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Featured upload! Job Overhaul -- Interviews And More (UPDATED: 3 October 2019)

by gamefreak130 Posted 30th Jun 2019 at 1:56 AM - Updated 4th Oct 2019 at 2:38 AM by gamefreak130 : Mod Updated; See Changelog
113 Comments / replies (Who?) - 9 Feedback Posts, 4 Thanks Posts
This is a featured upload! It showcases the best talent and creativity available on MTS and in the community.
Just in time for the Business creator theme comes a new mod all about jobs and professions!

This has been my labor of love (mixed with a bit of hatred) for almost a year now. I hope you all enjoy it!



Changelog

3 October 2019
  • Fixed a bug concerning promotion dialogs appearing for Sims outside the active household.
Please redownload!

23 September 2019:
  • Added Polish translation. Thanks Wojtek!
  • Career promotions are no longer automatic, nor are they guaranteed; see "Other Major Changes" for more info

9 July 2019:
  • Fixed script errors and undefined behavior when installed with NRaas OnceRead; this mod should now be fully compatible with OnceRead
  • Fixed script errors resulting from teen sims clicking on certain Rabbitholes

4 July 2019:
  • Fixed an issue concerning bugged "Go Here" interactions when NRaas GoHere is installed without the Late Night expansion; this mod should now be fully compatible with GoHere
  • Added Holo Computer tuning to tuning package
  • Added Russian translation. Thanks Knight!
  • Languages other than English or Russian will display English strings so as not to be totally unplayable

30 June 2019:
Day one patch, anyone?
  • Fixed a bug concerning Sims being reset when autonomously reading newspapers
  • Fixed an EA bug concerning Medical job notifications; see "Other Major Changes" for more info

Reminder: When removing or updating mods, it is good practice to clear the ScriptCache.package file from your Userdata folder.

What Is This Mod?
This is a script mod that includes many different changes and additions relating to jobs and professions. No expansion packs are required for this mod; if you do not have an expansion related to a particular feature of this mod, that feature will simply not be present.

Job Selection Overhaul
One of the biggest changes in this mod comes in the form of an overhaul to the process of finding a job or profession in the first place. Gone are the days of walking into a Rabbithole and demanding a job; by default, the "Get Job in Rabbithole" interaction is now only enabled for jobs that do not require interviews (see "Interviews" and "Settings" below).

The "Find Profession" and "Find A Job/Upload Resume" interactions have been combined into one interaction for both careers and professions. For newspapers, "Find A Job" has been renamed to "Look Through Classifieds," and for computers, it has been renamed to "Browse Online Classifieds."

Previously, the process that randomly selected job offers for these interactions would ALWAYS select one job associated with a Sim's lifetime wish, and adults could not get part-time jobs through them -- in other words, the process was not truly random and was slightly different for every Sim. This has been fixed; the classifieds on computers or newspapers will be truly randomized each day, adults will receive offers for part-time jobs, and the results will be the same for everyone, regardless of whether or not Sims are eligible to apply for those jobs. Additionally, newspaper classifieds will not change at midnight every day, but will be assigned on a per-newspaper basis.

The exception to all of this is uploading a resume. Uploading a resume still guarantees that your sim will receive at least one job associated with a Sim's lifetime wish, and will also prioritize jobs related to the degrees a Sim has earned. It is also now possible to restrict certain jobs to Sims with certain academic degrees (see "Settings" below).

By default, job offers will no longer no longer appear in one menu, except when using Holo Computers or Holo Phones. Instead, one offer will be presented at a time. If the offer is rejected, then Sims will continue searching for a tunable amount of time (see "Tunings and Translations" below).

Career offers, specifically, are now randomized by Rabbithole, rather than by careers themselves. In other words, career offers will no longer automatically be for the closest Rabbithole to a Sim's home lot, and occasionally multiple offers for the same career in multiple different Rabbitholes will appear on the same day.

The UI dialog for job offers, whether online, on a newspaper, or in Rabbitholes, has been slightly reworked. The offer will no longer show your Sim's predicted level upon being hired. Additionally, career offers will not show your Sim's predicted wage or work schedule -- although this information will be displayed for professions. Instead, the offer will merely indicate whether the job is full-time or part-time.



Once your Sim finds an offer they like, they will head to the Rabbithole it is located in (or City Hall, in the case of professions) to fill out an application. Once the application is complete, they may get the job then and there, or...

Job Interviews
This is the OTHER big change of this mod. By default, when a Sim applies for a career (unless they are applying to be an Alien Test Subject), they are required to have a formal job interview. The interview process can be enabled or disabled on a per-career basis (see "Settings" below); there are no interviews for professions or self-employed jobs.

Typically, interviews are scheduled within 24 to 48 hours of the time the application is submitted. Interviews are always scheduled for a specific time of day, depending on whether the job is full-time or part-time, and they are never scheduled on weekends or seasonal holidays. Interviews can be postponed or canceled at any time. Do note, however, that interviewers will not like having interviews postponed; you can only postpone a limited number of times, and each postpone will decrease your final chances of getting the job.

Just because your Sim filled out an application does not mean they automatically get the job; during the interview, your Sim will be evaluated based on their traits and skills, as well as their mood at the time of the interview. From this, the chance the Sim has to get the job will be calculated, and the Random Number God will determine their fate. If the Sim gets the job, they will get a +20 "Got The Job!" moodlet for 24 hours; otherwise, they will get a -20 "Bad Interview" moodlet.

Colorful commentary will play out over the course of the interview as well:



Every career will have its own list of positive traits, negative traits, and required skills that will influence a Sim's chance of getting the job. These settings can be changed at any time.


Other Major Changes
  • Sims can have different jobs in their homeworld and in the future. Live out the time-travelling double life you've always secretly wanted to live!
  • The "Register as Self Employed" interactions will always display all available self-employment jobs, even if a Sim does not meet the requirements. This change was originally present in City Hall as part of NRaas Careers, but I have extended the functionality to the Newspaper, Phone, and Computer and allowed the interactions to appear even if Ambitions is not installed.
  • There is now a "Join Daycare Profession" interaction at City Hall. Of course, it will only appear if the Daycare profession and the "Join Professions on Location" settings are enabled (see "Settings" below).
  • All careers are available in the future. I'll admit, this fix was shamelessly ripped from Gurra09's XML tuning mod. However, my fix was done through scripting, meaning it automatically applies to custom careers and there is no conflict with other mods that edit the "Careers" XML resource. Individual careers can be disabled in the future world, as in the homeworld, using the Career Availability Settings menu (see "Settings" below).
  • All professions are available in the future. Ever wanted to run a Daycare and take care of toddlers in Oasis Landing? All professions now work properly and can be selected in the future world; see the "Minor Changes" section for more details on fixes made to individual professions. Individual professions can be disabled in the future world, as in the homeworld, using the Career Availability Settings menu (see "Settings" below).
  • The "Attend Resume Writing and Interview Techniques Class" interaction is no longer totally useless. It can now be taken in any School Rabbithole, and will provide a "Ready for Interview" moodlet for five days that will increase the chances of a successful job interview by a tunable amount (See "Settings" below). The price of the class has been raised accordingly, to 250 simoleons. The previous effect of boosting the Writing and Charisma skills has not been changed.
  • More opportunities can appear in both the homeworld and the future. Previously, career and skill opportunities from the Astronomer and Bot Arena careers would not appear outside of Oasis Landing, and all other opportunities would not appear within Oasis Landing. Now (with some exceptions), all opportunities can appear in any world, and they will not be automatically dropped when travelling to another world.
  • An ENTIRELY UNUSED JOB (Medical Oversight Needed) for the Medical career has been unearthed, and will now properly spawn at levels 9 and 10 if you have the Ambitions expansion pack.
  • NEW as of 30 June 2019 The Ambitions Rabbithole jobs associated with the Medical career will now show the correct notifications. Previously, all jobs would use the same generic progress notifications, despite having unique completion notifications. This has been fixed; Sims can now sit in on a tense political fight, patch up criminals in their hideout, oversee a dangerous science experiment, and hold a workplace safety seminar!
  • NEW as of 23 September 2019 Career promotions are no longer automatic or guaranteed. Rather than automatically giving Sims a career promotion upon leaving work with a full performance bar, Sims now have a tunable chance of being offered a promotion (see "Settings" below), and this promotion can be accepted or rejected.

Minor Changes
  • If this mod is installed alongside icarus_allsorts's Pool Jobs for Lifeguards, then a beach lot will not be required to enter the Lifeguard profession -- a pool lot will suffice
  • Additional requirements were added to certain Fortune Teller and Academic opportunities; this should prevent them from appearing by mistake as part of the Ghost Hunter or Investigator professions
  • The "Get Food for Shoot" job in the Film career will now work as originally intended. I don't know how long this was broken, but it's fixed now
  • The "Promote New Movie in Bars" job in the Film career can now spawn in Future Lounges
  • The "Join Lifeguard Profession" interaction has been removed from lifeguard chairs. If a chair offered me a job, I would most likely turn it down.
  • Jobs spawned in Combo Rabbitholes by professions will now properly play music on the lot, and their map tags will now point to the Rabbithole proper. You may need to pick up and set down Combo Rabbitholes in Edit Town for jobs to properly spawn in them in the first place.
  • Any newspapers in a Sim's inventory will automatically turn old and unreadable upon travel to another world
  • The Daycare profession now works properly when there is no school in town
  • Mummies, Simbots, Ghosts, and Plumbots will no longer appear in Vaccination sessions or Free Clinics in the Medical career
  • The Firefighter profession now has a chance to spawn all jobs at higher levels, rather than "big-ticket" disaster events; additionally, the Epic Rabbithole Rescue jobs may spawn at any level after they are unlocked
  • ALL death types are now valid for ghosts spawned through the "Ghostly Presence" and "Angry Ghost Invasion" jobs in the Ghost Hunter profession, even if their associated expansions are not installed!
  • In the future, ghosts spawned through the "Ghostly Presence" and Angry Ghost Invasion" jobs in the Ghost Hunter profession will occasionally be plumbot ghosts
  • Sonic Showers and Food Synthesizers will now satisfy basic living requirements when renovating homes in the Interior Designer profession
  • Giving Fasion Advice to another Sim will now satisfy the "Give Fashion Advice" wish. Go figure.
  • The "Register as Self Employed" and "Cancel Steady Gig" interactions on Phones have been moved to the "Jobs and Offers" submenu, rather than their own "Jobs and Professions" submenu
  • When registering as self employed, Sims will not receive the offer immediately upon entering City Hall; instead, it will be treated as a job application, and they will have to spend time there before the offer will appear (see "Settings" below)
  • And more miscellany that I probably forgot about!

Settings
Due to the large amount of tunable settings in this mod, all settings are saved on a per-world, per-savegame basis, and can be changed through the NRaas-style "Job Overhaul Settings" interaction within the "Jobs and Professions" submenu of Computers and Newspapers, and the "Jobs and Offers" submenu of Phones. Global settings used when starting a new game or loading the mod for the first time can be changed through the optional tuning package (see "Tunings and Translations" below).


Tunings and Translations
In the base mod, the global tuning used for interview settings and the three custom moodlets added by this mod can be changed in the "Gamefreak130.JobOverhaul.CareerInterviewTuning" and "Gamefreak130_InterviewBuffs" XML resources, respectively.

The tuning package contains the global tuning used for the rest of the settings in the "Gamefreak130.JobOverhaul.AvailableOccupationTuning," "Gamefreak130.JobOverhaul.AvailableSelfEmployedTuning," and "Gamefreak130.JobOverhaulSpace.PersistedSettings" XML resources. It also contains copies of some of the computer, newspaper, and smartphone tuning in case you want to change the amount of job offers given per day or the number of minutes between job offers for each object.


Currently, only English and Russian are supported. Translations are very welcome and much appreciated; formatted string tables and unhashed keys have been provided in the package if you wish to help.

Compatibility and Uninstallation
Built, tested, and (mostly) working on game version 1.69. It may work on earlier versions, but it has not been tested; do so at your own risk.

As stated earlier, NO expansion packs are required for this mod to run.

Hoo boy, does this mod override a lot of stuff. Specifically, it overrides the following resources and will conflict with any mod that does the same:


There is a separate version of the base mod with NRaas Careers compatibility. With this version, all custom careers will also require interviews by default, and the availability and interview settings for these careers can be changed just like any other career. DO NOT use this version if you do not have NRaas Careers installed, or else bad things will happen.

This mod renders JT's No Joining Careers At Rabbitholes and Gurra's All Careers Available In the Future unnecessary, and those mods should not be installed together with this one.

Uninstallation should not create a huge problem -- simply remove the mod from the packages folder. However, to avoid potential game problems, it is good practice to reset all sims and clear all interview data (see "Settings" above) in every world visited while the mod was installed. After removal or update of the mod, it is recommended that you delete the "ScriptCache.package" file from your Userdata folder.

Known Issues
  • As stated earlier, Combo Rabbitholes need to be picked up and set down in Build/Buy mode before jobs from professions can be properly assigned to them. This seems to be an EA bug.

Additional Credits

You must have the expansion, game version or stuff packs listed below installed to use this custom content. Please see the post text for any exceptions.

Sims 3
Built with Game Version: 1.69
Key: - File was updated after upload was posted
Filename - Tip: You can click the magnifying glass to see the archive contents Size Downloads Date
Gamefreak130_JobOverhaul.rar | Description: Use this version of the base mod if you do NOT have NRaas Careers installed 117.2 KB 4,463 4th Oct 2019
Gamefreak130_JobOverhaulCareers.rar | Description: Use this version of the base mod if you do have NRaas Careers installed; DO NOT use this otherwise 118.1 KB 6,394 4th Oct 2019
Gamefreak130_JobOverhaulTuning.rar | Description: Optional tuning package not required for the mod to run; see Tuning and Translations and Compatibility and Uninstallation in description for more info 10.0 KB 1,369 23rd Sep 2019
Don't forget to Thank the creator after downloading! Use the Thanks button located above the screenshots above.
Basic Download and Install Instructions:

See: Game Help:TS3 CC Basicswiki for a full guide!
 
113 Comments / Replies (Who?) - 78 Feedback Posts, 32 Thanks Posts
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Page 5 of 5
Test Subject
THANKS POST
#101 Old 31st Mar 2020 at 9:25 PM
Amazing! Download this ya'll, I have no idea how I lived without it. Adds so much more realism into your game!
Test Subject
THANKS POST
#102 Old 1st Apr 2020 at 4:38 PM
So loser sims are doomed for life. Well, that's basically the trait, though.
Cool mod! Definitely makes careers more interesting.
Test Subject
THANKS POST
#103 Old 6th Apr 2020 at 10:58 PM
This mod is quite awesome! And I once installed the wrong version of this mod once and it broke the game beyond just visual issues, but i did learn a good lession, keep it up!
Test Subject
#104 Old 18th Apr 2020 at 10:47 PM
Default Cannot join careers at rabbitholes
Thanks for making this mod. I really like it! However, I have an issue where I have join careers at rabbithole enabled and the interview for a particular career disabled and still cannot have my sim join the career at the rabbithole as the option to do so does not appear when I click on the rabbithole. For instance, I wanted my teen sim to be a grocery store clerk, but didn't have time to wait for that specific job to appear in the newspaper or computer, so I disabled the required interview and attempted to have her join by going to the grocery store directly, but the option did not appear. Since I have Nraas Career installed, I installed the compatible version of Job Overhaul. Is there perhaps something I'm missing? Could these two mods be stepping on one another's toes in some way?
Field Researcher
Original Poster
#105 Old 21st Apr 2020 at 4:45 PM
Quote:
Originally Posted by lilwendy02
Thanks for making this mod. I really like it! However, I have an issue where I have join careers at rabbithole enabled and the interview for a particular career disabled and still cannot have my sim join the career at the rabbithole as the option to do so does not appear when I click on the rabbithole. For instance, I wanted my teen sim to be a grocery store clerk, but didn't have time to wait for that specific job to appear in the newspaper or computer, so I disabled the required interview and attempted to have her join by going to the grocery store directly, but the option did not appear. Since I have Nraas Career installed, I installed the compatible version of Job Overhaul. Is there perhaps something I'm missing? Could these two mods be stepping on one another's toes in some way?


I cannot reproduce this issue with Careers installed. Perhaps some other mod is causing a conflict?

"The Internet is the first thing that humanity has built that humanity doesn't understand, the largest experiment in anarchy that we have ever had." - Eric Schmidt

If you enjoy the mods I put out, consider supporting me on patreon: www.patreon.com/Gamefreak130
Test Subject
THANKS POST
#106 Old 10th May 2020 at 7:33 PM
Thank you! This makes the game so much more realistic. This kinda forces my sims to have skills or a university degree if they want to make any money .unless I make the whole town criminals .this mod is game changing .
Test Subject
#107 Old 16th May 2020 at 3:55 PM
THank you this is great addition to add more challenge and realism I was seeking. I just noticed an issue with this mod upon going on vacation. My sims are constantly being pushed to go back to base camp or vacation home as soon as they step food out the door and after every single interaction extremely frustrating esp with large travel party to have everyone visit venues and do other activities together. I have pretty much all Nraas including Go Here. I've tried toggling "limit go home for active" in Go Here to no avail. Im not sure what else to do except uninstalling this mod which i really don't want to do. Any ideas?

O i also have the horse boarding mod along with the suggested "no go home for horse" mod. Not sure if those could also be conflicting.
Field Researcher
Original Poster
#108 Old 17th May 2020 at 3:48 AM
Quote:
Originally Posted by BeautyWitch
THank you this is great addition to add more challenge and realism I was seeking. I just noticed an issue with this mod upon going on vacation. My sims are constantly being pushed to go back to base camp or vacation home as soon as they step food out the door and after every single interaction extremely frustrating esp with large travel party to have everyone visit venues and do other activities together. I have pretty much all Nraas including Go Here. I've tried toggling "limit go home for active" in Go Here to no avail. Im not sure what else to do except uninstalling this mod which i really don't want to do. Any ideas?

O i also have the horse boarding mod along with the suggested "no go home for horse" mod. Not sure if those could also be conflicting.


I can't seem to reproduce this issue on my end. I'd recommend the 50/50 method to see if there is some sort of conflict between mods.

"The Internet is the first thing that humanity has built that humanity doesn't understand, the largest experiment in anarchy that we have ever had." - Eric Schmidt

If you enjoy the mods I put out, consider supporting me on patreon: www.patreon.com/Gamefreak130
Test Subject
#109 Old 20th May 2020 at 2:44 AM
Quote:
Originally Posted by gamefreak130
I can't seem to reproduce this issue on my end. I'd recommend the 50/50 method to see if there is some sort of conflict between mods.

Ok thank you I'll try that
Test Subject
#110 Old 24th May 2020 at 2:09 PM
Hello this mod seems really cool and promising. Will this mod also affect the way non active jobs get their careers? I have a mod called NRAAS Story Progression im worried that it may conflict with this cool mod.
Test Subject
#111 Old 24th May 2020 at 3:30 PM
Default Thank you!
So much more realistic! And I love the feature where the Sim can go for a class on resume writing and interviewing!
Field Researcher
Original Poster
#112 Old 24th May 2020 at 9:58 PM
Quote:
Originally Posted by JustJohn
Hello this mod seems really cool and promising. Will this mod also affect the way non active jobs get their careers? I have a mod called NRAAS Story Progression im worried that it may conflict with this cool mod.


To my knowledge, there is no conflict with StoryProgression; this mod should not affect inactive behavior in any way.

"The Internet is the first thing that humanity has built that humanity doesn't understand, the largest experiment in anarchy that we have ever had." - Eric Schmidt

If you enjoy the mods I put out, consider supporting me on patreon: www.patreon.com/Gamefreak130
Test Subject
DELETED POST
11th Jun 2020 at 2:49 AM
This message has been deleted by Oh_my_brothers. Reason: I fixed it - PBCAK issue
Virtual gardener
staff: administrator
#113 Old 27th Jun 2020 at 2:04 PM
Heya! I noticed a small issue that occurs 80% of the time. But, this is the only career (It's the ghost hunting profession) I'm noticing this with I also want to add that this is always fired by storyProgression (So a townie doing the job), so I'm not too sure if the same counts for actual active sims with this profession.

Nraas's script error says this:

Interactions:
1: Banish Spirits
Gamefreak130.JobOverhaulSpace.Interactions.GoToOccupationJobLocationEx+Definition
Gamefreak130.JobOverhaulSpace.Interactions.GoToOccupationJobLocationEx+Definition
UserDirected

System.NullReferenceException: A null value was found where an object instance was required.
#0: 0x00024 callvirt in Sims3.Gameplay.Objects.Spawners.Spirit+SpiritPositioningDevice:RemoveSpiritMapTag (Sims3.SimIFace.ObjectGuid) ([vt:9A5AAD9C] )
#1: 0x00072 call in Sims3.Gameplay.Objects.Spawners.Sims3.Gameplay.Objects.Spawners.Spirit:RevealSpirit (bool) (57030180 [1] )
#2: 0x0005b callvirt in Sims3.Gameplay.Objects.Sims3.Gameplay.Objects.SpiritMaker:MakeSpirit (Sims3.Gameplay.Core.Lot,bool,Sims3.Gameplay.Interfaces.ISpirit&,bool) ([4D3C9920] [0] [9A5AAC9C] [1] )
#3: 0x0000d call in Sims3.Gameplay.Objects.Sims3.Gameplay.Objects.SpiritMaker:MakeSpirit (Sims3.Gameplay.Core.Lot,bool,Sims3.Gameplay.Interfaces.ISpirit&amp ([4D3C9920] [0] [9A5AAC9C] )
#4: 0x00006 call in Sims3.Gameplay.ActiveCareer.ActiveCareers.GhostHunter+GhostHunterJob:CreateSpirit () ()
#5: 0x00036 call in Sims3.Gameplay.ActiveCareer.ActiveCareers.GhostHunter+GhostHunterJob:SetupTask (Sims3.Gameplay.Careers.TaskId) (5A438480 [153037232] )
#6: 0x0000f callvirt in Gamefreak130.JobOverhaulSpace.Interactions.GhostHunterEx+GoToJobEx:SetupTask (Sims3.Gameplay.ActiveCareer.ActiveCareers.GhostHunter/GhostHunterJob,Sims3.Gameplay.Careers.TaskId) (57030300 [5A438480] [153037232] )
#7: 0x00069 call in Gamefreak130.JobOverhaulSpace.Interactions.GhostHunterEx+GoToJobEx:Init (Sims3.Gameplay.Interactions.InteractionInstanceParameters&amp (57030300 [vt:9A5AAAD4] )
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