Melodious Melia Posted September 29, 2025 Posted September 29, 2025 View File [XCL] [0.23] Alternate Job Framework (and Convienience Store Clerk job) Is a sales job just not for you? Is your character barely able to read, let alone work in sales? Or maybe, they’re too good for a lowly sales job? Then the Alternate Job Framework may be the mod for you! What this mod does: Adds a job framework (and a job) to support other jobs besides the DynaPill job found in the base game. Currently adds one job as a convenience store clerk at a place called "EZ Stop". You can work it as your main job or as well as the sales job (which I'll probably account for at some point adding some exhaustion mood, if you're working 9-5, then 9-5 in the same day, hah). So, go, and use this framework to make your own job mod to increase the number of available jobs! EZ Stop: A convenience store with flexible working days and day or night shifts. Opportunities to get "friendly" with some of the customers, and find ways to make the shift go faster. A work skip is unlocked after the first day of work, if you just want the money without the hassle, hah. Installation: Open the mod loader -> click add mods -> select this mod -> load mods -> done! Compatibility: Compatibility issues seem to be fixed for now (none new unresolved ones anyway, hah). Let me know if you think you've found any. Other available jobs: Beyond Bliss Club - Also by me, hah. A club for BBC only girls to work at. Someone else should make a job so I'm not the only one on the list, hah. Making your own job: Spoiler Unzip the .xcl folder with WinRAR. Use the EZ Stop.twee as a base if you want (just make sure to rename all passages and variables), or start from scratch, and just refer to the framework.twee (you shouldn’t need to edit anything on there; message in this mod’s page on the XCL discord if you want anything added). If you open both files in VSCode you can use the explorer search (ctrl + shift + f) to follow passage tags from the framework.twee, to see what you need to reference. Variable list (not including EZ Stop): This is just a list of the framework variables added (not the ones added for the clerk job included as an example job). $job – used as a global check for employment and other stats. Make sure to set $job to $your_job when you get employed. $jobs – used as a storage for multiple jobs. Datamap is currently: "morning job", "none", "day job", "none", "night job", "none". Add (set:$jobs's "day job" to $shop_clerk_job) when being hired and (set:$jobs's "day job" to "none") when quitting. Make sure you add a check for whether the shift your job is already occupied with your job advert/interview. Then $job_status - Set it to "hired" or "not hired" when hiring or firing. I forgot linked datamaps change, so secretary only wasn't working, hah. If you're making a job mod, make sure to add (set:$job_status to "hired") and (set:$job_status to "not hired"), in the appropriate places. I've added a check for making sure it stays "hired" unless all $jobs slots are empty. $potential_jobs – currently not used for much except storage for the “unemployed” job that you should switch back to when being fired/quitting. $selected_working_days – variable for setting days of the week that your job works (and there's passages include that give you a checkbox selection). $resume datamap – added resume add and check. You can now use $resume to check previous jobs, Like this: (set:$job_interview_check to 1st of (twisted:(dm-names:$resume))) "I see you worked for (print:$resume's $job_interview_check's "company") as a (print:$resume's $job_interview_check's "role"), for (print:$resume's $job_interview_check's "days worked") days." Or this: (set:$weeks_worked to (round:($resume's $job_interview_check's "days worked" / 7))) "I see you worked there for (if:$resume's $job_interview_check's "days worked" < 7)[for less than a week.](else-if:$weeks_worked is 1)[for (print:$weeks_worked) week.](else:)[for (print:$weeks_worked) weeks.]" Passage overwrites: I feel like there should be more than this, but all other $sales_job references I could find are in the job itself. Basically, these replacements are all to set $job to be the global value for job checks. $sales_job is still used while you’re at work, and once you’re hired. Same as I’ve done with $shop_clerk_job. Find a Job (obviously, hah) – Overwrites and splits up this passage to allow for various other jobs. Day – To change the daily checkbox to reflect alternate working days. Today request – changing $sales_job to $job for stating if it’s a work day, and adding passage_tags to let you add a custom comment. Start yours with (set: _text_lines to it - (a:"It's a work day.")) if you don’t want the base message. Stepsis comment – to add passage tags to comment and change $sales_job to $job. Night thought none – to change $sales_job to $job job interview accept – Setting $job to $sales_job after being hired. Passage_tags: For all of these uses, refer to where and how I use them in EZ Stop for format and actual usage. “potential_jobs” – for adding your job to the $potential_jobs datamap. "alternate_job_find_a_job" – a space in the Find a Job passage for you to potential add another interview, text, or method for getting your job. "alternate_job_options" – a space in the options for Find a Job to add another interview or path for getting a job. “job_noticeboard” – space for an advert on the job noticeboard (copy the EZ Stop version for formatting). "alternate_job_options_2" – allows an alternate exit from the job noticeboard (related to the alternate_job_options, potentially). “job_call_application” – allows a phone call from the employment office for your job (which you could use to set up an interview elsewhere, or whatever). "alternate_job_work_checkbox" – to use in the day passage for customising the daily work checkbox for your job “alternate_jobs” – used to put your job in the “Go to Work” passage. Use this for the time slot assignment for multiple jobs, e.g. :(if:$time is 2 and $jobs's "day job"'s "name" is "your job")[(display:"your job begin")] This will make the job work only in the daytime activity slot. “refresh_possible_activities_alternate_jobs” – used to add your job to refresh possible activities. "work_day_request_comment" – Allows you to set a custom “it’s a work day” message. “stepsis_alternate_job_comment” – allows you to add things for Alexia to comment about your job. “set_job_working_days” – Allows you to change your job’s working days in gameplay. "night_thought_job_interview" – Added to add passage tags for night thought job interview. Make sure your interview has: ($remember:"job interview",1,"boss","none","begin"), and then ($remember_update:"add","job interview","your job accept job"). Then using the passage tags, do this: (if:$memory's tags contains "your job accept job")[Blah blah]. "night_thought_none" – Added to night thought none at the start. Add (if:$whatever)[print your job comment (or anything else, hah)]. Make sure to use (if:(twist:1,2) is 1) or something if you don't want it to happen every time. Or (unless:$whatever) to let one of the other night thought none options take precedence. Instructions for making your own job: Basically, just copy and paste the EZ Stop code and change to your liking (pretty much what I did with the sales job code, hah). Find and replace of "$shop_clerk_job" should get you well on your way, hah. But probably do it one by one, so you can see what you’re changing. There's features I haven't mentioned here, but you'll see them while digging through the code, hah. Feel free to message on the XCL Discord for any clarification or changes to the framework you want for your mod. The essentials are: $job is used primarily to change dialogue and stuff when you're not at work, make sure you add a (set:$job to $your_job) when you get the position. $sales_job is left mostly untouched, and I use $shop_clerk_job for a lot of instances too. $job is more a global setting, then $shop_clerk_job is used on the job. Make sure to set $job to $your_job when being hired, and remember to change when quitting/being fired. I currently use: (set:$your_job's "status" to "not hired")(set:$job to $potential_jobs's "unemployed") when leaving the shop clerk job. $potential_jobs isn't used for much, just a kind of storage, but you may see another use for it? Currently, the most important thing is that it just stores the "unemployed" job. I've also added a "name" to the $sales_job datamap. Only used at the moment to increase “days worked” to $job if you’re unemployed, for potential use later. The job noticeboard I've envisioned for mainly stuff like shop jobs, shift work, that sort of thing. So for mine, I've added an advert and section for calling a number. Feel free to use this to set up an interview instead, or whatever (or have the job come from somewhere else entirely, it's just there if you want). Follow the passage_tags and passages to see where things are going! As far as the actual job function, you could just have it skip the whole day if you wanted to; I’ve added a skip option once you’ve worked your first day to EZ Stop, in case people just want the cash without the work, hah. Job ideas: These are some ideas I’ve (or others have) had for some potential jobs. Probably check on this mod’s mod page on the XCL Discord to see if anyone else is working on something, so you don’t compete: collaborate instead! Porn star - (Chloe and I both think it should be working for Dredd, obviously, hah.) This one is just prime option for a custom job, but probably a lot of work (media gathering mainly). I mean, casting couch videos can just be your interview, hah. Prostitute – Again, an obvious choice. You can pretty much already be a freelance prostitute, hah. Just increase the rewards, and have a pimp that takes a cut, other flavour scenes, et c.. Maybe combine this and the previous for a cam girl or something? Like on AOL with a chunky webcam. Handyman/plumber (Ieonkno’s idea) – annoyed that I didn’t think of this first, hah. Job for a male character that calls on the bar girls for the classic porn faire. Or maybe one who actually works genuine repair jobs while being hit on (which reminds me of this skit series, haha: https://www.youtube.com/watch?v=rU_XM9QPgdM&t=2s). Nurse – like the last one, a typical porn scenario that you could probably make something out of with how much media there is for it. Bartender – One that’d probably be pretty simple and decent for a starting job. Take the EZ Stop code and just change the media to be in a bar, basically, hah. Bonwit Teller – For a discount on clothes, obviously, hah. Could add some personal shopper gameplay type thing? Or just a simple saleswoman/salesman position on the counter. Quitting/Being fired from DynaPill – I'll probably get around to this at some point, but I don't play the sales job enough to know how best to do it without it playing it more, so maybe someone who knows it better would do better! At the moment, it'd just be a simple choice to quit with no fanfare, hah. Some specific suggestions for jobs at existing locations from Alan2Lana on the Discord: At the Gym: Masseuse, Personal Trainer, Pool Cleaner. At the Mall: Gardener, Theater Usher, Box Office Attendant, Barista at Jitters, Salesclerk at Bonwit Teller, Arcade Attendant. At the Broken Drum: Bartender, Waiter/Waitress, Bouncer/Dancer. Summer City at Large: Taxi Driver, Delivery Driver, Dog Walker, Gardener. Future ideas: Nothing major immediately planned, but feel free to comment your suggestions! I’ll probably tweak the EZ Stop section more, but I’ll state in the update notes whether an update is for the framework or EZ Stop or both. One thing I am thinking of is just a $resume datamap, that adds up days worked in various jobs, for anyone who wants to have jobs limited by experience. Another is there’s currently no way (as far as I’m aware) to get fired from or quit DynaPill (and keep playing the game – looking at the SWP thing), so I might add that at some point unless someone else does first (and please do, I don’t play the sales job often enough to do a good job, hah). Submitter Melodious Melia Submitted 09/29/2025 Category Gameplay Changes & Events Requirements 2
NSFW_COBRA Posted September 29, 2025 Posted September 29, 2025 Dang, you are on fire with these mods. So thankful for peeps like you.
konowal Posted September 29, 2025 Posted September 29, 2025 about prostitute.How about updaing bar whore sf mod?
Melodious Melia Posted September 29, 2025 Author Posted September 29, 2025 35 minutes ago, NSFW_COBRA said: Dang, you are on fire with these mods. So thankful for peeps like you. Hah, thanks, just finally getting around to finishing older stuff while trying to get myself back into the swing of things. Probably won't have any new mods coming soon, but I'll be iterating on the ones that are already out! Also, if you haven't tried modding, give it a go! It's easier than you'd think after a bit of a steep introductory learning curve (even if you already know how to code in other languages, hah.) I'm biased, but I'd say try making a job for this framework, haha. Even if you just keep it for personal use!
Melodious Melia Posted September 29, 2025 Author Posted September 29, 2025 9 minutes ago, konowal said: about prostitute.How about updaing bar whore sf mod? Well, it's not my mod, so I can't give you permission, nor can I update it. Reach out to them, and if they don't respond, you could update it yourself as long as you link to and credit the original. But if you want to reuse features from it for a prostitution mod there's nothing wrong with that (good manners is just to credit if you use a lot). Most of my code for my mods is based on the base game, or at least used it as a template or guide, hah.
Lazyby Posted September 29, 2025 Posted September 29, 2025 Have you tested this at all with prexisting saves? Tried it on a modded file with Kendra Sunderland and jia, and it was throwing up a ton of errors. Then despite me working at dynapill for weeks, it let me reapply and if I went through with it, the game acted like it would have reset my Commission. Seemed fine briefly testing on a new save though.
Melodious Melia Posted September 30, 2025 Author Posted September 30, 2025 12 minutes ago, Lazyby said: Have you tested this at all with prexisting saves? Tried it on a modded file with Kendra Sunderland and jia, and it was throwing up a ton of errors. Then despite me working at dynapill for weeks, it let me reapply and if I went through with it, the game acted like it would have reset my Commission. Seemed fine briefly testing on a new save though. Yeah, I have tested this on old saves, and hadn't got any issues yet. Though I don't tend to play the sales stuff much, so I only had one main mostly vanilla save to test it on. Should be totally fine (except a bug pointed out that you can have sex with guys as a male, because I didn't specify ands/ors clearly enough, but I'll post a fix for that tomorrow). I'm thinking it could possibly be mod conflicts? I do replace a few passages (also, if you can check your mod loader, in the passages section and see if this mod overwrites any others, that'd be helpful!). If not, maybe I've missed something. If you can retrigger those errors, that'd be useful, too. Also, press 1 on your keyboard *before* triggering the errors, so you open the debug menu, and then click the magnifying glasses next to the errors and screenshot what it says, so I know which specific code it's not happy with.
Eros2469 Posted September 30, 2025 Posted September 30, 2025 Just asking for clarification, can you work the convenience store job and the sales job, or is it only one job at a time.
Melodious Melia Posted September 30, 2025 Author Posted September 30, 2025 6 hours ago, Eros2469 said: Just asking for clarification, can you work the convenience store job and the sales job, or is it only one job at a time. Only one at a time. You're the second person to ask that, and I'm wondering why you'd want to work two jobs, hah. It is possible, but I'm not planning to do it yet.
Melodious Melia Posted September 30, 2025 Author Posted September 30, 2025 12 hours ago, Lazyby said: Have you tested this at all with prexisting saves? Tried it on a modded file with Kendra Sunderland and jia, and it was throwing up a ton of errors. Then despite me working at dynapill for weeks, it let me reapply and if I went through with it, the game acted like it would have reset my Commission. Seemed fine briefly testing on a new save though. New update should have fixed this! Also, I didn't see a "ton" of errors, only one on the day screen and then "find a job" had a few instead of "go to work". So let me know if you're still getting errors, as that may still be mod conflicts. The other issues were my bad though, haha. Now you should be able to play your DynaPill save without issue.
ecastellvi Posted October 1, 2025 Posted October 1, 2025 (edited) After update I'm getting this error: There's no (if:) or something else before this to do (else-if:) with. I tried to use a macro, but its call wasn't written correctly. and There's nothing before this to do (else:) with. I tried to use a macro, but its call wasn't written correctly. every time I finish serving a male customer. Edited October 1, 2025 by ecastellvi 1
Melodious Melia Posted October 1, 2025 Author Posted October 1, 2025 7 hours ago, ecastellvi said: After update I'm getting this error: There's no (if:) or something else before this to do (else-if:) with. I tried to use a macro, but its call wasn't written correctly. and There's nothing before this to do (else:) with. I tried to use a macro, but its call wasn't written correctly. every time I finish serving a male customer. Yeah, fixed and uploaded an update. That was only during the night shift, right?
ecastellvi Posted October 1, 2025 Posted October 1, 2025 4 hours ago, Melodious Melia said: Yeah, fixed and uploaded an update. That was only during the night shift, right? Yes, and only with blacked clients
Melodious Melia Posted October 1, 2025 Author Posted October 1, 2025 3 hours ago, ecastellvi said: Yes, and only with blacked clients Hmm, that may have been coincidental? But yeah, it was the night shift that was causing the issue, I was just double-checking. Should all be fine now!
Eros2469 Posted October 3, 2025 Posted October 3, 2025 On 9/30/2025 at 4:43 AM, Melodious Melia said: Only one at a time. You're the second person to ask that, and I'm wondering why you'd want to work two jobs, hah. It is possible, but I'm not planning to do it yet. That's fair. I think the reason people ask is because they don't want to close off content to themselves or, for people with long saves, they don't want the sales job to potentially reset itself after a while of grinding it out. This does look very interesting and I may give it a try at some point
Melodious Melia Posted October 3, 2025 Author Posted October 3, 2025 2 hours ago, Eros2469 said: That's fair. I think the reason people ask is because they don't want to close off content to themselves or, for people with long saves, they don't want the sales job to potentially reset itself after a while of grinding it out. This does look very interesting and I may give it a try at some point Well there's no in-game way to quit the sales job at the moment, so that's not an issue (I'll probably add that later). I should have fixed all the issues with the job now, so it'll progress as normal if you're in the sales job. Or you can start a new game, get the shop job then quit and get the sales job.
KeyboardClicker Posted October 11, 2025 Posted October 11, 2025 Is there a way to increase the base pay? I'd like to maybe have a little storyline where you get rid of the boss if you do well and then you're base pay goes to like, 100-150. Either that, or is there an easy way of just increasing it through editing?
Nosferatu623 Posted October 12, 2025 Posted October 12, 2025 the mod might be interfering with getting the secretary job, so in the interview i intentionally failed to get the sales job to get the secretary job but the next day the job that i got was the regular sales job instead. disabled the mod and retry to fail the interview again and the next day i got the secretary job that i was after
Melodious Melia Posted October 12, 2025 Author Posted October 12, 2025 11 hours ago, KeyboardClicker said: Is there a way to increase the base pay? I'd like to maybe have a little storyline where you get rid of the boss if you do well and then you're base pay goes to like, 100-150. Either that, or is there an easy way of just increasing it through editing? Not at the moment, I will probably add something like that at some point but haven't for now. Probably won't get rid of the boss though, hah. But if you want to increase the pay for now, just press 2 on your keyboard to open the console, then paste this in: (set:$shop_clerk_job's "base" to 100)(set:$cheated to "no")
Melodious Melia Posted October 12, 2025 Author Posted October 12, 2025 8 hours ago, Nosferatu623 said: the mod might be interfering with getting the secretary job, so in the interview i intentionally failed to get the sales job to get the secretary job but the next day the job that i got was the regular sales job instead. disabled the mod and retry to fail the interview again and the next day i got the secretary job that i was after Yeah, now looking at that, thanks. Can't tell why it's happening yet. But yeah, somehow it's changing the job, hah. I'll let you know when I fix it!
Melodious Melia Posted October 12, 2025 Author Posted October 12, 2025 (edited) 13 hours ago, Nosferatu623 said: the mod might be interfering with getting the secretary job, so in the interview i intentionally failed to get the sales job to get the secretary job but the next day the job that i got was the regular sales job instead. disabled the mod and retry to fail the interview again and the next day i got the secretary job that i was after Figured it out, was a stupid mistake, hah. (linking datamaps and forgetting they both change, hah). Will post an update soon, but have to make some additional corrections first. Edited October 12, 2025 by Melodious Melia
wandering_eyebrow Posted October 14, 2025 Posted October 14, 2025 (edited) Hello, Medodious Melia. I like your mod. Am I right in thinking that the framework will add the new job and that there are separate twee files on the gitgud repository for the workday and product demos? Cheers. Edited October 14, 2025 by wandering_eyebrow
Melodious Melia Posted October 14, 2025 Author Posted October 14, 2025 3 hours ago, wandering_eyebrow said: Hello, Medodious Melia. I like your mod. Am I right in thinking that the framework will add the new job and that there are separate twee files on the gitgud repository for the workday and product demos? Cheers. Hey, thanks! Yes, the framework adds a convenience store job. I know some other people are working on alternate jobs, too, and space is there to make more. The gitgud repository is for the base game stuff, this mod is separate from that, but yes I do believe that they're separate twee files.
Nywrin Posted October 21, 2025 Posted October 21, 2025 (edited) I have 2 issues with the new version, ug to deleting the previous version without playing for a bit. This is with starting a new save. (edit) - Just tested it with another previous save character that also has the job and the same issues as below but I assume not the first one as the character is currently female. The first appears to be a 2 instances of the following error at the start of the shift on the screen with: You throw on a work apron and sit behind the register, ready for another shift. You stand behind the counter, half-listening to the hum of the fridges. I can't find a 'id' data name in a datamap (with "top", "breasts", "bottom", "pussy", "shoes", and 13 other datanames)Its names include: top, breasts, bottom, pussy, shoes, style, type, emphasizes, reveals, description, comfort, bra under, locations, panties under, sluttiness, image, lingerie and tags. The second is the following after the day ends and loops to work day starting over again. After this second shift ends it goes directly to bedroom after evening regardless of the plan choice (clubbing for instance had Alexia mad at you for not taking her screen appear. It also seems to fill in the next day Plan with 1st choice same as previous day (morning routine), 2nd as Work, and 3rd also as Go to work (even if set to day shift), on weekends it just clears the first 2 slots and sets night to Go to work. You can only access position strings/numbers ('4th', 'last', '2ndlast', (2), etc.), slices ('1stTo2ndlast', '3rdTo5th'), 'length', 'some', 'any', 'all', 'start', 'end', and 'random' of the string "none", not "name".I tried to access a value in a string/array/datamap, but I couldn't find it. I use a bunch of mods but it was working fine the other day with the previous version, darned for not keeping the backup. Edited October 21, 2025 by Nywrin check with a previous save character 1
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