I no longer support these mods. Instead all my mods can now be found at.:No changes needed for 1.67-File Name: aniBistroSet 1.63.rarBugs fixed:If no waiters were selected, the chef would try to do both jobs, but would fail.-The Business as Unusual Bistro SetWe all wanted open restaurants in TS3, and what EA delivered was not really satisfying, so I decided to tweak EA's creation a bit.Special thanks for Jenba for testing ^^Tutorial video can be foundThere are two objects, menu and oven. Do not mix and match with EA's version, just use mine in one restaurant, and EA's in another.Please note:- You need the original EA Bistro for this to work.- This works with just the base game, as long as you are patched to the max.- Please your save before using this mod.Changes to EA's version:- The biggest change is that I split the chef job into two parts, chef and waiter.- Instead of hiering a chef, and selecting from pre-defined number of hours, you create shifts. I'll explain shifts in it's own section.- Instead of your sim looking like a dead puppet while waiting for their food, I replaced this with sims drinking water from a glass, just like in TS2- Childrean can use this mod too. They won't be animated unfortuantely when ordering/Waiting for their food but they will chat with other sims sitting at the table.- The list for the 'Set menu choices' interaction has been changed to a dual panel menu.
I find this much easier to plan the menu, than to have all the foods in one list and scrolling through them all. Also, the menu will remember what foods were selected previously, so you don't have to start from scratch.- You no longer select the quality of the chef.
I set this value to the max because it only seemed to effect the foods you see. Now you will see all the foods avaialbe.- The hours of operating, are no longer tied to the lot's opening hours.- Chef's will no longer quit for no other reason that EA's random number generator returns a number that EA decided means the chef will quit.- Chef's and waiters will not quit ever, because in this economical situation sims should be happy to have any job.- Chef's don't gain cooking skill when working. Because honestly, if you work in a crappy burger joint you shouldn't become a master chef no matter how many burgers you flipped.- The chef will not change to the chef outfit, he will change to a work outfit, and you can use MC to change the outfit to what you want. (same with waiters).- A new chef will not be randomly hired because your chef failed to show up. The mod will keep calling the chef to work, and so far nobody has failed to show up.Oven InteractionsSettings:Enable/Disable Shifts: Shifts need to be disabled before you can edit/create them. Remember to turn them back on when you are done so the oven works.Create Shift: Allows you to create a shift for this oven. I'll explain shifts in it's own section.Edit Shift/Set Food Markup/Set menu choices/Delete Shift: Quite self explenatoryToggle Always Random Food: (true/false): A global setting.
If true sims will always get a random meal. If false, the active sim will get to choose the meal.Toggle Pay on Active: If true, only sims in the active household are paid. So if you play the workers, they will be paid. But if you are playing another household they will not be paid.
The same with the lot owner. If you are playing the lot owner, the workers fees are subtracted from you fund, but if you are not, then it won't. If this setting is false, then everybody gets paid all the time.Main Object:Fix quick meal: Make a quick meal.Menu:Place an Order: Have you sim dine.Ask to Dine: Have another sim on the lot use the menu.Shifts:Shifts are basically.well.shiftsWhen you create them, you will be asked for the following information.Working hours (Shift Start/Shift End): These are full hours in a 24h clock.Shifts do not overlap. If you set one shift to start 6 - 12, and another 10 - 15. The 10 - 15 shift will not be activated until the 6 - 12 ends.Chef: Select a Chef from a list of sims (all sims in the hood are displayed).
The cheff is obligatory, if you cancel this step, you also cancel the whole shift creating. The dual panel allows you to select as many chefs as you like, but only the first one is selected and hired. There can only be 1 chef/shift.Chef Wage: What you want to pay for your chef per hour.Waiter Wage: What you want to pay your waiter per hours. All waiters share the same wage.Waiters: Select the waiters for your shift.
All sims (except the chef you just selected) are listed here.There is no limit on how many waiters you can hire/shift. If you want to hire 60 waiters and watch them route fail and bump into each other, that's your choice. But I suggest keeping it in low values, 1-3 or something like this.If you don't hire any waiters, the chef will do both jobs, just like EA intended.
But if you do select waiters, then the chef will just do the chopping salad animations.I do no checks is the waiter (or chef) supposed to be working in another shift at the time of this shift. You need to keep tab on who did you hire, where and when.Waiters do not stand idly waiting for the next order. They will walk around and sometimes do some random animation from their trait's idle animations.Other things to notice:- Work outfit: I don't know yet how to enable them so you can edit them in the stylist station with MC, but you can use MC and give your sim any RH full time job.
This will give give them a work outfit. Then use MC and make them quit. The work outfit stays with the sim, and you can now edit it in the stylist station.- Careers: This is not a real job, so you need to give your sim a job that keeps them out of the job market. For example a self employed career from ambition. This way you can ensure they are not working in a RH while they should be working in the restaurant.- Workers are tied to their oven.
If you have multiple ovens in your lot, the workers in the active shift will use the oven the shift belongs to.- Shift change: It might take up to 1 sim hour before all the employees are on the lot when shifts change (10-30 minutes seems to be quite normal). The new employees are not called to work until the previous shift ends. Things work faster if all the employees live in the world, but if some of them live outside of the physical world it takes time to initialize them. So you need to plan your shift changes so that they don't happen at the peak of lunch time. Or, you can have two ovens, and then create the shifts so that they overlap a bit so you never have a staff less joint.Bugs:- The customer's should be going home after eating, but Jenba reported her weren't so I'll have to fix this in version 2- This was a harder mod to make than I thought so I'm sure there are still plenty.What I still want to change:- I'd love for kids to be animated. I have managed to get them to drink water, but then they don't transition between different states of ordering food so I disabled this for now.- I'd love for the workers to route to work, instead of teleporting, if they live in the physical world.- I'd like to implement some check for the foods that if your 0 cooking skill chef tries to make lobster, he burn it.
Now he won't.Have funaniAdditional Credits:EA for making the original set.
This venue brings something new and innovating to The Sims 3 Store. The Store has always had limited budget and technology in order to bring out store content that never utilizes expansion packs, requires coding for the Base Game only, and of course never brought NPC's to the game. Towards the end of The Sims 3 series, it looks like they allocated more time and budget into some new content that will allow NPC designation to some premium objects.
Although it may not seem perfect, I find this new venue a step towards future content that will utilize NPC's.I remember Open Restaurants being introduced in The Sims 2 Nightlife, and actual running of said restaurants was introduced in Open for Business. I believe this new content will be a step towards something many simmers missed from The Sims 2, and hopefully we'll see some new content, maybe even a world, designed for OFB.The price of this venue is 1900 Simpoints, and is on sale for 1700 Simpoints until 7/21/13.
Included are 15 items: 1 is a community lot, 6 are CAS, and 8 are Build/Buy that are themed mostly towards an Industrial Kitchen. I am squealing like a fanboy right now due to the fact that we are finally getting some nice content for Industrial Kitchens as I always wanted to build something utilizing a theme as such, and now I finally can! There is only ONE Premium Content object included, but there is enough design and gameplay utilized that you could say it includes more than one in a single venue. The premium content object is the It's Business Time Industrial Oven, which will be detailed in the next step.The price breakdown of the set is below.
Even though there are no savings with this set, I do feel like it makes up for the lack of missing OFB-style and missing restaurants that we had, even if it should have been introduced in the Base Game to begin with. Also, I kind of wished they varied their prices with Store Venues, while not pricing higher than 1900 Simpoints, I wished there was a range from good venues for 1900 Simpoints to lower cost venues at 1000 Simpoints, in order to provide variety for players. Perhaps if this set was 1600 Simpoints initially, and then marked down to 1400 Simpoints for sale, it might be a catcher for many simmers. That's just my opinion of the price though. You can only hire one chef per oven. Therefore, if you want more than one chef, you need more than one oven.
There are no Hostesses, Waitresses, or Waiters, but the chef does act like a waiter at the same time. If your sim goes on a date, and wants to order and sit together, it may be difficult to get the other sim to order. There are chances you both will order at different times. Your chef will just continue making food until someone orders from the menu. The interaction does repeat and tends to get old.
The menus are temporarily replaced by the dishes, and when you are done, the menu pops back up. And that is pretty much what the basic gameplay is in terms of this new object.One single flaw I could find in regards to the menu is that if you go on a date with two sims, you don't know what the other sim will do. When you order your food, and if by chance they order their food, by the time you are done, they get their food also. One suggestion that would have improved on this was if the menu had an option that says 'Place Order with.' Meaning this object will que the interaction of the sim to come to your table and you both would order at the same time.Another flaw is that children cannot use the menu and order food. No clue if this was intentional or not as the premium content page says that children can take part of the Industrial Oven, but we know children cannot cook in it, so it would be safe to assume they can use the menus.
Hopefully it was an oversight and will be fixed in the future. Premium Content: 10/10 - This deserves a 10/10 because it goes beyond the limited capabilities in the past due to budget and restrictions when creating new premium content via the store.
It introduces a new NPC, new job outside of your household, and potentially new ways to play utilizing this object. Combined with the menu, I do hope more coding gets added to the base game to introduce missing elements like ordering food for someone, etc. Other than that, this object is a must-have in my book, even though it's still pretty pricey for what you're paying for. Overall: 8.75/10 - While I do wish all of this should have been introduced via the Base Game through an update, or through an Expansion Pack, more coding and concepts would have expanded through both rather than the store.
Now that they are introduce OFB-like content via the store, it makes me feel irksome that we will be getting more limited content through the store, unless they continue stepping up their game and add something better than what they just added today. Curious to see what they add in the future.