Question on the Criminal Plugins for The Careers Module

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Daedric Prince Nocturnal
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Question on the Criminal Plugins for The Careers Module

Post by Daedric Prince Nocturnal » January 26th, 2024, 11:22 am

Based on the great feedback on how to improve performance in my Uni hood, I've disabled SP Personalities module. I'm also downsizing the number of RHs to reduce the number of sims SP needs to import to the Uni hood. I'm only leaving the RH's that provide basic game play services for the benefit of my Uni sims, non student Uni sims and overall Uni hood. These RH's are
  • Spa - 1 RH. Disabled the SP Personalities but left the Woohoo module on. So all sims can make better use of the added Spa services (cure for athletic/stress back sprains etc) Woohoo module provides. Hopefully this won't be an issue with disabled Personality module.
  • Wellness Hospital/Research Science center - has 2 RHs add critical game play. The most important is the Hospital which temp cures/suspends the annoying Season EP germy moodlet for a Uni term. But immuno shots are only available in the fall AND last a total 2 agonizing sim days. Which sucks for all Uni freshman sims new to the Uni hood.
My Uni semesters last 2 weeks and run for total 2 seasons (i.e. 1 season per semester. Globally set each season to last 1 week in all my hoods).
  • Fall Uni semester = 1 wk of Summer + 1 wk of Fall.
  • Spring Uni semester = 1 wk of Winter + 1 wk of Spring.
With sims graduating at start of next Summer. So unfortunately, the Uni sim population constantly reinfects itself for the first half of the each semester. Even more annoying, the townie and inactive Uni sims continue re-infecting each other after all my active sims become immunized. Which puts a damper on potential romantic interactions between them and my active sims. I f found immersive game mods like Ani's canning station addon (lets you make double broth ginseng soup for a cold) don't treat the contagion of this viral moodlet. Which immediately returns after a few sim minutes and lasts 2 sim days. Only way to cure this is via immuno shots/boosters at the Hospital. So
Q1. Is there a Careers module cheat (or SP related cheat to tweak the base game doctor career) that would temporarily suspend this Germy moodlet until my sims can get immunized at the Hospital?

The other RHs I downsized the Uni hood to:
  • Diner - 1 RH to allow my non active Uni students and/or townies who're homeless somewhere to eat.
  • Criminal Shack - 1 RH. Needed this so I could add a custom PT career for my legacy family criminal YA & Adult Uni sims like Nick Alto.
So next questions:
Q2. Is a PT criminal career included in the Nraas Careers PT module? If so does it operate out of the Diner (like the Mobster career?)

Q3. Do any of the Nraas PT career module jobs duplicate any of MissyHissy's PT career apprenticeships listed here?

http://missyhissysjobcentre.proboards.c ... -jobs-mods

WCIF list of these PT Nraas Career modules jobs? I need to remove any MissyHissy PT careers that would be excess and/or likely conflict with the ones in the Nraas Career module:

Q4. How many career levels exist in Twallan's FT Mobster career (i.e. the number of levels a sims needs to get promoted in order to reach the top of their RH career?) I assumed this total number was 10 levels like in this custom criminal career mod:

http://modthesims.info/d/626159/part-ti ... areer.html

Q5. Is there a Career module option you can tweak to limit/restrict the max number sim coworkers in a career job level? So if a RH has a total of 10 career progression levels, then a total 10 sims max in that RH. Is there a way to tweak Careers (or SP?) module to restrict the total number of sims per each level to exactly one? This would greatly improve on game performance with least number sims to fill a career RH.

I need this complicated structuring of career progression in my Uni hood because
  • Uni Sims are restricted to working PT rabbit hole careers. So vanilla & custom PT jobs/apprenticeships are best way to upskill my Uni sims like Nick Alto (and whatever random townies SP creates) for future success. Tweaked SP to push sims based on their future criminal career traits (klepto, gold digger, pyro etc.) and better jump start their post Uni careers on the criminal career track.
  • Also adding PT criminal RH careers best supports any of my Uni sims who drop out of Uni. But I don't want to dismiss from the Uni hood because they would be leaving one or more family members in their current active Uni household. So these active dropout family sims can still hang around the Uni hood. Until the remaining active sims in my Uni household graduate.

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CardinalSims
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Question on the Criminal Plugins for The Careers Module

Post by CardinalSims » January 26th, 2024, 4:55 pm

I'm not personally familiar with much of this, but these are the questions I can answer just from taking a peek inside the packages:

Q2 + Q3. The PartTime module include a PT career for all base game careers, and they all operate out of their original rabbithole. The PT criminal works at the criminal warehouse.
They are all already documented in the MissyHissy link- all of the ones by the creator Twallan are the NRaas careers, so you can see which ones have a duplicate.

Q4. The Mobster career has 10 levels and two branches to choose between starting at level 6.

Q5. The XMLs that define coworkers are table-based, meaning they can't be tuned on the fly ingame- but you are free to open the packages and customize them to your liking directly, you can adjust the MinCoworkers and MaxCoworkers node for each career using a text editor.

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igazor
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Question on the Criminal Plugins for The Careers Module

Post by igazor » January 26th, 2024, 6:14 pm

I've never had this germy problem in Uni or any other world quite as described. But that might be because I use NRaas Vector and I'm pretty sure that even with its diseases switched off, it blocks the EA ones from ever happening. Others can correct me if I haven't got that right.

Max/Min coworkers by career can be adjusted using the NRaas Careers mod, but it has to be the most recent version currently available from the beta testing menu. Or is this not what was meant?

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