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OneMoreKayaker

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A member registered Jan 24, 2025 · View creator page →

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No worries! It'll make things a bit more difficult when working with future DLCs, but won't impact any of my existing mods. A Reason to Slay, Aliens Reloaded, the Premade Sim and Relationship Overhaul, and everything else will all be fine.

You're welcome! Yes, the main mod is compatible with Kuttoe's but you'd need to delete the optional crosspack module - the crosspack module shares an override with Vampires Everywhere.

I've looked into making spellcasting autonomous but unfortunately, due to the way they were designed, it'd be a major project. I might get around to it eventually, but I've got a few other projects keeping me busy in the meantime.

Thank you! And yes - I'm working on a very big update, the v4.0 update, which will add in: a new active alien infiltrator career, new aspirations, new mindpowers, new socials and events, new premade NPCs, and some QoL improvements, too.

I'm expecting to launch it most likely this spring, in time for Aliens Reloaded's two year anniversary.

Unfortunately it looks like that mod is locked behind their Patreon, so I can't easily check compatibility.

I'm fairly sure that SonozakiSisters' Deadly Vampires won't make the autonomous NPC vampire attacks from my A Reason to Slay mod deadly - I had to create custom interactions for the autonomous vampire attacks, in order to test for the different outcomes, and unless SonozakiSisters did their mod in a very specific way (or deliberately made their mod compatible with mine) the deadly bite function won't happen because it'd be somewhere else in the coding.

I don't think the two mods would conflict, though - so you could have A Reason to Slay running for NPC vampires and have your played vampires be deadly with SonozakiSisters' mod. You might need to delete the included crosspack module, though, depending on exactly how they did their coding.

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Thank you! I might need your save file, if you have a way of sharing it. I tried replicating the bug in a few different houses but wasn't able to, so whatever is going on is probably something weird.

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Alright, I think I found the issue - it's part of the autonomous sleep coding. You can get around it either by disabling Visible Brainpower or sending your sim to sleep manually.

Unfortunately the bit of code that's acting up is load-bearing, so I'm going to need time to poke at it. I should be able to roll out a fix this weekend, alongside some other minor bug fixes.

Edit: okay, update is live.

I will investigate and see if I can replicate somehow. 🤔

Aliens Reloaded has coding to make aliens automatically disguise themselves while traveling, which you can disable by clicking on them and choosing "Forego Disguise."

Nothing else in the mod should have anything to do with outfits. I play with AR in always and am not experiencing this either. Do you still experience it if you remove all your mods except for AR?

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I tested on both residential lots near the Strangerville library and I can't replicate. Both Vlad and Lilith broke in just fine.

Vampires standing around can happen if they're the doorbell ringers and they're waiting to see if you'll let them in, or if there's a locked door in their way and the vampire can't route to you. I'm not sure what's happening in your case.

I will keep an eye out, though.

Is it a regular residential lot? It looks like the devs added some extra checks to the vanilla vampire invasion situation to prevent it from happening on a small business lot, there may be a compatibility issue there. If it is a residential, which specific lot is it over there?

I think I've figured out the not-biting issue but I'd like to tackle whatever you're facing before I push out a fix

This sounds like a new and interesting bug, then, thanks for letting me know.

Are you in an apartment or any special sort of world? My testing was in a basic one-level residential in Oasis Springs

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Are your doors locked by any chance? I did notice a new bug where vampires aren't drinking during a vampire invasion, but so far in the testing the actual breaking-into-the-home part seems to work fine.

(Edit: looks like bite failure might've been more of a routing error - keeping my eye on it!)

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Thanks! I did go ahead and publish now the update now since I was able to identify the fix, fingers crossed it makes it through the pack launch okay.

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The second error appears to be having the Vampires pack active and not having a second, unspecified pack. I'll dig in and see which pack that might be. Thank you for your help!

Edit: it appears the culprit is Growing Together. Several traits got moved to that pack unexpectedly. Why, I do not know, since they shouldn't be in there. But I will have a fix go live tomorrow.

Unfortunately that's not telling me which trait it is... Can you send over the "Full Error Callstack"?

Wait, you're sure you haven't disabled Vampires and you're still getting the LE? This might be something else, then. Can you post the stuff in the "Pretty Error CallStack" from your MCCC last exception file into a reply so I can take a look?

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Thanks for letting me know! I was able to replicate this issue after disabling all of my packs. It looks like, after the most recent game patch, including certain types of occult data in premade sim templates is causing issues on new save start if a mod user doesn't own the pack. This worked without any problems before.

If you currently own (but have disabled) the Vampires DLC, please re-enable it. I will remove this occult data from the next version of the mod. Special occult data will need to be in separate package files in the future.

Expect an update later today, this is an easy fix.

I would like to gradually expand this to include more sims, especially the early DLC sims that don't have preset weather outfits and some of the Maxis gallery sims, yes. Probably not all of them, since some are from different timelines or don't fit the current game, but certainly some.

Aliens Reloaded is currently my priority, though. I'm working on a very big update for that one right now and hoping I can get it done before the end of the year.

As far as I can figure it was a file corruption issue - something happened between the last time I tested the v1.22 update and then packaging it and uploading it to Itch.io. From now on I'm going to have to test for corruption before pushing an update by downloading my own mod from Itch.io and launching a new save. Very bizarre issue and sorry for the inconvenience!

Thanks, hope you enjoy!

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The NPCMixologistFix will allow my premade mixologists to actually show up on their assigned lots. Because of the way EA made the NPC mixologist career I needed to override some tuning files to make this work properly. I'm not aware of other mods that conflict with this.

The NPCMixologistFix is included in both versions, so there's no difference there.

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I take it back, a fix is live right now. Still not sure what happened originally (everything is present in those files, so I'll assume something got corrupted), but the new versions are straight from my personal copy and I double-checked by starting a new save after downloading them from Itch.io.

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Whatever's going on is very weird and I'm having trouble diagnosing, but a fix is inbound and should be live this weekend.

Thank you for letting me know about this - whatever's happening seems to be impacting the versions packaged for download and not my personal copy, so I wouldn't have found out otherwise.

I've been able to replicate and am working on a fix now.

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That's very odd. I just tried starting a new save file and I can't replicate the issue with the base game premades - the Pancakes, Spencer-Kim-Lewis's, and Landgraabs are present in my fresh save.

The PSRO doesn't make any changes to the Grove or Gooseman households or to Rosie or Captain Whitaker. However, it does appear that none of the households that are supposed to have pets, have pets, including the Lynx household. I tried removing my mods folder and starting an extra new save and those households are still missing pets, so I believe we were both hit by an EA bug, most likely this one: https://forums.ea.com/idea/the-sims-4-bug-reports-en/cd-hr-disappearances-of-pet...

Please try repairing your game and see if the base game premades show up again.

This was a pretty minor update, but if you're curious I added a devlog here: https://onemorekayaker.itch.io/premade-sim-and-relationship-overhaul/devlog/1027...

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I've identified a fix for the "stacking up" issue, but I can't replicate the spellcaster issue. Can you send a copy of your last exception over?

Edit v1.2 is live since some of these bugfixes were critical. If anyone else is having issues with spellcasters generating LEs, please let me know.

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Thank you for letting me know. Do you happen to know what job role the vampire is in? Is this during the actual vampire invasion event where they break into your played sim's house or apartment (it might be called job_VampireVisit or Nighttime_Bite) or is it during the outdoor walkbys where they're hunting through the neighborhood?

San Myshuno has some unique coding from the game devs - they made it to be a vampire hunting ground already, essentially, with a LOT of walkbys. There's almost always a vampire running through. I do have a cooldown that's supposed to prevent vampires from going haywire, but it sounds like that's not working if a lot of sims are in the target distance more or less at once. I'll figure out a fix for that. The spellcaster thing I'll also investigate and get a bugfix for.

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v3.78 is, but not the prior versions. I usually have the current status in the mod description (it's actually just a bit above the download links) and Scarlet's Realm will typically also have the update status.

This should be compatible with BosseladyTV's New Pre-Made sims. It looks like she added new housed sim households to empty lots, so there isn't any conflict.

The PSRO updates existing premade sims and adds new unhoused townies, but doesn't add any new housed sims.

Thanks, glad you like it! When you're done translating, let me know and I'll link it here.

This should be compatible with the Hybrid Unlocker/Stabilizer mod, but I have not tested it. Alien/vampire hybrids will not be able to use visible brainpower, because of the way vampire motives are done, and you will want to disable that before trying to turn an alien (or part-alien) into a vampire.

Yes, this is compatible with the August 19th update. I tested it and had no issues.

You're using the lot challenge, right? There's a few things that can prevent an invasion from happening - vampires will only invade if everyone in the household is asleep at 12:00AM, and they won't invade if a household member is: a vampire, a ghost, pregnant, still affected by the vampire resistance drink or the supernatural shield, or has any of the "was recently bitten by a vampire" buffs.

The knocking on the door thing is a separate event that runs independently from the vampire invasions, so that shouldn't mean anything.

No worries! The lot challenge will add a 50% nightly chance of a vampire invasion / night-time bite event no matter what world the lot is in, yeah. But you do need to add the challenge, otherwise there will be a zero percent chance of invasions in newer worlds.

The increased vampire aggression during walkbys will work in any world where vampire walkbys are a thing, which should be all of them except for Sixam, the career worlds, and the vacation worlds. This includes the newer ones.

Sorry, I was assuming you were a mod-maker from your question earlier. I'd probably recommend not using this mod if all you want is to have base game sims with the specific looks you've created for them.

There are ways to combine this mod with new custom appearances, but it would be tedious and technical and is more of an intermediate mod-making project. If this is something you're very interested in doing then I could recommend a few videos to get started.

I just updated to v3.77 and the milestones bug should be fixed now. Please let me know if you're still experiencing it.

That's an interesting question – this mod includes a few different types of edits to different sims, some of which would be compatible with that and others which would clash.

  • I edited the Goths, Calientes, Pancakes, Landgraabs, BFFs, Roomies, the Spencer-Kim-Lewis family, Johnny Zest, Alex Moyer, and the Grim Reaper from the base game using Denton 47’s tool. I also edited the Specter household from Life and Death.
  • For these sims, their household files (the files Denton’s tool creates as “HH” packages) were overriden, which isn’t compatible with other overrides. These edits include the edits to the sim designs, hot and cold weather outfits, new skills, new traits, likes/dislikes and romantic preferences, etc.
  • I’ve also added new NPCs using Denton47’s tool via an override of the Sylvan Glade region description. This is compatible with anything that doesn’t override that description.
  • Other edits to base game sims, new sims, and sims from other DLCs were done using loots from a premade sim relationship file that runs on new save start. This includes some types of fixups to sims (milestones, Parenthood characteristics like responsibility, occult powers in some cases) as well as the relationships between different sims. These edits require their premade sim and household templates to work correctly, which doesn’t exist for base game sims unless you add them via Denton47’s tool.

You can safely make edits to any sim outside of the ones mentioned above. I’ve also added fixups to Vladislaus Straud, Caleb and Lilith Vatore, Guidry and Temperance, and Lady Ravendancer Goth through the relationship loots – as long as you keep their original premade sim templates and household templates these will work even if you override their household files via Denton’s tool.

I might make overrides of the Get Together sims at some point, too, since their randomized outfits are always terrible, but that's a bit lower on my priority list and it'd probably be a separate package anyways.

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You can edit the testset for testSet_ReasonToSlay_HungryOrAngry_Actor and tweak the vampire thirst level so its more available (it's set to a threshold of less than or equal to -45 now, vampire thirst runs from -100 to 100). In terms of the mixer taking priority over other mixers, it's about as tuned up as I can get it to go.

There are also some tests to make sure vampires only drink in appropriate settings - if they're the lot owner, they can drink any time after dark. If it's day time they have to be in the house. If they're on your lot, they won't generally drink unless your sim is alone. The exception is if they're a doorbell ringer and trying to sneak in, or one of the vampires doing a walkby (and actively hunting.)

There should be an EA interaction where your played/active vampire will autonomously bite nearby sims when their thirst meter zeros out. This has broken in the past, though. Is it not working for you?