I'd like Feedback as this is kinda-sorta still an active WIP but I'm releasing the parts along the way.
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.
>.>
---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.
>.>
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