bloodline alignment to signify their natural inclinations but they may or may not learn spells from other alignments depending on their characters. Once, I felt like using Pandora's spells to add some flavor to them, but a lot of the good ones are kind of OP and others are weather-based, which aren't that interesting to me. Good witches are useful for simulating supernatural medical practitioners, though I still find witches underwhelming at times.
I have mods for deadlier werewolves and some minor ones, like allowing them to transform during fights. For those who don't prey on fellow sims, I use the hunting spawners from PBK to simulate them hunting for alternative food sources. I thought of allowing them to eat the raw fish they catch via Midge's mod, but I preferred them going solely for meat to further differentiate them from the other races; I'll have to think about that a bit more. I have mods to prevent them from changing their personalities as well, and I wonder if there's a mod to allow them to transform at will despite the fact that I'm not fond of the transformation lag...
Asides from the fixes for ghosts, I use Hexagonal-Bipyramid's Study or Die modification of Cyjon's Ghost Hack. Sometimes it's to make them more dangerous and other times, I use being scared by ghosts as important indicators of a sort, like whoever the ghost of the founder scares first will become the next Chief of this clan or the reverse for the Dragonlord. To add to the setting, each Hogwarts dorm has their own House Ghost who may or may not feel like mingling with the students in typical ghost manner.
CC, often facial markings and eyes, is used for easier identification of race from a distance as well as designing the setting, so I generally reinforce the supernatural part myself, such as their food or preferred activities. In cases of Shadows, I give them the ability to teleport via the Sim Manipulator once they reach a certain number of body skill points. Waterbenders tend to have bodies of water around their homes, live in eternal winter, and mostly build up body skill through swimming (I'm aware that it'd be difficult to swim in winter for some and there are other ways to build body that aren't limited to them, but I needed some variation) while Airbenders have mostly open-air houses and use yoga for body skills alongside the mentioned mod that gives them additional features, that sort of thing.
I'll admit that the supernaturals might end up sounding blasé and there can be problems when they perform autonomous actions contradictory to their set characters when played this way, but I prefer it anyway.
(Ay, ay, ay, I realize as I end this post.
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