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Sims 3 Careers Global Overhaul

by MrFatCat Posted 1st Jul 2021 at 4:30 PM
12 Comments / replies (Who?) - 5 Feedback Posts, 6 Thanks Posts
You were born in a trailer…
You work hard day by day and the day will come... when you buy a cheap TV.
Then you will work hard day by day and the day will come... when you die in the trailer you were born in.
Do you want to change your life for the better? Find a rich fool, marry her, then kill her and take her money!

EA economic system is killing me.


Well, what’s wrong with EA Rabbit Hole Careers?

1.
Low wages in the RH careers even at high levels.
It is really killing you if you play the game with NRaas Story Progression.
For example, if inactive Sim is The Leader of Free World (Political Career lvl 10), I suppose it is normally if he lives in a rich manor with his family, but… well, you know – the bills are coming. NRaas SP makes property management realistic – and at one day you will find this respectable politician in a starter house.

2.
Inefficient time management.
At low and medium levels, there are too many workdays and working hours per workday combines with low wages per hour. At high levels, the salary per hour is higher, but the numbers of working hours per day is less – and let’s not forget about two hours on the way to the office and back, so anyway the day is lost.
Fine, and when will my Sim be able to live for himself and have enough money for this? Huh, not in this life…
Another painful point is working hours in different careers are not related to each other.
Do you want to meet someone? – “Oh, sorry, I have to go to office!...” grrrrrr!!!! (ForeverAlone.jpg).

3.
Awkward WakeupTime.
Sunset Valley was a village – early get up, early go to bed.
Bridgeport comes with vibrant nightlife – and EA added DowntownTime – the late wake ups for sims who spent the night at the dance club. Well, cool, but now there are bars and clubs in every custom world, but DowntownTime works for Downtown worlds only!


What’s wrong with EA Active Careers?

1.
Inactive Sims don't make money on tasks.
All they get is EA weekly stipend…
…and this is the real problem if you play the game with NRaas Story Progression.
Fashion Phenomenon is a very poor person, you know…

2.
Time management, WakeupTime.
Same things.


What’s wrong with EA SkillBased Careers?

1.
Inactive Sims are too lazy and that’s why they are poor.
Huh, what can I say… It's just the truth.
All those Writers, Inventors and Nectar Makers don’t spend much time for work… maybe they are waiting for the stipend? But there is no stipend in EA SkillBased Careers.
It is matter if you play the game with NRaas Story Progression, sure.

2.
Promotion at high levels is really mad.
No way to get level 10 in simlife even if lifetime you choose is Long!
Actually, this is not an easy task, even if your Sim is immortal.


Well, here we go.

What’s changed in EA Rabbit Hole Careers?
Mod name: MFC_CareersOverhaul_RH_v1
Resource used: Careers.xml

Realistic wages per hour.
Less number of workdays.
6 working hours per workday at all levels.

So now we get per week:
Level 1 = 5 workdays, the salary is about 1500 sml a week.
Level 2-5 = 4 workdays, the salary is about 3000-5000 sml a week.
Level 6-9 = 2-3 workdays, the salary is about 6000-9000 sml a week.
Level 10 = 1-2 workdays, the salary is about 10000-13000 sml a week.
More difficult careers (related with Charisma skill and Celebrity Level) have higher salaries.
Every career was checked and gets its own salary and work time management.

Workdays were changed
Most of careers get W,S,U as free days, M,T,R as workdays and F as free day at high levels.
Criminals, culinary specialists, sportsmen and fortunetellers work when others have a rest – like by EA default. But they are also part of the community, so W looks like free day for all careers up level 1.

WakeUp and Start time in all worlds is close to Downtown for now.
Usually it's like this:
<WakeupTime>9</WakeupTime>
<StartTime>11</StartTime>
Sure I check every career and keep untouched some specific things like nightwatch in Medicine Career.

FortuneTeller Career
– promotion was changed:
Logic was added for levels 1-10 for both branches.
Relationship with Coworkers was deleted for both branches.


What’s changed in EA Active Careers?
Mod name:
MFC_CareersOverhaul_Active_v1
Resource used: ActiveCareers.xml

Stipend has been increased accordingly to RH Careers Overhaul
So now we get per week:
Level 2-5 = the salary is about 3000-5000 sml a week.
Level 6-9 = the salary is about 6000-9000 sml a week.
Level 10 = the salary is about 10000 sml a week.
Sure your active Sim will be really rich with this stipend plus money from tasks. But stipend pays once a week, so you can use the cheat code and manually minus this money from family funds if you like.

WakeUp and Start time in all worlds is close to Downtown for now.
Usually it's like this:
<WakeupTime>10</WakeupTime>
<StartTime>11</StartTime>
Do not worry about Ghost Hunter! He is hunting at night as usually. 
Well, don’t worry about Daycare too. She is not hunting at night. ))


What’s changed in EA Skill Based Careers?
Mod name:
MFC_CareersOverhaul_SkillBased_v1
Resource used: SkillBasedCareers.xml

Stipend has been increased accordingly to RH Careers Overhaul
So now we get per week:
Level 2-5 = the salary is about 3000-5000 sml a week.
Level 6-9 = the salary is about 6000-9000 sml a week.
Level 10 = the salary is about 10000 sml a week.
Sure your active Sim will be really rich with this stipend plus money from tasks. But stipend pays once a week, so you can use the cheat code and manually minus this money from family funds if you like.

Promotion becomes realistic.
…and individual for every Skill Based Career. Don’t worry about this.

Waiting for your feedback!

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INSTALLATION
---------------------

Just put selected files in Mods/Packages.
You can use all these mods at the same time or choose one or two.
Please check if any other mods use the specified xml.
Works correctly with all EP's.
Requires Base Game only.

Because of every career affected and most of sims affected too it is recommended to start the new game.

Enjoy!

---------------------
CREDITS
---------------------

Inge and Peter Jones - for Sims3 Package Editor
http://www.simlogical.com/s3pe.htm

---------------------

HAPPY SIMMING!

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

Sims 3
Key: - File was updated after upload was posted
Filename - Tip: You can click the magnifying glass to see the archive contents Size Downloads Date
MFC_CareersOverhaul_RH_v1.7z

Size: 35.0 KB · Downloads: 1,029 · 1st Jul 2021
35.0 KB 1,029 1st Jul 2021
MFC_CareersOverhaul_SkillBased_v1.7z

Size: 3.8 KB · Downloads: 721 · 1st Jul 2021
3.8 KB 721 1st Jul 2021
MFC_CareersOverhaul_Active_v1.7z

Size: 10.6 KB · Downloads: 701 · 1st Jul 2021
10.6 KB 701 1st Jul 2021
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!
 
12 Comments / Replies (Who?) - 4 Feedback Posts, 6 Thanks Posts
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Scholar
THANKS POST
#2 Old 1st Jul 2021 at 7:56 PM
Wow! So many good changes! Thank you
Test Subject
#3 Old 2nd Jul 2021 at 5:12 PM
Noticed something with this mod, particularly with the stipends in the active careers (e.g. writing, painting etc.). With the UI on the career tab, it's hard to read the stipend because the text completely overlaps on itself.
Test Subject
Original Poster
#4 Old 2nd Jul 2021 at 7:47 PM
Quote:
Originally Posted by Crimson_2015
Noticed something with this mod, particularly with the stipends in the active careers (e.g. writing, painting etc.). With the UI on the career tab, it's hard to read the stipend because the text completely overlaps on itself.


Yes, it is because there is no stipend in EA SkillBased Careers by default so no field in career tab to show the stipend. Sorry.

Welcome to Sim-Tropico!

More about Sim-Tropico:

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Happy simming!
Lab Assistant
THANKS POST
#5 Old 5th Jul 2021 at 9:54 AM
This sounds great! Looking forward to giving it a go. Thanks for taking the time to create and share your work with us :D
Lab Assistant
THANKS POST
#6 Old 9th Jul 2021 at 12:43 AM
"so you can use the cheat code and manually minus this money from family funds if you like." I can also use the cheat code and add money for my poor sims the way it is now. I do like the idea of adjusting my sims work times a little better than the way it currently is, though. Their daily grind is worse than my own!
Test Subject
Original Poster
#7 Old 9th Jul 2021 at 1:30 AM
Quote:
Originally Posted by Thnkr0917
"so you can use the cheat code and manually minus this money from family funds if you like." I can also use the cheat code and add money for my poor sims the way it is now. I do like the idea of adjusting my sims work times a little better than the way it currently is, though. Their daily grind is worse than my own!


Cheats can change everything but there is some difference if you use a cheat code once a week to minus some amount from the family fund of your active family only if you really want to do this, or if you need to manually check and change the funds of all families in the world to make the story progression realistic. When I made this mod, I focused on inactive Sims first of all. But the poverty of my active family also tormented me, of cause.
Or maybe I'm just being too pedantic.
I hope you like new time management! Happy simming!

Welcome to Sim-Tropico!

More about Sim-Tropico:

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Test Subject
THANKS POST
#8 Old 10th Jul 2021 at 9:39 PM
Thanx, Now my sims can retire earlier, and take trips with their trailers.
Test Subject
THANKS POST
#9 Old 24th Jul 2021 at 9:33 PM
Interesting, every base game problem you described in annotation, does not happen in my game even though I have Nraas SP installed (I play with it for 8 years). But I usually set it up manually, maybe that's the reason I didn't encounter any problems with progressing? Anyway, your approach seems cool
Test Subject
THANKS POST
#10 Old 30th Jul 2021 at 6:33 PM
I was just thinking how horrible careers work because I'm playing rags to riches and before I make any money, I spend them on my bills, while my sim is constantly stuck at work. May I ask if it works with Job Overhaul mod? Thank you and have a nice day.
Test Subject
DELETED POST
30th Jul 2021 at 6:34 PM
This message has been deleted by Han-hime.
Test Subject
Original Poster
#11 Old 31st Jul 2021 at 1:20 PM
Quote:
Originally Posted by Han-hime
I was just thinking how horrible careers work because I'm playing rags to riches and before I make any money, I spend them on my bills, while my sim is constantly stuck at work. May I ask if it works with Job Overhaul mod? Thank you and have a nice day.


Thank you!
You mean Job Overhaul -- Interviews And More Mod by gamefreak130 ? I didn't test it because I haven't used this mod in the game yet.
But according to the list of overridden resources in the Job Overhaul Mod description, my Careers Global Overhaul Mod and Job Overhaul Mod by gamefreak130 are fully compatible.

Welcome to Sim-Tropico!

More about Sim-Tropico:

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Sim-Tropico_tumblr

Happy simming!
Test Subject
#12 Old 4th Sep 2021 at 2:00 AM
Just started using this mod and it's working great so far! Happy that my sims don't have to live permanently in poverty now Especially since everything in this mod (time management especially) has annoyed me for YEARS, and you've fixed it!

I do think it would be cool if you could create another file with the higher levels having more workdays? I play pretty realistically and with families, so my game feels more complete when my sims are going to work regularly. Like minimum 3 day work week. Just a suggestion though!!!