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Bit of Group-ID-related weirdness I've noticed that may be of use to others...
When I followed
Psion's career tutorial, created my base careers from scratch,
updated them for EP readiness and changed the Group ID as per Psion's and your instructions (i.e., using the last six digits of the new career's GUID,) my Angel and Demon careers didn't overwrite anything. However, I did have that strange work-days-off glitch, which J.M. Pescado almost civilly suggested might be due to using old semiglobals from the base game.
BUT when I then downloaded
EP1 base careers and remade the same careers using those as bases, I found that if I used the GUID/Group ID method, my new careers still overwrote their base careers. They did not cease this behavior until I used "Fix Integrity" to change the Group ID's to 0xFFFFFFFF.
I've updated
SimPE several times since I started fiddling with careers, so I'm not sure whether the version of the program has anything to do with it. But I'm beginning to suspect that which version of the base careers you use does very much matter, beyond just the issue of whether they're EP-ready or not. Possibly this is already common knowledge among experienced modders, but I don't find it mentioned anywhere in the career-modding guides I've seen!
(As an aside, I gotta say, it's no wonder to me anymore that we so often see statements like "If you have game problems, a poorly made custom career is often to blame." For someone who's new to modding and going by the tutorials here, trying to make a working career is an incredibly confusing experience. The actual process isn't all that complicated (especially if you're using Bidou's career editor rather than doing it the hard way,) but working out which tutorial(s) to follow, how a given tutorial corresponds to the version of
SimPE you've got, how to acquire a base career, and which
SimPE interface to use is a nightmare! :p --Not that any of this is in any way your fault, SuperFly dear, you're an absolute doll. Perhaps it's just the way these things work.)