[BETA][WIP]NPC with Jobs v0.9.8

Post » Wed Mar 30, 2011 1:43 pm

I would ;-)
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Latisha Fry
 
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Post » Wed Mar 30, 2011 4:41 am

I would also!! I'm using all of them right now ... but if I weren't using them already I would gladly download and install all of them to play this mod :)
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roxanna matoorah
 
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Post » Wed Mar 30, 2011 4:03 pm

Once this mod is finished I will download it no matter what the requirements.
Aledra is going to be my new home :)
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james kite
 
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Post » Wed Mar 30, 2011 4:03 pm

considering the complexity of the mod, downloading three mods that are becoming essential to many players should not be too much of an issue... but then I am biased :D
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Jesus Lopez
 
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Post » Wed Mar 30, 2011 2:35 pm

Cobl and OBSE (and soon Pluggy) are already essential to my game, so I wouldn't mind if NPCs with Jobs would be dependent on these...

Keep up the great work! :goodjob:
Darina
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Pixie
 
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Post » Wed Mar 30, 2011 1:14 pm

The Aledra worldspace Itself will not be dependent on the OBSE, Pluggy, etc..So you will be able to view the world without this stuff, but, the npc will not be alive without those installed .

So for those that do not have OBSE, Pluggy, COBL, you can still view our world. and some npcs may function without them, but, otherwise, this will be needed..

Hi everyone on npcwithjobs team, I will be by the forum later today and check in.
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Teghan Harris
 
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Post » Wed Mar 30, 2011 5:12 am

We just got an internal screens on turil's update and i'll just leave you with a quote i agree with from Wizard of thay at our forums.
A.W.E.S.O.M.E

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Natasha Callaghan
 
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Post » Wed Mar 30, 2011 8:43 am

Awesome! Installed into my game as soon as I saw it. :twirl:
I wish I didn't svck at modding.
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stacy hamilton
 
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Post » Wed Mar 30, 2011 5:01 pm

Our farm animals will now reproduce and die of age (25 days, Tamriel really lives fast :) )

Reproduction is assisted by the farmers who will determine if a female is ready for mating, and then will go and fetch a male from it's pasture.
They will bring the male over to the female and then this happens:
http://img532.imageshack.us/my.php?image=mateyb3.flv
which will immediately result in a newborn calf.

Afterwards, the male is brought back to it's own pasture.
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FirDaus LOVe farhana
 
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Post » Wed Mar 30, 2011 3:01 pm

LOL! :lol: :lol:

There are just so many darn cool features in this mod.

I would think so, but I'm wondering if ppl would like to download a mod with three dependencies (OBSE, plugy and COBL).


I wouldn't mind using those to get the benefits of this mod. :) I'm not so sure I'm in the majority though
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Nienna garcia
 
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Post » Wed Mar 30, 2011 12:35 pm

haha nice job sark! mature content warning ;-)
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neen
 
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Post » Wed Mar 30, 2011 11:17 am

This is looking really sweet. Did you find someone to finish off those cities for you?
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Nauty
 
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Post » Wed Mar 30, 2011 4:21 am

I think Lady Nerevar is helping us with Jurad... right sark?
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Conor Byrne
 
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Post » Wed Mar 30, 2011 10:01 am

Lady Nevevar offered to look at Jurad. (but she is a busy lady :D)
Lutur is pretty much done.
Turil is being looked at Sjors Boomschors (of crossbow creation fame)
I think queel was being looked at but work has dropped off slightly at the moment
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Ella Loapaga
 
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Post » Wed Mar 30, 2011 4:51 am

I love the mating cows! Nice idea!
So when are you going to name the mod TES V Alpha?!? :hehe:

Greetz! Darina
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Alex [AK]
 
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Post » Wed Mar 30, 2011 7:04 am

So when are you going to name the mod TES V Alpha?!? :hehe:

Haha lol, exactly!

So how's this coming along? :)
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Cheville Thompson
 
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Post » Wed Mar 30, 2011 9:55 am

Slowly but surely. a few bugs in the last internal beta and for some strange reason Sarkandar likes to spend time with his wife and daughter :shakehead: we try and talk him out of it but he says that RL is important :rolleyes: :D
Mr silka is at present working on something interesting but thats for him to announce.
Sjors Boomschor is taking a little break from turil (which look s awesome) to have a look at his old mods
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Elizabeth Davis
 
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Post » Wed Mar 30, 2011 2:56 pm

He should just send them to Disneyworld for a month and buy a truckload of coffee, and devote his time to this. =D

Problem is the 5$ popsicles at Disneyworld...
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Budgie
 
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Post » Wed Mar 30, 2011 3:22 pm

Sweet, so this mod isn't dead after all. Can't wait to see what you guys send out next.
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Steph
 
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Post » Wed Mar 30, 2011 12:46 pm

A question: will you decrease or reduce the beast (or bandit) spawning zones? On a place as dangerous as Cyrodiil is impossible to keep a working economic system.

Sorry in asked or aswered before :foodndrink:
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Maddy Paul
 
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Post » Wed Mar 30, 2011 5:02 pm

A question: will you decrease or reduce the beast (or bandit) spawning zones? On a place as dangerous as Cyrodiil is impossible to keep a working economic system.

Sorry in asked or aswered before :foodndrink:


since this would be my department has member of NpcwithJobs..I will answer from my side for the Traveling Merchant..

It would cause too many conflict with major mods like (OOO, Frans, MMM, FCOM) if we altered the leveledlist for creature / bandit spawning along the roads.. So instead of npcwithjobs modifiying this stuff.

Mods like Frans, OOO, MMM, FCOM already have a safer roads feature plugin or already included that decrease the amount of spawn that are along the roads. or there is a stand alone version I think..If not I will create one for npcwithjobs has needed when times comes for it..

So with these features that will protect the Traveling merchant's some, but it would not prevent them from becoming under attack still because safer roads just lower the chance of them spawning..So, if the merchant dies during his travel's the town encomy will go down has needed..because good did not arrive..

I hope that made sense..

Corepc
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Da Missz
 
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Post » Wed Mar 30, 2011 1:04 pm

Is there any chance that the player could get some of those jobs? I've always wanted to be a Lumberjack... :embarrass:
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Casey
 
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Post » Wed Mar 30, 2011 10:46 am

Being a lumber jack....really really wants to break code of silence.
that is something for sarkandar to answer.

in the meantime may I suggest Craftybits by CLshade.
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Lilit Ager
 
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Post » Wed Mar 30, 2011 11:41 am

Not really a code of silence there.
We have player lumberjacking ready. It is tested by Wizard of Thay, and the people of Anvil will surely miss their ancestrial tree :)
A few others have been worked on as well, but the understaffing on scripters (well, it's just me at the moment) makes it a less priority now.
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Marilú
 
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Post » Wed Mar 30, 2011 9:03 am

We are aiming at releasing 099 near Christmas 2008! This will be the biggest release so far, as the specs for this version were rather ambitious.
The transition to 1.0 should be smaller in work (making everyting work togeher flawlessy), so the full release comes nearer as well!
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Janine Rose
 
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