Sims At Work - Custom Lots System - Vampires update 2026-10-05

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UPDATES

Major Update 2026-10-04
  • Vampires, both playable and not, can now be at work, with some expedients. Check the Vampires section below, to see how it works.
  • Re-coded parts of the system so it's now custom-category-based and not a list of GUIDs anymore. This should allow for an easier customization and less invasive updates. Updated the pdf with the instructions to reflect the modifications.
  • Addeed three new experimental markers that allow to have two or more different careers represented in the same lot (+ optional NPCs), and a marker that allows for specific NPCs only. See below the section Experimental Markers.
  • Addeed a reference line to the Catalog descriptions, so it's always possible to refer back to MTS if someday in the future someone forgets where a package was coming from.
  • Fixed (hopefully) pregnant sims showing up at work in certain circumstances. Fixed some typos and the statistics dialog.
All this means, unfortunately, that you'll need to redownload and overwrite the old files; on the brighter side, however, you won't have to do anything else, and all will keep working.
IF - however - you have already created a marker for a custom career, I have prepared a kit of sorts to update your custom marker quite easily (I hope). Download the Resources to add.zip from the Downloads tab and the instructions in pdf from here.



This one is a kinda big project, for me, but I so wanted it!

NOTE: MTS doesn't allow to upload pdf, so I've put the instructions in a separate link here and an Appendix for NPCs here.

Sims At Work is a system of sorts that allows you to set up a community lot as a "Work Lot", specific for a given career.



The Basics
So, what's so special and different about it that you couldn't already achieve with a properly configured Visitor Controller?
First and foremost, this system pauses the standard CLP (Community Lot Populator) for that lot and replaces it with its own.
Then, sim behaviour is regulated; some regulations are optional and you can choose them only if you want.
  • Sims in the specified career will be already on the lot when you arrive: all of them, both playable and not-playable, in their work outfits. Adults, Teens and Elders. Sims who are pregnant or ill will not, however, show up.
  • They won't come and go, but will stay on the lot for the entire time.
  • There won't be any other visitors: no walkbys, no vampires, no Matchmaker, no strays, etc.
  • Their needs will still decay and they will be able to socialize and improve their Social, Hunger, Bladder, etc., but their needs will never get low enough to cause distress or force them to leave.
  • They won't freeze in winter nor have heatstrokes in summer. They also won't change into outerwear in winter, and will stay in their work uniform the entire time.
  • They will still have their grudges with certain coworkers, but they'll never resort to fighting - not appropriate for a work environment! (optional).
    Similarly, flirting or "worse" in the workplace might be inappropriate too, so that kind of socials is squashed, as well. (optional)
  • Sims from your own family who also have the specified career will be on the lot, in uniform, but will be unselectable (hey, they're on the job, not out for a stroll with you!)
  • Apart from population, all other community lot functions will continue to work normally. a cash register will spawn a teen clerk to man it, a podium and community stove will spawn a podium guy, chef and servers for a restaurant, a bar will spawn a bartender and so on. You cannot, however, have the lot as an owned lot with a private business, because that would open another can of worms that I sincerely don't feel like dealing with -- at least for now.
  • Optional: you can also have appropriate NPCs joining the working population as visitors (e.g. the Headmaster on Education lot, the University's Lunch Lady on the Culinary lot, and so on.)

The idea is to have a properly and fully populated setup where your Sims can go visit a friend, bring the kids to say hi to dad at work, go to the lot to do something specific and find it populated with actual, appropriate workers in uniform. For example, you could go to Town Hall to change your baby's surname, or to the hospital to cure the flu, and actually find the appropriate sims working there.

This is the basic setup. Everything else - what kind of lot you build and which features you add - is up to you with a nearly endless supply of modded objects and tools available to customize the look and functionalityto your liking.

How It Works - SUPER SHORT VERSION
As an example, let's set up a Police Station
  1. Put the Main folder in your Downloads folder.
  2. Check for known compatibility issues with other mods in the Compatibility fixes section further down.
  3. If you have one or more of the mods listed, pick the corresponding fixes and put them in your Download folder, following the instructions provided.
  4. Launch the game, choose a community lot you want to use as Police Station and open it in Build mode.
  5. From Collections, open the folder Sims At Work (yellow box with SAW on it)
  6. Find the Law Enforcement Marker and place it on the lot.
  7. If you also want NPC cops roaming around the Police Station, Pick the SimsAtWork-NPC-Marker object and place it on the lot as well.
And that's it! You're done and can go back to playing.
Pick one of your sims, go to the Police Station and you'll find it bustling with Security Guards, SWAT members, Officers, Police Chiefs and Captain Heroes mingling all over the place. Or, if there aren't many Law Enforcement sims in your neighborhood, you might find just a couple of Sergeants hanging around!

How It Works - DETAILED VERSION


Limitations
I wanted to keep this project as simple as possible, with as few conflicts and complications as possible, so there are some limitations to how the system can work:
  • The neighborhood must be primary or subhood (such as Bluewater Village). Downtown, Vacation and University hoods are not supported.
  • The lot must be a Community lot and cannot have an owner or contain an owned business.
  • At the moment, you can't have more than one career represented on the same lot. Using two or more career markers on the same lot will cause the system to malfunction. There are some experimental markers that allow for two or more careers on the same lot. See Experimental section further down.
  • Vampires won't show up either. Dealing with unselectable vampires on community lots is too much of a mess, so for now, they're banned. Solved! Now they show up. See Vampires section to see how it works.
  • Since the CLP checks don't work with this system, there is a fixed limit to the number of sims that can be summoned to the lot. The current limit is quite high (30 sims), and is stored in a BCON. This BCON can be easily modified in SimPE to suit your needs. Each marker has its own BCON, so you can also set a different limit depending on the type of career or lot.

Overrides
All packages labeled OVERRIDE contain modified and new globals.
I've separated them into different packages so you can choose to use only the essential modifications, if you wish.
They are:
  • SimsAtWork-OVERRIDE-base - Necessary. The system won't work without it.
  • SimsAtWork-OVERRIDE-clothing - Forces sims to return to their everyday outfit (Casual1) when visiting other community or residential lots. Without this addon, many Sims will continue to show up elsewhere in their work outfits. Playables may also still be wearing their work outfit when you load their home lot, but that's easily fixed with a dresser.
  • SimsAtWork-OVERRIDE-behave - Violent behaviour is definitely inappropriate in the workplace, so sims who are angry with each other, or even outright enemies, can still argue, but they cannot fight. If you do want them to fight on their work lot, remove this package and enjoy the mayhem to your heart content^^.
  • SimsAtWork-OVERRIDE-crumplebottom - Like the "behave" described above, this one also disallows a bunch of socials. In this case, it's romantic socials. The name is self-explanatory.
  • SimsAtWork-OVERRIDE-witch - NPC witches, when on community lots, tend to cast their ambience spells over and over with almost no pause, which is quite annoying. This override stops them, and they will behave like in their own homes (where, unsurprisingly, they don't do that).
  • SimsAtWork-OVERRIDE-vampires - Without this override, unselectable vampires will behave like on regular community lots: ok at night, but will immediately flee during the day.
Some of these overrides may conflict with other mods that deal with portals and community lots; I tried to keep the global modifications at a minimum, but there are still some mods that require a compatibility fix. The ones I've found so far are listed below, and their fixes can be found in the "Compatibility addons" folder.

Global BHAVs Compatibility
All the possible compatibility issues are in the packages labeled with OVERRIDE: they contain modified and new globals which can conflict with other mods.


Compatibility fixes

Any of these addons must load after all other mods, including the Sims At Work system, so it's better to keep them alone in the Download folder, and not in a subfolder.

Optional: NPCs
Not all careers have suitable NPCs who can safely be added to the working population and socialize on the lot. I've chosen a selection that I feel comfortable using in this way.
The list is below:


Vampires
Monique's Vamp Daytime Indoors Decay Hack and Black Spirit's La Cara del Sol have been invaluable to solve the vampire conundrum in this mod.
So, now vampires (and you player) have two different ways to deal with their daytime issue, both solutions already preset in the base code of this mod.
  • Prepare on your lot an accessible safe room without windows -- it can be anywhere and as small or big and furnished as you want -- and place the marker inside. When it's daytime, vampires will automatically go inside this room, and as long as it doesn't have windows, they will not decay. If they try to exit the room, they will be forced inside again. I suggest to provide them with something to entertain themselves in this room, so they won't be bored all day!
  • Download La Cara del Sol by Black Spirit and place it somewhere on the lot. When it's 6 am on the lot, the time will immediately change to 19 (7 pm), so the lot will be constantly in night time. If you arrive on the lot during daytime, it will automatically change to 7 pm and will go on from there. This solution obviously can cause problems if you like to have the time at home pass consistently with the time on community lots; on the other hand, it's an interesting option for an eerie lot where it's always nighttime.
Both options are always available; you can choose whatever you prefer, in any Sims At Work lot. Just keep in mind that if you have unselectable vampires on a SAW lot, and you have neither the Cara del Sol nor a safe room without windows and the marker inside it, the vampire will not be forced to leave and can die.


Experimental Markers
M means "multiple" and NPC means the marker is for NPCs only.
  • SimsAtWork-M-AllSciences - sets up a lot for Science and Natural Sciences careers together.
  • SimsAtWork-M-PerformativeArts - sets up a lot for Dance, Music, Entertainment and Show Business careers together.
  • SimsAtWork-NPC-HouseServices - Maids, Butlers, Gardeners, Nannies and Repairpersons together. N.B.: It still needs the NPC ficus along with the marker, on the lot
All three of these markers are indipendent, which means that you can set up a lot with the marker PerformativeArts, and at the same time have other 4 lots, each dedicated to only one of those Careers. The sims will show up accordingly.

These experimental markers are a little different from the others, but they can obviously be used as templates for customization nonetheless.


Known Issues
Samantha Ottomas. She's a menace. I don't know how, but she shows up in the Education lot while pregnant. In fact, every other pregnant sim in the Education career show up as well, while Dora Ottomas isn't there (although she should be). And all the Headmasters are wearing the University Coach outfit. Make Samantha quit her job, and the Education lot is back to normal. For the life of me, I can't figure out how and why this happens. I made a fix so at least the NPCs are forced to wear their correct outfit, but I can't stop Samantha to gather all the pregnant teachers and march them off to school.

A potential glitch has been reported here. It might not be caused directly by this mod, and just be a random glitch happening because of combination of other mods with mine, but be aware you might see it. At any rate, though, clones (same appereance, same name - might have different outfits) are not actual duplicated or newly created sims that might alter the neighborhood: they're different instances of the same, actual, sim, so it's a visual glitch and won't create any new sims.

Conclusions
There would be more to say and explain, but I'll write about it in my journal, since this entry is already long and rambling enough as it is.
Suffice it to say, I consider this mod a permanent work in progress, because there are so many additional things and tweaks that could be done with it.

Consider this whole thing a template: it could be a starting point for different types of lots - not just ones based on careers, but ones based on other things as well. Think of lots exclusively for supernatural creatures, for example. Or a better way to handle the Slacker career - it's definitely too heterogeneous and rather pointless as it is. It would make much more sense to have specific lots for, say, Slackers working in retail, along with the corresponding NPCs. Photographers and video editors could be merged with the Artists, and so on.

As a template, it also makes it possible to create additional Career Lot packages for custom careers with just a few simple steps. I've added to the downloads a pdf with step-by-step instructions on how to do that.
MTS doesn't allow to upload pdf, so I've put the instructions in a separate link here and an Appendix for NPCs here.

And finally: I know there are better and more elegant ways to program all of this, using lot tokens, settings, and the like. I am, however, not a programmer. I've studied and experimented with this stuff, but I don't feel confident enough in what I'm doing, and fiddling with tokens and multiple globals on this scale can really mess up a lot -- or even an entire neighborhood -- if you get something wrong. (Yup. I did it. That's how I know ).
So, if anyone wants to have fun fixing things and making this all better -- either by themselves or by helping me do it — I'm in. Just ask!
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