Zerbu's Ultimate Careers Mod Artisan skill

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Learkun
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Artisan skill

Post by Learkun » June 10th, 2019, 8:43 pm

Does this mod allow you to make glass blowing a career and enable the selling of glass items in the consignment store?

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igazor
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Artisan skill

Post by igazor » June 11th, 2019, 1:29 am

No on the career front, and I'm afraid I don't know of any mods that leverage the Artisan skill into a formal career. I think this is something MissyHissy may have been looking at some time ago. It's kind of out there in left field being a premium store object only kind of skill/trade as opposed to one that came with the base game or an EP.

On consigning the objects, could be mistaken but I think the NRaas Consigner mod should allow that. If not, they should be able to be sold by way of Ani's Produce Stand mod and perhaps through a Savvier Seller store if you have that structure. And of course they can always be "sold" by way of inventory drag and drop, even if doing so doesn't seem very satisfying.

Mars
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Artisan skill

Post by Mars » June 11th, 2019, 11:16 am

If you don't mind not having the career designation, this would make a great home business. (I might borrow the idea!) Set your sim to unemployed at City Hall. Set up a sales area for your home and lock doors against visitors for the private part of your house. Download Simlogical Inge's ticket machine (called OFB for TS3) and put it on the lot to bring in customers to the residential lot. Turn off the hourly charge on the ticket machine and set number of customers to draw. Get Ani's Savier Seller rugs from here to sell your objects. Set up a register and you're good to go. I've had lots of home bakeries as well as a home plant farm where the sim planted seeds in pots and sold them after they had grown.

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Sara_Darkees
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Artisan skill

Post by Sara_Darkees » June 11th, 2019, 1:38 pm

You asked the question I wanted to ask here a while ago, but I was embarrassed and forgot about it. Thanks. Although I'd really like to know if it's possible to create a new career. Important to me is the mark that the character is working officially, and it doesn't matter how sim sells the objects he created.

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Cassie
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Post by Cassie » June 11th, 2019, 1:58 pm

Mars wrote:
June 11th, 2019, 11:16 am
Set your sim to unemployed at City Hall.
Sara_Darkees wrote:
June 11th, 2019, 1:38 pm
Although I'd really like to know if it's possible to create a new career. Important to me is the mark that the character is working officially, and it doesn't matter how sim sells the objects he created.
It would be possible to create a new career, but that is a lot of work. Missy_Hissy is the expert on that though, I don't know much about it.
But if you use the Careers mod, you can make your sim "self-employed" instead of "unemployed".

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Sara_Darkees
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Artisan skill

Post by Sara_Darkees » June 11th, 2019, 2:18 pm

I know it's going to take me a long time to figure out how to make these kinds of modifications. So I hope that Missy_Hissy suddenly interested in this issue :)

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Missy_Hissy
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Post by Missy_Hissy » June 12th, 2019, 3:42 am

I've been having a disagreement with the toy making machine since before Christmas, so I've been banging my head against the premium items for a while now.

Theoretically, you can create a rabbithole based career using the Artisan skill, which would satisfy the need for a job. Ideally, you could then set up opportunities to create certain items with the Glassblowing station, however that's the bit I've struggled with but you can still use the skill as a career metric. If you arranged opportunities to simply increase the Artisan skill, you could still be making items and later sell them (using the methods igazor mentioned above).

Hope that helps? :)

Learkun
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Artisan skill

Post by Learkun » June 12th, 2019, 2:00 pm

Thanks for all the great ideas. I'll try some of them out.

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Sara_Darkees
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Artisan skill

Post by Sara_Darkees » June 12th, 2019, 2:51 pm

Missy_Hissy wrote:
June 12th, 2019, 3:42 am
Theoretically, you can create a rabbithole based career using the Artisan skill, which would satisfy the need for a job. Ideally, you could then set up opportunities to create certain items with the Glassblowing station, however that's the bit I've struggled with but you can still use the skill as a career metric. If you arranged opportunities to simply increase the Artisan skill, you could still be making items and later sell them (using the methods igazor mentioned above).
But I meant that this should be a career of an individual entrepreneur. It was introduced in addon Ambition. Characters don't need to go to work in a rabbithole. It is enough to have at least a little developed skill, the rest depends on the sales of objects associated with this career. I would be very happy if you would try to create a career of this type. Or maybe you have some instructions on this?

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Missy_Hissy
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Post by Missy_Hissy » June 13th, 2019, 7:30 am

I get you, a self-employed career, yes?
They're on my to-investigate list. I've never done them and they look like they might require a bit more code than the rabbithole jobs. The other problem is getting the game to recognise the Store skill and associated items. As I said, I've had trouble with this since before Christmas - opportunities won't recognise Store toys. So IF I could get a self-employed Artisan career, I couldn't guarantee that selling the items made from the glassblowing station would actually raise the career performance.

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