AnkhAscendant Posted September 8, 2012 Share Posted September 8, 2012 Is it possible to make the jobs for Alchemy and Enchanting something like "Bring me X amount of Healing Potions/Daggers with Flame enchantment", rather than trying to make them have you do a specific potion for them? Theoretically you could still buy or find said potions/daggers, but if you do that then your character is a cheater anyway. Sorry if I misunderstood the problem you were having. Link to comment Share on other sites More sharing options...
littleork Posted September 8, 2012 Author Share Posted September 8, 2012 (edited) Is it possible to make the jobs for Alchemy and Enchanting something like "Bring me X amount of Healing Potions/Daggers with Flame enchantment", rather than trying to make them have you do a specific potion for them? Theoretically you could still buy or find said potions/daggers, but if you do that then your character is a cheater anyway. Sorry if I misunderstood the problem you were having. It is actually what it is going to be like for the most part, the alchemy quest is like bring me 5 healing pot/deliver those potion to x person, and the rewards are ingredients so you can make some but I might have found another solution which will consist in using let say a cookpot(I would change the model so it isn't a cookpot of course) and make some custom potions that I will create and make it count toward alchemy lvling, that way, those potion will have an id and will be accepted by the quest giver. I haven't tried it yet so not sure if it works but I found some interesting things in the ck to try out so if it works, then it will make the job look realistic and more toward doing potions.That would mean that I would need to redo alchemy quest but that wont take so long so no big deal, this could be possibly used with enchanting as well. Update: It worked so I will add something small next to the alchemy lab and it will need to be used to create the potions. Edited September 8, 2012 by littleork Link to comment Share on other sites More sharing options...
littleork Posted September 13, 2012 Author Share Posted September 13, 2012 UPDATE: -Jewelcrafting and Tax collector jobs are now complete. -Updated the notes section and differences section. -I removed lumberjack from the list since they make you able to use sawmill in hearthfire and we already have a payment for firewood. I am also thinking of possibly removing farming and hired mercenary since they are also improving farming (and you can already sell crops to some farmers) and you do mercenary work for people all the time if you get the quests.Tailoring job could be added, tell me what you think. Link to comment Share on other sites More sharing options...
AnkhAscendant Posted September 13, 2012 Share Posted September 13, 2012 I think that tailoring should be added - I was actually going to start this weekend on what I was mentally calling a 'better craftable clothes' mod where you have to make patterns from clothes first, and I was going to suggest a Clothier job to you, but I wanted to have some progress first (it doesn't seem hard, just slightly tedious, to make). Not that you'd have to use my idea or anything. I'd also suggest Mercenary stay, with jobs like protecting people on journeys or protecting places against attack, more than going to attack a place... That might be harder since it requires setting up people to guard/attack, though... Link to comment Share on other sites More sharing options...
littleork Posted September 13, 2012 Author Share Posted September 13, 2012 (edited) I think that tailoring should be added - I was actually going to start this weekend on what I was mentally calling a 'better craftable clothes' mod where you have to make patterns from clothes first, and I was going to suggest a Clothier job to you, but I wanted to have some progress first (it doesn't seem hard, just slightly tedious, to make). Not that you'd have to use my idea or anything. I'd also suggest Mercenary stay, with jobs like protecting people on journeys or protecting places against attack, more than going to attack a place... That might be harder since it requires setting up people to guard/attack, though... Yeah that's the thing, most of the jobs currently in the mod are simple to do, I am not a pro modder but I don't mind trying new things and see how it goes.For tailoring, how it would have work again was to put the tailor recipe on a bench that I would have change the model (like I did with the keg) and do its own crafting keyword, that way only clothes can be done on that specific bench so if you would want those 2 mods compatible,I think the best way is to make your mod have a compatibility patch with JoS, the only thing that you would probably have to change is what bench you are using so that wouldn't be too hard to do.Anyway once you are done, if you want both to work together we can discuss it then :). Edit:It just made me think, if we take your idea of what a mercenary job is like, then the bodyguard job would go to waste, so it's almost like a duplicated job. Edited September 13, 2012 by littleork Link to comment Share on other sites More sharing options...
AnkhAscendant Posted September 13, 2012 Share Posted September 13, 2012 You're right, I forgot that Bodyguard existed. It's kind of a shame to lose Mercenary, but you're right that you basically do it constantly anyway when you do bounty hunts and things. It does seem like with the other things you have - assassin, thief, bodyguard, bounty hunter - mercenary is unnecessary. If you keep in Tailoring then I'll make sure and make mine compatible to yours (after it's released so I can borrow your crafting station :P ) So obviously I encourage it. ^^ Link to comment Share on other sites More sharing options...
littleork Posted September 13, 2012 Author Share Posted September 13, 2012 Update: I now have a date for the release of part1/beta of this mod; October 12, 2012. It has been released to my testers so if some of you are interested in testing it, I still have some spots open.So the beta will be the current finished jobs in the main post, it does not include voice acting and it will be the unlimited version. Link to comment Share on other sites More sharing options...
Deleted2533858User Posted September 13, 2012 Share Posted September 13, 2012 Since day one of Skyrim I always wanted to see someone do this Bravo! Link to comment Share on other sites More sharing options...
littleork Posted September 16, 2012 Author Share Posted September 16, 2012 Update: Removed Hired mercenary from the list. I intend to keep only 25 jobs for the final mod but I would like to add tailoring to replace either farming or maybe even bard( I am quite unsure if I will be able to integrate bard but I will still give it a try). Let me know what you think. Link to comment Share on other sites More sharing options...
BslBryan Posted September 19, 2012 Share Posted September 19, 2012 Well if you hear about someone who likes to test mod or is a voice actor, you can refer them to me, any little thing helps.I'll voice some lines for you. Here's my Wikipedia page: http://en.wikipedia.org/wiki/Bryan_Basil Link to comment Share on other sites More sharing options...
Recommended Posts