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Mermaid Hybrid Stabilizer

by Iced Cream Posted 10th Apr 2020 at 7:07 PM - Updated 4th Dec 2020 at 7:12 AM by Iced Cream
 
34 Comments / Replies (Who?) - 21 Feedback Posts, 12 Thanks Posts
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Test Subject
#26 Old 27th Sep 2020 at 11:19 AM
Quote: Originally posted by Iced Cream
This issue is now fixed in the latest update:
Removing the mermaid occult by any means, including cheats or mods, will now remove all hidden mermaid traits normally removed by mermadic kelp. You may need to close/reopen the needs panel to properly update the display of the hygiene need.


When loading an older save, you may need to re-add and re-remove the mermaid occult to properly fix the needs of existing bugged sims/fix the issue of their legs still bending in the tub.


Thanks! Hydration need goes away now. Can't wait for future possibilities with this mod, would the hybrid vampire perk tree ever be possible in the future? Or is it impossible with how EA handled occults?
Lab Assistant
Original Poster
#27 Old 27th Sep 2020 at 12:10 PM
Quote: Originally posted by Jaimes
Thanks! Hydration need goes away now. Can't wait for future possibilities with this mod, would the hybrid vampire perk tree ever be possible in the future? Or is it impossible with how EA handled occults?


Here is a small preview of a mod I'm working on for this issue:



This mod is a bit complex, but I'm confident I can get it working.
It's a different approach to stabilizing hybrids which makes the game treat the sim as a pure occult of whatever form they're in. The perk tree thing just happened to be a happy side-effect of that approach.
Because of the way it works, it would be incompatible with this mod, so I'm trying to copy every possible hybrid fix over to it.
Screenshots
Test Subject
#28 Old 27th Sep 2020 at 6:18 PM
Quote: Originally posted by Iced Cream
Here is a small preview of a mod I'm working on for this issue:



This mod is a bit complex, but I'm confident I can get it working.
It's a different approach to stabilizing hybrids which makes the game treat the sim as a pure occult of whatever form they're in. The perk tree thing just happened to be a happy side-effect of that approach.
Because of the way it works, it would be incompatible with this mod, so I'm trying to copy every possible hybrid fix over to it.


Damn, I didn't expect it to be WIP so soon, on the lookout for it!
One concern, are you doing it like in Zero's Vampire Magic where it's just the vampire occult but with cloned spellcaster stuff which results in mods that modify spellcaster/add spells not carry over? Or would the game consider them both occults like now? (e.x. Sage of Mastery Magic, potion reworks)
Lab Assistant
Original Poster
#29 Old 27th Sep 2020 at 7:22 PM
Quote: Originally posted by Jaimes
Damn, I didn't expect it to be WIP so soon, on the lookout for it!
One concern, are you doing it like in Zero's Vampire Magic where it's just the vampire occult but with cloned spellcaster stuff which results in mods that modify spellcaster/add spells not carry over? Or would the game consider them both occults like now? (e.x. Sage of Mastery Magic, potion reworks)


The sim will retain all their normal occult traits and will keep access to all their occult powers/interactions.
It works by modifying several functions that concern a specific number the game uses to determine a sim's occult type for client-side code (UI, CAS, which perk tree is displayed) that scripts are unable to touch.

Normal game behavior:
Whenever a sim gets or loses an occult trait, the game updates a special number—"occult_types"—to reflect all the occult types the sim has. Any checks the game does when adding/removing occults or changing forms are done against that number.
When a sim changes occult forms, the game checks the sim's "occult_types" and adds/removes the occult traits so they match the number.
The problems happen when a sim is a hybrid. CAS and the UI were only designed for specific "occult_types" values. The game doesn't know what to do with an invalid number, so that's why there are issues with CAS and the UI.
Unfortunately, client-side code cannot be modified without hacking the game executable itself.

Modded behavior:
The new mod modifies the check and all script interactions concerning a sim's "occult_types" to instead work with the occult traits themselves.
This allows the mod to safely manipulate a sim's "occult_types" number so CAS and the UI will think the sim is a pure occult, something the game can understand.
Because the sim still has their occult traits, the game will still treat them as all the occults they have, and they will have access to all interactions and powers they normally do.
Right now that mod will match the sim's "occult_types" based on the sim's occult form, so the perk bar is gone in alien/mermaid form but re-appears in human/vampire form.


The mod should be releasing soon (or at least a test version) if I don't find any major bugs during testing.
Test Subject
#30 Old 29th Sep 2020 at 10:03 AM
Quote: Originally posted by Iced Cream
The sim will retain all their normal occult traits and will keep access to all their occult powers/interactions.
It works by modifying several functions that concern a specific number the game uses to determine a sim's occult type for client-side code (UI, CAS, which perk tree is displayed) that scripts are unable to touch.

Normal game behavior:
Whenever a sim gets or loses an occult trait, the game updates a special number—"occult_types"—to reflect all the occult types the sim has. Any checks the game does when adding/removing occults or changing forms are done against that number.
When a sim changes occult forms, the game checks the sim's "occult_types" and adds/removes the occult traits so they match the number.
The problems happen when a sim is a hybrid. CAS and the UI were only designed for specific "occult_types" values. The game doesn't know what to do with an invalid number, so that's why there are issues with CAS and the UI.
Unfortunately, client-side code cannot be modified without hacking the game executable itself.

Modded behavior:
The new mod modifies the check and all script interactions concerning a sim's "occult_types" to instead work with the occult traits themselves.
This allows the mod to safely manipulate a sim's "occult_types" number so CAS and the UI will think the sim is a pure occult, something the game can understand.
Because the sim still has their occult traits, the game will still treat them as all the occults they have, and they will have access to all interactions and powers they normally do.
Right now that mod will match the sim's "occult_types" based on the sim's occult form, so the perk bar is gone in alien/mermaid form but re-appears in human/vampire form.


The mod should be releasing soon (or at least a test version) if I don't find any major bugs during testing.


That's great, any ETA on the mod release? Can't wait to test it out.
Lab Assistant
Original Poster
#31 Old 1st Oct 2020 at 8:27 AM
Quote: Originally posted by Jaimes
That's great, any ETA on the mod release? Can't wait to test it out.

It's out now: https://modthesims.info/d/647863/ea...stabilizer.html
Test Subject
#32 Old 1st Dec 2020 at 9:48 PM Last edited by Dodisosa : 1st Dec 2020 at 10:06 PM.
This mod doesn't work for me anymore. My spellcaster and mermaid hybrids don't use tails in water and then they swim on land. :/
Please fix it, it's such a good mod!

Edit: I went back to your first version and it works fine for me.
Lab Assistant
Original Poster
#33 Old 4th Dec 2020 at 2:55 AM
Quote: Originally posted by Dodisosa
This mod doesn't work for me anymore. My spellcaster and mermaid hybrids don't use tails in water and then they swim on land. :/
Please fix it, it's such a good mod!

Edit: I went back to your first version and it works fine for me.

This mod has been replaced by my all-in-one hybrid stabilizer mod and has not been updated to work with the latest patch:
https://modthesims.info/d/647863/ea...stabilizer.html

I'll do a final update of this mod to support the latest patch soon, but I highly suggest transitioning over to the all-in-one stabilizer.
Test Subject
#34 Old 26th Dec 2020 at 8:19 AM
Which mod file should I download? There are two files listed and it says to only download one?
Lab Assistant
Original Poster
#35 Old 28th Dec 2020 at 6:38 PM
Quote: Originally posted by gmattina
Which mod file should I download? There are two files listed and it says to only download one?

The newest one.

I tend to keep old working versions of my mods available when releasing updates in case some unexpected bugs are reported in the new versions.
No bugs have been reported for the new version, so I will be cleaning up the download section later.
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