[REL] Staff Agency

Post » Sat May 28, 2011 12:00 pm

The Pegasus Staff Agency
By Danae


What it does

The mod places a staff manager in Ebonheart, he will arrange the recruitment of staff for you.
Here's the list of employees you may hire:
Alchemist, mage, necromancer, smith , healer, merchant, guild guide, Ashlander scout, butler, cook, maid, farmer, miner, housekeeper, fisherman, dancer, bard, gardener, librarian, courtesan (male and female), herder, hunter, sailor, agent and 9 trainers in total.


Characteristics of your employees

To hire some new staff, you will need either gold or some equipment (for example, you'll need a broomstick to recruit a housekeeper).

All employees actually carry and display their tools of work (so your housekeeper, will be holding the broom you had for her.

All employees will perform services related to their trade, some of them only once a day. The healer for example will cure/heal you once a day, the alchemist give you a random potion, the bard will play a song, the Ashlander scout will take you to the 4 Ashlander camps. etc.

After a short quest for each employee, they will provide better services for you. For example, your alchemist will give you exclusive potions after you find a particular book, the smith will tell you of a sword and a series of hammers that will enhance the sword, your maid will give you a trinket after you help her teach her boyfriend a lesson, etc.

All employees will share their lore based on their trade. For example, the farmer knows all about crops, the healer about blessings, they'll also have clues as to where the Master trainers are.

The script is a slightly modified version of Grumpy's (with a different name to avoid conflicts with other companions). As such, your staff will follow you, have companion share (with the exception of the merchant), restore themselves, drink potions, levitate / sneak / waterwalk when you do and auto-move if you want them to.

The hunter, agent, sailor, scout and gardener (!!!) are fully fledged companions with combat options and a travel option to take both of you to Balmora. They will also give you first aid if you're hurt and tell you all about their skills, attributes and health condition.


Your staff knows stuff: about skills, trainers, book skills, fauna and flora etc.

Finally, your staff looks quite simply gorgeous thanks to Westly hair and faces as well as Ren's (some of them retextured by Kateri)


In the music folder, you will find 5 mp3 called 'song'1 to 'song5'. You'll need to overwrite them with the songs of your choice renamed 'song1' to 'song5' so the bard will be able to play them for you.

Also, the staff comes dresses in regular clothing, it's up to you to go shopping and find THE right outfit. Adding some outfits in this mod would be a matter of taking from other mods only and it would make the files much bigger to dl as well...
The faces and hair have different IDs and are not playable, if you like them (and honestly who wouldn't) the mods are readily available at TES.

You do not need to run 'hold it' for this mod to work. You may choose to have hold it-replacer if you want more npcs to have the items.


Plans for the future: add a nanny to take care of your kids (Children of Morrowind, MW family), give more personality to the staff (French 'accent' for the maid and cook are on top of the list ;) A necromancer with a bad sense of humour... ), probably an addon for the gardener based on Herbalism, etc., and eventually a house so the staff can do things in particular cell, like the cook placing a pie on the table, the maid taking you to the bathroom, etc



Any comments /ideas / (even) criticism welcome!

Edit: Oops, I didn't put the link to TES, it's http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7502
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Rich O'Brien
 
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Post » Sat May 28, 2011 1:52 pm

Sounds good. :) I think I'll try it next time I have a character with a house. :)
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Darrell Fawcett
 
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Joined: Tue May 22, 2007 12:16 am

Post » Sat May 28, 2011 11:39 am

This looks very interesting, Danae, and I will definitely try it out. :thumbsup:

Thank you for sharing this.
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Jade
 
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Post » Sat May 28, 2011 11:40 am

This is awesome. Downloading.
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Roy Harris
 
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Post » Sat May 28, 2011 3:17 am

It's a great idea--as I remarked elsewhere, very much in overall design like an old favorite of mine, Nevana's Assistants & Apprentices, which she regrettably never debugged before quitting the modding community. My only mild criticism is that some of the staff are overpowered--which can be avoided by simply reading the chart of effects that comes with the mod (kudos on that). Ideally, though, something that's as much of a roleplaying aid as this mod would avoid making you read a chart beforehand to avoid overpowered rewards, but that's probably just me. And I really do think the variety of staff and the way you've developed them all shows a lot of imagination.

I still haven't worked my way through all the staff, so I'm reluctant to comment more at this time, except to say well done! :foodndrink:
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Quick Draw III
 
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Post » Sat May 28, 2011 4:41 pm

don't work for me...when I star a new game or load it, the game ctd

My warnings:
Not able to find Foot part in WAR_AC1_BOOT.
Texture "Data Files\Textures\tomato_1.tga" count 3.
Texture "Textures\_land_default.tga" count 3.
Texture "Textures\Tx_WG_rockydirt_01.tga" count 3.
Texture "Data Files\Textures\Q_refl_writing_dark.tga" count 3.
Texture "Textures\menu_thick_border_bottom_right_corner.dds" count 2.

My list:
_001_ Morrowind.esm
*003* Tribunal.esm
_002_ Bloodmoon.esm
_004_ Better Heads.esm
_005_ The Undead.esm
_006_ GIANTS.esm
*008* Morrowind Crafting 2-1.esp
*009* Morrowind Crafting Equipment.esp
*010* Creatures.esp
*011* Combat Moves.esp
*012* VTA_TravelBM+Trib.esp
*013* Better Bodies.esp
*014* Lock bash enhanced.esp
*015* RKCriminals TR&BM.esp
*016* TravelingMerchants_v2.2.esp
*017* Elders of Vvardenfell.esp
*018* DX_CreatureAdditionsV1.0.esp
*019* New Corprus Stalker.esp
*020* Undeads arise from death 1.4 - T - B - Neo.esp
*021* Morrowind Code Patch Showcase.esp
*034* Blood and Gore.esp
*035* Galsiahs Character Development.esp
*036* constance1_0.esp
*037* Area Effect Arrows.esp
*038* Particle Arrows.esp
*039* Westly's Imperial Male Headpack.esp
_022_ Blood and Gore Combat Moves add-on.esp
_023_ Blood and Gore Fire damage.esp
_025_ LGNPC_NoLore_v0_83.esp
_026_ MultiMark.esp
_027_ MultiMark_TribunalPlugin.esp
_028_ MultiMark_BloodmoonPlugin.esp
_029_ TLM - Complete.esp
_030_ TRIB_witchgirladvent1.esp
_031_ Haldenshore_1.2.esp
_032_ Unique Banners and Signs.esp
_033_ Ranger Tent.esp
_024_ Lgnpc_SN.esp
*041* LGNPC_GnaarMok_v1_10.esp
*042* LGNPC_AldVelothi_v1_20.esp
*043* LGNPC_MaarGan_v1_10.esp
*045* LGNPC_HlaOad_v1_32.esp
*046* NEDE v1.2.esp
*047* Oil Flask 1.1.esp
*048* LGNPC_Aldruhn_v1_13.esp
*049* Traps.esp
*050* LGNPC_Pelagiad_v1_13.esp
*051* LGNPC_TelMora_v1_11.esp
*052* BirthsignsAMFun_BM.esp
*053* LGNPC_Khuul_v2_01.esp
*054* LGNPC_VivecFQ_v2_03.esp
_040_ LGNPC_Indarys_Manor_v1_45.esp
_044_ LGNPC_Secret_Masters_v1_21.esp
*055* LGNPC_VivecRedoran_v1_41.esp
*056* LGNPC_PaxRedoran_v1_12.esp
*057* Class Abilities 3.0.esp
*058* TVwofs.esp
*059* Less_Generic_Tribunal.esp
*060* Westly Presents_Creed of the Assassin.esp
_007_ NOM 2.13.esp
_061_ Mashed Lists.esp
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Eric Hayes
 
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Post » Sat May 28, 2011 9:47 am

don't work for me...when I star a new game or load it, the game ctd


But if you go back now, after installing it, and don't load the mod, the game comes up fine? Because some of those missing texture errors you list, if reported in full, don't look like they have anything to do with the mod.
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FABIAN RUIZ
 
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Post » Sat May 28, 2011 4:30 am

Yes, without staff agency, it's runs perfect
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ladyflames
 
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Post » Sat May 28, 2011 12:12 pm

Yes, without staff agency, it's runs perfect


Try reinstalling the textures. Let them overwrite. See if that helps. I haven't had the problem you're encountering, so I have to wonder if the problem lies in installation.
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Katie Samuel
 
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Post » Sat May 28, 2011 12:41 pm

the mod has been updated. Try to download it again.
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Charles Mckinna
 
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Post » Sat May 28, 2011 9:50 am

This is a great idea! Now I just need to find a bigger house for them. Is there a recommended house for the staff?
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Robert Bindley
 
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Post » Sat May 28, 2011 11:37 am

This is a great idea! Now I just need to find a bigger house for them. Is there a recommended house for the staff?


To be honest no, I tried to think of every npc oe might need depending on their chars, so their's a sailor for the proud owners of a boat, a necromancer for darker chars and a maid for those who like the comfort of a bath etc.
I suppose big empty castles would do the trick, some of them are huge and have guard quarters and guests rooms.
Ultimately I'd like to release my own house so that the staff can perfom duties in said house, for exemple the cook would place a pie on the table instead of giving it to you but that won't be any time soon.
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Lucky Boy
 
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Post » Sat May 28, 2011 7:40 am

Great mod! You did wonderfully!
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Michael Russ
 
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Post » Sat May 28, 2011 8:40 am

All right, I've been busy enough with work but I'll have more time to get this mod to where I wanted it to be.
Truth is, once I thought it would be good to have household employees that look the part, I had to have them and probaby released my mod a tad too soon, hence doing the sadly common mistake of not uploading all textures as well as letting half of the creatures of Morrowind meow like frighten kittens... Well, it's been all fixed so I can expand on the mod.

I had a few ideas but I'd welcome any suggestion
On my todo list:

- Give more personality to the staff
- Change the librarian quest so that after doing her quest she won't give a skill book a day anymore.
- Change the garderner so that she gives plants rather than simple ingredients.
- Add new staff: nanny, a journalist
- Add a quest for better service for the fisherman, farmer and housekeeper
- Work on the trainers, I never much cared about them really...
- Possibly add wages (weekly?) for your staff, because lets' face it, hire and keep a housekeeper for a broom is pretty cheap.

Er that's all I have, any suggestions?
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Lily Evans
 
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Post » Sat May 28, 2011 3:59 am

- Give more personality to the staff


Great! :)

- Change the librarian quest so that after doing her quest she won't give a skill book a day anymore.


Yes--it is overpowered.

- Change the garderner so that she gives plants rather than simple ingredients.
- Add new staff: nanny, a journalist
- Add a quest for better service for the fisherman, farmer and housekeeper
- Work on the trainers, I never much cared about them really...
- Possibly add wages (weekly?) for your staff, because lets' face it, hire and keep a housekeeper for a broom is pretty cheap.


Wages are good. For what little my opinion's worth, I think the price should increase significantly once a staff member "upgrades," at least for the staff that give a strong beneficent to the character.

What about a Poacher? Brings you a pelt or two of local animals once a week. He/she is a former agent for the Thieves Guild, who fell out with the local head after a change of management. The quest would involve setting their rep to rights with the guild leader, for a nice lump sum. The reward would be that they could fix bounties for you, much as the Thieves Guild membership does--but at twice the cost. Still, a nice RP option for those who don't want a character joining the Thieves Guild.

A Gamekeeper, perhaps? If you provide a petty soul gem, he or she will bring it back filled within one week. Quest involves getting a pair of shoes enchanted with speed; reward is the ability to fill lesser or common soul gems with appropriate souls, though doing so for one will take a month.
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Kortknee Bell
 
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Post » Sat May 28, 2011 2:18 am

Wages are good. For what little my opinion's worth, I think the price should increase significantly once a staff member "upgrades," at least for the staff that give a strong beneficent to the character.

What about a Poacher? Brings you a pelt or two of local animals once a week. He/she is a former agent for the Thieves Guild, who fell out with the local head after a change of management. The quest would involve setting their rep to rights with the guild leader, for a nice lump sum. The reward would be that they could fix bounties for you, much as the Thieves Guild membership does--but at twice the cost. Still, a nice RP option for those who don't want a character joining the Thieves Guild.

A Gamekeeper, perhaps? If you provide a petty soul gem, he or she will bring it back filled within one week. Quest involves getting a pair of shoes enchanted with speed; reward is the ability to fill lesser or common soul gems with appropriate souls, though doing so for one will take a month.



Thanks a lot for your suggestions.
Wages will be implements, I'm not sure they'll increase as your staff improves as the quests are what give you access to better service. However if more people feel that wages should increase, I'll comply ;)
I didn't think of an NPC that would remove bounty, ior one that would fill soul gems, but I love the ideas as well as the quests you've suggested.
In short, your ideas are keepers, thanks.

Edit: I just realised: you may have noticed that the agent in my mod does nothing apart from being a companion, I added because of Antares's mod, if you use the agent's service, he will clear your bounty (among other things). So I won't add an NPC that clears your bounty.
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RAww DInsaww
 
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Post » Sat May 28, 2011 11:04 am

CHANGES IN VERSION 1.0
1. Fixes: no kitten sounds every where, added missing textures, typos corrected, more info in journal
2. Balancing: monthly wage to pay, changed reward for the Librarian quest.
3. New staff: the Spellweaver (mage type companion without destruction or conjuration, exchanges empty soul gems with filled ones depending on the PC's level) and the Seamstress (gives random shirt or a special outfit after a short quest)
4. Modifications: The Staff manager will follow you and sell carriable tools, the gardener is no longer a companion, she gives potted version of various flowers, the Sailor will sing a drinking song if you give him? a drink, the Herder will now give you a ring to call your pack guar. Slight modifications to the dialogues.
5. Optional add-on: clothing from Clothiers of Vvardenfel, use only if you have the mod installed.
6. Optional add-on: the cook will give NOM food (requires Necesities of Morrowind)
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Cathrin Hummel
 
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Post » Sat May 28, 2011 3:02 am

@Danae
Congrats on the update! B)

Couple of questions/suggestions...
Limit the amount of staff based on reputation - i.e. only able to hire one staffer if rep < 1; up to three for rep 1; up to five for rep 2-3; up to 12 for rep 4-5; up to 24 for rep 6-7; unlimited for rep > 7. Then maybe as an option, if player's reputation drops enough, have recently hired staffers quit to bring their numbers within these ranges.

Besides the courtesan, is there a choice of gender for the other staffers? Beast race versions?

In any case, it would be great if you could update the readme to include gender/race for each staffer. -_-
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Laurenn Doylee
 
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Post » Sat May 28, 2011 9:26 am

I like tetchy's idea, perhaps, though, the exception should be wealth; an unknown but wealthy person would still be able to hire staff, but the more famous he is, the cheaper they would be.

Or perhaps they become more expensive as he becomes more famous. Or some of them do? ;)

All sorts of interesting ideas can be done, I wish you Zenithar's luck and I'll keep an eye on your mod!
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Imy Davies
 
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Post » Sat May 28, 2011 4:09 am

I like the idea of a rep cap. I don't know how fast reputation grows, never paid much attention to it but it would be nice to have a mod where reputation matters ;)
Adding wealth as a factor seems more difficult because, well, this is my first mod, and also I wouldn't be sure wether to use the money in the inventory (how would the npc know about it anyway?) or rather the clothes the PC wears (exterior signof wealth).
Losing your employees are your rep drops? Hum, never know you could lose rep in the fist place... Plus I think your staff will be happy to serve of nobody as long as the gold keeps coming. As of version 1.0, your staff ask to be paid, will refuse to serve you if you don't and you have no the option of sending them away.
I have updated the read me (as a single download on PES) with info about the race and gender of the employees.
I decided not to give the choice of races for the employees at least for now (being lazy mostly) BUT, I should have added beast races for the courtesans, I'll make a patch for that.
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NAtIVe GOddess
 
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Post » Sat May 28, 2011 6:43 pm

Totally forgot to mention there was a newer version, here are the changes:

CHANGES IN VERSION 1.0
1. Fixes: no kitten sounds every where, added missing textures, typos corrected, more info in journal
2. Balancing: monthly wage to pay, changed reward for the Librarian quest.
3. New staff: the Spellweaver (mage type companion without destruction or conjuration, exchanges empty soul gems with filled ones depending on the PC's level) and the Seamstress (gives random shirt or a special outfit after a short quest)
4. Modifications: The Staff manager will follow you and sell carriable tools, the gardener is no longer a companion, she gives potted version of various flowers, the Sailor will sing a drinking song if you give him? a drink, the Herder will now give you a ring to call your pack guar. Slight modifications to the dialogues.
5. Optional add-on: clothing from Clothiers of Vvardenfel, use only if you have the mod installed.
6. Optional add-on: the cook will give NOM food (requires Necesities of Morrowind)

The next update of this mod will be part of my http://www.gamesas.com/bgsforums/index.php?showtopic=1000912 mod.
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Daddy Cool!
 
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Post » Sat May 28, 2011 2:36 am

Totally forgot to mention there was a newer version, here are the changes:

CHANGES IN VERSION 1.0
1. Fixes: no kitten sounds every where, added missing textures, typos corrected, more info in journal
2. Balancing: monthly wage to pay, changed reward for the Librarian quest.
3. New staff: the Spellweaver (mage type companion without destruction or conjuration, exchanges empty soul gems with filled ones depending on the PC's level) and the Seamstress (gives random shirt or a special outfit after a short quest)
4. Modifications: The Staff manager will follow you and sell carriable tools, the gardener is no longer a companion, she gives potted version of various flowers, the Sailor will sing a drinking song if you give him? a drink, the Herder will now give you a ring to call your pack guar. Slight modifications to the dialogues.
5. Optional add-on: clothing from Clothiers of Vvardenfel, use only if you have the mod installed.
6. Optional add-on: the cook will give NOM food (requires Necesities of Morrowind)

The next update of this mod will be part of my http://www.gamesas.com/bgsforums/index.php?showtopic=1000912 mod.

Err, isn't that the same thing from your post on June 4th? :P
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renee Duhamel
 
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Post » Sat May 28, 2011 6:23 pm

Err, isn't that the same thing from your post on June 4th? :P


Damn, so I didn't forget to mention the new version, I just forgot I did it... Well, I go something right: I did forget something! :embarrass:
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Isabella X
 
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Post » Sat May 28, 2011 3:06 am

Help! Love the mod, want all the staff for Cragonmoor mod.

Kitten9 mesh and kitten 9a and 9b dll missing.

Can't find sword for blacksmith near gnisis.

Miner's contract not in NPC's inventory

Blue algae not in lake s of ebonheart

Zhan the bard won't recognize that HE'S the famous bard. Stealing music doesn't help

petergn
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A Lo RIkIton'ton
 
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Post » Sat May 28, 2011 6:39 pm

Help! Love the mod, want all the staff for Cragonmoor mod.

Kitten9 mesh and kitten 9a and 9b dll missing.

Can't find sword for blacksmith near gnisis.

Miner's contract not in NPC's inventory

Blue algae not in lake s of ebonheart

Zhan the bard won't recognize that HE'S the famous bard. Stealing music doesn't help

petergn


The kitten textures were missing in the very first relase but have been added since then, you probably need to dl the file called 1.0 part 2 on PES, it has all the textures. These particular one are in: Data files/textures/cait
The sword is
Spoiler
in the river close to the silt strider, stuck in a rock.

Bolrin at the East Empire company has the contract, if you want to use a console command to get it, the contract is called aa_charter (I don't know the command, best way to not be tempted to use them)
The blue algae is really missing, I must have clean this cell by mistake, I'll make the needed corrections today.
For the bard quest,
Spoiler
you need to speak with a bard (not yours), then with an ashlander, again, not yours to get the journal entries ( one that tells you the bard's name, Zhan, the other gives you his location) With these 2 pieces of information, Zhan will admit he's the famed bard. You need to have the trUst of the Ashlanders (have joined their faction) to have Zhan's trust. Your bard won't take the music sheet unless you have all the journal entries .

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[Bounty][Ben]
 
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