Careers not working at all

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jessallie
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Careers not working at all

Post by jessallie » May 29th, 2017, 9:08 pm

When I click on the "General" option all I get is the version number (87) and Translation Version but no choices to do anything appear. Downloaded the newer version and I have the latest patched game. I have Late Night and Island Paradise and a couple of stuff packs. Am I missing an expansion pack? I tried to also put in unemployed and self employed. Took them both out an nothing helps.

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igazor
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Post by igazor » May 29th, 2017, 9:26 pm

Hi there, and welcome to NRaas. The Careers mod is essentially a loading platform for custom careers. By itself it doesn't really do much (except allowing for Homeworld Universities if you acquire the Uni EP and choose to build one of those). It is required by the add-on modules or custom careers or schools designed by others to function. There are hardly any options associated with the base mod itself -- what were you hoping to see on its NRaas menu?

For example, let's say you have the Careers base mod plus the Self-Employed module and a custom career designed by someone else that's let's say a basketball player career taking place at the Stadium lot. You could now have your sim become a self-employed Athletic Trainer (this isn't available from the base game or Ambitions) by reaching I think it's Level 6 in the skill and registering at City Hall. Or instead they could go to the Stadium and sign up to be in the custom professional basketball player career, which again doesn't exist otherwise, and progress through that.

In addition to the add-on modules from here, there are a ton of custom careers out there that require the Careers base mod to function. Here are some of our members' favorites:
<a href="http://nraas.wikispaces.com/MORE+CAREER ... CAREERS</a>

If custom careers (schools, the one custom University major) aren't what you areseeking, perhaps you could tell us what you were hoping for?

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Post by jessallie » May 30th, 2017, 12:07 pm

It's not as complicated as all that. I downloaded the base, self employed and unemployed. Clicking on the Sim the Career option doesn't even show up at all. The only way I can see it at all is to go to the computer or city hall and the option will be there but all I get the version number. I basically would like my non active sims to stop getting jobs when I want to keep them unemployed or self employed while I'm not actively playing them. I even have story progression turned off in the game options but they still get jobs. The other mods I downloaded here such as woohoo, master controller and overwatch work just fine. For some reason Careers doesn't. Am I supposed to have Ambitions or something? General just pops up: Version 87, Translator version 3, Translator by Nraas industries and that's it.

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Post by Sarah_Sims » May 30th, 2017, 2:42 pm

@jessallie: To assign a self-employed or the unemployed career to a sim, you need to use Master Controller rather than the Careers mod itself.

Click on the sim then NRaas > Master Controller > Intermediate > Career > Choose Job > select a job from the list that pops up.

The self-employed careers are denoted by an 'S' in the 'Type' column. The unemployed career should be listed as 'Unemployed -' with the name of your City Hall next to it and will be denoted with an 'F' for Full-Time. Hover your mouse on the column heading 'Type' for a breakdown of what the other letters mean. :-)

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Post by Sarah_Sims » May 30th, 2017, 2:47 pm

@jessallie: Sorry, just read your last post again and realised you asked whether you should have Ambitions. I believe you do need it for the self-employed careers to show up but wait for igazor to confirm this. :-)

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Post by igazor » May 30th, 2017, 6:50 pm

Sorry, I wasn't trying to make things more complicated. I was describing how we use custom careers for our actively being played sims -- go get a job the usual way and the new careers provided for by the Careers mod show up along with the built in ones.

Sarah is correct, in order to give a job to an inactive sim, since we can't have them go to a lot, walk inside, and apply for a job themselves, we use MasterController. When a custom career is installed and the Careers mod is in place, and that includes the custom Unemployed placeholder career, that allows it to show up alongside of the others on the MC selection screen. Again, there would be no "click to perform an action" menu associated with the Careers mod itself, it's only a loading platform so that the custom career works. There are some commands that show up under NRaas > Careers if you have some of the other add-ons, but those (small number) are settings adjustments, not the way to give a job to a sim.

Good question about needing Ambitions for the self-employed careers. The Self-Employed module is intended to enhance the Ambitions set by adding some new custom self-employed professions to it, not intended to be a replacement for it. I think some players have randomly gotten these to work without the EP, but that's not really what would have been intended by their creation. The entire City Hall is registering these sims and paying them stipends, etc. scenarios are really part of the EP.

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Post by igazor » May 30th, 2017, 6:58 pm

I will add that it sounds like you are not playing with NRaas StoryProgression in place. Without the levels of control that NRaas SP provides, sims are not always going to stay where you left them in their lives, careers, or necessarily even in your game when they are inactive even with EA's story progression switched off. Many of us use some form of Rotational Play to provide protection against progression on and random changes being made to sims we don't want that happening to while playing different households in town. This does, however, require embracing the NRaas SP kind of progression generally as it is quite different from what EA's does.
<a href="http://nraas.wikispaces.com/Story+Progr ... ettings</a>

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Post by jessallie » May 30th, 2017, 8:10 pm

I was able to find the unemployed option available in the Mastercontroller list but not Self Employed. I found out if you want them to be self employed you first have to list them as unemployed, then the career option comes up to change it to self employed, where then you can then change type and stipend. Don't know if it will last, may have to look into Story Progression (Although it seems a little out of my wheel house). I wanted a hotel mogul who has enough on their plate to be considered self employed. I typically do rotate households but they always find jobs when I'm not looking :) Thanks a lot, at least I'm having a better time navigating around.

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Post by igazor » May 30th, 2017, 9:00 pm

It's all about getting the player where they want/need to go. There are of course often many paths to the same or similar results. :)

But if/when you are willing to try StoryProgression, this is probably a better place to start reading about all of the things the mod does and can do rather than how to suppress and make them more controllable at first.
<a href="http://nraas.wikispaces.com/StoryProgre ... ion+FAQ</a>
(scroll past the list of internal links to get to the readable part)

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Post by jessallie » May 30th, 2017, 9:48 pm

Thanks again!

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