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Author Topic: No Lame Hires  (Read 96683 times)
J. M. Pescado
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Re: No Lame Hires
« Reply #25 on: 2006 March 15, 01:19:59 »
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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.
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Bain
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Re: No Lame Hires
« Reply #26 on: 2006 March 15, 01:21:42 »
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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.

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syberspunk
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Re: No Lame Hires
« Reply #27 on: 2006 March 15, 01:33:35 »
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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. Huh 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

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Motoki
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Re: No Lame Hires
« Reply #28 on: 2006 March 15, 02:53:06 »
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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.  Tongue
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J. M. Pescado
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Re: No Lame Hires
« Reply #29 on: 2006 March 15, 03:19:52 »
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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.  Tongue
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...
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Motoki
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Re: No Lame Hires
« Reply #30 on: 2006 March 15, 06:30:32 »
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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.
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syberspunk
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Re: No Lame Hires
« Reply #31 on: 2006 March 15, 07:01:17 »
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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.  Tongue
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
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Karen
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Re: No Lame Hires
« Reply #32 on: 2006 March 15, 09:06:46 »
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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 Sad

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J. M. Pescado
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Re: No Lame Hires
« Reply #33 on: 2006 March 15, 10:54:05 »
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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.
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Hitch
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Re: No Lame Hires
« Reply #34 on: 2006 March 15, 20:45:20 »
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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 Cool? 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.
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Motoki
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Re: No Lame Hires
« Reply #35 on: 2006 March 15, 21:24:31 »
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It might be possible to do with SimPE, maybe. Unless the hours are hardcoded.
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Sleepycat
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Re: No Lame Hires
« Reply #36 on: 2006 March 15, 21:25:27 »
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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/
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Motoki
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Re: No Lame Hires
« Reply #37 on: 2006 March 15, 21:34:38 »
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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... Embarrassed
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Lion
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Re: No Lame Hires
« Reply #38 on: 2006 March 15, 22:03:20 »
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Yeah, that's very useful if you want to have multiple shifts in your shop. I snatched already, yet to fully make usage.
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Re: No Lame Hires
« Reply #39 on: 2006 March 15, 22:52:16 »
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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
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Karen
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Re: No Lame Hires
« Reply #40 on: 2006 March 15, 22:57:44 »
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And the OFB version of the no autonomy fridge, yay! But I digress... Embarrassed

Finally!  I've been watching for that one for what seems like forever.  Thanks for letting us know.
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Sleepycat
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Re: No Lame Hires
« Reply #41 on: 2006 March 15, 22:58:54 »
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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)
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Re: No Lame Hires
« Reply #42 on: 2006 March 16, 00:58:54 »
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 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
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GreenEyedHobgobblin
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Re: No Lame Hires
« Reply #43 on: 2006 March 16, 20:00:53 »
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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?
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MissDoh
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Re: No Lame Hires
« Reply #44 on: 2006 March 16, 20:22:42 »
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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.
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Re: No Lame Hires
« Reply #45 on: 2006 March 16, 21:03:40 »
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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  Wink )
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J. M. Pescado
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Re: No Lame Hires
« Reply #46 on: 2006 March 17, 01:16:11 »
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The feasibility of this will be looked into, but I suspect jobs are not that malleable.
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Re: No Lame Hires
« Reply #47 on: 2006 March 17, 17:11:53 »
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I had a townie (Hall of Famer) shown up as a hire despite this hack  Huh
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Renatus
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Re: No Lame Hires
« Reply #48 on: 2006 March 17, 17:29:17 »
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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.
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Jysudo
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Re: No Lame Hires
« Reply #49 on: 2006 March 17, 17:58:44 »
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Opps. In my eagerness to download and use this, I must have missed out reading that essential part.
Thanks for solving my mystery ...
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