A mod where NPC's live their lives, have a job, produce items, grow old and have kids. Currently in public Beta Version 0.9.8. Emphasis on this version is farming.
This is an ever expanding mod that will cover lot's of professions during time.
NPC with jobs will be an ever expanding mod that will cover lot's of professions during time, trying to add immersion to the game of Oblivion. With every new version, new professions will be added and more interaction will be possible between NPC, thus forming an independent economic system. Not only jobs, but also social life and needs will be added along the way. Included professions in this version: fisherman, hunter, lumberjack and forrester.
This mod also introduces DAI - Dynamic AI. All the selected NPC's will have needs and act on them, making them less predictable. No schedules or NPC scripts will be used, only in-game descisions are made. This ensures the compatibility with other mods.
Go to the Imperial City at the sewer exit gates. You know, the place where you fist stepped into the outside world after the tutorial. There should be a marker on the map. If you don't remember, in the zip is a map file included.
There is a bunch of people there. One guy, the indian looking guy named Viator Accius, is the merchant. Please don't select a profession for him yet, or strange things may happen. It will probably still work though, but better not change him. For the other people, you are free to choose a profession. To do so, you have a new spell called "Choose Profession". Aim it at any npc and you can select it's job after it has been hit.
You can select the same job to different NPC at the same time. They will all work independently.
* when an NPC is outside active cells, he might stop moving (or slow down)
* trees have some clipping issues with the ground and rocks they fall on.
* when changing jobs, first choose "stop current profession" to make the npc finish up in a clean way.
will search for prey animals (deer, sheep, horses) that don't belong to anyone. Sells their food to the merchant.
searches cuttable trees (trees changed by me,a round 15 around the sewer exit, and every new tree the forrester plants), cuts them down and carries them to the merchant.
Walks around and plants a new tree now and then. Needs to get new seeds after 5 plants at the merchant.
Scans surroundings for water. Goes there and starts fishing. When caught something, he reels it in and picks it up when brought ashore.
Will go and sell to the merchant when 6 fish in inventory.
Every NPC that has ever been selected a job will be given these needs.
Three times a day, the NPC will have a feeling of hunger.
When he can have a break from his current occupation, he will eat something.
When no food in his inventory, he will go to the merhcant and buy some. If there is some kind of a problem (there is no money or the merchant is sold out), he receives a health penalty. An npc can last approx 3 days without food and healthcare.
When the food counter of the NPC reaches zero, he will immediatly cease to work and eat something.
new in 0.9.4:
* duplicated professions. Every profession can now be performed unlimited times at the same time
* added need for food & resolution scripts
* several bugs solved
* removed the Mayor's Hood principle
* added sound files to lumberjacking