This object is a standalone clone of the Electroflux Wormhole Generator that comes with Get To Work EP. This model already comes pre-assembled, meaning nobody has to make one on the Robot Constructor. It also comes as fully upgraded for wormhole travel, so again nobody has to upgrade it. It has a great many Hidden destinations available for wormhole travel, including the original Sixam. It also has a good few options for summoning sims to the current lot, not just aliens. More details on destinations and summoning to follow, but let's see what Storage Galorage Ltd have to say in build mode about this new product -
"The Hidden Everywhere Portal - By Storage Galorage Ltd
A big rework of the Electroflux Wormhole Generator here. This even more ultra advanced piece of technology allows brave Sims to travel to all the hidden away lots, not just Sixam. Travel to the Deep Woods to see the Hermit, to Sylvan Glade to watch the fairies, and to Forgotton Grotto to see the... bats... or batfish rather. Also there's the Hospital, Science Labs, Police Station, all just a few relative steps away in space and time when walking through the wormhole portal. Storage Galorage Ltd, making empty space matter is what we do best. Or should that be making matter into empty space? With the genius boffins at our labs, you can never quite tell."
1 Portal Travel
All the destinations on offer are: Forgotten Grotto, Sylvan Glade, Deep Woods (Hermit), Granite Falls Forest National Park, Island Bluffs, Ruins, Chalet Gardens, Police Station, Hospital, Science Labs and of course, Sixam. Also a nice feature borrowed from phone travel, is to choose World Travel. With this, the sim walks into portal and the World Map view loads up to pick any other normal destination for travel.
In all instances, a sim picker box will open for you to choose up to seven other sims to also travel. If you do choose any, those sims will meet your sim at the destination.
A "Return Home" option is always displayed on portals once your sim is at another venue.
Regarding the three Get To Work venues, (Hospital, Science Labs & Police Station.) just like the default portal's rules, normal travelling is not allowed for an employed sim during work hours. The options are greyed-out. Because of this rule, if while your Doctor, Scientist or Detective sim is at work, you jump back to their family home and send a second member of the family to the career lot via a portal, that second member will be governed by these same rules. Meaning the visiting sim will likewise not be able to leave the lot, as all the options will be greyed-out for them too. The second family member will have to wait until the end of the workday to be sent home along with the worker sim. (This rule does not apply if there are no employed family members at these venues, or when travelling to the venues outside of work hours.)
I had great fun testing this, where the teen in my main family got bored after school, and went to see her dad working at the labs, getting up to all sorts of trouble and mischief before they were both sent home at the end of the workday. The next day she went to see her mother working at the hospital, and yet more pranking with patients ensued. The one downside to this type of travelling, (going to see a family member at work) is that it will cause one of those awful forced end of shifts for all the NPC staff at the venues, who will be replaced by a new set of NPCs. The hospital is probably the worst one for this.
Any sim can do the Calibrate function, so there are no negative results from travelling. Some travelling does require the portal to be recalibrated afterwards. Also any sim can do the Test Alien Environment function, just to make sure it's safe at the other end. They don't really make much of a difference for this version of the object and its many destinations, but they're fun interactions to do so I left them in.
Some extra special effects have been added to beef up the sci-fi freakiness of it. Aw, you know me by now, I just can't help myself with those special effects.
2 Summoning Sims
Borrowing from the original object's function to summon random aliens, I have incorporated many summoning options for many sim types. Over time there will be many additions to this function to better define specific sim summoning. More importantly, to add unique types of summoning for unique, specialized sims that would be otherwise impossible to summon to a venue by any other means.
***Warped Child & Toddler Animations*** - As Maxis made no portal animations for sims under teen age, when child and toddler sims are summoned they will come out of the portal a bit stretched for a second or two, looking more alien than the aliens! I like to think of it as a true reflection of science. To have come through a wormhole, there's got to be some degree of spaghettification due to the speed, distance and warping, and the temporarily stretched body animations are actually the most scientifically accurate depiction. Gotta love science.
Important Travel Rules For Sixam
Be vigilant when it comes to portal travel to Sixam, because it has three different Zone Directors that govern what occurs there. Only one Zone Director can be in play at any given time. Trying to load up a second Zone Director will cause the game to lock up during the loading screen.
An example of this would be, if you send your scientist sim to work, and while at the labs you next send him to Sixam to have a party with aliens. That's one Zone Director loaded up. (Zone Director Sixam from Labs)
While scientist is at party, you jump back to his home and select another member of the family. You say to yourself, I know, I'll send teen Morty to go visit his scientist granddad Rick on Sixam. Morty gets into the portal and the load starts. But that load will never complete. Because it is trying to load up a second Zone Director (Zone Director Sixam from Home.) when another is already in play. Rick and Morty will never meet as the game is stuck in the endless loading dimension.
Basically, if any scientist sim is currently on Sixam from work, don't send any other sim there from home.
The same zone clashing may occur at the three default Windenburg Go Dancing events. Where if a sim has been invited to party there, and you jump to another sim's house and send that other sim there, there could be one of those zone clashes again and a locked loading screen. However, I have uploaded mods to make those three venues as permanent party venues, and also removed the phone invites in another mod, so this zone clashing cannot ever happen when using those mods.
All other destinations are fine to travel to, even if other members of the family went there first. Just Sixam and possibly the default Windenburg lots cause the loading multiple Zone Director problems.
Get To Work EP is a required install for the portal object to be in your game. Get Together EP is not a required install, but I should imagine the options to travel to any of the Windenburg destinations will just be blank pie menu options if it is not installed.
The Hidden Everywhere Portal can be found in Electronics / Misc in build mode.
Below will be all the important update news as and when it happens.
June 2019 updates - Finally had time to squeeze in a few more hard to reach locations. Two for the Jungle Region; the Temple and the Royal Baths. I'm aware there are a few more hidden jungle destinations but I just cannot find any lot number designations for them in the game files, as they are not classified as proper venues, just world area places (I guess.) Though the Temple and Baths are proper venues with proper hidden lot number designations that I can and did extract to make them viable destinations for the portal. It's now a great way to get to the jungle world without having to book a vacation cabin. From these two locations you can use the sim's phone to hop around all the jungle venues all day. Not advisable to enter build mode on these lots and start placing objects (For instance, another portal and some camping gear.) as the game will delete the stuff. Or worst case, the game will lock up next time you try to load the lot. Just leave the venues as Maxis intended. Just go to the National Park venue and build yourself a super-duper campsite base-of-operations, seeing you can now stay as long as you like in the jungle without needing to book a vacation cabin. The third destination is the Acting Studios from Get Famous. I first thought this lot would be a ghost town if travelling there as a non-actor with no acting gigs scheduled. But as it turns out it can be quite busy travelling there willy nilly as an interloper when there isn't even a gig in play. So go have yourself some fun with the special NPCs and actors. I didn't bother adding places like the Lighthouse or Beach from the Cats & Dogs world as they're quite unrestricted and easy enough places to get to using default travelling methods. As are all the StrangerVille locations, including the Secret Labs. You can travel there unrestricted any time you like, so I didn't see the need to build excess files for them in the portal mod. (Anyway, I have other plans for that Secret Labs venue. Mwahaha...)
Also added a second version of the portal that remains in silent running - almost no Special FX nor sound effects - until used for travel. I like using this version for the interior of homes as it's less noisy. The original version is still required in your mods folder as the new silent running version draws from many of its resources to function correctly.
Also, you may spot a few new unique and special sim summoning options.
Updates October 2019 - As well as 1.55 patch updates, there are new summon features for special characters, Father Winter and Baby Ariel. Also the new Magic Realm HQ venue added to the unique destination travel options. And name changes to both mods to better highlight which is the important Alpha mod of the two.
Updates May 2022 - Yay, this beast gets an update! Nothing patch related, as incredible as it sounds. This trooper of a mod works as great as it ever did. Might be because all the files in it are my own, but I'm just happy this one don't like getting broke by new code in patches that my files might need.
Okay, so what's new? More hidden areas to travel to, of course.
- Jump straight to the three locations in Batuu without having to book the vacation via a phone. On arrival the same Batuu rules apply, exactly the same as booking the vacation. In the end, it's just somewhat quicker to walk there through the wormhole portal, than it is to gab on the phone for half a sim lifetime while booking the travel. Somewhat quicker, and a heck of a whole lot more science-fictiony to get to that galaxy far, far away, a long time ago. The Wormhole's the more credible option in that respect. And with my upcoming Batuu Reworked mods, you may want to travel there a lot more often, somewhat quicker, much more credibly. It's all good.
- The three hidden Snowy Escape mountain hiking venues. Now jump straight to them without having to go on a hiking/climbing expedition every time. There is a new, additional, optional mod for the Hidden Everywhere portal and these three venues, that has to, has to, has to go in the Overrides Folder depending on what other mods of mine you use and what you want these three hidden venues to behave like. So you gotta listen up here.
If you just want to travel to the hidden snowy venues via portal, and you don't use any other of my World Sim Control venue mods, and you are totally happy with the state Maxis created these three hidden venues to be, then, go with god and be happy, you don't need the new optional addon Overrides mod.
However, if you do use my World Sim Control files, and are looking forward to playing around with the upcoming updates for old stuff and the new stuff, and you do want these hidden snowy venues to be independent of each other, not three of the same thing sharing the same files so its actually only one lot type so that what you do on one will be the same thing that happens to the other two, and you do want them to be more exiting to do whatever your heart desires with each if them as independent venues that have no unwanted knock-on effects with the other two because they are no longer the same thing, then you'll be needing the optional Overrides Folder addon.
Phew, I'm glad I got that out of the way. It's confusing, I know, and won't all work as best it could until the updated World Sim Control venue mods and the new stuff are all available. (Maybe I should have left this addon portal mod till after I release them all.) Akk, it's done now. The short of it is, the addon mod makes the three venues unique, so that they are now new venue types unto themselves, and also unlocks them in build mode for you to change them into any other venue type and do whatever the heck you like to each with no effect on the others. (I do have future plans to make some funky lots up in them mountains, like a Yeti Fight Club theme. But that's a whole other story.) The need for it to be in Overrides Folder is to prevent it conflicting with my World Sim Control mods, to work with them. As such it will also conflict with mods made by other creators, if they have made CC venue mods for the Snowy Escape Japan region.
As a final note regarding the three snowy lots, I would advise not trying to make any significant changes just yet, until I release all connected World Sim control stuff. It's hard to know which order to release these mods in so they all play nice together and all functions are available and work smoothly as they do in my game. But I gotta start somewhere. So please keep this in mind if eager to make funky new locations up in them mountains. Hold off for a bit till all mods are available and properly in sync.
- A new hidden Trait and new Summoning feature for sims who are given that new Trait. It's called the Family Portal Trait. The idea is to give it to your main family members of all ages (except baby) who live with your main sim, and anyone else you consider a close enough friend who live on other residential lots, or homeless, whatever. Such that, when visiting locations as Butuu, and enjoying one of the new builds I'll soon be uploading, you can summon these sims direct to you and have a grand party with them all, in a way the game would otherwise disallow. My game, my sims, my Batuu, my rules. Of course there are many other summoning scenarios where this feature will be helpful, and quicker, too, than other methods that would otherwise disallow. The hidden Snowy venues mentioned above being another example.
- Other summoning options for other special sims.
Summon any of the main NPC Batuu sims to your home. Wanna play with Rey or Kylo on your Windenberg Island mansion? They're just a quick click away. Be mindful of the Force, as I do not advise taking control of these sims - if you have the mods to do such a thing - until after I've released my Batuu mod set. They will probably lose their NPC unique Batuu status if you do. So wait till the full set of Batuu mods are released before you get too funky with these special sim types. In fact, to be overcautious, I'd say leave this summoning function alone until I do release that Batuu set of mods. Which leads me to the next summoning option
- "Summon Special Star Wars Sims" option. This is not the default Maxis Batuu sims, but all the Luke Skywalkers, Han Solos, The Mandalorians, however many special Star Wars sims you care make and dress up with CC Cas stuff so they really look the part for the upcoming Batuu mods. (God I've got loads. The Star Wars fanboy I am went totally crazy with this.) They too have a unique new Trait for the stuff they do on Batuu, that can also be used to summon them directly to your sim homes. But again, wait till the Batuu mods are released and you've actually made a few Star Wars Sims with unique Trait for this function to have any purpose. Until then it will do nothing.
That mountain summit lot look like Hoth much? With a whacking great usable Millennium Falcon docked up there and an underground icy cavern special venue below. Oh yeah, that's my mountain summit alright. Star Wars fanbnoy have at it. Not all the Star Wars fun has to be on Batuu.
Update March 2025 - Added an Alternative Standalone version. I had recently updated the Alpha version in my game so sims can travel to the Hidden Grim HQ location, but thought it best not to upload that Alpha as it has so many newer options for summoning many different sim types to many CC venues I have yet to upload. It would be a mess of unfamiliar, broken interactions in anyone else's game but my own. But I also know for anyone who has Life & Death installed, a quick travel option to Grim's hidden lot would be a nice addition. And even if one day I do get round to uploading all those CC venues, some people might not want them, so will certainly not want all the pointless (from their POV) summoning options included with this mod. So here is a new alternate version that won't include those summon interactions, even if I do, eventually, get round to uploading the CC venues. But we'll cross that bridge if we ever get to it. The Overrides mod for Snowy Escape will still be needed, so if you use it then continue doing so. Do not use this standalone alternative version with the Alpha or the Silent Running versions as they will conflict. This alternative version is same as Silent Running version in regards to the SFX animations. Meaning you'll only see the SFX when using object, never at any other time.
Enjoy being a pest at the Grim Reaper HQ. But try not to piss him off too much, or he'll put that deadly scythe of his to good use, I'm sure. You have been warned. Actually, he probably won't ever be there after normal travel there. Though the portal does have the old function to summon the Grim Reaper, so he can be there if you truly want. And keep in mind the old zone director conflict rule as seen with the Science Career and this mod. That if someone in the house works at the Grim Reaper lot, and goes to work. And then you try to send another family member to the Grim lot from home, it may incur an endless loading screen because it will not load up two zone directors for the same lot. I've not tested this as yet, but I guess it will be the same as the Science Labs and the Science career. So, once again, you have been warned.
This will conflict with any other mod using same resources. All other XMLs are made by me, so will not conflict with anything else out there. Mod checked and first uploaded with Game Version 1.30.105.1010
Thanks and Credit: Simsasylum, Sims4Studio, our sims community, EA Maxis, Einstein-Rosen Bridge, worms and (some) holes. (Not all holes are whole, but some have much holiness. )
The Hidden Everywhere Portal
This object is a standalone clone of the Electroflux Wormhole Generator that comes with Get To Work EP. This model already comes pre-assembled, meaning nobody has to make one on the Robot Constructor. It also comes as fully upgraded for wormhole travel, so again nobody has to upgrade it. It has a great many Hidden destinations available for wormhole travel, including the original Sixam. It also has a good few options for summoning sims to the current lot, not just aliens. More details on destinations and summoning to follow, but let's see what Storage Galorage Ltd have to say in build mode about this new product -
"The Hidden Everywhere Portal - By Storage Galorage Ltd
A big rework of the Electroflux Wormhole Generator here. This even more ultra advanced piece of technology allows brave Sims to travel to all the hidden away lots, not just Sixam. Travel to the Deep Woods to see the Hermit, to Sylvan Glade to watch the fairies, and to Forgotton Grotto to see the... bats... or batfish rather. Also there's the Hospital, Science Labs, Police Station, all just a few relative steps away in space and time when walking through the wormhole portal. Storage Galorage Ltd, making empty space matter is what we do best. Or should that be making matter into empty space? With the genius boffins at our labs, you can never quite tell."
1 Portal Travel
All the destinations on offer are: Forgotten Grotto, Sylvan Glade, Deep Woods (Hermit), Granite Falls Forest National Park, Island Bluffs, Ruins, Chalet Gardens, Police Station, Hospital, Science Labs and of course, Sixam. Also a nice feature borrowed from phone travel, is to choose World Travel. With this, the sim walks into portal and the World Map view loads up to pick any other normal destination for travel.
In all instances, a sim picker box will open for you to choose up to seven other sims to also travel. If you do choose any, those sims will meet your sim at the destination.
A "Return Home" option is always displayed on portals once your sim is at another venue.
Regarding the three Get To Work venues, (Hospital, Science Labs & Police Station.) just like the default portal's rules, normal travelling is not allowed for an employed sim during work hours. The options are greyed-out. Because of this rule, if while your Doctor, Scientist or Detective sim is at work, you jump back to their family home and send a second member of the family to the career lot via a portal, that second member will be governed by these same rules. Meaning the visiting sim will likewise not be able to leave the lot, as all the options will be greyed-out for them too. The second family member will have to wait until the end of the workday to be sent home along with the worker sim. (This rule does not apply if there are no employed family members at these venues, or when travelling to the venues outside of work hours.)
I had great fun testing this, where the teen in my main family got bored after school, and went to see her dad working at the labs, getting up to all sorts of trouble and mischief before they were both sent home at the end of the workday. The next day she went to see her mother working at the hospital, and yet more pranking with patients ensued. The one downside to this type of travelling, (going to see a family member at work) is that it will cause one of those awful forced end of shifts for all the NPC staff at the venues, who will be replaced by a new set of NPCs. The hospital is probably the worst one for this.
Any sim can do the Calibrate function, so there are no negative results from travelling. Some travelling does require the portal to be recalibrated afterwards. Also any sim can do the Test Alien Environment function, just to make sure it's safe at the other end. They don't really make much of a difference for this version of the object and its many destinations, but they're fun interactions to do so I left them in.
Some extra special effects have been added to beef up the sci-fi freakiness of it. Aw, you know me by now, I just can't help myself with those special effects.
2 Summoning Sims
Borrowing from the original object's function to summon random aliens, I have incorporated many summoning options for many sim types. Over time there will be many additions to this function to better define specific sim summoning. More importantly, to add unique types of summoning for unique, specialized sims that would be otherwise impossible to summon to a venue by any other means.
***Warped Child & Toddler Animations*** - As Maxis made no portal animations for sims under teen age, when child and toddler sims are summoned they will come out of the portal a bit stretched for a second or two, looking more alien than the aliens! I like to think of it as a true reflection of science. To have come through a wormhole, there's got to be some degree of spaghettification due to the speed, distance and warping, and the temporarily stretched body animations are actually the most scientifically accurate depiction. Gotta love science.
Important Travel Rules For Sixam
Be vigilant when it comes to portal travel to Sixam, because it has three different Zone Directors that govern what occurs there. Only one Zone Director can be in play at any given time. Trying to load up a second Zone Director will cause the game to lock up during the loading screen.
An example of this would be, if you send your scientist sim to work, and while at the labs you next send him to Sixam to have a party with aliens. That's one Zone Director loaded up. (Zone Director Sixam from Labs)
While scientist is at party, you jump back to his home and select another member of the family. You say to yourself, I know, I'll send teen Morty to go visit his scientist granddad Rick on Sixam. Morty gets into the portal and the load starts. But that load will never complete. Because it is trying to load up a second Zone Director (Zone Director Sixam from Home.) when another is already in play. Rick and Morty will never meet as the game is stuck in the endless loading dimension.
Basically, if any scientist sim is currently on Sixam from work, don't send any other sim there from home.
The same zone clashing may occur at the three default Windenburg Go Dancing events. Where if a sim has been invited to party there, and you jump to another sim's house and send that other sim there, there could be one of those zone clashes again and a locked loading screen. However, I have uploaded mods to make those three venues as permanent party venues, and also removed the phone invites in another mod, so this zone clashing cannot ever happen when using those mods.
All other destinations are fine to travel to, even if other members of the family went there first. Just Sixam and possibly the default Windenburg lots cause the loading multiple Zone Director problems.
Get To Work EP is a required install for the portal object to be in your game. Get Together EP is not a required install, but I should imagine the options to travel to any of the Windenburg destinations will just be blank pie menu options if it is not installed.
The Hidden Everywhere Portal can be found in Electronics / Misc in build mode.
Below will be all the important update news as and when it happens.
June 2019 updates - Finally had time to squeeze in a few more hard to reach locations. Two for the Jungle Region; the Temple and the Royal Baths. I'm aware there are a few more hidden jungle destinations but I just cannot find any lot number designations for them in the game files, as they are not classified as proper venues, just world area places (I guess.) Though the Temple and Baths are proper venues with proper hidden lot number designations that I can and did extract to make them viable destinations for the portal. It's now a great way to get to the jungle world without having to book a vacation cabin. From these two locations you can use the sim's phone to hop around all the jungle venues all day. Not advisable to enter build mode on these lots and start placing objects (For instance, another portal and some camping gear.) as the game will delete the stuff. Or worst case, the game will lock up next time you try to load the lot. Just leave the venues as Maxis intended. Just go to the National Park venue and build yourself a super-duper campsite base-of-operations, seeing you can now stay as long as you like in the jungle without needing to book a vacation cabin. The third destination is the Acting Studios from Get Famous. I first thought this lot would be a ghost town if travelling there as a non-actor with no acting gigs scheduled. But as it turns out it can be quite busy travelling there willy nilly as an interloper when there isn't even a gig in play. So go have yourself some fun with the special NPCs and actors. I didn't bother adding places like the Lighthouse or Beach from the Cats & Dogs world as they're quite unrestricted and easy enough places to get to using default travelling methods. As are all the StrangerVille locations, including the Secret Labs. You can travel there unrestricted any time you like, so I didn't see the need to build excess files for them in the portal mod. (Anyway, I have other plans for that Secret Labs venue. Mwahaha...)
Also added a second version of the portal that remains in silent running - almost no Special FX nor sound effects - until used for travel. I like using this version for the interior of homes as it's less noisy. The original version is still required in your mods folder as the new silent running version draws from many of its resources to function correctly.
Also, you may spot a few new unique and special sim summoning options.
Updates October 2019 - As well as 1.55 patch updates, there are new summon features for special characters, Father Winter and Baby Ariel. Also the new Magic Realm HQ venue added to the unique destination travel options. And name changes to both mods to better highlight which is the important Alpha mod of the two.
Updates May 2022 - Yay, this beast gets an update! Nothing patch related, as incredible as it sounds. This trooper of a mod works as great as it ever did. Might be because all the files in it are my own, but I'm just happy this one don't like getting broke by new code in patches that my files might need.
Okay, so what's new? More hidden areas to travel to, of course.
- Jump straight to the three locations in Batuu without having to book the vacation via a phone. On arrival the same Batuu rules apply, exactly the same as booking the vacation. In the end, it's just somewhat quicker to walk there through the wormhole portal, than it is to gab on the phone for half a sim lifetime while booking the travel. Somewhat quicker, and a heck of a whole lot more science-fictiony to get to that galaxy far, far away, a long time ago. The Wormhole's the more credible option in that respect. And with my upcoming Batuu Reworked mods, you may want to travel there a lot more often, somewhat quicker, much more credibly. It's all good.
- The three hidden Snowy Escape mountain hiking venues. Now jump straight to them without having to go on a hiking/climbing expedition every time. There is a new, additional, optional mod for the Hidden Everywhere portal and these three venues, that has to, has to, has to go in the Overrides Folder depending on what other mods of mine you use and what you want these three hidden venues to behave like. So you gotta listen up here.
If you just want to travel to the hidden snowy venues via portal, and you don't use any other of my World Sim Control venue mods, and you are totally happy with the state Maxis created these three hidden venues to be, then, go with god and be happy, you don't need the new optional addon Overrides mod.
However, if you do use my World Sim Control files, and are looking forward to playing around with the upcoming updates for old stuff and the new stuff, and you do want these hidden snowy venues to be independent of each other, not three of the same thing sharing the same files so its actually only one lot type so that what you do on one will be the same thing that happens to the other two, and you do want them to be more exiting to do whatever your heart desires with each if them as independent venues that have no unwanted knock-on effects with the other two because they are no longer the same thing, then you'll be needing the optional Overrides Folder addon.
Phew, I'm glad I got that out of the way. It's confusing, I know, and won't all work as best it could until the updated World Sim Control venue mods and the new stuff are all available. (Maybe I should have left this addon portal mod till after I release them all.) Akk, it's done now. The short of it is, the addon mod makes the three venues unique, so that they are now new venue types unto themselves, and also unlocks them in build mode for you to change them into any other venue type and do whatever the heck you like to each with no effect on the others. (I do have future plans to make some funky lots up in them mountains, like a Yeti Fight Club theme. But that's a whole other story.) The need for it to be in Overrides Folder is to prevent it conflicting with my World Sim Control mods, to work with them. As such it will also conflict with mods made by other creators, if they have made CC venue mods for the Snowy Escape Japan region.
As a final note regarding the three snowy lots, I would advise not trying to make any significant changes just yet, until I release all connected World Sim control stuff. It's hard to know which order to release these mods in so they all play nice together and all functions are available and work smoothly as they do in my game. But I gotta start somewhere. So please keep this in mind if eager to make funky new locations up in them mountains. Hold off for a bit till all mods are available and properly in sync.
- A new hidden Trait and new Summoning feature for sims who are given that new Trait. It's called the Family Portal Trait. The idea is to give it to your main family members of all ages (except baby) who live with your main sim, and anyone else you consider a close enough friend who live on other residential lots, or homeless, whatever. Such that, when visiting locations as Butuu, and enjoying one of the new builds I'll soon be uploading, you can summon these sims direct to you and have a grand party with them all, in a way the game would otherwise disallow. My game, my sims, my Batuu, my rules. Of course there are many other summoning scenarios where this feature will be helpful, and quicker, too, than other methods that would otherwise disallow. The hidden Snowy venues mentioned above being another example.
- Other summoning options for other special sims.
Summon any of the main NPC Batuu sims to your home. Wanna play with Rey or Kylo on your Windenberg Island mansion? They're just a quick click away. Be mindful of the Force, as I do not advise taking control of these sims - if you have the mods to do such a thing - until after I've released my Batuu mod set. They will probably lose their NPC unique Batuu status if you do. So wait till the full set of Batuu mods are released before you get too funky with these special sim types. In fact, to be overcautious, I'd say leave this summoning function alone until I do release that Batuu set of mods. Which leads me to the next summoning option
- "Summon Special Star Wars Sims" option. This is not the default Maxis Batuu sims, but all the Luke Skywalkers, Han Solos, The Mandalorians, however many special Star Wars sims you care make and dress up with CC Cas stuff so they really look the part for the upcoming Batuu mods. (God I've got loads. The Star Wars fanboy I am went totally crazy with this.) They too have a unique new Trait for the stuff they do on Batuu, that can also be used to summon them directly to your sim homes. But again, wait till the Batuu mods are released and you've actually made a few Star Wars Sims with unique Trait for this function to have any purpose. Until then it will do nothing.
That mountain summit lot look like Hoth much? With a whacking great usable Millennium Falcon docked up there and an underground icy cavern special venue below. Oh yeah, that's my mountain summit alright. Star Wars fanbnoy have at it. Not all the Star Wars fun has to be on Batuu.
Update March 2025 - Added an Alternative Standalone version. I had recently updated the Alpha version in my game so sims can travel to the Hidden Grim HQ location, but thought it best not to upload that Alpha as it has so many newer options for summoning many different sim types to many CC venues I have yet to upload. It would be a mess of unfamiliar, broken interactions in anyone else's game but my own. But I also know for anyone who has Life & Death installed, a quick travel option to Grim's hidden lot would be a nice addition. And even if one day I do get round to uploading all those CC venues, some people might not want them, so will certainly not want all the pointless (from their POV) summoning options included with this mod. So here is a new alternate version that won't include those summon interactions, even if I do, eventually, get round to uploading the CC venues. But we'll cross that bridge if we ever get to it. The Overrides mod for Snowy Escape will still be needed, so if you use it then continue doing so. Do not use this standalone alternative version with the Alpha or the Silent Running versions as they will conflict. This alternative version is same as Silent Running version in regards to the SFX animations. Meaning you'll only see the SFX when using object, never at any other time.
Enjoy being a pest at the Grim Reaper HQ. But try not to piss him off too much, or he'll put that deadly scythe of his to good use, I'm sure. You have been warned. Actually, he probably won't ever be there after normal travel there. Though the portal does have the old function to summon the Grim Reaper, so he can be there if you truly want. And keep in mind the old zone director conflict rule as seen with the Science Career and this mod. That if someone in the house works at the Grim Reaper lot, and goes to work. And then you try to send another family member to the Grim lot from home, it may incur an endless loading screen because it will not load up two zone directors for the same lot. I've not tested this as yet, but I guess it will be the same as the Science Labs and the Science career. So, once again, you have been warned.
cool1_WormholeTravel_TheHiddenEverywherePortal(Clone)_GTW(Alpha).rar - Personal update May 2022
cool1_WormholeTravel_TheHiddenEverywherePortal(Clone)_Silent_GTW.rar - Personal update May 2022
cool1_TheHiddenEverywherePortal_MtKomorebiReworkedHiddenLots_OverridesFolder.rar - New optional addon May 2022
cool1_WormholeTravel_TheHiddenEverywherePortal(Clone)_GTW_Standalone.rar - Alternative Standalone version March 2025
XML Resource Used:
E882D22F!00000003!000000000001B0D9.sI_Object_AlienPortal_Travel.InteractionTuning.xml
E882D22F!00000003!000000000001B0DC.sI_Object_AlienPortal_TestEnvironment.InteractionTuning.xml
E882D22F!00000003!000000000001B0DE.si_SimPicker_AlienPortal_TravelWith.InteractionTuning.xml
E882D22F!00000003!000000000001B03D.si_Object_AlienPortal_ContactAliens.InteractionTuning.xml
E882D22F!00000003!000000000001C1BB.si_SimPicker_AlienPortal_TravelWith_Return.InteractionTuning.xml
E882D22F!00000003!000000000001AFA9.si_Object_AlienPortal_Calibrate.InteractionTuning.xml
This will conflict with any other mod using same resources. All other XMLs are made by me, so will not conflict with anything else out there. Mod checked and first uploaded with Game Version 1.30.105.1010
Thanks and Credit: Simsasylum, Sims4Studio, our sims community, EA Maxis, Einstein-Rosen Bridge, worms and (some) holes. (Not all holes are whole, but some have much holiness.
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