Added a toggle to enable/disable emotional walks.
We hope you enjoy using it. yiff.party operates on a non-profit basis, and as such, all the server expenses are paid by our users. We don't want to run ads or infect you with crypto miners. We depend on users like you to keep the site running, and to preserve years and terabytes of amazing content—some of which is no longer available from its original creators!
Because of the nature of the site, many users are reluctant to donate. That's OK! yiff.party was created so everyone can enjoy the content we host without any restrictions or paywalls. But if you value the service we provide, and are able to, we—and our users—would be tremendously grateful if you considered making a donation.
So far, approximately $0.00 has been raised out of our target of $400.00. We're about 0% of the way there! Please note: this tracker is updated manually—don't worry if your donation doesn't show up immediately!
yiff.party's server costs are due on the last day of each month. So, we need to meet this goal before 30 September!
At this time, yiff.party can only accept donations in numerous cryptocurrencies. Please select a currency below to display the relevant donation address.
Due to the nature of sites like yiff.party, it is very difficult to find payment processors who will accept clients like us. If we were to accept donations via PayPal, it wouldn't take more than a day for someone to submit an abuse report and get our account frozen. Until a viable way of accepting monetary donations becomes available, cryptocurrency will remain the only option.
There are many resources available on how to purchase crypto. For Bitcoin, check out bitcoin.org's page on buying Bitcoin for a list of methods. For beginner Bitcoin users, yiff.party recommends using an escrow service such as LocalBitcoins.
1 / 8
So... yeah, they're fun to do, I added a bunch, you can find them under the travel menu on the phone - Travel To...
I was using another mod for this, but no one can make myself happy like myself...
These activities are meant to help with management and for all those times you don't feel like going through a loading screen. Some specific activities will help with the management of some traits just like doing those activities with the sim would (Gym for Active Sims, shopping for Materialistic, Walk for Outdoor loving... just a few of examples) some others will rise a relative skill (like going to the Spa, it will rise wellness and also give your sim one of the Spa activity buffs), decrease stress, some are to rise needs (going to see movie will increase fun, and give one of the movies buffs) just experiment with them.
Walking and Shopping have also another effect: while walking your sim increases herbalism and pick up flowers. When shopping they'll buy random stuff.
The enjoyment of the activity depends on your sim personality (bookworms will enjoy the library... foodies will NOT enjoy the fast food...)
The Coffee Bar is the only one that rises energy
NOTE: if you have Basemental Drugs, going to the bar has the chance to make your sim drunk (not straight edge, no children... but I didn't blacklist teens)
You need to send children or bring them. Sending them to the playground or other activities will ease some childhood phases and the playground specifically will also decrease fat and increase motor and social skill (and give them the Jungle Gym buff)
Sims will now meet other Sims while away.
Starting from now.
I woke up like this, this morning.
First I asked for translations to be sent via email, someone did, someone not... translations still came all over the place. I have problems with management and I either manage or create... I'd rather create so this is one reason.
I've been thinking lately about just how much I don't... care... for my mods to be translated at all...
I do them for myself and share them because I like to share, but I don't really care to be famous, or anything like that, that's another thing I cannot manage... I like to stay in my bubble, never cared much about how I'm perceived from the outside or what people think about me, that's absolutely none of my business... so you're not making me a favour translating my mods to make them more popular... quite the opposite, in fact... they're in English because I play my game in English (and I play it in English to avoid translations of other mods, mind you... and I don't want the game to be half in English and half in Italian).
Another thing I can't manage are people demands about credits for translations, links or whatever. Lastly, I wrote something just few days ago on my profile and no one read it... so that's the last strain.
That said, if you want to translate my mods and redistribuite them, feel free to do it, I don't need to know about it. I'll not manage that part anymore.
MORE ARGUMENTS TYPES!
Morgyn and Darrel are constantly arguing in my save, they're both argumentative... and I was bored of them arguing about music... so I wanted to add more...
In order to achieve this... I had a pretty bad argument with the game... it doesn't like arguments to be injected... so I had to merge this mod with ages behaviour tweaks and add the interactions directly in the buffs.
The original description of AGES BEHAVOIUR TWEAK:
Children and teens will not decide to collect dishes and trash autonomously, you will have to influence them, or force them to do it, they will be more messy.
Adults and elders will not browse the phone as much, they will prefer reading.
All ages will choose way less to do pointless things like view art or sculpture because I don't play the game to look at pixel people looking at something, nodding like idiots.
This one is the same with more arguments type added. Some arguments are restricted to some kind of occults:
Mermaids can argue about living on land
Aliens about intergalactic travel
Vampires about drinking blood
Witches about magic
Some are exclusive of some traits. Some are exclusive between husband and wife. There are a bunch, I'll not list them all. Put both files in your folder and remove the old mod if you had it.
09/28 fixed balloons... I tried not to care...
It was reported that this mod causes the terms to always end in A+. I verified it myself and looked at the files, but I don't seem to be able to find the cause or the way to prevent it. It's probably just because the terms are longer. Luckily, MCCC has the setting for how hard you want the university to be. And they work with the mod. After you set the rate on the PC, though, remember to flag your sim for university rate change from the MCCC menu on the sim itself or the setting will not apply.
Info added to the mod's post too.
Can't leave occults alone for long.
Added 4 activities for witches and 2 for Vampires (for now, I may come up with more)
Witches can go foraging, go to the Realm, go to a Coven Gathering or take a walk in the forest without you following them (many times I'm not in the mood of going through a loading screen)
Going to the Realm, to the Coven and taking a walk increases Witches XP, it also has the chance to unlock spells in the following schools:
The Realm - Untamed
The Coven - Mischief
The Forest - Practical
Going foraging reduces stress and gives you ingredients for potions. They go to Granite Falls, so they mostly get items from there (and Forgotten Hollow)
Vampires can Go Hunting.
This fills their thirst, gives XP and the recently drank buff... oh, they hunt for people so you probably better leave Caleb at home:
Clan Gathering rises social, XP and Vampire Lore
Only witches and Vampires have these options on the phone, under travel
Requires the XML INJECTOR
Sorry, I just got inspired.
All other not specifically occults related Mods
It's still missing some interactions... I don't really remember the ones that were included in the old mod, every help is appreciated.
Utilities mods I use to write, not very suited for gameplay.
All my mods require Ability To Read
Most of my mods require THE XML INJECTOR
Links to the Master Post for mods related to Occults.
REALM OF MAGIC MODS > All RoM mods not on this page
VAMPIRES MODS > All Vampires mods not on this page
Turn your Sim into an evil black Magician. Sell other Sims Souls to the Old Gods to get Magical Power and new spells.
Option to turn Vampires into Spellcaster and keep the ability to alter the Dark Form. It's a new Magic System specifically studied for Vampires that doesn't mess with Maxis System.
If you're a witch, you know what I'm talking about: spirits work. Summon spirits and ask them for magical power and to be taught magic, without relying on Sages and Magic Schools... for a witch must be one with the wild.
The Witch of The Forest from my Comic CROSSING as the Hermit of Granite Falls.
Become a specialized mage in one of the three schools, ask a Sage to be your teacher, unlock special interactions with the Sages and abilities.
Vampire Cure, Sunlight Reversal, Draught of Reconfiguration and Vampire Resistance potions craftable at the Cauldron. (Needs Vampires Pack)
New type of duel... challenge other mages to death!
Actually be the Sage when you visit the Realm with one of them
All my mods require Ability To Read
Most of my mods require THE XML INJECTOR
The main picture of this post describes perfectly how I feel right now. I tested this mod all day, solved a bunch of issues and got my girlfriend angry at me because sleeping so few like I did in these days is not good for my own mental health... so I'll be taking a break after this...
THIS MOD REQUIRES THE XML INJECTOR AND ABILITY TO READ
To deal with the Gender Dysphoria included in this mod, you need Hormone Replacement Therapy
I think most of you know what this mod is about, at this point... but here we go again:
This Mod adds a Mental Health System into the game, Psychotherapy, Pharmacological Therapy and the possibility to get a Diagnosis.
There are 11 possible Disorders that can be diagnosed to your Sim:
ADHD, Anxiety, Bipolar Disorder, Borderline, Clinical Depression, Dependant Personality, Eating Disorder, Gender Dysphoria, Narcissistic Disorder, OCD, Schizoid.
And 2 not Chronic ones:
PTSD and General Depression
You can read more about them HERE
They are not meant to be a 100% accurate representation of real life disorders! They're more a generic, Sims version of them. There are too many variables depending on sigle individuals to represent something like this properly.
To get started, you can click on your Sim's phone and go to get a diagnosis:
Your Sim will be away for a while, and come back with a diagnosis based on their pre-existing personality. Many factors can impact the outcome, but it's still very much random, so it's pointless to list it all (for example, men should be more likely to get the narcissistic and schizoid outcome than women, like teen are more likely to have eating disorders).
You'll get an hidden trait, and the trait will impact your sim. Now, most of this relies on multipliers and mood modifiers, so unless you look at it closely, you'll not see this huge -10000 angry you can see in many other personality traits with the same purpose, but I still advice you to turn off emotional dead... 'cause Morty piled up enough anger to drop dead a couple of times in my testing. I didn't want to do something that relied on buffs and over-powered emotions, so most of it happens in the background.
Apart from the diagnosis system, this mod adds the possibility to buy general anxiolytic and antidepressants from the PC, that help dealing with stress and sadness. the medical system is mostly used with the diagnosis.
The psychotherapy, on the other hand, is useful for everyone.
You can go to a therapist from the phone or the PC. You can have family sessions and couple sessions. Therapy helps getting rid of negative emotions, helps with childhood phases (and, by the way, you can also encourage it... it increases conflict resolution)
Rises the relationship if done together and gives a random buff. (The one you get from the couple therapy affects your sims social behaviour for the time it's active).
Disorders can pile on each other if you ask more than a consult, and can be misdiagnosed. If you get Bipolar and go to diagnosis again chances are high that your diagnosis will change.
There is a cheat menu from where you can force an outcome (you still need to take the diagnosis, and it's not 100% a sure method) or directly add the trait you want:
To use it, enable testingcheats on and shift click on your Sim (there are other cheats if you have Tmex all cheats unlock, to trigger the symptoms and bipolar phases, but I suggest you to avoid using them). Via cheat it's also possible to remove the disorders.
Children can do everything in this mod, you need to send or bring them to therapy, they can get 3 diagnosis (schizoid, dependant, ADHD) and also take the prescription.
The prescription is only one for everyone, but the effect on the sims is different and based on the disorder they have.
Don't use anxiolytics when you don't need them... just an advice.
I Had fun making the Psychotherapy, so I also added... Support Groups!
They're way less effective than therapy, but they're free.
Friends in Griefs helps dealing with sadness and loss; New Steps helps dealing with gender Dysphoria but it's open to everyone, rises fun and social need, also helps with childhood phases; Addicted Anonymous doesn't actually help with addictions but helps dealing with symptoms like stress, anger and discomfort, also rises social need. P to P (Parent to Parent) reduces anger, stress, and increases parenting skills; Self Help deals with mental disorders;
...then, in the middle of doing this... Caleb spoke to my mind and told me that this was the perfect occasion to give him a place to vent, and since I always do mods for Morgyn, I decided to make him happy... so the last one is exclusive for Vampires who don't want to drink from sims (you can select non vampires but they'll not go, the good vampire perk is not required) the Vampires Support Group offers free packs... so yeah, going increases thirst and also reduces the decay rate for some hours, it also reduces eventual stress if your Vampire was unable to control themselves.
The Sim reset when drinking the medicines from sitting. I have no idea why, but I'll keep investigating (this happens also in the HRT mod)... doesn't happen when they're standing.
Shared tuning file required by many mods. Feel free to use it as a requirement in your mods.
Original Mod by REVO for Cities Skylines, converted to Sims 4.
I really... really need help to test this mod.
>>> READ THE DESCRIPTION.
>>> DON'T TRANSLATE THIS MOD, FOR NOW!
So, the mod is stable enough to be used already and I have the main frame for the other features I'm going to introduce ready, so I can release an official testing version.
What is this mod about?
There are a lot of traits around that mean to simulate various mental conditions, and I used some in the past... what i don't like about making them Personality traits is:
1. I don't think they are Personality traits, more a stretch of already existing personality traits;
2. They are often overpowered;
3. No treatments.
So I came up with this system, it relies on traits the same, but they're hidden. To get started, you need to click on the phone, and visit a psychiatrist for a consult:
Your sim will go away for a couple of hours, and will come back with a diagnosis that can vary:
The diagnosis depends on many factors, like pre-existing traits, mood at the time of the visit, pre-existing medical conditions, gender options in Cas, age...
There are 7 included conditions that can be diagnosed to your sim (I plan at least a couple more).
Some traits give you almost for sure at least one condition, these are Erratic, Genius and Paranoid. It's almost impossible for a sim with these traits to come out of the consult without at least a condition. Other sim can, but more often than not will not. Also, the outcome is only influenced by the traits, but still pretty much random, so if you don't like random, this mod is not for you (I added cheats though)
Clinical depression is stealthy, most of the time you si will seem to act and feel normal, but they're NOT. Their ability to have Fun, learn skills and feel something that is not sadness or boredom is compromised 24/7.
At random, they can have extreme feelings of emptiness or sadness (affects autonomy if you have that on)
Risky Factors (in order of relevance):
- Gloomy trait
- Lazy, Slob and Geek (Plus Erratic and Genius)
- Being Sad or Bored during the visit
- Teens, YoungAdults and Elders are more likely to get this diagnosis.
Cheerful sims will never get this diagnosis.
Obsessive Compulsive Disorder
Sims with this disorder will have to deal with random intrusive thought that will push them to have obsessive behaviour if you have autonomy on, and will make them very tense. Also, they will feel stress and discomfort way more intensly.
Risky Factors (in order of relevance):
- Perfectionist, Neat and Geek
- Paranoid and Squeamish (Plus Erratic and Genius)
- Pre-existing conditions of Eating or Anxiety Disorders
- Being Stressed or Uncomfortable during the visit
Slob sims will never get this diagnosis.
This has two effects: upon having the diagnosis, if your sim gender and clothing preference MATCH, they will get a tense, embarrassed or uncomfortable buff that will not go away until you bring them in CAS and change the clothing preference to the one of the opposite sex. Even then, though, they'll get those feeling at random unless you start HRT. This right now is the only condition you can treat with Hormone Replacement Therapy mod (updated for the occasion)
Risky Factors (in order of relevance):
- Having a prescription for HRT or having made the research about it will almost surely give this result.
- Having already mis-matched gender/clothing preference or other gender settings will almost surely give this diagnosis (the physical frame doesn't count).
- Having the trait isCustomGender (not much because I still have to understand how it gets given, Darrel Charm has it in my game)
- Adults and Elders are less likely but not blacklisted from having this result.
This is an hard one... all emotions will be intensified. Especially anger, stress and sadness. They should be able to throw tantrums. At random (you'll not see this) they will be the most lovely persons in the world, the funniest friend you can have, the most lovely partner, or straight up cold and mean.
Risky Factors (in order of relevance):
- Hot Headed, Jealous, Erratic, Non-Committal and Paranoid
- Self Adsorbed, Mean and Childish (Plus Genius)
- Teens cannot get this diagnosis (too soon).
- Being Angry or Stressed during the visit
Being just fine reduces a bit the chance.
This is a generic anxiety disorder (technically OCD should be an anxiety disorder too if I remember correctly). They'll feel stress more intensely and have an harder time getting rid of it. There is the chance of panic attacks.
Risky Factors (in order of relevance):
- Loner, Ambitious, Paranoid and Squamish
- Pre-existing conditions of OCD or Eating Disorders
- Erratic and Genius
- Elders and Teens are more likely to get this.
- Being stressed during the visit greatly increases the chance to get this.
This is a generic eating disorder to cover both bulimia and anorexia. Sims with this one will have the compulsion to eat at random, and then vomit (on autonomy). They can also get embarrassed after eating.
Risky Factors (in order of relevance):
- Glutton, Foodie and Squamish
- Pre-existing conditions of OCD or Anxiety Disorders
- Erratic, Paranoid and Genius
- Teens are more likely to get this.
- Being stressed or embarrassed during the visit increases the chance to get this.
And here arrives the fun... I didn't do 3 of them, I kept things more or less generic here too... Bipolar sims will be normal most of the time, but at any given moment there is a chance of a phase triggering. When a phase trigger, they'll be able to feel it... they'll start to feel sad (or happy) ... then more sad (or happy) ... then even more sad (or happy) until the phase arrives.
They can get a depressive phase or a manic phase... and there is no pattern, so it's possible that, during a sim life, a maniac phase never triggers.
Depressive phase is mostly the same as clinical depression.
Mania is exactly the opposite. The sim will learn faster, feel more positive buffs, and less negative buffs (all but anger) and can get some random intense moods: they can go in hyper focus, become incredibly creative, become incredibly energized, be over confident and hypersexual, or being very angry. A phase can last days or months (there isn't a pattern in this either, every time the sim has the chance to get a random mood, the possibility of the phase ending also exist.)
Risky Factors (in order of relevance):
- Active, Creative and Genius and Non Committal
- Pre-existing conditions of Clinical Depression
- Hot Headed, Erratic, Dance Machine, Music Lover, Cheerful, and Gloomy
- Teens cannot get this diagnosis (too soon).
- Being energized, angry or sad at the visit increases the chance
Being just fine reduces a bit the chance. This one can be misdiagnosed as Clinical depression. Meaning: a Bipolar cannot be diagnosed also with Clinical depression, but a chronically depressed can be re-diagnosed as Bipolar. In that case, the depression trait gets replaced with bipolar.
NARCISSISTIC PERSONALITY DISORDER
Major disorder, can be misdiagnosed as Bipolar Disorder or Borderline. Sims with this disorder are mostly normal but they crave attention, they have a low self-esteem deep down, so they need people to keep recognizing the grandiosity they try show to the world. They’ll be ok, as long as they have positive social interactions reinforcing their mask, this is especially true for compliments, but they’ll feel bad if these attentions are lacking, and they can get extremely frustrated or sad. They can also manipulate people trying to convince them of their grandiosity, in case of success, they’ll have the strongest confident feel they can get, in case of failure, they’ll just get angry.
Sims with this disorder will mostly have problems to focus. Energized emotions will be amplified, when focused ones will be penalized, they also have problems learning skills. They can become hyperactive or very irritable at times, and not be able to stay put. ADHD is the only disorder that can be diagnosed since the child age.
I also changed a bit of things around. Children should now be able to ask for a diagnosis.
You can force the outcome of the diagnosis. Enable testingcheats on and shift click on your sim, under the Mental Health manu you'll find the various possible outcomes.
Right now the diagnosis will tell you that you can purchase the therapy and visit the doctor.. you can't... I've yet to add those features.
I suggest you to leave all the package in their folders, I'll merge them in the future.
Visit a psychiatrist to get a diagnosis
Take a medical treatment if you got a diagnosis
You will not get to chose the diagnosis, it depends on personality traits, gender options, mood and age.
BTW the diagnosis will affect your sim behaviour of course.
This is another mod that has been on my to-do list for a while.
As the title suggest, this mod gives your Sim the option to take HRT for transitioning or other story telling purposes. It adds 3 new items you can purchase on the Computer:
Tostran 2% Gel (Testosterone), EstradiolGel 0.1% Gel (Estrogen) and Anti-androgen Treatment
(there are various solutions for taking hormones, I chose to introduce only the gel ones for various reasons, one of them is that the shots are monthly and I don't know what lifespan/season length other people play)
To unlock the option to buy them, you need to visit a doctor to get the prescription:
Research Hormone Replacement Therapy on the web. Once done, the option to visit the Doctor will unlock on the phone:
Your Sim will be away for a while
Once they got the prescription, you can purchase hormones from the PC under the "order" menu
Taking the Therapy:
To keep up with the therapy, you need to take hormones on a daily basis. The effect wears off in 24 hours. You'll not be able to take hormones twice a day.
The effects of the hormones are different between estrogens and testosterone (they actually vary from person to person, like I never experienced more sex drive, for example, but I went for a standard approach in this mod)
You only need Testosterone.
Immediate: gives a +1 energized buff and makes them more likely to exercise for a couple of hours
Increases muscle gain, increases fat loss, increases physical stamina, increases hunger, on an emotional level, makes your sim more irritable (anger will decrease slower and they will feel it a bit more) increases the sexual drive (flirty buffs) and all the energized buffs. Lasts 24 hours
Testosterone can give random angry, flirty or energized buffs;
You need both Estrogen and Anti-Androgen to have the full ride.
Immediate: gives a +1 confident buff and makes them more likely to flirt for a couple of hours
Increases fat gain, decreases hunger, makes harder to build muscles, on an emotional level, makes the Sim generally more emotional. Lasts 24 hours.
Estrogen can give mood swings (Optional) - to add this, I would have had to replace a lot of tuning from Maxis. Since I didn't want to, I used a trick... the estrogen buff will add the uncontrolled emotions trait to your sim (unless they already have it, or have the controlled emotions one) and will remove it once it's removed. THE PROBLEM: this method will remove the trait also if the sim has it from aging up... you'll need to add it back manually at the end of the therapy. For this reason, this feature is optional (estrogen, though, gives moods swings on high doses like the ones for HRT, and I wanted this realism)
Increases muscles loss
This is only for the transition phase, you'll still need to go in CAS and fix the gender options/sliders in case you want to... also, usually you need to take the therapy all life long, but in the game you can actually stop once you got the desired result, I chose to not cast this hassle on your sims.
You can use this mod to play other things too, like hypogonadism, 'cause I put no restrictions of genders on buying the hormones.
ADDED (This was supposed to be a small, simple mod...):
-Made the research on the PC relevant. Now, before unlocking the option on the phone, you need to make the research on the PC.
- Making the research on the PC will also unlock the option to tell other sims about your sim's intention to start the therapy.
- Once the other sim knows, they can ask your sim about the therapy.
I hate these too...
It doesn't seem like there is a proper way to nuke them entirely with tuning... but I increased the cooldown and the schedule, multiplied by 4... should make them appear less often.
I recently had to unmerge all my CC so I took the opportunity to export a CC version of Nephele, and I added her to the post, too... so she can look in your game as she looks in mine. I use these default eyes that are not included: whisperer eyes
If the skintone doesn't show, I think it's one of these
Made some changes to the ingredients. Then I decided to go crazy, and use the cannabis from Basemental Drugs... why? Because weed is used in witchcraft since the ancient times.
Pick only the regular or the weed version for witches and for vampires if you have vampire magic. The weed version requires Basemental Drugs or it will not work. I only used the object definition of the uncured weed.
After ONE YEAR of resetting my Sims just after they successfully cast a spell, I found the way to...
They do after casting a spell.
If you've been following me for a while you know that I don't like the fact that the standing animations are different between males and females for teen+ (they go back to be the same for elders) ...
I found this while I was trying to fix the mod that was causing the annoying "mh-mh" clip to play at random in my game... so...
I changed the default standing idles to be the same for both males and females. And I used the males one because it's the most gender neutral of the two (the female one is a bit too smiley for my taste, otherwise I would have probably made a mix)
This is very likely only an annoyance I have...
I also include a package that removes the special idles for elders and changes them to be the same as adults (the mod I was trying to fix was supposed to reduce just that)
I may have another good news, though...
Another stupid integration for RoM with previous packs that are not integrated with it... OR is one of my favourite packs, and why on earth a witch should brew herbalism remedies on the stove or grill when a cauldron is available?!
Since the cauldron makes 4 remedies, the ingredients requirement is 4 times the one to brew on the stove.
Also... if you don't want the insects into the remedies, I have a version of the recipes without the insects... this is based on my personal overhaul (I was using LMS Sam one, but, for a change, I didn't like some choices for the ingredients) so I'll include that too. No pictures because I'm lazy today.
Trying to play the game a bit...
- Had to replace doors and windows
- The camera controls in Tab mode don't work anymore (page Up/Down)
- I'm having a random clip audio playing around in the Magic Real (a sim making the "mh-mh" sound)
And then there is this old fucking bug of the holiday decorations on community lots that once up stay stuck until the next holiday and cannot be taken down, that according to the QA site was fixed ages ago... like for fuck is fixed!
So I made a debug interaction to take down the bloody decorations on every lot.
Testing cheats on, shift click on terrain, take down decorations.
A bunch of mods needed updating:
- Vampire Magic, only the walkby package
- Celebrities Quarantine
- EL Community Jobs
- Nephele as the Hermit, only the package
- No good vampires night time bite
- RoM Portal Only Spellcasters
- Don't turn my npcs into spellcasters
- Walkby Overhaul
Everything is included in the .zip below.
No Random Townies (Testing) is updated too in its own post
Right now. If there are other modders reading who don't want to buy the new stupid GP and need to update mods with filters, traits relative to Batuu npcs were added to almost every filter in game. I'll include a couple of Xmls in case someone needs them.
I missed a couple of spells, now they're added too:
Maxis took the disturb to block everything on Batuu, and I took the disturb to unblock it.
Vampires and Mermaid powers unblocked as well.
There are some conflicts with other of my mods, in case you have the conflicting mods, only install the packages that don't conflict and you're good to go. Details are inside the .zip.
This is the new version of the old IR-Cheating Mod. If you have the old version, remove it before installing this one, especially the script. This mod doesn't need a script anymore, instead, you need the XML INJECTOR
- Please wait to translate this mod, I still have to add more interactions and strings.
If you had the old IR Cheating, you know what this mod is about, I reworked it from scratch though, to eliminate the need for the constructor and some bugs I could not address otherwise. The mod now relies on broadcasters instead of proximity buff, so it doesn't matter anymore if the jealous sim walks away, and it's a lot faster and precise to identify the parts. It also doesn't add traits anymore, everything works with temporary buffs.
IR Cheating is a rework of the game jealousy system.
As it is in vanilla, the jealousy system is pretty lame. For example, there is no way to tell the partner that it was a misunderstanding if a random sim flirts whit yours, the partner of the jealous sim doesn't acknowledge the jealousy, doesn't even stop flirting or talking with the other sim. IR Cheating attempts to fix all of this.
The MAIN file of IR Cheating can be used on its own. The most basic features are giving a reaction to the cheater sim and make it stop talking with the other sim:
Giving a buff to the sim who flirted with the partner (only in case of a romance relationship present, a random flirt will not trigger the buff on the third sim), and give the possibility to the potential cheater to explain the situation to the partner, thus removing the jealousy buffs and fixing the relationship. The new interactions are under their own pie menu:
The cheater has the possibility to explain themselves or apologize for the flirting. Be ware that the mod knows how serious the cheating was, so the interactions have the possibility to make the situation worse if there is a high enough romance between the cheater and the third person:
This is separated and optional. When installing this package, the mod will also know the relationship existing between the person that was cheated with, and the third sim, and the reactions will change accordingly:
The mod recognizes and changes the reaction based on:
- Friendly relationships between the sim cheated on and the sim cheated with:
Friends, BFF, Enemies, Disliked Sims will have different reactions.
- Family relationships between the sim cheated on and the sim cheated with:
Siblings, Parents, Children, Family Members will have different reactions.
Broken up/divorced and a special situation for Ghosts with widows.
Flirts, Lovers, Committed Relationships.
Wicked Whims Addon:
NOTICE: This mod doesn't include anything from Wicked Whims, only calls the instance ID of the traits, for these interactions to work correctly you need Wicked Whims, you can use them even without but they'll do nothing at all.
These are the interactions I wanted to add. I don't play much relationships in game (I go for achievements) so I have no idea of how most of it works, much less I play with WW sex features, I only use them for writing, so don't ask me something related to sex in this mod, because I quite frankly don't know shit about sex. But I decided to rely on wicked whims for this feature because it's way better than anything I could come up with.
This is just a more "Immersive" way to add to your Sims the traits from WW that you can add with the mod menu:
Instead of going in the menu, you can now ask your sim's partner to be in a poly relationship, in a sexually open relationship, you can reveal fertility issues or asexuality.
What happens when you perform the interactions, is that your sims get the reward traits from WW (Polygamous, Adulterer, Infertile and Sexually Abstinent). In case of polygamy and open relationship, both sims involved in the interaction get the trait. In case of infertility and asexuality only the actor gets the trait (you can still perform the interaction even after, but only once per sim, once you said it, the sim knows).
What happens after you get the traits is on Wicked Whims.
A Poly relationship specifically will show in the relationship panel, will be removed if the sims break up the maxis standard relationship and can be removed anytime, but doesn't replace the "girlfriend/boyfriend" or any other maxis relbit in sense of functionality... is just something you can have for storytelling purpose.
The interactions can be used without wicked whims but they do nothing at all (apart adding the relbit)
The mod can already be used as it is. Since there are a ton of variables, and I can't test them all, please report any weirdness you find.
(there are some weird situations when the sims are all romantically involved, those will be addressed when I'll add more interactions. By the way, if the sim reacting has a romance with the third sim, they'll be flagged as cheaters too and will have the possibility to apologize or explain the situation to both the original cheater and the third sim.)
The String Tables are separated. You need the STBL package for the text to appear in game.
So... yesterday patch broke all the rabbit hole tunings... affected mods should be the roommate appropriate food, and most likely teen/children jump schools. I'm patching now and I'll export the new tunings/check the mods later. Meanwhile let me know if you find other mods affected.
Appropriate food has been updated.
The other mods were not affected by the change.
Master Magic has been updated (not patch related, but I forgot to fix the snippet)
Another small mod I did while waiting for my game to load... I think loners should actually feel tense from having a new potential stalker calling and coming at their door night and day... either that you take it as misanthropy or social anxiety... instead they feel... happy, like everyone else.
This mod requires the XML Injector, make sure you have Version 3 (the injector was updated further since February despite the note on the site)
PLEASE READ THE INSTRUCTIONS.
This is a mod that's been in my to-do list for a long time. I like the Dog and Cat lovers trait, what I don't like is them being Personality traits. To me, they don't impact gameplay in such a way to justify them taking a Personality slot. I always though they'd work better as rewards, so I moved them.
Since they're used in a number of things, I can't clone them, they need to be overridden, as a result, if you install this mod, you need to go around and manually fix those sims that had the traits as personality. The trait they had will be awarded automatically:
But on loading the game, you'll get this notification:
That's because one personality trait has been removed from these sims. I suggest you to go around and fix them as soon as possible.
Every other effect these traits have will be the same.
Added - Vegetarian. Same instructions apply, so I'll not make a new post.
I don't know if someone fixed this already... it was annoying me and it was easier to just look at the files...
Sims are getting the notification of gigs being available when NOT in a freelancer career. Maxis forgot a test in the dramanode for the Maker Freelancer career.
- One makes them just not have a buff at all, it's replaced by an hidden one.
- One makes them be happy about it.
Version with or without the green VFX of both.
Pick only one.
Fixed some problems in Master Magic, details are in the post:
Updated the No Random Townies test mod to make it less strict with vendors and other roles:
Uploaded translations here and there (I have more to add sitting around). The ones for Master Magic are most likely in need to be redone, because I added a ton of lines while the mod was being translated, so I didn't add those. I need to know if the translations are up to date (I'm most likely not going to add more lines.)
Been a while since I made a tutorial. I already did a tutorial about this, but the stuff can be confusing and that was only for the Test Autonomous. This is, more in general, about tests. If you try to do a mod, you'll find tests everywhere. I have two opened here that I know quite well:
They're quite different, and to show you how much, I'll collapse everything is inside the main <L n="test"> list in both:
GP08 - Teach Magic TestSet:
GP04 - Vampire Can Drink TestSet:
So, what's different?
The Vampire Can Drink TestSet is a singular list of ANDs, meaning that the sims involved in the interaction that calls this test need to meet all requirements in order to pass it and for the interaction to run. Here is the reading of the Vampire Can Drink TestSet:
The Teach Spell TestSet is 3 lists of ANDs, separated by an OR. Meaning that the sims must pass everything inside one of the three lists, but it's not required that they pass all of the three lists of OR, passing what's inside one of the three <L> is enough. Here is the reading of the Teach Spell TestSet:
You'll find tests everywhere, as I said, for example, in the interactions, two important ones are at the bottom. The Autonomous test and the Global test:
The autonomous test decides who can run this interaction autonomously, and can be, often is, a list of OR:
It's not required for a sim to pass the whole test, one or the two OR in this case, is enough.
The test global decides if the interaction is or is not available at all for a sim, and as far as I can tell, is always a list of ANDs:
Meaning that the sim must pass the whole global test to have the interaction appear at all.
Should help them finding the bookcase to put away books.
I'm looking into reworking IR Cheating now that I know how to move around the files a bit better, I promise nothing yet, because Maxis jealousy system is very messy, so I may need to work my own system to identify the cheater and the person cheated on, anyway...
Something that bugs me... the jealousy reaction, by default, happens only for committed relationships and for sims that have +30 points in romance... meaning that you can kiss a love interest in front of another love interest with no consequences at all... I never liked it, so I lowered the score a bit and added the condition that if you recently had a first kiss or woohoo with someone, they will react.
This may become redundant if I get around reworking IR cheating.
Should reduce a bit the autonomy of the mean interactions for the mean trait.
Finally gave up and manually fixed it. I may manually fix it more in the future to get rid of the Constructor all together. The "rock group medium 01" bug should be gone now.
I had problems with NPCC lately, sadly, because I love the assign townies function of that mod... I have problems with townies overhaul less fame too, because it alters a lot of filters and conflicts with a lot of mods, so I made my own version, easy to manage and pinpoint problems in case of conflicts. I need some help testing this mod, though...
So, this is basically the same as townie overhaul, the concept is exactly the same, but, as I said, I needed something I could manage, so I separated the altered filters by EP/GP/SP, so that if I get a problem in University world, I know where I need to look.
If you're about to test this mod, here are the instructions:
Keep all the files inside their folder. Don't mix it with other mods:
There are a bunch of mods that conflict with it, of mine:
They're all updated to work with it, and if you install it, they need to go in the Overrides folder. All the updated versions are included in the In Overrides archive of this post, not in their own post.
Conflicts with mods from other creators:
Probably conflicts with a lot of mods from other creators too... if you suspect a conflict, open the mod and look for sim filter tunings:
if they're overrides of maxis tuning (the name of the modder is not in front of the name of the tuning) then it conflicts. I'll post a tutorial on how to make them work together.
KEEP THIS MOD OUT OF THE OVERRIDES FOLDER. Move all the conflicting mods into the overrides.
If you get a problem, I need to know where and in what occasion, example:
Random townie generated during college organization gathering in University world.
This will probably NOT completely stop townies. I still get a random adult generated in University, for example, and don't know where the hell he's coming from... but it will reduce them for sure.
Fixed the non assignation of role, now, in order to fix it, I excluded them, so the game will still generate randoms if it can't find a good sim to use. Sims not getting the roles was exactly the problem I had with the other mods, the best solution I found is remove the roles from the mod all together and set MCCC to import the new generated sims from the tray 'cause if I remove some things from the filter, then the game gives the roles to sims I don't want to (like Vlad that was picked as a vendor, the problem I had with NPCC)
UPDATED FOR BATUU
- removed some stuff that I don't think it's necessary, I may be wrong though
- reduced the number of conflicting mods. Don't turn my npc into spallcasters is now included in this mod. The others are updated separately
- Separated the game breaking jobs from the main mod, in case the game fails to pick sims for jobs, you can do two things:
1- remove the important job package, let the game generate those sims, put the package back when you're satisfied with the number of workers you have
2 - Use Npcc to assign the roles, then remove the mod.
Another small mod... doesn't need explanations. I just added OR plants to the list.
Just found out that it's Herbio, whatever...
PLUS: Ask the Sages to be your teachers and build a relationship with special interactions!
READING THE DESCRIPTION OF THIS MOD IS MADATORY
This mod modifies in game mechanics and has some incompatibilities, I'll not give support if you didn't read.
This mod requires the XML INJECTOR
So Maxis gave us three schools of magic that matters NOTHING. I've been wanting to do this mod for a while but I knew that, while not technically difficult, it was a pain in the ass. In the end I decided to just do it...
What's the purpose of this mod?
The purpose of the mod is personalize your mage by giving them a specialization in one of the three schools. Being a specialized mage means that when try to use magic from another school of magic, they'll fail more often than not. The purpose is purely story telling/roleplay, i didn't add a bonus for the spells of the chosen school, because, honestly, there is no need... they already barely fails at magic.
This mod adds three traits you can pick from:
Mischief Mage: specialized in Mischief Magic, they stand more or less in the middle. They have a hard time casting spells from other schools, but not as much as an Untamed mage casting Practical spells. They're more in line with Untamed Magic.
Untamed Mage: specialized in Untamed Magic, they have a hard time with Practical spells, not so much with mischief ones, especially the one in line with their school (like the fight spell). Be ware that Untamed Magic is the harder to use if you're not a specialist.
Practical Mage: specialized in Practical Magic, they have a hard time with Untamed spells. Not so much with mischief ones, especially the ones in line with their school, like the transform and the love spell.
How do you become a specialized Mage?
The Sages have new interactions. You can ask your chosen Sage to become your teacher:
You can also ask them information about their school of magic before choosing. You can drop the teacher at any time, but you'll not be able to have them as teachers again, if you do.
If you drop your teacher, you'll be able to pick another.
Once you picked a Sage, you'll still be able to learn from the other ones, but not ask them to be your teacher. Having a teacher will give you the specialization trait:
At this point, my modifications to the success and failure rate of the spells will apply.
You will have special interactions with your teacher! You can, for example, ask them about magic or about the magic realm:
And they will ACTUALLY teach you:
Once learned the Ultimate Spell, you can ask them to complete your training, at that point you will have a new interaction to ask your ex-teacher for advice (the informative interactions about magic and the magic realm will not be available anymore, since at that point you should be well versed in that.) The chosen Sage will show in the relationship panel as your teacher.
Make it mandatory - the system IS NOT mandatory by default. meaning that you can have the option without being forced to use it. There is a package to make it MANDATORY, it will remove the "ask to teach spell" interaction until you chose a Sage.
Specialized Sages - Makes the sages Specialized Mages by default. This option is not compatible with Play As The Sage... the mod is updated to include it. If you use it, DON'T INSTAL THE BUFFS PACKAGE, just grab the update.
Untamed Spells - the modified untamed spells are not compatible with Untamed Magic is Untamed, the mod is updated to include the changes. You need either this package or the Untamed magic is Untamed for this mod to work as intended.
Becoming a traditional witch will remove the specialization
HERE IS HOW THE MOD SHOULD LOOK LIKE WITH ALL OPTIONS ACTIVE AND ALL OTHER MY MODS THAT CONFLICT WITH IT:
Untamed Magic is Untamed can be both V1 or V2
Added 2 new interactions with your teacher:
Ask Lesson - They will give you some information about the various spells in their school of magic. These are in line with Maxis canon in order to fit everyone's game.
Chit-Chat - you can now just chit chat with your teacher! Maybe you'll get a gift.
PLAY AS THE SAGE:
If you play as the sage, you'll have the options to ask your students about their progresses and to chit chat with them.
Fixed a problem in the string tables.
Untamed Mages: build less charge
Mischief Mages: increase mischief skill faster
Practical Mages: gain more XP
All the Mages will have more desire to socialize with their teachers when left on autonomy (and the teacher is on their role)
Mischief Mages can now tell the future!
This is an ability only Mischief Mages have (they have less spells than the others in vanilla, so...).
You can ask a Mischief Mage to tell your future (they can't tell other Mischief Mages future, though) and there are 4 outcomes:
Neutral - no effects
Bright - affects positively your sim day
Bad - affect negatively your sim day
Doom - better send your sim to bed...
They can tell their own future by looking in the mirror, the outcomes are the same.
Under Faba's request: there is a new Mischief interaction exclusive to Mischief Mages: Predict Doom, with this, they can actively ruin another sim day.
The emotional buffs last few hours, the effects last 24 hours.
A word of advice: don't ask if you failed drinking the luck potion... it can only get worse.
Untamed Mages can now cast Curses!
These are not Maxis curses (they're set to work only on Witches and are jokes, anyway), these are brand new curses I did from scratch. There are 5 custom curses, in order:
Curse Of Misfortune - makes the sim have a very bad luck.
Curse Of Infinite Loneliness - no social interaction for the sim under this curse will succeed.
Curse Of Perpetual Flame - it will be very likely for the sim under this curse to accidentally cause a fire...
Curse Of Unreachable Happiness - the sim under this curse will not feel happiness... or any positive emotion, for what matters. on the other hand, negative emotions will be twice as strong as normal.
Evil Eye - all the above, all together.
The curses unlock as you rank up, you'll not find them in the spell book. And they have their own category (curses). The first one unlocks at rank 2.
Be ware that there is a rule in Magic... when you use magic to cause harm, you risk bringing the same harm into your life... yep, these curses increment YOUR risk to get a curse, too... even when you succeed casting them.
Practical Mages can remove the above curses
At Rank 2, they can remove them from themselves, at Rank 3, they can be asked to remove them, too. Only Practical Mages can remove the curse cast by an Untamed Mage.
- Ok, I'm done now, promise.
Integrated with Traditional Witchcraft. Curses, fortune telling and ability to remove curses unlocked for Traditional Witches and Vampire Traditional Witches.
Now I'm done for real.
Russian (Trail_of_blood) - Portuguese (Melqui Viana)
09/10 - I missed a couple of spells, added them to the mod. I'll not update this to add the region restriction Maxis put on Batuu.
Two small mods I did for an upcoming mod I was working on:
Harder Sages will make it so the relationship required with the Sages in order for them to teach you will need to be higher (50+, 15+ if the witch is past rank 3)
No Curses... remove the curses (because I think they're only annoyances)
Does what it says, disables ring door bell situation, because it's annoying.
Pick and choose.
Vampires - No vampires ringing at your door (they come just to hang out anyway)
With relationship - No friends stalking you ("friends"... they usually are sims I met once)
No Neighbours - like fucking Johnny Zest
The stupid option on the door doesn't work (doesn't stick if you quit the game or travel)
I didn't disable the family members... yet (there aren't many of those. these one run 100 times a day)
Added: No welcome wagon (I left the strangerville one though)
UP: Fixed LE on the others too.
Some bugfixes, and updated for Nephele to work
Nephele can now teach magic, and will behave autonomously like a witch (give her a cauldron, she will use it)
By the way, whatever witch or vampire witch you give the traditional witch status and the trait trait_isMasterHerbalist will behave this way and be able to teach magic, so you can make your own witch of the forest (in that case, you only need the package)
To make a sim the hermit of the forest, load them into a lot, enable testingcheats on and use the cheat:
Then evict them.
I've been asked to share The Witch of the Forest from Crossing (the sims I also used in the preview of Traditional Witchcraft) in the role of the Hermit of Granite Falls, similar to Carmilla in Vampire Magic, so here she is. I had to remove her CC so she'll look a bit different in your game.
To use her, you need both Vampire Magic (grab the update I did for her to work) and Traditional Witchcraft (grab the update of this one, too) because she's a Vampire and a Witch. She'll cover the regular role of Maxis Hermit plus she'll be a traditional witch you can ask information about the old ways, too. She's immune to sun, so she'll not die in your game. To make her work, put the .package in your mod folder and the tray files in your tray folder. I didn't test her with NPCC but it probably messes up her spawning. The mod should work with townies overhaul as long as the package is in the Overrides folder.
You'll find her in your Library (enable to show CC, she has custom traits that she'll keep when placed in world) place her in a lot and evict her to have her take the hermit role.
I also made the Hermit trait playable, meaning that it will not be removed if the sim is added to the active household, but the Hermit will not be there or will be replaced by a random in that case.
- Locked her thirst and Vampire Powers motives.
To make your own witch of the forest:
Whatever witch or vampire witch you give the traditional witch status and the trait trait_isMasterHerbalist will behave this way and be able to teach magic, so you can make your own witch of the forest (in that case, you only need the package)
To make a sim the hermit of the forest, load them into a lot, enable testingcheats on and use the cheat:
Then evict them.
UPDATES (Only the package file)
- Batuu Update
On the same note of the other mod, the potion of nausea will now make the sim just vomit only initially... once the nausea effect will wear off.... it will reveal itself for actual, deadly, poison. 100% deadly, no antidots will work... they have some chance to overcome the poison, but if they fail to... they're left to enjoy a slow and painful death.
(Requires Jungle Adventure)
Russian (trail_of_blood) - Portuguese ( Melqui Viana )
Yup. The stupid potion will now actually age down your sim... or age them up, if it fails.
Careful: it can bring you down to child.
I'm not sure children can drink it, but if they can, it will reset their age progression on success.
For elders, it will fill the progression on failure.
Mod idea of Jaqueline Vatore.
There is another mod like this around, and I used it for a while, but there are two things I didn't like about it: the use of fishes and crystals in potions. I wanted to use ingredients from Outdoor Retreat, so I made my own version a while ago an never shared it. If someone is interested in it, though, here it is.
The ingredients on the Potions are changed to this:
Forced Friendship: Moth Luna , 2xToxic Chamomile, Jezebel
Prompt Resurrection: 2xJewel Beetle, 2xPomegranade, Death Flower
Plentiful Needs: 5xValerian Roots, 2xMorel, 5xElderberry
Masterful Insults: Fire ant, 10xMadnip, Morel Toxic
Immortality: 2xDeath Flower, 3xPomegranade, Forbidden Fruit, 10xPlasma Pack
Rejuvenation: Forbidden Fruit, 2xMorel Toxic, 2xCrow Feather
Transcendent Charmer: Mantis, 10xSnowdrop, Moth Luna
Good Fortune: 2xFirefly Rainbow, Rainbow Fish
Magical Aura: Firefly Rainbow, Fireleaf Toxic
Emotional Stability: Soot Spirit, 2xHuckleberry Toxic, 2xChamomile
Alluring Aura: Heartfrog, 2xBlue Morpho, 2xElderberry Toxic
Nausea: 2xMorel Toxic, 4xChamomile Toxic
Curse Cleansing: 2xSnowdrop, Morel Toxic, 2xElderberry Toxic, 3xMandrakes
Perk Purging: Moth Luna, 6xMandrakes
Nimble Mind: 5xValerian Roots, Bee
This mod requires Outdoor Retreat, Season and Pets.
I didn't want to make it too hard but I also wanted to use ingredients that made sense, and make some potions more hard to do (like the potion of immortality). Clearly, with this mod a witch has to know herbalism.
I also have the version of the potions with these ingredients for Vampire Magic, replace the standard one with this one if you want the same ingredients to apply to potions made by vampires.
It was working only for the go to class early interaction, now should work for the standard go to class too.
1 / 8