Occult Hybrid Mod
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This mod is still a work in progress, so please report any issues.
The source code is also included within the ts4script file in case development were to suddenly stop, as has happened with a similar mod before.
Update: 2025-10-7
Fixed issues with CAS. Changes made when entering CAS through any in-game interaction or method should now properly stick regardless of which order the sim gained or inherited their occult forms.
Update: 2025-10-6
Finally tracked down one of the major causes of mermaid tails disappearing for hybrids.
- When loading into the game, the game will now properly initialize all occult forms to their proper occult types, instead of the sim's current occult type (the one currently displayed in the needs panel), before trying to copy over the outfits from the save. This should prevent parts such as the mermaid tail from failing to be copied over to the sim.
- Further compatibility fixes with other mods
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Changes to a hybrid's occult forms in CAS (mostly Werewolf) may be reverted upon exiting CAS for the first time in a game session.
Using the mod's Edit in CAS (Solo) interaction or transforming into the occult form you want to edit before entering CAS will bypass this issue.
Old Updates
Update: 2025-9-27
Finally tracked down and fixed an incompatibility issue when using this mod together with specific configurations of other mods which would cause an exception upon loading into the game. This should be the last needed update for a while.
- Addressed an issue where the _generate_sim_info function of the OccultTracker class could cause a LastException with specific configurations of other mods when loading into the game
- Slightly loosened the filtering restrictions for which needs are able to be shown in the needs panel. Note: If the Hydration need disappears from the needs panel for mermaids with a specific mod installed, then use the Toggle Hidden Motives interaction to hide the "Tail Time" need.
Update: 2025-9-26
Bugfixes and compatibility fixes
- Child fairies who age up into teens will now have their wings properly respawn shortly after their first interaction that requires them to walk or move somewhere, which usually forces the game to re-animate their wings
- Using cheats to age a sim down in CAS should now age down their other forms
- The fairy wing objects will now properly be deleted whenever a fairy temporarily shifts out of fairy form when entering CAS, preventing an error when the game tries to run their attach interaction when the game returns to live mode
- The fairy wing objects will now be properly recreated whenever a fairy sim ages up from child->teen or respawns after entering CAS, preventing an error
- The function used when generating occult form data has been adjusted to be more compatible with other mods and to reduce the probability of errors
- Werewolves with the Transformation Mastery perk who shift out of werewolf form will now properly have the hidden transformation mastery buff removed (Note: I plan to rework the transform interaction sometime soon since it was clearly not designed with hybrids in mind)
- Additional error checking was added to fix an issue in which the mod's attempts to read the inventory data of sims who had corrupted or missing inventory data would cause an error
- Attempts were made to fix an edge case where sims who were previously saved as Aliens in CAS to the gallery, loaded from the gallery into a brand-new household in CAS, and then had their occult changed into something else would change into their alien form upon entering live mode. They "should" now remain in their human form
- Occult sims with required occult forms, such as Aliens, Mermaids, Werewolves, and Fairies will now have their forms generated upon loading into the game if they do not have data for those forms
Major Update: 2025-9-23
The experimental version has graduated into becoming the main version
Major code changes to make the mod more stable, clean up the menus, and address some bugs.
Updated the Occult Interaction Tweaks package so werewolf nap and servo recharge will restore emotional force for fairies with the perk which restores it when sleeping.
Also updated the Occult Turn Interactions Unlocker package to unlock nearly all interactions to become occult through gameplay
- Premade Sims (in new saves) and sims downloaded from the gallery who are of occults of packs you do not own will now gain placeholder traits. This will tell the mod to give them the proper occult should you later download or enable the required pack. For example: If you have Life and Death, but not Realm of Magic, then Lady Ravendancer Goth will now have a temporary spellcaster trait that will tell the mod to give her the spellcaster occult if you later install Realm of Magic.
- Fixed needs sorting logic, so it should now be fully compatible with most mods which add custom needs.
- Added an option to hide specific normal display needs from the needs panel, should the mod's logic at detecting an invalid invisible need fail
- The mod will now be able to read the inventories of non-instanced sims, allowing werewolf-fairy hybrids to retain their fur and wing colors if the save is loaded while such a hybrid is not on the active lot (at work, school, etc.).
- The code used to back up forms when entering CAS has been altered to reduce the occurrence of mermaids losing their tails when entering CAS
- Completely overhauled the mod's interactions so they now fit into menus, allowing me to more easily add new functionality
- The settings file has been completely rewritten. The mod will attempt to convert your settings to the new format when you load into the household. The settings file will now have detailed descriptions for each setting describing what they do.
- Figured out how to instantly hide fairy wings when changing forms without forcing the sims to reset
- Added new options, such as disabling the plantsim hair and skin effects
- Hybrid babies are now an optional feature instead of enabled by default. This behavior can be toggled on and off in the settings interaction.
- Babies can now inherit the wing and fur colors of their parents instead of being randomly generating when reaching teen
- To fix an issue with missing mermaid tails and corrupt werewolf forms when aging from child->teen, these forms will now be completely regenerated when a sim ages up and changes into those forms for the first time, instead of the game's default behavior of trying to generate an invalid baby mermaid or werewolf form that ages up. Note: Aging a teen down to child will still corrupt the werewolf form
- The inventory objects which are used to save a hybrid's fur/wing colors and custom textures will now be deleted when the game is loaded and recreated when saving the game, to prevent confusion when certain actions, such as moving in sims, force hidden inventory objects to become visible
- Mermaids *should* no longer have legs when afflicted with an enchanted by nature ailment
- Parents who cured their occults or were the child of occults can pass down genetic data for the occults. For example: The human child of a fairy will still inherit the wing colors of their parents and can pass them down to their children. If the child becomes a fairy later in life through gameplay, they will have the inherited wing colors.
- Former fairies who become a fairy again through gameplay will retain their previous wing colors
- Various other fixes too numerous to list here
Quick Update: 2025-7-23
Fix for the Experimental Version in which the saving process for fairies or werewolves could fail, resulting in relationships being reset.
Update: 2025-7-22
The Experimental Version which supports Fairies and Werewolves having their own separate textures has received a new update to address a few bugs and make the texture tracking system more reliable.
Changes listed below:
- Fairies will now have their wing colors properly saved when transforming for the first time
- Fixed an issue where the mod could fail to reload data used for tracking Fairy and Werewolf textures, causing one form to be blacked out
- Fixed an issue where deleting any werewolf or fairy sim from the game could throw off the mod's entire tracking system
- Fixed an issue where the mod could fail to track a sim's form textures when loading into the game for the first time if they are in human form
- If any of the objects used for tracking data were to somehow become visible and placed in the world, the mod will now immediately attempt to place them back into the sim's hidden inventory
- If any of the objects were to be duplicated, the mod will now erase duplicates when loading into the lot
- Werewolves generating the werewolf form for the first time should now have their fur colors correctly randomly generated instead of all of them being black or grey
- Using any of the mod's interactions to alter the display priority of needs should now force an immediate update in the needs panel for all household sims the next time the needs panel is opened
- Using the interaction to change the priority of the needs panel for the human form should now force all household members to re-evaluate their occult display for their needs panels
- Using the delete form interaction on the Fairy form will now also forcefully remove the fairy wings from the sim, preventing a possible game crash
- This version should now be more compatible with mods which alter the display of the Fairy's Emotional Force need
Old changes to experimental version:
Update: 2025-7-20
Updated the occult turn actions unlocker download with an additional package file which unlocks the interactions required to ask for and plant the seed required to turn your occult sim into a Fairy.
Optional Experimental Version as a separate download which supports Werewolves and Fairies having their own separate textures. Please report any issues with this version.
Changes listed below:
Mini Update: Fixed the new needs filtering system being too strict and filtering out Servo charge. The filter has been adjusted to be slightly more lenient.
[spoiler]
Changes:
- Added a new option in the cfg file: track_custom_textures_and_pelt_layers - Enabled by default, this option will enable support for Werewolf/Fairy hybrids to have their own textures per form. Please see the known issues for notes about this.
- Added a new option in the cfg file: interactions_are_cheats - if set to True it will make the mod's sim interactions into cheat interactions, requiring testing cheats to be enabled and for shift+click to be pressed.
- Added a new option in the cfg file: interactions_phone_only - if set to True it will removes the mod's interactions from sims and forces them to be in the phone menu. This will ignore and override the other interaction options.
- Added a new option in the cfg file: override_motive_sorting - Enabled by default. When enabled, the mod will ignore how trait want the needs to be sorted and instead decide for itself how to sort the needs
- The Vampire Thirst need is now given the same sort order as hunger and should consistently be sorted as the first need in the second row
- The mod will now consider any normal display need without a valid display name to be invalid for the needs panel and will filter them out
- Werewolves who are aged down below teen with cheats will have their temperaments removed
- Werewolves who who are missing the required number of temperaments for their skill rank will now be given temperaments upon loading into the game
- You may need to save the game once in each form the first time you paint your sim's forms, or else the game will only commit your current form's texture to the save file and the other will become invalid and blacked out.
- It is recommended you switch to the form you are editing in live mode the very first time you try to edit it, so the mod can lock in the form's texture id when you load in from CAS
- Before installing this version, if your sim is already a Werewolf/Fairy hybrid, then it is recommended you switch to whichever form you the mod to assign your sim's current texture to
- Your custom textures and fur/wing color data are saved to hidden objects in your sim's inventory.
- If a bug or other glitch forces the hidden objects containing the occult texture data to become visible, then it is recommended you delete them so the mod can regenerate a new hidden set.
- Enabling this texture tracking system will extend load times slightly by about 1-2 seconds depending on your hardware
Update: 2025-7-11
Fixed the vast majority of issues with Werewolf/Fairy hybrids, however the issue with them sharing a single paint texture doesn't seem like it would be easy to fix at the moment, but I will continue to investigate. Relevant fixes have been crossed out in the previous update notes
- Fixed an issue with the game not properly unequipping fairy wings when directly shifting from the fairy occult to another occult, which could cause a crash. Fairies will now have their wings forcibly unequipped when shifting into another occult form. This will usually cause them to reset and clear their queue.
- Adjusted the function the game uses to copy genetics to not copy human genetics such as eyes to the werewolf form
- Adjusted the aging function used by the game so all occult forms should properly be updated and not have any strange surprises, such as werewolves gaining human eyes when aging up.
- Adjusted the occult genetics function the game uses when an occult sim has a baby. This should make the genetics less random, and reduce the occurrence of cases such as babies being skin tones neither parent has.
- Added a new download: Fairy No Vampire Thirst removes vampire thirst from fairies. Designed to be used with my other vampire mods which restore human needs.
- Werewolves and Fairies share the same paint texture, so making any changes to the paint texture while in fairy CAS will void out the werewolf form's fur since the wing texture is the wrong size for the werewolf form's body. Either remove the paint and only use the color swatches, or only paint while in werewolf CAS.
- Mermaids still have a chance to lose their tails in CAS for reasons unknown
- The new sickness introduced in Enchanted by Nature which applies a stone skin texture appears to temporarily bug out the mermaid form while the sim is affected. This is only a visual bug, and the mermaid form will return unharmed when the sickness ends
Old Updates::
Update: 2025-7-10
A quick update rushed out to make Fairy/Werewolf hybrids not be unplayable
WARNING: Fairy hybrids are the most unstable hybrids in the game so far when combined with Werewolf
- Added a new interaction Toggle Long Display for Occults - this allows you to select which occults will not display the long bar need
- Added a new interaction Toggle Orb Display for Occults - this allows you to select which occults will not display the orb need (recommended to toggle fairies)
- Preliminary work on stabilizing the conflicts present in werewolf/fairy hyrbids
- Added a new download OccultTurnActionsUnlocked This will unlock most occult turn interactions, allowing you to create hybrids through normal gameplay. There are a few interactions which are unaffected, such as Greg usually being unable to pass werebies to occult sims
EA modified a few functions, reintroducing the bug with werewolf eyes changing colors or bulging when exiting CAS after modifying another occult- Fixed, but this is not retroactive, you will need to take the werewolf to CAS and randomize the eyes if they are affected- Werewolf/Fairy hybrids are only allowed 1 custom paint texture. Painting a hybrid fairy's wings will void the werewolf form's fur. It is recommended you leave these hybrids as wingless fairies, or simply do not paint their wings
Exiting CAS as a fairy with wings will cause the fairy form to enter a dangerous state in which transforming directly into any other non-human occult form will bug the sim's appearance and can cause a game crash unless you quickly revert back to fairy form or drag them into CAS- Fixed
Hotfix: 2025-7-3
- Fixed the issue with werewolf eyes changing colors when editing other occult forms
- Fixes for a few edge cases which could result in Werewolf hybrids having their wolf forms become black and textureless, such as if the player used manage worlds to enter build mode immediately after loading into a hybrid werewolf's household
Update: 2025-7-2
Small update for the July patch and preparation for Fairies now that their code is in the game
- The Set Human Occult Priority interaction will now list all occults present in the game's code, even if the required pack isn't installed. Non-installed occults will use a default icon and their internal name from the game's script files. This will allow the player to retain a single settings file if they prefer to play multiple saves with different packs disabled
- Fixed a bug where the occult form priority setting would reset when the game was restarted
- Made changes to the functions used to backup and restore occult forms when entering/exiting CAS from live mode in an effort to make them more performant to reduce saving and loading times
- Sims cured of Vampirism should now retain their dark form data if they are made Vampires again
Werewolf eye color might desync from the currently selected color after editing another occult form, causing the Werewolf eye color to randomize when returning to live modeFixed in latest update
Mostly focused on ensuring compatibility with new occults that may be added to the game
It is advised to delete any existing bb_hybrid.cfg file in the mod's folder, if present, when upgrading to a new version of the mod or when installing a new occult pack, so the default settings can generate for the occults in your game
- Added a new interaction: Set Human Occult Priority - This will allow you to set the priority of which occult will be displayed in the needs panel while in human form. Clicking on an occult will move it to the top of the list.
- Removed the fix for the travel bug introduced in EA's May patch, as they have fixed the bug.
- Fixed an issue where the mod might restore the vampire dark form if it was deleted in CAS.
- The Enter CAS as Occult interaction now also displays non-occult as an option.
- The Enter CAS as Occult interaction will now require you to confirm your choice, to prevent accidental misclicks and having to sit through 2 loading screens to go back and select the correct occult.
- The Copy Human Genetics to Form and Copy Human Outfits and Hair to Form interactions will be disabled for occults which have not yet generated form data. For example, if your sim becomes an Alien, the interactions will be disabled for the Alien form until the sim switches to their Alien form for the first time so the game can generate the form.
- Reworked the logic for the needs panel display again to ensure needs are properly sorted on with Vampire-Servo hybrids.
- The mod will now also try to detect custom occults added by mods which directly add new occults to the game's occult system. If a sim has a detected occult, most mod functionality concerning that occult's form will be deferred to the game's default behavior with the assumption that the custom occult's behavior is being controlled by another mod. Currently, I only know of one other mod which adds such an occult.
Mostly focused on ensuring compatibility with occults that may potentially be added with the upcoming Enchanted by Nature pack. This version included major rewrites to the mod's code to accommodate the new priority system allowing users to select which needs will be prioritized in the needs panel, so it will be a separate download until it can be verified that no potential bugs were missed.
- Added a new interaction: Set Orb Priority - This will allow you to prioritize which orb need will be displayed in the needs panel with the ones higher in the list taking priority for sims who have multiple orb needs. Clicking on a need will move it to the top of the list. This will list every orb need in your game, including those added by mods. This interaction will be hidden if you have no packs with orb needs in your game. You will need to reopen the needs panel if it is already open to update the display.
- Added a new interaction: Set Long Priority - The same as the orb interaction, but with long needs, such as Vampire Energy
- The mod will save these settings to a file named "bb_hybrid.cfg" which will be created in the same folder the mod is in
- Optimizations which should ensure shorter loading times when traveling between lots and less memory usage by the mod overall
- Fixed a bug related to EA's May 25th patch. Sims who grew up from Child - > Teen and then gained facial or body hair through the hair growth system should no longer lose that hair when traveling if they had never entered CAS or if the game had not been saved at any point before traveling
- Separated the Vampires not having Servo Charge into a separate download - Requires Vampires and Discover University
- Added Servos not having Vampire Thirst as a separate download - - Requires Vampires and Discover University
Update: 2025-5-30
Mostly focused on fixing bugs EA introduced with the latest patch
- Fixed a bug EA introduced in the latest patch where sims who travel after aging up can transform into stretched-limb horrors if they weren't brought into CAS to allow the game to properly save their age. Sims affected by this bug will have their appearance refreshed momentarily after fully loading in, so the bug may be visible for a second or two
- Fixed an issue EA introduced in which traveling to a new location after changing outfits or occult forms without entering CAS will cause the sim to revert to the previous outfit or have their previous form's textures applied to their body. Sims will have their appearance and outfit refreshed momentarily after fully loading in, so the bug may be visible for a second or two
- Note that the two above fixes may slightly impact loading times while traveling until EA fixes these bugs
- The mod's self-interactions have been enabled for all occult sims
- The interaction to copy genetics or outfits will be hidden for sims who do not have any compatible forms
- The interactions to delete forms or copy genetics or outfits to forms now have a confirm button in their dialogue
- Addressed an EA bug where newly generated werewolves will only have one eye and messed up ears. The fix will only affect newly generated werewolf forms.
- Fixed an EA bug where werewolves may gain an additional temperament every time the save is loaded
- Werewolves will have their extra temperaments removed when the save is loaded, correctly having 1 temperament per werewolf rank, maxing out at 4
- Removing the mermaid occult will now also remove the Mermaid Discovered trait which causes sims to use the mermaid bathtub pose
- Non-mermaids will have the Mermaid Discovered trait automatically removed
- The logic for the needs panel has been rewritten so sorting overrides from traits will once again correctly work, with extra needs added afterwards
- A quick fix to an issue affecting occult sims created in CAS and sims imported from the gallery who have never loaded into the world into as an occult before. They will no longer be reverted into humans.
- The game will now properly recalculate whether the Vampire Dark Form should be enabled or disabled after using the mod's interactions to delete the form or to copy the human form's outfits and genetics to that form
[spoiler]
Fixes:
- All ghost and infant needs should now properly display in the needs panel.
- The needs panel should no longer sometimes switch to human mode when entering into the game.
- Newly turned werewolf hybrids should no longer generate forms with messed up ears.
These forms can be fixed by taking them into CAS and selecting any ear preset.
- Entering into CAS as an Alien, Mermaid, or Werewolf will remove Vampire or Spellcaster specific eye colors from the human form. To fix this, re-enter CAS as a Vampire or Spellcaster and reselect the eye colors.
- Using the command to delete the Werewolf form on a sim who has been a werewolf for a while may cause the new form to generate with incorrect ears. This can be fixed by entering CAS as Werewolf and selecting any ear preset, or it can be prevented by entering CAS as Werewolf immediately so a new form can be properly generated.
- New cheat commands
- occult_add <occult> - Adds the specified occult to the sim. Valid occults are Alien, Vampire, Mermaid, Witch, Werewolf. Not case sensitive.
Example: occult_add witch - occult_remove <occult> - same as above, but removes the occult
Example: occult_remove vampire - occult_edit <occult> - takes the sim into CAS as the specified occult, if they have it
Example: occult_edit mermaid - occult_delete <occult> - deletes the occult form
Example: occult_delete alien - occult_set <occult> - sets the occult displayed in the needs panel
Example: occult_set werewolf
- occult_add <occult> - Adds the specified occult to the sim. Valid occults are Alien, Vampire, Mermaid, Witch, Werewolf. Not case sensitive.
Update: 2025-4-30
Fixes and Changes:
- Spellcaster and Vampire eyes and ears will now more consistently show up in human form thanks to EA's latest patch
However, implementing the fix the means needs panel has returned to its previous behavior of automatically reverting to Vampire or Spellcaster mode when in human form - The Vampire Dark Form will remain deleted if deleted in CAS
- Added new interactions
- Delete Occult Form - Completely erases the selected occult form. A new one will be randomized when your sim next enters the form
- Copy Human Genetics to Occult Form - Copies the sim's body, skin, and face to the selected form. Unavailable for Werewolf form.
This interaction is only available while in human form - Copy Human Outfits and Hair to Occult Form - Copies all of the sim's outfits, hairs, accessories, body hair, etc., to the selected form.
Unavailable for Mermaid and Werewolf form. This interaction is only available while in human form
- Editing the sim in CAS as an Alien, Mermaid, or Werewolf may randomize away the human form's eyes if using a Vampire or Spellcaster option unavailable to normal humans.
- Changing the needs panel's display mode to those occults and then changing outfits while in human form will temporarily revert pointy ear options into normal ears. They will be restored when changing the needs panel back to Vampire or Spellcaster and changing outfits again.
- Copying genetics or outfits to alien form may fail and need to be performed twice for the changes to stick
Update: 2025-29-4
Fixes and new changes!
Fixes:
- Entering CAS no longer randomizes other occult forms, they are temporarily saved by the mod and are restored when exiting CAS
However there is still an unsolved issue of hybrid mermaids sometimes losing their tail when brought into CAS requiring the user to reselect a tail - Vampire dark form interactions are now properly disabled for hybrids if the sim has no dark form data in CAS
- Fixed a bug in which the human form would be overwritten by data from occult forms
- Fixed a possible bug in which sims who entered CAS immediately after having an occult type removed would regain the occult when loading back in
- Complete rewrite of the logic deciding which needs will be displayed
It now prioritizes non-occult needs over occult needs
This is so needs added by custom traits through mods should have priority - The needs panel should now consistently sort needs in the same order every time
However, traits can no longer override the order in which needs are presented
As a consequence, Vampires now have needs sorted as Fun|Thirst|Social|Hygiene instead of Thirst being first - Needs added by occults newer to the game will have priority over older occults
This means the Werewolf Rage need now has priority over the Spellcaster Charge need in the orb display - The needs panel will remain in its current mode if shifting into human form from an occult form that has an experience bar (Vampire, Werewolf)
- The needs panel will remain in its current mode when returning to the game from CAS or traveling, if the current mode has an experience bar
Notable fixes include:
- Hybrids may now safely enter CAS without causing catastrophic damage to the Sim
- New interactions added to hybrids thanks to a custom Hybrid trait which is automatically added and removed: allows you to change which occult is displayed in the needs panel (To spend perk points on specific occults) or enter CAS as a specific occult (any eligible household members will also be that occult in CAS)
- The needs panel is no longer monopolized by the Vampire occult preventing other occult needs from showing up
- The servo trait no longer conflicts with the occult traits, allowing them to have any occult type
(Don't be cruel enough to make your servo a mermaid) - The Magical Bloodline traits no longer conflict with other occults and "should" remain on sims who take on new occult types
- Babies born from parents who were in alternate forms during conception will now use their parents' human forms as the base for their human form, instead of the form the parents were in
This is mostly aimed at babies conceived from parents who were in vampire dark form with undead skin colors while their parents had human skin tones in their normal forms
Requirements:
- Technically, you don't need anything, but it won't do much of anything if you have no packs with occults
Notes and Known Issues:
The needs panel display will automatically default to the following priority: Current transformed form -> Spellcaster -> Vampire -> Newest Occult added by Game Packs- You may now choose the priority through an interaction- The needs panel can only display one "Orb" need at a time. You may choose the priority through an interaction or disable the display for specific occults, such as disabling the orb display while the needs panel is in Fairy mode
- The needs panel can only display one "Long" need at a time. You may choose the priority through an interaction or disable the display for specific occults, such as disabling the long display while the needs panel is in Werewolf mode
- If making a Servo into an occult with an alternate form, it's recommended to use a mod which allows you to "Humanize" them so they don't overwrite their occult forms with robot parts
- Werewolf temperments will only display while the needs panel is in "Werewolf Mode" and Spellcaster curses will only display on the needs panel when it's in "Spellcaster Mode"
- Mermaid hybrids may have no tail when entering CAS
- Some ailments introduced in Enchanted by Nature may temporarily remove the mermaid tail. However it will return if you cure the ailment. This may be an EA bug
- Vampires may not have not have the ability to change their skin tones in CAS (Not sure if EA bug?)
Added Features:
- Servos are now able to become occults
- Plantsims may now become occults
- New Trait - Hybrid - Automatically added to hybrid occults.
This trait adds multiple new self-interactions which allow you to configure most settings, modify your sim in CAS, or change the display of the needs panel - OPTIONAL FILE: Occult Interaction Tweaks
Makes changes to several occult interactions for cross-occult play- The Werewolf Nap interactions now also restore Vampire Energy
- The Mark Territory (pee) interactions now have a time limit, so they don't last forever when used by sims without a bladder need. They now also restore a (very) small amount of Fun, so Servos will at least get something out of using them
- The Groom interaction now slightly restores Servo durability
- The Devour interaction now also restores a small amount of Thirst for Vampires and Emotional Force for Fairies
- The Werewolf Nap and Servo Recharge interactions will restore Emotional Force for Fairies with the perk which restores the need when sleeping
- OPTIONAL FILE: Occult Turn Actions Unlocked
Unlocks most interactions required to make your already occult sim into another occult- Vampires may now turn other occult sims, except Servos and Mermaids. Will release an update for this later
- Occult sims may eat Mermadic Kelp to become Mermaids
- The Sages of Magic in the realm of magic may now turn occult sims into Spellcasters
- Werewolves can now offer the cursed bite to occult sims - (Does not unlock werebies from fighting Greg)
- Occult sims may now ask for and plant the fruit needed to meet mother nature, or they can be directly turned by a fairy with the required perk
- These interactions should also be unlocked for Servos and Plantsims
Overwritten / Modified Resources:
- Nearly every single function in the OccultTracker class has been modified. It is not recommended to use multiple different hybrid stabilizing mods together at the same time.
- the __call__ method of the OccultFormAvailabilityTest class has been modified to make the tests for the Vampire Dark Form interactions be consistent with whether the sim has a dark form or not
- The following script functions of the TraitTracker class in the traits.trait_tracker module have been modified:
- _send_commodity_list_msg
| Filename | Type | Size |
|---|---|---|
| Occult Turn Actions Unlocked.zip | zip | |
| BearlyBearable_FairyTurnInteractionsUnlocked.package | package | 9882 |
| BearlyBearable_MermadicKelpUnlocked.package | package | 1283 |
| BearlyBearable_OccultTurnActionsUnlocked.package | package | 1890 |
| BearlyBearable_VampireTurnInteractionsUnlocked.package | package | 2210 |
| Filename | Type | Size |
|---|---|---|
| BearlyBearable_FairyNoVampireThirst.zip | zip | |
| BearlyBearable_FairyNoVampireThirst.ts4script | ts4script | 6099 |
| Filename | Type | Size |
|---|---|---|
| BearlyBearable_Hybrid.zip | zip | |
| BearlyBearable_Hybrid.package | package | 47274 |
| BearlyBearable_Hybrid.ts4script | ts4script | 415403 |
| Filename | Type | Size |
|---|---|---|
| (Optional) BearlyBearable_ServoNoVampireThirst.zip | zip | |
| BearlyBearable_ServoNoVampireThirst.ts4script | ts4script | 6139 |
| Filename | Type | Size |
|---|---|---|
| (Optional) BearlyBearable_VampireNoServoCharge.zip | zip | |
| BearlyBearable_VampireNoServoCharge.ts4script | ts4script | 6103 |
| Filename | Type | Size |
|---|---|---|
| Occult Interaction Tweaks.zip | zip | |
| BearlyBearable_Hybrid_ServoInteractionTweaks.package | package | 4378 |
| BearlyBearable_Hybrid_WerewolfInteractionTweaks.package | package | 21111 |
|
Occult Turn Actions Unlocked.zip
Download
Uploaded: 23rd Sep 2025, 16.1 KB.
4,188 downloads.
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BearlyBearable_FairyNoVampireThirst.zip
Download
Uploaded: 11th Jul 2025, 2.3 KB.
1,744 downloads.
|
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|
BearlyBearable_Hybrid.zip
| Current version
Download
Uploaded: 7th Oct 2025, 128.7 KB.
5,721 downloads.
|
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|
(Optional) BearlyBearable_ServoNoVampireThirst.zip
Download
Uploaded: 8th Jun 2025, 2.3 KB.
1,364 downloads.
|
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|
(Optional) BearlyBearable_VampireNoServoCharge.zip
Download
Uploaded: 8th Jun 2025, 2.3 KB.
1,284 downloads.
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|
Occult Interaction Tweaks.zip
Download
Uploaded: 23rd Sep 2025, 25.5 KB.
2,528 downloads.
|
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| For a detailed look at individual files, see the Information tab. | ||||||||
Install Instructions
1. Download: Click the File tab to see the download link. Click the link to save the .rar or .zip file(s) to your computer.
Read the upload description for installation instructions. If nothing else is specified, do the following:
2. Extract: Use WinRAR (Windows) to extract the .package file(s) (if included, ts4script as well) from the .rar or .zip file(s).
3. Cut and paste the .package file(s) (if included, ts4script as well) into your Mods folder
- Windows XP: Documents and Settings\(Current User Account)\My Documents\Electronic Arts\The Sims 4\Mods\
- Windows Vista/7/8/8.1: Users\(Current User Account)\Documents\Electronic Arts\The Sims 4\Mods\
Need more information?
- Anyone can use both .rar and .zip files easily! On Windows, use WinRAR.
- If you don't have a Mods folder, just make one.
- Mod still not working? Make sure you have script mods enabled
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Occult Hybrid Mod