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Misc Supernatural Mods

hereditary supernaturalism: When babies grow into toddlers they can inherit vampirism/plantsimism/mermaidism/geniism/fairism from their parents, when toddlers grow into children they can inherit lycanthropy, and when they grow into teens they can inherit witchism. Also includes a "vanilla" version that makes vampirism and werewolfism inheritable in teenhood instead, for those who don't have toddler/child vampires or child werewolves.

no supernatural wants: A modularized set of mods that each block one supernatural-related want and its corresponding fear: includes different instances of "become x", "be cured of x", "sim x becomes y", "sim x is cured of y", "sim x summons wolves", and "meet bigfoot".

call supernatural sims at night: Werewolves, plantsims, servos, vampires, and witches will be assumed to be up 24/7 when calling them.

Boiling Oil's slow aging controller for vampires/fairies: Boiling Oil's slow aging controller now able to make vampires age slowly by default. Also includes version for both vampires and my fairy lifestate. By default both age normally until adulthood and then age once a week, but you can easily configure it - see BO's description for more information.

Pescado's creaturefixes without anti-roaches: Pescado's creaturefixes but without the part that stops evil witch NPCs from spawning roaches on community lots.

CJ-NewGenieWishes-Base-and-LBFYouth: [Black_Spirit]'s mod fixing the lost "wish for youth" genie wish (which allows elders to become adults again) and the base mod from Cyjon's new genie wishes combined and made compatible. You still need to download some of Cyjon's wishes for them to show up.

genie wishes for witches and/or playable genies: Allows sims to ask other playable sims to grant genie wishes. For the genie versions, the sim they ask must have the playable genies lamp (found in Deco/Misc) or genie trait (found in Gen/Misc) to be recognized as a genie and thus allowed to grant wishes. Both are included in this download, but you can only have one in your game. The trait requires trait_MAIN from hexagonal-bipyramid's 3t2 traits. For witch versions, the sim they ask must be a witch with max skill. Resurrection wish not included, the lost "wish for youth" genie wish (which allows elders to become adults again) and Cyjon's new genie wishes are (although, witches don't get the metamorphosis and personality wishes, since there are CC potions and spells for that stuff already which they can use).

Mediafire / SFS

1t2 Genie Lamp: Aspiration reward for 1,000 points that'll spawn the TS2 NPC genie but instead of offering you TS2's genie wishes your sim will be given a chance card. 2:1 odds the genie wish will fail.

bigfoot hugs for non-bigfeet: Mod enabling "bigfoot hug" for use by non-bigfeet. Includes autonomous and non-autonomous versions, as well as teen-enabled and not-teen-enabled versions.

disassemble servos: Non-servos who power down servos now get a dialog box offering the chance to disassemble the servo. If they choose to do so, they gain 3,000 simoleons (which can be changed with a tuning constant) and the servo dies via flies.

Witch Mods

witches can conjure grilled cheese: Enabled the Freetime "conjure grilled cheese" aspiration benefit for witches.

no comfort drop when conjuring grilled cheese: Removes the comfort drop from the Freetime "conjure grilled cheese" aspiration benefit.

witches get voodoo dolls: Automatically gives a voodoo doll and the corresponding vacation/regular memories to new witches.

corruptus locus no roaches: "Corruptus Locus" spell won't spawn roaches. Conflicts with creaturefixes, so make sure it loads after.

witch spells mod: Meant to replace the witch spell mods below and magical plantsims and be BCON-tunable. Includes pandorasims spells with the alignment/skill requirements made BCON-tunable.

[Witch Spells Features]
  • no reagents max skill
  • Spell(s) with this option: all
    Default: on*
    About: Bypasses reagents requirements for witches with max skill.
  • reagents required regardless of skill
  • Spell(s) with this option: “Magus Mutatio”
    Default: on
    About: Makes magus mutatio always require reagents regardless of if “no reagents max skill” is on.

  • magical plantsims
  • Spell(s) with this option: all but “Apello Catticus Amicus”, “Tempus Interruptus”, “Servantus Attackum”, “Apello Servantus”
    Default: on for “Beautificus Locus”, “Corruptus Locus”, “Creatum Insecto Volucris”, the pandorasims weather spells, and the pandorasims “Entangle” and "Grow” spells
    About: Lets plantsims cast the spell. They don’t need Maxis reagents, but they do still need custom reagents for their respective spells if those options are enabled.
  • magical fairies (requires fairy lifestate - if you don’t have the fairy lifestate, turn this feature off)
  • Spell(s) with this option: all but “Apello Catticus Amicus”, “Tempus Interruptus”, “Servantus Attackum”, “Apello Servantus”
    Default: on for basically every spell it’s available for except “Mellifera Attackum”, “Magus Mutatio”, and the pandorasims creature spells
    About: Lets fairies cast the spell. They don’t need Maxis reagents, but they do still need custom reagents for their respective spells if those options are enabled.

  • plasma fruit required
  • Spell(s) with this option: pandorasims’s “Dark Cloud” spell
    Default: on
    About: Sims must have a plasma fruit in their inventory to cast the spell. Not affected by “no reagents max skill”.
  • life fruit required
  • Spell(s) with this option: “Vivificus Zombiae”</li>
    Default: on*
    About: Sims must have a life fruit in their inventory to cast the spell. Not affected by “no reagents max skill”.
  • death flower required
  • Spell(s) with this option: “Expello Mortis”
    Default: on*
    About: Sims must have a death flower in their inventory to cast the spell. Not affected by “no reagents max skill”.
  • forbidden fruit required
  • Spell(s) with this option: pandorasims’s “Entangle” spell
    Default: on
    About: Sims must have a forbidden fruit in their inventory to cast the spell. Not affected by “no reagents max skill”.
  • catnip required
  • Spell(s) with this option: “Apello Catticus Amicus”
    Default: on - to change this, tune both the spell itself and “Midge’s Tuning - General”.
    About: Sims must have a harvest of catnip in their inventory to cast the spell. Catnip will always be removed from the inventory regardless of if “no reagents max skill” is on, but if “no reagents max skill” is on witches with max skill will be allowed to cast it anyway.
  • wolfsbane required
  • Spell(s) with this option: pandorasims’s “Wolf’s Breath”
    Default: on
    About: Sims must have a harvest of wolfsbane in their inventory to cast the spell. Not affected by “no reagents max skill”.

  • NPC fail if WCD set
  • Spell(s) with this option: “Beautificus Locus”, “Corruptus Locus”
    Default: on
    About: This is from creaturefixes. It forces the NPC witches to fail in casting beautificus locus/corruptus locus if the weather has already been artificially set.
  • NPC fail if never summoned cat
  • Spell(s) with this option: “Apello Catus Amicus”
    Default: off
    About: This is from nostrayrespawn. It prevents NPC witches from spawning a cat familiar if they do not already have a cat familiar, so as to prevent the game from generating a new character.


Mediafire / SFS

witches with max skill don't need reagents: Mod so witches with max skill don't need reagents to cast spells. Comes in four different versions depending on if you have "spells for non-supernaturals", "spells for non-supernaturals and plantsims", just "magical plantsims", or none of the above. This mod must load after those mods.

spells for non-supernaturals: Mod that gives mellifera attackum and creatum inseco volucris to non-supernatural sims. Includes a version that also allows plantsims, which must load after magical plantsims if you want both.

pandorasims spells with no reagents and neutral enabled: Pandorasims's custom spells edited to not require reagents and all be enabled for neutral witches.

better cc potions:

  • betterccpotions-witchescancraft: A mod to add chosen objects to the list of things witches can craft with their cauldrons.
  • betterccpotions-witchescansell: A mod to add chosen objects to the list of things the matchmaker sells, as well as giving witches the ability to sell Maxis and CC potions from their inventory. Meant to replace "witchesarepotionsellers".
  • CJ-FasterReagents: Cyjon's faster reagents tweaked so as to not slow down the making of CC potions.
"Chosen objects" includes parsimonious's potions to make sims be different supernatural types, smonaff's potions, NL perfume (labeled as "vampire sunblock" in the pie menu), pandorasims' potions, and meduza's zombie maker/cure. To add others use this guide.

puppies, kittens, and spectral cats can use the mirror: Allows sims to change the appearance of their puppies, kittens, and spectral cats through mirrors.



witches can study skill

Adds an option to witch spellbooks to study witch skill without affecting alignment.

Mediafire / SFS



Flyable Broom

  • buyable broom: A broom witches can click on to fly to another lot: they'll first come over and put the broom in their inventory, then use the "fly to" interaction to leave the lot. Uses the default witch broom models, so will pick up any default replacements you have.
  • broomstand: An edited version of shastakiss's 3t2 broomstand whose slot will work with this broom and which has options to buy, place, or take a broom depending on if the slot is empty/has a broom and if the active sim has a broom in their inventory.
  • witches only fly if have broom: A mod so witches will walk to and from lots unless they have the buyable broom in their inventory or they're near one of my 1t2 holes in the ground as walk signs. Replaces "witches don't fly when near hole in ground".
Credits:
- EAxis for the original objects
- shastakiss for the converting the broomstand and making extra recolors



1t2 Hole in the Ground as Functional Walk Sign

The "Hole in the Ground" from Making Magic as a BV walk sign (found in Decorative/Misc), plus two global mods: One to tell witches if they're nearer the "Hole in the Ground" than a mailbox/phonebooth to not fly, and one to make sims always pick the nearest pedestrian portal. The idea is to place a pedestrian portal over the "Hole in the Ground" so when you use it to tell sims to go to another lot they'll always exit at the hole. Besides getting a portal remover/buyable portal so you can do that, I also recommend getting the miner hole included in the picture above.

Credits:
- EAxis for the original hole in the ground and miner hole
- crispsandkerosene for the 1t2 recreation of the hole in the ground
- hafiseazale for the 3t2 miner hole crispsandkerosene included
- Inge Jones for the portal revealer & buyable pedestrian portals that make this more functional



Matchmaker NPC Default Replaced with Maxis Neutral Witch

Credits: EAxis for the witch hat/outfit.

Mediafire / SFS

witches are matchmakers/potionsellers: Two separate mods, one for matchmaking and one for potion-selling, which allow sims to request blind dates/buy potions from their witchy neighbors. Properly gives the witches the money they're paid. Matchmaker mod comes with an alternate version that should allow bigfoot to request dates.

"tell fortune" social: A custom social for the NPC matchmaker/sims working in the paranormal career or 3t2 fortune teller mystic career so that sims can ask to have their fortune told. Uses animations from the matchmaker blind date interaction and text/effects from the BV lucky shrine, with fewer bees. You can add or remove job GUIDs from the BCON to change which careers this interaction is for, just make sure to update the variable "Num Careers" to reflect the total number of careers it's available for. The interaction costs 150 simoleons, which can be changed by tuning the constant "Money", and there's also a constant "Min Paranormal Interest" which, if nonzero, allows for sims with at least that much paranormal interest to tell other sims' fortunes. If you wish to tune it, remember that each interest point actually counts for 100 towards the sim's interest level. Non-autonomous. Older versions can still be downloaded here.

Plantsim Downloads

plantsim mod dump:

  • child & teen plantsims: Toddler plantsims will age up into children/teens, the plantsim overlay is enabled for children/teens, and the sunshine/water desperation actions are enabled for children/teens. Includes Pescado's plantsim overlay layering fix, make sure it loads after creaturefixes. "teentoya" version is for those using Squinge's Teen to Young Adult No College, "parenthood" is for those using piqiwi's 4t2 parenthood mod: make sure they load after those mods.
  • spray add-on: Spraying plants can now turn children, teens, and YAs into plantsims.
  • no plantsims from pesticides: Spraying plants will never turn sims into plantsims.
  • pollen cloud prank turns sims into plantsims: The pollen cloud prank turns the victim into a plantsim if they aren't already. Includes a version that also makes the interaction non-autonomous, as well as versions that only turn the sim into a plantsim if they have <-65 energy.
better disabled motives: Mod so plantsims and servos are less likely to receive drops in their "disabled" motives leading them to try and raise those motives autonomously.

plantsims can change hair: Mod so plantsims can change their hair when using mirrors/objects that call mirror globals.



magical plantsims

A mod that allows plantsims to cast mellifera attackum, creatum insecto volucris, beautificus locus, and corruptus locus even if they aren't witches/have insufficient witch skill/have the wrong witch alignment/don't have the requires reagents. Includes a "cffriendly" version that includes a change made by pescado's creaturefixes that checks if a weather machine has been used and if so forces beautificus/corruptus locus to fail. Either version will need to load after creaturefixes. Despite the preview pic, the newest version makes it so non-witch plantsims won't spawn a wand and will instead just twirl their fingers and generate blue sparkles (disclaimer: blue sparkles might require a resource from my "plantsims can turn into fairies" mod).

Mediafire / SFS

spells for non-supernaturals / spells for non-supernaturals and plantsims: Mod that gives mellifera attackum and creatum inseco volucris to non-supernatural sims. Includes a version that also allows plantsims, which must load after magical plantsims if you want both.



Supernatural Garden

Found in Gardening. Two garden plots (standard maxis and stackables versions - stackables version requires Honeywell's stackables garden plot), 15 simoleons each, which can grow the following plants:

  • Plasma Fruit: harvested fruit can be eaten by vampires to raise hunger or used to stock the fridge
  • Life Fruit (requires bronze badge): harvested fruit can be eaten by non-vampires/zombies to raise hunger and become a day younger or used to stock the fridge
  • Death Flower (requires bronze badge and amotivam’s conversion), I also included an optional mod so sims can use up a death flower from their inventory to plead with the grim reaper if they die (50/50 odds they’ll win).
  • Cowplant (requires silver badge and wintermutea1′s growable cowplant + cowplant buds accessory)
  • Forbidden Fruit (requires gold badge, recommended you get delonariel’s extracted forbidden fruit): spawns a plantbaby if harvested, but if your household is too full or it somehow otherwise isn’t able to make a plantbaby your sim will get compensated with one of delonariel’s extracted forbidden fruit (assuming you have it in your downloads folder, that is).
Credits:
- Eaxis for the original textures, meshes, and gardening code
- honeywell​ for the stackable garden plot
- delonariel for converting the plasma fruit, life fruit, and death flower plants; the plasma and life fruit; and the forbidden fruit
- amotivam for the death flower
- wintermutea1 for the growable cowplant

The plasma and life fruits can be used to stock the juicer but this function is broken for custom harvestables and should not be used. If a non-plantsim harvests a forbidden fruit with no plantsims on the lot they'll be temporarily turned into a plantsim, which maximizes some of their motives, temporarily changes their UI, and may have other unintended side effects.

Mediafire / SFS

Fairy (+ some Plantsim) Downloads

fairy lifestate

A cloned version of the Maxis fairy statue for $0 in Gardening which, when placed in a sim's inventory, will identify that sim as a fairy, and an extracted version of the glow ball effect used in several of the mods on this post. The statue also has options for giving sims gold gardening badges, making them float instead of walk, and resetting their walkstyle. The statue is required for any of my fairy-related mods. Also includes alternative version that looks like one of hexagonal-bipyramid's 3t2 traits: requires "trait_MAIN".

Mediafire / SFS

fairy mod dump:

  • Boiling Oil's slow aging controller updated for fairies: Boiling Oil's slow aging controller edited to recognize fairies. By default, adult and elder fairies will only age once a week, but this is BCON-tunable. Read BO's description for more information.
  • fairies are immortal: An alternative to the edited slow aging controller that keeps fairies from aging. Incompatible with the slow aging controller, just BCON tune the controller if you want to use it and have immortal fairies.
  • fairies float: Fairies will float like ghosts. For sims turned into fairies after installing this mod, it might take reloading the lot or using the fairy statue to make them float initially, but this mod should allow the change to stick between lots.
  • fairies are good gardeners: Fairies tending to seasons crops will have an easier time increasing their crops' quality as if they have a gold gardening badge. Doesn't unlock advanced crops (eggplants, etc.) and might prevent them from gaining badge level by gardening, so you should probably give them a gold badge with the fairy lifestate statue, but maybe someone will find some use for this.
only plantsims/fairies talk to plants: Makes the "talk to plants" interaction only available to plantsims and fairies, without checking their gardening badge level. Also comes with a version for plantsims only.



fairies fly here/plantsims turn into fairies: A mod that enables vampire's "fly here" interaction for fairies OR plantsims and makes them turn into glowing ball when they do so. Also comes with versions that make vampire servos turn into sentrybots instead of bats, including versions with the sentrybot sound effects for vampire servos included. "fairy glow ball" required for the glow effect. ONLY KEEP ONE FILE.



3t2 Fairy Houses Made Functional

Found in Gardening. Has ladybug effect and an interaction fairies and/or plantsims can use to enter and raise their energy/sunshine motive (requires NL, AL, and "fairy glow ball" included in the mod right above). Also comes with a un-interactable version for those who just want them as functional ladybug houses.

Credits:
- EAxis for the original mesh
- HCove for extracting the mesh

Includes mod so that they'll protect nearby plants from bug infections.

Mediafire / SFS

Werewolf Mods

werewolf cure wants for friends only: Sims will only roll wants for other sims to be cured of lycanthropy if they consider the other sim to be a friend.

child lycanthropy and non-age discriminatory savage: perfectly_poiple's child lycanthropy mod cleaned up to conflict less with other mods and to incorporate Sacred_Nym's non-age discriminatory werewolf savage.

permawerewolf / permawerewolf-childlyc: Mod to keep werewolves from changing back in the morning. "childlyc" version is compatible with perfectly_poiple's child lycanthropy mod if it loads last: if you have my cleaned-up version of child lycanthropy or no version of child lycanthropy you should get the standard version of permawerewolf, not "childlyc".

werewolves transform for fights: Mod to make werewolves transform for fights if they aren't already transformed. Skips the hunger drop, energy boost, personality change, and reactions typically associated with werewolf transformations.

werewolves can use mirror: Mod to make active werewolves able to fully use the mirror to change appearance.

werewolves can always grr: Werewolves don't need to be transformed to "Grr".

werewolves can eat fish: Werewolves can eat raw Maxis fish. Animations aren't perfect, but it works.

werewolves and aliens can assess past: Werewolves and aliens can "assess past" on other sims to learn gossip.

werewolves and aliens can assess mood: Werewolves and aliens can use the OFB "assess mood" interaction.







werewolf mod dump:

  • correlated werewolves now compatible with child lycanthropy: Replacement for DEFAULT_Correlated_Werewolf that's compatible with child lycanthropy if it loads last.
  • werecats don't go gray: Allows you to force specific werewolves to use the red/blonde overlay even if they’re an elder, by using the "were adjuster" (looks like the catnip toy and can be found in General/Misc for 0 simoleons): place it and have your werewolf click on it and select the appropriate option. Make sure to use the “make werewolf” options on all werecats before removing it from your downloads folder should you decide to get rid of it. Must load after Poiple's original version of child lycanthropy, can load in any order with my cleaned-up version.
  • correlated werewolf defaults: Correlated werewolf DRs using Pony's Strange Phenomena calico (red) and cheetah (blonde) skins and lilith-sim's feathers werewolf skins (brown for brown, gray for black/gray).

Vampire Downloads

grand vampires outside downtown: Grand vampires can appear as community lot visitors outside downtown.

toddler/child vampires: If you make a toddler/child a vampire through a hacked object or another one of my mods, they'll get the correct overlay, a modded version of Shien/ChemTale's smaller vampire fangs, and not try to use glitchy adult anims (they'll either use normal toddler/child anims or anims I've managed to convert for children). Must load after creaturefixes, can replace Cyjon's flashing blue fangs fix. Also includes aging add-ons that'll allow toddler/child vampires to age normally: the "immortal fairies" version also makes fairies immortal and can replace my immortal fairies mod, the "slow aging controller" version is compatible with Boiling Oil's slow aging controller (either his version or my edited one) as long as it loads last.

vampire motive decay mods:

  • sunlight immmunity for vampires: Vampire's motive decay doesn't change when the sun rises (so, with no other mods, their motives are eternally frozen).
  • LycosV's vampire sunblock with indoor normal decay: Vampires experience the same motive decay as other sims when indoor during the day, and can use perfume as sunblock to make their motives behave as they do at night whether inside or outside.
  • aspiration-based motive decay: Vampires' motive decay is proportional to their aspiration level. Red aspiration means Maxis-levels of motive decay, maximum aspiration means no motive decay, with aspiration levels in between those extremes corresponding to motive decays between those extremes.

  • sims-influences's hunger decay at night with social and fun decay: Social and fun decay for vampires at a normal rate at night, and when they first wake up their hunger drops. Compatible with any of the above daytime mods.
Some of these mods come in allages versions that'll affect toddler/child vampires: if they don't, they don't need it.

vampire kiss more interactions: Made this mod compatible with pescado's creaturefixes (i.e. now they protect against grand vampires biting Crumplebottom and causing game corruption) if they load after creaturefixes. Also increased the energy drop experienced by victims who aren't killed or turned into a vampire so they'll always pass out and made it so non-vampires in the vicinity will leave the room or come watch distressed, but both are tunable: change "change in energy" to -45 if you want the energy drop back to what it was and "push watch?" to 0 if you don't want sims to react. The version labeled "Influence_..._rel" comes with relationship checks, the other one does not.

[Description From Sims-Influence]Features:

1. Every time you click Bite Neck interaction you can choose of several options (originally provided by shaklin):

- “Suck Blood” which satisfies vampire’s hunger need and drains victim’s energy. You can either give your “food“ three additional days of life or not which affects relationship (makes it higher or lower respectively).

- “Vampire Bite”, either transformation or bite of death.
Unlike Maxis interaction shaklin’s vampkiss hadn’t any relationship check which seemed unnatural for me. So…

2. I added it! Now your vampires need to gain certain STR (short-time relationship) points or they won’t be able to bite. Required level depends of victim’s aspiration (Knowledge sims beg for being bitten) and his/her Logic skill (the smarter sim is, the more STR points vampire should gain to bite him). For example, Knowledge sims require 15 STR pts to be bitten DESPITE of their Logic skill and sims having other aspiration and 9+ Logic require at least 44 STR.

No rejects. If victim doesn’t meet requirements the interaction won’t be available.

It replaces shaklin’s mod so delete original if you have it.


vampires can't eat food: Vampires are significantly less likely to autonomously cook/eat, won't gain hunger from eating, and will get food poisoning if they eat.



vampire servos turn into sentrybots: Makes vampire servos turn into sentrybots instead of bats when they "fly here". Also comes with versions that enable "fly here" for plantsims and make them turn into fairies. Or get it with sentrybot sound effects for vampire servos included. ONLY KEEP ONE FILE.

vampires walk normal: Disables the walk overlay given to vampires.



vampires/aliens can influence for free

A mod that allows vampires to influence non-vampires for free. They’ll use the OFB sales/manipulate animation, to make it look like they’re mesmerizing their victim into doing their bidding. Also includes a version so that aliens can influence non-aliens for free, as well as a version incorporating both mods. Aliens don’t get a unique animation and are identified using the alien token from Sophie-David's mirrors of discernment.

Mediafire / SFS

vampires can voodoo: Vampires can use "voodoo/romance" and "voodoo/friendship" even if they don't have a voodoo doll. They use the OFB sales/manipulate animation.

vampire tabula rasa: A tweaked version of the tabula rasa available under Voodoo.../Tabula Rasa for vampires. It allows the vampire to erase the victim's memories and relationship to them.



Vertical Vampire Coffin

A vertical vampire coffin. Standard version found in Comfort/Beds, dresser version found in Misc/Dressers; this is the only difference between the two versions. Slaved to the NL vampire coffin but needs to be open to recolor the fabric. Has torpor interaction.

Credits:
- EAxis for the original coffin
- hafiseazale for making the slaved vertical version



Bonehilda's Coffin for Vampires

Bonehilda's coffin as a vampire coffin. Standard version found in Comfort/Beds, dresser version found in Misc/Dressers; this is the only difference between the two versions. Preview was from the original version, the latest updated version has an animated lit flame. Has torpor interaction.

Credits:
- EAxis for the original mesh
- hafiseazale for extracting the mesh
- shastakiss for the animated flame and extra recolors

coffin torpor: Adds an option to the NL coffin to torpor, which causes the sim to sleep indefinitely (i.e. not get waken up by full energy or at a certain hour). The vertical vampire coffins come with this interaction already.

vampire sleep caller: Boiling-Oil's update of Monique's mod redone to identify CC coffins based on having been cloned from the NL coffin instead of requiring the mod to be updated for every CC coffin.



Baby Bottle Overrides

vampire bottle: Makes it so if the toddler is a vampire sims will produce a special vampire bottle that is grayish with red "milk" and can only be drunk by vampires. Also makes it so vampire toddlers can't drink from the standard baby bottle. Must load after Lamare's accessible toddler high chairs if you have it.

baby bottle: Makes the standard/smart milk bottles semi-transparent with white milk.

Zombies Mods

zombie controller: A BCON-tunable controller that adds new features to zombies. Change the BCON value of any feature to 0 to turn it off. Features include:

  • Disabled Motives: Disables non-hunger motives for zombies. Comes with version of "better disabled motives" that includes zombies, so zombies get fewer hits to their non-hunger motives.
  • Mushrooms: Adds a mushroom and flies effect to zombies.
stinky zombies: Zombies always are stinky for attraction purposes and have a stink cloud, regardless of hygiene level.

zombies can stomp flowers: Unlocks the "stomp flowers" interaction for zombies.

zombie apocalypse: pescado's zombie apocalypse mod changed so:

  • It lasts the same length as a typical maxis fight
  • Zombies made through this mod now get zombie personality and lose skills, just like zombies made through maxis means
  • “Eat brains” is even more attractive to zombies (It appeals to all 7 motives! It’s even more appealing to their hunger motive than it was before!)
  • "Eat brains” maxes the hygiene motive of zombies so they’re less likely to go looking for baths after (less useful if you also get disabled zombie motives, which will keep hygiene maxed on its own, but this way zombie apocalypse on its own can still do an okay job of making zombies “killer machines with no other interests”)
  • “Eat brains” no longer gives a boost to body skill if successful
  • Modified “watch” reactions: non-zombies who are outgoing enough to stay in the room will always be worried, but zombies will still have a full range of reactions depending on their personality. Which is to say, they’ll always boo, because zombies are outgoing and mean. Whether or not one of the participants is the voyeur’s kid no longer matters.



Zombie Overlay

A mod so zombies use an overlay instead of a skin. This must load after ChristianLov’s custom skintone selector if you have it. Comes with Lilith's feathers zombie skin default replacement with the opacity turned down to 40% and now-unnecessary resources stripped.

Download

Alien Mods

For these mods, aliens are identified using the alien token from Sophie-David's mirrors of discernment.



vampires/aliens can influence for free

A mod that allows aliens toinfluence non-aliens for free. Also includes a version so that vampires can influence non-vampires for free, as well as a version incorporating both mods. Vamipres’ll use the OFB sales/manipulate animation, to make it look like they’re mesmerizing their victim into doing their bidding. Aliens don’t get a unique animation.

Mediafire / SFS

werewolves and aliens can assess past: Werewolves and aliens can "assess past" on other sims to learn gossip.

werewolves and aliens can assess mood: Werewolves and aliens can use the OFB "assess mood" interaction.

Miscellaneous Supernatural Downloads



Imaginary Friend Doll

Theraven’s custom version of Javiera's 3t2 imaginary friend doll given a (nonautonomous) option to "summon friend" for sims with less than 50 social so they can summon a social bunny. Found in General/Kids for 49 simoleons, replaces Theraven's version, all recolors for Theraven's original doll will still work.

Credits:
- EAxis for original imaginary friend doll
- Fantasyrogue for extracting it
- Ja-viera for converting it
- Theraven for customizing it

bunny bear summons social bunny: Mod to add the above "summon friend" interaction to the bunny bear from one of the holiday packs.



Bonehilda NPC

A cloned spectral assistant reskinned to look like Bonehilda, a Bonehilda's key that any sim can use to summon this new NPC (found in Hobbies/Misc), and Sentate's Bonehilda "hair" + 3 options for Bonehilda's outfit (Sentate's is previewed, Deedee's are here), all with added resources so they can be used as an NPC outfit. Only pick one of these "NPCOutfit" files. Once downloaded the NPC cannot be safely removed without risking corruption to any neighborhood played since adding the NPC. Maids will quit if allowed to be in the same room as Bonehilda while on the job.

Credits:
- EAxis for making all the original meshes and textures
- sentate for converting Bonehilda to TS2
- deedee for her 3t2 Bonehilda outfits
- shastakiss​ for converting the key to TS2
- hmiller61615 for the custom NPC and summoner I cloned



Bonehilda's TS3 Coffin as TS2 Servo Recharger

Found in Hobbies/Misc. Preview was from the original version, the latest updated version has an animated lit flame.

Credits:
- EAxis for the original mesh
- hafiseazale for extracting the mesh
- shastakiss for the animated flame and extra recolors
- simswardrobe for the servo recharger I cloned to make this
- sentate for making the Bonehilda servo pictured above, as well as whoever made the invisible skin and eyes they used

use bonehilda's coffin recharger when powering down: Mod to make servos in power desperation find the nearest Bonehilda recharger instead of powering down at the sidewalk.

Mediafire / SFS



PICK ONLY ONE:

mermaid mod: A mod so sims with Maxis's cheap driftwood (25 simoleons) in their inventory will change into swimwear when submerged in water.

mermaid trait: A trait available in Gen/Misc for 0 simoleons that when put in a sim's inventory will make them change into swimwear when submerged in water.

Mediafire / SFS

Misc Mods



1t2 burglar music: Default replacement of the music that play when a burglar comes to burgle.

burglary odds tuning mod: Tuning mod to control the frequency of burglaries. By default should double burglaries. The labeled variables are:

  • “Inverse Burglary Odds” (default value: 19), an integer where the higher it is the less burglaries you get. More specifically, the probability of a burglary (given that it’s nighttime, sims are asleep, etc.) is 1/(x+1) where x = “inverse burglary odds”, so the default probability is 1/20 or 5%. As a starting point I decided to double that to 10% (9).
  • “Min Days Between Burglaries” (default value: 6), the minimum number of days that must elapse before the game will allow another burglary (to happen to the same household, I assume). I left it at its default value.
no burglars: Eliminate burglaries.

loud parties tuning mod: Tuning mod to control the frequency of cops breaking up parties. By default makes cops more lenient. The labeled variables are:

  • “% Chance Cops Will Come -1” (default value: 50), the chances that a cop will come if a party is deemed eligible to be broken up. I left this as-is.
  • “Earliest Hour Cops Can Come” (default value: 23), the earliest hour cops can come to break up a party (the latest hour is 6 AM). I changed this to 1 (i.e. 1 AM).
  • “Min # Sims For Loud Party” (default value: 8), the minimum number of sims that must be on the lot/in the apartment for it to be eligible to be broken up. I changed it to 10.
butlers and nannies fill pet dishes: if there is a pet dish in need of filling on the lot, butlers/nannies will now fill it.

no regen mods:

  • no vacation locals/tourists regen: Game won't automatically generate vacation locals/tourists.
  • no hobby instructors regen: Game won't regenerate hobby instructors when sims are given hobby memberships/plaques. Must load after nohobbyspam, incorporates the part of it that prevents hobby instructors from barging onto the lot to give memberships/plaques.
no broken plumbing fx: This mod will remove the water-spurting fx from plumbing while still creating puddles.

stray visitation tuning mod: By default, strays will now be twice as likely to visit your sims. Can be tuned using the following variables:

  • “Min Minutes Between Stray Visits” (default value: 90), the minimum number of in-game minutes that must elapse before the game tries again to schedule a stray visit. I left this as-is.
  • “Max Random Additional Time Interval” (default value: 30), the maximum amount of time that can be tacked onto the "min minutes between stray visits" to delay the game trying to schedule a stray visit (basically, each time the game tells the stray controller how long to idle for before it tries to schedule a stray visit again, it randomly generates a number from 0 to this value and adds it to the "min minutes between stray visits", and that's how long the controller idles for). I left this as-is.
  • “% Chance Stray Visit”, the various probabilities of the game being successful at scheduling a stray visit. I doubled these.
guinea pig disease: If a womrat in a dirty cage bites your sim they'll be given a mysterious disease.

apartment residents: Apartment residents will be pulled from the townie, service NPC, and downtownie families, ignoring dangerous NPCs and the landlord, cheerleader, and mascots. If a suitable resident is not found in the chosen family, the game will look for one among the normal townies and, failing that, leave the apartment empty. The "NPCs allowed" BCON contains a "# npcs allowed" constant followed by that number of constants, each with an NPC type code for an allowed NPC. The "apartment families" BCON contains the 9 family instances apartment residents will be pulled from: the first three are for low-class lots, next three for middle-class, last three for high-class.

[List of family instances]
  • 7FFF: service NPCs
  • 7FFE: townies
  • 7FFC: downtownies
  • 7FFA: strays
  • 7FF9: adoptable pets
  • 7FF6: garden club members
  • 7FF3: far east locals
  • 7FFF: mountain locals
  • 7FFF: island locals
  • 7FF0-7FE5: tourists
  • 7FE4: hobby mavens
  • 7FE3: gearheads
  • 7FE2: bohemians
  • 7FE1: jocks
  • 7FE0: techies
  • 7FDF: socialites


multiple roommates pay rent: A mod so if you have Squinge's multiple roommates mod the game will factor in the number of roommates you have when calculating rent. Slightly experimental.

re-enabled diary textures: Sims' diaries will now use the "book_cover_diaryboy" and "book_cover_diarygirl" textures.

"see ghost" and "get new clothing" want/fear disablers: Disables the named want/fears from showing up.

flameproof christmas trees The Christmas trees from the holiday stuff packs are no longer super flammable.

matchmaker name fix: Removes six instances where a Romani slur was used in-game (three wants, the love potion catalog description, an Adventurer chance card, and the dialog box when you pick how much to pay for a blind date).

MogHughson's postal system with travel cards added: Replaces two of the resources from MogHughson's postal system so that future creators can make "travel" cards.

crispandkerosene's TwoJeff's Visitor Controller with personality options / TwoJeff's Seasons/BV/FT version, edited: The visitor controller is useful for controlling what sims are allowed to show up on a particular lot, but it also made sims not wear togas for toga parties, come home from work in their casual clothes, used a slur to refer to the matchmaker NPC, and autobanned several NPCs (garden club member, matchmaker, and Mrs. Crumplebottom). I fixed all of that. Must load after Squinge's Watch Kids Enabled if you have that. If you still want some NPCs to be autobanned, you can modify the "Annoying NPC Group" BCON (change the "# in group" value, add that number of values following it, and change each value to the value that corresponds to the NPC you want to autoban.)

[List of NPC values for VC]
  • 1: garden club member
  • 2: matchmaker
  • 3: crumplebottom
  • 4: newspaper delivery
  • 5: mail delivery
  • 6: professors
  • 7: cheerleaders
  • 8: cow mascots
  • 9: llama mascots
  • a: coaches
  • b: streakers
  • c: grand vampires
  • d: charlaton
  • e: head witches