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Testers wanted: Multiple pollination technicians!

by fwiffo Posted 17th Jun 2005 at 6:06 AM - Updated 15th Oct 2008 at 10:32 PM by Christy1077
98 Comments / replies (Who?) - 25 Feedback Posts
Nightlife update: I don't yet have Nightlife, and haven't had a chance to test the hack with Nightlife. In fact, I haven't even booted into Windows for several weeks. There seem to be some reports of abduction babies being born with only one parent (e.g. no Pollination Tech father). It's happening to people without this hack, so I think it's a new bug/feature in Nightlife to make it possible for Aliens to breed without it being incest. Completely lame IMO (might be fixable with a hack; not sure). There are also problems with some of the triplets/quads hacks and Nightlife, so if you're having problems, you'll want to get updated versions of those hacks.

Until I get a chance to try nightlife (or some other modder feels like taking over this project), the multiple pollination-technician hack should be considered UNTESTED with Nightlife. Use it at your own risk.


Pollination Technician is overworked and underpaid. Earth is just too big for one alien to handle, so he's getting some new coworkers. With this hack, the next time one of your sims gets abducted, they could be probed by any one of four different technicians at random (including the original Polli Tech).

Pollination Technician #9 1/2 - The cryogenically frozen twin of Pollination Tech #9 Smith was lost for years due to an administrative snafu. Due to an obscure quirk in numbering protocols, he had to be assigned an adjacent designation, but #8 and #10 were both taken.

Birth Queen #44 - Women's lib has finally hit the alien world. Though wage parity hasn't quite been reached, it's now considered socially acceptable for a female alien to have a career instead of being a stay-at-home birth queen, and they're legally entitled to a proper numeric designation.

Hybridization Engineer Gamma-38 - Anal probing is no longer a one-species racket. The Vulcans have decided to get in on the action, and they've sent one of their finest to Earth. CAUTION: Vulcans in the midst of Pon'far can get a little rough.


Edit: I realized after the fact that the Vulcan I uploaded wasn't very true to cannon. In particular, he had a messy blond haircut instead of dark hair and that bowl cut Vulcans and Romulans always have. I fixed that, and also made a few tweaks to his face. The new one replaces the old one. If you prefer the blond one, you can stick with version 0.2.0. If you just want to download the new Vulcan by himself because you have a slow connection or something, I've uploaded him separately to a post later in the thread.

Please let me know if you have any trouble with this mod. It's mostly a proof of concept hack, but it could be the basis for other useful Polli Tech related hacks. It works by overriding a single global BHAV. With a few modifications, it could select from a larger pool of alien dads, pick different alien fathers for different neighborhoods, etc. None of the included Pollination Technicians use custom content, but there is no reason in principle why they couldn't. I just didn't want to include any in the base package.

This should be completely compatible with the "Better Looking PT" mod (it should use the better looking facial structure that comes with that mod instead of the original). It also works with all forms of alien impregnation - regular or debug abduction, the InSIMenator or the Tombstone of L & D. Also, it should give sims who were born as the result of an abduction the ability to get impregnated since the incest avoidance code in the abduction routines will only get triggered if the abducting alien is also their alien father.

I've also included two cloned telescopes. They are completely optional. They have increased odds of abduction. They're useful if you want to make abduction a little more common, but you still want it to be random. There is more information about them in the README.

Edit: I suppose the new Pollination Techs could be cooler looking, but I wanted to get this out today and wanted to get the hack working moreso than play around in BodyShop. PT #9 1/2 is obviously just a young, red haired version of PT #9 Smith, Birth Queen's face is stolen from Stella Terrano (whose features I think look really great with the green skin, though she looks much better with long hair) and the vulcan is just the default elf face with a different nose and a few tweaks on each of the features.

You must have the expansion or stuff packs listed below installed to use this custom content. Please see the post text for any exceptions.

Sims 2
Key: - File was updated after upload was posted
Filename - Tip: You can click the magnifying glass to see the archive contents Size Downloads Date

Size: 764.0 KB · Downloads: 5,284 · 19th Jun 2005
764.0 KB 5,284 19th Jun 2005

Size: 764.2 KB · Downloads: 2,771 · 17th Jun 2005
764.2 KB 2,771 17th Jun 2005
Don't forget to Thank the creator after downloading! Use the Thanks button located above the screenshots above.
Basic Download and 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 Sims™ 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
Need more information?
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#26 Old 19th Jun 2005 at 4:47 PM
fwiffo - Making your own
This question is aimed at fwiffo:
If I do Part 1 of making your own Pollination Tech will their be two of them or will it replace the ordinary. If it replaces the ordinary, can you tell me how you make a second one.
Lab Assistant
Original Poster
#27 Old 19th Jun 2005 at 5:11 PM
You'll need to read part 2. Basically, with the way this hack is designed, there are four slots. The first one is the original PT, the other three are the new ones I made. After you make yours, you'll need to put it in one of the four slots, replacing whoever is there. You can replace the original PT or you can replace one of my new ones.

If you replace the original PT, it doesn't replace the PT in the game - it just drops it from the list of choices for abduction. So any babies or pregnancies started before the hack will still have the original as their father.

Each of the four slots is equally likely to be selected.

Don't get this hack confused with the "Better looking pollination technician" hack, which basically modifies the original pollination technician.
Lab Assistant
Original Poster
#28 Old 19th Jun 2005 at 6:40 PM Last edited by fwiffo : 19th Jun 2005 at 6:44 PM.
As I noted in an edit of the original post, the Vulcan had some non-Vulcany features. Here are the two by themselves. You can only have one or the other - they use the same GUID.

I still haven't gotten very many requests in my request thread, so if you've got a sim that you'd like to be part of the next pack of technicians, please upload them there.
Download - please read all instructions before downloading any files!
File Type: zip (148.3 KB, 45 downloads)
File Type: zip (148.5 KB, 38 downloads)
Public Enema #2
#29 Old 19th Jun 2005 at 11:59 PM
Hi fwiffo!
Got your note. OF COURSE you can use any of the crazy aliens etc. i've uploaded. Anything to support a helarious new hack :D
Lab Assistant
Original Poster
#30 Old 20th Jun 2005 at 1:22 AM
Thank you very much! Marvin may have a new job lined up. :-)
Test Subject
#31 Old 20th Jun 2005 at 9:08 AM
Is it just me, or does the first one kinda look like Kevin Bacon?
Field Researcher
#32 Old 20th Jun 2005 at 6:38 PM i will test it in my game
Test Subject
#33 Old 20th Jun 2005 at 9:18 PM Last edited by ob2 : 20th Jun 2005 at 9:21 PM.
This is awesome! I've been waiting for this for a long time. Now at last, not all aliens will be half-siblings. I know that's not a problem with the InSIMenator, but I've been playing the game without any cheats for awhile, and I prefer it this way.
Lab Assistant
#34 Old 21st Jun 2005 at 6:23 AM
Hi! I'd like to say that this is an AWESOME hack. I can't wait to try it out.

However, I got a bit stuck on Step Eight of Part Two:

8. Click "Commit", then "File -> Save". Your hack is ready to go. Copy it into your downloads folder and give it a spin in a test neighborhood to make sure everything goes as expected.

First of all, which file exactly do I put into the downloads folder? The BAK file for the Multi-PTs, the BAK file for the custom alien? Or do we just dump the whole folder in?

Thanks for your help!
Lab Assistant
Original Poster
#35 Old 21st Jun 2005 at 6:34 AM
SimPE makes automatic backup files - you can ignore those. You want to put in the custom PT .package file (or files, if you made more than one) and the "Multi_Pollination_Technician.package" file in your downloads folder. These are the same files you opened at the beginning of the two parts.
Lab Assistant
#36 Old 21st Jun 2005 at 4:42 PM
Thank you so much!
Test Subject
#37 Old 21st Jun 2005 at 9:44 PM
Is there anyway to remove the vulcan? or at least make it so that you can choose who abducts the sim?
Lab Assistant
Original Poster
#38 Old 21st Jun 2005 at 11:36 PM
There are instructions earlier in the thread on how to make your own pollination technican. You can use those to replace the Vulcan if you'd like.
Test Subject
#39 Old 22nd Jun 2005 at 1:16 AM
Ohh I love the new Vulcan. I can't wait to try this.
Test Subject
#40 Old 22nd Jun 2005 at 5:04 PM
Can't get the SimPE to work, then again my saved sims aren't ever showing up in my saved sims folder
Test Subject
#41 Old 22nd Jun 2005 at 5:36 PM
Wait, think I've got it. going to find out if it worked
Test Subject
#42 Old 22nd Jun 2005 at 7:51 PM
How do you get SimPE?
Lab Assistant
Original Poster
#43 Old 22nd Jun 2005 at 8:12 PM
It's the first hit on Google.
Test Subject
#44 Old 22nd Jun 2005 at 8:19 PM
So it's not available for macs, then? Poo.
Test Subject
#45 Old 23rd Jun 2005 at 7:19 AM
You said something about adding more pollination technicians. I don't know much about BHAV files, but from looking at your Multi_Pollination package and reading the tutorial, it looks like inserting a new set of steps (from one Set to Next to the other) instead of modifying an existing set and adding another coinflip to reference it would allow more than 4 pollination techs to exist. If I knew exactly what it meant by "Set to Next" and "Create New Object Instance" I would have a better idea about it. And what does FFFE mean? That it's a placeholder and that option shouldn't actually be used?

Hmm. This actually doesn't look too complicated, if I'm reading it right. Nice little arrows and everything. That could just be because I like logic gates.

Going to test this, and see if I can get it to use more PTs. Also, the way the current coin flips are set up, I'd have to add 4 new PTs to keep the odds even. No reason why it has to be even, though . . . hmm. I think I'll make a Hellboy type alien-thing. Bright red sims. Heh.
Lab Assistant
Original Poster
#46 Old 23rd Jun 2005 at 3:25 PM
Yeah, if you know simantics at all, it's not hard to make it have more. It's not a complicated function at all. I just did four because it was an easy number to work with. I actually intend on releasing "expansion packs" in the future that have more. If you want to have a set with even odds that isn't a power of two, you can use some of the other random number generators that are available (in the case of four, it actually would require more lines of code and more complication, so I didn't do it that way).

I think the FFFE you're referring to is one of the true/false targets, yes? Each line you execute in Simantics either returns true, returns false, or returns an error. The line can then branch based on the true/false value (the true/false targets) to other lines. If a line returns Error, the action is aborted. If you have the debug cheats on, you'll usually get an error popup. If there's a sim using an object gets an error, they reset (they "jump") and cease the activity. There are three special values:
FFFC = Return Error
FFFD = Return True
FFFE = Return False

That tells the function to return that value to the calling function, which can then branch accordingly.

"Set to Next" means "find the next thing in this set of things". The operands specify what the set of things is. In this function, they all say "find the next person object with this GUID and give me its NID". The Pollination technicians are unique, so it always finds just the one it's looking for (there aren't 10 Birth Queen #44's -- just the one). "Create New Object Instance" creates a new object (in this case, it creates a new pollination technician of the GUID specified if the one isn't found, then it uses "set to next" to get its NID).

The first four operands to both of those functions are the GUID of the Pollination Technician you want (as described in my instructions earlier in the thread). My understanding of the rest of the operands is not complete, so I was careful not to modify them from the original global I started with. The "create object instance" and second "set to next" may actually be redundant. In my testing, they never got used - it seems like the PT is created automatically because of some property in its object info. However, since they were in the original global, I copied them to be safe, in case there are certain rare circumstances where they are necessary.
Lab Assistant
#47 Old 23rd Jun 2005 at 6:53 PM
So we can have more than 4 slots then. Hmm... could you pretty please write a tutorial for us dummies that need it put simpler. If you can thanx if not, I'm sure I'll get it eventually.
Lab Assistant
Original Poster
#48 Old 23rd Jun 2005 at 8:43 PM
The tutorial earlier in the thread is as simple as I can make it. Short of writing a new plugin for SimPE, it isn't possible to make the process much simpler. Each of the upcoming expansion packs will come with their own version of the multi-pt hack that has the GUIDs for the corresponding new technicians. I may eventually make some sort of kit that makes it easier to have your own set of pollination technicians "ala carte".
Test Subject
#49 Old 24th Jun 2005 at 9:59 PM
I may be completely confused, but bear with me here. My first question is making the sims in Body Shop - how do you access the hidden (re: green) skins from there? My second thought is this. I attempted to follow the tutorial and make my own PTs and fix it up as you said in the second part. I then created a new Sim to impregnate and it wouldn't work. I attempted to "make me alien pregnant" via boolprop and when I went back to the menu, the Sim still wasn't pregnant. Any ideas as to where/how I screwed up?
Lab Assistant
Original Poster
#50 Old 24th Jun 2005 at 11:10 PM
I don't think you can access the green skin from there. I've got some alien sims I've exported from the game with SimPE that I clone to start with when I'm making my aliens...

As far as the sim not getting pregnant with boolprop... The only thing I can imagine is that the sim can't get pregnant for some other reason (being too close to elder, not being an adult, etc.) I doubt it could be this hack unless you inadvertantly made some change when adding your own polli tech that caused it to completely fail. If you entered the GUID incorrectly, it's possible that it returned the ID for some other invalid thing instead of the pollination technician. Just to be sure, try removing the hack and seeing if the "get alien pregnant" option works on that sim.
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