Hi everyone, if you're having issues with the mod or expected mod functions not showing up in game:
Please make sure you own the Get to Work DLC and have it installed on your computer! You need the DLC installed to have the mod work.
Please make sure you have the main mod installed -> Aliens Reloaded_vX.X or whatever the current version is. AliensReloaded_Crosspack is an additional (optional) module for crosspack gameplay and not the main mod.
Please make sure you test for mod conflicts by removing everything else from your mods folder, including your CC and Lot 51 Core. Aliens Reloaded is compatible with most other mods, but CC can sometimes cause weird issues you wouldn't expect.
Please check and see if Lot 51 Core needs to be updated. Sometimes it will need to be updated after large game updates. Also, please only have one copy of Lot 51 Core installed at a time. It should go in the top level of your mods folder (not inside any other folders).
Delete your localthumbcache file and repair your game. You may need to repair it twice. Aliens Reloaded is a large mod and an outdated cache file can cause weird issues. I'd probably recommend doing this after big game updates, too, just in case.
OneDrive sync can cause issues with duplicates and ghost mods sticking around, you may want to disable.
If you still have issues after these steps, please send over a copy of the System Info Log from MCCC for your Alien sims and a screenshot of your mods folder so I can take a look at exactly what's happening.
Sorry to ask what seems like an obvious question. Where do I purchase the alien lore books from or find the sixam online store? My alien sim is level 5 in alien lore and received the notification that she unlocked the alien bookstore. I'm not seeing an option to purchase books or anything else from the outworlder exchange (the only 2 options are browse web forum and search for information on sixam's culture and history), under the order section on the computer, from the bookshelf, from the phone, or from the alien menu when I click on the sim. I looked specifically for the "Way of the Mentat" that was mentioned in a pop-up notification in the full purchase books list as well, but didn't find it. I also tried checking debug with only CC enabled and I didn't see any books there, only the "portable satellite pc".
I tested with only Get to Work Aliens Reloaded 3.62 main mod and crosspack module and lot 51 core, all freshly downloaded, to make sure it wasn't a mod conflict issue. I repaired my game twice as suggested and have cleared the cache files from my game folder.
Am I overlooking something super obvious to find the books? Thanks in advance for any help you can offer!
No worries! Sims need to do a few extra interactions to unlock the full Sixam Online website - try looking up Sixam's History and Culture until you get two lore notifications, and then looking up alien mind powers until you get another lore notification. Then you'll have access to the part of the website where you can buy books (and other things, with high enough Alien Lore skill). If your sim keeps getting distracted you may need to do this on your home lot.
Oh thank you! I should have been more patient. :) Just got the options unlocked following your directions. I'm having a lot of fun exploring the mod! It adds so much more depth and interesting content to alien gameplay. Thanks again for your help.
Hi! I love this mod so much, it's a blessing for occult lovers! I wanted to know if it was compatible with Waffle's Clean Computer Categories specifically for the alien secret forum? If not, would it be possible to make it compatible? Thank you!!
You'd need to ask Waffle - that mod is still in Early Access so I can't test it. If you're one of his Patreon subscribers you can always try it and find out, though. :D
Oh that's strange! I'm not a subscriber but I was able to access the mod. I did go ahead and test it and all seems to be well. Thank you again for mod!
Thank you for this mod. I am a big fan of alien playthroughs but compared to the other occults Aliens dont have a lot going for them. Now, this mod makes them far more interesting, and I am excited to see your developments for 4.0.
question about the hair randomizer, how did you get that to work? i've been trying to flag other CC hairs as alien and they never show up when i randomize in cas, even though it feels like i should have everything checked correctly. i'd love to be able to expand and edit the selection in my own game :)
Sure! The flags for occult randomization are a bit different than for non-occult sims - to randomize CC for aliens, open the CC in Sims4Studio, in Studio->Categories->Occult, check "Alien." Then, go to the Warehouse tab, look at the "Type" column, and select the "CAS Part" file that matches the CC you want to edit. Type in "Alien" and make sure that "Alien" is unchecked under the "HideForOccultFlags". U1 and U2 will also show a row of occult types, but only Werewolf should be checked there.
If you want the CC to only randomize for aliens specifically, then when in the Studio tab make sure only "Alien" is checked under "Occult" and also uncheck "Allow for Random" at the bottom. The Occult -> Human option is for Batuu sims specifically as far as I can tell, so I'd normally recommend keeping that one unchecked regardless of if you want CC to randomize for regular sims. The Hide for Occult Flags in the Warehouse view will let you hide your CC in CAS from both regular humans and other occult types as well.
Sims4Studio does offer a batch fix that will allow CC to randomize on whatever occult you like, but as far as I know you need to set the other things manually. To prevent the "bald" and "no eyebrows" options from appearing I overrode the original files - that's a separate package in the Randomizer, and you can use that independently of the main hair/eyebrows file.
Could you please be more specific about what and where I need to change something in MCCC? I can't find anything that would allow me to set something back to standard that isn't already standard.
Sure! When you click on an in-game computer with the MCCC mod in, you should see a MC Command Center menu with different settings for the different modules - select MC Occult, go to Alien, and then go through the options and make sure they match the EA defaults. The big difference added by default with MCCC is that abduction pregnancy with EA is male-only, and MCCC also adds female pregnancy (with a few other potential tweaks.) This shouldn't impact the Mysterious Skies lot challenge (that uses different programming), but will impact the regular abduction, and will lead to moodlets and sim responses that don't match what actually happens.
That shouldn't impact too much, in that case, just some moodlets and text responses. It's more an issue if someone forgot they disabled aliens from spawning or something
Hey there! Sorry if this has been mentioned before, but I just wanted to know if your mod finally allows female sims to get pregnant after being abducted? If not, would you be able to implement that feature please? Thanks!
Hey! Ah, no it does not, and also no - that doesn't quite match the lore direction. However, you can use MCCC right now to allow female sims to get pregnant after being abducted - that's part of the MC Occult module, and I believe a default setting.
1. A build visible only sign for the "room" for Aliens to "disguise" (ignored by the option if selected), this includes played sim too. On BOTH worlds. 2. A build visible only sign for the "room" for Aliens to "remove disguise", same as above. 3. A lot trait to increase the alien presence. 4. A means of calling an abduction on a sim (miss that one, doesn't seem to be there).
1 & 2 should be easy, since you already have overrides for the disguise, but having those invisible signs means for things like an alien space ship or an underground secret alien lab, the aliens should be free to remove their disguise, plus a fix for Simax where the played sim doesn't adhere to the lot as being an alien world (no disguise) and when back home follow the room. I've also had my alien sim go to work undisguised, these signs would really help out.
3 is just a preference, since there are other lot traits for vampires and probably other occults for increased presence.
4 would be fun to have again, if it isn't already present, the original of this mod had a flavor where you could click on a sim and call for an abduction.
An actual alien CC of underground lab equipment, would be fantastic, so we could contact the home world for a test subject and then perform tests and alterations on them while they're captured. (Along the lines of what this mod offers for abductions for 2: BO - Alien Experiments - LeeFish)
I noticed the size of the mod jumped from around 120KB to over 4MB, just wondering what all went in to make it so large, unless I'm seriously missing a lot of what is listed, but there isn't any spoiler in the description to tell us what to expect.
A side note, any alien procedure to help with brain power reduction, maybe a lab experiment to help with it?
So, good news is that some of those are already on the roadmap - lot traits are planned for the 3.5 update, alongside wants and fears and redoing alien discovery outcomes, and calling abductions on specific sims is planned as one of the career rewards for the upcoming Alien Infiltrator career in v4.0. The Sims 2 Alien Experiments mod looks very interesting, especially for the Alien Infiltrator career, but I'll warn you now that I'm not great at making CC so might be a bit limited in what I can do there.
For alien disguises: I was wanting to make it so aliens would automatically go to work disguised, but the only fix I was able to find was unfeasible (required editing every single career). Having CC signs might be a good way around that 🤔- I'll have to investigate how that would work exactly. Played alien sims are supposed to be undisguised on Sixam, I'll take a look at the coding and see what's going on. If that's bugged, expect a fix in v3.5.
In terms of the file size: I added CC items to the Sixam Online store in v2.0 - all the books are CC, so is Xenophreian's enhanced alien medicine and the Portable Satellite PC - which did increase the mod's file size, and then the new animations for children in v3.0 (for the mind powers and feeding the terrarium creatures) also bumped it up quite a bit. There's something like 25 new animations, including the seated/standing, child to child, child to adult, adult to child variants for each of the different mind powers. It's a lot, lol.
To make it so brain power doesn't drain as fast, train up your alien/part-alien's logic skill - level 9/10 logic will cut brain power draw by about 38%. If you've got Crystal Creations, adding a charged Nitelite crystal will cut draw by another 25% and charged Plumbite will regenerate brain power by around 50%. Training up logic will also make it so you're more likely to have successful outcomes for the forbidden powers.
I love this mod! I've used it since you first released it, and it's been awesome watching it evolve over time!
My part-alien has 15 in the alien lore skill, and has access to all the books etc. however when I have him read the forbidden 3 to try learn new alien powers, no progress bar or anything appears, he just reads it indefinitely! He only has the 3 beginning powers too.
He cannot revive deceased alien fauna either, it is greyed out, stating "your brain is too tired" even though his brain power is full etc. I'm not sure if it's just a bug on my end though! Absolutely love the mod though and won't play without it
Glad you're enjoying it! The good news is that that sounds like how the books are supposed to work - there's not a visible timer included, and it does take a long time of continuous reading for the sim to learn the ability. I'd have to check exactly, but it's somewhere between 4-8 hours. You can take a bit of time off to take care of needs, but the invisible timer will start going back up when you do, so I'd recommend starting with full motives.
For the deceased alien fauna - it looks like the test is still checking the old brain power motive. So the interaction to revive will only work once if a sim has the new visible motive - just enough to escape being noticeable in testing! I'll add that to the bug list. To revive a deceased creature, you can temporarily shift back to the old motive by turning on testing cheats, shift-clicking your sim, and selecting "Remove visible brain power motive." It's the same maneuver to re-enable it.
To clarify one thing, when you say your part-alien only has the beginning three abilities, did you mean the beginning three modded abilities, or three total? Aliens and part-aliens age teen or older should have six abilities by default, the vanilla three and three modded ones, and children can unlock the vanilla three. Is your part-alien a child?
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...
Can you expand on this? I've not noticed any socials about alien history (space and Sixam yes). Where might books be left out?
Sure! There's a couple of ways to do this - once a non-alien sim discovers that aliens are real and gets the Knows the Truth trait, they'll be able to ask aliens they meet about alien history. The interaction should be under Friendly -> Interests, but it's only available when the sim you're asking knows more about alien history than your sim does (must be at least one level higher in alien lore), so you'll want to either ask an NPC alien created after the 2.0 update or level up your household alien's lore skill first. If you're good enough friends, the alien will tell your human sim about the forums.
The other way is to stumble across one of the alien fiction or alien lore books - if you play rotationally you can just have one of your alien households buy some and leave them out. There's also a fiction book that your human sim can just buy by clicking on a bookcase - the description is just sliiiightly off from what a normal "Earth Human" would write. If your human sim reads it they'll be able to investigate the forums.
66 comments
If you still have issues after these steps, please send over a copy of the System Info Log from MCCC for your Alien sims and a screenshot of your mods folder so I can take a look at exactly what's happening.
I tested with only Get to Work Aliens Reloaded 3.62 main mod and crosspack module and lot 51 core, all freshly downloaded, to make sure it wasn't a mod conflict issue. I repaired my game twice as suggested and have cleared the cache files from my game folder.
Am I overlooking something super obvious to find the books? Thanks in advance for any help you can offer!
question about the hair randomizer, how did you get that to work? i've been trying to flag other CC hairs as alien and they never show up when i randomize in cas, even though it feels like i should have everything checked correctly. i'd love to be able to expand and edit the selection in my own game :)
If you want the CC to only randomize for aliens specifically, then when in the Studio tab make sure only "Alien" is checked under "Occult" and also uncheck "Allow for Random" at the bottom. The Occult -> Human option is for Batuu sims specifically as far as I can tell, so I'd normally recommend keeping that one unchecked regardless of if you want CC to randomize for regular sims. The Hide for Occult Flags in the Warehouse view will let you hide your CC in CAS from both regular humans and other occult types as well.
Sims4Studio does offer a batch fix that will allow CC to randomize on whatever occult you like, but as far as I know you need to set the other things manually. To prevent the "bald" and "no eyebrows" options from appearing I overrode the original files - that's a separate package in the Randomizer, and you can use that independently of the main hair/eyebrows file.
1. A build visible only sign for the "room" for Aliens to "disguise" (ignored by the option if selected), this includes played sim too. On BOTH worlds.
2. A build visible only sign for the "room" for Aliens to "remove disguise", same as above.
3. A lot trait to increase the alien presence.
4. A means of calling an abduction on a sim (miss that one, doesn't seem to be there).
1 & 2 should be easy, since you already have overrides for the disguise, but having those invisible signs means for things like an alien space ship or an underground secret alien lab, the aliens should be free to remove their disguise, plus a fix for Simax where the played sim doesn't adhere to the lot as being an alien world (no disguise) and when back home follow the room. I've also had my alien sim go to work undisguised, these signs would really help out.
3 is just a preference, since there are other lot traits for vampires and probably other occults for increased presence.
4 would be fun to have again, if it isn't already present, the original of this mod had a flavor where you could click on a sim and call for an abduction.
An actual alien CC of underground lab equipment, would be fantastic, so we could contact the home world for a test subject and then perform tests and alterations on them while they're captured. (Along the lines of what this mod offers for abductions for 2: BO - Alien Experiments - LeeFish)
I noticed the size of the mod jumped from around 120KB to over 4MB, just wondering what all went in to make it so large, unless I'm seriously missing a lot of what is listed, but there isn't any spoiler in the description to tell us what to expect.
A side note, any alien procedure to help with brain power reduction, maybe a lab experiment to help with it?
GuruSR.
For alien disguises: I was wanting to make it so aliens would automatically go to work disguised, but the only fix I was able to find was unfeasible (required editing every single career). Having CC signs might be a good way around that 🤔- I'll have to investigate how that would work exactly. Played alien sims are supposed to be undisguised on Sixam, I'll take a look at the coding and see what's going on. If that's bugged, expect a fix in v3.5.
In terms of the file size: I added CC items to the Sixam Online store in v2.0 - all the books are CC, so is Xenophreian's enhanced alien medicine and the Portable Satellite PC - which did increase the mod's file size, and then the new animations for children in v3.0 (for the mind powers and feeding the terrarium creatures) also bumped it up quite a bit. There's something like 25 new animations, including the seated/standing, child to child, child to adult, adult to child variants for each of the different mind powers. It's a lot, lol.
To make it so brain power doesn't drain as fast, train up your alien/part-alien's logic skill - level 9/10 logic will cut brain power draw by about 38%. If you've got Crystal Creations, adding a charged Nitelite crystal will cut draw by another 25% and charged Plumbite will regenerate brain power by around 50%. Training up logic will also make it so you're more likely to have successful outcomes for the forbidden powers.
My part-alien has 15 in the alien lore skill, and has access to all the books etc. however when I have him read the forbidden 3 to try learn new alien powers, no progress bar or anything appears, he just reads it indefinitely! He only has the 3 beginning powers too.
He cannot revive deceased alien fauna either, it is greyed out, stating "your brain is too tired" even though his brain power is full etc. I'm not sure if it's just a bug on my end though! Absolutely love the mod though and won't play without it
For the deceased alien fauna - it looks like the test is still checking the old brain power motive. So the interaction to revive will only work once if a sim has the new visible motive - just enough to escape being noticeable in testing! I'll add that to the bug list. To revive a deceased creature, you can temporarily shift back to the old motive by turning on testing cheats, shift-clicking your sim, and selecting "Remove visible brain power motive." It's the same maneuver to re-enable it.
To clarify one thing, when you say your part-alien only has the beginning three abilities, did you mean the beginning three modded abilities, or three total? Aliens and part-aliens age teen or older should have six abilities by default, the vanilla three and three modded ones, and children can unlock the vanilla three. Is your part-alien a child?
I'll try removing the motive for now! Thank you for help!
The other way is to stumble across one of the alien fiction or alien lore books - if you play rotationally you can just have one of your alien households buy some and leave them out. There's also a fiction book that your human sim can just buy by clicking on a bookcase - the description is just sliiiightly off from what a normal "Earth Human" would write. If your human sim reads it they'll be able to investigate the forums.