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Does this conflict with Gauntlet101010's Pollination Technician career mod? I ran a Better Exceptions conflict check and several resources seem to overlap, at least 6 were listed. It would stink, since I love this mod to pieces and was really hoping to employ a certain alien character of mine as a Pollinator... I've even given her a whole "queen bee" aesthetic to match. It's totally okay if they are incompatible though, I would definitely be giving up Gauntlet's in favor of this, and there's absolutely no pressure to change anything.  I'm happy enough that I've found such a dedicated fellow extraterrestrial enthusiast <3

All things considered, a hidden Pollinator career only available to aliens would be a pretty cool feature to add in, no? ;)

The current version of AR has edits to the existing NPC alien pollinator career to make it so that you can add a pollinator to your household and have them keep their job (as well as have regular hours where they go into work, have actual pay, etc).

It's fairly bareboned at the moment and mostly about letting you add Pollination Technician 4 to your household if you want without stopping her from being a pollinator. But because of these edits it'll conflict with anything else that edits the existing NPC career - I'm not familiar with the Gauntlet mod, but if its an override of the existing career there will probably be conflicts.

I've got a few things on the roadmap for AR 4.0 for new careers and aspirations, but this year's been pretty crazy for me so I haven't been able to get started on it yet. If you want to play an alien with the current NPC career tho you should be able to get it working with cheats - I'm away from my computer rn (traveling) but I'll add a second reply to your comment when I'm back

Add the trait, trait_isAlienPollinator, to your queen bee sim and you'll be able to choose the pollination technician career in the normal career settings menu. However, your sim won't be able to quit the career without cheats.

Oh wow, super cool! I really appreciate it, thanks!

Hello! I'd love playing it, but I'm not sure; is it compatible with Secret Occult by JaneSimsten? Thanks!

Probably not, since that also edits aliens. 🤔

Hello, I'm brand new to using your mod, and I'd like to know where I can find a list of the cheats and what they do. I know you say AR is best experienced by starting a new save, but I have an old save with several sims descended from an alien, and I want them to be aware of that ancestry. I'm very attached to this part-alien legacy family, and discovering this mod exists is exciting. The gameplay for aliens has always lacked... all the things in this mod. It's like you heard my wishes!

Does "trait_AlienDescendant" mean a sim with some alien ancestry, like my sims, or does it mean a pure alien but one not born on Sixam, so it has different interactions from the "reminisce about home" type interactions other aliens have? And what exactly does one type to add that or any other trait? I don't use cheats a whole lot as you may be able to tell!

Welcome aboard! I've been a big enjoyer of aliens and part-aliens for many years myself, and AR is a lot of the stuff I've always wanted when playing with them! Starting a new save will give you things like my premade NPCs and also create a clean slate for relationships and things, but it's not necessary - you can cheat in traits where needed, and the rest of the traits and relationships will get filled in via normal gameplay. The mod will also randomly generate new sims in place of the premades.

I don't have a full list of cheats, per se, but there are a good number of hidden traits in the mod, trait_AlienDescendant among them. Yes, the alien descendant trait just signifies that a sim is descended from aliens - if a full alien has the descendant trait, then it marks them as a second gen+ sim (not from Sixam) and changes some dialogue options and buffs to be more appropriate. It's one of the systems that I was planning on building out a bit more later on. Part-aliens and full humans can also have the trait, but it doesn't really do anything for them as of v3.72 (part-aliens are treated as alien descendants by default, even without the trait).

The more interesting traits for your gameplay will most likely be the ones for the human sims - trait_KnowsTruth is the big one to add, for sims who know that aliens are real. There are also hidden traits around alien pollination and alien abduction - if the sim's been abducted in the past, if they know how to stop alien abductions, if they've decided they like getting abducted and want it to keep happening, if they've opted out of the whole thing, etc. And also if they've been pollinated in the past and know what pollination is. These hidden traits will be granted during normal gameplay and it'll be easier to have them be awarded during socials and things than to cheat them in since there's a lot of them and they're very particular (some things depend on which specific combo of traits your sim has).

In terms of the relationships - if you want your alien sim's human family members and friends to know they're an alien, then confessing to being an alien very rarely goes wrong, as long as friendship is high enough. Other ways of discovering that a sim is an alien have a chance to give a sim the Fear of Aliens if you're playing with the Fears system active. But even if they're afraid of aliens, you can Discuss Fears with them and work them through it.

Hello, can I still use this mod if I prefer MCCC's Occult Settings?

You can, but you may end up with an inconsistent experience depending on what you're doing. MC Occult will override the overrides I’ve created for the EA defaults, but I’ve also added new stuff that it doesn’t touch. I have no way of checking MCCC settings so designed everything around the vanilla experience.

If you’re playing as an alien this isn’t an issue. It’s more likely to be one if you’re using the Mysterious Skies lot trait, which has its own alien abduction coding.

Thank you :0

Re: MCCC- what override is on by default? Also, does this mean I can't use it to increase the chance of alien pregnancy if I use this mod? (The default 20% is so low!)

!Also would like to know this!

Sure! Please see my reply to insanityprelude90. It's mostly around valid pollination targets, some of which you can't actually disable.

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MC Occult overrides the EA settings on valid genders for pollination - it enables ladies to be pollinated by default and also prevents anyone who has a fertility setting that doesn't match their sex from being pollinated at all - including sims you might've neutered (this can't be disabled, you'd need to either remove the sim's custom gender trait or remove MC Occult). I've also had someone say that they've had MC Woohoo prevent guys from being able to be pollinated, but I believe this was changed in a later update and now works again (I don't use that module so can't confirm either way.)

If you'd like to increase the chances of alien abduction and pollination, you can use this mod's Mysterious Skies lot challenge on your residential lot - it does keep the chances of pollination at 25% per abduction, but it massively increases the odds of getting abducted to about 50% per sim, per night, including visitors on your lot. I don't think MCCC overrides Mysterious Skies, but haven't done a lot of testing there.

Thank you so much!!!!

Thank you! Also, is it okay to use this mod with Kuttoe's Home Regions, or will its tweaks to alien spawning be a problem?

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The default setting of Home Regions will effectively prevent aliens from generating at all in game unless a sim is in the Scientist career, makes it to Sixam, or has Get Together and attends alien bar night. I'd strongly recommend at least enabling disguised Alien walkbys if you plan on using the Conspiracist Hub at all. There should be a toggle, as of the 8th of this month.

I've used Home Regions for a long time and was still seeing plenty of "generated NPC for Walkby_DisguisedAlien" in my MCCC logs (while not playing a scientist) well before the toggle got added? I definitely intended to leave them on, so it sounds like it won't be a problem, anyway. :D

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Oh, interesting 🤔 I wonder if alien generation was just a problem for my custom walkbys then? It may work fine for you in that case.

Edit: it looks like Home Regions does impact my NPCs spawning, but this mostly impacts the Conspiracy Hub. Kuttoe did add instructions on how to opt-out certain sims, so I'm looking into that now. In the meantime, I'd recommend using the "International Lot" lot trait if using the Conspiracy Hub or Mysterious Skies.