Since specific careers have to be enabled manually, custom careers using Twallan's career mod won't be affected will they? Like if they're at a different rabbithole?
There's an option for "Custom Careers" that enables those, though at the moment you can't enable individual custom careers, you have to enable them all.
Do you take suggestions?-Since music career is also a rabbithole one, musical instruments should be added 'work' interactions.-Store massage table for Spa part-time (Spa specialist)-Perhaps IP reception desk could be cloned or modded to handle 'receptionists' at non-resort institutions.-Store Oven (or ani_'s mod) for Culinary Career-Store OFB Register (or better ani_'s mod of it) for groceries, bookstores etc (though truth be told, these can in a way already be made open by other means, like with WA registers, same as Diners and Restaurants from above, but perhaps integrating that as a part of actual, already existing career, instead of treating the two as separate is better-Police.... well, that is complicated. According to Twallan, it is possible to integrate Service Sim interaction into some sort of a career which would operate in a way that Service careers do. My question is, would it be possible in some future releases that Law Enforcement career is replaced with one which would function in the way Service Sim Police works? Perhaps it could use AMB job tags, so that a police job is spawned somewhere and you get notified and a tag shows location (like for firefighters), so that law enforcing sim goes around arresting burglars, protesters, rogue teens, maybe murderers if we have the mods.... Yeah, this is far-fetched, but would be awesome-Store Crystal ball for fortune-tellers (after some Store patch, it already gives bonus to that career, so it seems like an easy step)-Catch balls, Seasons football/soccer goal, Store Basketball Hoop, swimming pools, jogging for professional athletes-For military - gym equipment (I did not put this as main ones among sports because, the idea is that they do exercise anyway, but what we want to see from them while actually AT WORK is doing these particular sports, like soccer, basketball, track-and-field, on the other hand, the military is particularly focused on training, when they are not ''on tasks''), Store archery range would be a good idea for the military aswell, and I'd honestly like to see Desecrate's weapons in action there, though it's a wuestion for the modder. Also military should get some ''field trip'' days where they go away for a day or two doing some ''army'' stuff, also, holding meetings is appropriate for military aswell-Generations video camera could be a good object for Movie and Journalism careers, also WA photo camera for Journalism-Some social interactions should be considered 'work' inbteractions, especially in Political career-I envision criminal career in a kind of similar style as aforementioned law enforcement, but that is all complicatedI cannot think of any more careers or things that can be associated with them.I am sorry for this being very long and me being a bit too carried away, but I hope that you will at least read and take some of these into consideration for an update.Kind regards
@Соња I've made a list of possible future features and added some of your suggestions! :DI'm not sure of the advanced careers though, because it would take a LOT of code for them to work properly, but I might add them in the future, just not anytime soon.
Also I forgot to mention that the Fortune Teller career isn't currently enabled since it's in a small vehicle thing rather than a rabbithole, but I might enable it in a future version.
Lovely, thanks!Interesting thing about musical instruments and gym equipment, I didn't expect them to be so trouble-making.As for advanced careers, people have said similar things over at Twallan's aswell. It's good to know it is at least possible, even though difficult, which, according to them is the reason why EA made so few active careers, still would be awesome if we could have our Sims go around the neighbourhood and be maids, babysitters, cops, robbers, whatevers... one can wish.Anyway, I am downloading and about to test, thanks again for this, even as first release is still cool (Also I read some posts of yours about a traits mod, that is a cool idea aswell).Greetings,Sonja (how my name is spelled)
Oh, I thought/think Gypsy Wagon was considered a rabbithole, like the Arboretum, sort of.
@Соња Thanks for the suggestions, I'll consider them for future versions of the mod. :) The first version is just for what's needed for the mod to work, but I'll add luxury features in the future.Also, about the musical instruments, I tried to add the work interactions to them, but I couldn't in the first version because of the different coding system they use for them.
I am testing this ASAP! :)I have Few Questions for now, but I WILL have more! Lol1.) I know workout and musical objects do not have "work hard", but if the job has metrics that say Athletic/Guitar/whatever can increase performance and at the workplace they workout or practice instruments, they will still get performance correct?2.) Will it be possible to add 'work hard' and 'work normal' to mirrors and chess tables? There are a lot of custom objects cloned from mirrors and chess tables that look like work related items, Like the music mixer "chess table" from ATS.3.) Could it be possible to add 'Work Normal' and 'work hard' to the telephone? If not the cell phone, then at least the normal table top and wall phones? That would be nice for Film/Political/Sports Agent/etc. jobs!4) What happens to jobs that have metrics requiring to to read certain books? Like the medical Career? I can't remember if that is a opportunity or not right now, I'm half asleep!That's it for now! Thank you sooooo much for making this mod! :D
1) Yep! :)2 and 3) Added to the list of possible future features :)4) As far as I know, the books are given to you immediately as you get to a career level (if they aren't, please let me know).
Awesome, Awesome, and I will be sure to test that last one! :D
Oooooo One more question!So would it be possible to for someone to make an item compatible with your mod, so it could just function as a "Work Hard" "Work Normal" object?Like if I wanted to make an end table that worked as a pedestal with Ani_'s "The Savvier Seller Store Mod" all I would have to do is add "Sims3.Gameplay.Objects.TombObjects.ani_StoreSetBase.ani_StoreSetPedestal" to the OBJK? Is that now or will that ever be possible? :D
Unfortunately not since the work interactions require coding specific to the object. :(
Nooooooooo... Okay! T_TSo will tuning mods that effect those objects be incompatible?
Nah, tuning mods should be fine since they don't replace the object itself, just change a few variables. :)
Related to Alizatina's question, when and if these store items get 'work' interactions, will these interactions be available to modded objects based on them (like ani_'s mods)?
It depends on whether the modded versions extend the existing object class or recreate it entirely (if it's the former, it should work). Even if ani_'s mods are the latter, it's not much of a problem for the bistro oven since you still get the original version as well. :DI don't know about the store register though. :(
Ani_'s bistro Mod is a whole new object! Her Register mod I do believe just replaces the object class? I haven't actually installed her savvy sellers mod yet!
Okay so right now, enabling jobs is kind of a pain, I'm legally blind, so it hard to see all the pie menus!I think it would be easier if there was an "Enable All" function or have them all be enabled and then have users disable which careers they don't want affected by the mod!Maybe you could use a GUI similar to the one that NRaas uses? Well the one for MaterController or StoryProgression....
I do plan to add one eventually, but my modding skill isn't at that level yet. If I can't, I'll still add the "Enable All" feature though.
Okay So I am encountering a slight problem...When the shift is suppose to start, my sims are pushed to the consignment shop, and when I teleport them back to the lot with the rabbit holes, nothing shows up on the computer menu to let them work!I am using a test world that is armiel's builder's island and I am using Jynx's rabbithole rugs! I thought I read someone that we could use the rabbithole rugs with the mod? I do have 2 rabbitholes on the same lot, could that be the problem?I also have pretty much all of NRaas' mods and I have a mod that changes the careers.xml,
That's odd o_o what lot type did you set the work lot to? Also, what career are you using?
Rabbithole lot was "Visitors Allowed", Had the CityHall/Law/Military combined rabbithole and the Business/Bistro combined Rabbithole!I had a sim for each of those rabbitholes' career, tripled check I had them all enabled, both rabbithole rugs are on the same lot.The two sims that were actually going to work were for the Military and Busness careers, both, plus the NPCs got pushed to the Consignment store!
That's the first time I've heard of that problem o_o does it work with just one rabbithole?
Let me test that!
After some quality time spent setting up a small lab/science facility, I've figured - Generations Chemistry table, Ambitions Inventor's workbench and perhaps even University Whiteboard, I know it is more of a school object, but since it is good for 'conference-like' stuff, presenting ideas, drawing diagrams and solving equations, it would be very fitting for several careers, science included.As for the above problem, I believe that if a sim was employed before a lot was remodelled and rabbitholes replaced, they will need to ''transfer job here'', or at least I have seen that, still, need to test again, and more.
My Sims were not employed before the remodel and the buildings were built before they were even created with create a household, so I don't think it is that! :DI was going to suggest the whiteboard from Uni! That would be fun to have! :D
Okay so, I reset the entire world using NRaas MC, make two separate lots each with it's own separate rabbithole rug, I had all of them quit their jobs, and then re-apply at the rabbitholes rugs, when it was time to start, they all got pushed to random lots, the Townhall/Military/Law career sims and NPCs got pushed to a random residential lot, the business got push to a lot (forgot which), but it wasn't the lot with the business rabbithole rug!I mean the mod IS working with giving them the unpaid vacation day thing, and they were loosing job performance for not being on the lot, but when I tried getting them to the correct lot, there was no "Perform Work" option!I am going to try this mod again with a clean mod free game, but I'll have to do that tomorrow, because I'd have to back up my save files and I don't feel like doing that at the moment! Just some questions for when I test tomorrow:Does the mod actually recognize Jynx's rabbitholes as actual rabbitholes?Does it work with mods that alter the Career.XML?Is there anything else you can think of that I should try?:)
That's weird O_O there might be a glitch with the lot IDs. If it still doesn't work, try a different world and tell me if it works. And it should be compatible with all the mods you mentioned.
Just in case it doesn't end up working, I'll add an option in the next version to change the work lot.
I must be unlucky... Let me quickly try it, with my game as is, with a normal world! I'll tell you what happens, and if it still doesn't work, I try with a clean game tomorrow! :D
I think I figured something.This takes place in one of my main games, currently Bridgeport, work lot is a nice lot called Bridgeport Times which I downloaded from elsewhere.I have plenty of mods, including Twallan's MasterController and Careers.My sim was pushed to appropriate lot, but none of the comupters gave desired option.... but, they were not showing options for any other mod either, they acted as if they were in Vanilla. I used "Buy on this lot", then the eyedrop tool and replaced the PCs with their identical copies.That seems to have solved the issue, at least for me.
Alright, other mods not showing up seems to be due to something else (maybe), not due to this mod, something that resetting solved.I tried solving this problem with just resetting, but no, they need to be replaced.Now what I am trying to figure out is which objects need replacing, those that were placed before mod was installed or before careers were enabled through it.
My game crash, which rarely happens, but I can't test tonight, my brain hurts to much to start building the de'rabbithole'd business center again! I will test it with a different map tomorrow! :)
I can test replacing the computers on that last save file, but the computers were showing NRaas options!
Yeah, that's why I downloaded it instead :)In fact, I now adore that lot.I fixed my lot, hope you fix yours aswell, have a good evening :)
I replaced all of the computers in my first save file and that did not help! @_@Going to try a normal world one more time and hope it doesn't crash...
Okay, thanks for reporting it though.
i notice that on leisure day when they are suppose to be off, it pushes them to go to work.
I specifically coded the mod not to do that O_OWhat options do you have for the length of your seasons? Also, are you using NRaas Tempest? I'll try to fix it as soon as possible.
Alright, two things:-Perhaps performance fluctuations are kinda fast (I play on epic)-This one is an actual bug: Science station does not seem to hold them for longer than a moment or two, after which interaction is cancelled (and coworkers are pushed to the next one, then drop it to, then go to another one and so on, in circles)
If you don't like the speed performance moves, you can change it yourself by editing the tuning package (that was included in the download) using S3PE.I'm not sure about the second problem, as it seems to be fine in the code, but it will be automatically fixed in version 2 because of massive changes to how work interactions function.
Okay so without uninstalling all the mods I have, I did a test run in a brand new Bridgeport savefile.I deleted the Business rabbithole and then I built the new building with everything except all the computer/other work items and without the rabbithole rug.Then I loaded the game, with brand new sims, enabled the business career for your mod via the townhall.Then I went to edit town, added the rabbithole rug, added one of each of the computers, and I added business planners and the radio station items from Uni.Then I had both sims get jobs in Business via the rabbithole rug.2 hours before they were suppose to be at work, the unpaid time off thing kicked in, and 1 hour before they were suppose to be at work, they got pushed to go to a lot,BUT, they not only did not get pushed to the lot with the rabbithole rug, they both got pushed to different random areas in the map.They both had the same job, and start times, Sim A was pushed to behind some random apartment and Sim B was pushed to the middle of no where, not near any lot (but still on the map, not like when they get reset and go off or something).I had them stand there for like a sim hour, no other co-worker was pushed to where they were (different from my last save file where NPCs were pushed to the same lot my sims were pushed)When I telelported them to the lot with the business rabbithole rug, none of the options to work were on any of the computer or the Uni items, and they kept loosing job performance.I wasn't thinking and forgot to see if they were gaining performance or not where they randomly got pushed, but I'm going to do the next shift, and see if they keep performance where ever they get pushed to!So far they are just standing there, loosing job performance, and no other NPCs that have the business career are showing up, even to just go to the job using the rabbithole rug.The rug is working though, because people in the Journalism and Culinary jobs are still showing up and going in the rabbithole like normal!
They each got paid 100 simoleons at the end of the first shift I described in my previous post.
Weird, does it work when you try it with normal rabbitholes?I promise that I'll add an option to change the work lot in the next version, so there will at least be a workaround to fix the problem if it persists.
I haven't checked that yet, but I suspect that it's just not recognizing the rabbithole rugs, I got mine from here:http://customsims3.com/forums/thread-53.htmlThe set lot option, would be awesome if you could figure it out! :DOr maybe just make your own versions of a rabbithole maker? Like cloned from the basegame room makers? :)
It should work with the rabbithole rugs, I don't know why it isn't. :(Adding the option to set the career lot shouldn't be too much of an issue. :) The career will still need a rabbithole to function, but the rabbithole will no longer be used to define which lot the Sims will work on.
Those particular rabbithole rugs never are recognized by mods that alter rabbitholes, like ones from BlueJitsu, so I'm assuming it is the rugs, but those are the only ones I know of! :D
Okay so Everyone got pushed to random lots around town. Sim B went to the same lot Sim A went to the day before, and sim A with to another random apartment, HOWEVER, the new Computer from ITF, that I gave to each of them, did actually have the "Perform Work" option! So that is good news to me! xDSo yeah, mod works, just not with the rabbithole rugs I from the link I left :DThe mod just fires off pushing them to a lot and then that lot becomes the work lot!
It's still a serious problem that needs to be fixed though, it will be a top priority in the next version.
Oh no I understand! I am just happy that it was just a "Rugs not being recognized" problem, and not a mob compatibility problem! :DI actually think the choosing of the lot option is a lot better than having to have the rabbithole on the same lot!
Just to be clear, have you tested it with a non-rug rabbithole yet to make sure it works?
Yes! Just finished testing! It does work with normal Rabbit holes! :D
Glad to know you've at least got it working! :D
Announcement for version 2 of the mod:http://zerbu.blogspot.co.uk/2013/11/ultimate-careers-version-2-announcement.html
I just wanted second Соња's suggestion of enabling the inventing bench for job performance -- it would beperfect for setting up a factory, combined with MissyHissy's Factory custom career. :) Thank you so much for creating this mod -- your hard work is very much appreciated!
Oh yes, I was thinking of that, too.Also, since sculpting station can be used to make furniture, it feels rather appropriate for that custom career, too. And so does a bit disappointing Toy machine.
I do not quite understand, sorry if my english is bad I'm from Brazil, but I live in the prefecture's career and what I do then? 'm in the lot of a market for example and delete the market and build a new one? Please explain to me
You need a rabbithole building somewhere on the lot (for example, you can put them in the basement once you build your own. But, it is still ESSENTIAL to still have rabbitholes on the lot, preferably EA ones because some people report issues with Jynx and I still didn't get to test custom r-holes, so cannot speak from experience. Then you need to add appropriate objects.Then you need to enable desired careers by clicking at City Hall and choosing them from mod's menu.
Nothing appears on the computers, just what comes with the game, nothing appears on the mod
I set up a replacement for the Doo Peas Corporate Tower in Sunset Valley. After a few starting issues it seems to be working fine. I was able to use Rabbit Hole Rug for the Business/Newspaper Career. The only problem I am having is the working sims keep stealing the Business Planners.
So what I'm hearing, some people have been having issues with the "Perform Job" interactions. Don't worry, version 2 of the mod will replace the system for gaining entirely, so you can be assured it will be fixed. :)
Thank you for this amazing mod, I'm definitely gonna try it! I wanna ask if this conflicts with twallan's Relativity mod since it effects the flow of time. And do you think it would be possible to add interactions to plants since science career requires gardening skill. Chemistry table from Generations can be useful too, I guess.
It shouldn't conflict :D however the performance increase will still be based on clock-time rather than the game speed set by Relativity, but that's true for most stuff. :)And sure, I'll add them! The next version of the mod will completely revamp the way performing jobs works.
This mod is so wonderful!!! Any chance we could expect one for school at any point? (e.g. to replace the school rabbit holes?) I hope that doesn't sound rude or demanding or anything. That would just be so great.Congratulations for doing something that us Sims 3 players have been anticipating for yeaaaars :)
Thanks! I do plan on adding schools, but probably as a separate mod rather than this one.
I should also add that they can stop to talk to non-working visitors to the lot if the visitor autonomously initiates a social interaction.
Do you know of any reason the mod would suddenly stop working? My sim came back from the weekend and the carpool showed up and he went into the rabbit hole. If I pulled him out and tried to use Job Performance stuff he was flagged as Missing Work?
That's odd, something might have caused the mod's alarm to short-circuit. I've added code to version 2 to bypass rare errors, but in the meantime saving and reloading should work.
You could use the Baraista Bar from University Life as one for like the cooking career :) and the gym equipment for sports, also for the take it easy it could be that they could do some work but then stop to browse web or play computer games and for socializing they would with other co workers same with getting to know boss if that's possible with the coding and stuff :) these are my suggestions help it helps :) again great mod!! by the way i found a glitch my sims performance goes up when using preform job but it does when i stop using even though you said it will go up if on the lot during work hours and sometimes it goes up the same even when using work normal or hard but not always
I have been using the mod its so awesome loving it :) Thanks for it can't wait for version 2 cuz it will be so much better :) Your awesome!! :D
Glad you're at least enjoying the mod! :)I've added a warning that the mod may be unstable, since a lot of people are having issues with the "Perform Job" interactions.
I have not been having problems but i guess ill back up my saves how do i do that do i just copy the file of my saves? I sent you request on the sims 3 website its SamVerey just like on here lol :) i would follow you on twitter but i cant cuz not aloud twitter yet :)
The problem you mentioned with performance is a glitch though, as that isn't supposed to happen. :( There shouldn't be a problem like that in the new version though, because as well as changing what causes performance to increase, I've also changed the system for HOW it increases to one that's less bug-prone.And thanks, I'll accept the invite. :)
Thanks glad your progressing with the new version hope all goes well and i hope you keep MY suggestions in mind :)
JUST IN CASE YOU MISSED THEM :) You could use the Baraista Bar from University Life as one for like the cooking career :) and the gym equipment for sports, also for the take it easy it could be that they could do some work but then stop to browse web or play computer games and for socializing they would with other co workers same with getting to know boss if that's possible with the coding and stuff :) these are my suggestions help it helps :)
oh and thanks for adding me :)
Yeah I saw the suggestions, I've added the the gym equipment to the sports career. :) Since the only options on the barista bar are to buy stuff (not to tend the bar) it wasn't really appropriate for the Culinary career, but I have added it as a "slack off" interaction that co-workers can use in some careers.Getting Sims to socialize with other co-workers is a bit tricky, but they can socialize with random visitors if the visitor initiates the interaction, because it automatically cancels out what the co-worker is doing.
Awesome!! How will the gym equipment work will there skills go up too or is that separate and i just saw that you will have the test version out by tomorrow cant wait to try it out that is if its for the public :)
Skills will go up, all the objects work just as they normally would except you also gain career performance from them, and lose career performance when you're not using them (there's a 20 minute delay after using an object before it stops increasing and starts decreasing instead). :)And hopefully I'll be able to make it available for the public! :)
Oh okay that's cool, hope it all goes well and sorry for all my questions and thanks for answering them your awesome ;) !!
Version 2 is now available: http://zerbu.blogspot.co.uk/2013/11/ultimate-careers-v2.html