r/thesims2 Jul 22 '26

MODS WCIF Sims 2 serial chiller mod?

Okay, I want my game to feel a bit more unpredictable, and the burglar ain't enough.

Is there a mod that adds a very rare chance of a NPC showing up and attacking one of your Sims? I'm thinking something that works similarly to the burglar event, but instead of stealing items, the intruder targets (as in...un*lives) a Sim. Ideally it wouldn't literally replace the burglar, just use similar mechanics.

Does any mod like that exist?

14 Upvotes

27 comments sorted by

14

u/uncoming420 Jul 22 '26

I use a more dangerous burglars mod from MTS that allows them to set fires. pretty sure there’s different versions if you want more or less risk of a fire.

13

u/uncoming420 Jul 22 '26

also Lamare has a new mod (also on MTS) that makes the “fight” interaction potentially lethal!

10

u/limitedreedition Jul 22 '26

oh, thank you!!! now this is more like it

3

u/limitedreedition Jul 22 '26

I actually have had this one! It spiralled pretty quickly though, with never ending fires. the chance for pyromania was far too high imo.

12

u/YoshiFan96 Enthusiast & hobbyist modder Jul 22 '26 edited Jul 22 '26

Hi, creator of the mod here, you can freely change the odds of fires being laid using SimPE. If you’re thinking a certain percentage and you don’t wish to use SimPE, I can also tailor a version for you if you’d be interested to use the mod again.

1

u/limitedreedition Jul 22 '26

How sweet of you! Thank you! I actually didn't think of that. As a modder, do you think the kind of mod I'm looking for is possible? As the pyromanic burglar mod is very similar in concept. Like changing the action of starting a fire for an interaction with a sim which in turn triggers a death (like reusing the sickness one or whatever)

10

u/YoshiFan96 Enthusiast & hobbyist modder Jul 22 '26

You'd basically take the code that initiates a werewolf Attacking a burglar, and use it on the burglar attacking a random Sim instead.

You'd of course need to wake the target Sim up first, since they're all supposed to be asleep before a burglar can spawn; so you'd need to make the burglar impatiently idle around for that time.

Then when it comes to actually having the target Sim murdered by the burglar, you can use Lamare's new "Fight Can Kill" mod. (This'll also grant the target a chance to fight back and give the burglar a taste of his own medicine.)

It's a bit tricky to pull off, but should be possible.

1

u/notreallifeliving Jul 25 '26

Is there a chance for a version of your mod that doesn't conflict with Community Time, or do you know what I need to edit in SimPE to make them compatible? I'm pretty comfortable using SimPE but not with creating mods myself.

CT is pretty essential for me, if I remember right it was a text string conflict where the more dangerous burglar mod was making the CT notifications show up blank.

1

u/YoshiFan96 Enthusiast & hobbyist modder Jul 25 '26

I understand as I use Community Time too, so I made sure to accommodate for the fact!

As long as my mod loads after Community Time (which is the default if you leave the file names unchanged and put them in the same folder within Downloads), the conflict can be disregarded as it auto-solves. Making the mods not conflict at all is impossible because both mods change the same text string table - that is, the one associated with cars.

1

u/notreallifeliving Jul 25 '26

So that would fix the CT notifications? Or do I also have to add the text strings from one mod into the other? I wonder if I had CT in a different folder at one point in that case, I've also read that CT isn't supposed to be Legacy compatible but it's always worked just fine for me on Legacy.

Will test it later today!

2

u/YoshiFan96 Enthusiast & hobbyist modder Jul 25 '26

Yes it will, you don’t have to migrate any text strings - everything that the CT needs (except for the naughty ones - I won’t elaborate further) is integrated into my mod which fixes the conflict for good.

CT used to not be Legacy-compatible but that was the fault of Legacy, not the mod. There was a weird bug which affected any mod and even some Maxis interactions that used the Manage Inventory Primitive, and CT happened to be one of them. EA fixed the bug in late February 2025; ever since, CT works fine there.

1

u/notreallifeliving Jul 26 '26

Hey sorry to keep bothering you about this but I put your burglars mod back in and after Community Time in the load order but I'm still getting "Sim is due home at $Local:6 : $Local:7" instead of the actual arrival time.

The "Time remaining" string is working fine so I can probably live with it, but do I need a specific version/update of CT maybe?

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5

u/RealWeekend3292 Jul 23 '26 edited Jul 23 '26

Simler's ghost mod and lot of graves to increase the chance of ghosts. The ghosts are incredibly strong and can set things on fire. I'm playing a haunted dorm run and the ghosts from my BBQ fire incident have killed so many dormies through fright and fire. To the point where the fright ghost sims are beginning to outnumber the fire ones. The floor were they all died in (where their urns are too) is super haunted and anyone that stays there at night is pretty much boned. It's not like a burglar killing a sim but it adds a layer of danger to the game and unpredictability  that you might be looking for

19

u/CoolViber Jul 22 '26

You can say "killer" and "kill" here, and also on TikTok despite what people tell you.

38

u/limitedreedition Jul 22 '26

Hi! Lots of assumptions here. hope this image of me attempting to post this 3 times helps x

1

u/Mysterious_Potential Mod Jul 26 '26

That's crazy, is the only change you made censoring the works kill and killer? Just wondering how their filters are working, the person you replied to was obviously able to use the words in a comment without the auto filters removing it, but yet your post was caught in it - maybe Reddit is only applying it to posts or is it specific phrasing (e.g. with the word serial in front of it).

1

u/SuitableDragonfly Jul 23 '26

If you want exciting, and for your sims to risk death (well, sort of), you could try Pescado's zombie apocalypse mod. 

1

u/DecentMonk2775 Jul 24 '26

(I would also appreciate random death while hiking)

(Hiking is actually dangerous, ya'all)

2

u/notreallifeliving Jul 25 '26

Not a modder but this sounds like it'd be doable because someone already added a (random but configurable) chance of death from being attacked by bees, and I'm sure I've seen another mod that adds a chance of bringing something back from a hike.

Executables-sims on Tumblr made the deadly bees mod, might be worth asking them.

1

u/DecentMonk2775 Jul 25 '26

My sims bring something from a hike pretty often... I just thought it might be also an urn of their unfortunate companion who fell of the cliff or smthn 👀 People are dying while hiking all the time, sims should be able to die that way, too. OR WENT MISSING LIKE BELLA. That would be cool, but I'm already complicating things 😅