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

Post » Wed Mar 30, 2011 4:26 am

Sounds great! Hope you pull it off :D
User avatar
Lil Miss
 
Posts: 3373
Joined: Thu Nov 23, 2006 12:57 pm

Post » Wed Mar 30, 2011 7:44 am

I'm speechless, incredible work, in both quality and quantity. The only thing I hope you'll be able and want to change is the dependancy on Tamrielic lore. In other words I'm kinda hoping that as the mod evolves, it will eventually become something like a TC, with the island having its very own story as it is incosistent in terms of realism and features in general with the rest of Oblivion's world. Not that the opposite would reduce my interest...
User avatar
Steve Smith
 
Posts: 3540
Joined: Sat Jun 30, 2007 10:47 am

Post » Wed Mar 30, 2011 3:50 am

I'm speechless, incredible work, in both quality and quantity.


:hugs:

The only thing I hope you'll be able and want to change is the dependancy on Tamrielic lore. In other words I'm kinda hoping that as the mod evolves, it will eventually become something like a TC, with the island having its very own story as it is incosistent in terms of realism and features in general with the rest of Oblivion's world. Not that the opposite would reduce my interest...


ideally quests etc may make an appearance in the mod. but this is secondary to the ultimate goals of the mod.
(the scripting and implementation of the jobs and the team having fun)
User avatar
Rudy Paint fingers
 
Posts: 3416
Joined: Sun Nov 11, 2007 1:52 am

Post » Wed Mar 30, 2011 2:38 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!


I have a question, please do not take this as a rude remark nor an ungrateful one :) I am only wondering if you guys intend to continue working on this mod after version 1 is done or if it will be the final, if I don't remember incorrectly back once you started working on this mod you intended to do just that, though as everyone knows one has a tendency to grow tired of things, which I hope is not the case but I am just curious :)
User avatar
Phillip Brunyee
 
Posts: 3510
Joined: Tue Jul 31, 2007 7:43 pm

Post » Wed Mar 30, 2011 5:42 am

Is Aledra actually on the map of Cyrodil or what?
User avatar
WTW
 
Posts: 3313
Joined: Wed May 30, 2007 7:48 pm

Post » Wed Mar 30, 2011 6:15 am

The town called Turil has been redesigned and is almost complete.

New Screenshots (19-11-2008):
http://img156.imageshack.us/img156/1599/screenshot0pr7.jpg
http://img149.imageshack.us/img149/309/screenshot1pm5.jpg
http://img81.imageshack.us/img81/4648/screenshot2du0.jpg
http://img156.imageshack.us/img156/2649/screenshot3fc8.jpg
http://img156.imageshack.us/img156/9760/screenshot4oy0.jpg
http://img259.imageshack.us/img259/7042/screenshot5qn0.jpg
http://img141.imageshack.us/img141/1374/screenshot6am3.jpg
http://img508.imageshack.us/img508/6853/screenshot7ih8.jpg
http://img175.imageshack.us/img175/6110/screenshot8ts5.jpg
http://img156.imageshack.us/img156/72/screenshot9xm5.jpg
http://img149.imageshack.us/img149/1896/screenshot10ad8.jpg
http://img81.imageshack.us/img81/2518/screenshot11gv5.jpg
http://img156.imageshack.us/img156/5984/screenshot12jo5.jpg
http://img156.imageshack.us/img156/6975/screenshot13oh7.jpg
http://img156.imageshack.us/img156/7734/screenshot14wd4.jpg
http://img259.imageshack.us/img259/8585/screenshot15fr4.jpg
http://img141.imageshack.us/img141/6884/screenshot16ir3.jpg
http://img508.imageshack.us/img508/2338/screenshot17jl1.jpg
http://img175.imageshack.us/img175/3241/screenshot18ia6.jpg
http://img156.imageshack.us/img156/8743/screenshot19nf2.jpg
http://img149.imageshack.us/img149/8149/screenshot20gv8.jpg
http://img81.imageshack.us/img81/2222/screenshot21ki6.jpg
http://img156.imageshack.us/img156/3941/screenshot22wr8.jpg
http://img149.imageshack.us/img149/8246/screenshot23lc3.jpg
http://img81.imageshack.us/img81/2928/screenshot24fs3.jpg
User avatar
Penny Courture
 
Posts: 3438
Joined: Sat Dec 23, 2006 11:59 pm

Post » Wed Mar 30, 2011 5:52 am

Hello, there.

S.B. and CoolShady called to my attention that the ideas I presented in my http://www.gamesas.com/bgsforums/index.php?showtopic=915021 have something in common with your NPCs with Jobs mod.

My initial assessment, after a rather quick reading on your thread and site, is that our approaches and objectives are different:
I understand that you handle each individual quite . . . well . . . individually, keeping track of his/her money, health, interactions etc
The mod I am planning, although the NPCs themselves will have proper animations, will only be concerned with global information on production, costs, etc (pretty much as many strategy games out there) that will determine whether the society will grow, stagnate or shrink.

Anyway . . . it seems that there is a lot of room for cooperation and I wonder if there would be anything that you still need or plan, and that I am going to do anyway. In the scripting area, I mean. Scripting is all I know.

For example: I am working on a script to have a farmer going to the field and plant each and every one of the plants. Then, on a second cycle, the farmer tends the plants. Then, on a final, third cycle, go to each plant and harvest it.
Would this be of any use to you? Or do you already have something like this?

I did not find any reference on whether the NWJ contents are resources I could use or not. Are they available?
And let me make it clear beforehand that I would not mind if your contents are not public. You are still welcome to use mine, as everything I do, I publish as resource on TES Nexus (not much ATM).
I hope we find something in common.
User avatar
Lillian Cawfield
 
Posts: 3387
Joined: Thu Nov 30, 2006 6:22 pm

Post » Wed Mar 30, 2011 2:26 pm

Hello, there.

S.B. and CoolShady called to my attention that the ideas I presented in my http://www.gamesas.com/bgsforums/index.php?showtopic=915021 have something in common with your NPCs with Jobs mod.

My initial assessment, after a rather quick reading on your thread and site, is that our approaches and objectives are different:
I understand that you handle each individual quite . . . well . . . individually, keeping track of his/her money, health, interactions etc
The mod I am planning, although the NPCs themselves will have proper animations, will only be concerned with global information on production, costs, etc (pretty much as many strategy games out there) that will determine whether the society will grow, stagnate or shrink.

Anyway . . . it seems that there is a lot of room for cooperation and I wonder if there would be anything that you still need or plan, and that I am going to do anyway. In the scripting area, I mean. Scripting is all I know.

For example: I am working on a script to have a farmer going to the field and plant each and every one of the plants. Then, on a second cycle, the farmer tends the plants. Then, on a final, third cycle, go to each plant and harvest it.
Would this be of any use to you? Or do you already have something like this?

I did not find any reference on whether the NWJ contents are resources I could use or not. Are they available?
And let me make it clear beforehand that I would not mind if your contents are not public. You are still welcome to use mine, as everything I do, I publish as resource on TES Nexus (not much ATM).
I hope we find something in common.


I read your thread as well, and I think we have definitely common interests. You seem to place the player centrally, while we give the player a part in the whole picture.
The farming cyclus is already fuly implmented and released like you decribed. Farmers will determine things that need do be done on a farm, formed by a group of chores, and perform them one by done.
On the crops department, we have plowing & sewing and harvesting. This release we are working on will make it possible to use our jobs in custom mods, perhaps something you can use to build yours?
You mentioned The Settlers somewhere, one of my big examples as well.
Feel free to join us anytime, I'm the only scripter for the moment with very little time at the moment. If you happen to register at our site, I'll create a subforum for discussing both our projects.

Resources are available for use if asked and credited for.
User avatar
tannis
 
Posts: 3446
Joined: Sat Dec 09, 2006 11:21 pm

Post » Wed Mar 30, 2011 4:51 pm

First of all, I want to apologize for taking so long to replying (. . . not sure about grammar here).

I was about to finish my Realistic Farming script and wanted it to be ready when I replied. It took longer than I expected and RL got in the way too.

Anyway, I just released it and I will register at your site, as suggested, and continue there.
User avatar
Lewis Morel
 
Posts: 3431
Joined: Thu Aug 16, 2007 7:40 pm

Post » Wed Mar 30, 2011 6:21 am

Sarkandar, I was reading your comment about wanting to reduce dependency on Tamrielic Lore.

You could always go the route of having it being on another plane, as since the Daedra and Aedra have their own planes of existence, it is entirely possible that entirely seperate planes not tied to either of those groups of gods could exist.

Add a small quest accessing your world and voila!
User avatar
Kayla Oatney
 
Posts: 3472
Joined: Sat Jan 20, 2007 9:02 pm

Post » Wed Mar 30, 2011 1:09 am

Care to give us, the salivating masses, an update? :)
User avatar
Roddy
 
Posts: 3564
Joined: Fri Jun 15, 2007 11:50 pm

Post » Wed Mar 30, 2011 11:09 am

is this mod supposed to be incompatible with a lot of stuff? it's the only one I had to take out of my FCOM setup cuz it would CTD like crazy ( waiting for even 1 hour resulted in an almost certain CTD - yes, I was using the compatibility patches provided on PES ) , and everything is fine now... still it's sad to lose such a great mod :( would posting my load order help?
User avatar
Katie Louise Ingram
 
Posts: 3437
Joined: Sat Nov 18, 2006 2:10 am

Post » Wed Mar 30, 2011 4:34 am

1) the mod is in hibination at the moment.
2) posting the load order would help
User avatar
N3T4
 
Posts: 3428
Joined: Wed Aug 08, 2007 8:36 pm

Post » Wed Mar 30, 2011 8:00 am

here is my load-order, hopefully this can help to understand what's going on. it's most probably some NPC's AI package that's conflicting, since the game starts just fine but crashes as soon you wait even for 1 hour.

Active Mod Files:00  Oblivion.esm01  ScreenEffects.esm02  All Natural Base.esm  [Version 0.9.3]03  Francesco's Leveled Creatures-Items Mod.esm04  Francesco's Optional New Items Add-On.esm05  EnhancedWeatherSIOnly.esm  [Version 1.0.7]06  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]07  Mart's Monster Mod.esm  [Version 3.7b1]08  Enhanced Daedric Invasion.esm09  FCOM_Convergence.esm  [Version 0.9.9a7]0A  Kvatch Rebuilt.esm0B  DA Run Fatigue.esm0C  Toaster Says Share v3.esm0D  HorseCombatMaster.esm0E  Unofficial Oblivion Patch.esp  [Version 3.2.0]0F  DLCShiveringIsles.esp10  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]11  SM Plugin Refurbish - SI.esp  [Version 1.05]12  Oblivion.esp**  Spells No Lighting.esp13  Francesco's Optional Leveled Quests-SI only.esp14  Francesco's Optional Chance of Stronger Bosses.esp15  Francesco's Optional Chance of Stronger Enemies.esp16  Francesco's Optional Chance of More Enemies.esp17  Francesco's Optional Leveled Guards.esp18  FranDarkSeducerWeapFix.esp19  FCOM_Francescos.esp  [Version 0.9.9]1A  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]1B  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]1C  Fran Armor Add-on.esp1D  Fran_Lv30Item_Maltz.esp1E  EnhancedWeatherSIOnly.esp  [Version 1.0.5]1F  All Natural.esp  [Version 0.9.3]20  All Natural - Real Lights.esp  [Version 0.9.2]21  All Natural - EW + NW + AWS.esp  [Version 0.9.2]22  All Natural - Enhanced Seasons.esp  [Version 0.9.2]23  no_wind-2578.esp24  NoWindSI.esp25  WindowLightingSystem.esp26  BrighterTorches_v1.2.esp27  Expanded Hotkeys and Spell Delete V2.esp28  DLCHorseArmor.esp29  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]2A  SM Plugin Refurbish - HorseArmor.esp  [Version 1.11]2B  DLCOrrery.esp2C  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]2D  SM Plugin Refurbish - Orrery.esp  [Version 1.11]2E  DLCVileLair.esp2F  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]30  SM Plugin Refurbish - VileLair.esp  [Version 1.11]31  DLCMehrunesRazor.esp32  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]33  DLCSpellTomes.esp34  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]35  SM Plugin Refurbish - MehrunesRazor.esp  [Version 1.11]36  Mounted_Spellcasting.esp37  Mounted_Trampling.esp38  DLCThievesDen.esp39  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]3A  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]3B  SM Plugin Refurbish - ThievesDen.esp  [Version 1.2]3C  Bob's Armory Oblivion.esp3D  FCOM_BobsArmory.esp  [Version 0.9.9]3E  Loth's Blunt Weapons for Npcs.esp3F  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]40  Oblivion WarCry EV.esp41  FCOM_WarCry.esp  [Version 0.9.9]42  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]43  Mart's Monster Mod - Diverse Runeskulls.esp  [Version 1.1]44  Mart's Monster Mod - Diverse RuneSkull OOO Loot.esp45  FCOM_Convergence.esp  [Version 0.9.9]46  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]47  FCOM_RealSwords.esp  [Version 0.9.9]48  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]49  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b1]4A  FCOM_SaferRoads.esp  [Version 0.9.9]4B  FCOM_NoReaversInGates.esp  [Version 0.9.9]4C  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b1]4D  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b1]4E  Mart's Monster Mod - No Blood.esp  [Version 3.7b1]4F  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b1]50  MMM - Playable Undead Armors.esp51  MMM - Playable Undead Armors - Oblivion WarCry Compatability Patch.esp52  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]53  FCOM_BobsGuardUnity.esp  [Version 0.9.9]54  FCOM_HungersUnitySI.esp  [Version 0.9.9]55  FCOM_Archery.esp  [Version 0.9.9]56  FCOM_FriendlierFactions.esp  [Version 0.9.9]57  FCOM_MoreRandomSpawns.esp  [Version 0.9.9]58  FCOM_MoreRandomItems.esp  [Version 0.9.9]59  Mart's Monster Mod - Shivering Isles.esp  [Version 0.18]5A  Kvatch Rebuilt.esp5B  Kvatch Rebuilt - OOO Compatibility.esp5C  Kvatch Rebuilt - Leveled Guards - FCOM.esp5D  All Natural - Kvatch Rebuilt Weather Patch.esp5E  DLCBattlehornCastle.esp5F  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]60  SM Plugin Refurbish - Battlehorn.esp  [Version 1.2]61  DLCFrostcrag.esp62  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]63  SM Plugin Refurbish - Frostcrag.esp  [Version 1.2]64  Knights.esp65  Knights - Unofficial Patch.esp  [Version 1.0.9]66  SM Plugin Refurbish - Knights.esp  [Version 1.06]67  Mart's Monster Mod - City Defences.esp  [Version 3.7b1]68  FCOM_Knights.esp  [Version 0.9.9]69  Enhanced Daedric Invasion.esp6A  FCOM_EnhancedDaedricInvasion.esp  [Version 0.9.9]6B  xuldarkforest.esp6C  xulStendarrValley.esp6D  xulTheHeath.esp6E  MMMMWL-TheHeath patch.esp6F  XulEntiusGorge.esp70  ULFallenLeafEverglade.esp71  xulColovianHighlands_EV.esp72  xulChorrolHinterland.esp73  xulBeachesOfCyrodiilLostCoast.esp74  xulBravilBarrowfields.esp  [Version 1.3]75  xulLushWoodlands.esp76  xulAncientYews.esp77  xulAncientRedwoods.esp78  xulCloudtopMountains.esp79  xulArriusCreek.esp7A  xulPatch_AY_AC.esp  [Version 1.1]7B  xulRollingHills_EV_withoutWheat.esp7C  MMMMWL-RollingHills patch.esp7D  xulPantherRiver.esp7E  xulRiverEthe.esp7F  xulBrenaRiverRavine.esp  [Version 1.0]80  xulImperialIsle.esp  [Version 1.6]81  FCOM_UnofficialFranArmorAddon.esp  [Version 0.9.9]82  Harvest [Flora].esp  [Version 3.0.0]83  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]84  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]85  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]86  Dungeon Actors Have Torches 1.6 DT.esp87  Exterior Actors Have Torches 1.3 DT.esp88  No Glow Grass.esp89  P1DkeyChain.esp  [Version 4.20]8A  ScriptIcon_Replacer.esp8B  Enhanced Vegetation [125%].esp8C  Quest Award Leveller.esp8D  Quest Award Leveller - Battlehorn Castle.esp8E  Quest Award Leveller - Vile Lair.esp8F  Quest Award Leveller - Mehrunes Razor.esp90  Quest Award Leveller - Knights of the Nine.esp91  DA ReducedBackwardsRunningSpeed.esp92  RealisticForceMedium.esp93  MidasSpells.esp94  Midas OscuroGems.esp95  PJs Spell Compendium - Spell Requirements.esp96  TeachSpell.esp97  FrostcragMidasLab.esp98  SupremeMagicka.esp  [Version 0.88]99  SM_ShiveringIsles.esp  [Version 0.86]9A  SM_DLCSpellTome.esp  [Version 0.80]9B  SM_OOO.esp  [Version 0.87]9C  SM_MMM.esp  [Version 0.82]9D  SM_EnchantStaff.esp  [Version 0.80]9E  SM_UnlockSpells.esp  [Version 0.70]**  SM_NoSpellLights.esp  [Version 0.70]9F  SM_Scrolls.esp  [Version 0.84]A0  SM_SigilStone.esp  [Version 0.83]A1  Midas Betterholy.espA2  Midas SMHolyHeal.espA3  Midas Reduced Costs Half.espA4  Midas SMPoison.espA5  DeadlyReflex 5 - Combat Moves.espA6  SM_DeadlyReflex.esp  [Version 0.86]**  Dark Dungeons.esp**  Dark Dungeons -  SI.espA7  [GFX]_Initial_Glow-all.espA8  [GFX]_Initial_Glow-creatures.espA9  Get Wet.espAA  Mart's Monster Mod - Resized Races.esp  [Version 3.7b1]AB  Toaster Says Share Faction Recruitment.espAC  Bashed Patch, 0.espAD  Streamline 3.1.esp

User avatar
Big Homie
 
Posts: 3479
Joined: Sun Sep 16, 2007 3:31 pm

Post » Wed Mar 30, 2011 6:19 am

What happend to the Whitmond farm mod?? it is no longer on nexus.
User avatar
Matt Fletcher
 
Posts: 3355
Joined: Mon Sep 24, 2007 3:48 am

Post » Wed Mar 30, 2011 9:25 am

Dead?
User avatar
OJY
 
Posts: 3462
Joined: Wed May 30, 2007 3:11 pm

Post » Wed Mar 30, 2011 2:11 am

Dead?


Probably :(
User avatar
Tha King o Geekz
 
Posts: 3556
Joined: Mon May 07, 2007 9:14 pm

Post » Wed Mar 30, 2011 11:13 am

Dead. Moderator please lock.
User avatar
Da Missz
 
Posts: 3438
Joined: Fri Mar 30, 2007 4:42 pm

Previous

Return to IV - Oblivion