LordJaredSin Posted November 24, 2019 Share Posted November 24, 2019 I am not sure if this can be done since I am not a modder, but with some of the great quest mods out there, I guess there is a chance. My idea is pretty straight forward. Being able to assign or take on a profession. The interface for that would probably be best through the MCM and could be added to in updates. Think of how many professions just in settlements alone. School teacher, garbage removal, orphanage worker/administrator, dentist, mail carrier, beautician, etc..... The interface for the mod should be customizable, allowing the player to adjustments for wages earned, frequency of pay, happiness earned from job satisfaction, satisfaction could include earned wages/raises, type or work assigned, hazard pay if defending a settlement or sending the player/npc outside of a settlement (i.e. supply line, mailman, traveling doctors, entertainers, etc...), mechanic, and more. A worker could get bored or become dissatisfied with the job and request a raise to keep doing it. Maybe the job is too hazardous for the amount of pay. For those that use the pregnancy mod and can have the player or npc have children, a school teacher and orphanage worker/administrator would be most useful. Giving the player/npc to dump off their rugrat so their inventory stays clear. Personally, I like using those mods as it is an easy way to attract settlers or replenish if happiness gets too low. For all those professions out there, it seems logical that eventually workers may try to unionize for better working conditions/pay. Maybe a worker only wants to specialize in a particular task. Depending how long a worker has been doing the job, promotions could be acquired.Professions could expand into other DLCs taking traveling into Nuka World or Far Harbor. Again, traveling farther means more risk and more hazard pay! This idea shouldn't bog down the player's play style though and should be allowed to activate or de-activate any option that they see fit for them. I hope the Mod Gods can make this work. :woot: Link to comment Share on other sites More sharing options...
jkruse05 Posted November 24, 2019 Share Posted November 24, 2019 This sounds like something that would make a lot of sense with Sim Settlements, you could just link the payment and whatnot to the plot they work at. Link to comment Share on other sites More sharing options...
LordJaredSin Posted November 25, 2019 Author Share Posted November 25, 2019 I personally haven't used the Sim Settlements but I know enough about it to get your point and agree, It would be nice to make it compatible with SS but not a requirement for those that have older PCs and may be system restricted. My PC runs a bit slow since it is older, so I can sympathize with those that have an older PC than I do. Hoping that someone takes on this idea, I think could easily lead to many more professions that I didn't list. Some others could be heroine parlors, or any other drug that is lore friendly. Crossing guard for settlements that have schools. Spy networks/thieves guild type. A settlement could have a wealth rating. The higher the rating, the more likely it is to get raided... even by other settlements! Doctors that do illegal stuff that may benefit a settlement's own needs. Perhaps a settler recently lost an arm after a botched operation or it being amputated after an attack. For the right price, the doctor could sent some henchmen to find a newly deceased and fresh arm or an unwilling doner. After the operation the recipient could be very happy or very horrified. Does the patient get a human arm replacement of the same sex? Maybe all they could find is a mutant arm. Or worse yet, a mirelurk claw. Grafting can be a tricky business. But for the doctor, it is valuable medical research after all. Link to comment Share on other sites More sharing options...
Recommended Posts