Busking career

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kimlupai
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Busking career

Post by kimlupai » July 16th, 2016, 8:42 am

In the game I'm playing at the moment I have a sim in the busking career. I have a glitch but I'm not sure if it's just a cosmetic glitch or if it's making my sim progress in the career too fast.

Looking at the career tab while she's playing for tips, the bar shoots up, it says she's earning tens of thousands of simoleons in a session. This money is not being added to her household funds but it is giving her promotions in the career.

When watching sims tip her this money is being added to her household funds but don't appear to have any impact on the career progress bar. Although that may not be correct, the bar is shooting up so fast it's hard to tell if the actual tips are being recorded.

To illustrate, the guitar skill tab shows that she's earned just under 5,000 simoleons playing for tips. When I last checked, the career tab showed that she'd earned 166,000+ in tips and that she was at level 10 in the career.

To judge whether this is just cosmetic or a real glitch could someone tell me how much should she should need to earn in tips to get to level 10 in the career?

In case it has any impact. She's a teen sim, just reached level 10 in the guitar skill. I have most NRaas mods including Relativity and (from memory) that's set at 20 or 21. That's the only setting I change in Relativity though. I'm playing in the CC town of Beach City.

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J4Ks
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Post by J4Ks » July 16th, 2016, 9:33 am

From what it says in the Careers SelfEmployed module, you will need to earn 50k for your Busker to reach level 10.

With 166k you certainly have met that goal 3 times already. The amount is a tally of Playing for Tips AND Performing at Venues (source: <a href="http://nraas.wikispaces.com/Careers+Sel ... yed+FAQ</a>). Does it somewhere state (skill tab, career tab) that the other 161k is earned through the latter? Or at least you can say that your Busker has earned that amount with Performing at Venues?

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Post by kimlupai » July 16th, 2016, 10:20 am

My sim has played for tips at the arcade, the bowling alley, a local cafe and at the community centre (library). I'm not sure if they count as performing at venues?

I'm certain that she's earned nowhere near 166,000 simoleons though. I'm playing a Rags to Riches challenge and she's got heavy restrictions on how she can make money. Over the course of the game so far, with fishing, playing for tips and everything taken into consideration, I'd estimate that she's earned approximately 20,000 simoleons in total.

Actually I've just done a SP accounting details are:

Elapsed days: 28

Gain
Career income: 10,265 (The bonuses from levelling up in the busking career?)
Consignment: 60
General income: 4,250 (Selling fish at the grocery store)
Loan: 10,000
Repairs: 428
Tips: 4,916

Loss
Cheating: -31,446 (I took away her starting funds once she was on a lot, the value of the starting lot when she moved to her current trailer and the loan)
General Expense: -6,402
Groceries: -504
Service Fees: -114 (not sure what these are)

Net
-8,547
Assets: 13,916
Debt: 9,000

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Post by J4Ks » July 18th, 2016, 5:22 am

Sorry to be so late was engaged into some outdoor activities over the past weekend. But I can't find any reason why the Busker career would have given you 160k extra in the Careers Tab. There been some changes made in the Careers Base mod, but only to add the harp as an instrument for the Busker Career.

Hopefully by bumping this thread our Coder will see it and may look up the Careers Base coding for any abnormalities within the Busker Career.

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Post by kimlupai » July 18th, 2016, 3:06 pm

Thanks for checking J4Ks. I wasn't too concerned if the glitch was only cosmetic but knowing that she should have earned 50k in tips before getting to level 10 in the career means my sim has definitely got there before she should have, even if she hasn't gained the extra money. I wonder if perhaps I should have changed a setting in Relativity? Perhaps slowing down the day has had an effect?

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Post by Chain_Reaction » July 18th, 2016, 3:27 pm

It looks like at one time they actually got money from just from playing and now are only getting the xp. That or twallan forced the core to just dish xp tricking it into thinking they are getting tips but they don't actually get the money. Since the function is called "GetPay" I'm more inclined to think the former though. The "cash per hour" formula is ((Instrument skill + known compositions count) * known composition count +1) * number of sims on the lot in the same room as your sim.

Not entirely sure how to interpret his intention but it's possible the core code changed and is no longer giving the money. I could either make it give them the money (which probably should be toned down in amount) or change it to stop altering the money gained and just give xp.

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Post by kimlupai » July 18th, 2016, 4:29 pm

Being a complete dunce at maths, you kind of (totally) lost me with the formula, I'm afraid.

Therefore I don't know if this helps but what I'm seeing in game is that when a sim tips the busker the amount that has been given floats up the screen, as happens with consignment sales or when any money is added to or subtracted from the household funds. The amount tipped is correctly added to the household funds and recorded on the skill tab, It's just the career tab that's doing it's own thing.

Before I started using the career, I just assumed that it was the amount tipped that would progress sims up the career ladder. It didn't occur to me that xp would be involved. Thinking about it, maybe it is more 'realistic' to take into account the compositions known and sims in the room, after all presumably a busker with a wider repertoire would be more successful that one that only knows a couple of compositions. As a way of taking both ideas into account, although I don't know how feasible it would be, could the number of compositions known give a small percentage boost to the amount tipped? So a sim who knows fewer songs would get smaller tips? But one who knows more or all of the compositions would get bigger tips and so would find career progression easier?

Sorry as I have absolutely no idea about coding I don't know if what I'm suggesting would be practical, far too much work for a very small change or even possible. Thank you for looking into it though.

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Post by kimlupai » July 18th, 2016, 4:35 pm

Sorry, that was thank you meant as thank you for looking into busking career generally and for whatever you decide to do.

It wasn't meant as thank you for looking into the idea, passive aggressive, now do it. I didn't realise how it sounded until I re-read my post after posting it. Bad phrasing and proof reading on my part. Sorry.

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Post by Chain_Reaction » July 18th, 2016, 4:51 pm

Tipping is actually a different system. That's actually being handled by EA (or SP if you have that installed - so any altering for that would have to be done there). What you're seeing is the code running for them just playing the instrument. My proposal was based on the alteration of that system, unless you're proposing omitting that and just altering the tip amount?

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Post by kimlupai » July 18th, 2016, 6:10 pm

I do have SP installed along with all it's modules, I'm an addict, I have most NRaas mods installed. :)

Speaking purely personally, if I was setting up the career, I think I would base career progression solely on the tips earned. However, to my mind, it seems logical that skill level in playing the instrument and compositions known would increase the size of the tips being earned.

When I think of progressing up a career ladder I think of things like increasing skills or taking on extra responsibilities earning promotions, not just turning up for work every day? Therefore it doesn't seem right to me that they get a promotion in the busking career just for playing the instrument. But that is only my opinion and I have no clue if it's even possible from a coding point of view or if it's desirable from everyone else's point of view.

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