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[LE] Skyrim Workforce [WIP]


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Are you getting bored of fighting dragons? Is saving all of Tamriel becoming annoying? Ever wanted to live the life of someone whose sole purpose in life isn't to help every single living being in all of Skyrim and kill giant, overgrown, flying lizards of death and destruction? Well if so this future mod will be the one mod that will solve all of those problems!

 

Preamble (Why am I doing this again?)

My name is Dane (aka Shadowheart328) and I am working on a mod that will change the way you play Skyrim. In all my playthroughs of Skyrim I have never actually completed the main quest, in fact I never really got as far as the delphine quest, in all honesty I didn't really want to be the dragonborn of legend, my character's are generally thieves, hunters, or rangers why would they care about (or even want to) fight a dragon? Well with a mixture of alternate start mods I was able to fix this problem, however, I was now faced with another dilemna, how was my character going to gain vast amounts of wealth or live the life of a miner/farmer/hunter when the game didn't really set up any ways to accomplish this? Luckily for me a mod was created by Lifestorock called Jobs in Skyrim. This mod allowed my character to go through the game being a hunter by just accomplishing small radiant quests that paid well enough. Through this I was able to roleplay characters like necromancers, hunters, thieves, and more without having to resort to joining guilds or being the dragonborn. Fast forward a couple years however, and Jobs in Skyrim has been abandoned and pulled from the Nexus, due to the bugs still left in the current version I had no choice but to abandon it too, and that left me heartbroken (or at least I tell myself that.....) and in search of another mod that would allow me to do the same thing. Unfortunately I couldn't find another mod that would allow me to do that so I decided that I would take it upon myself to create such a mod, and take it a step further (and by step I mean an Usain Bolt Olympic sprint...heh Jamaican pride...).

 

What This Mod is and Does

If you read through my little preamble, and survived the corny jokes then you sir or mam (no descrimination here) deserve both a cookie (I will bake it myself) and an explanation. In the shortest way possible to describe this mod Skyrim Workforce allows the player to actually get a job and work in Skyrim. However, I deciceded to make this much more immersive than in it probably should have been. The player will get a new item called the resume' which documents all of their skills and allows them to add different personality traits to their character. The player can then give this resume to the many new employers that will be available within the game, and if their skills qualify them, get hired by said employer to work a certain job. The player will work 5 - 7 days out of the week and will be paid either weekly, biweekly, or depending on the job at the completion of a contract. Like the real world players can be promoted (earning new benefits, titles, etc.), fired (and go home crying), and get benefits! So have I peaked your interest yet?

 

 

How Jobs Will Work

Similiar to the way that jobs of Skyrim did it once your character gets the job he/she wants they will report to their employer and be given a bunch of radiant quests to complete. Your character must accept a minimum number of radiant quests to work on per day between the hours of 8am and 10pm. These quest will vary greatly for example as a guard you can be given a radiant quest to patrol part of city for a certain number of hours, during this time random encounters may or may not happen thay you have to stop ( robberies, people in need of help), or you can get gate guard duty and guard the gate of a hold stopping suspicous people, or bandit/animal raids. You can continue asking for jobs once you complete the minimum threshold. Remember failed quest count in your minimum number but do decrease your performance.

Features

Wage System: The player will be paid at a certain time of the week depending on their salarty type (weekly, biweekly, or contract). Weekly payments happen every Friday or 5th day since joining. Biweekly payments happen every 10 days or 2nd Friday. Contract payments happen at the end of the contract, and is generally given to you by the client you worked for. The amount paid is not based on hours worked, instead every job will be given a base weekly payment that is increased by a percentage of itself based on your job position (intern, veteran, senior, chief, etc.) which will finally be added by a performance number. This performance number is generally 0, but if your job performance for the week is oustanding you can have extra added onto it, however, if your performance is unsatisfactory the number will be negative thus decreasing your wages. What this means is that you should have a decent pay that increases with promotions, but decreases if bad jobs are done.

 

Performance Sytem: Because the player is given a number of (failable) quests or random encounters in a day. Each job requires a certain number of quests completed to be concidered satifactory, by completing the bare minimum you will be concidered a good worker but will recieve not extra bonus pay. If you complete more quests than the amount concidered satisfactory then you will be concidered a wonderful worker and will recieve bonus pay. However, if you fail more quests than what is concidered satisfactory you will be concidered a poor worker and will recieve less pay because of it.

 

Promotion System: If your character has consistently high performances each week, then eventually the player's character will state to him/herself (see still no bias) that they should ask about getting a promotion. This will start a quest that will have your character speak to his/her employer about getting a higher standing within their job, this will lead to them getting promoted, a different title, and new benefits. If you have a high enough position you can even request to have your salary type changed (for weekly and biweekly jobs only).

 

Benefits: When you get hired for a job your character is given what is called a benefit. Benefits range differently depending on the type of job your character has, for example a guard may get decrease buying prices within his hold, prepaid inn expenses, and/or free food for breakfast, lunch and dinner (great for those primary need mods). These benefits can increase in what they allow based on your job position (for example as a regular guard you may get a 15% buying decrease in your hold and free in expenses, however a senior guard will bet a 55% decrease along with the house of Breezehome for his benefit).

 

Firing/Quitting System: Of course like any job in the real-world you can be fired from your job. Getting fired occurs if you recieve to much negative performance consitently for weeks. This can happen by failing quests alot or showing up to work late consistenly. When this occurs you will recieve a letter detailing you to go to your employer who will strip away your titles, and give you are quick farewell and some leaving cash. Of course if you decide that you no longer want to be Treasure Hunter for archeologists and the winterhold college, you can always quit and become a farmer.

 

Resume: You will be given a resume at the start of the game by opening it you will be asked a series of questions that will help determine your characters personality (introverted, violent, extroverted, shy, etc.) as well as documenting your current skill levels. Once that is completed you will be given a quest to apply for a job, in this ques the player will find an employer for a job that they want in this example I will use a guard job. The player will go to the guard recruiter and ask if show them their resume. Each job has a certain skill bar that you need to have ( don't expect to be an alchemist if your skill in alchemy is just 10) and in some cases personality traits (a loner will probably not do so well as a soldier in a regiment, but may be well suited for being a hunter). If your character passes these skill bars and personality bars then they will qualify for the job and get it. To prevent players from abusing the system and just changing their skills mid game (you console hackers) the recruiter will periodically ask your for the resume to see your updated skills (so update it frequently).

 

HOW YOU, YES I MEAN YOU, CAN HELP THIS MOD GROW!

I will be opening a Trello board either later tonight or early tomorrow, here you can add cards that suggest jobs to create along with the quests and specifics of the job. Don't worry I will post both a template card for you to duplicate on trello and will provide information on how to use my Trello board here on this post. I really want you the player's who will be using my mod to have a large impact on what will be created in it, you will also get to witness the lifecycle of the mod as you see me view, possibly accept, and work on jobs that you suggested should be on the mod. Do know however, that I will not be creating what everyone here calls "Adult" jobs so know prostituting yourself, working as a torturer, or other weird fetish like things....sry....I respect your playstyle and choices, but that's just not how I roll.

 

DISCLAIMER

This is understandeably a very ambitious project and certain features may or may not be doable with the creationkit. Also I am a full time computer science student currently taking: Calculus, Physics w/ Calculus, Discrete Mathematics, and Fundamentals of Computer Systems ( I don't count the physics lab as a class), so know that my schoolwork and grades come first before skyrim modding. Know that I do not expect to complete the mod this month or the next and am instead aiming for an early to mid summer release. Please bear with me if you see notice that I have not posted any updates in a while, I am probably still alive but am just busy slowly torturing myself with math. ;D

 

P.S Sorry about the large text and colored titles, I wanted to make this long post as easy as possible to read.

 

Aaaaaaaand That's All Folk's!

(will adding a bunch of a's mean no looney tune copyright?)

 

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How far are you with this project? From what you say I cannot tell if it is nearly completed or if it is just an idea right now.

Oh man, will edit that in for better clarity.

 

As of now it is in the very early stages, I am working on the systems as of now.

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If I were you I would get a skeleton version out as soon as possible that has all the main features and three jobs, alchemist, blacksmith, ranger, (which could work from pretty much the same template) and then take it from there. you'll have more great or not so great suggestions flooding your post tab than you'll be able to handle soon enough that way.

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If I were you I would get a skeleton version out as soon as possible that has all the main features and three jobs, alchemist, blacksmith, ranger, (which could work from pretty much the same template) and then take it from there. you'll have more great or not so great suggestions flooding your post tab than you'll be able to handle soon enough that way.

That's the goal. :D

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If I were you I would get a skeleton version out as soon as possible that has all the main features and three jobs, alchemist, blacksmith, ranger, (which could work from pretty much the same template) and then take it from there. you'll have more great or not so great suggestions flooding your post tab than you'll be able to handle soon enough that way.

 

 

Definitely, skeleton version is good but you can always reipload when complete. Be sure to continuosly make baxkups as you go.

I have a physics exam that I am studying for on Monday, and a trip to the Keys on the weekend, probably by the end of next week when all this work dies down I will upload the skeletal version of it, with the guard job module (this job by far has the most deph so showcasing that will be a plus).

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