NRaas Aliens - Duglarogg/Sims3 GitHub Wiki
NRaas Aliens Mod
This mod affects several aspects about aliens, alien abductions, and alien-induced pregnancies that were originally introduced in the Seasons expansion pack. Below will be explanations about how the mod changes the game and details what each option does in the mod.
This mod is made to be compatible with the NRaas suite of mods.
Alien Generation
General After seeing the aliens from the Sims 4, I wanted aliens in Sims 3 to be a bit more colorful. Now, aliens have a wider range of available skin tones in addition to the standard green-grey skin tone, including red, yellow, green, blue, purple, and aqua! Currently, there are no options to customize which tones are available, but I'm looking into it.
Allowed Alien Ages Players can now determine the possible age categories for NPC aliens, with the addition of teenagers to the mix.
Handiness Skill & Logic Skill By default, all NPC aliens start with some levels in the Handiness and Logic skills. Now players can customize the range of possible skill levels for these default skills.
Scientific Aliens & Science Skill For players who have University Life installed, NPC aliens can start with levels in the Science skill added by that expansion pack. After all, these are supposed to be explorers investigating a strange new planet and its indigenous lifeforms. As with other skills, players can tune the range of possible skill levels to their liking.
Futuristic Aliens & Advanced Technology Skill For players who have Into the Future installed, NPC aliens can start with the hidden Future Sim trait and levels in the Advanced Technology skill. Also, alien babies from abduction-induced pregnancies will be born with the hidden Future Sim trait as a bonus. Considering they're capable of intergalactic travel, our aliens should be familiar with futuristic technology of all stripes. Like other skill options, players can set the range of possible skill levels.
Occult Aliens NPC aliens can now be generated with one or more occult life states.
Occult Alien Chance The chance that an NPC alien gets an occult life state when generated.
Max Alien Occults This setting determines the maximum possible number of occult life states an NPC alien can receive at generation.
Allowed Alien Occults These settings determine which occult life states can possibly be applied to NPC aliens at generation. Please note that the following life states are not available: Ghost, Mummy, SimBot, Unicorn, and PlumBot. Ghosts are not currently available but will be added in a future update.
Alchemy Skill & Spellcasting Skill NPC aliens with the Witch occult life state will gain levels in the Alchemy and Spellcasting skills, and these settings determine the range of possible levels for these skills.
Fairy Magic Skill NPC aliens with the Fairy occult life state will gain levels in the Fairy Magic skill, and this setting determines the range of possible levels for that skill.
Gardening Skill NPC aliens with the Fairy or PlantSim occult life states will gain levels in the Gardening skill, and this setting determines the range of possible levels for that skill.
Lycanthropy Skill NPC aliens with the Werewolf occult life state will gain levels in the Lycanthropy skill, and this setting determines the range of possible levels for that skill.
Alien Activity
The functionality of alien activity (i.e. abductions and visitations) has changed from the its implementation in Seasons. Originally, alien activity would only be checked once per night at a random time. First, the active household would be checked to see if a non-alien Sim could be abducted without stranding Child or younger Sims. If a Sim was available, then an abduction roll was made. On a successful roll, a random active Sim (Teen or older) on the home lot would be abducted. If no Sims were available or the roll failed, a random NPC alien would be chosen and the game would roll to see if that alien visited the active household. On a successful roll, the chosen alien headed to the home lot. On a failed roll, the game would make a second visit roll to see if the alien visited a random lot in town. On a successful roll, a random lot was chosen and the alien went to that lot. On a failed roll, no alien activity would occur that night.
My new implementation for alien activity goes like this: once each hour during which aliens are active, a random NPC alien is chosen and an activity roll is made to determine if any alien activity happens for that hour. On a failed roll, nothing happens until the next activity roll in an hour. On a successful roll, an abduction roll is made. On a successful abduction roll, the chosen alien abducts a random Teen or older Sim from the active household from their current lot (not just the home lot). On a failed abduction roll, a roll is made to see if the chosen alien visits the active household. On a failed visit roll, the alien visits a random lot in town instead of the active household. When a successful abduction or visitation is made, alien activity goes on cooldown for several hours before any alien activity can happen again.
Starting Hour The hour of the day that aliens become active and the first alien activity is made.
Activity Window The number of hours that aliens are active, potentially up to 24 hours (i.e. always active).
Base Activity Chance The base chance that either an abduction or visitation occurs at any given hour during which aliens are active.
Base Abduction Chance The base chance that a Sim from the active household is abducted when there is alien activity.
Base Visitation Chance The base chance that an alien will visit the active household when there is alien activity.
Abduction Duration The number of minutes it takes to complete an abduction.
Alien Activity Bonuses
These are increases to the chance of alien activity, abduction, and/or visitation chances.
High LTR Bonus & High LTR Threshold Increases the chance that an alien will visit the active household if the alien has a high enough LTR with an active Sim. Players can set the additional chance granted and the minimum LTR needed to earn the bonus.
Space Rock Found Bonus & Maximum Space Rock Found Bonus Increases the chance for an abduction or a visitation per space rock picked up, up to the maximum bonus. Players can set the bonus and the maximum possible that can be accumulated for finding space rocks.
Space Rocks on Lot Bonus & Space Rocks on Lot Threshold Increases the chance for a visitation for having a certain number of space rocks on the active household's home lot. Players can set the bonus and the number of space rocks needed to earn the bonus.
Offspring Bonus Increases the chance for a visitation for being the offspring of a particular alien.
Telescope Use Bonus Increases the chance for an abduction or a visitation from an active Sim using a telescope.
Alien Pregnancy
I've also changed how abduction-induced pregnancies are implemented. First, the game was extremely picky about who could be impregnated during an abduction: only non-occult, male Sims who could be romantic with a randomly chosen alien had a chance of being impregnated. Second, instead of a genuine pregnancy (most likely because there are no male maternity clothes in official content) impregnated Sims just gained a lot weight. After a couple of days, the Sim would give birth to an alien baby and must immediately decide to keep the baby or return it.
On the first point, my implementation is much more open to who can be impregnated during an abduction. Male, female, non-occult, occult, alien... pretty much any adult Sim has a chance of being impregnated, and their gender preference isn't taken into account. This is a sterile procedure, not a one night stand! I use a genuine pregnancy for both female and male Sims (there are custom-content adult male maternity clothes).
Pregnancy Chance The base chance that a Sim is impregnated during an abduction.
Pregnancy Length The duration (in days) of the main phase of an abduction-induced pregnancy. This value determines several pregnancy related variables, such as when the abductee starts using the pregnant walk and how long it takes a Sim to go from not showing to full term.
Labor Length The duration (in hours) of the labor phase of an abduction-induced pregnancy.
Puddles The number of puddles to spawn when the labor phase of an abduction-induced pregnancy starts.
Backache Chance The chance that an impregnated abductee gets the "Backache" moodlet during the pregnancy.
Allow Teens Whether or not teenagers can be impregnated during an abduction.
Use Fertility Whether or not to use fertility factors when determining if a Sim is impregnated and the number of alien born. This takes into account the "Fertility Treatment" trait, the "Magic in the Air" moodlet, the "Wished for a Large Family" moodlet, and full moon bonus from Supernatural.