Super Powers

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“Prior to the year 2026, Super Power development was the stuff of only rumour and urban legends, confined to the stories told about what happens in the dark alleys of Bridgeport at night. Then, one day, two rogue scientists by the names of Nero Oppelgen and Roderick Synapse completed the first phase of Super Power development for military use in a secret government laboratory beneath Starlight Shores.
A disagreement broke out between the two men and their governmental overseers and the dispute turned heated: both scientists fled with their equipment and technology, which then soon found its way into civilian hands. Over the course of a few months, individual Super Power developments amongst civilians skyrocketed, and then before the government could react, SimNation was facing a whole new brand of chaos.
Rogue Super Villains used their powers for evil, whilst a nuclear disaster at the secret testing laboratory outside of Twinbrook caused a massive surge in Mutations across SimNation, as well as causing a pandemic to sweep the country and cause the death toll to rise even further.
In response to this new calamity, various criminal gangs arose to complicate matters even further. Some gangs were born out of anti-mutant prejudice, some were composed of disgruntled or greedy ex-military outfits working as mercenaries, and some were just composed of whichever psychopath could get their hands on a rifle. Violence across SimNation gripped the land, and now the people live in fear.
How will you adapt to this new world? Will you gift your own Sims Super Powers? Will you reign over the common people in terror? Or will you fight back? Maybe you just want things to continue as they did before.
Whatever the case, the world of Super Powers will never be the same again.”

Introduction:
The Super Powers Mod is a mod that aims to massively change the gameplay of The Sims 3 by changing a large number of game systems to simulate a world filled with Super Powers and criminals. I have been working on-and-off on this mod for about two years and now I feel it is ready to release, although there is still room to update and add more features if I get around to it.

Content Warning: This mod contains elements including gun violence, legal cigarette use, legal alcohol use and violence. Do not download if you are not comfortable with these themes.

The Sims 3 Super Powers alters multiple aspects of gameplay, and I will go over the main effects here:

Super Power Elixirs:
The Elixir System from The Sims 3: Supernatural now allows you to create the different Dews from The Sims 3: Into the Future, each providing a different power subset. In order to create these Dews you will need to Invent the Alchemy Station (renamed as the Super Power Genetic Recombination Station) at the Inventing Bench from The Sims 3: Ambitions with at least 4 Inventing Skill (you cannot buy the Alchemy Station normally from Build/Buy Mode outside of BuyDebug). Once you have Invented the Super Power Genetic Recombination Station at the Inventing Bench (it will be in your Family Inventory in Build/Buy Mode) you can then place it in your world and begin to research Alchemy. Once your Sim's Alchemy Skill has increased you can begin to learn the recipes for the Dews, each of which has its own specific effect:




Super Power Elixirs - Colours:
  • Red Dew: Fiery Rage Elixir “Your blood is replaced with burning ichor, your eyes blaze with the fires of vengeance and you become a burning-hot creature of rage. Incinerate your foes with your power and never stop the fury."
    Provides your Sim with Super Strength (Improved chances of winning fights), Lazer Vision and causes a fire when used.
  • Orange Dew: Strength Elixir “Soar across the world like some kind of otherworldy Super Man as you blast your foes with heat vision and use your enhanced strength to beat your enemies with very little effort"
    Provides your Sim with Super Strength (Improved chances of winning fights), Lazer Vision and replaces Running movement with Flight movement. Basically think of Superman.
  • Yellow Dew: Lighting Speed Elixir “Flash across the city like a bolt of lightning. Outrun enemies, law enforcement and even the wind itself as your Sim streaks through streets a blur."
    Provides your Sim with Super Speed Movement when they are running.
  • Green Dew: Radioactive Light Elixir “You become inbued with a deadly, out-of-this world type of radiation. It doesn't look nor feel healthy, but it allows your Sim to unleash their built-up internal energy as deadly energy blasts from their eyes to incinerate their opponents."
    Provides your Sim with a weird green glow, Lazer Vision and replaces Running movement with Flight movement.
  • Blue Dew: Instant Super Suit “Need to get into your Super Suit in a hurry but are nowhere near your secret hero lair? Fear not, as the Blue Dew contains a specially-formulated type of nanomachines that can instantly provide the user with a temporary Super Suit."
    Provides your Sim with an instant Super Suit, which will be described in detail later.
  • Light Blue Dew: Frozen Heart Elixir “Feel all of the heat leave your body as you become as cold as ice and just as deadly as a snowstorm. The lack of heat in your body means that you can manipulate external temperatures to create a blast of heat from your eyes."
    Provides your Sim with an icy body effect, Lazer Vision and replaces Running movement with Flight movement.
  • Black Dew: Mutation Elixir “For the man or woman who just doesn't have enough arms or other weird nightmarish appendages sprouting from their body, the Black Elixir has got them covered. Just one drink and you'll be running around with the freaks... I mean, Mutants in no time."
    Causes your Sim to Mutate (detailed later)
  • Rainbow Dew: Chaos Elixir “A Dew for the brave and reckless, Rainbow Elixir will give you a completely random assortment of powers."
    Provides your Sim with a random array of Super Powers, some beneficial, some detrimental.
  • Clear Dew: Clearing Elixir “Tired of being a Super Powered individual? Take a sip of Clear Dew and return to your former human self before you can cause any more harm."
    Removes almost all Super Power effects from your Sim. Some lingering effects may remain, but most Power-related effects and Mutations should be removed.
Notes about powers: As mentioned above, some Elixirs will give your Sim the power of Lazer Vision. In order to use the Lazer Vision Power, you must click on another Sim and use the "Midas Touch" interaction. Your Sim will then blast the other Sim with lazers from their eyes, which will kill the target.

Also, note that some power combinations can conflict with each other, and if two effects would alter your Sim's movement style (such as the Orange and Yellow Elixirs) then the one used first will take precedence.

Random Powers:
Do you want to give your Sims Super Powers but want to do it quickly? Don't want to go through all of the hassle of researching the Elixirs and just want to get empowered quickly? Well there is a way, albeit a risky one. Purchase either the Mad Science Super Power Laboratory from Build/Buy mode OR a Barrel of Radioactive Waste from the Grocery Store (it will appear in your Family Inventory in Build/Buy mode ). The Mad Science Super Power Laboratory and Radioactive Waste barrels are a collection of stolen and recovered ex-military equipment used by Super Power amateur enthusiasts who want a quick way to get Powers, regardless of the risks involved.



Click either the Mad Science Super Power Laboratory or Barrel of Radioactive Waste and select the "Eat Magic Jelly Bean" interaction, Your Sim will then gain a random (not always beneficial) Super Power from their reckless pursuit of scientific discovery.

Good/Evil Karma System:
This mod doesn't just let you gain Super Powers. In the wake of society changing, the morality of Sims is now more important than ever. If you've played any games from the Infamous series you'll know what I'm talking about.
With this mod, Sims can gain one of two Karma moodlets: Good Karma (the moodlet is called "Charitable" and Evil Karma (the moodlet is called "Fiendishly Delighted".

The actions of Sims, and the other Moodlets that they gain can affect if they will gain Good or Evil Karma.
  • Good Karma can be obtained via a variety of ways, such as giving money to Charity or making a new friend. Good Karma will remove Evil Karma if you have it, and will also prevent your Sim from joining a Gang or gaining Evil Karma whilst it is active (5 days). Mutants with Good Karma will also not randomly attack Sims.
  • Evil Karma can be obtained via a variety of ways, and can originate from many moodlets. As you would expect, Sims with the Evil trait can gain Evil Karma rather easily. Evil Karma will reduce your Sim's Fun Motive to zero and will cause them to join a Gang if they do not already have their own mutation or Occult status.
If you wish to clear your Sim's Good or Evil Karma status, take them to the Hospital Rabbit Hole and select the "Be Treated for Instability" option. Note that many NPC Sims in your Town can gain Evil Karma by default.

Gangs:
In the chaos created in the wake of the Super Power revolution, various criminal Gangs have arisen, A Sim will join a Gang if they either gain Evil Karma or have their Fun Motive reduced to zero. When this happens, the Sim will don an outfit and wield their weapons.

Gang members can wear one of three different outfits, however their behaviour is the same regardless of the outfit worn.

Gang members do not care who has and who does not have a Power or a Mutation, and will attack Sims in the world (including their own relatives) with gunfire. You will know that a Gang attack as occurred as, well, you will hear the gunfire.

Gun attacks have a chance (30%) to be lethal, and will kill the attacked Sim within 30 minutes if they can't get treatment. If one of your Sims is attacked and takes lethal damage (which will be indicated by a Moodlet with a Skullicon) you can use A First Aid Kid, Painkillers or Bandages purchased from the Grocery Store (Bandages can also be crafted at the Inventing Bench) to prevent your Sim from dying, however this must be done within the 30 in-game Minute Timer of the Moodlet expiring.

Note that if one of YOUR Sims is in a Gang (caused by a critically low Fun Motive or Evil Karma) you can remove their gang affiliation by getting their Evil Karma treated at the Hospital ("Be Treated for Instability" interaction) then raise their Fun Motive high enough. If your Sim is in a Gang you can have them attackother Sims by using the "Heckle" Interaction.

Note that a Sim with Evil Karma that is in your Household could potentially attack all other members of the Household and wipe them out. Keep an eye on your Sims to make sure this doesn't happen.



Super Suits and fighting back:
Amidst all of the chaos and danger, there is a way to fight back against the Gangs. Of course, the most obvious option is to simply, well, kill them. You can use any method that you can think of to take them out, including:
  • The Lazer Vision Power described earlier
  • My own Weapon System Mod (optional and not included in this Mod) If you have the mod installed, some Weapons will also appear in the Grocery Store for purchase.
  • Molotov Cocktails and Hand Grenades can be purchased from the Grocery Store. These single-use items can be used to incinerate any Sim, and Molotov Cocktails can also be created at the Inventing Bench at a certain Skill Level.
  • If your Sim is a Mutant they can attack other Sims, including Gang Members.
  • If your Sim is in a Gang they can shoot other Sims, including Gang Members, using the "Heckle" interaction.
  • Any other mod you have that gives your Sims way to kill Sims that is not listed here.
Of course, if you want a less violent method of keeping peace in your town, then the Super Suit is the option for you. Super Suits can be crafted at the Inventing Bench at a certain Skill Level, and will appear in your Family Inventory once completed. Alternatively, if you have the The Sims 3: Movie Stuff Pack installed (optional) you can purchase the Metal Hand decor that comes with that pack, which will also allow your Sims to wear a Super Suit.



Simply select the object and use the "Enter Rift" option. Your Sim will equip a Super Suit for 8 in-game hours and will project an aura of Hope around them. Any Sim that spends at least 30 in-game minutes in the Super Suit-user's aura, they will gain Good Karma and will also stop being in a Gang if they are currently in one.

Mutations:
Ever since the nuclear incident which caused widespread genetic mutations across SimNation, many Sims have underwent bizarre Mutations. In your save game, many NPC Sims in your town will Mutate and become Mutants. You can identify which Sims are Mutants by, well, the rather obvious physical effects on their bodies. Mechanised limbs, lighting shooting from their eyes, and wings will identify who the Mutants are, plus the fact that they run by gliding over the ground.

Mutants are basically an altered version of Werewolves and work almost identically to them, with the exception that they are always transformed. Also any Werewolves in your game will be treated as Mutants instead.

Mutants are constantly at war with their fearsome nature, and many will give in to the murderous rage festering inside. Any Mutants/B] that do NOT have [B]Good Karma are very likely to attack Sims they meet in the world, and potentially kill them. If your Sim is Mutated they can also do this by selecting the "Destroy!" interaction when clicking on another Sim.

Mutants can cure their condition by drinking a Potent Cure Elixir or Clear Dew from the Alchemy Station.




Diseases and Zombies:
As if things were not dangerous enough, the recent nuclear fallout has caused a deadly new disease to spread across SimNation. Affected Sims have a chance to die or become Zombies: after a certain period of time, and Zombies are permanent until you either kill them or cure them with something such as Clear Dew, the Sunlight Charm or a Cure Elixir.

Thirst System:
This mod includes a Thirst System: When your Sims go to sleep, they will wake up with a Thirsty moodlet, which will worsen into the Dehydrated moodlet after 8 in-game hours. After another 8 in-game hours if the Dehydrated moodlet is not removed, your Sim will die (NPC Sims should not be affected, although if you see otherwise please let me know in the comments).

There are multiple ways to deal with your Sim's thirst:
  • The easiest method is just to Brush your teeth at any sink.
  • Purchase a Bottle of Water from the Grocery Store.
  • Purchase a Water Fountain, Water Cooler or Water Well from Build/Buy Mode and instruct your Sims to "view" it. They will have their Thirst removed (There will also be a witty message that I can't remove, but it has no effect on gameplay).

Inventing Tweaks:
This mod also alters the way Inventing from The Sims 3: Ambitions works by providing the ability to invent an array of different objects, including (but not necessarily limited to):
  • Home-made Super Suits
  • Home-made First-Aid Kids
  • Home-made Molotov Cocktails
  • Grappling Hooks (these can be used to instantly bring your Sim back to their home lot, and can also be purchased at the Grocery Store)
  • Home-made Weapons if you have the Weapon System Mod installed.
Grocery Store Tweaks:
This mod increases the number of Items that can be purchased at the Grocery Store, including (but not necessarily limited to):
  • Bottles of Water. These can remove your Sim's Thirst.
  • First-Aid Kids, Painkillers and Bandages. Can remove most injuries and prevent lethal injuries caused by shooting attacks.
  • Molotov Cocktails and Grenades
  • Bottles of Beer, Bottles of Vodka and Cans of Beer. These will give your Sim an instant Mood boost but will leave them feeling nauseous after a few hours.
  • Packs of Cigarettes. These can be smoked to give your Sim a Mood Boost, however they are VERY addictive and will give your Sim an Addiction moodlet.
  • Grappling Hooks (these can be used to instantly bring your Sim back to their home lot, and can also be invented)
  • Bottles of Poison. For blatantly obvious reasons) do not drink these, but a Sim with a sufficiently high enough level of Logic Skill could mix a bottle into a deadly drink to hand to an unsuspecting victim...
  • Weapons if you have the Weapon System Mod installed. Although the mod is optional, if you do not have it installed (requires the Malleable Mimic Voodoo Doll from the The Sims 3 Store) there will be duplicate entries in the Grocery Store menu.


Conclusion:
Phew, is that everything? I think it might be, but there could always be something I've missed. If you notice any problems with the mod let me know, but I highly recommend that you Start a New Game and Save File as this mod vastly affects many aspects of gameplay.

Because this mod affects so many in-game assets I highly recommend that you put it in the Overrides folder. If you put it in your regular folder that's fine, but as it will conflict with many, many, many other mods, some features in this mod will not show up if those mods have a higher level of priority in your Mods folder. I may update this mod in the future if I think up any new features or want to update the Elixirs.

Installation, Required Packs and Conflicts:
  • This mod was created with Version 1.67 of the game, but I assume version 1.69 should be fine.
  • To play with this mod, place the Lost_Pantheon_Super_Powers_Mod package in your The Sims 3 Mods folder, preferably in the Overrides folder.
  • You will need to install Enirei's Werewolf Maul Mod in your game to make sure that Mutant attacks work properly, and ensure that this mod is installed at a higher level of priority (i.e in Overrides) than that mod.
  • This mod was created with EVERY Expansion Pack for The Sims 3 installed as it uses a large number of Moodlets and XMLs from multiple packs. Absolutely ESSENTIAL are The Sims 3: Supernatural, The Sims 3: World Adventures, The Sims 3: University Life, The Sims 3: Into the Future and The Sims 3: Ambitions. You can try playing with fewer than every pack installed, but you may not see all of the features of this mod in your game.
  • The Sims 3: Movie Stuff Pack is recommend but is NOT required.
This Mod will conflict with many mods, especially mods that alter the Buffs.XML file. This includes my Demon Transformation and Symbiote Transformation mods. It also has the same functionality of my Deadly Spellcasting Duels (Health Bar Version) mod incorporated into it, and will conflict with any other version of that mod.

Optional Files:
The two additional files, Lost_Pantheon_SuperPowers_Custom_Theme_MUSIC Part 1 and Lost_Pantheon_SuperPowers_Custom_Theme_MUSIC Part 2 are completely OPTIONAL. They are theme music files that will replace the Main Menu, Loading Screen and Map music with Super-Hero themed music. They are entirely optional, and are not required for the main mod to work. If you wish to use them, use BOTH Theme Music 1 and Theme Music 2 files at the same time together for the intended effect. They will conflict with any other mod that changes the in-game music.
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