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Battery

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Battery86

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63 comments

  1. thevioletfairy
    thevioletfairy
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    Hiya! :)

    I just downloaded your abductor mod, but when I went into my save file, the sim panels (the ones that let you click your sims to select the one you want to control, with a picture of each sims to signify which sim it is - sorry, I don't know what they're called!) had disappeared. Do you know if I'm missing something in the downloads option? I downloaded both of the extra required mods, and the extra mods that those mods required.

    Thank you! :>
    1. Battery86
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      Thats strange,
      the sim ui panels should not be affected by this mod.
      Did you already try to run the game with just the abductor mod and the C# Script utility installed (and maybe nraas mods) ?
  2. Zab0u
    Zab0u
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    Hello, I wanted to let you know that the latest updates of this mod can't be used with SimPanel or QuickRecolor and it generates script errors everytime I load my game.
    I think it's because they don't use the same version of your Script Utility mod so for now I removed it from my mods folder.
    Let me know if you want the script errors and thank you for your amazing work.
    1. Battery86
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      Hmm i just downloaded all the mentioned mods here and replaced my work in progress versions.

      It works fine in my case.
      Did you make sure to delete all older versions of these mods ?
      if so id be indeed interested in the error logs.
    2. Zab0u
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      Yeah I deleted them and only have SimPanel 1.03 and QuickRecolor 1.07

      Here is the script error
      <?xml version="1.0" encoding="utf-8"?>
      <NRaas.Careers>
      <ModVersion value="87"/>
      <BuildVersion value="0.2.0.209"/>
      <Installed value="CurrentTip"/>
      <Enumerator value="1"/>
      <Content>
      No Proxy
       Counter: 1
       Sim-Time: Dim. à 08:00
       Start-Time: 01/13/2025 12:35:14
       PreLoadup-Time: 01/13/2025 12:35:43
       Loadup-Time: 01/13/2025 12:36:46
       Log-Time: 01/13/2025 12:37:17


      System.NullReferenceException: A null value was found where an object instance was required.
      #0: 0x00045 ldfld.o    in NRaas.CareerSpace.Helpers.NRaas.CareerSpace.Helpers.AcademicHelper:OnHired (Sims3.Gameplay.EventSystem.Event) ([595556A0] )
      #1: 0x00000            in NRaas.Common+EventListenerTask+Func:Invoke (Sims3.Gameplay.EventSystem.Event) (5A0E49B0 [595556A0] )
      #2: 0x00006 callvirt   in NRaas.Common+DelayedEventListener+DelayTask:OnPerform () ()
      #3: 0x00000            in Sims3.Gameplay.Sims3.Gameplay.Function:Invoke () ()
      #4: 0x00003 callvirt   in NRaas.Common+FunctionTask:Simulate () ()




      </Content>
      </NRaas.Careers>
    3. Battery86
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      This is an incomplete nraas careers error log.
      Not sure how this is connected to my mods since they dont have anything to do with careers by themself.
      Are you certain, that this only throws errors with the c# utility, abductor, quick recolor and simpanel ?

      The error in the log says something went wrong when a sim got hired do you have any mod that changes careers in play ?
    4. Zab0u
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      I was trying to sort my mods so I only had your mods and Nraas mods installed in my game.

      Are you certain, that this only throws errors with the c# utility, abductor, quick recolor and simpanel ?
      It only happened when I had abductor with either quick recolor or simpanel or both at the same time.
      When abductor was alone (only utility with it) it didn't happen. It also didn't happen when quick recolor and simpanel were together.

      The error in the log says something went wrong when a sim got hired do you have any mod that changes careers in play ?
      I have Nraas career but i didn't have any custom career and it happened when I created a new save.
      I didn't try with an existing save.
    5. Battery86
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      I dont have know enough about NRaas careers, though my mods dont have any intended links to the career system as of the time of writing.
      Id recommend taking to the NRaas forums and asking about the error there make sure to post the full error log there.
  3. Taiyou01
    Taiyou01
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    def one of my favorit and must-have-mods. Love the different settings it offers!
    1. Battery86
      Battery86
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      Thanks !
      I am glad you like the mod.
      I am usually trying to give the user as much options as reasonably possible with my mods.
  4. MyCurrentObsession
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    I really love this mod, but I would appreciate clarification regarding a few things. Like, I've noticed that even if the abduction roll is low enough that it could apply to all sims in town regardless of space rocks or telescope modifiers, there is often still a division between "valid" and "invalid" targets. What makes them invalid in this case? This is especially frustrating because after moving my sims to a new house (in same town), it seems this entire family is almost always considered invalid, and I don't know why when they were fine before - in fact one of my sims previously got picked as the random sim to be abducted once, but that was before moving. I did test that my sims CAN still get abducted - used "pick sim" and had a success - but I don't know what makes them invalid when the daily roll happens. Do they need to not be in the middle of any action? I assume they might get excluded if they're asleep, but I try to keep them awake under the assumption that getting picked to be abducted would take priority and cancel whatever they're doing like the non-modded abduction would.

    I did change the time of the abduction to be 11 at night (23 hours), give or take half an hour (0.5). I did that because I noticed that despite teenagers being acceptable targets the abductor had not once taken one (in around 15 abductions over 40-ish days), so I thought maybe I needed to have it trigger before they'd be in bed or bound by curfew. After this change I still haven't randomly had a teen get abducted, though I did test using "pick sim" on a teenage child of a townie and had success. So maybe I'm just unlucky?

    There have also been multiple occasions when I get a successful roll and thus theoretically someone should get abducted... but then nothing ever happens. And I know a previous version of this mod told you exactly which sim was randomly selected, but I don't even get that this time, so I don't know if it never picked someone for some reason, or if it picked someone and tried to abduct them but failed. It would be nice if the mod spawned some kind of failure message to let me know exactly what happened.

    I understand that the telescope is a once-a-day buff, but how exactly do the space rocks work? Do they only add to your percentage on the day you pick them up, or does the extra % stay as long as you keep them in your inventory? I do understand that every rock stacks with previous ones, but if the bonus is only good for one day it's unlikely to matter much.

    What exactly is the alien household manager? I can use it to look at the potential alien abductors as well as the townspeople in a separate box, but can I actually do anything in that screen? I haven't poked around too much for fear of messing something up but it doesn't seem like I can do anything beyond look at people and I guess change the number of aliens who might abduct someone.

    Does this version of the mod completely remove/negate regular abductions? I know an earlier version of this mod, I still occasionally had "vanilla" abductions randomly happen to my family. But I haven't seen a single one since updating the mod. I have however had a ton of aliens coming down to visit my house or nearby; is that just chance or does the mod also affect their visiting somehow? I will admit I kind of miss the random vanilla abductions, since the odds of that happening is significantly higher than any of my particular sims getting picked randomly out of nearly the entire town.

    Finally, I don't know if this is a bug, but the text for valid and/or invalid sims when the abductor rolls is just one long list that gets cut off. It doesn't wrap into multiple text boxes and as far as I know there's no way to scroll the text box to see the rest of it, so I never see the whole thing.

    Sorry for all the questions. Thanks in advance for any insight you can provide.
    1. Battery86
      Battery86
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      I did change the time of the abduction to be 11 at night...
      This sounds like you were "unlucky" unless the mod tripped somehow

      There have also been multiple occasions...
      To display messages like who got picked etc you need to activate the debug mode setting in the menu*

      I understand that the telescope...
      In version 1.42 the telescope bonus would apply once per day so if you used the telescope on two different days you would get twice the bonus
      Space rock collection acts like the normal game if you pick one up for the first time (if you get the collection message) the bonus is added to the space rock pool. Havin them in inventory does nothing when it comes to abductions (same as the normal game), the rocks in inventory only increase the chance of alien visitors appearing (this mod  does not change/touch this) The boni will reset whenever an abduction is due to be checked (Time+Random Offset)*


      What exactly is the alien household manager?
      The alien household manager allows you to view rudimentary info of the aliens and townfolk. Its main feature however is to assign or release sims from the alien household. So you can Add Sims to the alien household (They will then be Removed from their home !), or remove aliens you dont like from the alien household. Changes made in the alien household manager should only apply if you click accept. (Use Double click to move sims)

      Does this version of the mod completely remove/negate regular abductions?

      This mod is thought of a replacement of the normal system. It sets the abduction chance to 0% for vanillac abductions. You can try to reenable this by using something like retuner to set the value to something else again, just beware that the value is set to 0 each time you enter the game.

      Finally, I don't know if this is a bug,
      Bad design my test towns usually dont have that many sims in them for perfomance reasons

      *I Have uploaded a new version (1.43) which will display more information on why a sim wasn't picked. Furthermore i have added a setting to reset the boni after a given amount of days instead of resetting them after the check for abductions.
    2. MyCurrentObsession
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      I have figured out why no teens were getting abducted. It seems like unless you choose to use a custom list that you fill with chosen (and viable, per other abductor settings) sims, this mod will continue to use the list of "default" sims that it creates upon starting a new save or first installing it. That list is never automatically updated to include new viable candidates or get rid of sims that no longer are viable, although those sims won't actually get picked/abducted. And the basic, by default list doesn't include teens (EDIT: actually I just checked the settings as I'm playing and it looks like it IS set to abduct teens by default. So maybe it's just that there are very few starting teens in Sunset Valley who quickly aged up into young adults before ever getting abducted and no new teens were added). That also explains why until I discovered this it seemed like the same few people kept getting picked. They were the only adults remaining from the original list that hadn't aged out of viability yet (since I exclude elders from abduction). It's a tad frustrating having to use a custom list that I manually update every one or two in-game weeks, but at least I figured out how to get teens abducted now!

      That said, your newest update seems to have caused a new problem. I'm constantly getting an automatic failure roll on abductions because supposedly "two abductions shouldn't happen in the same day, canceled into [day #]". But the thing is this message is popping up all the time when there HASN'T been an abduction on that day, or even for several days. Heck, I just started a new save and I got this message preventing an abduction on the FIRST NIGHT. Any idea why this is happening or how to fix it?

      I have noticed that sometimes the problem goes away if I use the "reset settings" function for the abductor, but that only seems to help sometimes and then this problem pops back up after the abductor successfully works for a few nights.

      Also one random question. I can tell that the aliens in the alien household manager age, but do they eventually die and get automatically replaced? On my other old save, all the aliens are elders now and are WAY older than the town sims tend to get before they pass on. I'd like to get some new, younger aliens instead (in part so that there is some new alien blood around town instead of all the kids being fathered by the same 3-4 people), but I've discovered that taking the aliens OUT of the alien household seems to just delete them, which causes problems if they have kids. It creates an error message every time a kid of theirs ages up. Presumably if I leave the aliens alone and they die naturally, this won't happen since the game will be able to find and check on the deceased alien parent for whatever it needs anytime a kid ages up. Whereas removing the alien from the household just has them vanish like they've been deleted.
    3. Battery86
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      So this took me some time...
      version 1.44 is now up.
      -Sims will now be added or removed automatically frrom the default list the mod picks abductees from before an abduction situation is created
      -The Alien household manager will no longer "discard" sims removed from the alien household, the mod does not touch automatic removal of aged out Alien sims from the Household
      -The abduction cooldown should hopefully work correctly now

      Thank you for your feedback which intilled the most of the changes for version 1.44 !



  5. FreakyRufus
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    I have the latest version of this, 1.43. When looking through the pregnancy settings, there isn't an option to set the "Male hybridization for pregnancy" percentage. Has that been removed? I had 1.38 installed before today, if updating in place makes a difference.

    To be honest, I don't know if that option showed up previously, as this is the first time I've decided to look at those settings. I just saw it mentioned on the description page here.
    1. Battery86
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      Yes its not in the current build. I plan to implement this for the next update once i have a bit spare time.

      E: version 1.44 is now up and includes the aforementioned Pregnancy setting.
  6. ToddyComNescau
    ToddyComNescau
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    Man, I just really love this mod! Buuuut, I need some help:

    I was testing the mod and, without paying much attention, I ended up exploring the hybridization settings. The problem was that, in this, all the Sims in the neighborhood became hybrids, LOL.

    So, I wanted to know if there is a way to undo this? I really miss my Sims looking human like they used to.
    1. Battery86
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      There is no method to undo this in an batch.
      You need to undo every sims hybridization manually.
      To do so activate the "Debug On" option in the mods Menu.
      then click on a sim select Battery... -> Abductor... -> Reset Alien Transformation
      This should reset all the appearance changes made by the mod for the selected Sim.
  7. CatTheNarlicorn
    CatTheNarlicorn
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    For some reason, the most current version of this mod or your utility mod is incompatible with AddLotSize by velocity. Their mod simply does not work when I had yours in my folder, although I admit I didn't take the time to see which one was causing the problem because they're codependent. I switched back to the old version I was using (1.3.5) and it still works so it's not really a problem, but I thought you might wanna know?
    1. Battery86
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      The Abductor mod and the c# Script utility are not co dependent the utility mod can work without this mod just not the other way around.
      As for your observation with the Add Any Lot Size (edited 01/16/2014) mod, i just did a test with the utility and this mod and i could not reproduce any erroneous behaviour. I Still get 2 more lot sizes indicated with question marks on the thumbnails.

      Are you sure you removed all older versions ?
  8. BertMv
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    Does this conflict in any way with NRAAS Hybrid mod? Sorry if this is a stupid question.
    1. Battery86
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      I have not heared of any complaints involving a conflict between NRaas hybrid and the Abductor mod.
      I would think that these two mods would rather complement each other quite well.
    2. BertMv
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      Thanks. But after adding this mod, the game crashes at the loading screen. Crashlog is here: https://pastebin.com/m0hjJ5M6
    3. Battery86
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      This looks like you either dont have the required version of the c# script utility or dont have it installed at all. Make sure to install
      the c# script utility 1.046. (and delete previous versions if applicable)
  9. Star3486
    Star3486
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    I'm not sure if this is a bug or a conflict maybe but when a sim gets abducted the ship stays on the ground while the lights appear then disappear. The sim never comes back but its acting like it is abducting them over and over again. How do I fix this?
    1. Battery86
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      I do not recall having heared of that bug before.
      What is your game version ?
      In which world and on which lot does this happen ?
      Does this happen all the time ?
      Which other mods do you use ?
  10. SandaiKitetsu
    SandaiKitetsu
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    I am encountering a bug with hybridization with the skintone changes. If i set the parameters to 100% alien DNA the skin will correctly apply to the sim. But if I add by two 50% increments the skin will not apply even if DNA is at 100%. Other aspects like bodymorphs and hair colour properly changes,
    1. Battery86
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      Hello,
      i think i have found the issue, but to be sure i need to know if this is only an issue with the actual skintone and not its skintone index (slider value of that skin) ?
    2. SandaiKitetsu
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      This is the actual skintone. The slider still works if I set alien DNA it to 100%