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

Post » Wed Mar 30, 2011 11:07 am

NPC With Jobs v0.9.8: farming

previous thread: http://www.gamesas.com/bgsforums/index.php?showtopic=758449

Download links:
Main file (52 Mb):
TesNexus: http://www.tesnexus.com/downloads/file.php?id=5338
Planet ElderScrolls: http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=1427

Mod website: http://www.npcwithjobs.com
Mod Forum: http://aledra.19.forumer.com
Previous thread: http://www.gamesas.com/bgsforums/index.php?showtopic=695795
Optional Creatures for Aledra pack and optional compatibility patch (patches for OOO and MMM) available at the download sites as well.

DISCLAIMER: Please be aware that by using any of the links in this post, you are entering a website that is beyond the control of Bethesda Softworks. These sites are not covered by ESRB Privacy Online certification, not affiliated with Bethesda Softworks, and Bethesda Softworks does not condone and is not responsible for any of the content on these sites.

1. Overview

Welcome to NPC with Jobs, a mod where NPC's live their lives, have a job, produce items, grow old and have kids.
Imagine a community that grows and evolves around the needs and wants of its inhabitants. Not only confined to each separate town but instead connected to one another by the merchants that travel across the land.
Walk through a town and watch as its inhabitants go about their lives, watch as a lumberjack goes through the forest, chops down a tree, cart it back to town and sell it, then using the money he made to buy himself some food to eat, or a better axe or even donate it to the local church to help others.

The rise of the East Empire Company from its operations in Morrowind have led it to retake control over a small Imperial colony that was setup in the last invasion of Akivar. As well as helping the East Empire Company develop Aledra into a thriving community, the mysteries of the island itself will need to be dealt with.

Welcome to our mod, a mod that seeks to extend the limits of Oblivion, making the game more realistic.

2. Mod Description

NPC with Jobs consists of two global parts: a job/needs module, and a new worldspace Aledra.
All the NPC's we've selected will have a job. They will perform their job and earn money for it. Most of the time, they will produce items to sell, but they can also perform some service and get a salary for it.

All these NPC's have also needs. These needs will grow in time and when they are urgent enough, the NPC could decide react to them.

Current jobs are:
Forrester: someone who plants trees, usually to replace those that have been cut down.
Lumberjack, someone who cuts down trees, and sells the logs.
Sawyer: someone who cuts wood. They take the logs from the merchant and produce wood planks and sticks to sell.
Fisherman: someone who catches fish using a fishing rod. The fish are a source of food and are also sold.
Hunter: someone who kills certain types of animal for their meat. Meat is a source of food and also can be sold. Uses a bow and arrow to hunt.
Miner: uses a pick to excavate types of rock/minerals/metals in mines. These items are then sold.
Farmer: someone who tends a farm in all its facets. He sows and harvests fields, tends animals, picks fruit, ...
Merchant: someone who buys and sells goods for profit.
Tax collector: someone who periodically collects taxes from all inhabitants of a town. These tax incomes are used to pay the communities' workers and expenses.
Traveling merchant: a special kind of merchant that follows a route to buy/sell goods from town to town.

Current needs are:
1. Food: NPC's will have to eat twice each day to keep healthy. If they lack the funds or the merchants are out of stock, they'll suffer damage and could die.
2. Sleep: NPC's will need to sleep each day. If they have a home, they'll sleep in their bed. Otherwise, they'll camp outside.


World of Aledra

The island of Aledra started out as a showcase for our jobs. But in time, the world got it's own character and we felt like building it out as a real worldspace. A big part of the team now works on this island to make it a place where quality and uniqueness prevail. We're also writing out a complete lore that fit's perfectly into the TES lore and gives room for several exciting quests.

http://npcwithjobs.com/screenshots.html

The island consists of 5 towns:

Turil: located at the northwest coast of Aledra inside the region of the Forests of Turil. It is a village in the woods, so it's prime business is wood crafting.

Lutur: a northern village famous for it's rich soil. It's located between two lakes with canols flowing through the fields. The main business here is farming.

Hamor: the capital city of Aledra. Centrally placed at a long bay, it is the home of the army and headquarters of many organizations.

Queel: located on the eastern coast of Aledra, in a barren region. It's mostly a miner's town and a harsh place to live.

Jurad: the harbor of Aledra, where ships from Tamriel bring in many goods. Also a town of fishermen.


3. How to Play & Installation

NPC with Jobs Requires OBSE 11 or higher. (http://obse.silverlock.org).

Simply extract everything into its matching folder in the Oblivion Data folder. e.g. meshes into meshes, etc.
Select the tamriel plugin (NWJtamriel.esp) and the esm (npc with jobs.esm) in the Oblivion Loader and you are set.

To get to Aledra all you have to do is cast the Travel to Aledra Spell and you will arrive in Turil.
A map of Aledra: http://img146.imageshack.us/img146/7417/aledrageographicalmaplg7.jpg

4. Compatibility & Troubleshooting

As far as we know, no mod conflicts occur. As we haven't tested every mod out there, this is of course still possible.

To have a fully working LOD in Aledra, NPC with jobs.esm needs to be loaded directly after oblivion.esm.

Compatiblity Patches for OOO and MMM

Martigen Monster Mod
Replace nwjtamriel with this one: NwjTamriel4MMM.esp
Zmmm special faction added to protect Weye's fisherman when he is fishing in MMM.

NpcwithJobsCreatures4MMM.esp give's all wild animals in the optional plugin MMM scripts, hides and meat.
Crafting plugin can be used.

OOO
NpcwithJobsCreatures4000 using factions and scripts, hides, meats, ...

If using both MMM and OOO, or Fcom, then use both of the 4MMM pacthes listed above, you do not need NwjCreatures4000.esp


Currently known issues:
*The worldspace isn't finished.
*If you travel to Aledra, and everything is under water, try to put npc with jobs.esm directly underneath oblivion.esm in your load order.

In case of problems, contact us on the NPC's With Jobs thread on the Official Bethesda Softworks forum, or at http://aledra.19.forumer.com .


5. Team & Credits

Sarkandar: project leader, scripting, exteriors of Turil, custom animations
Corepc: Integration of Traveling merchants, Aledra worldbuilding, creature AI, beta testing
Entim: Havok & nifskope specialist
Hugon: Town of Lutur, custom models, interiors of Lutur
Invader13: Interiors of Lutur
Jdmj90: Town of Turil, exteriors of Lutur, scripting, beta testing, custom models
Mindfeeder: City of Hamor, textures
Mwoo769: Aledra lore & quests, beta testing, custom icons, scripting
Mr_siika: Town of Lutur, custom models, textures
Phaerus: Custom models, Jurad architecture, Town of Jurad, Historian
Rabbitstorm: Town of Queel
Ssenkrad: beta testing, sounds
Wizard of Thay: beta testing

The entire team of Farmers Unite! for their animals.
The egg made originally for Morrowind by Cait and ported to Oblivion by _Tarnsman_ for Salmo the baker.
Clinteractive: made custom sounds for us: fishing line, tree falling, mining , sawing, windmill blades
Cow1787: made some objects for us: separated tree logs, fishing line, bow saw
Darknel: made the initial version of the mineable rock nif's.
DXXter: made custom icons for fishing line, bowsaw, fish
Scruggsywuggsy the Ferret: made the original apple tree structures
The team of the Cheydinhal Petshop: fishmeat mesh
Guidobot: useful code thread
Tegid: local actor reference script
Team of OBSE: obvious, I think.
Jodoebell, XR1, Csheldon-dante: beta testing
Minstrels Lute by Onimae
Cryo_Naut for Subspeices Variety Wolves Pack
Guru white mountain lion texture
Buhay for the new leopard, snow leopard and black panther texture
Haama: scripting advice
RA: Water trough made by Ra for Unique Landscapes


6. Mod History

New in 0.9.8:

Version 0.9.8 will focus on farming.

* Working Farms added to the Town of Lutur, Aledra
* also a working farm added to Whitmond, north of Anvil
* New Farm animal families including:
1.A cow, calf and bull
2.A pig
3.Hen, rooster and chick
* NPC Farmers to tend to the animals as well as other farm jobs.
* Orchards and fields that will be grown and harvested
* Need for sleep! No more Nighttime Wandering.
* Home concept. NPC's will go home or inn to sleep and when they aren't nearby they unroll a bedroll to sleep.
* Lutur's exteriors as well as some interiors.
* Custom animations for milking, tree shaking, grazing and drinking
* AI added to animals as well including need to eat and sleep.
* LOD has been added

New in 0.9.7
* local merchant job
* traveling merchant job
* Town concept: jobs are local now
* Professions added to Weye
* Jobs keep on going when their NPC's are in inactive cells. No performance loss.
* Complete new implementation of the main engine
* Tax collector redone
* Four towns in progress
* More complete worldspace

New in 0.9.6:
* sawyer profession
* tax collector profession
* new carry able log, plank & stick items
* new usable item bowsaw
* preplaced jobs on the NPC's of Turil
* diverse custom icons added

New in 0.9.5:
* added the miner profession
* added new raw iron ore and coal, and new rocks that contain them
* introduction of token scripts that greatly stabilize the professions
* a new worldspace Aledra
* a new town Turil
* Teleport to Aledra spell
* the forester won't plant anymore inside towns
* lumberjacks and hunters will travel to a base camp first before searching for trees/prey.

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

New in 0.9.3:
* added kneel animation to the forester
* better tree interior to new trees
* added a map of the sewer exit
* a new profession selection mechanism
* trees will always tumble when cut
* added the fisherman job
* added a windmill (with no functionalities yet)

7. Multimedia

Jobs: http://aledra.19.forumer.com/viewtopic.php?t=13
Whitmond farm: http://aledra.19.forumer.com/viewtopic.php?t=388
Videos: http://aledra.19.forumer.com/viewtopic.php?t=244

8. Version progress

Overall: ||||||||||||||||||||||||| 52%

Jobs: ||||||||||||||||||||||||| 57%
Animal vending: ||||||||||||||||||||||||| 80%
Baker: |||||||||||||||||||||||| 100%
Blacksmith: ||||||||||||||||||||||||| 0%
Brewer: ||||||||||||||||||||||||| 37%
Butcher: ||||||||||||||||||||||||| 20%
Innkeeper: ||||||||||||||||||||||||| 60%
Lumberjack: ||||||||||||||||||||||||| 0%
Miller: ||||||||||||||||||||||||| 95%
Salt distiller: ||||||||||||||||||||||||| 100%
Sawyer: ||||||||||||||||||||||||| 0%

Player Jobs: ||||||||||||||||||||||||| 40%

Structures: ||||||||||||||||||||||||| 57%
Bakery: ||||||||||||||||||||||||| 100%
Brewery: ||||||||||||||||||||||||| 50%
Butcher: |||||||||||||||||||||||||
Distillery: ||||||||||||||||||||||||| 90%
Farm: ||||||||||||||||||||||||| 80%
Inn: ||||||||||||||||||||||||| 60%
Mill: ||||||||||||||||||||||||| 100%
Smithy: ||||||||||||||||||||||||| 0%

Concepts: ||||||||||||||||||||||||| 61%
Decaying tools: ||||||||||||||||||||||||| 0%
Dynamic economy: ||||||||||||||||||||||||| 80%
Immersive dialogue: ||||||||||||||||||||||||| 40%

Needs: ||||||||||||||||||||||||| 0%
Thirst: ||||||||||||||||||||||||| 0%

Worldspace ||||||||||||||||||||||||| 47%
Lutur interiors: ||||||||||||||||||||||||| 26%
Turil: ||||||||||||||||||||||||| 80%
Far textures: ||||||||||||||||||||||||| 60%
Adding fish: ||||||||||||||||||||||||| 50%
Map of Aledra: ||||||||||||||||||||||||| 20%
Integration of new work: ||||||||||||||||||||||||| 0%
Landscaping: ||||||||||||||||||||||||| 40%

Misc: ||||||||||||||||||||||||| 69%
Anvil: ||||||||||||||||||||||||| 50%
Sounds and voices: ||||||||||||||||||||||||| 0%
Mod structure: ||||||||||||||||||||||||| 100%
User avatar
Paula Ramos
 
Posts: 3384
Joined: Sun Jul 16, 2006 5:43 am

Post » Wed Mar 30, 2011 7:58 am

Whoa.....this mod is still alive? :D Your work is much apreciated.


p
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x a million...
 
Posts: 3464
Joined: Tue Jun 13, 2006 2:59 pm

Post » Wed Mar 30, 2011 11:10 am

Seems like a beast of work...
good luck with that, it's shure a wonderfull mod
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kat no x
 
Posts: 3247
Joined: Mon Apr 16, 2007 5:39 pm

Post » Wed Mar 30, 2011 1:57 pm

This is definitely something more than a mod! It's science! :hehe:

Best wishes!
Darina
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claire ley
 
Posts: 3454
Joined: Fri Aug 04, 2006 7:48 pm

Post » Wed Mar 30, 2011 1:11 am

This is definitely something more than a mod! It's science! :hehe:

Best wishes!
Darina


You can say that again. It's a huge project and it requires a lot of work and dedication :D
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Ria dell
 
Posts: 3430
Joined: Sun Jun 25, 2006 4:03 pm

Post » Wed Mar 30, 2011 4:08 pm

an a complete lack of common sense :D.
Work is continuing on this mod, the pace has been reduced slightly due to RL, but we are still working at it.
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Del Arte
 
Posts: 3543
Joined: Tue Aug 01, 2006 8:40 pm

Post » Wed Mar 30, 2011 10:21 am

Wow, this sounds like a great mod! Will this affect anyone in Cyrodil or just on the island?
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Khamaji Taylor
 
Posts: 3437
Joined: Sun Jul 29, 2007 6:15 am

Post » Wed Mar 30, 2011 10:23 am

Wow, this sounds like a great mod! Will this affect anyone in Cyrodil or just on the island?


the plan is for Cyrodil npc's to have jobs.
the issue with it is that we don't want the economic system the team is putting in place to get in the way of the quests and storyline.
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James Rhead
 
Posts: 3474
Joined: Sat Jul 14, 2007 7:32 am

Post » Wed Mar 30, 2011 1:09 am

hows everything going with the mod?

its been a very long time since i have replied but rest assured im up to date with the whats happening. I will try to get the pasture structure done during my mid year break, but no promises.
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Sheila Reyes
 
Posts: 3386
Joined: Thu Dec 28, 2006 7:40 am

Post » Wed Mar 30, 2011 9:12 am

hi mwoo! things going but are slow because of RL
well except sark, he's still doing amazing stuff.
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Bloomer
 
Posts: 3435
Joined: Sun May 27, 2007 9:23 pm

Post » Wed Mar 30, 2011 2:45 am

Download the farmers market mod for this and it would be great( w8 does this already add the items in a market?)
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Nicholas C
 
Posts: 3489
Joined: Tue Aug 07, 2007 8:20 am

Post » Wed Mar 30, 2011 8:24 am

We have our own markets, yes.

Hi mwoo, good to hear you again. When's your mid break due? I'm having my 3 week vacation now, so I make some progress now, but I can use another scripter.
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Daniel Holgate
 
Posts: 3538
Joined: Tue May 29, 2007 1:02 am

Post » Wed Mar 30, 2011 11:00 am

im in my mid break now, and i go back to uni on the 21st of july, so thats about 3 weeks, i will be looking over all the entries in the old thread and stuff in your crop threads, but i do remember you saying that you found a way of getting around that with the getnthchild command, i dont know yet though because i haven;t had the time to look over it properly, but i will need to know what internal version i should be using
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Kevin Jay
 
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Post » Wed Mar 30, 2011 3:49 am

I've added some explanantion of the newer functions in our guides section at our forum.
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Andrea P
 
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Post » Wed Mar 30, 2011 5:03 am

I'm so happy to hear from this mod again! Keep up the Good work!!! :goodjob:
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Peter P Canning
 
Posts: 3531
Joined: Tue May 22, 2007 2:44 am

Post » Wed Mar 30, 2011 7:58 am

The baker job is almost finished. A short preview of a new animation:

You see the baker (in for the moment an open-air bakery, it's easier to test in open air :) ) adding flour, water and salt, and starting to mix it. Then, he's taking the dough to the kneading table to knead it there:
http://img532.imageshack.us/my.php?image=bakerku7.flv

Some screenshots:

The baker buys in a stock of salt and flour:
http://img380.imageshack.us/my.php?image=screenshot2ug4.png

When dough is prepared, it goes on the rise shelf:
http://img368.imageshack.us/my.php?image=screenshot3sb0.png

Room for more there, every new addition is shown:
http://img368.imageshack.us/my.php?image=screenshot8tr8.png

When dough has risen, it goes into the oven:
http://img95.imageshack.us/my.php?image=screenshot4qn6.png

Where it becomes bread:
http://img150.imageshack.us/my.php?image=screenshot5lm4.png

Which is stored on the bread shelf:
http://img292.imageshack.us/my.php?image=screenshot6it0.png

And added to the supply market of that town, so it is up for sale to others.

I've also added a concept of customer calls. When a customer enters a shop, the owner is called when he's not around. A concept movie:

In the beginning you see the customer walking towards the (open air) bakery, while in the background, the baker walks away to get fresh water.
Then the view switches and you see the customer arriving in an now empty bakery. Moments later, the baker runs in and greets the customer. Normally a transaction takes place then, but I skipped that part in my test.

The second part shows what happens when the customer enters the bakery when the baker is around (same cell). He will then just walk to the customer and greets him.

Afterwards, the baker just continues working where he left.

http://img532.imageshack.us/my.php?image=customercalles8.flv
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BaNK.RoLL
 
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Post » Wed Mar 30, 2011 2:05 pm

Thats awesome...Good Job!
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Guy Pearce
 
Posts: 3499
Joined: Sun May 20, 2007 3:08 pm

Post » Wed Mar 30, 2011 4:40 pm

Just to annoy you all more thatn anything else :D :evil:

new internal beta for the team today for testing.

No a full release is not that soon, what this does mean is that there are certain aspects that require testing and potentially finalisation.

next version of NWJ WILL require latest version of OBSE (version 15 so far) and Elys Arrays.

Right off to do a clean install and break the beta :D
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Richard Dixon
 
Posts: 3461
Joined: Thu Jun 07, 2007 1:29 pm

Post » Wed Mar 30, 2011 12:35 am

Congrats on the Baker Job! Looks really nice! I can't wait to see it in a more natural environment (Bakery).

Greetz! Darina
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Setal Vara
 
Posts: 3390
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Post » Wed Mar 30, 2011 9:06 am

Its stunning. The realism and immersion this will give to the game is awesome :ahhh:
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Jordyn Youngman
 
Posts: 3396
Joined: Thu Mar 01, 2007 7:54 am

Post » Wed Mar 30, 2011 10:24 am

Today bought me internal beta 4 from the rest of the team, this one was full of aeldrea graphics goodness.
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Undisclosed Desires
 
Posts: 3388
Joined: Fri Mar 02, 2007 4:10 pm

Post » Wed Mar 30, 2011 2:25 pm

An update:

Sjors boomschors is improving the worldspace. He did a great job with Lutur (screenshots), and is now wrestling with Turil.
http://img133.imageshack.us/img133/7692/screenshot6dy5.jpg
http://img98.imageshack.us/img98/1766/screenshot3fm4.jpg

I started with the butcher, for which I made this model:
http://img299.imageshack.us/img299/4383/screenshot10ck0.png

but I quickly passed on to the farm to work out a mechanism for selling animals. We decided to add some central animal markets outside towns/cities where farmers can go and sell their cattle (or buy). Butchers will also get their animals there.
For this, some internal concepts have to change, and that's what i'm doing for the moment.

One of the things was moving livestock between pasture's (or to the market), which is finished:
http://img532.imageshack.us/my.php?image=movingmw6.flv
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Invasion's
 
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Post » Wed Mar 30, 2011 6:01 am

OMG! That poor cow!!

I couldn't help but laugh, though.

Nice job!
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James Smart
 
Posts: 3362
Joined: Sun Nov 04, 2007 7:49 pm

Post » Wed Mar 30, 2011 11:47 am

I love to see an update, this is one of my most wanted mods :foodndrink:

Sorry if asked before, but, Will you use or have in mind COBL to use with this?
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Jaki Birch
 
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Joined: Fri Jan 26, 2007 3:16 am

Post » Wed Mar 30, 2011 4:37 pm

I would think so, but I'm wondering if ppl would like to download a mod with three dependencies (OBSE, plugy and COBL).
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Tiffany Holmes
 
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Joined: Sun Sep 10, 2006 2:28 am

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