More Interactions for Vampires
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He's NOT gonna have a good time with these ladies! Not at all!
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No need to guess where does the plasma come from...
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But no matter whence the plasma is from, plasma is still plasma... Tasty as always!
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Don't drink from Zombies, PlantSims and transformed Werewolves. Their plasma is respectively full of dead water, overly-sweet water, and lead-filled water. Servos cannot be drunk from, but hydraulic fluid tastes like oil or plain water anyway!
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Recommended for making friends, NOT for advancing romances...
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Easy victims for more Languor
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Other interactions enabled on mascots and the like
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Momma Vampire and her daughter Bleh!-ing each other is so cute!
BackgroundVampires in Sims 2 gain a few abilites - 2 vanity walk styles, scaring others into peeing themselves, agelessness, and inability to function for one half of a whole day.
I was thinking back to Sims 4 Vampires and their powers, thinking back to CallMeKevin and the videos where Jim Pickens is a Vampire in a bear suit, along with VargSkelethor Joel's Memehouse. I was able to think up a number of social interactions to expand what Vampires can do to other Sims. That, and my incessant belief of how illogical it is for Servos to become Vampires gave me the drives to see these interactions to their completion.

Before these interactions, Sims 2 Vampires to me are just pitiful annoyances; can't do anything in daytime and cannot do anything beyond "scaring" other Sims into peeing themselves...
With these 4 new "vampiric magic" interactions, especially in combination of any mod that changes their motive decays, Aspiration dropped to gold? Go out and shake hands with everyone! Introduce them to the caring psychiatrist and the Flower Bullying Club!
Simps ruining your dates swarming over your Vampires? Use magic trick to puff purple smoke as a formal gesture to tell them it's past their bedtime!
Hungry? Save on that supper bill and make a show out of a suspecting Sim instead! They'll be more mature/retire earlier on top!!
FeaturesGeneral
- "Vampiric Magic": new interactions have motive costs, minimum motives and skill requirements. They also fulfill the Wants of casting a spell (mostly evil). Old interactions have only costs.
- Social Interactions: affect relationship values and reputation (usually negative) and must be performed by and on teens or older. They can be performed on NPCs at work, who otherwise have more limited social menus on them.
- Autonomy Support: 2 non-autonomous interactions can be enabled with simple edits to their TTABs. The conditions are already set for all of them: LTR-based, for Vampires are not inclined to demean their close friends.
- Vampire interactions, both new and old, predominantly require Charisma to succeed. They can be boosted by Witch skill, and defended against by both the skill and good alignment.
- Target Sims can defend against Vampire interactions via several stats and force them to fail. Which stats are vary by each interaction.
- Each interaction is also chance-based. The same interaction that is successful may fail on the next try.
- If the Vampire has high Charisma (7+), then most attempts will be successful as they can overcome the defenses easily.
- If the score is heavily tilted on either side, then failure or success is guaranteed.
- All Vampire interactions are less effective against certain occult Sims to a varying degree.
- Servos are most resistant, followed by transformed Werewolves. Other Vampires and untransformed Werewolves are moderately resistant.
These are new interactions:
Enfeeble
- Requires at least 3 Body skill
- Small Energy and Comfort costs; cannot be performed below 1/4 of either Energy or Hunger
- Dazzles the target with 2 magic-enhanced Blehs!, draining Energy and Comfort from the target.
- If the target ends up at low enough Energy, they may undergo a pseudo-pass out state.
- They can pass out on a community lot, and only if they are not selectable.
- The pseudo-pass out state lasts longer on community lots, as a measure to deal with pesky Sims!

- Effective against: low fitness and low Aspiration Bar
- Defended by: Body skill, high fitness, and high Aspiration bar.
- Wants and Fears: Prank and Irritate.
Plasmophage
- No skill requirement but can only be performed if Hunger is below 1/2.
- Small Energy and Comfort costs
- Very similar to Enfeeble, but a successful dazzle opens the target up to being drained of juicy plasma.
- Greatly restores Hunger and Comfort, and some Energy to the Vampire
- Drains Hunger, Comfort, Energy and Fun from the target
- Subtracts 1 day from the target's lifespan, and lengthening the Vampire's by the same amount, except for teen Vampire.

- May be performed autonomously
- Effective against: low fitness and low Aspiration Bar
- Defended by: Body skill, high fitness, and high Aspiration bar (Same as Enfeeble)
- Wants and Fears: Prank, Irritate and Bite Neck.
- Can backfire if performed on certain occult Sims, leading to motive losses instead.
- These are Zombies, PlantSims, transformed Werewolves, and Servos. (Servos cannot be Plasmophaged normally. :D)
- If the Vampire is also a Zombie, a PlantSim, or a transformed Werewolf, they are not subjected to the backfire feature!
Enthrall
- Requires at least 7 Charisma

- Significant Energy and Hunger costs; cannot be performed below 1/2 of either
- Makes the target receptive to the next set of social interactions, similar to the Compello Acceptus spell.
- The number interactions always accepted starts at 2, and increased by Logic, up to 7.
- Restores some Comfort and Fun to the target
- Drains Social from the target, giving a drive to do social interactions
- The only "positive" Vampire interaction, as it is considered a good spell and builds up both relationship and good reputation.
- May be performed autonomously
- Effective against: high attraction to Vampire and low Aspiration Bar
- Defended by: high LTR and high Aspiration bar
- Wants and Fears: Cast a Good Spell and Appreciate.
Languor
- Requires at least 5 Logic
- Significant Energy and Hunger costs; cannot be performed below 3/8 of either
- Persuades the target to shake hand, opening them up to be drained of Aspiration bar and increasing Vampire's own!

- Restores some Fun to the Vampire
- Restores some Social to the target but drains some Comfort from them
- Increase to Aspiration bar is always the same amount - draining from red yields the same as platinum.
- Transfer of Aspiration score is different - up to 7,500 points stolen.
- If the target's Aspiration bar ends up in the red, then they will lose a random skill point.
- Target may realizes the trick if their Logic is high enough, negating the Social earned and causing relationship loss.
- Still not as evil as SimVacc!

- Effective against: mood above 3/4 the total bar
- Defended by: mood below 3/4 the total bar, low STR and high Charisma
- Wants and Fears: Prank, Appreciate and Be Pickpocketed.
These are old interactions present in NL, they are also changed to the similar standard as the new interactions:
Bite Neck
- Transforms the target into a Vampire, as per the original
- High Energy and Comfort costs; cannot be performed below 5/8 of either
- Greatly restores Hunger and Comfort, and significant amount of Energy.
- Restores Comfort to the target, but also drains some Hunger and Energy from them.
- Chance of success is based on Charisma skill and Witch skill, and can be defended by Witch skill and alignment like new interactions.
- Much less effective against Werewolves, and completely ineffective against or by Servos, unless done between Servos!
- Effective against: high LTR and Knowledge Sims
- Defended by: moderate or lower LTR and Logic skill
Bleh!
- Scares a target Sim, as per the original
- Drains Bladder from the target on a successful scare
- May cause the target to pee themselves if their Bladder is low enough.
- Target may retaliate with an Insult if their nice points is fairly low.
- Greater variety of reactions: scare attempt can fail and be mocked, but may yield a positive reaction instead from a close friend or another Vampire.
- Different scoring system: predominantly requires Body skill, with Charisma secondary. Witch skill and alignment are not taken into account.
- Less effective against Knowledge Sims, Zombies, Servos and transformed Werewolves.
- Effective against: low Aspiration bar
- Defended by: high LTR, Body and Logic skills, and high Aspiration bar
- Wants and Fears: Prank and Irritate.
All new interactions are group within a singular Vampire... menu.
There is a spreadsheet attached to help out with the calculations (Bleh! is called Intimidate and Bite Neck is called Metamorphosis), but I cannot guarantee the ease of understanding, though!

IssuesAlthough all new interactions have their Fallback GUID set to 0, I will still caution about removal of any new interaction, as it may cause the DEBUG - Super Duper Hug to appear.
Please report any other bugs in the comment section.
ConflictsThe GUID for all new interactions are:
Enfeeble: 0x18E6C611, 0x18E6C612
Languor: 0x18E6C613, 0x18E6C614
Enthrall: 0x18E6C615, 0x18E6C616
Plasmophage: 0x18E6C617, 0x18E6C618
Components & Resources
The Bite Neck file modifies or adds to its own group (0x7FB098F7) in the following instances:
BHAVs:
0x00001000, 0x00001001
0x00001002, 0x00001007
BCONs:
0x00001000, 0x00001004, 0x00001007
0x00001008, 0x0000100A
The Bite Neck file also modifies 2 instance of the Person Semi-Global group (0x7F01EC29) - BHAVs: 0x000022F8 and 0x000022F7. They are based on MATY's creaturefixes hack and only used to add motive costs.
The Bleh file modifies or adds to its own group (0x7F9016D9) in the following instances:
BHAVs:
0x00001000, 0x00001001, 0x00001003
0x00001004, 0x00001005, 0x00001006
BCONs:
0x00001000, 0x00001002, 0x00001003
0x00001004, 0x00001007, 0x00001008
0x00001009, 0x0000100A
Additionally, all interactions, both new and old, require my BW's Social Semi-Globals, which is already presented in the .zip and solely contained within the zBW-Globals-Social file. The file may be found amongst my other mods and it reserves instances of the Social Semi-Global group (0x7FD90EDB):
BHAVs:
0x000020C3, 0x0000210A, 0x0000210B
0x0000210C, 0x0000210D, 0x0000210E
0x00002110, 0x00002111, 0x00002112
0x00002113, 0x00002114, 0x00002115
0x00002116, 0x00002117, 0x00002118
BCONs:
0x00002027 (added labels)
0x00002040
Conflicting Mods
Pescado's creaturefixes
I have incorporated functions that make Grand Vampires obey the conditions for "Bite Neck" from. If you use his mod, then it should be loaded before my mod. Otherwise, delete the following BHAVs from creaturefixes.package:
- Interaction - Person B (1001) of group 0x7F9016D9
- Social - Kiss of the Vampire - TEST (22F8) of group 0x7F01EC29
LowMotivesWarning's Kiss of the Vampire Fix
Minor conflicts with my Bite Neck module. I personally recommend deleting the following BHAV from my module:
- Social - Kiss of the Vampire (22F7)
- Tuning (1002) of group 0x7FB098F7
Credits:Nyami for the Autonomous 'Suck Blood' Interaction mod that I based my new interactions on.
Pescado for the creaturefixes hack
SimWardrobe for the work on various shooters, which provided me experience on working with Sims 2 social interactions:
Internet Archive
Sim File Share
| Filename | Type | Size |
|---|---|---|
| zBW-Vamp-Interactions.zip | zip | |
| zBW-Vamp-Enfeeble.package | package | 8281 |
| zBW-Vamp-Enthrall.package | package | 7987 |
| zBW-Vamp-Languor.package | package | 7936 |
| zBW-Vamp-Plasmophage.package | package | 9733 |
| zBW-Vamp-BiteNeck.package | package | 4036 |
| zBW-Vamp-Bleh.package | package | 5153 |
| Spreadsheet - Vampire Interactions.xlsx | xlsx | 11840 |
| zBW-Globals-Social.package | package | 7115 |
The following custom content is included in the downloadable files:
- BW's Social Semi-Globals by Big Woe
Note from the Creator:
BW's Social Semi-Globals always goes by the file name of zBW-Globals-Social. It may be found amongst my more future mods. Therefore, it is recommended to keep it in an easy to access folder, or within the Override folder in the game directory.
Choosing the Override folder can help with customizing my mods.
|
zBW-Vamp-Interactions.zip
Download
Uploaded: 25th Oct 2025, 43.1 KB.
1,636 downloads.
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Install Instructions
1. Download: Click the download link to save the .rar or .zip file(s) to your computer.
2. Extract the zip, rar, or 7z file.
3. Place in Downloads Folder: Cut and paste the .package file(s) into your Downloads folder:
- Origin (Ultimate Collection): Users\(Current User Account)\Documents\EA Games\The Simsâ„¢ 2 Ultimate Collection\Downloads\
- Non-Origin, Windows Vista/7/8/10: Users\(Current User Account)\Documents\EA Games\The Sims 2\Downloads\
- Non-Origin, Windows XP: Documents and Settings\(Current User Account)\My Documents\EA Games\The Sims 2\Downloads\
- Mac: Users\(Current User Account)\Documents\EA Games\The Sims 2\Downloads
- Mac x64: /Library/Containers/com.aspyr.sims2.appstore/Data/Library/Application Support/Aspyr/The Sims 2/Downloads
- For a full, complete guide to downloading complete with pictures and more information, see: Game Help: Downloading for Fracking Idiots.
- Custom content not showing up in the game? See: Game Help: Getting Custom Content to Show Up.
- If you don't have a Downloads folder, just make one. See instructions at: Game Help: No Downloads Folder.
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About Me
Mod update logs can be found on the main pages for mods updated from December 2025 onwards. Otherwise, they are always in the comment sections. Bold line indicates an important fix or a big feature. Some updates may be stated to be non-essential.
I prefer to modify and expand upon other people's contents, since I'm no artist. I will ask content creators still active first, but I'd love if they actually ask me to help out. I also like mods and objects that add more to gameplay (and modify them to add even more!) since everybody else has been making fixes.
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More Interactions for Vampires




