More Awesome Than You!

Awesomeware => The Armory => Topic started by: J. M. Pescado on 2006 March 09, 20:58:16



Title: No Lame Hires
Post by: J. M. Pescado on 2006 March 09, 20:58:16
No more lame hires appearing in the hire options or wants panel, like people who already have real jobs!

(http://www.moreawesomethanyou.com/terror/blue.gif)
OFBp2+: (http://www.moreawesomethanyou.com/zip.gif) nolamehires.zip (http://www.moreawesomethanyou.com/ffs/ofb/hacks/nolamehires.zip)
OFBp1-: (http://www.moreawesomethanyou.com/zip.gif) nolamehires-p1.zip (http://www.moreawesomethanyou.com/ffs/ofb/hacks/nolamehires-p1.zip)

No Lame Hires for TS2OFB p2+
Made by: Flying Fish Systems (J. M. Pescado & Doctor Boris)

Special Thanks To:
Hobbsee the Scrawny Pencil Neck
Fat, Hairy-Bellied Ness

Congratulations to: Draklixa!

INSTRUCTIONS:
Place in your MYDOCU~1\EAGAME~1\THESIM~1\DOWNLO~1 directory.

FEATURES:
Non-townie sims with jobs >= L6 or who are already working in a user business
are no longer considered eligible hires and will not clog the hiring pool, nor
be available with the "hire" option unless they quit. Sims will never want to
hire anyone who already has a job.

COMPATIBILITY:
Compatible with all FFS hacks. Tested for TS2OFBp2. Do not use with older
patches of OFB.

SIDE EFFECTS:
May cause computer damage, incontinence, explosion of user's head, coma, death,
and/or halitosis.

WARNING:
Do not open, crush, dispose of in fire, put in backwards, short-circuit, or mix
with non-awesome hacks - may explode, leak, or catch fire, resulting in injury
and/or death.


Title: Re: No Lame Hires
Post by: gali on 2006 March 10, 10:17:35
Thanks, very useful.


Title: Re: No Lame Hires
Post by: MistMeUK on 2006 March 10, 11:50:54
Hey, I would like to get this, But was just wondering,  If the game has less townies to choose from, could it cause more townies to be generated by the game?


Title: Re: No Lame Hires
Post by: cwieberdink on 2006 March 10, 13:36:18
What if I want to hire someone with a real job though?  Like my slacker son who I want to force into the family business against his will?  I'd rather him be a cashier for me than for the Gas N Sip!  Do I have to go in and make him quit first then?

C


Title: Re: No Lame Hires
Post by: MistMeUK on 2006 March 10, 14:10:50
well when you meet the person if you clcik on them with the bussiness owner selected you get the hire option.


Title: Re: No Lame Hires
Post by: cwieberdink on 2006 March 10, 14:31:59
well when you meet the person if you clcik on them with the bussiness owner selected you get the hire option.

Right, but this mod is to disable that option if the person already has a job.

C


Title: Re: No Lame Hires
Post by: J. M. Pescado on 2006 March 10, 14:46:16
What if I want to hire someone with a real job though?  Like my slacker son who I want to force into the family business against his will?  I'd rather him be a cashier for me than for the Gas N Sip!  Do I have to go in and make him quit first then?
Cashiering for Gas and Sip is not considered a "real job", since it's too low level. He would have to be advanced as far as as Projectionist (L6), in order to to no longer automatically appear. Gas And Sip would be L2. Also, all family members are automatically part of the family business, and are perfectly able to moonlight.


Title: Re: No Lame Hires
Post by: cwieberdink on 2006 March 10, 15:55:27

Cashiering for Gas and Sip is not considered a "real job", since it's too low level. He would have to be advanced as far as as Projectionist (L6), in order to to no longer automatically appear. Gas And Sip would be L2. Also, all family members are automatically part of the family business, and are perfectly able to moonlight.

Oh, then this is most excellent and shiny.  Thank you, this is great!  I thought by "real job" you initially meant any job at all....

it's probably in the RTFM, which I didn't

C



Title: Re: No Lame Hires
Post by: J. M. Pescado on 2006 March 10, 21:34:17
Stupid Cwieberdink.


Title: Re: No Lame Hires
Post by: Motoki on 2006 March 10, 22:31:35
Hmm, I don't suppose you can be convinced to make a version that disallows all playables or at least tell me which hex value I need to change? I have a whole bunch of playables throughout my neighborhood who I just moved into rinky dink starter home that I never actually play and they function as sort of non hideously uglies townies and potential breeding stock. My problem is they keep clogging up the daily 5 on the telephone and I can never get the people with the badges I need. I can convert these playable to townies but then they don't seem to get random badges.  :(


Title: Re: No Lame Hires
Post by: skandelouslala on 2006 March 11, 02:58:05
Great.  I'm sick of seeing sims who at the top of their career and their stupid buddy wants to hire them to work at their rinky dink car dealership.


Title: Re: No Lame Hires
Post by: sanmonroe on 2006 March 11, 04:49:17
I just messed with joy.


Title: Re: No Lame Hires
Post by: Motoki on 2006 March 11, 07:58:26
Okay, I've found several quirks/issues/annoyances with using this:

Malcom Landgraab is still showing up on my list of hireables even though his household is worth about 200k and he owns two businesses because technically he is not employed.

If you sell or permanently close down a business without first firing or laying off your employees, the employees keep their jobs anyway but you then can't fire them. This apparently is a Maxis feature so that playables who work for other playables don't lose their job if you decide to up and sell the business they work for. Without this hack, this isn't a big deal because you can still just steal them away from their non-existant business. With this hack, such townies become permanently unemployable and you are not able to ever hire them again unless you move them in and have them quit their jobs. "Employee" doesn't really have a job level per say, but I have several in my game that used to work for me and I closed the business down and they are no longer hireable because the game still sees them as employed in the 'employee' career track and this hack won't let me re-hire them because of that.

Downtownies will only show up on the list of hireables if you call or go online from downtown regardless of where your actual store is located. So I have a sim who lives downtown but has his store in Bluewater Village. If I have him call to hire from home, downtownies come up on the list. If I have him do it from the store, they don't.

This Downtownie specific thing applies to shoppers too. If your shop is locate downtown they will show up, if not they won't.


Title: Re: No Lame Hires
Post by: Kitiara on 2006 March 11, 17:22:24
Pescado is a god.

/me  bows low in deference.


Title: Re: No Lame Hires
Post by: Lion on 2006 March 11, 19:28:33
Okay, I've found several quirks/issues/annoyances with using this:

Malcom Landgraab is still showing up on my list of hireables even though his household is worth about 200k and he owns two businesses because technically he is not employed.

I don't mind if owners are in the hiring pool, because I actually want my owners to work in another business, because when I play the other business, they will be there to gain badgages without costing any time in their life. In fact, they rarely gain badgages in their own business because I need them to run around managing employees.

If you sell or permanently close down a business without first firing or laying off your employees, the employees keep their jobs anyway but you then can't fire them. This apparently is a Maxis feature so that playables who work for other playables don't lose their job if you decide to up and sell the business they work for. Without this hack, this isn't a big deal because you can still just steal them away from their non-existant business. With this hack, such townies become permanently unemployable and you are not able to ever hire them again unless you move them in and have them quit their jobs. "Employee" doesn't really have a job level per say, but I have several in my game that used to work for me and I closed the business down and they are no longer hireable because the game still sees them as employed in the 'employee' career track and this hack won't let me re-hire them because of that.

I haven't installed this hack yet (but very excited to try it out). It should be very useful. But since you are saying that employees are kept after the business is sold, then what will happen if the business is bulldozed without the owner selling the business from home first? Also I want to ask if it is possible to transfer workers from one business to another that are both owned by one sim? So far I couldn't find a way to do it.

Downtownies will only show up on the list of hireables if you call or go online from downtown regardless of where your actual store is located. So I have a sim who lives downtown but has his store in Bluewater Village. If I have him call to hire from home, downtownies come up on the list. If I have him do it from the store, they don't.

This Downtownie specific thing applies to shoppers too. If your shop is locate downtown they will show up, if not they won't.

I'm not sure about the first one. I'm playing the MATYvill the painful version from simmiecal, and she told me that Shirley Baker lives in downtown, although I couldn't find her there, but I hired her from a store in Bluewater villlage. For the second one, I definitely have downtownies, AND main hood residents visit my stores in Bluewater village.


Title: Re: No Lame Hires
Post by: J. M. Pescado on 2006 March 11, 20:03:17
Okay, I've found several quirks/issues/annoyances with using this:
I fixed a logic bug, so you may want to redownload.

Quote
Malcom Landgraab is still showing up on my list of hireables even though his household is worth about 200k and he owns two businesses because technically he is not employed.
Malcolm Landgraab can indeed be employed, since he has no job. Owning any number of businesses is pretty irrelevant, since owning one business is as good as owning a dozen, as time freezes when you visit it to play! You could always give him a job, I suppose.

Quote
If you sell or permanently close down a business without first firing or laying off your employees, the employees keep their jobs anyway but you then can't fire them. This apparently is a Maxis feature so that playables who work for other playables don't lose their job if you decide to up and sell the business they work for. Without this hack, this isn't a big deal because you can still just steal them away from their non-existant business. With this hack, such townies become permanently unemployable and you are not able to ever hire them again unless you move them in and have them quit their jobs.
Issue is presently due to be addressed in next version.


Title: Re: No Lame Hires
Post by: Renatus on 2006 March 11, 21:10:44
I suppose for those of us who don't want our business owners hireable, someone (like myself) could make a custom career to assign them to that only makes them 'work' one hour a week, say, to go file taxes or something, and only pays 1 simolean per job level no matter what. It would best work assigning them to it through a cheat or hack of some sort so they could be at lv. 6 and thus out of the hiring pool immediately. Assuming custom careers still work okay in OFB, of course.  :)


Title: Re: No Lame Hires
Post by: Motoki on 2006 March 11, 22:47:38
I don't want any of my playables hirable period. Since Pescado did his usual non-answer means no Pescadoness, I suppose I'll have to fiddle around and see if I can figure it out on my own with the thorough lack of help.  :P

Alternately, if someone knows a way I can turn playables into townies and actually have them get randomized badges, please let me know as I have a lot of playables I don't play and I don't mind doing this, but if I just turn them into townies as it is now, they still won't have any badges and I'd end up with the same problem I have now, 9 times out of 10 most if not all the people on the hire list have no damned badges because I have so many damned playable 'townies' I made myself (that is, I made playables without the intention of ever playing them just to have non butt-ugly people for my sims to befriend and marry).


Title: Re: No Lame Hires
Post by: J. M. Pescado on 2006 March 12, 17:25:23
I don't want any of my playables hirable period. Since Pescado did his usual non-answer means no Pescadoness, I suppose I'll have to fiddle around and see if I can figure it out on my own with the thorough lack of help.  :P
I'm not going to make that simply because that's not the outcome that is generally desirable. In fact, hiring your own sims, regardless of their badge level, can be a very good thing because unlike townies, which seem to quit at the drop of a hat, perhaps because they're temperamental and fussy, playable sims never quit. Even when you pay them proper sweatshop wages for the menial task they're actually performing, instead of an outlandish wage like they demanded simply because they had high, but completely useless, skills.


Title: Re: No Lame Hires
Post by: Motoki on 2006 March 12, 18:18:03
I've never had anyone quit on me yet, but then again I don't pay anyone sweatshop wages either. ;)

I guess I am just really frustrated with calling every darned day and hardly ever getting anyone with badges showing up. I swear if I knew it was going to be this much trouble I would have made them all townies before I installed the darned expansion.

I guess it's not quite so bad now that you made the cashier hack because prior to that you pretty much HAD to hire someone with a cashier badge, but it's still kind of a pain when you want to get experiences staff and can't.

I dunno, maybe I will just nuke all those characters. I wonder if Quaxi ever got that delete a sim part of SimPE working right.


Title: Re: No Lame Hires
Post by: akatonbo on 2006 March 12, 22:51:21
I realize, having seen it in numerous threads over the last few days, how anti-cheating you are, Motoki, but why not compromise in the middle somewhere -- instead of training your staff from the ground up, compensate for this problem of your own creation by giving your new employee a bronze badge in a single area you intend for them to work in. It means you don't have to train totally from scratch, which is fair because if you didn't have all those playables around then you would be able to more easily hire townies with badges, but it also still puts you on either no better footing or worse footing than hiring townies, because if you had better access to hiring townies, you'd be able to get ones with better badges or more than one badge. The net result makes the game more, not less difficult for you.


Title: Re: No Lame Hires
Post by: Motoki on 2006 March 13, 04:05:05
I don't know, I might. I just want them to have randomized badges that I don't already know about and that I have to find out about over time. If I assign them stuff, it just feels like me just cheating and it takes the fun out of figuring out (and remembering!) who has what because I already know.

I'll see. I'll figure something out.


Title: Re: No Lame Hires
Post by: angelyne on 2006 March 13, 20:42:33
I have already done that.  I loaded up all the lots I don't play, spawned a badge juicer and a teleport bush and just assigned them all random badges and dumped them in the townie pool.  six sided dice.  1=1 badge, 2=2, 3=3, 4=4, 5=none, 6 reroll.  Or whatever suits you ( I use an excel spreadsheet with a rand() function).

Dunno about you, but my memory isn't that good.  I wouldn't be able to tell you who I assigned what at this point.  I don't play them, so I can barely tell them one from another.

Better this than being endlessly frustrated.  Safer than to delete then as well.


Title: Re: No Lame Hires
Post by: Bain on 2006 March 14, 22:15:49
any future update to allow YA to be hireable?


Title: Re: No Lame Hires
Post by: Motoki on 2006 March 14, 23:20:46
IIRC, Squinge made a hack over at MTS2 that makes young adults hireable. Not sure if it conflicts with this one or not though.


Title: Re: No Lame Hires
Post by: J. M. Pescado on 2006 March 15, 01:19:59
Definitely will conflict, no way around it. Hireable YAs can definitely be done. In fact, I already have, I just have to test it to make sure no undesirable effects occur as a result of doing so.


Title: Re: No Lame Hires
Post by: Bain on 2006 March 15, 01:21:42
Definitely will conflict, no way around it. Hireable YAs can definitely be done. In fact, I already have, I just have to test it to make sure no undesirable effects occur as a result of doing so.

I bow at your awesomness


Title: Re: No Lame Hires
Post by: syberspunk on 2006 March 15, 01:33:35
Hrm... I was about to report this conflict, but Pescado beat me to it.

In anycase, I thought I should mention something interesting in that, when I tried to use dizzy's GUID hack conlfict checking tool, it initially did NOT report any conflict, which obviously is erroneous information. ??? At first, I couldn't figure out why this was so, since it still appears to work with everything else.

Then I noticed that Squinge's hack is named 'OFBHireYA .package' If you look carefully, there is a space between the file name and file extension separator. I renamed the hack to 'OFBHireYA.package' and only then did dizzy's tool properly report the conflict. I guess it just doesn't expect spaces between the file name and the file extension separator. So... if anyone is using that tool to look for conflicts, you should make sure to check how your hacks are named, otherwise it might not catch everything.

I'll probably post this over at MTS2 too as a warning to any of it's users.

Ste



Title: Re: No Lame Hires
Post by: Motoki on 2006 March 15, 02:53:06
Do the YAs run off to their job like they do to class? And what if the class or a final is at the same time. Hmm. Lots to consider.  :P


Title: Re: No Lame Hires
Post by: J. M. Pescado on 2006 March 15, 03:19:52
Do the YAs run off to their job like they do to class? And what if the class or a final is at the same time. Hmm. Lots to consider.  :P
Well, presumably, their carpool would come for them. And if their class or final is at the same time? Well, bugger, then. Gonna have to break your kneecaps. Besides, it can't be worse than hiring teens, where their job *WILL* conflict with EVERY SINGLE DAY of school...


Title: Re: No Lame Hires
Post by: Motoki on 2006 March 15, 06:30:32
True, I just never have seen cars in the college town other than to drop them off or pick them up. I suppose it would work though. The only real difference seems to be that sims don't age a day at 6pm.


Title: Re: No Lame Hires
Post by: syberspunk on 2006 March 15, 07:01:17
Do the YAs run off to their job like they do to class? And what if the class or a final is at the same time. Hmm. Lots to consider.  :P
Well, presumably, their carpool would come for them. And if their class or final is at the same time? Well, bugger, then. Gonna have to break your kneecaps. Besides, it can't be worse than hiring teens, where their job *WILL* conflict with EVERY SINGLE DAY of school...

Hrm. Wait... so the game doesn't take into consideration if a sim is a teen? I mean, for teen jobs, all the hours are after school. If a teen gets hired for a business, do business related jobs only have a set in stone schedule that all employees abide by? Are all businesses, no matter what type they are, 9am-5pm, Mon-Fri dealies?

Ste


Title: Re: No Lame Hires
Post by: Karen on 2006 March 15, 09:06:46
Hrm. Wait... so the game doesn't take into consideration if a sim is a teen? I mean, for teen jobs, all the hours are after school. If a teen gets hired for a business, do business related jobs only have a set in stone schedule that all employees abide by? Are all businesses, no matter what type they are, 9am-5pm, Mon-Fri dealies?

If you hire a playable teen for your business, the game will assume the hours are 9-5 Mon - Fri, just as it does for other Sims, playable or not.  I don't know if it's possible to change this or not, but it makes hiring playable teens a recipe for disaster.  They work 9-5, period, and when the car pool and school bus arrive at the same time in the morning, they get in the car pool instead of the school bus.  So they don't go to school :(

Karen


Title: Re: No Lame Hires
Post by: J. M. Pescado on 2006 March 15, 10:54:05
Hrm. Wait... so the game doesn't take into consideration if a sim is a teen? I mean, for teen jobs, all the hours are after school. If a teen gets hired for a business, do business related jobs only have a set in stone schedule that all employees abide by? Are all businesses, no matter what type they are, 9am-5pm, Mon-Fri dealies?
That's right. Not particularly sure how this should be dealt with, but certainly hiring teens is a far worse problem than hiring YAs. YAs can manipulate their schedules easily, and missing a day of work out of an average of 3 to attend finals isn't fatal (classes being optional).

School is somewhat less optional. You may need to take up Ingelogical schooling.


Title: Re: No Lame Hires
Post by: Hitch on 2006 March 15, 20:45:20
How hard would it be to change the "Employee" schedule if the "Employee" is a teen to 3 PM to 8 PM (and they only get paid for 5 hours instead of 8)? I'm sure it's pretty difficult as a hack at this point, but it seems it wouldn't be all that complicated for Maxis. That would make "Employee" a very viable teen job.


Title: Re: No Lame Hires
Post by: Motoki on 2006 March 15, 21:24:31
It might be possible to do with SimPE, maybe. Unless the hours are hardcoded.


Title: Re: No Lame Hires
Post by: Sleepycat on 2006 March 15, 21:25:27
Inge has a couple new shinys that might be of interest

an automated open/close sign for OFB businesses
and
The Employee Token You use one token per employee and can preset times for them to start and stop work.  This needs to be used in conjunction with the Automatic Open/Close sign and will only summon employees when the latter is in Auto mode.

http://www.simlogical.com/


Title: Re: No Lame Hires
Post by: Motoki on 2006 March 15, 21:34:38
If I am reading it correctly, it tells them when to come and go when you play the business lot they are employed at, but it doesn't look like it changes the hours they leave for work and come back on their home lot. Still sounds useful though. And the OFB version of the no autonomy fridge, yay! But I digress... :-[


Title: Re: No Lame Hires
Post by: Lion on 2006 March 15, 22:03:20
Yeah, that's very useful if you want to have multiple shifts in your shop. I snatched already, yet to fully make usage.


Title: Re: No Lame Hires
Post by: cwieberdink on 2006 March 15, 22:52:16
Yeah, that's very useful if you want to have multiple shifts in your shop. I snatched already, yet to fully make usage.

Lion, I haven't gotten to the point of multiple employees yet (due to lack of gameplay time -- DAMN real life!)  But I thought the summon employees summoned them all.  Is there a way to summon individual employees?

C


Title: Re: No Lame Hires
Post by: Karen on 2006 March 15, 22:57:44
And the OFB version of the no autonomy fridge, yay! But I digress... :-[

Finally!  I've been watching for that one for what seems like forever.  Thanks for letting us know.


Title: Re: No Lame Hires
Post by: Sleepycat on 2006 March 15, 22:58:54
Yeah, that's very useful if you want to have multiple shifts in your shop. I snatched already, yet to fully make usage.

Lion, I haven't gotten to the point of multiple employees yet (due to lack of gameplay time -- DAMN real life!)  But I thought the summon employees summoned them all.  Is there a way to summon individual employees?

C


If you use Inges hacks (see my earlier post)


Title: Re: No Lame Hires
Post by: cwieberdink on 2006 March 16, 00:58:54

 Is there a way to summon individual employees?

C


If you use Inges hacks (see my earlier post)
[/quote]

Oh, I see, I didn't notice it was for individual employees.  I did skim the thread earlier, but didn't read carefully enough.  My bad.

Stupid cwieberdink.  There, now you don't need to say it JM>

C


Title: Re: No Lame Hires
Post by: GreenEyedHobgobblin on 2006 March 16, 20:00:53
Maybe I'm misunderstanding what this is supposed to do, but when I have them call to hire someone it's still mostly my playables and NPCs with jobs.  But maybe I got it wrong.  That is what it's supposed to do, right?


Title: Re: No Lame Hires
Post by: MissDoh on 2006 March 16, 20:22:42
Npc and townie with or without jobs will show.  Sims with a job below level 6 will also show as mention in 1st post of JM, the one at level 6 or higher won't show.  If a Sim is already working in another business as an employee it won't show.


Title: Re: No Lame Hires
Post by: PlayLives on 2006 March 16, 21:03:40
Inge has a couple new shinys that might be of interest
The Employee Token You use one token per employee and can preset times for them to start and stop work.  This needs to be used in conjunction with the Automatic Open/Close sign and will only summon employees when the latter is in Auto mode.

http://www.simlogical.com/

Wow, I was just thinking about requesting a hack for this yesterday! I thought it would be to complicated to do or take a long time since you have to take into consideration your playable sims that work at another's lot. (goes to show that's why I'm not a programmer but a tester  ;) )


Title: Re: No Lame Hires
Post by: J. M. Pescado on 2006 March 17, 01:16:11
The feasibility of this will be looked into, but I suspect jobs are not that malleable.


Title: Re: No Lame Hires
Post by: Jysudo on 2006 March 17, 17:11:53
I had a townie (Hall of Famer) shown up as a hire despite this hack  ???


Title: Re: No Lame Hires
Post by: Renatus on 2006 March 17, 17:29:17
You should have read the manual.

Quote
Non-townie sims with jobs >= L6 or who are already working in a user business are no longer considered eligible hires and will not clog the hiring pool, nor be available with the "hire" option unless they quit.


Title: Re: No Lame Hires
Post by: Jysudo on 2006 March 17, 17:58:44
Opps. In my eagerness to download and use this, I must have missed out reading that essential part.
Thanks for solving my mystery ...


Title: Re: No Lame Hires
Post by: Motoki on 2006 March 18, 08:08:37
Well against your better advice Pescado I tinkered around with this and actually got to to work so I only get townies now. Trouble is, I bypassed the check for age and so I am sometimes getting kids popping up on the list.  :o As much as the thought of a child labor sweat shop amuses me, I could see a lot of issues caused by hiring one. I wonder if there's any job they could do. Restocking? Waiter? I may just have to try and see what happens for the sheer perverse amusment of it.  ;D


Title: Re: No Lame Hires
Post by: J. M. Pescado on 2006 March 18, 13:06:24
Opps. In my eagerness to download and use this, I must have missed out reading that essential part.
Thanks for solving my mystery ...
Yes, townies are always eligible because townies don't earn or even like their jobs.


Title: Re: No Lame Hires
Post by: Lion on 2006 March 18, 20:10:20
 ;D Motoki, do tell. My experience is kids can't do anything to help business at home. Let's see if they can do more in the community.


Title: Re: No Lame Hires
Post by: Ancient Sim on 2006 March 19, 22:54:26
What happens if an employee is laid-off, will they reappear on the list?  I have a few I don't need anymore, but I don't want to fire them because they've done nothing wrong.  On the other hand, I don't want to lay them off because to me that means they are only temporarily not working and will still retain their jobs.  There's no option to simply tell them "Sorry, we don't need you anymore", because that isn't the same as giving them the sack.  Where is the "Make Redundant" option???

I am also very keen on a YA element, because I'm using Squidge's mod.  I didn't realise there was a conflict, but it might explain why no YA's have appeared on my lists since I installed it.


Title: Re: No Lame Hires
Post by: Motoki on 2006 March 19, 23:33:54
As far as I can tell, in this game laying a sim off is just a polite way to fire them. At least that's how it seems to work for me.


Title: Re: No Lame Hires
Post by: J. M. Pescado on 2006 March 19, 23:59:58
I am also very keen on a YA element, because I'm using Squidge's mod.  I didn't realise there was a conflict, but it might explain why no YA's have appeared on my lists since I installed it.
I think that's in the currently uploaded version.


Title: Re: No Lame Hires
Post by: blubug on 2006 June 04, 09:55:20
I have a question, I use the MoreEmployeesForHire mod by squinge, along with this mod. I've had no problems with them together, but I wouldn't know of a problem unless it crashed my game.
Now I have a lot of townies and playable sims for hire in the bin, I'm guessing they're all unemployed or with jobs under L6. But I have some playable sims showing up in the hire bin who own businesses. Is this because the game sees them as unemployed? Or does Squinge's mod make this one misbehave?
Maybe the awesome one would consider increasing the size of the hire bin, linked with the no lame hires mod. So I could use less mods. Or maybe I'll shut up and pucker my lips.  :-X


Title: Re: No Lame Hires
Post by: J. M. Pescado on 2006 June 04, 10:59:51
I have a question, I use the MoreEmployeesForHire mod by squinge, along with this mod. I've had no problems with them together, but I wouldn't know of a problem unless it crashed my game.
That's probably a BCON mod and is unrelated to the selection BHAV, so they are likely compatible. I don't have it myself, though, so can't confirm one way or another.

Quote
Now I have a lot of townies and playable sims for hire in the bin, I'm guessing they're all unemployed or with jobs under L6. But I have some playable sims showing up in the hire bin who own businesses. Is this because the game sees them as unemployed? Or does Squinge's mod make this one misbehave?
Merely owning a business does not cause the game to consider you "employed", since owning a business does not preclude one from also holding a regular job, running a business is zero-time (due to nonunified time on community lots) and thus such sims remain potentially valid for hiring, or for getting a "regular" job.


Title: Re: No Lame Hires
Post by: blubug on 2006 June 04, 21:35:39
Okay, I'm glad everything is working as it should, thanks. :D


Title: Re: No Lame Hires
Post by: J. M. Pescado on 2006 June 16, 14:17:29
Update for OFBp2.


Title: Re: No Lame Hires
Post by: J. M. Pescado on 2008 February 16, 17:55:14
No, certain jobs are specifically best filled by unskilled labor. The Bartender and the DJ (non-player DJs cannot fail under default rules) position are all jobs that do not have any skill requirements, and are thus best filled with cheap unskilled labor.


Title: Re: No Lame Hires
Post by: J. M. Pescado on 2008 February 17, 07:44:01
I have an undiscovered shiny I tweaked from the Squinge original which displays the entire hiring pool at once, but Fat Gwilly People haven't asked.


Title: Re: No Lame Hires
Post by: witch on 2008 February 17, 09:06:21
Oh that would be RLY awesome. Would you mind obliging yet again Gwill?


Title: Re: No Lame Hires
Post by: SpaceDoll on 2008 March 02, 18:56:47
I rely on that Squinge mod, myself, and would much prefer an awesome version!  Gwill, where are you?