Archaeology Kit 2 (Public Release)
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
Over 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 moreArtifacts are from 13 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
Appaloosian
Ancient
Shang Simla
Shih
Medieval
Belomisian
Komorebi
Sulani
Pirate
Modern
Sixam
MagicThirteen 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 moreHistorical 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 moreNew 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:
French by L'UniverSims (https://luniversims.fr/links/link/304-kit-darch%C3%A9ologie-2-mod-gameplay-complet-de-simsonian-library-%C3%A9dition-du-20022025-mod-r%C3%A9vis%C3%A9-et-fix-pour-la-traduction/ )
(Mise à jour de la traduction française. C'est l'article de présentation, la traduction est modifiée dessus, merci)
NOTE: This translation is now embedded in the mod!
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).
2025-10-02, 2.0.18, Various tuning fixes reported by BE
2025-10-11, 2.0.19, Discovered that Koga ninja generators in Relics could cause issues loading lots, so eliminated ninjas; removed bad reputation broadcaster when using archaeological spells
2025-11-02, 2.0.20, Added support for all current regions up to Gibbi Point, three new artifact cultures, new books, new artifacts, heirloom object support for artifacts and relics, numerous bug fixes
2025-11-02, 2.0.21, Eliminated duplicate Donate to Museum interaction.
2026-01-24, 2.0.22, Bug fixes! Fixed issues with incorrect artifact loots from Sulani and Gibbi Point, also Pirate and Sixam era dirt clumps. Also fixed slotting issues with several relics.
2026-02-06, 2.0.23, Patch fixes for Royalty and Legacy for notebook entries
2026-02-12, 2.0.24, Bugfix for Museum Docents after installing Royalty and Legacy pack
2026-02-28, 2.0.25, Support for Ondarion, embedding French translation, bug fixes
2026-02-28, 2.0.26, Additional patch-related bug fixes to Museum Contractor mission career
2026-05-17, 2.0.27, Fixes for latent tuning errors
NOTE: Use the of custom spells included in this mod requires the Spellbook Injector V2, also available on this website.
Comments (91)
Thanks for the mod! I have been looking for a digsite spawner and even asked LMS to make one at some point lol.
Where can I get the books? I can neither buy them nor find them in Build/Buy mode.
Where can I get the books?
They show up as University Textbooks. You can buy them at the kiosks in Britechester. You can also find them in the list of all books on a bookshelf (Book of Hou, the Ecclesiastical History of the Simlish People, Vol 1-4, and several others). Those all give your sim SimLore skill. You can also get a few by doing missions for the Simsonian Institute. Let me know if you can't find them, and I'll see where else you can get them.
Hi! ❤️ We are a group of Czech translators called SimsCzechTeam, and we translated the Archaeology Kit mod into Czech. Link to our Czech blog post: https://simsczechteam.blogspot.com/2026/07/archeologicke-objevy.html CurseForge page with the Czech translation: https://www.curseforge.com/sims4/translations/archaeology-kit-by-simsonian-library-czech Thank you for creating this wonderful mod! 💖
Thank you so much! I will include this.
I’d like to give that another try. How does it handle compatibility with LMS's mod, LittleMsSam_SmallArchaeologyOverhaul?
I haven't tried it lately. The problem previously was that her mod had an override for one of the game tuning files to speed up the excavation/authentication processes -- and also auto add the artifact to inventory afterwards so that you can stack them. This (my) mod tries to add some injections to the same files, and they get overwritten when her mod loads (as far as I know). The symptom was that you never got the loot from the dirt clumps, IIRC. I noticed that she stopped using overrides at one point, and started using scripts, injections, XML injector, etc. So if she changed how hers works in regard to that interaction (eg, not using an overridden game file), then they could be compatible. Otherwise, same problem. The Archaeology Kit does do the 'add artifact to inventory' feature so that you can stack up artifacts, but it does not change the amount of time it takes to do those steps. That's all I know for now. If you try it again and find thatthey can both work together now, let me know!
"There aren’t any missions involving Moonwood Mill or Copperdale, but there are some that involve Tartosa." It's great that I have Moonwood Mill and Copperdale, but I don't have Tartosa. :D This mod looks amazing, but I'm definitely not going to buy five more packs just for it—I just don't have the money for that.
Sorry I didn't see this earlier. Yeah, i haven't added new missions for quite awhile and have that on my TODO list. I also have come up with some code to detect what packs a player has better than before, so I'm going to filter the missions based on what packs you have. My TODO list is pretty big, but that is definitely on it. Thanks for the feedback!
Hi :) I want to make my Archeology career compatible with your mod :) Could you please help me a bit and specify which Object tunings are for all these new artifacts? I need to add 1 or 2 interaction to them :)
Sure, happy to help! The Dirt Clump tuning is here: 11894865550844571184 The artifacts themselves are here: 16241076788243476708 Each one has states for region found, artifact era, authentication status and authenticity. The (magic) relics each have their own object tuning. I can describe those if you need them. Let me know if you have any other questions!
Is there any list of all the artifacts for each region available anywhere? My Notebook isn't working so if its supposed to be there then I won't see it but more I'm interested if there is one online that I can reference when attempting to make my museum. Thanks so much! Absolutely loving this mod.
Yes, there is a list of artifacts and their historical cultures here: https://simsonianlibrary.com/archaeology-kit/artifacts/index.html I just noticed that I haven't added the newer Belomisian, Shih and Appaloosian artifacts to that page, so I will add those when I get a chance. There are about 3-4 artifacts from those cultures that aren't listed above. Each region will generally have a 'main' culture, then often another one with a lower chance of finding them. There are clues to help you figure out which regions have artifacts from which cultures. Asking a Local resident or local museum docent (if there is one in the region) will usually reveal which cultures left artfacts there. I should probably add a list of regions and their cultures to the links above, now that you mention it. Thanks for the feedback and let me know if you have any other questions!
Hi the donate to museum option is greyed out even though my sim has rare armor in her inventory. Is there a way I can fix this?
So my game can't open my save file after I downloaded version 2.0.26. Not sure what that's about...
Having to change the career ID (from 64 to 32 bit after the patch) might throw a error when you load a sim that had the old version of the career ID, but I didn't run into any errors that kept the game from loading. I'm pretty sure that I had a sim that actually had an active mission when I switched mine, and it just dropped the career from them as well as the mission. But no lot loading problems. Hmm. When I first noticed the original error after the R&L patch (before I made changes) I was having trouble loading a sim that was on a museum lot with a Docent. I still have 2.0.25 posted above, so if that still works for you (somehow...it doesn't for me post-patch), perhaps you could cancel any active missions a sim is working on, and make sure they don't try to load in at a museum first thing after the update? You could probably use the Load Game -> Visit (some other lot) with sim like that as well. Or remove the mod, load the sim, save them, then start again with 2.0.26 (that has the newer 32 bit career IDs). Otherwise, if you get a lastException.txt file next to your Mods folder, the error stacktrace in there can usually show me what's going wrong. Thanks for the feedback, and let me know how it goes.
Thank you for including French, that's very kind of you. I'll take a look at the changes in this update as soon as possible. Take care.
I expect to be posting another update this evening. I just discovered the changes to custom career IDs that happened during the pre-Royalty and Legacy patch, and hadn't realized that it broke the Museum career. I plan to get another version posted later this evening (within the next 6-8 hours, hopefully). Thanks for your patience!
I'm wondering, but what would block Docents from showing up at Museum lots? Would something like Kuttoe's Home Regions or similar block them? I can never find one.
I'm not sure. I was just looking at the code that adds them, and it's pretty standard. It injects some Docent shifts into the Museum zone director, and the filter to choose a docent is pretty easy (similar to a Librarian). For me, they usually show up on the sidewalk spawn points with all of the visitors when the lot loads. They'll be dressed like a Librarian. Two many sims on the lot (over 20) might keep them from show up, but otherwise aside from the script not loading at all (due to being in nested subfolders, for example), I can't think of anything. I did just try starting a brand new save, and had the sim travel directly to the museum in Oasis Springs. There was a Docent spawned on the sidewalk who then went inside the Museum. So it does still work without any prerequisites. A mod conflict is possible. If I get the chance, I'll try the Home Regions mod out and see if that causes a problem. Thanks for the report!
I have to ask- I've looked and looked and looked, but I cannot figure out where the relic Mua Pel'am is. I know it's not in Sulani thanks to the lore notes, but I can't figure out where it actually is buried. Is there some lore I'm missing? Any clues?
You found a bug! (ding, ding, ding...a winner!). It is supposed to be near the shipwreck lot in Sulani, but after checking just now, I mistakenly set up the loot test to look for dirt clumps from the shipwreck lot -- but in Tartosa. The problem is that you can't dig up dirt clumps on the shipwreck lot in Tartosa...it's in Sulani. I just fixed this in my working copy and am hoping to get an update available within a few days, as I just added support for Ondarion from the new pack and am doing some testing. Thanks for the feedback, and that should be available on or around the shipwreck lot in Sulani in the next update.
Hello. I have one question - can I use this mod if I don't have one Pack (Paranormal)?
It uses one of the animations from the seance interactions for one of the interactions for an artifact (Turn Undead from St Simbert's Relics). Otherwise, I think that's the only thing that depends on it. So most of it should work fine without Paranormal. Let me know if you discover otherwise!
This looks pretty cool! I was wondering...simularity has a faster archaeology mod that speeds up the time it takes to excavates dig piles and makes use of the archaeology Table. Do you know if the speed part conflicts with your mod? I was using LittleMsSam's Small Archaeology Overhaul mod for the speed part (hurry up and excavate, hurry!)...
Sorry I missed this question! LittleMsSam's Archaeology Overhaul used to conflict with this mod, since it replaces the excavate interaction (and this mod hooks into the built in one). I haven't tried it in quite a while though (years), so it may not be an issue anymore if they've changed how they set theirs up. One thing that that mod provides (automatically grabbing things off the archaeology workbench when done so you can stack them) is also provided by this mod, but I think that LittleMsSam's mod might speed it up even more. The symptom of the conflict was empty dirt clumps, etc.
What a wonderful mod! I am wondering if I'm having bugs or if I'm missing something? I'm able to survey for dig piles, uncover dirt clumps, authenticate objects, etc.. However, I am not able to: 1. Donate any artifacts to a museum on my home lot. there is no option for this. 2. Learn Sim Lore (no options for classes or books, and my sims have authenticated a bunch of custom artifacts and never gained the skill). The skill exists in the game because I can cheat it, but it seemingly cannot be learned. 3. No museum docents show up. I've checked multiple museums. 4. SOME items are able to be listed on Plopsy on the home lot, but not all. I really wanted my sim to try the custom career, but as I understand it they cannot because they need to donate items or interact with docents, neither of which I can do. So, wasn't sure if I'm doing something wrong, having glitches, or both. Either way, what a wonderful idea for a mod!
There's definitely something going wrong there, but I'm not sure what yet. I wonder if the script is loading? That would account for several of those (interactions wouldn't get injected, situations not added, etc). Some things I'd check right away are the simple ones: Are script mods enabled (the recent update shut it off, I think)? Also is the script file more than one folder deep in the Mods folder? Those are the main 'script didn't load' reasons I've seen. Let me know if the problem persists!
My Spanish translation for the Simsonian Library mod, which you can find on my Patreon. https://www.patreon.com/RoshySims
Hey, I'm so glad this updated! Really really cool-I love the new relics and lore! And, I found a bug with the new version. When you use the "dig" spell on some dirt clusters (I think the ones most likely to have relics, but also all from Sixam) the clusters just vanish. I'm using Arganoth's wand, so that might be part of the problem. EDIT: Upon checking, the same thing happens when using non-magic means to identify clumps. I'm having this problem with the [CLASSIFIED] culture, and the Age of Pirates culture dirt clumps, Also, a second bug- I'm finding medieval objects in Sulani? Like, the jacobian dragon and the trader scales alongside pirate cutlass. It's not urgent, just thought you'd want to know. Also-after updating, the museum docent reset me back to no stars. Is there any cheat or way to get back to the four stars I was at before?
Thanks for the bug reports! I'll look into this and may get back to you (here) if I have any questions. Thanks again for the feedback!
I believe Kuttoe's NPC's Everywhere (FrontDesk module) might conflict with this mod. The Docent didn't show up for me until I removed it. Just a heads up in case you wanted to test it and add that to the notes.
Thanks for the tip. I think I'll download that and see if I can figure out why the Docent wouldn't show up if the front desk is busy (but will if there's no front desk at all). I would have expected them to struggle over the chair, lol. I'll look into that. Thanks for the feedback!
first : thank you :) its one of my indispensable mod (the other's is tool, ...) juste a question :I see that university is on the list of prerequisites. Will we ever have a special university program?
Sorry for the late reply. I started looking at the University code again right after you posted this. I was considering whether it would be easier to add an entirely new University with it's own curriculum, rather than try to inject a few courses. I'm probably missing something, lol. In any case, it's something I'd like to add, but need to figure out the best way of doing so. I'll '+1' the feature request for this in my issue board. Thanks for the feedback!
https://luniversims.fr/links/link/304-kit-darch%C3%A9ologie-2-mod-gameplay-complet-de-simsonian-library-%C3%A9dition-du-20022025-mod-r%C3%A9vis%C3%A9-et-fix-pour-la-traduction/ Mise à jour de la traduction française. C'est l'article de présentation, la traduction est modifiée dessus, merci. NB: Hello Simsonian, the translation has been corrected in my article, with a new link that matches your update. Please take this into account, otherwise the French version will no longer work, as the STBL is no longer correct. Thank you.
I will update the link! I keep trying to avoid having the STBL ID change each build, but my build tool has a bug that's been hard to fix that causes it to ignore the previous ID and come up with a new one. I'll keep working on that, apologies!
Not sure if this makes sense but I was wondering if this integrates with the family tree like if you can dig up an heirloom from an ancestor if you go to your cultural heritage world.
That does make sense, though it doesn't do that -- yet. But it's an awesome idea! I think i could do it by injecting loots into the Archaeology kit from the Family History mod, based on their regional traits. I am definitely putting that on the 'To Add' list -- it's a great idea! Thanks for the feedback!
Koga ninja? Did you took that from Pokémon?
LOL! tbh, it goes back to my college days in the '80's (btw, I cough up ancient bone dust occasionally), during the 'American Ninja' craze. My roommates and I started blaming everything wrong on evil Koga Ninja. "Who drank the last beer?" "Koga Ninja" "Who left these wet towels on the floor?" "Koga Ninja" Previous versions of this mod included koga ninja who'd show up at night and try to steal any relics left out. It was causing problems, and burglars are a better idea (I added them before burglars were in the game), so I took them out. Koga ninja defeated.
Hi! Just wanted to say that as a student archaeologist I really appreciate this mod adding more to archaeology than what JA did. Archaeology is everywhere, and in my country outside of cities it's estimated that you are never more than 30m away from some kind of artefact, so I really like the broader scope and also the depth of the lore involved!
Thank you so much! I had a great time trying to imagine the migrations of ancient sim peoples while making this mod!
I found something that might be deliberate, but I'm not sure. The lore skill can allow my sim to identify Werewolf-pack artifacts, but it doesn't work for reading werewolf-related books; my non-werewolf sim with maxed lore skill gets messages about being unable to decipher passages in werewolf books
Are the spells supposed to give notoriety/bad reputation? I guess it would technically be frowned upon in some circles, but it's a pretty fast drop for practical spells.
That's a good point -- I might have it turned up too high for those. Most of the built-in spells have a 'bad reputation for spellcasting' broadcaster built in, but now that you mention it, that doesn't make sense with these spells, lol. I'll look at adjusting that in an update! Thanks for the feedback!
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
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!
Is it still compatible to the latest patch 1.117 Enchanted Nature Expansion Pack? and If not will it be update it?
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.
https://luniversims.fr/links/link/304-kit-darch%C3%A9ologie-2-mod-gameplay-complet-de-simsonian-library-%C3%A9dition-du-20022025-mod-r%C3%A9vis%C3%A9-et-fix-pour-la-traduction/ Nouvelle traduction française du 3 juillet 2025 sur l'article de LuniverSims.fr, le lien joint sur l'article n'est plus autorisé. Merci de joindre la traduction dans le dossier du mod, il n'est pas inclus. Merci
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?
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.
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
Hello, I don't know of anything that does that.
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?
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.
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).
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.
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/
I'll look at it, as well as the LE.
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
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.
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?
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.
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
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!
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.)
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.
Thank you for the update! This is one of my favorites!
Thanks so much for looking into it! I don't have Batuu, so that could absolutely be the problem. Thank you again!
I'm putting together an update to fix it as soon as possible. Thanks again for the report!
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?
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!
Sincèrement je ne sais pas comment vous remercier , Cela fonctionne!!...Ohlala merci <3
Excellent!
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 ?
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.
Ca marche! Encore un grand merci pour vôtre excellent travail :)
Glad to hear it. :)
Merci pour votre réponse , je vais de ce pas aller voir et je vous tiens au courant :)
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?
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!
Merci infiniment :)
Bonjour a vous , travail remarquable, merci infiniment !! A quand une traduction française s'il vous plait ? :)
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
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;)
Hello, Nobody has told me that they're doing a French translation yet, and it would be great if you did one!
I'm so very excited for this! Thank you so much!
Thank you
