ALL - Better Ghosts!
How is it that ghosts roam freely in the world of the living without any restrictions? Not order. This mod will fix the situation - it will add a special ghostly energy to ghosts! While it is within the normal range, the ghost will wander quietly in the world of the living, but as soon as its level reaches zero, being in the mortal world will become impossible. You can replenish this energy by absorbing the life forces of mortals - both voluntarily and forcibly - or simply resting peacefully in your urn. You can choose two paths: a good ghost or an evil ghost. The former will have no difficulty in getting in touch with mortals who will agree to share some of their energy with them, but evil ghosts can kill living characters in the same way that ended their own life.
Ghostly Energy
Ghosts use Ghostly Energy to exist in the livings world. They'll not have physical needs like hunger and bladder anymore (Pets don't have a custom bar, but they have some needs like hunger LOCKED, the energy, affection, bowel and fun still go down), instead they have this need that naturally goes down by day, and goes up at night. Different kind of ghosts have a different decay rate, and consume/recharge energy with their normal activities (all but humans):
Vampires: energy goes down a lot faster for ghosts vampires, but goes up a lot faster at night. They can still drink from sims to recharge energy, and use the dark meditation the same way as when they were alive, in addition to the standard ways a ghost can recharge (we'll see later)
Mermaids: energy goes down slower for them, they can recharge by swimming and taking baths, they use ghostly energy for mermaid powers instead of hygiene.
Witches: energy goes down slightly faster by day and up slightly faster by night. They use energy to cast spells and work magic. Build charge replaced with focus energy for ghosts, they can recharge a bit that way.
Aliens: energy goes down a lot slower.
Witches and Vampires have a night bonus. While normally they use ghostly energy to use powers and cast spells, none of this will have a cost at night.
Haunted houses: living in a haunted house will make energy go down slower and up faster for everyone. A ghost living in a haunted house will also get a +1 happy buff at night: happily haunting the place.
This mod requires the XML injector and Utility - Death Interactionsto work.
Inside the package there is a Vampire Enabler: this is required, but if you use Sunlight Weakness SIMS 3 Style don't put this file in your mod folder as they conflict, the mod is updated to work with this one.
Now that we got the important things sorted out, the link to download this mod isHERE and the file attached to the post is a fake. Putting it always at the bottom of the post would be too easy.
In addition to the new features:
Added VFX and power cost to possess things, possessing things will have a will o wisp visual effect on top of the object (see the urn above) and will consume Ghostly energy, also added a cooldown for the autonomy.
Reworked outcome of maxis standard interactions: scaring sims will now... scare sims for real, the ghost will be playful, not embarrassed, the scared sim will be scared.
Reworked reaction to ghosts: seeing a ghost possessing stuff will not cause sims around to just be surprised, it will scare the shit out of them, causing them to panic and run away. Added a cooldown to the reaction and they should depend on relationship. If they have a good relationship with the ghost they should not react, in case you want a sim to live with ghosts.
Ghosts now have their own proper PieMenu: all the ghost interaction are moved under the ghost PieMenu.
- Note that this mod doesn't support and never will support (none of my mods will ever support) hybrids. If your sim has two occult traits this mod will not know what to do and the UI will be broken.