Occult Hybrid Mod

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A mod which fixes various issues which prevent sims with multiple occult types from functioning normally. Also enables all occults for Servos.
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
Known Issues:
  • 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


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
Consult the source code to see which other script functions were modified
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