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Dhampyrs and Extended Vampire Heritage

Requires XML Injector and Lot51's Core Library.

When an Occult parent has a child with a NoOccult or another Occult, the offspring's nature is uncertain, like flipping a coin. This is particularly evident in the case of Vampire children. Unlike Alien offspring, where AlienPart is a possibility, Vampires pass down their essence entirely—a child born to a Vampire is either a Vampire or not. If a NoOccult child is conceived, they can be turned into a Vampire later in life.

This mod introduces a layer of unpredictability to Vampire reproduction by making their biological children more than mere turnable offspring. These children inherit Vampiric traits from birth, complicating the process.

For instance, if a Vampire mates with a NoOccult, their child will either be a Vampire or a NoOccult. If the child is a NoOccult, they'll possess random Vampire powers, ranging from one to five, and cannot be turned into Vampires because these powers are already present. Future generations descending from Vampires can also inherit these random powers, though they won't be fully turnable into Vampires. However, they'll retain the ability to become any other Occult without losing their inherited powers. The number of powers and whether the child is mortal or immortal depends on their genetic lineage and luck.

The nature of Dhampyrs and their descendants is determined by the number of perks they inherit. All perks manifest during adolescence, regardless of the total, but motive-based changes aren't universal, and fewer perks won't necessarily result in noticeable differences. Since normal Vampire Perks are considered Buck Perks, Dhampyrs and their descendants are categorized by "Perk Slots," determined by the number of Vampire Powers they can possess.

Approximately 85% of NoOccult or different Occult children of Vampires are born with four or five perk slots, with five being slightly more likely at 70%. There's a 5% chance for each of the one to three perk slots. Further inheritance is largely random, except in two specific cases:

A) When a Vampire mates with a Dhampyr, the offspring can inherit the same or a higher number of perks as the Dhampyr parent.
B) When two Dhampyrs with the same number of perks mate, their child will inherit the same number of perks.

Upon reaching adolescence, Dhampyrs' perks are randomly selected from a list, with no particular perk more likely than others. However, some perks are only available to Dhampyrs with higher perk slots.

- Four or Five Perk Slots: These Dhampyrs have Vampire Power and Thirst instead of Energy. They can perform Dark Meditation and roll perks that require Vampire Power. They're uncomfortable in sunlight without protection but cannot be harmed by it. They must maintain both Thirst and Hunger, but neither can kill them naturally. They also stop aging at the Young Adult stage without using a Perk Slot.
- Three Perk Slots: These Dhampyrs have Vampire Power instead of Energy. They can perform Dark Meditation and roll perks that require Vampire Power. They're uncomfortable in sunlight without protection but cannot be harmed by it. Unlike those with four or five slots, they're not naturally ageless but have a chance to become so after their perks are rolled, which takes up a Perk Slot.
- One or Two Perk Slots: These Dhampyrs only have access to passive Vampire Perks that don't require Vampire Power. They cannot die from Hunger naturally and are unaffected by sunlight. They're not naturally ageless but may become so after their perks are rolled, taking up a Perk Slot.

Overall, Dhampyrs with four to five slots are powerful but uncomfortable in sunlight, those with three slots are in the middle, and those with one to two slots are weaker but without overt weaknesses. None of them suffer the compulsory weaknesses of full Vampires. A Dhampyr with at least two slots can pass on the Dhampyr status, while those with one slot can only have children with perks if their partner is either a Vampire or a Dhampyr.

The primary limitation of this mod is that it's restricted to perks that can be reproduced without issue in non-Vampire Sims. As a result, not all Vampire Perks are available to Dhampyrs, and those that are use cloned Strings from the game's Buck Perks for efficiency. The available perks include:

- Fly as a Bat
- Beyond the Herd (no Social need decay)
- Cast Hallucination
- Up to one of: Child of the Moon (0.75x motive decay and 1.5x Skill gain during the night), Creature of the Night (0.5x motive decay and 1.75x Skill gain during the night), or Master of Darkness (0.25x motive decay and 2x Skill gain during the night).
- Command
- Up to one of: Dampened Emotions (0.75x mood mapping), Suppressed Emotions (0.5x mood mapping), or Deadened Emotions (0.25x mood mapping). Custom moods are not affected.
- Immortal Pleasures (no Fun need decay)
- Detect Personality
- Deprive Needs
- Irresistible Slumber
- Mesmerize
- Teleport as Mist
- Odorless (no Hygiene need decay)
- Supernatural Speed
- Vampiric Fascination
- Up to one of: Vampiric Strength (+1 Effectiveness to Fitness Skill), Vampiric Brawn (+2 Effectiveness to Fitness Skill), or Vampiric Might (+3 Effectiveness to Fitness Skill).

Dhampyrs have a chance that buffs from the Command Perk, either from Vampires or other Dhampyrs, may not be applied when someone attempts to control them. Drinking plasma from a Dhampyr can grant Vampires the "Sunlight Reversal" buff, temporarily making them immune to sunlight.

Cheats can be accessed by shift-clicking on the active Sim. You can turn a Sim into a Dhampyr (with randomized perk options ranging from one to five), remove all Dhampyr traits, or toggle their sunlight weakness. Due to the mechanics of daylight buffs, reenabling sunlight weakness on a Dhampyr may require reinstancing to make them susceptible to sunlight again. Use this feature with caution.

No requirements specified.
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