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I'm releasing this mod as it is, because I can't find a way to make it work as it should... but some of you were interested in it so here it is.

PLEASE READ THE DESCRIPTION!!!

So, this mod is born originally from Merkaba's Sages in Hoseholds when I had the need to actually have a Sage in the HQ but didn't want to remove my mod to stop randoms from invading it. 

It evolved from that and now shares nothing with original mod anymore. Merkaba's mod allows to add the Sage to your household by removing the tag "is NPC only" from the traits of the Sages, but the Sage role is not controlled by the traits, the trait is only used by the filter to select the Sims to put in that role, the role is controlled by a Situation Job, that gives the selected Sim a buff, and THATS what makes them the Sages. This role can never be taken by the player, so when you visit the HQ with a Sage, you're never the Sage. To make this work, I had to force the game to assign another buff, that gives them the role, and the Sage buff, when you visit the HQ. I also had to divide the original buffs into three separate buffs, because the original buff locks all states, and I wanted it for the unplayed Sages, but not for the played one...

Anyway. here is how it works... First, you need to be sure that your Sim has one of the original Sages traits:

I made them visible, so you know that they do. Second, BEFORE going to the Realm, you need to click on your Sim and select "keep the Sage role"

This will give the Sim another trait, that's the one that decides if they get given or not the role when the HQ loads. Once you spawn in the Realm, if you're lucky, you're the Sage:

Why if you're lucky? Because the game fills the roles during the loading screen, and most of the times is so fast in giving the role to a NPC that your Sim can't get it. I tried to find a way to send automatically away the impostor when a playable Sage is in the zone, but had no luck... Now for me, this is no problem, because in my HQ no one but the Sims I play ever spawn... in any case, deleting the replacement or sending them away with another mod makes always give the role to the player. After that, for as long as you're there at least, another Sage will not spawn.

I enabled also two autonomous only interactions only the Sages can do: the Rite of Dissolution and Lecture about Magic.

I FORGOT TO ADD: this mod requires the XML INJECTOR (that's pretty much standard around here)

UPDATES:

26/12 - Added Missing STBL

Files

Comments

trail_of_blood

I translated the mod into Russian. http://simfileshare.net/folder/94908/

Anonymous

So its like Russian roulette for Sages? As you may or may not get the role before going to MHQ?

zer0_Mods_

Yep. They're quantum Sages, they have 50/50 possibility of being or not being the Sage at any give moment until the loading screen is done. The Schrodinger's Sages.

Anonymous

🤣🤣🤣

Maïa Game

Hello and thank you very much for this mod, I think to present it in video, it will please a lot of people ^^ on the other hand there is no translation line. There's only one line, could you look at it when you can? thanks in advance ^^

Leila Beam

This sounds awesome! I am a bit confused though after reading through, since its different from the Merkaba mod does that mean they dont conflict? Do they work together?

zer0_Mods_

They conflict. I originally wanted to make them work together but there was no way to do it because I have to take apart the same files.

Anonymous

Hello Zero! I wrote you some time ago on Mod The Sims to report that the Magic Sage of Mischief trait caused an UI issues, although at that time I blamed WW or WP...I made some more tests, and I found out that the trait is missing its appropriate DATA file (I'm talking about the hidden trait which is added when you make a Sim keep his sage role). Therefore, each time the toggle was enabled, the hidden trait was correctly added to the Sim, but, since it's missing his DATA file, it bugs the UI

zer0_Mods_

Thanks! That's weird I was sure I had included the data file.... I may have messed up something

Anonymous

So I read everything... you said "but for me this is not problem because only my sims spawn in hq"... how do you get only your sims to spawn there? I want NO NPCs in my HQ only spellcasters and mine

zer0_Mods_

I think I shared the mod I use to empty the magic HQ in my mods for storytelling post.

Anonymous

Do you have to always go through the portal (or about to) for the Keep Sage Role to show up? Or do you SHIFT click them first for it to come up?

Anach

Unrelated to this mod, but related to your comment about "NPC Only" traits. I have a founder sim that has somehow been marked as an NPC, and all they have are celebrity interactions, and are unable to make new friends, or romance. I'm unsure what caused it, or how to fix it. If I bring up the romantic interaction on that sim, from a sim outside the household, it says "Sim in an event NPC". Do you know of any such hidden traits that might cause this?

Anonymous

THANK YOU for the new No New Autogenerated Sages thing. I had 500 versions of Morgyn running around (that became permanent) after too much Duplicato being auto-cast. Also thus had that many Sages Of Untamed Magic.

zer0_Mods_

Yeah there are a couple the only way to know is to see what hidden traits are on the sim