Welcome to the world of Aledra. A world where NPC have a life instead of dumb schedules. NPC with jobs will be an ever expanding mod that will cover lot's of professions during time, trying to add immersion to the game of Oblivion. With every new version, new professions will be added and more interaction will be possible between NPC, thus forming an independent economic system. Not only jobs, but also social life and needs will be added along the way. A town called Turil is included in this world where these NPC can live their lives. Included professions in this version: fisherman, hunter, lumberjack, forrester and miner. This mod also introduces DAI - Dynamic AI. All the selected NPC's will have needs and act on them, making them less predictable. No schedules or NPC scripts will be used, only in-game descisions are made. This ensures the compatibility with other mods.
Unzip the files in your oblivion directory (overwrite when prompted). Start Oblivion Launcher, choose data files and select the 'NPC with Jobs' mod. Note: just to be save, don't overwrite savegames that you want to keep to play the game.
When the mod is active, the player gets added a new spell called "Teleport to/from Aledra". When casted, you get teleported to the harbor of Turil. When casted again, you return to your original location.
Inside Turil, there are several people. One guy, the indian looking guy named Viator Accius, is the merchant. Please don't select a profession for him yet, or strange things may happen. It will probably still work though, but better not change him. For the other people, you are free to choose a profession. To do so, you have a new spell called "Choose Profession". Aim it at any npc and you can select it's job after it has been hit.
You can select the same job to different NPC at the same time. They will all work independently.
For now, jobs need to be done around the merchant as he plays a key role. It will practically not possible to choose jobs in Tamriel or other worldspaces as the distanced to Viator Accius is too big.
KNOWN ISSUES: * when an NPC is outside active cells, he might stop moving (or slow down) * trees have some clipping issues with the ground and rocks they fall on. * the worldspace isn't finished yet! No interiors are done and only a part of the terrain is texturized.
Clinteractive: audio files Cow1787; windmill and fishingpole design Csheldon-dante: beta testing & highend screenshots Darknel: initial version of the mineable rock nif's. GuidoBot: his useful code thread. Jodoebell: beta testing & highend screenshots Scruggsywuggsy the ferret: there has to be something he helped me with Tegid: local actor reference script The team of the Cheydinhal Petshop: fishmeat object Wizard of Thay: beta testing XR1: beta testing
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