Ash's Odd Jobs II

Post » Wed Sep 01, 2010 12:59 pm

I dunno if anyone remembers the first Odd Jobs, but here I come again with basically a rewrite! The plan this time is to make things a bit more direct and get rid of some of the oddness of the first. The key thing now is that all jobs are "generic" - a stablehand in the IC and a stablehand in Chorrol are going to be getting paid the same. But the biggest difference is that I improved upon the script a wee mite, and now the jobs have four possible outcomes (explained in the readme, so I'm not going into that.)

I'd like Feedback as this is kinda-sorta still an active WIP but I'm releasing the parts along the way. It doesn't cover all the jobs the first version did (YET) but I think the jobs included make up for that, at least for the moment. Now has most of the jobs from the original! Anyways, here's the readme and the download link, so fill your boots, compadres.

Spoiler

---How the mod works---

I'm not going to explain the script - if you know anything about scripting the whole thing is EXTREMELY self explanatory. But I prolly need to clarify a few things about the jobs. The most important thing you must remember is that all jobs appear as posted fliers outside the place of work they represent.

Some jobs aren't available in all cities. Use common sense to find them - for example, if you want to be a stablehand you go to the stables. Each job "class" uses the same script, so no, working for the IC stables isn't better than working for the Cheydinhal Stables. It's just a matter of preference vs location.

Most jobs have a minimal (but reasonable) skill requirement before you can even see the poster to start the job. So it's unlikely a warrior is going to see the Apothecary or Bartender job. Or that a thief will be able to work as a blacksmith. Nothing stopping you from getting the skill to do so, but I like to think it's kind of like a self-sorting job system - you can find what you're good at and you don't find what you're not.

The jobs also have four daily outcomes. A Good day, a normal day, a bad day, and a YES! day. A good day is where you'll get slightly above the base pay, a normal day you'll get base pay, and a bad day you'll get a bit less than base. A YES! day is one of those extremely rare days where you'll get a chunk of pocket change, and maybe even a skill increase in the skill the job is governed by.

---Plans---

It's highly likely I'll be adding in jobs in the near future. But for the moment this version is best considered the finished version.

Eventually I'll probably have ALL the jobs from the original as well as some new ones. When Skilled Labour is TRULY finished it should most likely be the best little time-waster you can get. It's kinda like being paid to use the Wait key. xD


---Conflicts---

While I'd like to say there are no conflicts. I can't promise such, but I CAN say that the conflicts are going to be minimal at best. Worst case scenario is that you can't get to a particular job flier. It SHOULD be compatible with my other Odd Jobs mod, since OJII is a completely new plugin. I do not plan to recap all the jobs covered in the first, so that may be a good idea for those who want some more diversity.

---Updates---
v1.1 - added most of the jobs from the old Odd Jobs
V1.1a- fixed some stupid errors with Rat Catcher (the job fliers hidden in a Better cities building and the hours were wrong) and Shoe Shiner (somehow the script was almost an exact copy of Apothecary. @_@).


---Credits---
Bethesda for the CS, of course.
Paint.NET for just being the best image editor I've ever used.
All the people who used/liked the original Odd Jobs.
>.>


Download brought to you by: http://tesnexus.com/downloads/file.php?id=36249
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Teghan Harris
 
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Post » Wed Sep 01, 2010 10:35 am

Updated. If you downloaded this prior, you might want to update. Fixes some issues with Rat Catcher and Shoe Shiner. If you didn't download this prior, good time as any to check it out. :P
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Nymph
 
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Joined: Thu Sep 21, 2006 1:17 pm

Post » Wed Sep 01, 2010 4:14 pm

I ended really liking the first Odd Jobs, especially for my lowere level characters who were afraid to leave the saftey of the Imperial City.

I'll check this out!
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JR Cash
 
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Joined: Tue Oct 02, 2007 12:59 pm


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