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Zerbu's Ultimate Careers Updated (23/08/21)

by SonyaYU Posted 21st Jun 2021 at 11:41 AM - Updated 25th Aug 2021 at 11:35 AM by SonyaYU
65 Comments / replies (Who?) - 11 Feedback Posts, 3 Thanks Posts
UPDATE 23/08/21
  • Per request - all active Sims will now have all their UC interactions cancalled out and be sent home once their workday is done, just as inactives have been doing. You can cancel 'Go Home' interaction if you wish them to stay on the career lot.
  • Practicing writing on the computer now increases school performance. It has been a pushed interaction since the original mod but turns out it was omitted as a performance interaction. Now works.
  • Added some gameplay tips/insights to the bottom of this document to help you make the most out of this mod and integrate it into your gameplay (will be updating it further)
  • Teens will autonomously Learn Programming Basics with Arsil's Programming at school



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.
    Some of the "missing" EA store content included: Canning Station (Culinary), Toymaking Machine (Business), Glassblowing Workbench (Business), Baker Station (Culinary), Stasis Chamber (Astronomy)
    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, 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).
    Note 2:
    At the moment, Sims will not be using these mods autonomously, you will have to direct them to do so, but autonomy is being worked on.
  • 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...

A more detailed documentation covering every single change coming really soon!

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!

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

Sims 3 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_1_2_2.7z

Size: 49.8 KB · Downloads: 2,201 · 23rd Aug 2021
49.8 KB 2,201 23rd Aug 2021
Zerbu - Lot Events 2.0.3 FOR NEW UC.package.7z | COMPATIBILITY WITH THE NEW MOD RESOLVED

Size: 25.2 KB · Downloads: 1,209 · 25th Jun 2021
25.2 KB 1,209 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!
 
65 Comments / Replies (Who?) - 49 Feedback Posts, 13 Thanks Posts
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Lab Assistant
Original Poster
#51 Old 1st Sep 2021 at 3:42 AM
Quote:
Originally Posted by sarah_sarita
Hi SonyaYU, I'm back to playing the sims 3 after three years break and I'm so delight to see the community still active and creating mods to improve this beautiful game. I'm not very familiar with mods although I've used some before, mainly nrass mods. This mod has caught my eyes as I love anything that makes the game more immersive. So I found some tutorials on how to use it on youtube. My question is if there is a way to assign teachers to the school or does the mod do so autonomously? How many teachers can one assign?


Hi, Sarah!
To be precise, when I say "teachers", what I really mean is primarily sims employed in the Education career, that would be the Generations one (or a custom career assigned as education). You would need to have some sims employed in Education, then click on your lot and link the Education career with the lot where you want your school to be. Technically schools and the education career are separate entities, but both will be on the same lots at the same times and able to interact with each other so it becomes organically integrated.
Scholar
#52 Old 1st Sep 2021 at 7:21 AM
Quote:
Originally Posted by SonyaYU
I am working on a "better" user-directed lecture watching interaction but it isn't ready yet. ... I am working on ingame lessons atm and trying to figure out how to make it concise but informative.


Thank you for your kind response and hard work. You're amazing!

The best thing about a good thing is that it inspires a better thing. ♥ Receptacle Refugee ♥
Test Subject
#53 Old 3rd Sep 2021 at 6:47 AM
Quote:
Originally Posted by SonyaYU
Hi, Sarah!
To be precise, when I say "teachers", what I really mean is primarily sims employed in the Education career, that would be the Generations one (or a custom career assigned as education). You would need to have some sims employed in Education, then click on your lot and link the Education career with the lot where you want your school to be. Technically schools and the education career are separate entities, but both will be on the same lots at the same times and able to interact with each other so it becomes organically integrated.


Alright, thanks for the clarification.
Test Subject
DELETED POST
4th Sep 2021 at 12:02 PM
This message has been deleted by sarah_sarita. Reason: Sorry for the question, I didn't read the section with gameplay tips where my question is answered.
Lab Assistant
Original Poster
#54 Old 12th Sep 2021 at 1:13 PM
Quote:
Originally Posted by sarah_sarita
Alright, thanks for the clarification.


Hi, feel free to ask any questions or report any bugs and I'll reply whenever I can.
I'll probably be updating the Insights section soon-ish with more info.
Test Subject
THANKS POST
#55 Old 12th Sep 2021 at 3:13 PM
Thank you for updating this mod, it was already awesome. Now I imagine it will be even better.
Test Subject
DELETED POST
14th Sep 2021 at 2:44 AM
This message has been deleted by Morrowind789.
Test Subject
THANKS POST
#56 Old 14th Sep 2021 at 3:10 AM
Hi I think this mod is really cool, sorry if this is a dumb question but I'm building a magic school for my witch sims and I was wondering if this is compatiable with the spellbook from the store and alchemy station?
Thanks!
Lab Assistant
Original Poster
#57 Old 15th Sep 2021 at 12:22 AM
Quote:
Originally Posted by latanya.tyson
Thank you for updating this mod, it was already awesome. Now I imagine it will be even better.


Thank you for trying it out.
Lab Assistant
Original Poster
#58 Old 15th Sep 2021 at 12:37 AM
Quote:
Originally Posted by Morrowind789
Hi I think this mod is really cool, sorry if this is a dumb question but I'm building a magic school for my witch sims and I was wondering if this is compatiable with the spellbook from the store and alchemy station?
Thanks!


Not a dumb question, I want to make a magic school myself but just didn't get around to doing so!
I did add Alchemy station to school and it should even be autonomous, for teenagers anyway (kids could still use although I think you'd need a no-stretch/children can mod and it won't be autonomous)

Spellbook is a good idea that I am sure I considered but forgot to add definitely coming in the next update. I do have it included in "Fortune Teller" one (so adding it to school is just a single copy paste, just did it while typing this ) but it isn't autonomous. I tried making it so but I think the interaction where spell should be picked was giving me troubles, I may try to fiddle with that again, though.
Test Subject
THANKS POST
#59 Old 15th Sep 2021 at 2:16 PM
Hi Sonya, thanks for updating this mod! It was a welcome surprise when I came back to TS3! Is there any way to add the Store Basketball Hoop as a Performance boosting item for the School Career items, maybe via the in-game tuning menu? I have a basketball court in my High School, and it seems odd that it doesn't contribute to School Performance, at least according to Zerbu's original Master Object List.
Lab Assistant
Original Poster
#60 Old 15th Sep 2021 at 11:14 PM
Quote:
Originally Posted by whiskeyii_01
Hi Sonya, thanks for updating this mod! It was a welcome surprise when I came back to TS3! Is there any way to add the Store Basketball Hoop as a Performance boosting item for the School Career items, maybe via the in-game tuning menu? I have a basketball court in my High School, and it seems odd that it doesn't contribute to School Performance, at least according to Zerbu's original Master Object List.


Oh wow, you're right, it really seems to not be in the code for school, which I didn't even notice/didn't expect since it is added to athletic/military etc. There is a generic "work out at athletic object" interaction added which many athletic objects derive from (not always!) but the other careers do explicitly list the BBall, plus I definitely need to make it a pushed object anyway.
School has a very big list of objects/interactions even in the "vanilla" version so I understand why he forgot some things. Thanks for pointing that out.
Inventor
#61 Old 18th Sep 2021 at 7:05 PM
Hi Sonya,

I know it might be an odd request, but can you make it that active sims are not pushed to use the career items? I want my active sims to interact with "customers" but whenever I click on another sim to do social interactions it get cancelled and the sim uses the career item immediately. I don't know if you can change this easily, but if so, I would be very happy! Maybe as an alternate version of the mod?

You never know what’s comin’ for ya.
Lab Assistant
Original Poster
#62 Old 20th Sep 2021 at 4:02 AM
Quote:
Originally Posted by himawara106
Hi Sonya,

I know it might be an odd request, but can you make it that active sims are not pushed to use the career items? I want my active sims to interact with "customers" but whenever I click on another sim to do social interactions it get cancelled and the sim uses the career item immediately. I don't know if you can change this easily, but if so, I would be very happy! Maybe as an alternate version of the mod?


Hi!
Technically it would be possible, Zerbu originally had a check against selectable sims being pushed but it seems from what I've read by other users that many thought it was a bug and expected them to be pushed (I was kinda confused myself after a few years hiatus lol).

However your situation sounds like it might be a bug. UC isn't supposed to force cancel interactions (aside from stuff like inactives trying to run away and go home etc) since it has a check for a sim's queue. In fact, the push is "mild" enough that EA's autonomy can sometimes override it, sometimes for the best (mod lets them go to the bathroom when they need to go) sometimes as annoyance (that darn swarm when a sim is playing an instrument, idk if that's just my game and the tuning mods I have or are sims just pathologically obsessed with dropping anything they do to watch some dude jammin' badly in the hallway)...

But anyway, it might help me if you could explain to me the how you're trying to play so I could try replicating it in my game.

Thanks for the feedback as always!
Inventor
#63 Old 20th Sep 2021 at 6:14 PM
Thanks for your fast reply, I'll try to explain it In my game I have a sim who works at the museum. I added her via the UC menu to the museum lot. (She is originally in the politics career, but I pretend that she is a museums curator).
She gets pushed to the mirrors with UC and whenever I want to have her greet costumers, that visit the museum, the action get cancelled and she is pushed to the mirror again. So she can't socialize properly with the customers.

You never know what’s comin’ for ya.
Field Researcher
#64 Old 22nd Sep 2021 at 5:28 AM
I think I should ask about something.

Let's say, I want to have a sim/ several sims to have "Daycare Career".

As far as I know, when the sim get the daycare career, the game itself sends a sim or several sims depends on career level, to the house of the sim who has "Daycare Career".

So, what I wanted to know is, can I use this (your) mod to change the location for "Daycare Career" to Community Lot, which is "Tiny Prodigies Early Learning Center"?
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