Sage of Mastery Magic + Mastery Spells + Ghost Butler + Alchemy

by TwelfthDoctor1 Posted 20th Aug 2020 at 8:11 PM - Updated 31st Dec 2025 at 2:49 PM by TwelfthDoctor1 : Version 2.21
 
286 Comments / Replies (Who?) - 244 Feedback Posts, 41 Thanks Posts
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Field Researcher
Original Poster
#226 Old 14th Sep 2021 at 5:28 PM
Quote: Originally posted by lifedancer
I I love this mod maker's work. But I couldn't get this mod to work. I downloaded this after the spa refresh update. I set-up an overrides folder as described by SIMPLIFIED MODDING in tumblr. I placed both overrides packages in my game's new overrides folder, but the game wouldn't start. I tried leaving the overrides default cooldown package out of the overrides folder - no start. I even deleted the macosx from the mod folder in case of conflict, and still it wouldn't start. I keep getting the data is damaged or missing, thus unable to start message. No matter what I try I am unable to even start the game. I remove the mod and the game starts and everything is working. None of his other mods are giving me any problems.

Please, help with instructions. Thank you.

I presume that you were using the latest version of the mod. If possible, could you send over any exception files, pictures pertaining to the issue so that I could diagnose this? Thanks.

Downloads for my mods (and mods not listed on MTS) can also be found at my Blog:

Tumblr or Sims Tumblr

For Bug/Issues report here: Discord Server
Test Subject
#227 Old 10th Oct 2021 at 1:37 PM
Hi! I really love this mod. I have only one issue with this mod that i can't buy tomes via the wands shop. Testingcheats are on and i tried to shift+click on the shop but it doesnt shows me the custom tomes. I also did the Fetch Quest.
Field Researcher
Original Poster
#228 Old 11th Oct 2021 at 5:13 AM
Quote: Originally posted by aldamar4
Hi! I really love this mod. I have only one issue with this mod that i can't buy tomes via the wands shop. Testingcheats are on and i tried to shift+click on the shop but it doesnt shows me the custom tomes. I also did the Fetch Quest.

Sorry about that. It turns out that when I was updating the scripts, I made some mistakes and the custom interactions were not loaded into the proper objects. An update will come out later today (or tomorrow based on timezones).

Downloads for my mods (and mods not listed on MTS) can also be found at my Blog:

Tumblr or Sims Tumblr

For Bug/Issues report here: Discord Server
Test Subject
#229 Old 11th Oct 2021 at 1:36 PM
Hi! Where can I find the "MagicHQZoneDirectorTuningOverride.package"? It isn't inside the download.
Test Subject
THANKS POST
#230 Old 11th Oct 2021 at 11:31 PM
Thank you so much, this mod is great! By the way, if it's not too much to ask, do you have a separated version? I prefer to not use too much mods and only install the specific stuff I need. It's okay if it's not possible though! Thank you for working on this
Field Researcher
Original Poster
#231 Old 12th Oct 2021 at 3:37 AM
Quote: Originally posted by monikee
Hi! Where can I find the "MagicHQZoneDirectorTuningOverride.package"? It isn't inside the download.

That package has since been removed around Version 2.00 or 2.10 as there is now a ZoneDirector injector adding in the custom situations and thereby abolishing the need for this package.

Downloads for my mods (and mods not listed on MTS) can also be found at my Blog:

Tumblr or Sims Tumblr

For Bug/Issues report here: Discord Server
Test Subject
#232 Old 13th Oct 2021 at 10:46 PM
Quote: Originally posted by TwelfthDoctor1
That package has since been removed around Version 2.00 or 2.10 as there is now a ZoneDirector injector adding in the custom situations and thereby abolishing the need for this package.


Thank you! It wasn't mentioned in the description
Test Subject
#233 Old 17th Oct 2021 at 4:50 PM
Quote: Originally posted by TwelfthDoctor1
Sorry about that. It turns out that when I was updating the scripts, I made some mistakes and the custom interactions were not loaded into the proper objects. An update will come out later today (or tomorrow based on timezones).

Thank you very much!
Test Subject
THANKS POST
#234 Old 18th Oct 2021 at 10:04 AM
Hello! How do I find the Sage of Dark/Light magic? Or how to become one?
Field Researcher
Original Poster
#235 Old 18th Oct 2021 at 10:41 AM
Quote: Originally posted by Jesshydra
Hello! How do I find the Sage of Dark/Light magic? Or how to become one?

Sage of Dark/Light Magic? Are you referring to the Sage of Mastery Magic or the Sage of Alchemy? For those, you can request the Sage of said magic but you need to know the Rite of Sageify spell and have very very good relationship with that sage. For cheat methods, you can add the trait to the Sim using the traits.equip_trait command or through the Debug TraitPicker:

Sage of Mastery Magic: TD1:trait_MagicSage_Master
Sage of Alchemy: TD1:trait_MagicSage_Alchemy

Just in case: If that Sage does not have the Ability to Learn Mastery Spells & Alchemy (view in Sim Info Panel under traits), use this cheat: traits.equip_trait TD1:trait_CanLearn_MasterSpells

Downloads for my mods (and mods not listed on MTS) can also be found at my Blog:

Tumblr or Sims Tumblr

For Bug/Issues report here: Discord Server
Test Subject
#236 Old 21st Oct 2021 at 2:16 PM Last edited by BryanOfKali : 21st Oct 2021 at 7:39 PM.
Well, here is the translation of the updated mod to the Portuguese language.

Link: Sage Of Mastery Magic - Arquivo Rar
Link: Sage Of Mastery Magic - Arquivo Zip
[Version 2.14]

Como Instalar a Tradução do Mod:
Passo 1: Depois de clicar no link que compartilhei, você será redirecionado para o website MediaFire.
Passo 2: Clique para baixar o arquivo e pronto. Basta colocar o arquivo na sua respectiva pasta e siga as instruções que estão lá.

Nota: pode ser que algumas palavras estejam alteradas ou frases um pouco confusas no mod, mas é porque foi difícil encontrar uma tradução exata da palavra do inglês para português. Isso não significa que não se consiga compreender.
Nota: o mod SpellBook Injector, Xml Injector e o mod para corrigir o erro de teleporte já estão juntos na pasta.
Nota: o mod Spellbook Injector foi atualizado pelo Simsonian Library (Patreon). Esta atualização tem tudo o que tinha antes. Podem ocorrer alguns problemas caso você use Mac para jogar, mas esperamos que não.
Nota: se você já tinha o mod baixado apenas na versão inglesa, remova tudo relacionado e ponha estes arquivos no lugar. Coloque-os na respectiva pasta.
Nota: lembre-se de extrair o arquivo em algum local do seu computador (baixe o WinRAR - caso não tenha - para extrair).

Mod creator: check the mod with the Sim 4 Studio app or Translator if you want to know if everything is correctly translated into Portuguese.

Se alguém tiver um problema com a tradução, informe-me por e-mail ou chat no website do MTS.
Se você quer saber quais mods já traduzi, acesse este link: ObscureEffler Tumblr
Thank you for this amazing Mod TwelfthDoctor1 .
Criminal Mastermind
retired moderator
#237 Old 21st Oct 2021 at 8:48 PM
I decided to try this mod out. I liked the different parts of the mod for what I have seen. There is one question about the Sages. Are they supposed to be generated by the game? Because I haven't seen either Sage of Mastery or Sage of Alchemy anywhere in the Magic Realm where I figured they would be.
Lab Assistant
#238 Old 27th Oct 2021 at 7:07 AM
Quote: Originally posted by Chaavik
I decided to try this mod out. I liked the different parts of the mod for what I have seen. There is one question about the Sages. Are they supposed to be generated by the game? Because I haven't seen either Sage of Mastery or Sage of Alchemy anywhere in the Magic Realm where I figured they would be.

Yes, they should be. I had the same problem the first time I tried it out, but now I can find them. They won't have the special icons floating over them, but if you mouse over them they will be tagged at the top of their name box. Also, they sometimes-- but not always-- have some sort of effect swirling on them, a white glow with infinity symbols.
Lab Assistant
#239 Old 24th Dec 2021 at 2:03 AM
1. I've found two empty string lines when my spellcaster sims click on Sage of Mastery Magic under Magic category since I use this mod. When I click one of them an empty conversation bubble appears on the notification board.



2. My Virtuoso spellcaster sim learned everything from the Sage of Mastery Magic, except the Transformation spells: Vampiric, Plantsim, Mermadic, Servo, Alien Transformation spells. The Sage make the move to teach her, but nothing happens, she just can't learn these 5 spells. (I dont really need these spells, just find annoying my Spellbook is unfinished. :D)

3. Is there a way to have only the Sage of Mastery Magic + Magic Spells + Spellcurses in my game and Spellbook, without: the 5 Transformation spells, Need Transcendence spells, Rite of Occultify spells, Alchemy, Sage of Alchemy, and new Potions?
Screenshots
Field Researcher
Original Poster
#240 Old 12th Jan 2022 at 1:36 AM
Quote: Originally posted by {Lorea}
1. I've found two empty string lines when my spellcaster sims click on Sage of Mastery Magic under Magic category since I use this mod. When I click one of them an empty conversation bubble appears on the notification board.



2. My Virtuoso spellcaster sim learned everything from the Sage of Mastery Magic, except the Transformation spells: Vampiric, Plantsim, Mermadic, Servo, Alien Transformation spells. The Sage make the move to teach her, but nothing happens, she just can't learn these 5 spells. (I dont really need these spells, just find annoying my Spellbook is unfinished. :D)

3. Is there a way to have only the Sage of Mastery Magic + Magic Spells + Spellcurses in my game and Spellbook, without: the 5 Transformation spells, Need Transcendence spells, Rite of Occultify spells, Alchemy, Sage of Alchemy, and new Potions?

Thanks for letting me know of those 2 missing strings, I'll look into it.

As for transformation spells, you need to learn from the Untamed Sage.

The only way to not have those spells is to separate the files into their own packages, but currently they are all combined. I may be thinking of separating them again as navigating through them is frustrating.

Downloads for my mods (and mods not listed on MTS) can also be found at my Blog:

Tumblr or Sims Tumblr

For Bug/Issues report here: Discord Server
Lab Assistant
#241 Old 13th Jan 2022 at 3:05 PM Last edited by {Lorea} : 24th Jan 2022 at 9:33 AM.
Quote: Originally posted by TwelfthDoctor1
Thanks for letting me know of those 2 missing strings, I'll look into it.

As for transformation spells, you need to learn from the Untamed Sage.

The only way to not have those spells is to separate the files into their own packages, but currently they are all combined. I may be thinking of separating them again as navigating through them is frustrating.


Thank you for your kind reply.
Separate files would be awesome, if that's not a problem for you. Maybe a few themed separate packs is less work, than separate every single spells and features.

Edit: And I’ve noticed that the game automatically gives the Ghost Butler trait to random npc sims and pets as well.
Field Researcher
Original Poster
#242 Old 16th Mar 2022 at 3:06 PM
Default Regarding the Development of Sage of Mastery Magic
I currently do not have the capabilities to implement new features into the Sage of Mastery Magic Mod. As such I no longer have plans to work on the Sage of Mastery Magic mod.

Regarding the scrapped 2.10

2.10 was initially planned to add in a XP system for Light and Dark Magic, with perks and a new sage (pretty sure this was found by people looking into the STBLs). With the current "dryness" of new Sims 4 supernatural-esque content, it makes it very hard to add in new spells and potions into the game.

Should you be interesting to develop on the Sage of Mastery Magic mod and/or translate em, please do DM me on Discord. For development, I would be more than happy to provide the Developer Feature File and Script codes for the mod.

Downloads for my mods (and mods not listed on MTS) can also be found at my Blog:

Tumblr or Sims Tumblr

For Bug/Issues report here: Discord Server
Test Subject
THANKS POST
#243 Old 1st Apr 2022 at 4:10 AM
Thanks for the mod, i'm enjoying it so so so much|!! just one question, how do i get rid of the Ghost Butler?? am i stuck with a butler now ;_;
Field Researcher
Original Poster
#244 Old 3rd Apr 2022 at 4:47 PM
Quote: Originally posted by jujuwah
Thanks for the mod, i'm enjoying it so so so much|!! just one question, how do i get rid of the Ghost Butler?? am i stuck with a butler now ;_;

To get rid of the ghost butler, fire them directly or use the urn to dismiss the butler. For non-spellcaster sims, use the phone to dismiss the butler.

Downloads for my mods (and mods not listed on MTS) can also be found at my Blog:

Tumblr or Sims Tumblr

For Bug/Issues report here: Discord Server
Test Subject
#245 Old 7th May 2022 at 2:03 PM
Hi i have a lil question to this mod and your mods in general. Is there an option that you'd do seperate files with spells that use some features from extensions? I had this problem with your mod for choosing boots ect. that the game had problem coz i don't have bowling night stuff and i'm afraid that if i don't have salvadorada extension the game will also go crazy with this mod coz it won't be able to find files to turn sim into sceleton. So is it even possible to make those files that if you don't have some extensions you would just delete it and game won't catch errors?
Test Subject
#246 Old 26th May 2022 at 10:02 PM
Quote: Originally posted by TwelfthDoctor1
I currently do not have the capabilities to implement new features into the Sage of Mastery Magic Mod. As such I no longer have plans to work on the Sage of Mastery Magic mod.


Does this mean you will no longer update for patches that might break it or you're just no longer going to add any new content?
Test Subject
#247 Old 11th Jul 2022 at 7:02 PM
Quote: Originally posted by TwelfthDoctor1
With the current "dryness" of new Sims 4 supernatural-esque content, it makes it very hard to add in new spells and potions into the game.


I was wondering if your decision has changed at all with the new Werewolf pack. Or was not having enough occult types not what you meant by "dryness"?
Field Researcher
Original Poster
#248 Old 12th Jul 2022 at 8:47 AM
Quote: Originally posted by PrincessShethra
I was wondering if your decision has changed at all with the new Werewolf pack. Or was not having enough occult types not what you meant by "dryness"?

Well the current plan is to add a new Werewolf transformation spell into the mod (maybe a potion too?). Besides that I am unsure of other ideas.

Downloads for my mods (and mods not listed on MTS) can also be found at my Blog:

Tumblr or Sims Tumblr

For Bug/Issues report here: Discord Server
Test Subject
#249 Old 30th Jul 2022 at 9:13 PM
Thank you so much for the quick update after the patch! Out of curiosity, is there an easy way to separate out this mod into modules? Say for instance I didn't need the ghost butler part, or just wanted the alchemy sage, or is everything tied together?

Thanks again for all your hard work!
Field Researcher
Original Poster
#250 Old 31st Jul 2022 at 3:55 AM
Quote: Originally posted by mythicgeek
Thank you so much for the quick update after the patch! Out of curiosity, is there an easy way to separate out this mod into modules? Say for instance I didn't need the ghost butler part, or just wanted the alchemy sage, or is everything tied together?

Thanks again for all your hard work!

Sadly not. As I've removed the file that contains the merging data, it would now take a long time to separate all the files.

Downloads for my mods (and mods not listed on MTS) can also be found at my Blog:

Tumblr or Sims Tumblr

For Bug/Issues report here: Discord Server
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