About this mod
This mod introduces expanded gameplay for aliens, alien/human hybrids (aka part-aliens), and the people around them. This includes new interactions, traits, relationship types, alien abilities, alien lore skill, a visible brain power motive, family gameplay, wants and fears, lot trait and challenge, and refined alien discovery and abductions.
- Requirements
- Permissions and credits
- Mirrors
Expanded socials and interactions for aliens, part-aliens, and those around them
- New alien-themed conversation topics that take context, relationships, and past events into account.
- Complain about your alien disguise, talk about your homeworld, share your thoughts on space, gossip about alien things, talk about the Earth, share stories of your space adventures, teach your teen the truth about abductions, and confess your alienness to your friends and family members.
- Ask if a sim is an alien, convince other sims that aliens are real, complain about getting abducted – and share the dramatic story of it, warn sims not to follow the strange lights, and tell them all about that time you set foot on an alien planet.
- New whimsets and reactive whimsets for aliens, part-aliens, and human sims.
New traits granted through gameplay
- Alien/human hybrids now have a visible trait in their traits panel that identifies them as a hybrid, have alien powers, and are recognized as aliens by those who discover them. They won’t be considered aliens in all situations, however.
- Non-alien sims who discover that aliens are real will earn the Knows the Truth trait and enter into an exclusive world with new socials and gameplay effects
- Non-alien sims can end up with a Fear of Aliens, depending on their own unique personality and the gameplay context.
- Other visible and hidden traits will unlock new socials and abilities as you progress through your gameplay.
New relationship types
- Keep track of those who’ve discovered your alien sims with a new relationship in their profile: Knows the Truth. This relationship is the other side of the one-sided Known Alien relationship.
- Keep track of sims whose memories you’ve meddled with through the Memories Erased and Mind Wiped relationships. Only your sim will see this - the sims whose minds you’ve altered won’t know it was you!
- Build an alliance of those who probably aren’t aliens with the Probably Aren’t Aliens relationship, awarded only to sims in the Know.
- Other hidden relationships will keep track of who did/said what to who, evolving your game over time.
New brain power motive
- The new visible brain power motive replaces alien and part-alien sims' energy need. Brain power drains over time, is used up by alien mind powers, and can be recharged through sleep, moonbathing, or alien meditation, as well as other activities like drinking coffee or tea.
- Toddlers unlock the brain power motive at level 3 of the thinking skill, and learn alien meditation at thinking level 5. The motive is automatically available for alien and part-alien sims age child and older.
- The new brain power motive is crosspack compatible. Brain power will be drained by vampire attacks, performing seances, having the scared or terrified emotion, Spa Day's human meditation, as well as other activities that you'd expect to drain brain power. Various pack-specific items and interactions can also restore brainpower.
- Level your sim's logic skill to slow down their brain power drain, and reduce how much brain power the mind powers use.
- The new motive is hybrid-safe for part-aliens, for all hybrids except for vampires. If you'd like to have the new motive on a part-alien vampire, you'll need to cure their vampiricism first. If you'd like to make a part-alien that already has the visible brain power motive into a vampire, turn on testing cheats and shift-click to remove the motive from them.
New alien abilities
- This mod adds eight new alien abilities, with three immediately available and the rest unlocked through gameplay. Alien abilities are now collected in their own Alien pie menu, to make them easier to find. Existing abilities have been tweaked and modernized to take advantage of new in-game capabilities
- Share Emotions, Probe Preferences, and Mind Wipe are available immediately, doing what you would expect them to do. Share Emotions grants your target sim with a +3 moodlet for the same emotion your alien is feeling, Probe Preferences will tell you the likes/dislikes/fears of your target sim, while Mind Wipe takes inspiration from the Bella Goth mystery in Sims 2 - erasing all of the target sim’s relationships and leaving them with the Missing Memories trait and a serious case of amnesia.
- Memory Erase has been modified so that alien sims will no longer autonomously try to erase their spouse’s or friends’ memories – all increases in the likelihood of this triggering from being playful, the Goofball trait, or liking mischief are gone. Instead, the alien must be very angry and talking to someone they hate. Mind Wipe operates similarly. Note that unlike the vanilla game, neither Erase Memories nor Mind Wipe will automatically cause a divorce – as marriage is a legally binding contract, and telepathy doesn’t include hiring lawyers.
- Both Empathize and Share Emotions can trigger catharsis if used when a sim is in a negative mood - empathizing with a sim in a bad mood will help make them feel better, while the sim who shares their emotions will themselves feel better. Note that the bad mood has to be the dominant emotion for this to activate.
- Other abilities can be unlocked through the new Alien Lore skill and its related secret alien web forum and Sixam Online web store. Level up Alien Lore to access forbidden knowledge, highly illegal on Sixam and only available to proven scholars on Earth. Learn mind control powers such as Compel to Leave, where you can make annoying interrupters go away; Compel Handiness, where you can compel a sim to repair and upgrade object, and Compel Artistry, where you can compel a sim to paint or play music. As with Vampire and Spellcaster powers, these can go wrong, backfiring on your Alien.
New Alien Lore Skill and computer forum
- Aliens and part-aliens are able to immediately access the Outlander's Exchange, an exclusive web forum only available to those who know about it. This forum is your portal to Sixam Online, the ecommerce store that has everything the busy alien infiltrator needs.
- Buy Alien Lore books to read and level your Alien Lore skill, receiving different snippets of lore as you progress. Each level of Alien Lore unlocks more of the Outlander's Exchange, opening up new items to buy - including new unique books and skill books, collectible Alien flora and fauna, the infiltrator's store with several unique items, and eventually the private catalogue. This catalogue holds the books that teach the different uses of Compel.
- There are two other abilities hidden in the catalogue. These are Calm Werewolf (available if you also have the Werewolves pack) and Protect/Dispel, which allows your alien to cancel compulsions - even on themselves.
- Non-aliens must learn about the existence of the forums before they can access them. There are several different ways to do this, including asking aliens about alien history and reading books that might have been left out... Non-aliens with high enough Alien Lore can even learn the Protect half of Protect/Dispel, making them less vulnerable to the use of Compulsion - including vampiric compulsion.
New gameplay for children and families
- Alien and part-alien children are able to learn the basic three mind powers (Empathize, Analyze Personality, and Erase Memories) by leveling up their logic skill and participating in unique interactions.
- Parents can teach their children about brain power, helping to increase their toddlers' and children's mental abilities. When used on a child, the Teach About Brain Power interaction will also increase their Alien Lore skill. Make sure to level your parenting skill for better outcomes - or, if you don't have that pack, your charisma and logic skills.
- Family gameplay is crosspack compatible with the Parenthood pack. Children and teens who use their mind powers will gain or lose empathy or conflict resolution as appropriate. Parents can also discipline their children, either rewarding or punishing them for different uses of mind powers.
New lot trait and challenge
- The Mysterious Skies lot challenge dramatically increases the likelihood for your sim to be abducted by aliens, letting a human sim quickly learn the Truth, and giving them a reason to find a way to make the abductions stop. This lot challenge may also be useful for a unique take on the hundred baby challenge. It is available on home lots, and puts everyone on the lot (not just the active household) at risk of an abduction. Hello Vlad!
- The Conspiracy Hub lot trait is intended for sims who Know the Truth to find others also in the Know. It is available for bars, lounges, libraries, parks, and generic lots, and will spawn in conspiracy theorists and a Lead Conspiracy Theorist usually between 9AM to 9PM most days. These conspiracists will offer different pieces of lore, and the Lead Conspiracist will offer a quest to infiltrate the aliens to Knows Truth sims, allowing them to purchase scientist serums and eventually a SimRay and satellite dish once the quest is complete.
New special NPCs
- There are three new special premade NPCs that will appear in saves after the v3.5 update. These include two Lead Conspiracists at level 10 of the Scientist career, as well as Outworlder Exchange's secretive forum leader. For existing saves, randomized sims will spawn in to fill these roles. All three sims are hidden by default from Manage Households, so don't be worried if you don't see them.
- All three sims can be safely added to your household and will still keep their careers and special functionality. Please note that you cannot purchase items from a Lead Conspiracist if they are a household member, so please visit the Conspiracy Hub without them to spawn a NPC leader that you can buy from.
- All sims have their own unique lore and storylines. These NPCs - especially the forum leader - will be expanded on more during the 4.0 update.
Smarter autonomy
- Aliens will keep their cover better, only using their friendly mind powers on those who are already in the "Know" - this includes other aliens, part-aliens, and non-aliens that have learned the truth about them.
- Undisguised bar nights have been banned by the order of the Pollination Technician! Aliens will automatically disguise themselves when in normal human society to avoid breaking cover - this includes your aliens. These rules are applied every time they change lots or you load into the game. On Sixam, or during special events, Aliens will continue to load in undisguised.
- If you'd like your aliens to stay in whatever state (disguised or undisguised) you put them in, then please click on them and select "Forego Disguise." However, if you do so, be aware that they may wander around undisguised when you're playing a different household. If you change your mind, you can resume hiding by selecting "Resume Hiding."
Refined alien abductions
- The abduction event will treat aliens, part-aliens, servos, geeks, and scientists appropriately. These sims will never receive the fear of the dark trait from being abducted. Aliens and servos will also receive their own custom moodlets and buffs after being returned from an abduction. Neither aliens nor servos will ever be impregnated during an abduction event. Because that’s weird.
- You can now permanently prevent a non-alien sim from getting abducted through gameplay. If you choose to restart abductions, with your sim now getting abducted voluntarily, the sim will receive a boost and benefit from each abduction similar to the one granted to aliens and servos.
- Aliens and those abducted voluntarily will always get a gentle landing upon their return, and sims will not freeze or burn to death if they are wearing the wrong clothing during an abduction
- Sims who know about pollination will no longer be confused by their mysterious symptoms, post-abduction.
Interactive alien terrarium pets
- Alien terrarium creatures have been updated to include a hunger motive, a relationship bar, and five different unique interactions.
- Hunger will go down over time - keep your pets fed to build relationship with them! They require feeding about once a day, to avoid becoming famished.
- Talk to or view your pet - talking to your pet will make your sim feel better if they're feeling down, and viewing your pet will increase your fun motive.
- Unique alien-specific interaction, with a slight chance of death. Feed your pet your emotions (aka psychic energies), to reset your sim's moodlets and gain a +10 fine buff that'll last two days. This can be very helpful if your alien sim needs to maintain their cover, or is in danger of an emotional death - however, these creatures have a big appetite, so take care.
Optional Cosmetic Module
- Install the optional cosmetic module Alien Randomizer and your NPC and played aliens will randomize with select base game hair and eyebrows in the following colors: neutral black, white, purple pastel, hot pink, dark blue, turquoise, and green.
- This module includes 65 adult hairs, 43 child hairs, 22 toddler hairs, and 8 infant hairs, as well as all eyebrows. All listed colors are available for children and younger on included hairs and eyebrows.
- An additional module will prevent "bald" hair from randomizing on alien adults or children, forcing all alien sims to randomize with one of the hairs. However, all existing bald sims - including premades such as Vlad - will be flagged as having CC. If you do not want this, you can also try using the MC Dresser module of MC Command Center.
Because this mod introduces new traits, relationship types, and premade NPCs, it is best experienced in a fresh save file. You can, however, use cheats to assign a number of the gameplay traits, including trait_OccultAlienPart to create an alien/human hybrid, trait_KnowsTheTruth to loop your non-alien sim into the know, and trait_AlienDescendant to mark a sim as a second generation alien. NPC aliens generated in-game after the v2.0 update will have a random level in the Alien Lore skill, as well as some degree of logic and rocket science. NPC aliens generated previously will not. You can use MCCC to cheat their skills if you would like.
I also strongly recommend deleting the localthumbcache when first installing Aliens Reloaded. It's a large mod and cache issues can cause weird problems.
Compatibility Notes
Aliens Reloaded is compatible with most other mods, except for other aliens mods, anything that edits the alien terrarium creatures, and anything that overrides the Sixam region description. Known compatible aliens mods include baniduhaine's Alien Bloodlines and More Dormant Occults mods.
Note that for the brainpower motive and trait inheritance to work as intended, you will need the Lot 51 Core Library (a third party utility available from the Lot 51 Core website or from CurseForge). Lot 51 Core Library allows for Brain Power to work with non-Get to Work coding, including base game files such as sleep. Please always use the latest version of Lot 51 Core Library.
The Crosspack file includes changes to several gameplay elements found in other packs, including Werewolves, Vampires, For Rent, and Life and Death, that are not able to be injected to using Lot 51 Core Library. Due to a game update in 2024, you can safely ignore them if you don't have the packs involved. However, if you do have mods that edit the buffs for a rampaging werewolf, affect the outcomes of the use of vampiric mindpowers, or change what you can do to satisfy the ghost haunting residential rental event or mischievous ghost event in the Reaper career, you'll likely experience conflicts. You can safely delete the Crosspack module or go into the Crosspack module with Sims4Studio and delete the conflicting file. Most crosspack functionality is in the main mod and will continue to work fine even after the Crosspack module or its files are deleted.
Lastly, if you do play with MCCC, the MC Occult module includes several overrides for alien abductions including one that is on by default. Please disable these and set abductions to their base default for this to play as intended. MCCC will override this mod.
Enjoy!