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This mod makes vampires deadly and dangerous!

Description

Install instructions:

 

This mod requires LOT51 Core Library (v. 1.10.1 or more)

 

You need at least one of the STBL files. If you prefer vanilla definition of blood as plasma, pick the "Plasma" version. If you want a more realistic definition of blood as blood, pick the "Blood" version.

 

Notice: if you experience the dancing bug (Sims starting to dance instead of running the drink animation) install this mod by Lot51. This is a well known bug with some cloned interactions.

 

Languages:

Spanish Translation by CarmillaLaVampire HERE

Italian Translation by Shoni (Blood &Main Only)

Russian Translation by Urayxor

Portuguese Translation by Nymphetamine

German Translation by Uranium Fever (Blood &Main Only)

Dutch Translation by Gothique Simmer

French Translation by Angelus75

 

Features:

Deadly Drink

The basic feature of the mod is allowing Vampires to kill Sims with a bite.

First change of the new version: the mod doesn't override Maxis interactions anymore, the deadly interactions are all in their own category to avoid conflicts with other mods:

Interactions from this category are always deadly! Low level vampires might need to weaken the victim before attempting to kill them with a drink.

There is now a custom death:

With a custom ghost:

Some Sims react if they catch your Vampire killing another Sim:

Non Occult Sims, Aliens and Mermaids: might attack to slay a vampire who killed another Sim if they have the brave, adventurous, hot headed or good trait and relationship is below 60.

Werewolves: Maxis seem to have made them very people oriented so they always attack a Vampire who killed a Sim unless they have a very high relationship with them (above 80) or have the evil trait (Greg is excluded).

Witches: they attack with fire magic if they have the brave, adventurous, hot headed or good trait or are the Sage of Untamed Magic, they have more tolerance to it relationship wise (above 30 they'll not attack).

Other Sims will react with panic and run away both to deadly drinks and to regular Maxis drink.

Fear of Vampires

Witnessing a Vampire drink or getting attacked by a Vampire can trigger the Fear of Vampires:

It pissed me off that there is a generic "Fear of the Dark" but no specific Fear of Vampires (or other occults) so I made one. It can only be solved by slaying a Vampire.

Cattle

Vampires can turn Sims into Cattle to keep them around and drink from them when they need it, like in the old version of the mod. All vampires can tun Sims into Cattle during the New Moon. The "Manipulate Life Spirit" perk unlocks the ability to turn Sims into Cattle always.

Cattle have two custom motives and no social motive, they cannot socialise unless allowed to by their Masters. They also have a custom autonomy.

Plasma (or Blood, depending on the STBL you choose to instal) is what a Vampire consumes when drinking from a Cattle instead of energy like it happens for regular Sims. A Cattle doesn't die from critically low Plasma level, they just pass out, and there is no "recently bitten" limitation for drinking from them, but a critically low Plasma level starts consuming their Life Force. Plasma level goes back to normal if the Cattle is left alone, it goes up faster if the Cattle is well kept (hunger and energy high).

Life Force is what keeps the Cattle alive, pretty much like in the old version, this motive cannot be normally restored, once it's over, the Cattle will die. A Vampire can restore a Cattle's life force by feeding them their plasma, but doing so will block the ability to drink from that Cattle for a while. Vampires can also directly drain Cattle Life Force to restore Vampire Energy;

You can check on the Cattle's motives from the Manage Cattle menu:

Life Force also gets drained during a specific event that can only happen at night: the Cattle can get attacked by shadows as their defences are down and they're between life and death. A Vampire with resistance to sun can use the "Protect from Shadows" power on them at night to prevent this.

Cattle Levels

There are 5 Cattle levels, they come with different emotions and autonomy.

Cattle doesn't have the full range of emotions a regular Sim has, they cannot have positive emotions and normally, they're either scared, sad or dazed depending on their level. Level 1 and 2 Cattle are scared, 3 and 4 are sad and 5 are dazed. Their level affects how likely they are to refuse following an order and how good they are at bringing in other victims.

Their appearance also changes on high levels.

The level goes up as you order them around, drink from them or use some powers on them. At level 5 Cattle can be turned into Servants.

Cattle Management

You can give orders to Cattle:

You can either be nice or severe, how you decide to behave with them influences how fast they level up (and nope, I don't reward you for being nice). Aside from the regular stuff like cleaning up and repair stuff, you can also order them to go out and bring back other Sims:

This will send them to a rabbit hole and they'll come back with fresh victims:

What you do with the Sims they bring back is up to you! low level Cattle is better at bringing back victims as they're still more human!

Cattle can defy your orders.

Low level Cattle is more likely to say no to a direct order. When they reject an order, you cannot order them again for a while. It also unlocks the ability to punish them:

This is another power that makes them level up. A punished Cattle will not defy orders again for a while.

Cattle doesn't age as long as they're Cattle.

Servants

Level 5 Cattle can be turned into Servant

Servants behave very much like a butler, they do stuff around the house autonomously, you can still order them to do specific things, they never fail at bringing other victims. They're undead, so there is no turning back from the Servant status, they can only be destroyed. (You can turn a Sim back from Servant only with my debug cheats). They don't have needs and they don't socialise:

They also don't age and give a skill bonus to vampires when they're around

Turning Sims into Cattle

In order to avoid the problems the old mod had, there are some restrictions and tests:

If the Sim has a house: they'll be automatically added to your family when you turn them. Sims whose household has more than one Sim but no other Young Adults, Adults or Elders cannot be turned:

For example is you try to turn a Sim whose household only has one YA and all pets, the interaction will fail

If the Sim doesn't have a house: they'll become roommates to prevent them from running away. If you have too many roommates one will leave. I didn't add tests to check how many roommates you have because there are mods that increase the cap. Same restrictions as before applies to households with more than one Sim and less than two adults.

Other occults cannot be turned into Cattle to avoid conflicts with motive bars, but you're welcome to try turning them!

When you turn a Sim into a Cattle, the Cattle automatically belongs to all the Vampires in the household. Some specific interactions can only be used by the original Master, but all the Vampires in the household can drink from them.

Freeing a Cattle

Cattle can be freed by: another Vampire, a Werewolf bite, or the Rite of Ascension from a witch. The Masters will react to another Sim freeing their Cattle.

When you free a Cattle: if the Cattle had been added as a roommate, they're removed and they'll run away. If the Cattle had been added to the household, they'll be removed and they'll run away, it this case they'll become hidden households, you can get those sims back by inviting them into another household or unhiding them with MCCC. If the Cattle has a good relationship with the household, they'll stay either as roommates or as members.

NPCs and Autonomy

(This is something I plan expanding when I'll have more time, right now I want to finish the other projects I put in hold to work on this mod)

You can enable autonomy on vampires on an individual sim basis in my cheats menu by shift-clicking on a Vampire:

There are also 3 NPC roles you can assign from Vlad's statue in the centre of Forgotten Hollow:

They follow Maxis premades set up for Forgotten Hollow and the purpose is giving more lore to the Vampire GP to bring it in line with RoM and Werewolves.

The NPCs roles come with custom autonomy:

Good Vampire (Caleb): will autonomously free every Cattle, will react if they see another Vampire turning a Sim into a Cattle. Cannot turn Sims into Cattle, cannot kill other Sims

Neutral Vampire (Lilith): will autonomously restore Cattle's life force. Will attack a Vampire who turns a Sim into a Cattle in front of them. Can kill other Sims but cannot turn them into Cattle. Sides with the Good Vampire NPC.

Grand Master Vampire (Vlad): the most interesting one (autonomy only enabled in Forgotten Hollow), the Grand Master vampire can and will autonomously turn Sims into Vampires or Cattle. So if you, for example, set Vlad for the role and visit him at his mansion, it could happen that he'll turn a Sim in your household into a Cattle and steal them from your family (the active Sim cannot be a target for this autonomy)

You can give these roles to played Sims and assign more than one vampire for the role, but you only need one for each. It's also a completely optional feature.

 

OPTIONAL FILES

 

Vampires don't run away from Werewolves

Will stop Vampires from running away when Werewolves turn