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Mermaid Hybrid Stabilizer

by Iced Cream Posted 10th Apr 2020 at 8:07 PM - Updated 5th Oct 2020 at 6:24 AM by Iced Cream
33 Comments / replies (Who?) - 9 Feedback Posts
This mod's features are now part of my all-in-one hybrid stabilizer mod: https://modthesims.info/d/647863/

This is a script mod. The contained .ts4script file must be placed directly in your mods folder or at most 1 folder deep or the game will not load it.
While this mod was originally designed to fix issues with mermaids, it is usable without island living. It fixes many annoying internal bugs and issues relating to the game's occult form system.

Update: 2020-9-27: Removed the preview version and merged all of its changes into the main version. Added the following additional fixes:


Update: 2020-9-14: Added a preview version of the next release which fixes the batuu outfit interaction and CAS. Please report any bugs you see.
Preview version has the following fixes:

Update: 2020-9-9: Updated to be support a new mod which enables occult forms to safely be edited. https://www.modthesims.info/download.php?&t=647154


Hybrids aren't "officially" supported by EA, so there will still be some remaining issues while playing them that this mod cannot fix.
Please read the known issues list before downloading so you know what to expect.
Please report any issues the mod may cause which are not listed under Known Issues.
You will need to use debug cheats or a mod to make your sim into a hybrid.
(Seasons only) Vampire-Mermaids without sun immunity STILL cannot swim in the ocean while holding an umbrella during the day (Not really a high priority bug to fix...). Use the umbrella rack to put your vampire-mermaid's umbrella away before trying to kill them in the sea.

A mod born from the frustration of an angry simmer who was enraged at the unplayable state of hybrid mermaids. The fury of watching mermaids swimming in the ground and walking on fins was enough to drive the disgruntled simmer to madness, forcing him to learn how to mod the game so he could remove the grotesque sight from the game.

This mod aims to fix some of the main problems with hybrids to make them actually playable.

Main Hybrid Fixes
  • Mermaid hybrids will correctly switch forms when entering the bath or exiting water.
  • Hybrids should now be able to switch directly between their occult forms without getting stuck in their current form.
  • Hybrids entering the water while in other non-human forms (Alien, Dark Form) should correctly switch to mermaid form by first reverting to human form for a split-second.
  • Hybrids exiting the water should correctly return to their walking animations instead of swimming in the land. (Note: Doesn't work if you use a "Teleport" cheat to move your sim out of the water. Reset your sim if you do decide to teleport).
  • The game will no longer attempt to corrupt your game by adding non-existent occult types.
  • The game will no longer attempt to destroy your sim by deleting their human form.
  • The game now forces sims to generate their alternate forms the instant they gain a new occult type. This fixes a game-breaking EA bug that can happen to normal sims even without mods which can render a sim permanently unplayable.

Editing A Hybrid's Occult Forms
Use my new mod which enables you to safely edit all occult forms: https://www.modthesims.info/download.php?&t=647154

I recommend using Gauntlet101010's Hybrid Stablizer mod to lock out any forms you don't want: https://www.deviantart.com/gauntlet...lizer-742150773


I recommend AGAINST adding both vampire and alien to a mermaid. Having that many occult forms causes the Alien form to always be in danger of being deleted and regenerated every time you load into the game.

Known Issues


Compatibility
Because this is a pure scripting mod, it should be compatible with nearly any other mod in existence. Only mods which try to modify the mermaid form or script mods which override (not just inject to) the following script functions would cause issues - (I'm not aware of any such script mods which completely override the functions).


Additional Credits:
Credit to simcrazy5 for their Ursula sim in the in-game gallery.

Type: Other

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 4

This is a multi-part download:


Only choose 1.
Key: - File was updated after upload was posted
Filename - Tip: You can click the magnifying glass to see the archive contents Size Downloads Date
Iced Cream_Mermaid Hybrid Stabilizer.zip

Size: 4.8 KB · Downloads: 8,177 · 27th Sep 2020
4.8 KB 8,177 27th Sep 2020
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 File tab to see the download link. Click the link to save the .rar or .zip file(s) to your computer.
Read the upload description for installation instructions. If nothing else is specified, do the following:
2. Extract: Use WinRAR (Windows) to extract the .package file(s) (if included, ts4script as well) from the .rar or .zip file(s).
3. Cut and paste the .package file(s) (if included, ts4script as well) into your Mods folder
  • Windows XP: Documents and Settings\(Current User Account)\My Documents\Electronic Arts\The Sims 4\Mods\
  • Windows Vista/7/8/8.1: Users\(Current User Account)\Documents\Electronic Arts\The Sims 4\Mods\

Need more information?
  • Anyone can use both .rar and .zip files easily! On Windows, use WinRAR.
  • If you don't have a Mods folder, just make one.
  • Mod still not working? Make sure you have script mods enabled
 
33 Comments / Replies (Who?) - 18 Feedback Posts, 12 Thanks Posts
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Test Subject
#26 Old 27th Sep 2020 at 9:07 AM
Hydration need sticks even if you remove Mermaid occult from a sim, using the new preview version, intended?
Lab Assistant
Original Poster
#27 Old 27th Sep 2020 at 9:32 AM Last edited by Iced Cream : 27th Sep 2020 at 11:09 AM.
Quote:
Originally Posted by Jaimes
Hydration need sticks even if you remove Mermaid occult from a sim, using the new preview version, intended?


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.
Test Subject
#28 Old 27th Sep 2020 at 12:19 PM
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
#29 Old 27th Sep 2020 at 1:10 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
#30 Old 27th Sep 2020 at 7:18 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
#31 Old 27th Sep 2020 at 8:22 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
#32 Old 29th Sep 2020 at 11:03 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
#33 Old 1st Oct 2020 at 9:27 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
#34 Old Yesterday at 10:48 PM Last edited by Dodisosa : Yesterday at 11:06 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.
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