Creating a Complete Custom Career (EA style)

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StarkofGenius
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Creating a Complete Custom Career (EA style)

Post by StarkofGenius » October 7th, 2017, 2:48 pm

Hello. Not sure anyone will be able to help but after searching the web extensively for tutorials, I figured I might as well ask just in case. (Note that while I do understand programming/coding from past experiences and schooling, I've never modded anything for The Sims games so this is really a first for me and I'm definitely a very green beginner :D )

I'm aware of, and have been following the <a href="http://missyhissysjobcentre.proboards.c ... ">Creating Sims 3 Rabbithole Careers: Beginner's Guide by MissyHissy (to my understanding an updated version of the one in the simswiki by Creon, though it reads very much the same save for some likely adjustments/updates/personal preferences of hers, very easy to understand), as well as the tutorials available here at Nraas (which 'require' prior knowledge of the tools used, something I lack, being my first try).

My goal is to create a custom career, as opposed to an override or edited version of any of EA's built-in ones (my first idea), which includes basically everything you'd find in an EA prepacked career: the career itself, tones, events, opportunities and rewards, and possibly linking an EA degree to it as well. I've set aside linking dreams for now as reading through the code made me think that would be a whole other bucket of sand to dig into.

If this helps make my goal clearer, let me mention the Mobster custom career, available here at Nraas. I haven't read through every single line of code within that package yet but I know it features most, if not all, of the mentioned options. Additionally, I've been scouring the game's package files (and holy cannoli, it's hard finding anything in there) for everything pertaining to the career I'm using as a base (Law Enforcement) to understand how the files work together to form the whole and what pieces are the ones I'm hoping to add to my custom career (though mine won't branch out, it's a straight line from lvl 1 to 10).

So far, I'm still in the planning stages - thought I should point that out. Reason being, as anyone who's seen the tutorial by MissyHissy would know, there is nothing pertaining to adding the events, opportunities, using EA's assets for rewards like the interrogation ability or police car, or writing reports as a requirement/performance enhancing action, or books like in Nraas' Mobster Career (and many of EA's careers). The tutorial is 'only' for creating the base career files which will allow it to exist in game with all the basic features, but nothing on the addons mentioned that I'd like to implement as well.

Not to say I'm not going to see it through anyway to create a testing version of the career /before/ I add the rest of the features, of course. But I prefer to plan everything out first so I can be sure it's organic and makes sense, to save me from having to alter certain parts later on so they'll fit together and avoid some (inevitable) frustration.

I think that should be enough to explain what I'm trying to do and where I'm coming from... so, given that the tutorials I'm following should have all the information needed to build a functioning career 'body', here are my questions:

1. Is there any comprehensive guide (like the beginner's one) on how to build/implement/alter the rest of what I've taken to call the 'addons' (events and opportunities)? Or is my only option to learn by trial and error while editing the Mobster files to fit my career and come back to ask for help when needed because no one's written one so far?
And yes, I've looked, couldn't find anything besides a few vague (for me, who knows nothing xD) tips and mentions from MissyHissy on her blog, or some custom careers with them already implemented available for download. I should be fine learning things on my own, but we all know it's so much easier to have some source material to study and read through while going through it.

2. Has anyone ever compiled the EA code from the standard careers anywhere? I've been doing it myself, it's not a big issue, it would just be less time-consuming for me if someone else had done it before and I could see a list of where everything is, not to mention reducing the risk that I miss something.

3. It might already be somewhere within the Mobster Career files, or possibly at some point in the beginner's tutorial that I've skimmed through and missed, but does anyone know (or where I can find some sort of tutorial on) how to add rewards for job promotions? Example: Law Enforcement lvl 3 gives you the ability to arrest burglars, lvl 5 gives you a police car, etc.

4. Likely one of the last things I'll work on to add, or maybe something deceptively simple to do: how to link a degree to a custom career. As in, the Technology degree allows you to enter the Law Enforcement career at a level higher than 1 based on your grade, if you get an A you automatically join the career at lvl 4.
I'm not looking to add the custom career's info or performance to the SUAT scoring or anything like that; just the little perk to join at a higher level based on your grade, and if possible, maybe the pay raise. If this requires a lot more modding than just the 'standard' amount to create a custom career, then I'll likely scrap it.

To anyone who's read this far, thanks for taking the time. Really, it means a lot.
And thanks in advance to anyone who might try to answer or help directly with one of the topics, anything is appreciated.
If you need more details or a clearer explanation, don't hesitate to ask. Even though I'm the one in need of assistance xD. I'm hoping I got everything necessary laid out and understandable, but I can't be sure. I can make different discussions if needed regarding every topic as well (to avoid clutter).

In case it's important: I have all EPs except for Into the Future, no Stuff Packs, installed through Steam. Game is fully patched to 1.67 (honestly thought it was up to 1.69 but either that's because I lack Into the Future or because it's through Steam, I remember reading about it). Plenty of CC, a few mods, mostly Nraas.

Ellie (StarkofGenius)

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StarkofGenius
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Post by StarkofGenius » October 7th, 2017, 2:52 pm

Also new to the wiki as a member and with no idea how to edit a post, I don't see an option other than Stop Monitoring... or how to link properly, as is evident. Sorry about that, guys. Usually html works for these things.

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igazor
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Post by igazor » October 7th, 2017, 5:07 pm

Hi there, and welcome to NRaas. Your link was fine, but you can't use html codes on it like that; the Wikitext editor will resolve what it thinks are external links on its own (when it feels like it, on a good day). The language of wikitext under the hood is a bit different from most platforms. For example, to bold text you have to put double asterisks on either side of it. For italics, it's double slashes. To hyperlink text to an explicit site is little more complicated until one gets used to it.
http://helpcenter.wikispaces.com/custom ... 1-wikitext
(see the entry called "Labeled URL.")

There is no way to edit once something has been posted. Wikispaces is really meant to house knowledge bases, the message boards always felt like more of an after-thought that were never really fully developed.

On a more substantive note, you are already way ahead of where many of our members would be with the skill set required to create custom careers. I expect that our lead developer will have some guidance for you when he next passes through the site, others who have been down this road may chip in as well. But another place to ask if you don't get some helpful responses after a while (day or two) might be the TS3 Creation section at MTS. It's not an extremely busy place these days, but there is still a fair amount of activity over there.
<a class="wiki_link_ext" href="http://modthesims.info/forumdisplay.php?f=547" rel="nofollow">http://modthesims.info/forumdisplay.php?f=547</a>

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Post by StarkofGenius » October 7th, 2017, 8:01 pm

Thanks for the prompt reply, Igazor. When I first noticed I couldn't edit, I did refer to the help section and discovered I couldn't. I sometimes forget not all places function as a blog (with css or hmtl) since those are where I post anything most often. But with the link you provided, at least now I know what I'm dealing with :D

As for me being ahead of most beginners xD I just have some understanding in coding since I'm a computer science & engineering major. And I used to play a heavily modded Sims 2 before 3 was even out, and other mod-able games like Skyrim... you're bound to pick up a few things along the way. All in all (and to anyone else who might come along to try to help), I can read and understand code. Problem is knowing how to alter/rewrite it without knowledge of how it works, which is why I rely on tutorials to learn, and in this case of the specifics of what I'm trying to do, that I haven't managed to find explained anywhere. If trial and error is all I have to go on then that's what I'll have to live with.

I'll check out the MTS forums for help too. I just started here since if someone wrote the Mobster career (not to mention all the others NRaas mods, even if they're 'retired' now), it stands to reason someone here would know how to do it and I might get a straight answer faster. Thanks for the support, I'll keep checking back in between working on it.

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Post by Chain_Reaction » October 9th, 2017, 7:51 am

Unfortunately I don't have time to answer all these questions in detail but I will tell you that the careers mod here has everything you need. MissyHissy makes heavy use of EA stuff repurposed. Play around with her stuff and then how she pulled it off, the tutorial you linked to should help. In the event you need something truly custom (rarely than you think, you can get crafty and pull off unique careers with the EA stuff), the careers mod has base classes that do most of the work for you. All you need to do is reference the careers DLL and extend those classes. The Mobster career already does this so it's a good reference point for that.

If you have specific questions after your combing there I may be able to answer them depending on my free time and how involved they are.

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Post by StarkofGenius » October 10th, 2017, 8:36 pm

I have yet to finish with the Tones file, plus do the STBL files, so not really testing it yet - more like halfway through. But I did stumble on some more specific questions on my way through the code, some of which might end up answered once I test the career in game anyway... still, I'd rather be sure of what I'm doing as I go.

First and foremost, thanks for replying, Chain. And take your time to get back to me. I'd rather wait for a few days for a thorough response if you're busy, so please don't feel rushed to answer anything when you read it. But I'm not getting what you meant by 'referencing the careers DLL' or 'extending classes'.
Since you mention the Mobster career as an example of where that's implemented, could you give me somewhere specific in the code to look up and read on it? As much as I 'inherently' understand code, I don't have prior experience with XML (or modding in the sims at all), so I need something to learn (or just understand) what exactly you're talking about.
--> In case what you meant was the FullClassName filled out as NRaasOmniCareer to pull the resources from NRaas career mod, I'm using EA's Law Enforcement instead since it's heavily based off of it, and I wanted to include most of the things it already had. I just didn't like the whole Forensic Genius/Super Spy choices and ended up building something more suitable to what I wanted (around Hawaii 5-0, actually).

Another question: I looked through both Mobster and some of Missy's work. As far as I see, it seems to be enough to include EA's Sims3.Gameplay.Careers.LawEnforcement in FullClassName to piggyback on it and use the Reports metric (example). However, I'm unclear as to how that's actually done by the game, since it's basically just that line in the career's "main info" block of code and then the metrics in the levels that are supposed to use it. Everything else (mood, skills needed, relationship with coworkers) feels pretty straightforward in comparison, probably because it's always the same code in every career. If anyone knows for a fact that adding the Reports metric to a level will automatically unlock the actions related (digging through trash and interviewing) to getting said reports done for a Sim in that career level, please let me know. If no one does, that's okay: that's what testing's for.

Oh, and this stems from the last question. Please bear with me. One example: level 3 in LawEnforcement gives the Sim the 'can apprehend burglar' trait, defined as <PromotionRewardData> UnlockHiddenTrait in the game data. Again, is it enough to have the career pulling resources from <FullClassName> Sims3.Gameplay.Careers.LawEnforcement to assign the right hidden trait, or do I have to add that information in my custom career package somewhere? (I'm assuming the answer will be valid for any other EA rewards from that career that I add in the same way to my own code, and if needed it would go in a tuning file?)

Going to stop here for now, feels like I'm badgering you with all these questions. If I knew where to read up on it to understand how the game works through the code, believe me, that's where I'd be xD Thank you again for being so helpful thus far, guys. --Ellie

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Post by StarkofGenius » October 13th, 2017, 9:14 pm

Update: Finished the career, first test revealed a tiny typo I had 'overlooked' (by which I mean I didn't even know it was a typo), which was the coworker relationship metric not showing up because I forgot to write it as plural (i.e. RelCoworker/s/ instead of RelCoworker). Freaked me out a little thinking I'd done something wrong, should be fixed now.

I was able to implement the Reports metric without hitch even if I'm not entirely sure how I did it - once it's part of the metrics for job performance, I can question Sims and write it up. Since I used MC to manually promote the Sim I was testing it with, I don't yet know if there's a popup message saying I'm able to do it after being promoted or not. But the 'Can Apprehend Burglar' trait seems to be assigned correctly upon promotion and does give out a popup accordingly, so I'm pretty happy about that.

So far so good. I'm assuming the beeper (which the Medical Career also has) is linked to Events/Opportunities and since I haven't tackled those just yet, it's likely not included in my career yet. Thing is, I looked through EA's Law Enforcement code and couldn't find out how the beeper is given to a Sim since it's apparently not a promotion reward. I didn't play the Law Enforcement career but from what I've Googled on it, it's an object that's supposed to be added automatically to the Sim's inventory and just beeps when they're supposed to report to work outside their normal schedule. If anyone knows anything about this, please share it with me. I'd like to understand the Events and Opportunities before I try my hand at them, and the beeper is tied to a few of them if I'm not mistaken.

Now, question for the good people who still work with the mods here and keep them updated: NRaas CareerData Academics links the EA Professions to a degree, just like the EP University did for EA Jobs (or careers), so a Sim with a Business degree starting as a Private Eye would get (some if not all) benefits from said degree. And I found this in The List of possible future enhancements:
Degrees for active careers and custom careers ?
<Degree> field assigned to custom careers that dictates which degree benefits them
Has there been any development regarding linking a degree to a custom career that I just haven't been able to find or is this still just a bullet on the list that hasn't been figured out yet? I doubt it would be as simple as manually altering the Academics module to associate a custom career to a degree just for my game, for example. Asking because, as mentioned a few days back, I'd like to add it but I haven't seen any custom career with a degree associated, so I'm not holding out hope.

Thank you for the patience and support, the base of the career I set out to make seems to be working without hitch, might plunge in further once I have the time.
--Ellie

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Post by Chain_Reaction » October 14th, 2017, 2:05 am

Unfortunately it's not possible to give them beepers through this system. That's on the list of possible future updates.

For the degree, it might be possible but I've never tried it. You'd have to edit your <number>.dll XML to include a AcademicDegree entry then add one with a custom name much like your career has tone files and such. Then just use the AcademicDegreeEnum and AssociatedOccupationNameEnum to assign it like the other careers are done in the Academics module. Use your CareerName there. I don't immediately see why that wouldn't work but no guarantees.

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Post by SillySimmerGirl » October 14th, 2017, 4:46 am

For what it's worth, I've always found the beepers to be a nuisance and have modded them out of my game. Your new career sounds interesting, and I don't think it will suffer from not having them. Good luck and I hope to see your new career available for download soon :)

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Post by StarkofGenius » September 6th, 2018, 12:43 pm

This post is old, and I'm not trying to bring it back - promise.

As last updated by me, the career seems to be working just as it's supposed to, Law Enforcement rewards and metrics included, though I never got around to playing with the Events/Opportunities to add to it. Still, I'm very happy with it, and very thankful to everyone who pitched in and helped me make it happen.

Because of the last reply I got, I don't know if there would be any interest in this custom career at all to make it available for download. I'm not opposed to it, but as mentioned somewhere up there, it's based around the show Hawaii 5-0 (the reboot xD) and written for what I intended from it. So it's pretty specific. But if there is anyone interested at all, please let me know and I'll make it available - even if all you want is to see the files to alter/create one for yourself.

And yet again, thanks for all the support. Onto making a new post for my latest game-breaking glitch.

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