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Downloads

  • ArchaeologyKit_2.0.7_strings_for_translators.zip
  • Archéology2 trad FR Heidi de LuniverSims.com.package
  • SimsonianLibrary_ArchaeologyKit_2.0.15.zip
  • SimsonianLibrary_ArchaeologyKit_2.0.16.zip
  • SimsonianLibrary_ArchaeologyKit_2.0.17.zip

Missing 5 full-res photos, 5 files, as this post has not yet been imported.

Content

Ever wonder what's under the ground in Windenburg or Sulani? Now you can find out. The Archaeology Kit mod expands the Sims 4 archaeology features from Jungle Adventure to work in every region (even Sixam).

Your sim archaeologist can now find almost 50 region-appropriate artifacts drawn from Sims lore in every world. Find medieval artifacts in the ruins in Windenburg, pirate treasure on the sandbars of Sulani, and ancient relics in the Magnolia Delta regions!

Archaeology Kit 2 is a massive update to the original Archaeology Kit with many new features, new game play and more Sim lore!

Features

  • Archaeologists of skill level 4 or higher can now Survey for Dig Sites in any world, just like in Selvadorada

  • Archaeology Site lot trait to randomly spawn region-specific dig sites to help you build your own archaeological site lots for beginning archaeologists or archaeology clubs

  • Almost 50 artifacts with backstories drawn from the lore in all Sims versions and historical eras
    Menoset IX Period War Hammer
    Komorebian Trade Vase
    Yacothian Sword Rack
    Hou Dynasty Pig Statuette
    Brindleton Pirate Cutlass
    Loot from Oasis Eleven Robbery
    Buried Treasure Chests with more treasure inside
    And many more

  • Artifacts are from ten different historical eras, each with their own unique legends and relics specific to the era. Regions contain artifacts from one or two different historical eras.
    Prehistoric
    Ancient
    Shang Simla
    Medieval
    Komorebi
    Sulani
    Pirate
    Modern
    Sixam
    Magic

  • Thirteen unique and powerful magical artifacts with legendary back stories of their own that can only be found on specific lots. Clues to find them are included in the game!
    Wand of Lightning
    Gloves of Thievery
    Six Demon Bag
    Hand of Simca
    Yacothian Armor, +2
    And more

  • Historical books that provide clues about where different types of artifacts can be found
    The Ecclesiastical History of the Simlish People (Vol 1-3 & 8), by Venerable Smede
    The Book of Hou, by Man De Zhao
    Omiscan Book Of the Dead, by Felix Psyded
    And more

  • New Sim Lore skill that provides the abilities to understand and use magic relics, read the Moon cipher and more

  • New Museum Docent venue staff in Museums give tours, answer questions, purchase artifacts, and provide missions

  • New Museum Contractor mission career provides 26 targeted missions (17 of which are repeatable) to find and authenticate different sorts of artifacts and retrieve legendary relics. Bonuses paid upon completion!

  • Three new magic spells uniquely useful to Archaeology: Identify, Divination and Dig.

  • Extensive in-game notebook integration to help you keep track of all of this stuff!

  • Archaeology Dig social event available

  • No overrides were used in the creation of this mod, Jungle Adventure features remain untouched!

How to use

This mod uses the same Archaeology Skill and same activities as Jungle Adventure. It enables your sims to Survey for Dig Sites (and then dig them up) in any region in the game. All current regions are set up to provide artifacts from specific historical periods in Sims historical lore.

If your sim has an archaeology skill of level 4 or higher, they can Survey for Dig Sites anywhere outside on the terrain. They can establish an excavation site once they find a dig pile, just like in Selvadorada.

If your sim has less than skill 4 in archaeology, you can add an Archaeology Site lot trait to a lot to have it spawn random dig piles on the lot's terrain at periodic intervals.

  • Your sim dig up dirt clumps from the dig piles that have artifacts or magical relics inside.

  • You can click on the dirt clump or extracted artifact in your inventory and queue up an Uncover or Authenticate interaction on it. Your sim will route to a nearby archaeology table and begin work. When completed, the artifact will end up back in your inventory.

  • Artifacts can be sold for cash directly from inventory, on Plopsy, in a retail store or directly to Museums. If they are Rare they can be donated to the Simsonian Museum for increased fame and access to the Museum Contractor mission career.

Known Issues & Differences from Jungle Adventure

  • When you extract or authenticate an artifact, it ends up in your inventory instead of remaining on the archaeology table. This is by design, since it allows you to queue multiple items for extraction or authentication.

  • The Extract and Authenticate pickers on the Archeological work benches only handle Selvadoradan artifacts. I didn’t want to override those, and I didn’t like the idea of duplicates for this mod’s artifacts, so I skipped that functionality.

  • Unauthenticated artifacts are tinted darker brown, instead of having a stuccoed appearance. The name of the item will also begin with 'Unauthenticated...'.

  • IMPORTANT: This mod conflicts with LittleMsSam's Small Archaeology Overhaul mod. The symptom is that you won't find any artifacts in the dig piles from this mod. You must uninstall the Small Archaeology Overhaul mod to successfully use Archaeology Kit. This mod provides some of the same behavior as the Small Archaeology Overhaul, in that it allows you to stack Uncover and Authenticate interactions by putting the finished product back into your inventory when it’s done.

Sims 4 Pack Requirements

Frankly, it needs a lot of them, primarily due to the objects used as artifacts. Some of them are needed for one or two animations for specific artifacts.

  • Jungle Adventure

  • Get to Work

  • City Living

  • Realm of Magic

  • Seasons

  • Pets

  • Paranormal

  • Vampires

  • Get Famous

  • Get Together

  • Discover University

  • Island Living

  • Snowy Escape

  • Nifty Knitting

  • Bowling Night

  • ...I may have missed some. I don't have My First Pet, so not that one, and Batuu is not required (but if you have it, you can dig there…it’s a theme park just outside Del Sol Valley in my world, lol).

Additional Packs Used in Missions

The missions provided by the Museum Docents reference most of the regions that have maps. If you take a mission that requires you to travel to a region that you don’t have, you can cancel the mission. There aren’t any missions involving Moonwood Mill or Copperdale, but there are some that involve Tartosa and the rest of the regions.

Debug Cheats

Stuck in a mission? Bored? You can set the region, artifact era and rarity of any dirt clump or artifact by shift-clicking the item to show the debug menu. This will let you quickly give yourself artifacts with the correct source attributes to fulfill any mission (eg, Pirate era artifacts from Sulani, etc).

You can also ‘cheat authenticate’ an artifact by selecting Authenticate Immediately from the debug menu. This makes it a lot easier to populate museums full of Archaeology Kit artifacts, should you wish to do so (they make great places to analyze artifacts and increase Sim Lore).

If you run into a rare bug that might cause the archaeology table to become non-functional (you’ll know it if it happens), you can quickly replace the table for free by shift-clicking on the table and select Replace Table from the debug menu.

Translators Take Note!

I developed a new way to manage strings and STBL resources in my mods, based around the tools in frankkulakmods S4TK library. The result is that I have all the strings in this mod extracted into a single text file.

To translate it, all you need to do is replace the English text in the file with the translated text, and send it back to me. No special tools needed. I've attached the English strings in a separate download below.

Translation Authors:

Built in:

  • German by FeenSims

  • Italian by Simona Ferrari

  • Spanish by Mashy Latte

  • Chinese (both) by 路小芝

Available Externally:

Thank you so much for the translations!

Change Log

  • 2021-06-06, 1.0.0, Initial Release

  • 2021-06-08, 1.0.1, Inevitable post-release patch. Grammar and spelling corrections, reduced value of a few artifacts since archaeology isn't usually a money machine. Also increased the chances of finding relics in certain regions.

  • 2021-06-10, 1.0.2, Fixed tuning conflict between two artifact eras that resulted in some empty dirt clumps. Fixed issue where pirate cutlasses weren't draggable, so they couldn't be dragged to the archaeology table. Made relics more likely to be found on the top of Mt Komorebi (since you need to go to the trouble of making the trip to find them...), also made finding rare books in Britechester more likely.

  • 2021-06-14, 1.0.3, Fixed exception when extracting artifact from Age of Pirates era dirt clump, Pirate Cask not being draggable, missing tuning on Brindleton Pirate Cannon. Also modified magical relics to draw on occult energy (or increase charge) instead of draining energy motive when used by vampires and spellcasters. Also decreased relic energy drain by about 20% when used by humans.

  • 2021-06-20, 1.0.4, Uncover Artifact and Authenticate Artifact interactions are now available from items in inventory. Sims will route to a nearby Archaeology Table, slot the item on the table and get to work. In both cases, the finished product is returned to inventory, allowing queuing of multiple Uncover and Authenticate operations. Removed Pirate Cannon and Komorebi Shrine from artifact finds for now, since they don't easily slot onto Archaeology Table -- they're too big! The objects have been left in the distribution in case one of your sims already have one. Related note: You need to be an a medium or tall height room in order to authenticate the Yacothian Armor or the Neadersim Skeleton, due to their height. Outside also works. Game play improvements and bug fixes for several magical relics, artifact discovery distributions further tuned, spelling improvements.

  • 2021-07-20, 1.0.5, Fixes for patch 177.131.

  • 2022-06-23, 2.0b, First beta Patreon preview release

  • 2022-06-26, 2.0.1b, Added Send Away for Authentication interaction, more Moonwood Mill integration, added the ability to sell artifacts to Museum Docents.

  • 2022-07-07, 2.0.2b, New Sulani cultural artifacts, relic bug fixes and improvements, improvements to museum docent situation, improvements to Study for Historical Insights interaction, Brindleton Bay mission objective label corrected

  • 2022-07-17, 2.0.3b, Fixed Ancient era mission objective for Forgotten Hollow, further work on archaeology dig social event and museum docent interactions, increased chance of finding relics on specific lots from 1:25 to 1:15, some missions moved from level 2 to 3 in the museum archaeologist mission career, additional bug fixes

  • 2022-07-22, 2.0.4b, Converted Yacothian Armor and Komorebi Scroll to relics, finished drafts of three tutorial sections, bug fixes to relic interactions, as well as additional ones

  • 2022-07-27, 2.0.5b, Minor fix for patch 1.90.358, added DeathEater trait for vampires who read the Ordinary Necromancy relic

  • 2022-08-17, 2.0.6b/RC1, Added support for Copperdale in region artifact mapping and local history interactions, bug fixes

  • 2022-08-28, 2.0.8, Fixed bug involving autonomous excavations outside of social event, improvements to museum docent venue situation.

  • 2023-07-20, 2.0.9, Updates for Horse Ranch pack patch, fixed Archaeology-related spells.

  • 2024-03-09, 2.0.10, Removes inadvertent dependency on Batuu due to breaking change in tuning group ID semantics, bug fixes, dig spell fulfills Excavate-type objectives in Museum missions.

  • 2024-10-22, 2.0.11, Patch 1.110 Update

  • 2024-12-10, 2.0.12, Bugfix for Patch Update 1.110.265 to allow Docents to show up at museums again

  • 2025-01-01, 2.0.13, Fix to restore STBL Ids to previous value to enable existing translations to work again.

  • 2025-01-17, 2.0.15, Script error fix, bug fixes, additional translations embedded in the mod.

  • 2025-07-02, 2.0.16, Patch fixes for Enchanted by Nature

  • 2025-07-02, 2.0.17, DX11 Fix (this may have been an issue with a particular artifact for some time).

NOTE: Use the of custom spells included in this mod requires the Spellbook Injector V2, also available on this website.

Files

Previews only

Comments

SimsonianLibrary

Hi! I don't think I saw your email (just double checked my inbox again). Thanks for the translation! I'll start adding the link to the downloads information for Archaeology Kit 2. :)

Legna Pin

Bonjour a vous , travail remarquable, merci infiniment !! A quand une traduction française s'il vous plait ? :)

SimsonianLibrary

I've attached it to this post just now. I apparently forgot to upload it before, my apologies! It's under the mod download named 'Archéology2 trad FR Heidi de LuniverSims.com.package'. It was done by https://luniversims.com/ . The file just contains the translations, so you need the mod, too. You may need to put the package with the translated strings into an Overrides folder, so that it's used instead of the English strings (in the French category) built into the mod. Here's a link to a fairly easy way to do this (apologies if you know how to do this already): https://simplifiedmodding.tumblr.com/post/653467282670026752/tutorial-how-to-create-a-working-overrides-folder

Legna Pin

Merci infiniment :)

Legna Pin

Bonjour a vous , je n'arrive plus a faire marcher le mod...je ne comprends pas ce qu'il est arrivé , j'ai effectué un nettoyage de mes mods , j'ai tout désinstallé puis re installé et je n'ai plus la carrière qui s'affiche , comment puis je reprendre la carrière s'il vous plait?

SimsonianLibrary

Hello, could you give me more information about where you saw the career before that you no longer do? I can't tell from what you've reported whether you had previously handled missions from the Museum or not. The Museum Contractor career isn't a normal career that you can join via Find a Job. You need to interact with the Museum Docent staff and they will give you missions. You only see the career indicator in the 'Career' tab when you are working on an active mission. Let me know if you can't find the Museum Docent staff at a museum (any museum). They should have a set of interactions under a Museum Docent menu that will let you get missions from them, once you qualify by donating a Rare non-Selvadoradan artifact. If the Docents don't show up in the museum, do any other features of the mod appear, such as Survey for Digsite outside Sulani, etc? Thanks!

Legna Pin

Merci pour votre réponse , je vais de ce pas aller voir et je vous tiens au courant :)

Legna Pin

Ca marche! Encore un grand merci pour vôtre excellent travail :)

Legna Pin

En revanche , je souhaite qu'il fonctionne en Français j'ai donc téléchargé la traduction aussi mais cela ne semble pas fonctionner , j'ai encore les textes en anglais , devrais je faire une manipulation précise ?

SimsonianLibrary

I am not entirely certain, but I think you can create an Overrides folder inside your Mods folder as described here: https://simplifiedmodding.tumblr.com/post/653467282670026752/tutorial-how-to-create-a-working-overrides-folder Then put the .package file with the French translations inside the Overrides folder. This will cause the French translations to override the English strings inside the Mod. Any text missing from the French translation package would stay in English. I copied the link above since someone had already written up how to create an Overrides folder inside your Mods folder, but let me know if that doesn't work.

Legna Pin

Sincèrement je ne sais pas comment vous remercier , Cela fonctionne!!...Ohlala merci <3

Kelly Simms

Hello, I just wanted to mention that museum docents don't appear anymore in my game, though everything else appears to be working! I thought it might be a mod conflict at first but I removed all other mods and have the same problem. Is there any chance it might from one of the recently released patches?

SimsonianLibrary

I haven't had a chance to check through all the features in that mod since the recent patches, but i'll check that out next. Thanks for the report!

Kelly Simms

Thanks so much for looking into it! I don't have Batuu, so that could absolutely be the problem. Thank you again!

Naturalitarian

Thank you for the update! This is one of my favorites!

DC

If I don't want to learn or use the archaeology spells, can I use this mod without the Spellbook Injector? (I didn't care for how my non-archaeologist spellcasters kept learning the digging spells before anything they'd actually use.)

SimsonianLibrary

Sure! If you don't have the spellbook injector installed, the spells just won't be added. I'll also check the probabilities I set up to find those spells and make sure they aren't overly weighted. I sometimes do that when I'm testing things, lol.

FeenSims

I have the entry twice now, which is really annoying. Could you change this? I looked at the DE string file S4Studio, but there it is still in English, but in my PI it is twice in German. I am confused. https://i.imgur.com/UYnbC7B.png ..... With the 2.12 version of the mod, I only have the entry once, as it should be. But also in German, although I can't find anything in German there either. https://i.imgur.com/L8n99Yn.png

SimsonianLibrary

That is confusing...The string itself comes from the stock game code, as there isn't a separate German translation yet. As far as why it's showing up twice? I attach a Survey Dig Site interaction to the terrain to allow searching to work in all regions, but it should be blocked from showing up in Selvadorada, which is the only place the built-in one should appear (to end up with two of them). If you have TwistedMexi's AllCheats mod installed, you can see the actual filename of each interaction by using this cheat to turn it on (and also off): interactions.show_interaction_tuning_name I'll try that myself and see if I can trace the duplicated tuning filename, but let me know if you discover it first. Also, if you could tell me what region it shows up in (one or all, etc), that would help. Thanks!

FeenSims

Three questions: 1. When do you get the Sims Lore ability? 2. Is it normal for NPCs to plunder my excavation sites? 3. Where can I find the Simsonian Museum?

SimsonianLibrary

Answers (hopefully): Gaining Sim Lore * Reading the Historical Books * The Simsonian Institute will give you one leather bound version of the first volume once you complete a mission for them, as well as others as you complete more missions. The paperback versions of these books can also be purchased (cheaper) from the University Kiosk in Britechester and from bookshelves. * https://simsonianlibrary.com/archaeology-kit/books/index.html * Asking Museum Docents about historical eras, local culture, etc * Authenticating Archaeology Kit artifacts * Analyzing Archaeology Kit artifacts * I often set up museums to do this, here are some tips: * https://simsonianlibrary.com/archaeology-kit/how-to-build-a-museum/index.html * Talking to regional residents about local culture Yes, the NPCs will plunder your digsites. They do this in Selvadorada, too (it's built-in), but doesn't happen there as often since you're out in the jungle and there are fewer NPCs. There is no specific Simsonian Museum in-game. All museums should now have staff called Museum Docents. You can ask them questions about the Simsonian Institute, ask for archaeological missions to go on, and gain Sim Lore by asking them questions, watching their museum tours (if you have Archaeology Kit artifacts in the museum), etc. BTW, currently testing version 2.0.14 to fix the double menu problem.

FeenSims

I'm stuck in the Archaeology Professor aspiration, can the mod block something? Uncovering artifacts from lumps of dirt just doesn't count. :( https://i.imgur.com/YX2apLo.jpg

SimsonianLibrary

I have not been able to get many of the things you need to do for the Archaeology Aspiration to get marked as done through the Archaeology Kit. In other words, the aspiration only counts extracting and authenticating Selvadoradan artifacts, not Archaeology Kit ones. The problem is that the objectives that need to be completed for the aspiration are very specific to the interactions in Jungle Adventure. I've been looking for a way to complete the objectives some other way (even through a script), but haven't really found one yet. Otherwise, it doesn't block anything that I'm aware of -- it just doesn't help much with the aspiration (some will work, others will not -- depends on how the objective was set up). The only other thing I've considered is coming up with an additional aspiration specifically for the Archaeology Kit (which would include all archaeology interactions both built in and in the mod). But it hasn't been a priority yet.

FeenSims

I couldn't repeat a Komorobi mission? I submitted the other one and then got the same one again, but I couldn't submit it again. :( Then I tried to reset all missions via debug, but got a LE one. :( http://www.simfileshare.net/download/5222886/

Dawn Kelley

This mod is throwing an LE looking for some pack I don't have - From the Last Exception Assitant: "Missing Expansion Resource Error Modification requires resources from an expansion. A modification requires a resource from an Expansion Pack, Game Pack, or Stuff Pack to work properly. You're not able to use a mod that requires an expansion without owning that expansion." Just trying to figure out which one it is (I also haven't seen Museum Docents at Museums). Worlds I don't have because I don't have their associated packs Forgotten Hollow (Vampires), Batuu (Journey to Batuu), Tartosa (Wedding Stories), Moonwood Mill (Werewolves), Chestnut Ridge (Horse Ranch), and Ciudad Enamorada (Lovestruck).

SimsonianLibrary

I just replied to this, but Patreon failed to send it (again...this has happened several times lately). In any case, this mod uses a lot of packs, since it tries to provide different artifacts depending on what region you are in (so it at least refers to most packs with regions/maps). For the missing object error you received, it's probably Vampires, or Werewolves. Not sure I used any objects from the others. I need to update the pack requirement list for this mod, since I know that it's using more than just what it says above not. Much of it might still work, but it will throw the LE when it looks for something in a pack you don't have.

Klarrisa

Hi! This mod looks great but I want to be sure which of the links I need to download... Also do I need kit 1? Which of these do I need?: ArchaeologyKit_2.0.7_strings_for_translators.zip Archéology2 trad FR Heidi de LuniverSims.com.package SimsonianLibrary_ArchaeologyKit_2.0.10.zip SimsonianLibrary_ArchaeologyKit_2.0.11.zip SimsonianLibrary_ArchaeologyKit_2.0.12.zip SimsonianLibrary_ArchaeologyKit_2.0.15.zip

SimsonianLibrary

Hello! Looks like I need to clean my downloads up! It's this one: SimsonianLibrary_ArchaeologyKit_2.0.15.zip The rest are previous versions, additional translations, and a template for translators to use. I really should do some housekeeping, lol. Sorry about the confusion!

Tisserand

Hi! Are you going to update the mod with the new packs (Life & death, etc...) and add new features in the future?

SimsonianLibrary

Yes! It's been in progress for a bit. There are parts of it in the current version, but they aren't finished yet (so you probably wouldn't notice them). I'm adding support for all the regions until Ravenwood, but haven't added Ravenwood yet in my test build. I decided to add a few more ancient cultures to represent Tomarang, Chestnut Ridge and Cuidad Enamorada, so it's taking me a longer than I'd hoped, since I need to come up with more artifacts for those cultures, but I'm getting there. Also probably more missions to work with the new cultures and supported regions.

Jenny Woerz

Having a bit of a problem with this mod (or it's possible that I'm just dumb, idk). I have museum docents showing up in my game, but I can't unlock any interactions other than 'Ask about Simsonian Institute' and 'Ask about artefact culture'. I have all the necessary skills levelled up to start doing museum jobs but I can't get started because there's no option to donate a rare artefact. Asking about the institute causes the interaction to play but nothing else happens. Am I missing something?

SimsonianLibrary

This is something I'm going to make easier, since it's a little dumb right now, lol. It uses the same method to donate an artifact that you use with the Jungle Adventure artifacts. You have to be on your home lot, then the interaction should be available on the artifact itself, and your sim will put it in the mailbox. I'm working on a way that you can just hand it to the docent in the museum...the way one would expect to be able to do it, lol.

burns thomas

hey um so quetion is there any mods that are known that would make it so that only prehistoric artifacts show up if you can respond asap that would be great thank you

Miracle Strickland

Hello Simsonian ! (: I'm having a slight issue. For some reason, my sim keeps digging and digging and can never find any artifacts. I've taken out all other mods and created a new save file with just the archeology mod, but the issue still continues. I'm sure I'm doing something wrong, but has anyone else mentioned this before?

SimsonianLibrary

I booted up the game just now and had an archaeologist sim excavate an existing dig pile, as well as survey for dig piles, and excavate one they just found, and it all worked. So I don't think a patch just broke it (which is something I try to check for, as there are a lot of patches nowadays). The only other times I've heard of similar issues were when someone had LilMsSam's Archaeology Mod installed -- it overrides the tuning so the 'find artifact' hook from this mod doesn't get called. But you mentioned you tried it without other mods. The other time the person had script mods turned off, and it needs the script to load. However, then you wouldn't see Survey for Dig Piles, so I'm not sure it's that, either. There's a characteristic animation that a sim does when they find an artifact -- it's the generic 'pick up' animation, where there arm sweeps from one side to the other like they've picked something up. Do you ever see that, but not actually get an artifact? If so, that might mean you are missing the pack that the artifact you'd be finding is from. It needs most of the packs that have maps up until just before the High School pack. You might also try digging in another region if this is the case, since different regions return different artifacts (from different packs). That's all I can think of. Let me know if you see that 'pick up' animation while they are digging.

Katia

Is it still compatible to the latest patch 1.117 Enchanted Nature Expansion Pack? and If not will it be update it?

SimsonianLibrary

Yes , the latest version 2.0.17, is compatible with patch 1.117. I just double-checked it this evening, and it all seems to work as expected.

fsdfsdfsd

Hey I’ve been playing this mod for a while, but I keep running into quests that I cannot complete. These are: Admiral Landgraab’s Reputation- always requests Tartosa artifacts, which is a pack I don’t have Komorebi Cultural Survey- it just says “bring artifacts” but no matter what artifacts I bring- authenticated, lumps of dirt, unauthenticated- the option to give the artifacts to the docket never shows up Retrieve Medieval Artifacts- multiple names for the quest, but regardless, same issue as Komorebi Cultural Survey Retrieve Agewareth’s Wand- the wand cannot be put in Sim’s inventory, and thus cannot be given to the museum

SimsonianLibrary

It's been a few patches since I gave all the missions a play-through, so I'll do that again to see if I can check the komorebi medieval missions out. It looks like it just needs to be a genuine artifact in the tuning. I was able to replicate the issue with Aegwareth's Wand. I'm not sure what's going on with it yet. It seems to be something related to the tuning and not the object definition. "it used to work." (seriously, it's one of my must-have relics when I play). I will release a fix as soon as I have one! Thanks for the feedback!

MissyHissy

I'm so very excited for this! Thank you so much!

heidi (Team de luniversims.fr)

Hello, I came by to ask if you already have a French version being translated? If I can do it for the presentation of your mod on our forum, thank you for this mod, great, looking forward to reading you;)

SimsonianLibrary

Hello, Nobody has told me that they're doing a French translation yet, and it would be great if you did one!

Dr. Borpo

Hi, I wanted to know if there's a full list of the artifacts somewhere? I'm trying to do a pre-built Sim world and idk what all the magical relics are named

SimsonianLibrary

That reminds me that I've been planning to post one. Here's a quick list before I post a more detailed one: Golden Idol of Mua Pel'am Gloves of Theivery Hand of Simca Mountain Village of the Snowy Moon Scroll Ordinary Necromancy Relic of St Simbert Brave Sir Robin's Amulet Six Demon Bag Wand of Aegwareth Wand of Lightning Wand of Mua Pel'am Wand of Simca Yacothian Armor, +2

路小芝

Hey! I've never seen such a unique mod! I think it's great! I would like to ask, does it work with 1.93? Does it have Chinese translations? I'd love to finish Chinese translation and send it to your email as soon as possible! Happy New Year!

SimsonianLibrary

Thanks! It works with the current version of the Sims 4, no problems. I don't have a Chinese translation for this version yet.