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Zerbu's Ultimate Careers Updated (29/05/22)

by SonyaYU Posted 21st Jun 2021 at 11:41 AM - Updated 2nd Jun 2022 at 3:50 PM by SonyaYU
159 Comments / replies (Who?) - 10 Feedback Posts
Hotfix 25/05/22 & 29/05/22
  • Fix for an issue that caused sims to not autonomously use objects for some careers if you didn't have some pushed mod installed (29/05 extended this fix to some parts I missed, your political and journalism careers should now have fully functional autonomy)
  • Added French translation by SecretX
  • Slacking off due to low mood will now happen at a lower mood so sims won't be slacking off because they didn't have their 5th snack of the day, boohoo

Mini-hotfix 14/05/22
  • I left the last lessons page blank :facepalm: fixed
  • Fix for the sometimes buggy high school queue
  • Mod should now try to cancel out EA's annoyingly pushy musical instrunent watching and default (non-steated) podium lecture watching

UPDATE 11/05/22
Phew! Can't believe it's been, what, 9 months since the last update?! At least this one is kind of huge, so it might aswell be worth the wait! It was supposed to be even bigger and better-tested but at this point I was feeling like I'll keep delaying indefinitely if I don't push something out already so.... brace yourselves for (and pls read carefully!):
  • Opportunities are back! Well... sort of. In the file section you will find a new mod (which requires ani's The Job Board mod, thanks ani and previously GameFreak130 for this one) and University Life, that adds a new "What's up at Work/School?" interaction to the job board. Once clicked, there's a random chance you'll get a career opportunity, career event or a notification that there's no work for you now. If you got an opportunity, you'll have an option to "Report Back" to complete it. If you wish to trigger active job tasks (not opps) for semi-active careers (Medical, Film), you'll still need to trigger them with TestingCheats, for now, but hopefully not for long! This little mod is intended to be used with UC, but you can even use it without it. If there's enough demand, I could make a version that only needs UL, but I just really liked the combo with ani's job board. Thanks Battery for helping me fix this thing!
  • Much improved slack-off behaviour! Sims will now slack off randomly based on their mood, traits and random chance. They also have more to do. They will chat, share interests and generally interact with each other as they see fit (random weirdness ensues), if you have FloTheory's nap/sitting mod, they will also relax in sofas and living chairs. Slacking off is also now compatible with ani's have coffee with me mod, so they'll be able to drink coffee with that mod installed.
  • Ingame lessons! Finally, you can see what objects and activities will (or should) boost your performance (they are not all autonomous, though). You will find them under the name "Open Careers". Note that this is kinda WIP and a little rough around the edges, it struggles to fit in the box sometimes, some pics are silly and things are mostly named what I have them in the code, shoot a message in the comments if something doesn't make sense,
  • New menu for assigning careers to lots - assigning careers to lots is now done in a neater pop-up menu (still one career at a time) which should make it easier to find your career if you have billion of them installed, like me. There's also a new option to check which careers are assigned to a lot. City hall options for assigning careers are for now still nested in pie menus.
  • Speaking of City Hall options, school can now be set as 'career type' for custom careers (intended for these 'fake uni major' careers, the reverse is also possible, if for some reason you want change a custom school to use objects of some other career (like culinary school acting like culinary career?)
  • Nicer class aesthetics - there are two new interactions: Listen to Lecture, which lets you watch a podium lecture while sitting down and playing some animations similar to Uni, this is basically the same as EA's 'listen to lecture', but it's seated and you can actually click it, it looks more rough than Uni lectures, since those are a 'situation' instead of a single interaction and the order of animations is always the same, but at least now we have something; Sit at Class, which is basically the same thing as Listen to Lecture, but it's added to the whiteboard instead
  • Schoolkids with unfinished homework will now be able to do their homework at school.
  • Business Planning interaction on the business planner is replaced with one which prevents sims from stealing the planner as soon as they use it. Violin stealing should also be prevented, but now sims will only use the violin if they have it in their inventory.
  • Last few months have seen so many cool new mods come out, and of course I had to add support for them, so you can now gain performance with zoe22's flower arranging, PJSims post register, printer, generic register, ani's merchant mod, sweeping mod and more, check out the ingame lessons for more!
  • Many more autonomous activities, time to place some objects as seen in the, wink, lessons page and discover them (some hints: have a broom at a witch school and some printer paper in your inventory)
Known and unknown bugs and weirdnesses to squash eventually
  • "Report Back" option appears as soon as you get a career opp instead of when you are supposed to.... report back. Pls don't be a dirty cheater... at least this once.
  • "Report Back" doesn't seem to appear when you save and reload with an unfinished career opportunity. Finish your work or try cancelling (or completing it in one of the dirty rabbithole ways)
  • "School" option for setting a (custom) career type at city hall is an empty string (box with no text)
  • In my game, schoolkids who do their homework just sit on the nearest ground and do it right there on the spot, although some testers reported that in theirs they actually go to a desk to do it.
  • On rare occasions, high school queue may get.... spammy for some reason
Please report if you notice any weirdness with the business planner since I haven't gotten the time to test it outside UC context

To-dos
  • Add active jobs for medical and film to job board
  • Make city hall menus neater, too
  • New interaction to make you able to request fortune-telling and make those inactive open fortune tellers more useful



I've been playing with the original Ultimate Careers on-and-off for years. As it usually goes with projects as large and ambitious as this, some issues start showing. And of course ideas of what more could be added in and integrated with them.

At first I just found it annoying that high school kids who watch their teacher give lectures at the podium would not get performance from this and (depending on the tuning), at least in my game, actually lost performance from doing so. This made me try to peek into the code to figure out how it works to figure out if it could be fixed. But then in conversation with other Simmers I was flooded with ideas, so finally decided to just contact Zerbu and ask him for the permission to reconstruct and update the mod, and he was happy to hear that there are still people passionate about his mod.

So then what does this version even do?

MAIN NEW FEATURES:
  • Your high school students will actually gain performance from listening to lectures :P
  • Ingame tunable via Battery C# Utility Auto-Menu, you don't need a tuning package
  • Active Sims will get the "Ultimate Careers" interaction in their queue pushing them to work just as inactive sims do (this was disabled in the original mod but worked), you will still be able to direct them to use things they wouldn't be pushed to autonomously. They will also autonomously go home after hours now, like inactives
  • High schooler will no longer spam trying to use the podium so that their teachers can be free to use them
  • Culinary staff will cook autonomously
  • Fortune Tellers will autonomously use the crystal ball, hypnotiser...
  • Mod integration - the mod now allows you to gain career performance by using a wide range of mods (as well as some store content which EA somehow "forgot" to include in the game's main dll files, making Zerbu originally unable to use them). Some of the compatible mods:
    Arsil's Programming Skill (for Business/Game Development, Science etc);
    Comedy Microphone (Music/Film);
    Kitabalibar's Yoga Mat (Spa Specialist);
    icarus_allsorts' Jogging Marker (Athletic),
    ani's Savvier Seller cash register (Business);
    Tax Collector (Political);
    Mountain Bike (Athletic);
    cmomoney's Animation and Pose Players (Film);
    buzzler's Scribbling Pad (Journalism);
    and many more (updated with new mods from time to time).
    Some of the "missing" EA store content included: Canning Station (Culinary), Toymaking Machine (Business), Glassblowing Workbench (Business), Baker Station (Culinary), Stasis Chamber (Astronomy) and so on
    Note:
    NONE of these mods are required and NO code from them has been used, aside from referencing their files while checking if they were installed. You are not required to install anything besides this mod (but UCCareerOpportunities package and Battery Utility will unlock more functions), however, the more things you do have installed, the more options you will have available for you (huge thanks to Battery for providing code snippets making this possible, I could never do it on my own).
  • Many ingame objects and interactions have been included where they felt appropriate, with consideration of custom careers.
    Example of some new ingame interactions included:
    Various tomb exploration activities (Journalism, recommended for Archeology-type custom careers);
    Horse Riding (Athletic);
    Disarming traps (Military);
    Training pets (Medical, recommended for Veterinary-type custom careers);
    Critiquing Art (Art Appraiser, requires Avant Guarde trait);
    Weather Machine (Science);
    Stealing Candy from Baby (Criminal);
    and more... Check out "Open Careers" lessons page for more info
  • A lessons page!

Setting the mod up is identical to the original, so you will need to click on a lot, choose "Zerbu" menu and link your desired career(s) to the lot. Then your sims will be pushed to come to this lot and work in open careers. For custom careers, you will need to click on the City Hall, choose "Zerbu" and link them to EA careers before linking them to a lot.

If you have an ongoing save already using the original UC mod, you will need to relink your careers to their respective lots again

Does not work with original Zerbu's Lot Events mod! Provided a compatible version in the downloads section. Should function the same as the old one. DO NOT USE with the original UC!



CREDITS
  • Zerbu for the original mod and giving me a permission to reuploading it!
  • Battery, for enduring my ridiculous n00b questions, helping me with code and giving me snippets from his C# Utility. It isn't required since I'm using separate methods, but do check it out!
  • MissPatTS3 for helping me with upcoming documentation
  • MissyHissy for her amazing MissyHissy's Job Centre Discord server and allowing me to post early preview versions for other Simmers to test out the changes!
  • Akubiz, nbp, MissPatTS3, teacups and desiree-UK for acting as early-alpha testers over at the Missy's Discord server
  • zoe22 and echoweaver for answering some of my n00b coding questions
  • MTS obviously!

Type:
      Skilling
      Additional Functionality: Mods which add brand new functionality to the game
      Other

You must have the expansion or stuff packs listed below installed to use this custom content. Please see the post text for any exceptions.

Ambitions University Life
Key: - File was updated after upload was posted
Filename - Tip: You can click the magnifying glass to see the archive contents Size Downloads Date
Sonjas_UltimateCareersRework_2_0_3.7z | This is the main file

Size: 16.12 MB · Downloads: 6,690 · 29th May 2022
Download
16.12 MB 6,690 29th May 2022
UCCareerOpportunities.7z | requires ani job board mod

Size: 4.6 KB · Downloads: 1,216 · 11th May 2022
Download
4.6 KB 1,216 11th May 2022
Zerbu - Lot Events 2.0.3 FOR NEW UC.package.7z | Optional: Resolves compatibility with the new UC version

Size: 25.2 KB · Downloads: 3,250 · 25th Jun 2021
Download
25.2 KB 3,250 25th Jun 2021
Don't forget to Thank the creator after downloading! Use the Thanks button located above the screenshots above.
Basic Download and Install Instructions:

See: Game Help:TS3 CC Basicswiki for a full guide!
 
159 Comments / Replies (Who?) - 126 Feedback Posts, 27 Thanks Posts
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Test Subject
#151 Old 2nd Aug 2022 at 6:38 PM
good job <3
quick question, do we need rugs in order to work?
Lab Assistant
#152 Old 12th Aug 2022 at 4:15 PM
Quote:
Originally Posted by SonyaYU
Hey, did it work?

Bonjour @SonyaYU !
So sorry for the late reply! Nowaday, hotties days, vacation, works...It's been a while I didn't play The Sims 3
But don't worry everything works like you said after 1 sim day of patience (right After a total reset through nraas mastercontroller hehe)
Thank you very much for your care, and I hope you're doing great really, and enjoying summer time !
Lab Assistant
Original Poster
#153 Old 13th Aug 2022 at 12:11 AM
Quote:
Originally Posted by jean123394
good job <3
quick question, do we need rugs in order to work?


Like rabbithole rugs? They"d work, or any other building/object that's a rabbithole. You don't even need to have them on the lot that you play the career on, they just need to exist somewhere in the world.
Lab Assistant
Original Poster
#154 Old 13th Aug 2022 at 12:12 AM
Quote:
Originally Posted by SecretX
Bonjour @SonyaYU !
So sorry for the late reply! Nowaday, hotties days, vacation, works...It's been a while I didn't play The Sims 3
But don't worry everything works like you said after 1 sim day of patience (right After a total reset through nraas mastercontroller hehe)
Thank you very much for your care, and I hope you're doing great really, and enjoying summer time !


Aw that's awesome to hear! Thanks and have fun!
Test Subject
#155 Old 2nd Sep 2022 at 4:26 AM
Hi Sonya! I just LOVE this mod! You have added and refreshed so much gameplay for me and now I'm constantly 'de-rabbitholing' lots all over my sims worlds.

I do have a question/idea. Is zoeoe/buzzler's scribbling pad enabled for school kids to gain performance from? I saw it was recently added to the journalism career, but I really like to use it in my schools to work on the writing skill. Also as a further idea, I wonder how hard it would be to add other skills to the notebook? I would love that feature in my high schools especially, so that the teens could have class time where they sit at their desks and work on their skills (writing, science, charisma, logic, etc.) on the scribbling pad and then after lunch have their 'extra curriculars' like art or P.E. Just an idea so do with it what you like but thank you again for all you have done to revive this mod and keep this community having fun!
Lab Assistant
Original Poster
#156 Old 4th Sep 2022 at 6:01 PM
Quote:
Originally Posted by SimsDeoGloria
Hi Sonya! I just LOVE this mod! You have added and refreshed so much gameplay for me and now I'm constantly 'de-rabbitholing' lots all over my sims worlds.

I do have a question/idea. Is zoeoe/buzzler's scribbling pad enabled for school kids to gain performance from? I saw it was recently added to the journalism career, but I really like to use it in my schools to work on the writing skill. Also as a further idea, I wonder how hard it would be to add other skills to the notebook? I would love that feature in my high schools especially, so that the teens could have class time where they sit at their desks and work on their skills (writing, science, charisma, logic, etc.) on the scribbling pad and then after lunch have their 'extra curriculars' like art or P.E. Just an idea so do with it what you like but thank you again for all you have done to revive this mod and keep this community having fun!


Hi! I think they should already be able to get performance from the scribble pad, but working on making it more compatible, hopefully I'll be able to get them to use it autonomously soon-ish.
Lab Assistant
#157 Old 17th Sep 2022 at 9:46 AM
Does this mod include the features from gamefreak130's Job Overhaul mod?
Test Subject
#158 Old 27th Sep 2022 at 8:52 PM Last edited by Tschvir : 29th Sep 2022 at 12:17 AM.
Thank you for continuing Zerbu's work on this literal game changer of a mod! I noticed one thing that worries me though. For some reason, the game summons service NPCs to the lot. I don't know if they are actually considered employed in the career by the game (didn't think to check, will do next time I play), but they behave as regular employees using the career-related objects. When I hover over them they still have their service NPC roles included in their names, e.g. John Smith (Paparazzi). Do you have any ideas as to what could be causing this behavior?

Edit: I've checked and yes, those role sims were employed at the rabbit hole job (and they were bouncers or bartenders, not paparazzi). I removed their role with Master Controller and the game instantly created new sims to fill those roles, so I guess they should be regular co-workers now. One explanation that comes to my mind is that I forgot that for the mod to work only one rabbit hole of a type is enough, and I created another one when building the lot. So the game probably had to find new co-workers for my sim in the new rabbit hole. I wonder why it went for those NPCs instead of sims without any roles assigned to them, but I guess it may not have been caused by this mod as I had initially thought.
Test Subject
#159 Old 11th Oct 2022 at 5:11 AM
Quote:
Originally Posted by SonyaYU
Like rabbithole rugs? They"d work, or any other building/object that's a rabbithole. You don't even need to have them on the lot that you play the career on, they just need to exist somewhere in the world.


Sorry if you've already answered this countless times, but I'm understanding that these can be used alongside rabbit hole rugs? Meaning, if I have an empty building with the City Hall Rabbit Hole Rug, and then place these mods items within it, my Sim has the option of using either the rug or the items to progress in work right? Sorry, just getting confused reading in many forums on this mod because I've recently downloaded Gruesim's Rockwood Island and all of her Community Lots are empty with just Rabbit Hole rugs and it'd be fun to see them working sometimes and sometimes just them going into the rabbit hole while I do other things around town. Thank you!

MICAHMicah
Inventor
#160 Old 20th Oct 2022 at 8:18 PM
Unfortunately this mod doesn't work anymore for me. The sims visit the rabbit holes although the careers are assigned to lots. It work sometimes, then sometimes not. I also reassigned the jobs to the buildings and tried to wait for one sim day, but still it doesn't work. I have your Lot Events file and the Job board from ani as well as the opportunity package.

You never know what’s comin’ for ya.
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