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OneMoreKayaker

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

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Yes, that's fine by me, and thanks for asking! Translations are always welcome, as long as they aren't paywalled.

Unfortunately I haven't found a way to do this, the way names are set for premade sims is completely unlike how text works for the rest of the game. I am going to still keep an eye out.

Thanks, glad you like it!

It's trait-based and partially relationship based: you're looking for an alien who's the type of person to willingly teach a small child how to erase memories (maybe evil, maybe irresponsible, maybe understanding of the desire for more knowledge than might be considered appropriate, etc).

If you have my premades there is at least one who'll do it, otherwise you'll need to stumble on someone by chance. If the sim doesn't like you they won't help, though.

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Hi Mourningdove, the romantic satisfaction decay fix mod was made not long after the Lovestruck pack came out and has the original decay rates. Looking at that tuning I do see some leftover EA code around A/B testing that might be causing you to experience slower satisfaction loss than should be the case - I'll update and remove that coding. Thanks for letting me know!

Edit: update is live, please re-download.

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I can't replicate any of those bugs with v4.0.2. You appear to be playing with the German translation and also have a lot of other mods installed. I'd suggest switching to the English version (the one you can download here) to make sure you're on the most recent mod version and then trying to apply to the career with only Aliens Reloaded and Core Library to make sure its not a mod compatibility issue.

You may need to go to a Discord support server like Deaderpool or Sims After Dark where they can take a look at your full mod list and make suggestions.

Edit: I was eventually able to replicate this issue via game corruption, so you can probably fix this by doing a game repair (or a reinstall if you're on Steam.) If you're not able to do that you can also use cheats to add the trait "Kayaker: trait_isAlienInfiltrator" to your sim and they'll be able to take a mission from the computer. Once they take their first mission they'll be in the career.

Thanks for letting me know! Those are harmless - its just Core Library letting you (and me) know that the autonomous start to "coffin sleep" and falling asleep while watching a movie aren't compatible with recharging Alien brain power. I believe that may be new as of the June 30th update, since the devs tweaked the sleep coding to make sleep reduce "dazed" buffs. I'll remove the outdated coding in the next mod update.

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Did you disable phone call notifications by any chance? That was a new addition in the last game patch - I tested with that enabled a little bit, but only went to the first call asking to confirm the interview time and not all the way to the interview itself. I'm traveling right now and am unable to test. As of this moment, the only issues with the interview that I know of are being on vacation and working during the interview period - you can try reapplying, just make sure phone calls are enabled, and make sure your sim is on their home lot and doesn't have work. 

Also, if your sim has trait_isAlienPollinator they can't join the Alien Infiltrator career. I have both trait_isAlienPollinator and Pollination Technician 4's special NPC trait blacklisted to stop Pollination Technicians from being able to apply to the Infiltrator career (that's what the "SimName gives the missions, she/he doesn't take them!" tooltip is about). EA never meant for a sim with that trait to be playable, there's all sorts of checks against that trait in-game and it causes weird, weird bugs. Edit: after doublechecking my coding, it looks like I've blocked Pollination Technicians both from applying and from taking missions, so this is not supported.

Unfortunately Itch.io's spam filter is eating your new posts, and with the way that works I'm not getting any notifications for them. They're hidden away five clicks deep in a weird submenu. I did see your other questions: your human sim's alien partner shouldn't touch her memories unless the alien sim is evil or paranoid or they have a toxic relationship, you can be an alien hybrid and in the Pollination Technician career that's fine (so long as your sim is YA or older), and Skill Haven should be compatible unless it just doesn't work with 15 level skills. It uses the Skill_All tag to identify skills, which Alien Lore already has. 

Thank you, much appreciated! And technically Polite Aliens is compatible, but also kind of not? It will disable the Analyze Personality, Empathize, and Memory Erase socials from running autonomously, but I have clones that are hardcoded as outcomes for other interactions and Polite Aliens doesn't touch that. It also won't touch any of my custom interactions.

I'd maybe recommend playing for a bit and seeing if my tweaked version of Memory Erase gives you any trouble before installing Polite Aliens? There's a lot of autonomy tests behind all of the alien socials, and Analyze Personality and Empathize especially are meant to run autonomously between aliens and between aliens and human friends. Some parts of the gameplay were designed for that.

If you only want to disable Memory Erase, then MCCC's MC Tuner will let you do that.

Hello! Sorry to take so long to get back to you, Itch.io's spam filter is a bit over aggressive and ate your comments. It doesn't notify me when that happens...

You can apply for the Infiltrator career on the computer, through the Offworlder Exchange website - as of right now you need to have completed both of the "research alien history" and "research alien abilities" interactions or have high enough alien lore for that interaction to be visible, but I'm going to waive that requirement in the next update.

The Infiltrator career is available for teens and older, and teens are able to complete all of the missions. Teens are locked out of some of the romance options (for example, seducing sims for information, etc) unless their target is another teen, but fighting is fully supported.

Apologies, Itch.io's spam filter ate your post and it doesn't notify me when that happens - I've added new autonomy tests on memory erase (and also on my new mind wipe interaction) that will prevent aliens and alien hybrids from autonomously memory erasing their friends and family members.

You can still get autonomously memory erased, but its more of a self-defense measure now. It'll trigger if you're an enemy of the alien and have discovered their identity, or if you've made them very, very angry.

If your sim has the trait_isAlienPollinator trait, then the Pollination Technician career should be visible in the career panel when your teen reaches adulthood.

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I try not to give spoilers out in the comments, but as a hint - the alien leader is also the forum leader. If you are able to uncover her as an alien (through asking, accusing, getting her to glow with a scientist mood potion, etc) she'll tell you the truth about her career - otherwise she will lie. If you know she's an alien you can ask her about the alien presence. Your sim must have the "known alien" relationship with her in her profile, though.

It sounds like the hidden trait you should have gotten through that interaction didn't apply properly, but you can verify using MC CAS (MC CAS -> Manage Traits -> Remove Trait and filter by "hidden" to see what traits are on your sim). But I've been going through the whole "complain about being abducted" coding and I've noticed some logic errors and a few syntax mistakes on my part - this whole interaction series has been in AR since the v1.0 release and it was made when I was new to modding. I'm going to have to redo it anyways.

Edit: it looks like EA changed how a specific testset functions, which directly impacts the "ask to restart abductions" interaction. So even if the traits have all applied correctly the interaction won't show up.

I've fixed/updated the coding on my end, and will publish the update on Tuesday the 30th after EA's game patch.

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Have you completed the "increase Alien Lore to level 15" task yet? If so, check the Outworlder Exchange forum again. There's an interaction that unlocks at level 13, you may have missed the notification.

"Ask to Restart Abductions" will be available if your human sim is talking to an alien that they know, who is a teen or older. Basically: a.) the human has to know the alien / have been introduced to the alien, b.) the human has to know that the alien is an alien, c.) the alien has to be a full alien, d.) the alien must be a teen or older.

If your sim has already done this interaction successfully, then "Ask to Restart Abductions" disappears and won't be available. Can you see if your sim has the hidden "Kayaker: trait_NonAlien_NoMoreAbductions" trait using MCCC or Sim Info Manager? And also "Kayaker: trait_NonAlien_KnowsHowToStopAbductions."

It does sound like the dialogue responses aren't firing correctly regardless, so I'll take a second look at those tests.

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If you try to apply again does this still happen? The only thing applying does is schedule something called a "drama node" which shouldn't be capable of doing that. You may need to repair your game if its been a while.

Edit: someone below in the comments had the same problem and it turned out to be a piece of CC they installed that was causing errors when new aliens (in this case, infiltrator career coworkers) spawned in-game, you may be able to ask them what it was. If it happens consistently it's probably a default replacement of some kind.

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Hi SimmieMaus,

AR is designed as a Maxis Match mod, with the same likelihood of pregnancy (50/50) as in the vanilla unmodded game. In the vanilla game only male sims age YA or older can get pregnant via alien abduction. If a teen female sim was able to get pregnant before you most likely have one or more other mods installed that is enabling that (EA does not allow/enable teen pregnancy in general). The most likely candidate is MCCC and MCCC's MC Occult module, which partially overrides my alien abduction coding.

If you do have MC Occult installed and enabled, it will let you choose if you want female sims to be pollinated and you can manually set the likelihood of pregnancy there. You may need to ask the Deaderpool support server for the rest.

Best,

OneMoreKayaker

What kind of a gameplay thing were you wanting to do with that lot trait? Due to EA limitations, the specific vampire invasion "situation" only runs on residential lots when everyone is asleep, but I can use the Vampire Hunting Ground lot trait to get vampires to show up and be more likely to try and bite people generally. My question is more about general vibes, and I'd need to think about how to handle Get Famous's reputation system and Royalty and Legacy's scandal system (biting without permission isn't very popular among the normal humans, and vampires usually try to hide what they're up to.) 

If you were looking for a place to hunt vampires or a way to get autonomously bitten, there is already a low chance of getting randomly and autonomously bitten in most worlds. Most neighborhoods have vampire walkbys that can happen after dark, and with A Reason To Slay active the vampires on walkby will pick a random person to try and feed from. Forgotten Hollow has a very high number of vampire walkbys and can be pretty dangerous after dark.

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Well, that is definitely a bug - that message is only supposed to show if one of the sims involved is your active sim or in your active household. I'll take a look at the coding and see what I can do.

There's an update queued for June 30th, after the game patch, any bug fixes will most likely be included with that.

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You've gotten farther than I have with this - I did take a look at the coding and at first glance I don't see anything in the tuning or in the Python layer for either invading vampires or on servos that would prevent servos from being able to zap vampires, unless the specific vampire you're trying to zap is pregnant.

From what I remember, vampire invasions were broken before Discovery University launched and were left that way by design (as per the bug report forums), so I doubt this functionality was ever actually tested by the dev team.

I've run into that issue myself, as a fellow servo player, and it is a pain. Unfortunately, the devs hardcoded the sleep test into the vampire invasion situation in Sims 4's Python layer and it cannot be changed in tuning.

Hypothetically you could create a nearly identical replacement of vampire invasions built on a different type of custom situation, but it'd require about 20x the work. If I end up doing an overhaul of vampire invasions this is on the list of things I'd fix.

No worries, it is very weird how CC can do that

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That's the same abduction tuning file that Ilkavelle's UFO Investigator mod overrides, so this is incompatible with both UFO Investigator and Aliens Reloaded.

If Naunakht is willing to use an injector (like Lot's Core Library) instead of doing an override it could be made compatible. It looks like they just use that specific tuning to add a trait and trigger some follow-up actions, and don't edit the existing code in the way Ilkavelle and I do.

Edit: Naunakht launched an update that uses the XML Injector instead of overriding the tuning file. This new version is fully compatible.

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The abduction tuning isn't an issue anymore. I've updated that on my end and that file is identical between the both of us. So no matter whose tuning loads you'll see the correct intended outcomes.

v4.0 did add two new conflicting files, which are there recipes for Alien Juice and Space Energy. UFO Investigator makes it so that the Alien Guru trait will unlock these recipes. Aliens Reloaded makes them available to generation one full aliens (ie, they were born on Sixam and learned it there) and those with Alien Lore 5 or higher.

I've added support for the Alien Guru trait to both of these recipes as well (you can be in the required careers, a full gen one alien, have high enough Alien Lore, or be an Alien Guru to unlock them), but I don't believe Ilkavelle has had time to update UFO Investigator for compatibility / might not be aware that AR has been updated. So depending on whose mod loads first the recipes may be inconsistently available.

Thank you! :D

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Are you able to share your save file so I can see what's going on exactly? The only thing applying does is schedule something called a "drama node," which shouldn't be capable of doing that.

Also, I'd definitely try to repair your game - the last game patch did some weird things behind the scenes that have been causing performance issues even in unmodded save files. I was getting game freezes until I emptied everything from all my household's storage containers and moved to a different lot.

Edit: I just tested applying in a new save file and it worked fine. All of the calls came through, my sim got the job, and time progressed as expected. I'll keep an eye out and see if there's a way to replicate.

Thank you! Much appreciated

Apologies - I only just now saw your post (it looks like it got caught in Itch's spam filter). It sounds like Lot 51's Core Library isn't properly enabled in your game - I use that to add brainpower regeneration to all EA sleep interactions, as well as a number of other things. You'll want to double-check that that's installed, and in a top level of your Sim's 4 mod folder. If you've already done that, definitely double-check to make sure that script mods are enabled.

Okay, update is live - you should see all text now. I'm going to see if I can find a different way of exporting my files that will be less prone to doing this.

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Hi Ghouliia, thanks for letting me know - I double-checked my string/text tables for non-English languages, and it looks like they borked during the export process. I'll push out a new update today, after the game patch. It'll fix the missing text and a few minor issues.

Well, to stop a sim from being afraid of aliens without having to do any fighting, I'd recommend having your alien sim empathize with their partner, so they can learn that their partner has the Fear of Aliens. When they learn about that, they'll be able to Reassure them about aliens (that should be under the Deep Thoughts category.)

If you want to prevent your human sim from getting abducted again, you can have them Complain About Getting Abducted to their alien partner. Their alien partner will call the UFO to take them off the list.

If your human sim complains and then asks to restart abductions, then they'll be flagged as being abducted voluntarily and will never develop the fear of aliens from being abducted and will always have a happy response and gentle landing. Ask to Restart Abductions is under Interests, after a sim has been removed from the list.

There's also the new Truth-Seeker aspiration, which blocks the Fear of Aliens entirely.

So, a few different ways to do this.

Thanks for playing, and hope you enjoy!

I'm a day late, but it's live now :D

Thanks! I think the marketplace came out after Royalty and Legacy launched - if so, you may be okay. I can't guarantee it and don't have a way to test it, though - I always have to be on the latest game version to test for mod compatibility for the patch and update my mods for players. AR v4.0 has some tuning that requires the R&L base game update, so I do know you need to be at least up to that.

If you want to avoid the marketplace and also be on the latest version of Sims 4, Simmatically has mods to block it - Main Menu Override and a separate shopping cart blocker. TMexi's BBB mod also has a shopping cart blocker.

The v4.0 will fix this issue, expect that to launch on May 16th.

Thank you! I'll investigate to see if it's possible. Fingers crossed!

Hi Fionna, thanks! I don't have either Business and Hobbies or Adventure Awaits yet, so I haven't been able to dig into how the supervised sims coding work. Once I get those I'll be taking a look to see how feasible that is. 

The issue should be fixed in v1.3. If you're also playing with Aliens Reloaded there are a few warnings tied to brainpower regeneration, but you can safely ignore those. That'll be fixed when v4.0 goes live.

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I took a deeper look at the files, and it appears that what was happening was that an instruction to make a vampire leave after getting beaten in a fight wasn't firing correctly - that'll get fixed this week. All the other functions are working well. Thanks again for letting me know!

I just tested Mind Wipe, which was one of the listed files, and it worked fine in-game with no issues, so I think we're in the clear. But do please let me know if you run into anything missing or have any last exceptions.

Thanks for letting me know! I can see that in my log files also, now that I look. Those specific files don't use looping animations (they don't need them), which is what I think Core Library is upset about. But Core Library doesn't actually do any injections to those specific files (they're either my custom tunings or files I've overridden and edited) so I think the program is just being extra careful. I'll go and talk to Lot to see what what's going on there.

Meep 6244 has three options for their Deadly Vampire Bites mod, one is completely custom and two are overrides of the existing in-game drink deeply and drink uncontrollably files that have been tweaked to be made fatal.

None of those conflict with A Reason to Slay - the main module of my mod uses custom interactions for NPC vampires drinking autonomously and drinking during a vampire invasion. The optional crosspack doesn't override any of those files, either. You won't have deadly NPC vampires running around autonomously biting people, is all.

Thanks, and sorry for taking so long to reply to you! I've been meaning to set up a Patreon or something, more to send out messages to everyone at once than anything else, but haven't gotten around to it yet 😅