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- Number to the name of the career
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- Number to the name of the career
Replies: 6 (Who?), Viewed: 925 times.
#1
12th Oct 2014 at 6:37 PM
Posts: 43
Thanks: 1579 in 6 Posts
Number to the name of the career
Hello. I created a career of type "Self Employed" based in the Tawllan Mod. . Everything works, but the name of the career does not appear in gameplay. I need a random number, but I don't know how I can get it. Can you help me???My STBL:
Tawllan MOD:
Attached files:
Daniel_Paparazzi.rar (17.9 KB, 10 downloads) - View custom content | ||||||||||
Size Packed Ratio Date Time Attr CRC Meth Ver ------------------------------------------------------------------------------- Daniel_Paparazzi.package 28411 18280 64% 12-10-14 14:24 .....A. AFDFC8F4 m3b 2.9 ------------------------------------------------------------------------------- 1 28411 18280 64% |
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Lab Assistant
#2
12th Oct 2014 at 7:14 PM
Posts: 132
Thanks: 1515 in 20 Posts
Hello! I got stuck on this part too and the advice in this thread helped me: http://www.modthesims.info/showthread.php?t=469640
Look for the first post by ThomasRiordan. Good luck!
Look for the first post by ThomasRiordan. Good luck!
#3
14th Oct 2014 at 9:35 AM
Last edited by Arsil : 14th Oct 2014 at 2:12 PM.
Posts: 997
Thanks: 22099 in 95 Posts
Did you solve that?
If the problem is that you don't know what the number is,
you can use NRaas_UntranslatedKey to see in game the
key to hash instead of an empty string.
Thanks for sharing your work, I'm struggling with a custom
skill-based career too and so far I was only able to achieve it
by editing directly the NRaas_CareerDataSelfEmployed package
(very impractical of course if I want to release my career).
EDIT: I'm so grateful that I'll do it for you.
The number you are looking for is 1508022588885602471
(I think it depends on the name you choose for the career)
so the key to hash is Gameplay/Occupation/XpBasedCareer:1508022588885602471.
The system I mentioned earlier is the only way I know to get it,
if there are easier ways please let me know.
A few things (if I'm wrong please correct me):
- I don't use an unhashedkeys stbl and it seems to work fine anyway. Is that really necessary? What's its purpose?
Just to remember the keys' names if you have to add/remove them or there's more than that?
- I think you can use a meaningful - but unique - name for the bootstrap, both for script and xml,
like DanielPaparazziBootStrap.dll, it doesn't have to be a number
- I guess we should use that magic number (the one you asked for) to refer to the career in the code,
with something like this (I haven't tested it yet)
EDIT: Yep, it works!
Is there a way to reference the custom career from an ITUN resource,
for example to use it in the CareerThreshold tag?
If the problem is that you don't know what the number is,
you can use NRaas_UntranslatedKey to see in game the
key to hash instead of an empty string.
Thanks for sharing your work, I'm struggling with a custom
skill-based career too and so far I was only able to achieve it
by editing directly the NRaas_CareerDataSelfEmployed package
(very impractical of course if I want to release my career).
EDIT: I'm so grateful that I'll do it for you.
The number you are looking for is 1508022588885602471
(I think it depends on the name you choose for the career)
so the key to hash is Gameplay/Occupation/XpBasedCareer:1508022588885602471.
The system I mentioned earlier is the only way I know to get it,
if there are easier ways please let me know.
A few things (if I'm wrong please correct me):
- I don't use an unhashedkeys stbl and it seems to work fine anyway. Is that really necessary? What's its purpose?
Just to remember the keys' names if you have to add/remove them or there's more than that?
- I think you can use a meaningful - but unique - name for the bootstrap, both for script and xml,
like DanielPaparazziBootStrap.dll, it doesn't have to be a number
- I guess we should use that magic number (the one you asked for) to refer to the career in the code,
with something like this (I haven't tested it yet)
Code:
internal static void UpdateSkillBasedCareerEarning(SimDescription sd, int amount) { if (((sd != null) && (sd.Occupation != null)) && sd.Occupation.IsSkillBased) { //if (sd.OccupationAsSkillBasedCareer.Guid == (unchecked((OccupationNames)(971566230179199611L)))) if (sd.OccupationAsSkillBasedCareer.Guid == (OccupationNames) 971566230179199611L) { sd.OccupationAsSkillBasedCareer.UpdateXpForEarningMoneyFromSkill(SkillNames.Charisma, (float) amount); } } }
EDIT: Yep, it works!
Is there a way to reference the custom career from an ITUN resource,
for example to use it in the CareerThreshold tag?
#4
16th Oct 2014 at 1:07 AM
Posts: 43
Thanks: 1579 in 6 Posts
Quote: Originally posted by Arsil
Did you solve that? If the problem is that you don't know what the number is, you can use NRaas_UntranslatedKey to see in game the key to hash instead of an empty string. Thanks for sharing your work, I'm struggling with a custom skill-based career too and so far I was only able to achieve it by editing directly the NRaas_CareerDataSelfEmployed package (very impractical of course if I want to release my career). EDIT: I'm so grateful that I'll do it for you. The number you are looking for is 1508022588885602471 (I think it depends on the name you choose for the career) so the key to hash is Gameplay/Occupation/XpBasedCareer:1508022588885602471. The system I mentioned earlier is the only way I know to get it, if there are easier ways please let me know. A few things (if I'm wrong please correct me): - I don't use an unhashedkeys stbl and it seems to work fine anyway. Is that really necessary? What's its purpose? Just to remember the keys' names if you have to add/remove them or there's more than that? - I think you can use a meaningful - but unique - name for the bootstrap, both for script and xml, like DanielPaparazziBootStrap.dll, it doesn't have to be a number - I guess we should use that magic number (the one you asked for) to refer to the career in the code, with something like this (I haven't tested it yet)
Code:
internal static void UpdateSkillBasedCareerEarning(SimDescription sd, int amount) { if (((sd != null) && (sd.Occupation != null)) && sd.Occupation.IsSkillBased) { //if (sd.OccupationAsSkillBasedCareer.Guid == (unchecked((OccupationNames)(971566230179199611L)))) if (sd.OccupationAsSkillBasedCareer.Guid == (OccupationNames) 971566230179199611L) { sd.OccupationAsSkillBasedCareer.UpdateXpForEarningMoneyFromSkill(SkillNames.Charisma, (float) amount); } } } EDIT: Yep, it works! Is there a way to reference the custom career from an ITUN resource, for example to use it in the CareerThreshold tag? |
Wooow! You're incredible!! Thank you very much for helping me. Everything worked, I wouldn't make it without your help.
-----
Cinderellimouse thank you also!
#5
16th Oct 2014 at 7:53 AM
Posts: 997
Thanks: 22099 in 95 Posts
Stop that, for a second you made me feel like a real modder :P
Hey, I saw that in your STBLs you kept some of the keys already present in
the NRaas CareerDataSelfEmployed, probably because you were still
experimenting, but put in your package only the keys/string for your career.
Hey, I saw that in your STBLs you kept some of the keys already present in
the NRaas CareerDataSelfEmployed, probably because you were still
experimenting, but put in your package only the keys/string for your career.
#6
16th Oct 2014 at 1:18 PM
Posts: 43
Thanks: 1579 in 6 Posts
Hahahahahahaha. ^^
Hmmm. I hadn't realized. This is the first time I use STBL. Thank you!
Hmmm. I hadn't realized. This is the first time I use STBL. Thank you!
Lab Assistant
#7
16th Oct 2014 at 2:07 PM
Posts: 132
Thanks: 1515 in 20 Posts
You're welcome, I'm glad you both got it working! \o/
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