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View Full Version : Guide to making Custom Careers v1.1


bidou
29th Nov 2004, 08:28 AM
NOTE: before going to the trouble of reading and trying to understand all this, you should try the SimPe career editor available Here (http://modthesims2.com/showthread.php?t=34183)

v 1.2 - 25/12/04
Disclaimer: This is a very early version of this information - It contains quite a lot of untested guess work and probably a few errors (The actual act of writing this revealed what some of the files do). Feel free to reply with any corrections.

Specail thanks goes to fergusdog for working some of this out, and to Quaxi for making SimPE, and the modifing it so I no longer have to get headaches thinking in negative hexdecimal/binary.


Creating careers
================================

To create a new career by cloning a object (tutorial)

The group IDs for jobs are:
Adult Teen/Elder
Athletics: 0x7FC82329 0x7FBDC3E8
Business: 0x7F1575B2 0x7F83EF68
Criminal: 0x7F5AA90E 0x7FCC33D4
Culinary: 0x7FF8F9B6 0x7F6E636C
Law Enforcement: 0x7F05D903 0x7F3969B0
Medicine: 0x7F0E5D6B 0x7F98C7B1
Military: 0x7F4C28B2 0x7FDAB268
Politics: 0x7F162387 0x7F80B95D
Science: 0x7F7201DA 0x7F1611D4
Slacker: 0x7F2FD049 0x7F4BC047

Also the schools group IDs
Private: 0x7F2DCBC6
Public: 0x7F647BAD

Alternatively you can start making your career using my test careers as starting points (at bottom of post). In this case you only need to change the GUID for the object data.
Note: TeenTestCareer should update to the Adult test career.


Career Files
================================

Adult Careers consist of 104 files (a few more for the criminal career - I think because of the swag bag used by the cat burglar)
- 86 Behaviour constants
- 2 Behaviour Functions
- 1 catalogue description
- 1 global data
- 5 image files
- 1 Null Reference
- 1 Object Data
- 1 Object Functions
- 1 Slot File
- 5 Text Files

Behaviour Functions:
Init - This file seems to set some sim character attributes, not sure what but it differs greatly with each career.
CT Career Reward - This file manages the career reward, when and what career object is unlocked. How this works is a little complicated, and rather than try descibe it here - I'll just put a link to fergusdog's bhav research

Catalogue Description:
The 0x0 value here is the career name used in the game

Global Data:
Don't Touch. This may be how the sims2 engine identifies this as a career (this is a really big guess).

Image Files:
The images used to represent the Sims career in the UI. One of these should be blank. Note: while simpe exports these with the jpg extension, the correct extension is in fact tga.

Null Reference:
Text data describing what this object is - not actually used in the game, so you don't have to change this, but you can if you want to.

Object Data:
You need to change the GUID to a unique number, other than that I don't really know much about this file.

Object Functions:
You shouldn't need to change this. The init value should be the same as the instance value of the init bhav. The main value points to a semi global bhav somewhere in the Sims engine (group 0x7F8F4EB6 I think).

Slot File:
Unknown

Text Files:
Only two of these seem to be relevant, one contains the career level names and descriptions, the other the text for the chance cards.
The career level names and descriptions can be edited how you like (there's probably a maximum length).

Career Name occur in pairs of name and description.
0x0 Unemployed (Don't change)
0x1 to 0x14 - Jobtitles and decriptions for male sims
0x15 to 0x28 - Jobtitles and decriptions for female sims

Chance Cards - Heavily related to the tuning bcon files.
0x0 to 0xF - unknown (unused?)
0x10 - description says debugging info
0x11 - wild card used as Sims name in cards (Don't touch)
0x12 - Text for the ignore button
0x13 to 0x1E career level 2 chance card. (not 1 as this is unemployed)
0x13 - Chance card choice A
0x14 - Chance card choice B
0x15 - Chance card text for male sim.
0x16 - chance card text for female sim.
0x17 - passing choice A for male sim.
0x18 - passing choice A for female sim.
0x19 - Fail choice A for male sim.
0x1A - Fail choice A for female sim.
0x1B - passing choice B for male sim.
0x1C - passing choice B for female sim.
0x1D - Fail choice B for male sim.
0x1E - Fail choice B for female sim.
0x1F to 0x2A career level 3
0x2B to 0x36 career level 4
0x37 to 0x42 career level 5
0x43 to 0x4E career level 6
0x4F to 0x5A career level 7
0x5B to 0x66 career level 8
0x67 to 0x72 career level 9
0x73 to 0x7E career level 10
0x7F to 0x8a career level 11

The Behaviour Constants:
(SimPE v0.12 or greater makes these so much easier to understand)
These contain most of the career information, and I will describe these in groups (based on file names). These files are lists of numbers, each position in the list represents the value for a career level.
Note: there are 11 career levels, but the first (0x0) is unemployed and its data should not be altered.
Example: The 'Tuning - Daily Wages' file from the athletic career is a list of 11 values. The first value (0x0) is for unemployed and should always be 0. The second (0x1) is 0x009A (154 in decimal) which is the daily wage for the first career level.

Vehicle and Outfit GUIDS - These represent the vehicle and outfits for each career level. There are twice as many numbers as there are career levels.
The 'Outfit GUIDS' BCON lists the GUID for the object data that coresponds to each outfit. eg (taken once again for athletic career) 0x000 & 0x001 are blank (for unemployed), 0x002=EA26 0x003=8CE5 which combine to 8CE5EA26 which is the mascot outfit. 0x0000, 0x0000 refers your sims normal clothes.

Tuning Start Hour - The time of day the Sims goes to work at each career level.

Tuning Work Day Flags - Which days the sim goes to work. This is in binary with bit1=Monday, bit2=Tuesday, bit3=Wednesday etc..

Tuning Hours per Day - The number of hours the sim works a day for each career level.

Tuning Daily Wages - money earned per day at each career level.

Skill Req ???? - The skill points required to reach that career level. These are in hundreds (ie 1 skillpoint = 100, 2 skillpoints = 200 etc..). There is also an unused Skill Req Gardening file.

Tuning Family Friends - The number of family friends required to reach each career level.

Motive Deltas - These are how your Sims needs will move. They appear to be signed values (ie. negative and positive) but not sure what method of signing yet (ie 1s complement, 2s Complement). There are two social deltas (family and public) and a mental delta.

Tuning Chance Random - How likely a chance card is (Big Guess).

Tuning Chance A/B Skill ??? - What level of a skill needed to pass the A/B choice of a chance card.

Tuning Chance A/B Good ??? - reward for passing chance card (can be job level, money and/or skill points).

Tuning Chance A/B Bad ??? - penalty for failing chance card (can be job level, money and/or skill points).

Life Score - Unknown

Tuning - This is a constant file used to help set what level the career reward is unlock - see bhav section.
Also the first value(0x0) is the number of career levels in this career.

Tuning PTO - Payed Days Off - I don't know how the numbers effect the acutal number of days you get off (or what the T in PTO stands for).




Teen/Elder Careers
=============================
Teen Elder careers are very similar to Adult career with these differences:
They only contain data for a few career levels though.
The blank graphic file is missing.
The catalogue dissipation has two identical values.
The Career Reward BHAV is removed.
An upgrade job bhav is added - the adult job is specified as the first four operands of line 1 in reverse order. (For example the four operands of the teen athletic job are 5F, E9, 89, 2C which makes 2C89E95F, which is the object data guid for the adult athletic career.


Custom Career Rewards
=============================
Any cloned/hacked objected can be turn ed in a career reward objects. You need to change the object's object data file so that line 0x0090 (function sort flags) has the value of 2048 (this tells the sims2 engine that this object is a career reward). You then need to change on the reward object guid in the career bhav to the value of the new objects GUID.
The only thing missing is the little career graphic in the upper corner of the rewards screen - haven't yet figured out a way of going this.

[ Edited ]

Bobbling
29th Nov 2004, 10:16 PM
Good work m8, working good so far, have you got anymore info on changing the daily wage+work hours, im finding it difficult to understand that part. :)

bidou
30th Nov 2004, 01:53 AM
Good work m8, working good so far, have you got anymore info on changing the daily wage+work hours, im finding it difficult to understand that part. :)

I've added a brief example - Hope it helps

fergusdog
30th Nov 2004, 06:05 AM
I've had a closer look at the bhavs.

The init BHAV is almost identical for all jobs. Only the 3rd operand in the 1+ funcs differs. While most jobs only have 2 funcs, some have more, but basically just a copy of func1, with different 3rd operand (func0 is identical). Here are the values:

law enforcement
operand 3: 01 02 03 04 05 06 07

medicine
operand 3: 03

business
operand 3: 03

politics
operand 3: 05

slacker
operand 3: 01

military
operand 3: 01 02 03 04 05 06 07

criminal
operand 3: 03

science
operand 3: 06

athletic
operand 3: 03 05

culinary
operand 3: 05


The teen/elder jobs have an extra func before func1, which seems to be identical for all jobs. Also, the 3rd operand seems to be mostly be identical with the adult jobs, but not always.


The career award BHAV has 6 funcs, which seem to be identical for each adult job, with one exception:

in func2, operand 6-9 is the career award guid.

also, func 1 and 5 look similar. What's strange is that the career level when the career award is given is different between jobs, but I couldn't find anything in the bhav.

bidou
30th Nov 2004, 07:02 AM
What's strange is that the career level when the career award is given is different between jobs, but I couldn't find anything in the bhav.

Yeah, I can't find that either - the bhavs flag property (whatever that is) changes also, but not enough for it to be this.
I wondered in the init bhav was actually setting this - it's setting an attribute for the sim, and the career reward must be stored with the because once you buy it, you can't buy it again even if you get demoted and promoted again. Need to take a closer look at that func1 operand. (If this is the case then the globals for buying a career reward should remove an attribute from the sim)

fergusdog
1st Dec 2004, 03:25 AM
solved it. It uses the BCON tuning to look it up. The init seems to link to aspiration wants. I started a new thread discussing BHAVs.

bidou
1st Dec 2004, 03:50 AM
solved it. It uses the BCON tuning to look it up. The init seems to link to aspiration wants. I started a new thread discussing BHAVs.
Great work - that would have taken me ages to work out.

Bobbling
5th Dec 2004, 09:22 PM
Hi, have you figured out any more information on changing career outfits, or replacing the outfits with custom ones?

bidou
6th Dec 2004, 01:51 AM
Hi, have you figured out any more information on changing career outfits, or replacing the outfits with custom ones?

The 'Outfit GUIDS' BCON lists the GUID for the object data that coresponds to each outfit. eg (taken once again for athletic career) 0x000 & 0x001 are blank (for unemployed), 0x002=EA26 0x003=8CE5 which combine to 8CE5EA26 which is the mascot outfit.
If you don't have a list of all the objects group ids, theres a link near the top of the clone objects tutorial.

I don't know anything about making custom career outfits however.

Bobbling
6th Dec 2004, 08:04 PM
Ok thanks man, i've just successfully created my own career :) i re-created the fashion career from the sims unleashed :D

Nick'sHunny
6th Dec 2004, 08:08 PM
OMG, is there any way that, that could be said simpler

L-J
6th Dec 2004, 09:08 PM
Edit: nvm, I figured it out for myself. :o

bidou
7th Dec 2004, 01:56 AM
OMG, is there any way that, that could be said simpler
Working on it.

bidou
7th Dec 2004, 02:12 AM
Ok thanks man, i've just successfully created my own career :) i re-created the fashion career from the sims unleashed :D

Great, do we get to see it, or are you still testing?
Also did you discover anything new?

Bobbling
7th Dec 2004, 11:21 AM
If you want i can send you my current version if you wud like to test it/add anything too it?, i havnt added new chance cards yet tho, havnt had the time, everything else is fine apart from a the career outfits which i hav changed a few, but not found suitable ones for the rest of the stages, so they just leave in their home clothes.

Buggi
8th Dec 2004, 07:29 PM
Is it weird that my name is Nick?

@_@;;;;;;

Bobbling
9th Dec 2004, 03:21 AM
my bestfriend is called nick......................intriging :confused:

fishface60
9th Dec 2004, 07:27 PM
Sorry in advance for if I say something stupid.
Would it be possible to add the Service Npc jobs, and add the sim to the NPC pool?

Nick'sHunny
9th Dec 2004, 07:29 PM
Lol, i'll wait for someone to make the carrers available for download instead of making them myself

lobstergirl
9th Dec 2004, 07:45 PM
Lol, i'll wait for someone to make the carrers available for download instead of making them myself


Yeah, this is just too complicated. I'm scattered brained I may mess something up! LOL! I'm still trying to figure out how to use the Txt Editer to make my textures. :P

KLGFCG
10th Dec 2004, 07:55 PM
This is awesome! I love that new careers can be implemented without replacing old ones-- it'll be nice to not have every tenth sim end up with the same career! Unfortunately, so far the tutorial is gobbledygook to me, I'll have to do some more reading and hopefully it'll make sense. But, in the meantime, I'd love to volunteer as a career writer if anyone needs it. I have good spelling and decent grammar and could definitely write up job levels, descriptions, and chance cards for a variety of careers if some bright programmer wants to implement them. Or I'd love to see a user-friendly program that lets the user put in their own stuff and the program does all the more complicated stuff to make the career work. Has anyone thought to look into if there's a finite number of careers that can be used by the game? Thanks again to everyone working on it and please do let me know if you need a writer! ~KG

bidou
11th Dec 2004, 01:51 AM
Unfortunately, so far the tutorial is gobbledygook to me, I'll have to do some more reading and hopefully it'll make sense.
I know - I didn't set out to write a tutorial, just put down what I knew (when they moved this thread to the tutorials I couldn't find it). Keep meaning to rewrite as a step by step process but don't have time. Maybe somebody else might.
Or I'd love to see a user-friendly program that lets the user put in their own stuff and the program does all the more complicated stuff to make the career work.
If nobody else produces one of these soon, I might have a go.

sagana
12th Dec 2004, 02:06 AM
If nobody else produces one of these soon, I might have a go.

That would be wonderful! Thank you :)

Nick'sHunny
12th Dec 2004, 11:56 AM
Lol, i think i get it, but coud someone tell me where all of this is located

princepd
12th Dec 2004, 12:06 PM
:confused: bluuuu i think my brain stoped working please make it easier to understand :confused:

L-J
12th Dec 2004, 12:18 PM
Lol, i think i get it, but coud someone tell me where all of this is located

It's all in objects.package, under Program Files/EA GAMES/Sims 2/TSData/Res/Objects, and I recommend you make use of the group filter feature, because there's a LOT of stuff in there.

Wolfboy92390
12th Dec 2004, 04:17 PM
can you please make the testing file a zip please and thank you. :eek:

ScottyToledo
12th Dec 2004, 04:26 PM
can you please make the testing file a zip please and thank you. :eek:

Better yet, why dont you just download WinRar??????

http://www.rarlab.com/download.htm

Nick'sHunny
12th Dec 2004, 04:26 PM
lol, i'll think i'll try it later!

Wolfboy92390
12th Dec 2004, 04:52 PM
I did how do I do this now like how do I get to it. :confused:

Max3D
12th Dec 2004, 06:53 PM
nice one.. i'll do a Tecnology career.. but my english is terrible, so i'll do it in italian :)

eldamorwen
12th Dec 2004, 07:32 PM
wow! thanks...i understand SOME of it....oh well. i can always try. my mind is already rading with new career ideas. if anyone is better with computers but have no idea what career to make, talk to me...i have an overactive imagination. :D

DawnKeeper
12th Dec 2004, 09:59 PM
I have a question? What could cause the car pool to not pick a sim up? I created a career and it is almost ready to go.... The car pool does not come though. Weird. Thanks for any help on this, I am going to keep digging around.

bidou
13th Dec 2004, 02:25 AM
I have a question? What could cause the car pool to not pick a sim up? I created a career and it is almost ready to go.... The car pool does not come though. Weird. Thanks for any help on this, I am going to keep digging around.
I've seen a couple of posts on this - my guess is that you may have an error in the vehicle guid (but you've probaly checked that).

To everyone else - it looks like I'm not going to be able to do much avout careers for at least a week - maybe someone else can help.

DawnKeeper
13th Dec 2004, 02:35 AM
Well, for now I wont edit the vehicles part anymore.. Was really weird. Anyway I have reverted the vehicle part of the career back to the original. Which was the criminal career track so it works now. Thanks!

booboo
13th Dec 2004, 03:28 AM
ok this is working out great. but can someone explain clearer how to edit the chance cards. not the text i get that, i dont get the numbers in Tuning Chance A/B Skill and Tuning Chance A/B Good.
also i dont get how to set Tuning Work Day Flags.

KLGFCG
14th Dec 2004, 06:46 PM
I think I'm finally getting it!! I have a working self-made career, almost entirely done! I do have a few questions, however. How do you change the days a sim works (I know where it is but I don't know what numbers to put in to get a desired day)? How do you go about making a custom icon for the career (I think I can replace it if I know how to make one that will be suitable)? And finally, is it possible to attach custom skins for use as career outfits? I know it wouldn't work for a downloadable thing (unless the outfits were included with creator permission), but for my own personal game. Thanks for any help! ~KG

nickmillard
14th Dec 2004, 09:04 PM
Where do u place the career cos its not working in my game?

Fro99ie123
15th Dec 2004, 04:08 AM
i don't really understand about the clothes...do we not know how to put new ones in yet?....and if so...how?... :slow:

Keane
15th Dec 2004, 10:16 AM
Could I have the link to the list of objects and careers etc. in objects.package please.

Also, in which directory do I place a career I created?

bidou
15th Dec 2004, 11:30 AM
Where do u place the career cos its not working in my game?
Downloads directory - same place as almost every thing else - try using the debug cheat (see wiki) on the newspaper - or the newspaper hack.

i don't really understand about the clothes...do we not know how to put new ones in yet?....and if so...how?... :slow:
No - we can't do it.

Could I have the link to the list of objects and careers etc. in objects.package please.
It's at the start of this thread

flonine
15th Dec 2004, 11:54 AM
I have almost finished my career, but I have a few things to figure out. I just need to know if these are mistakes in the tutorial, or whether I'm just misunderstanding.

v 1.1 - 7/12/04

0x17 - passing choice A for male sim.
0x18 - passing choice A for female sim.
0x19 - Fail choice A for male sim.
0x1A - Fail choice A for female sim.
0x1B - passing choice A for male sim.
0x1C - passing choice A for female sim.
0x1D - Fail choice A for male sim.
0x1E - Fail choice A for female sim.


[ Edited ]

Are half of them supposed to be B?

Thanks!

bidou
15th Dec 2004, 03:07 PM
Are half of them supposed to be B?
Yep, whoops

glacier1701
15th Dec 2004, 06:24 PM
I have extracted all the base careers Adult and Teen/Elder and placed them into the Careers Beta Test area. Did this as part of my own learning process of SimPE and the game files. So if you want them you can go over there and grab them.

Now I can look at making careers on my own which seems to be about my speed for doing modding of the game. Got a ton of ideas now to put them into practice. ;)

Dutchy
15th Dec 2004, 07:06 PM
How do you change the days a sim works (I know where it is but I don't know what numbers to put in to get a desired day)? How do you go about making a custom icon for the career (I think I can replace it if I know how to make one that will be suitable)?

Ok, here is how to deal with the days:
Write down the days for working like this: MXWXXSS (in this case my sim has the days off on Tuesday Thursday and Friday).
Reverse the week and put 1s below the working day and 0s on off:
SSXXWXM
1100101
Take the calculator from windows XP (I hope you have XP) and switch it to scientific. Click "Bin" checkbox and enter the number you've written down (1s and 0s), click on either "Dec" or "Hex" and fill in the apropriate number in SimPE.

Now for the icons, that's a different problem and I'm stuck with it too but here is what I do know:
Extract each icon with SimPE (works with 12p, I'm using), rename the *.jpg to *.tga, open in PaintShop or Photoshop or similar and edit to your liking. Rename them back and in SimPE replace them.
Now for the part that doesn't work... Once you've done that, the icon still has part of the old one through it.(At least for me it did). I think that it has to do with a link to the original career. Anyone an idea?

Cheers,
Dutchy

glacier1701
15th Dec 2004, 09:50 PM
Working through my first new career and just about to write up the chance cards. While I know how to do that looking ahead means I will have to actually get the proper rewards handed out. At this point the tutorial just lists a question mark for this whole area. Any more info on how this is handled? :confused:

KLGFCG
15th Dec 2004, 11:27 PM
<<Now for the icons, that's a different problem and I'm stuck with it too but here is what I do know:
Extract each icon with SimPE (works with 12p, I'm using), rename the *.jpg to *.tga, open in PaintShop or Photoshop or similar and edit to your liking. Rename them back and in SimPE replace them.
Now for the part that doesn't work... Once you've done that, the icon still has part of the old one through it.(At least for me it did). I think that it has to do with a link to the original career. Anyone an idea?>>

With mucho thanks to Bobbling for the help, here's what I did to replace the icon. First, I found the image I wanted to use (in my case, free clipart... I can't make anything myself!!). I used Irfan View to resize the image to 36x36 (same as the career icon I was replacing) and saved the image as a .tga file. I then opened my career in SimPe and got to the part with the image. I only edited the second image in the list since that's the icon that shows in game. I right clicked and selected "replace." Then, I selected "all file types" from the pulldown menu on the bottom (it defaults to looking only for SimPe extracted files... screwed me up for a while trying to figure out why I couldn't find the image I wanted to use) and then selected the .tga image I made. Voila. Appearing icon in game. I'll post the my updated vampire career with icon later. Hope that helps a little tiny bit? Again, I'd have never gotten it without Bobbling's help. ~KG

KLGFCG
15th Dec 2004, 11:45 PM
<<Working through my first new career and just about to write up the chance cards. While I know how to do that looking ahead means I will have to actually get the proper rewards handed out. At this point the tutorial just lists a question mark for this whole area. Any more info on how this is handled? >>

Sorry to double post myself but I'll keep this all straighter in my head if I separate out the topics I'm talking about. The way I did this (and so far it seems to work when I've played) is first, go through all the options that say "Tuning - Chance - (A or B) - (Good or Bad) - (Skill or Money or Job Level) - (which skill, if relevant)" and zero them out. This prevents unintended rewards or consequences as you're testing things out. Then, I made a chart for each of my chance cards, listing what the reward or penalty is if the choice made passes or fails. Then, I find the appropriate area to input this. For example, Level 2 card Choice A passes, reward is two charisma points: go to Tuning - Chance - A - Good - Skill -Charisma and down to the appropriate blank for career level two. Then input 200 (always add the zeroes... one point = 100, two points = 200, etc. and save it. Add a minus sign in front of a deduction (lose one point = -100) under Tuning - Chance - A - Bad - (whatever). Money just goes in as is with a - if it's a loss (ie. 1000 or -1000). Job skills don't need the zeros, a promotion would be 1, a demotion would be -number of levels you wish to demote, and a firing would demote all levels (for example, to fire from level 4, input -4 in the appropriate area). The only think I'm not clear on is for money, if I input (for example) a reward of 50,000, SimPe cuts off the last zero when I save. Haven't managed to get one of those chance cards yet to see if 50,000 or 5000 is being given out, though the game has a five digit rewards, so I think there must be a way. Anyone have input on this? Thanks! ~KG

Keane
15th Dec 2004, 11:56 PM
Thanks Dutchy, I get the days of the week now :)

glacier1701
16th Dec 2004, 12:01 AM
THanks KLGFCG - that really helps a lot. Been trying to work on it myself but with everyone else in the house at home kept on getting interrupted and would lose my train of thought and have to restart. I will give it another shot tomorrow when things are much quieter I think I need to actually play a bit to take a break.

Keane
16th Dec 2004, 12:53 AM
I do not know what the following Behavior Constants are or do, if someone knows, could you please help.

Life Score
Tuning - Chance - Random
Tuning
Tuning - PTO

Thanks.

bidou
16th Dec 2004, 01:29 AM
I do not know what the following Behavior Constants are or do, if someone knows, could you please help.

Life Score
Tuning - Chance - Random
Tuning
Tuning - PTO

Thanks.

Tuning - Chance - Random : probabiltity of a chance card (haven't really what values are what, but maxis ones are all under a hundred so assume percentage)

Tuning : The fifth value seems to be what level the career reward is unlocked - don't know about the rest.

Tuning - PTO : Don't know, it's the same for all adult careers, slightly different for teen/elder.

Lifescore - Don't know (based on filename I've guessed that it might increase difficulty of getting that promotion bar filled up, but that is just a guess at this stage)

Keane
16th Dec 2004, 01:44 AM
Oh ok, thanks.

And how do you change what the career reward is?

bidou
16th Dec 2004, 02:38 AM
And how do you change what the career reward is?
This is a little more complex and an example might be easier to understand.
Look at line 2 of the career reward bhav for the athletic career.
You will see the operands are 0f 12 1f 00 00 b0 48 21, and the unknowns are 4c 07 00 00 00 07 01 00.
Now the puching bags GUID is 4c2148b0 and if you look carefully you will notice that this is in the operands and unknowns (but backwards) - the first unknown is 4c, the last operand is 21, second last 48 and third last is b0.
So you change these values to match your the guid of the career reward you want.

KLGFCG
16th Dec 2004, 03:14 AM
I'm sure I'm being dense here, but where are you seeing the operands and unknowns listed, Bidou? I open the appropriate Bhav and click on the Plug-In view and I see a chart called Instruction Settings that lists Operands and Unknowns, but all the spaces are 0's. I guess I'm confused by what you mean by "line 2." Sorry, I'm sure I'm missing something obvious but I'd appreciate some help. Thanks. ~KG

Keane
16th Dec 2004, 03:33 AM
Oh ok, I get it now, thanks.

bidou
16th Dec 2004, 03:42 AM
I'm sure I'm being dense here, but where are you seeing the operands and unknowns listed, Bidou? I open the appropriate Bhav and click on the Plug-In view and I see a chart called Instruction Settings that lists Operands and Unknowns, but all the spaces are 0's. I guess I'm confused by what you mean by "line 2." Sorry, I'm sure I'm missing something obvious but I'd appreciate some help. Thanks. ~KG
click on line 2 and the operand data will magically appear.

KLGFCG
16th Dec 2004, 09:40 AM
Well, I was right... I was being dense. Click on Line 2... that makes sense. I got it now, thanks Bidou. ;) ~KG

Dutchy
16th Dec 2004, 11:24 AM
With mucho thanks to Bobbling for the help, here's what I did to replace the icon. First, I found the image I wanted to use (in my case, free clipart... I can't make anything myself!!).Voila. Appearing icon in game. I'll post the my updated vampire career with icon later. Hope that helps a little tiny bit? Again, I'd have never gotten it without Bobbling's help. ~KG

Ok, I found out what went wrong in the first place, I think there was a layer in the image, or something. So I created a new one. But I can't seem to make the background transparent. :( It'll do fine without transparancy I suppose, but I'm sort of a perfectionist. :)

Cheers,
Dutchy

Dutchy
16th Dec 2004, 04:31 PM
Quick question, is there any way of making the elders career different from the teens?
If so how?
If not, can we somehow give the elders a better salary?

Cheers,
Dutchy

glacier1701
16th Dec 2004, 05:40 PM
Quick question, is there any way of making the elders career different from the teens?
If so how?
If not, can we somehow give the elders a better salary?

Cheers,
Dutchy

Was wondering the same thing as well - since there are a few 'careers' where a teen would NOT be doing the things that an elder would do or vice versa.

bidou
17th Dec 2004, 02:18 AM
Quick question, is there any way of making the elders career different from the teens?
If so how?
If not, can we somehow give the elders a better salary?

Cheers,
Dutchy
No - and yet maybe yes.
I've wonder whether this might be possible myself, and if you understand bhavs I can suggest a few ways of trying - but since I tend not to use elders in my games by using the elixr of life or just moving on to the next generation, I've not actually tried.
The biggest problem is how do you stop a teen taking an elder career, or an elder taking a teen career.

Dutchy
17th Dec 2004, 11:37 AM
No - and yet maybe yes.
I've wonder whether this might be possible myself, and if you understand bhavs I can suggest a few ways of trying - but since I tend not to use elders in my games by using the elixr of life or just moving on to the next generation, I've not actually tried.
The biggest problem is how do you stop a teen taking an elder career, or an elder taking a teen career.

I'm starting to learn about the BHAVs. From my point of view it should be possible to create the following BHAV inside the teen/elder.package:
If ($Me=Elder) {careerGUID=GUIDofElderCareerPackage} EndIf. (I don't know how to transpose this into a BHAV though. :)

That way you have to create a separate careerpackage for elders and can have ways of dealing with those jobs. Can be a normal 10 level career or a cloned teen career.

Is this possible??

Cheers,
Dutchy

suicidenic
17th Dec 2004, 02:57 PM
Okay, I just made a custom career and tested it. It appreared in the Newspaper under 'Adult Industry' but when my Sims took the job the job titles and description were for the criminal career. However, the skill points they need to advance are the ones I customized. The chance cards were also for the criminal career. I have no idea what I've done wrong, any hints?

glacier1701
17th Dec 2004, 03:07 PM
Did you change the GUID for the career from the the one that is listed when you use the Criminal Career? Thats most probably the one thing you should look at since it seems to have replaced your criminal career rather than being added to the list of available careers. Fix that and then try again.

angeldukas
17th Dec 2004, 09:37 PM
hello,

Okay I am a total noob when it comes to using simPE but I have been playing with it for a few days now and even attempted to recolor some things....they didn't come out as expected(ended up with words not the pic I put into it) but they work nonetheless, then I seen this tutorial about the careers and it seems a whole lot easier to me...but I just have one question at the moment, I'm sure I'll probably get stuck somewhere else on this later and post another question...lol but I am at the Object Data right now and it says I need to change the GUID to a unique number, now I'm not sure if I just make a number up (I highly doubt this option) or I know that on one of the few tutorials I have tried that I had to go to the Hash Generator and copy and paste the 0x??????? number into it and click GUID and then paste the long number that appears into the hash value and that it was my new GUID or something like that. Before I do this I am still unsure of myself right now after how my recolors turned out so I thought I would ask and make sure if I was right or not before I screw it up...lol

Any help is more then welcomed here.

Angel

bidou
18th Dec 2004, 07:37 AM
I'm starting to learn about the BHAVs. From my point of view it should be possible to create the following BHAV inside the teen/elder.package:
If ($Me=Elder) {careerGUID=GUIDofElderCareerPackage} EndIf. (I don't know how to transpose this into a BHAV though. :)
That way you have to create a separate careerpackage for elders and can have ways of dealing with those jobs. Can be a normal 10 level career or a cloned teen career.
Is this possible??

Yeah,this would be possible, but you'd need the opposite in the elder career and then you'd have two careers for each career (you know what I mean) which would make those careers more likely to appear in the newspaper (cause they'd be two of them).
A better idea is to have a job levels that can't be reached by a teen (maybe a use for that unused gardening skill req), but are automatically reached by an elder, this one it's still one career.

bidou
18th Dec 2004, 07:40 AM
Okay, I just made a custom career and tested it. It appreared in the Newspaper under 'Adult Industry' but when my Sims took the job the job titles and description were for the criminal career. However, the skill points they need to advance are the ones I customized. The chance cards were also for the criminal career. I have no idea what I've done wrong, any hints?
Are you using english US, or english UK for the sims - and did you change the right one?
Did you change both the male and female job titles and descriptions?
Did you acually change the files? I had trouble with this - got to hit change (or change all) and then commit file changes (and save the file).

bidou
18th Dec 2004, 07:44 AM
hello,
but I am at the Object Data right now and it says I need to change the GUID to a unique number, now I'm not sure if I just make a number up (I highly doubt this option) or I know that on one of the few tutorials I have tried that I had to go to the Hash Generator and copy and paste the 0x??????? number into it and click GUID and then paste the long number that appears into the hash value and that it was my new GUID or something like that.
Angel

does this link help http://modthesims2.com/showthread.php?t=32227

Keane
18th Dec 2004, 10:56 AM
I dont get the whole "guid" thing, do you HAVE to have a guid or unique guid for each of your objects/careers/etc. to work? Or can the items work work without 'em?

Dutchy
18th Dec 2004, 12:01 PM
Are you using english US, or english UK for the sims - and did you change the right one?
Did you change both the male and female job titles and descriptions?
Did you acually change the files? I had trouble with this - got to hit change (or change all) and then commit file changes (and save the file).

I'm writing in US-English, press change all (so other languages see the English text) I change the foreign ones after thorough testing.
Yes, I write different for males and females.
Yes, I change all, and you have to check if your assigned GUID (I use getGUID to get a unique one) appears in every file. (Usually I go through the file list, pick the top one of each and go to the packed file tab, change the GUID to mine and click change all.) When that is done I save and test. If you don't do the GUID part, the new career appears as a replacement!!!

Cheers,
Dutchy

Dutchy
18th Dec 2004, 12:05 PM
Yeah,this would be possible, but you'd need the opposite in the elder career and then you'd have two careers for each career (you know what I mean) which would make those careers more likely to appear in the newspaper (cause they'd be two of them).
A better idea is to have a job levels that can't be reached by a teen (maybe a use for that unused gardening skill req), but are automatically reached by an elder, this one it's still one career.

Actually this is the best solution, but since you have the teen version checked by the program by default, you don't need to put a check in the Elder version (I think). But since I don't know how to write that little piece of code in the BHAVs, I can't try it out yet.
Messing with teh separate levels appears at the moment not such a good idea. Strange texts appear when receiving a promotion. I'm still fiddling with those (as in more than the default 3 levels for Teen/Elder).

Cheers,
Dutchy

angeldukas
18th Dec 2004, 12:21 PM
Thanks bidou, I understand it now...

But well I have come across another question....(told ya I'd probably have another one...lol) it's for the tuning work hours...I get the bit1=monday, bit2=tuesday, etc...but in my coding I get 0000 some of the endings have 79 on them, and I asked my bf who is suppose to understand binary since he works with it and he just confused the living begeeshers out of me. He says that the 0000 are all separate bits and that bit 1 is the last 0 and bit 2 is the second last0 and so on. I told him that he was wrong so he asked me to tell him how it was...of course...I couldn't so I am left to fend for myself on this one and am asking for help again cause I am really confused now if I wasn't before.

Angel Dukas

bidou
18th Dec 2004, 12:40 PM
angeldukas - here an example
lets say you want to work mon, wed, sat. sun
so the first bit (mon) should be 1 (work that day)
second bit (tues) should be 0 (don't work)
third (wed) = 1
forth & fifth (thur, fri) = 0
sixth and seventh (sat, sun) = 1
so we get 1100101 (note: monday at this end, sunday other end)
this is a binary number and we need to convert to decimal
The windows calcultor can do this but its not to hard to do manually like so
bit 1 + (2*bit2) + (4*bit3) + (8*bit4) + (16*bit5) + (32*bit6) + (64*bit7)
so
1 + (2*0) + (4*1) + (8*0) + (16*0) + (32*1) + (64*1)
1 + 4 + 32 + 64
101 (the value in the bcon)

Hope that helps - now go give your BF some lessons

angeldukas
18th Dec 2004, 01:17 PM
bit 1 + (2*bit2) + (4*bit3) + (8*bit4) + (16*bit5) + (32*bit6) + (64*bit7)
so
1 + (2*0) + (4*1) + (8*0) + (16*0) + (32*1) + (64*1)
1 + 4 + 32 + 64
101 (the value in the bcon)


Okay thanks again bidou, I really feel like a dummy now considering I was a math whiz in high school...lol I should have known this but I am going to blame it on a brainfart! Errgh!

Oh and I showed the bf your equation and he claims that it is what he was telling me to do but the diagram he made me looked like this...


0 0 0 0
| | | |
| | | 1
| | 2
| 3
4

So you can probably see where I was getting confused since there are 7 days and only 4 numbers.

bidou
18th Dec 2004, 01:35 PM
Oh and I showed the bf your equation and he claims that it is what he was telling me to do but the diagram he made me looked like this...

Rule number one - your GF/wife is always right
(If I obeyed this myself, maybe I wouldn't be single)

angeldukas
18th Dec 2004, 02:25 PM
Rule number one - your GF/wife is always right
(If I obeyed this myself, maybe I wouldn't be single)

HAHAHAHA...finally a man that knows what most. if not all. women already knew.

angeldukas
19th Dec 2004, 05:35 PM
Okay I have another problem...I got my career ready to go and I really want to upload it but I tested it out in my game and it doesn't show up in the paper or the computer...can someone please tell me what I missed cause I really want to play my career and upload it for others but I can't until I can get it to work.

saramkirk
19th Dec 2004, 09:05 PM
Okay I have another problem...I got my career ready to go and I really want to upload it but I tested it out in my game and it doesn't show up in the paper or the computer...can someone please tell me what I missed cause I really want to play my career and upload it for others but I can't until I can get it to work.

Obviously you sould NOT post any careers that are not working in the game.

Did you change the GUID? Try another one, maybe that one is causing a conflict within the game. We don't know which GUIDs the game is already using, so assigning GUIDs to custom stuff is still trial and error. This happened to me just now. I made two careers, one shows up, one doesn't. The GUID I used for the one that doesn't show up is one that I already tried once on a recolored object, and the object hadn't shown up either. A good indication that that GUID cannot be used.

Did you use the TestCareer package or clone an actual career? When using the cloned careers (someone posted files, or you could have cloned your own) I have never been able to figure out how to make it so it doesn't replace the existing career it was based on. But that's just me. :)

Did you use Debug Mode to see if the career shows up in the newspaper? Without debug mode, you might have to wait a long time before your career showed up in the paper or computer, because the paper gets a random 3 careers daily, and the computer a random 5 daily. There's a chance you could be playing for weeks without seeing yours come up.

Vanilla
22nd Dec 2004, 03:55 AM
I just finished making my first career and it works great, but it has replaced the original and yes i have changed the GUID but my slacker career still doesn't show up. What can I do to fix this problem...Anyone???

bidou
22nd Dec 2004, 04:19 AM
I just finished making my first career and it works great, but it has replaced the original and yes i have changed the GUID but my slacker career still doesn't show up. What can I do to fix this problem...Anyone???
Load the file and confirm that you have changed the GUID (yes I know you said you did - but be absolutley certain)
Also have you changed the groupID number for all the file to 0xFFFFFFFF.
Also have you changed the catalogue description for both English US and English International.

Vanilla
22nd Dec 2004, 06:28 AM
Thanx bidou that fixed the problem... the 0xFFFFFFFF did the trick... thanx again.

Choco
22nd Dec 2004, 07:06 AM
If nobody else produces one of these soon, I might have a go.

Ohpleaseohpleaseohpleaseohplease.

bidou
22nd Dec 2004, 11:22 AM
Ohpleaseohpleaseohpleaseohplease.
It acutally started - I'm just having trouble intergating into simPE (oh, and Sid Meier's Pirates is taking up some of my time)

Dutchy
22nd Dec 2004, 01:06 PM
Load the file and confirm that you have changed the GUID (yes I know you said you did - but be absolutley certain)
Also have you changed the groupID number for all the file to 0xFFFFFFFF.
Also have you changed the catalogue description for both English US and English International.

My experience is that things might work a bit better if you change the GroupID for all the files to the same as your GUID. With one career I had some funny problems, when I had more than 10 levels. Having your own GUID attached to all the files inside the package prevents future problems, after all logic dictates that you should attach the proper GUID to them and not 0xFFFFFFFF. :)

And NO, PLEASE don't just put the description *only* in the US/UK English, but attach to ALL. That way people with another language than a variation of English can see your texts, allbeit in English. Otherwise they see the original texts which is frankly very annoying if you expect a custom career.
After all, it's just a click on "change all", instead of "change".

Just my thoughts on the matter, keep it simple and compatible. :)

Cheers,
Dutchy

Vanilla
22nd Dec 2004, 02:59 PM
How exactly do I do that I can't find an ALL in the languages anywhere. - not that it matters anyway, because it's just me whose using it. (I'm sure nobody wants a career in a factory...lol) I just made it because my family all works in factories and i wanted to play my family with the proper jobs.

bidou
22nd Dec 2004, 03:04 PM
My experience is that things might work a bit better if you change the GroupID for all the files to the same as your GUID. With one career I had some funny problems, when I had more than 10 levels. Having your own GUID attached to all the files inside the package prevents future problems, after all logic dictates that you should attach the proper GUID to them and not 0xFFFFFFFF. :)

The object GUID and the groupID are different things
- the object datas's GUID (global uniqure identifier) must be unique in the game or it will overwrite the old object.
- the groupID is simply a way of grouping files together (I can't think of another way of saying this). And the 0xFFFFFFFF has special meaning in the game, this is how the game marks custom content (more relevant to object you buy than careers, but you probably should use it all the same). By using the wrong groupID, you risk clashing with other things in the game.

Dutchy
27th Dec 2004, 01:52 PM
Hmm, I wonder why when using the Custom Content groupID sometimes causes weird effects to happen in Careers. I need to test this more thorougly, but I had one career suddenly jumping from level 1 to 10! (I mean the sim was on level one and after a few sim hours his job description read 10. Maybe beacuse I was in testing modus?)

Howabominable
30th Dec 2004, 05:02 AM
Two questions:

1) How do I change the group ID? I see it there but I can't find the option to change it.

2) For the start hour, do you input the hour your carpool arrives, or the hour it says your sim actually starts work?

bidou
30th Dec 2004, 05:08 AM
Two questions:
1) How do I change the group ID? I see it there but I can't find the option to change it.
2) For the start hour, do you input the hour your carpool arrives, or the hour it says your sim actually starts work?
1) Group ids are changed in simPE's packed file tab (the one that's active when you first start simPE). Just type the new group no in the group box and press the change all listed.
2) Hour the sim starts work, not carpool

Howabominable
30th Dec 2004, 05:16 AM
Okay, thanks, forgot there were other tabs!

Whew whoever said this shouldn't take hours was wrong, I've been working on this for about 3 hours now lol. It's worth it tho.

Howabominable
30th Dec 2004, 05:40 AM
Okay, I am confused about using cars and different clothing. I dled the list from the object cloning tutorial, but I can't figure out which ID is which. There are like 10 of every kind of car. Say I wanted to put a helicopter as a vehicle, which one would I use? And which ID from the list would I use? The example is for clothes, and I haven't even started to try to understand that yet. Why does Maxis have to make it so complicated? lol.

bidou
30th Dec 2004, 09:31 AM
Okay, I am confused about using cars and different clothing. I dled the list from the object cloning tutorial, but I can't figure out which ID is which. There are like 10 of every kind of car. Say I wanted to put a helicopter as a vehicle, which one would I use? And which ID from the list would I use? The example is for clothes, and I haven't even started to try to understand that yet. Why does Maxis have to make it so complicated? lol.
Do yourself a favor and get my simpe career editor plugin from the top of the careers thread. It takes care of all the cars and clothes for you.
The only things it dosn't do are change the groupno, change the object data guid and customise the career graphic

Edit: ignore this - you've already replied in that thread, so you must have it.

MentatZoe
31st Dec 2004, 02:06 PM
Thanks a lot for all of this work, it's helping me to make my first mod for the sims 2 ^^. Now it's the Role-Player career. Nowadays I only have it in Spanish, but I'll translate ASAP. You've made a great "tutorial". Thx!

Asio
4th Jan 2005, 08:59 AM
Just like to say a quick thank's to ALL the people in this thread.
I've been lurking in the background reading, reading, d/ling, reading & more reading about making custom career's & Simpe.
What number's have to be changed, GroupID's, GUID's, how to change the work day's, salary's & reward's etc, etc & I must say great job to everyone here reading your problem's, question's & answer's has finally made all this binary & techo stuff make sense cheers to all you people who spend countless hour's pioneering in Sims 2 career mod's. :beer:

Great plugin for Simpe too Bidou! :jig:

Now armed with all this information & tool's I can get to work on a few of my career idea's. Woot, Woot! :yippee:

Rebellion
8th Jan 2005, 10:24 PM
Thanks bidou have it working now. just have to try to create a career

crazyghfan
12th Jan 2005, 01:34 AM
where do i find the career files in my game because i just downloded a few carrers and i want to try them out in the game

AdidasSG2
13th Jan 2005, 06:27 PM
While looking into Careers I ran across different references for the aspirations and what job.

The Aspirations are located in the instance 0x013E

are as follows (what I have decoded)

0x00 unknown
0x01 Romance
0x02 Family
0x03 Fortune
0x04 Grow Up
0x05 Popularity
0x06 Knowledge
0x07 unknown

I followed the aspirations from the careers....creating a list of known jobs for what aspirations are chosen. Then I noticed that 2 were not really used, 0x02 and 0x04. So I had to begin again...and rememberd that for Baby/Toddler/Child GrowUp was an aspiration. So I began to look into the GrowUp BHav and followed the code. Sure enough there it was. It is located at Group 0x7fd46cd0 with Instance 0x0351 and following the "Aspiration - Get Level" called by the GrowUp BHAV. And since when you turn into an Adult you don't get that Aspiration anymore, since you have lifelong aspirations after that. As for the 0x08, 0x09....probably left for future aspiratons in the upcomming expansion packs. :D

elw76
17th Jan 2005, 04:20 PM
hello all,

I have a question in regard to the days of the week going to work. For the first level in my career (theatre) a sim should work every day but Monday. However, in game it's showing up as every day but Saturday. I followed the "code" that was given earlier in the thread but am screwing up somewhere. Is there any way someone can either send me a message or post here giving me maybe a more specific example to follow? Sorry for the trouble, just would like to figure out how to crack this so I can upload it!

Also, can someone direct me to how I should add bonuses when a sim gets a promotion? Thank you in advance for your help!!

bidou
19th Jan 2005, 08:08 AM
hello all,

I have a question in regard to the days of the week going to work. For the first level in my career (theatre) a sim should work every day but Monday. However, in game it's showing up as every day but Saturday. I followed the "code" that was given earlier in the thread but am screwing up somewhere. Is there any way someone can either send me a message or post here giving me maybe a more specific example to follow? Sorry for the trouble, just would like to figure out how to crack this so I can upload it!

Also, can someone direct me to how I should add bonuses when a sim gets a promotion? Thank you in advance for your help!!

Bonuses are double the new salary - can't change this.
My guess is that your've got the order wrong - I'll make it simple as I can
Monday = 1
Tuesday = 2
Wednesday = 4
Thursday = 8
Friday = 16
Saturday = 32
Sunday = 64

so every day but monday is T + W + T + F + S + S = 2 + 4 + 8 + 16 + 32 + 64 = 126
every day but saturday = M + T + W + T + F + Su = 1 + 2 + 4 + 8 + 16 + 64 = 95

It's easier to use the career editor from the careers forum thou

theseend
19th Jan 2005, 12:03 PM
I looked into the BCons money rewards / loosings for the change cards.

It seems that from card 7 onwards you have to divide the money by 1000 and enter that value.

say you will win on every card when choosing Option A, money worth 10.000 simoleons your values in SimPE should be:
card: value:
1 10000
2 10000
3 10000
4 10000
5 10000
6 10000
7 10
8 10
9 10
10 10

(I didn't convert it to hex but you don't have to use that with the latest version of SimPE.)

It seems the game wil multiply the money value by a 1000 from card 7 onwards.

KatWyld
19th Jan 2005, 09:10 PM
Ok, I've looked, and I just know I'm missing something but...

I made the Photography career, and it appears to work fine in my game (used the Business career as the base, but everything is changed.). Fixed the 'Group ID' problem (changing it over to 0xFFFFFFFF). Has a unique GUID from the registration site... So... Now...

My question is: I've been asked about converting the 'text lists', and I'm not at ALL sure how that's done. I really can't see myself finding language conversions for everything (although I would if I knew how! I only know english), but it seems to be something important, so....

Help?

tressak
21st Jan 2005, 01:43 AM
that's easy kat, you click on it in english, and click change in all and it will change all the languages over. i mean hilight the text in the text list so it cxomes up in the little box then click the change in all and after you have done all of them all down the list, yes a long time, click commit and save, recheck by picking dutch or something to make sure it's worked, i've had it not save a few times.

KatWyld
21st Jan 2005, 02:47 AM
I'll have to check that out. Thank you. This is all just a little confusing to me. ehheeh And I thought I was smarter than this! ;)

tressak
21st Jan 2005, 02:24 PM
ok now i have a question, i know the career files all pull up the JobDataGlobals 0x7F8F4EB6. so i extracted that and had a look at it. now what i want to do is use use the one i extracted instead of the game one. but simpe wont allow me to change the global data. is there a work around, is this something i shouldn't be experimenting with?
see cause i am working on a career but i want the people to stay at home. the thing i need to change is in there, or at least it looks that way right now. i have been known to be wrong.

trevlyn13
21st Jan 2005, 10:19 PM
How do I change the GUID of a career? I used a copy of the business career to make a new one, but it over-wrote the in-game business career. I assume by changing the GUID, it will become a seperate career. Anyone help?

andrea981
22nd Jan 2005, 03:41 AM
So i've made my career, changed the GUID #, changed the Group # (first I tried 0xFFFFFFFF, but now have my own #) and cannot get it to work in the game. Every time I try to load a family (any family) the computer is perpetually in hourglass mode (not frozen, it just never opens up the family). I'm so upset about it because I spent so much time editing everything, including the chance cards. Anyone experience this before? Any hints?

StaciMG
23rd Jan 2005, 12:06 AM
i need help can someone send my a full walkthough worded a little better on how to make custom careers i have tried day in and how to follow the one posted in this forum.if you can send me one send it to:

[email protected]


thank you!

Swimtotheend9933
25th Jan 2005, 02:06 AM
Can't understand. And how do u use SimPe career editorCan't understand. And how do u use SimPe career editor

like where do u unzip it to?

How do u use this??????? Mine won't work!!! HELP ME PLEASE!

I have winrar. That is where it is at.

Someone please help me!

Grapholina
25th Jan 2005, 12:56 PM
Swimtotheend9933: You don't have to create a new post for every sentence. If you want to add to your original post, using the "Edit" button will do the trick.

Swimtotheend9933
25th Jan 2005, 03:53 PM
I'm sorry I just kept thinking of new things and I'm kinda new so ya. Thanks for helpin me! I wkll edit it now!

Grapholina
25th Jan 2005, 06:54 PM
Not a problem! I'm glad to see you posting, and I do hope you will find help. I haven't yet tried careers, so I will refrain from posting to help. <BG>

AlbinoNoodle
27th Jan 2005, 08:05 AM
So if I change the text files, this will solve the problem of the career not showing up in non English versions?

andrea981
28th Jan 2005, 03:28 AM
Has no one had a problem loading families after putting a career package file in their downloads folder? I'm not sure what the problem could be, or what to check for in SimPE. I changed the GUID # and group number... no problem there...

PLEASE REPLY!!! I have a great career with chance cards and everything just waiting to be shared!

Andrea

rak72
1st Feb 2005, 04:58 AM
How do you export the career thumbnail for editing?

Carista
2nd Feb 2005, 03:21 AM
my brain cells are dying =P

HitomisAngel
2nd Feb 2005, 11:46 PM
where can i get regular simpe?

kimomitsy
4th Feb 2005, 06:17 AM
My brain has turned to goo.
What is GUID? What do all these numbers mean? And where exactly are all these things supposed to be?

naidia
10th Feb 2005, 09:57 PM
I would like to how to add my own image as the career icon.Should I upload the image somewhere and where do I go to change it.

AlbinoNoodle
10th Feb 2005, 11:18 PM
naidia, in SimPe you have to got to jpg/tga/png Image, there you'll find a list of the 4 images that can be changed.

Ancient Sim
11th Feb 2005, 12:08 PM
Whereabouts are the career packages? I can't get the Career Editor to show-up at all, now it seems I have to put a career package into the downloads folder first?

naidia
11th Feb 2005, 01:05 PM
Ok I think I made a big mistake..

Is there a way to fix this..I did a teen/elder career but when i test it the first level is the second and then it came back.There is only 2 levels maybe thats the problem...Anyway when I look in Text lists the first level is under Unemployed.Anyone know how to fix this?

naidia
11th Feb 2005, 01:11 PM
Whereabouts are the career packages? I can't get the Career Editor to show-up at all, now it seems I have to put a career package into the downloads folder first?

First you have to put the simpe.career.plugin.dll in C:\Program Files\SimPE\Plugins

THEN:

1. Download a Base Career from this post (modthesims2.com/showthread.php?t=32168) and unzip it on your desktop.
2.Open SimPE
3.Go to File > Open... Load the career you want to change.
4.Go to Plugins > Career Editor it should load it

Ancient Sim
11th Feb 2005, 01:51 PM
This has worked and I can view the careers now, but it hasn't really helped in what I want to do. I am trying to get the custom careers to show-up in SimPE and/or TS2 Enhancer, rather than coming out as "Unknown" in SimPE and "Unemployed" in TS2 Enhancer. I want to be able to put some of the townies into them, so my Sims can still bring people home from work. I can't find anything I can change in SimPE - the names of the careers show-up, so I don't know what else I can do to get the "Unknown" to disappear and the careers to be listed with the others.

Maybe it isn't possible?

Psion
12th Feb 2005, 12:49 PM
I have been busily trying to document the "plugin-less" creation method and as part of that I have found how to get the career icons to display correctly for the reward. This is achieved by binding the reward object to the career, as opposed to the step to bind the career to the reward.

I have listed the steps in the docs concerning this below. Keep in mind that this is still only in first draft stage, so is not yet consistent in how the steps are layed out, but it should be usable. :D

11. Reward
a. Prepare reward object
i. Flag object as a reward type object
1. Find the object you wish to make the reward (clone it if not a custom object)
2. Select Object Data \ Object Data
3. Change 0x0090 to 2048 decimal (tells S2 this is a reward object only)
4. Commit
5. Note the GUID of the object
ii. Bind Reward to Career
1. Select “Object Data” from Filetypes
2. Right-click instance “0x000041A7” from “Packed Files”
3. Select extract and save the file in a temporary directory
4. Using a hex editor, edit the SimPe packed file (not the XML file)
5. Change the values 0x000000A8 – AB to the reversed GUID of the career you are binding to (e.g. if the GUID is 0x2C89E95F, the values entered would be mapped as A8:5F A9:E9 AA:89 AB:2C)

6. Save the file
7. Back in SimPE, Right-click instance “0x000041A7” from “Packed Files”
8. Select “Replace”
9. Choose the file you just edited
iii. Close and save the object
b. Bind Career to Reward
i. Open career package again
ii. Select Behaviour Function in the Filetypes list
iii. Select instance 1001 in the Packed Files list
iv. Select line 2 (Manage Inventory). It will highlight.
v. Insert the object GUID
1. There are 8 values for both operands and unknowns (O0 - O7, U0 - U7). The GUID must be entered into O5 - U0 backwards. For example, if the GUID of the object is “A1B2C3D4”, then the values entered would be U0 : D4, O7:C3, O6:B2 O5:A1.
2. Commit File

p00jkins
13th Feb 2005, 02:13 AM
thanks for the info on reward objects Psion, now onto finding a way to make the objects itself.

Psion
13th Feb 2005, 08:02 AM
I have finally finished updating the career document. It is rather long and windy as it is designed as a step-by-step guide.

While I have given it a quick run through, I still need some additional proof-reading / testing etc.

Any feed back will be appreciated (please be gentle :D )

I have now released to v0.04. This is the first version that is EP1 (University) compliant.

Version Changes
0.01
Initial release. (MS Word 2000 format only)
0.02
Minor clarifications.
Some typos fixed.
Added section summary / contents list.
Changed underlying Word dictionary to Australian English.
Released this version (and all future versions) in both Word and PDF formats.

0.03
Added warnings for University expansion compatibility
Added missing step for GroupID changes
Minor streamline of some initial steps.
Added Teen / Elder setup instructions
Improved layout consistency (M$ Word is not helping much in this :()
Altered wording of GUID setup sections
Corrected more typos

0.04 FIRST EP1 COMPLIANT VERSION
Updated GUID and Group ID procedures.
Updated EP1 warning section (previous warning was pre-release EP1)
Corrected level numbers in Chance Card reference table.
Added EP1 Graduate Career creation steps.
Added some testing guidelines.
Added naming guidelines.
Added balance plea.
Highlighted section headings for easier reference.
Added upgrade procedure for Pre-EP careers.



see new tutorial for files http://forums.modthesims2.com/showthread.php?t=51901

RyuKaze
13th Feb 2005, 08:21 PM
I was playing around with this, because I thought it would be neat... and it is...
but... is there a reason why in the paper and computer it lists the job by the 4th or 5th level of the job (teen job with 6 levels, because I could).

Or that it would use the male text calls for the paper/pc listings and the promotion text when a female sim is looking? It says it right under the skills/school/job tab, both as the job level name, and as the text when you put the arrow over said lvl name.
Did I screw up some steps, is this a bug, or what?

I did use the one cheat to make the job appear in the newspaper because I was trying to make sure it showed up and that I hadn't done something wrong and replaced the politics career... but I never used that before so I don't know if that might be the cause or not.

Psion
15th Feb 2005, 02:48 AM
is there a reason why in the paper and computer it lists the job by the 4th or 5th level of the job (teen job with 6 levels, because I could).
I have never heard of the paper doing this (at least pre-patch), but I remember reading that the computer will advertise jobs one or two levels below that of your current job if you are currently employed. Maybe the paper does this as well.

Or that it would use the male text calls for the paper/pc listings and the promotion text when a female sim is looking? It says it right under the skills/school/job tab, both as the job level name, and as the text when you put the arrow over said lvl name.
Did I screw up some steps, is this a bug, or what?
I not quite certain of what you mean. To clarify, if you have taken a new job in the paper or PC as a male sim, the correct text and descriptions are used in the skill / career tab, but if doing the same with a female sim, the text and descriptions that are used are still for the male?

I did use the one cheat to make the job appear in the newspaper because I was trying to make sure it showed up and that I hadn't done something wrong and replaced the politics career... but I never used that before so I don't know if that might be the cause or not.
That should not affect how it is displayed, and I have never heard of such a bug in debug mode.

The only other thing I can think of is if the game is treating your sim as a male, even though it is skinned as female. The easy way to test this is just generate a new family for testing (not a bad idea in general anyway).

Psion
15th Feb 2005, 07:33 AM
I have released a minor update to the original career procedure document (see post #127)

RyuKaze
15th Feb 2005, 08:52 PM
The teen I used was unemployed and so was her father who I killed off in the first 'day' of their lives as I wanted to see if a social worker would show up to take the teen away. (A live alone teen, with no hacks for it) I knew the computer was supposed to do something like an extra level or two, but I didn't know if it was based on your 'current' job (which again, no one on the lot had) or what. But the paper showed the same job level which was around level 4.
However, on checking a male teen trying to get the job... it shows the paper as having the level 1 job level and the male text tracks... while the female checking still gets the level 4 male listing (even though if she takes it, she starts at level 1 with female text).

To clarify, when I have a male look, it shows it correctly, when I have a female look, the paper/pc show lvl 4 (or 5, I forget which one I put the name it shows on) Male job level name. When she takes the job, in her school/jobs tab it shows the correct female level name. When either is promoted, it shows the Male text box for promotion, and again, in the school/job tab lists it correctly.

I'm using the SimPE plugin, and should have the most recent ones available as I updated SimPE the same time I down loaded the career editor plugin (the one with a after the version number) which was about 5 days ago.

Psion
17th Feb 2005, 08:14 AM
Once again, a new update (See post #127).

Psion
17th Feb 2005, 08:21 AM
I'm using the SimPE plugin, and should have the most recent ones available as I updated SimPE the same time I down loaded the career editor plugin (the one with a after the version number) which was about 5 days ago.

I have not done much with the plugin (sorry), but I would suggest one or both of the following:

01) Try posting this query in the plugin forum (if you haven't already; see post#1), as you are more likely to get a relevant answer that way.

or

02) You could try going over your career using the docs I have posted to see if you can pick up the problem that way (although they are not really designed for this).

As far as a bug, unless other people report the same issue, it is likely that Bidou is the only other person who could assist you.

You could also try making the career from scratch to eliminate any base file corruption. My docs will definitely assist you there.

Good luck!! :)

phat_man55
27th Feb 2005, 06:40 PM
This isn't importent to know but it isn't called "payed days off" its called "payed time off" and thats why its called pto... makes sense doesnt it :P



:nana: im smarter then u :nana:

CrazyChip
5th Mar 2005, 12:01 AM
Excuse me but how is this a tutorial?

p00jkins
6th Mar 2005, 07:32 AM
For those looking for updates on how to make old custom careers work with the EP, go here:
http://www.modthesims2.com/showthread.php?t=49038

~Silicity~
6th Mar 2005, 02:05 PM
P00jkins,I admire you guys going in depth of these game files and unlike me understanding what your looking at.I have a question for you though.I had an old career get imbedded into my downloads and the filename was of course changed,therefore not obvious.I looked in both Hackscanner and CleanInstaller and never found it.I finally took out all my files,3000d/l's that weren't identifible and then had a working game again without lots locking up.But this was a huge problem with having too many d/l's at now 15K and it (career) being untraceable.Is there a way for future problem solving that creator made careers have some kind of specific file prefix or name even so if they are downloaded unknowingly,people can see what,where,etc they are when neither Hackscan or CleanInstaller miss them? Mine was a very old job made or picked up in my game probably last November so it was really lost to me in my mass d/l's.There are others like me with undownloaded purposefully careers that have alot of d/l's and it would make finding them alot easier if they were specific in some way.
thanks for your time.

SeanSim
12th Mar 2005, 06:19 AM
Which category would teaching fall under?

SeanSim
12th Mar 2005, 06:20 AM
Can we add a new category like Education to the career editor?

Psion
15th Mar 2005, 01:00 AM
p00jkins, have you had any problems with your updated career methods? I am very close to releasing the updated career document and any corrections to your original posting would be appreciated.

Also, although I have not done sufficient testing to prove this, I think that value 0x01 in the new tuning set indicates a graduate career (0 for standard, 2047 for graduate). Any thoughts?

I agree with your assessment of the "Chance card present" settings. They seem to match up with where the cards are located (or not present as the case may be). While this is a good system for EP class careers, any career missing the relevant entries in the chance refence fields will likely cause a fault in the original game. For pre-EP careers this information will be required. The presence keys should be ignored by the pre-EP game, but would obviously need to be present (as they are in the standard careers) for EP compatibility.

Have you made any headway into the other fields?

One possibility I have considered as an upgrade process (similar to one listed in your other thread) is basically to load a new base career (I'll probably pick on Athletics again :D) and import the old pre-EP custom career over the top, replacing (in theory) all the relevant fields, with the resulting object being both pre-EP1 and EP1 compliant. The main worry I have is that it will still likely flag the top of the base career as achieved. This will need further work. I'll test this a bit later if possible. What do you think?

p00jkins
17th Mar 2005, 02:38 PM
I havent had any major problems as such. I've updated all my careers and they all work fine in my game. But i have had 1 person saying that a sim of his gets promoted every second. (Dont know how much of that is true?) No other problems have been reported though, through more than 1000 downloads of all my careers combined.

Your theory for the tuning behavior constant sounds plausible but im too confused to give a real opinion or answer to that. All the tunings seem different, i wonder why.

I've had someone test an updated career of mine, and apparently it has worked well for the game without the expansion pack, defeating the purpose of 2 versions. I guess the game ignores the extra fields in the EP career files.Thats all i have so far~

p00jkins
17th Mar 2005, 02:42 PM
~Silicity~, I'm really not sure about that. I agree, custom careers are a huge problem and i would be furious if something i had not downloaded ended up in my downloads folder. At this point, i dont know how to rectify the problem since thats not my exact area of specialty. But ill keep my eyes open for anything useful.

Aysen08
17th Mar 2005, 09:26 PM
Psion, tried downloading both of your versions of tutorial (as I need an idiots guide and checking out everyones). However, when I tried to unzip them I get an error message asking me to close, break operation, or put on my clip board.

Any clue what's causing this?

Psion
18th Mar 2005, 06:19 AM
when I tried to unzip them I get an error message

Any clue what's causing this?
The files themselves should be OK, so it is likely your unzip program that is having problems. I would recommend downloading and installing the latest version. the files are packed using "enhanced deflate" so require the latest WinZip or equivalent.

Just remember, the v0.03 doc is pre-EP1, so will not work with Uni. v0.04 should be up this weekend, and it is EP1 compliant.

Psion
18th Mar 2005, 10:57 AM
I have now updated the Custom Career Procedure document to v0.04. It is now EP1 (University) compliant.

See post #127 in this forum.

Loverat
18th Mar 2005, 11:34 AM
bling bling!

Go here http://forums.modthesims2.com/showthread.php?t=51901 for the new updated EP compliant tutorial download!