problem with zerbu ultimate careers

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keobooks
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problem with zerbu ultimate careers

Post by keobooks » April 10th, 2019, 9:32 am

I;m asking here because a lot of fold use zerbu's mod in with the nraas careers mods, so maybe you'd know what's up.

Rabbit hole rugs work fine. But when I use Zerbu's mod and assign a building, they break. When it's 2 hours before a sim is scheduled to go to work, they get "work starts in 1 day, 1 hour" instead. Two hours later, they get "MIssing work!" moodlet. If I try to send them to work, it says to come back in 24 hours. Their work performance will tank because they are missing work. By the end of the shift, they will be fired.

Every once in a blue moon, a sim WILL be able to show up and go to work, but they go to the rabbit hole and disappear. This is annoying, but at least they are working and not getting fired for not showing up.

I'm not sure whats going wrong. Any ideas?

Im going through this old wikispace page for help "as we speak" https://web.archive.org/web/20180107080 ... areers+Mod

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Sarah_Sims
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problem with zerbu ultimate careers

Post by Sarah_Sims » April 10th, 2019, 3:45 pm

Hi keobooks!

You might find the details on Zerbu's own blog helpful, particularly the "Technical Restrictions" section. Here's a link: Zerbu's Blogspot - Ultimate Careers

Copied from Zerbu's Blog:-
"Technical Restrictions
Some features are restricted due to technical reasons.
  • Sims will not be recognized by the game as "at work". Instead, they will be given a fake "unpaid day off" about two hours before the workday starts.
  • The carpool will not function on open careers because it's attached directly to the EA default "go to work" interaction, which takes Sims to the rabbithole.
  • I had to use a cheap workaround to handle inviting Sims currently at work to lots. The Sim may accept the invitation, but you will then be given a notification that the Sim can't make it after you've invited them. This was the only way around the issue.
  • The "Go to Work" button in the UI will no longer function."
Basically, what I understand from the above, is that the information and the buttons on the Career Panel in the UI cannot be relied upon or used effectively, once you have the Ultimate Careers mod enabled on a workplace Lot. If your sims do not get automatically pushed to go to their workplace Lot by Zerbu's mod, try using the NRaas Go Here mod to make them go by clicking on the ground of the Lot, then "NRaas > Go Here". Once they are on the Lot, they should start 'working' by using the objects on the Lot.

What may also help, is to use Cinderellimouse's Ultimate Careers Tuning mod to prevent the rapid decline in job performance when they are not on their workplace Lot.

There is also a Playlist on YouTube by Iron Seagull, which shows how to set up the Ultimate Careers mod for various scenarios but please note, the first few videos are based on earlier versions of the mod so the options do not correlate to the way the last version works.

Hope all this helps and good luck! :-)

keobooks
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problem with zerbu ultimate careers

Post by keobooks » April 10th, 2019, 4:58 pm

THanks this is exactly what I was looking for. I read Zerbu's blog over and over. I think the "vacation" word threw me. I was like, they aren't on vacation! They are missing work! But now it makes sens. Thanks!

I found the Cinderellimouse mod just a few hours before you posted it! That's funny. I figured that it would tide me over until I could figure out how to get them to work. But it turns out that's the fix! I do think Zerbu's mod might not be great for a functioning larger city, though. it sounds like the unplayed sims wont go to work on their own.

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problem with zerbu ultimate careers

Post by Sarah_Sims » April 10th, 2019, 8:04 pm

You're welcome, keobooks! Glad you found Cinderellimouse's mod - it's very useful, to say the least! :-)

keobooks wrote:
April 10th, 2019, 4:58 pm
I do think Zerbu's mod might not be great for a functioning larger city, though. It sounds like the unplayed sims won't go to work on their own.

The inactive sims should go to work on their own, barring any routing issues. I have several inactive sims that are progressing through their careers using the Ultimate Careers mod. It's best to make sure open workplace Lots have plenty of room for sims to access them and the objects they need to use. Also, bear in mind how many sims will be working at each Lot and ensure there are enough objects for them all to use at the same time, if necessary.

Having said that though, I wouldn't recommend opening up every rabbithole in town with the mod as it may cause lag, especially on lower-end systems. :-)

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problem with zerbu ultimate careers

Post by keobooks » April 11th, 2019, 3:17 am

You've been so helpful, I'm glad to know that the inactives go on their own. I think I might only have a few non-rabbitholes. Right now I'm playing a Nothing Is Free challenge and there aren't many sims in town (three households, five sims total) So its not so bad, but it WILL lag in the future.

I'll probably get the schools up and running. My 8yo LOVES the TS4 version of Zerbu's mod. Like me, she also prefers TS3. But she misses the Get To School mod. I think I'll use the Zerbu mod to tie the rabbit holes into stuff I specifically want in my game. Like I want the bookstore in the library, and I want a the bookstore employees to work in the library. (I'm a librarian.. so its a thing for me) If I ever buy the Store restaurant or bakery premium content, or the movie theater, I'll zerbu-fy that up too.

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