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Professions




Version: 0.801
Date: 10 March 2014
Author: kuertee
Source: http://skyrim.nexusmods.com/mods/18258

Requirements:
* Skyrim 1.9
* Skyrim Script Extender http://skse.silverlock.org/
Options:
* Activities affects your exhaustion, hunger and thirst in Eat and
Sleep http://skyrim.nexusmods.com/mods/13246.





Note that a copy of this document exists in the Skyrim\Data\Docs folder.


Short description


Performing the duties of your chosen profession gives you a bonus to
Health, Magicka and Stamina. You will feel guilty neglecting your
responsibilities resulting in penalties.


Updates since last release (0.706)




0.801, 10 March 2014:

* Bug fix: userShowMessages now affect the Explorer and Adventurer
bonus messages.
* Tweak: You can view the descriptions of the different professions
without being forced to change your current profession.


Updating


1. Simply deactivate and uninstall the previous version then install
and activate this version. Note that you do not need to stop the mod
in-game. If you do, you will lose your accumulated mod-specific data.
Let the new version back-up the data of its old version, clean-up the
old data (i.e. zero-out) by stopping itself, restart itself and
restore the data of the old version.
2. If you have Sky UI's MCM, you can check the settings in Sky UI's
MCM wihtin the game.
3. Or check the settings in "Data\Ini\kuerteeProfessions.ini". If you
change any of it, execute your changes by typing {bat
"ini\kuerteeProfessions.ini"} (without the brackets) in the console.
4. After the update is finished, the message "kuP v0.706" will appear.


Gameplay changes


Performing the duties of your chosen profession gives you a bonus to
Health, Magicka and Stamina. You will feel guilty neglecting your
responsibilities which results in penalties.

Eight hours of work results in peace of mind for seven days. The more
days you have, the better the bonus. With seven days, the bonus is +25 to
Health, Magicka and Stamina. With one day, the bonus is +4. This bonus
decreases every day. Ignore these duties and the bonuses will turn into
penalties. There is a -4 penalty in the first day of penalty. At seven
days, there is a -25 penalty. You cannot have more than 7 days of bonuses
or less than 7 days of penalties.


Profession Bonus


You can be one of nine professions. Each profession has several
activites. Doing any of these activities increases your peace of mind.
This peace of mind is "Profession Bonus". Profession Bonus are measured
in hours. For every 8 hours spent doing a job results in 160 hours (i.e.
the rest of the week, i.e. (7 days * 24 hours) - 8 hours = 160 hours) of
Profession Points. Note that you are free to do any job for any
profession. But doing a job of your chosen profession results in better
Profession Bonus for less time.


Profession Points


You can change your profession if you do the job of another enough times.
But you lose efficiency and interest in your profession as you gain
efficiency and interest in another. You will notice this because the
amount of Profession Bonus you accumulate while performing a job will
change. For every job you perform, a message will be displayed notifying
you of the amount of Profession Bonus you gained for the amount of time
lost. Note that changing into another profession will take quite a while.
You have to truly ignore the activities of the profession you are trying
to leave and make an effort of performing the activities of the
profession you are trying to enter.


Example


As a hunter, when you loot an animal's hide, you will lose 1 hour of time
but gain 20 hours of Profession Points. When you tan that hide into
leather, you will lose 1 hour of time but gain another 20 hours of
Profession Points. Because bartering is a job for the merchant
profession, when you sell that hide, you lose 5 minutes bartering but
gain some Profession Points for it. Additionally, you will gain a small
amount of bartering proficiency. However, as you increase in bartering
skills, you lose some hunting skills.


Professions


These are the professions, the activites associated with them, and the
amount of time each job takes. Note that you do not need to perform the
activities in one block of time. Every time you perform any of these
activities will result in a Profession Bonus.

Profession activites time lost
Alchemist mix a potion 0.5 hours per potion
harvest an ingredient 0.25 hours per ingredient
Armoursmith craft armour 1 hour per armour
improve armour 0.5 hours per armour
Cook cook food 1 hour per cooked food
Enchanter disenchant/enchant 1 hour per item disenchanted/enchanted
Hunter loot hide 1 hour for buthering/skinning an animal
tan hide to leather 1 hour for tanning
strip leather 0.25 hours for each cutting action
Lumberjack chop wood 0.25 hours for each chop that results in wood
use sawmill: move log 0.25 hours to move log into place
use sawmill: cut log 0.25 hours to cut the log
Merchant buy and sell 5 minutes per transaction
Miner mine for ore 0.25 per ore mined
refine ore to ingot 1 hour per ingot
Scholar reading a book real-time minutes * userTimeScaleReading
learning a spell 1 hour
learning from a trainer 1 hour
Weaponsmith craft a weapon 1 hour per weapon
improve a weapon 0.5 hours per weapon

Skill bonuses and penalties (from enchantments like Blacksmith's potion
or from damage like Head injuries from my Battle fatigue and injuries
mod) affect the time penalties and Profession bonuses. Skill bonuses
decrease the time penalties and penalties increase them. Skill bonuses
increase the Profession bonus and penalties decrease the Profession
bonus. Listed below are the skills used for each activity:

Skill Activity
Alchemy mixing potions, harvesting, cooking
Enchanting enchanting / disenchanting
One-handed or Two-handed (which ever is greater) mining and wood cutting
Marksman skinning
Smithing armour and weapon smithing
Marksman or Smithing (which ever is greater) tanning and stripping leather
Speechcraft bartering and reading
* There is no bonus or penalty from skill for refining ore or using a
sawmill.


Example


As an alchemist, I need to mix 16 potions (8 hours of work) to get 7 days
of Profession Bonus.

As a weaponsmith, I get 7 days of Profession Bonus for creating 6 weapons
and improving 4 of them.


Adventurer and explorer professions


Additionally, because you are essentially an adventurer, you have an
inherent need to explore and quest. Adventurer and Explorer are passive
professions. Discovering new locations adds 3 hours to your Profession
Points. And completing quests adds 6 hours.


Jack of all trades


By default, you are a jack of all trades and the profession that
generates Profession Bonus most efficiently (i.e. your Profession) will
change over time. However, as a penalty to being a master of none, you
never gain the same efficiency as when you are specialised. Internally,
you can have up to 10 points of activity in a Profession. By being a jack
of all trades, you can never have more than 7.5 in any Profession.

Set userJackOfAllTrades to False with the MCM, in the console or with the
INI to play as a specialist.


Specialist


Your specialised profession will never change. However, as a penalty to
being a specialist, activities of other professions will never surpass
the efficiency of activities in your speciality. By being a specialist,
you can accumulate up to 10 points of activity in your Profession.
However, the other professions are capped at 7.5.


Clothing bonus


Activities can take up to 25% less time and generate up to 25% more
Profession Bonus when the appropriate clothing is worn while performing
an activity.

Alchemists and Enchanters any enchanted robes, any enchanted light
headwear or no headwear, any enchanted light gauntlets or gloves, and any
enchanted boots.
Armourer and Weaponsmiths blacksmith's clothes*, appropriate headwear* or
no headwear, any light gauntlets, and any light boots.
*Blacksmith's clothes and headwear have the word "smith" in their name or
"ModelPath".
Cooks appropriate clothes, appropriate headwear* or no headwear, no
handwear and any shoes.
*Cook's clothes and headwear have the word "cook", "chef", "bar" or
"wench" in their name or "ModelPath".
Hunters fur, hide or leather armour but not scaled or studded armour,
appropriate headwear* or no headwear, any light gauntlets and any light
boots.
*If userHuntersClothingBonusIsArmour is True, hunters' clothes have the
word "bandit", "fur", "hide", "leather" in their name or "ModelPath".
*If userHuntersClothingBonusIsArmour is False, Cook's clothes and
headwear have the word "cook", "chef", "bar" or "wench" in their name or
"ModelPath".
Lumberjacks appropriate clothes*, no headwear, any light gauntlets and
any light boots.
*Lumberjacks' clothes have the word "farm" in their name or "ModelPath"
Merchants fine clothes*, no headwear, any gloves or no handwear, and any
shoes.
*Merchant's clothes have the word "fine" or "merchant" in their name or
"ModelPath".
Miners miner's clothes*, appropriate headwear or no headwear, any light
gauntlets and any light boots.
*Miner's clothes and headwear have the word "miner" in their name or
"ModelPath".
Scholars no armour, no headwear, any gloves and any shoes.


Eat and sleep mod synergy


Exhaustion, hunger and thirst from Eat and Sleep
http://skyrim.nexusmods.com/downloads/file.php?id=13246, are affected by
the activities.


Details


Doing any of the activities is a time-sink. You will lose that time in
the game. But in exchange is a handy bonus and peace of mind while
adventuring.

You can change to a different profession immediately by typing {setpqv
kuPQ chooseProfessionNow True} without the brackets in the console.

You can also list the activity points of all professions by typing
{setpqc kuPQ showProfessionsNow True}.

You can configure this mod with SkyUI's MCM or in the Console by typing
"SetPQV kuPQ {mod data} {value}".Below are the various mod data that you
can change, their default values and a short description of their effects.

* You can change the amount of time a job takes.
* You can remove the job's in-game time penalty. The time will still be
used for calculating the amount of the bonus but it will not be removed
from your game any more.
* You can remove the bonus from the mod, if you wish. Profession Bonus
will not be applied but the amount of the Profession Bonus (It's in
hours, remember?) will still be used to stave of the penalties. Do 8
hours of work and you will be free from penalties for the rest of the
week.
* You can remove the penalties from the mod. So you never get the
penalties. You can ignore your responsibilities as long as you wish.
Doing them will still give you the bonus.

The configuration options are in Data\Ini\kuerteeProfessions.ini. Change
any of the settings in this file. Then execute this batch file by typing
{bat "ini\kuerteeProfessions.ini"} without the brackets in the console.
You only need to do this once at every change. The changes will be saves
in your game.

The default crafting times are:

* Mixing potions: 0.5 hours
* Cooking: 1 hour
* Armour and weapon crafting: 1 hour
* Armour and weapon improvement: 0.5 hours
* Enchanting and disenchanting: 1 hour
* Tanning: 1 hour
* Skinning: 1 hour
* Leather stripping: 0.25 hours
* Mining: 0.25 hours
* Smelting: 1 hour per ingot
* Woodchopping: 0.25 hour
* Using the sawmill: 0.25 hours to put the log in place and 0.25 to cut
it
* Learning a spell/reading a skill book: 1 hour
* Reading: seconds spent reading * userTimeScaleReading (default 20)
Every 1 minute in real-time spent reading is converted to 20 minutes
in-game time.
Note that you need to spend more than userSecondsRequiredForReading
(default 30 seconds) reading for the activity to produce Profession
Bonus.
* Learning from a trainer: 1 hour
* Harvesting: 0.25 hours

An INI called kuerteeProfessionsHighCraftingTimes.ini is provided that
sets crafting activites to take up more time. Execute the INI by typing
{bat "ini\kuerteeProfessionsHighCraftingTimes.ini"} (without the
brackets) in the console to get these times:

* Mixing potions: 1 hour
* Cooking: 1 hour (unchanged from default)
* Armour and weapon crafting: 8 hours
* Armour and weapon improvement: 4 hours
* Enchanting and disenchanting: 4 hours
* Tanning: 4 hours
* Skinning: 8 hours
* Leather stripping: 0.25 hours (unchanged)
* Mining: 0.25 hours (unchanged)
* Smelting: 1 hour per ingot (unchanged)
* Woodchopping: 0.25 hour (unchanged)
* Using the sawmill: 0.25 hours to put the log in place and 0.25 to cut
it (unchanged)
* Learning a spell/reading a skill book: 4 hours
* Learning from a trainer: 8 hours
* Harvesting: 0.25 hours

A configuration file (data\ini\kuerteeProfessions.ini) is provided with
the relevant console commands. If you want to change any of the default
values above, change them in the INI file then run the file by typing
{bat "ini\kuerteeProfessions.ini"} (without the brackets) in the console.
You only need to do this when you want to change the values of the
property. Your changes will be saved in your game.


Install


1. Use Wrye Bash
(http://skyrim.nexusmods.com/downloads/file.php?id=1840) to install
this mod. Just drag the package (which is a normal ZIP file) into Wrye
Bash's Installers tab. However, the package is only a normal ZIP file,
so if you know the game's mod file structure, install it manually.
2. Change your settings within the game in Sky UI's MCM or check the
settings in "Data\Ini\". If you change any of it, execute your changes
by typing in the console {bat "ini\kuerteeProfessions.ini"} without
the brackets.
3. Activate the mod.


Uninstall


1. In the console, type "SetPQV kuPQ uninstallNow True." Or with Sky
UI's MCM, set the uninstallNow toggle to True then exit the menus.
2. Wait for a message confirming the uninstallation. Save the game.
3. Deactivate the mod with Wrye Bash. If you installed this manually,
simply delete all the files you installed. (Wrye Bash keeps track of
files used, so installing/uninstalling the mod with it is 100%
simpler.)


Troubleshooting


* You can reset the mod by typing {SetPQV kuPQ resetNow True} (without
the brackets) in the console. Or with Sky UI's MCM, set the resetNow
toggle to True then exit the menus.
* When it resets it will ask you either reset all of its data or
continue with the current data. Resetting all its data will remove all
your configurations and set the mod as if you have first installed it.
* You can check all the mod's data by typing {SQV kuPQ} in the console.
You can check if your configurations were set in the mod properly with
this.
* If you find that your changes (with the command SetPQV or from
executing the INI) do not appear in the mod, check the command again
for spelling errors. Then try again.
* If you find that resetting (with resetNow) and uninstalling (with
uninstallNow) don't seem to work, the mod may have been suspended. It
is best to simply start-over (i.e. reinstall the mod) after a "clean"
save.


Creating a clean save:


1. If you can, uninstall the mod from the console with {SetPQV kuPQ
uninstallNow True}.
2. Wait for the mod to confirm the uninstallation. It may take a
minute. If no confirmation appears, then simply continue to the next
step.
3. Save the game manually from the console by typing {save
uninstalledMod}.
4. Uninstall all the mod's files (*.ESP, *.PSC, *.PEX) from the game
folders. Make sure that none of the mod's Scripts are left. A mod
manager like Wrye is best used for this.
5. Load the "uninstalledMod" save.
6. Save the game manually again from the console by typing {save
cleanSave}. Because all of the mod's files were removed, all of its
data will be "zeroed" in this game.
7. Play from this game.


Script logging


* As a last resort, you can also enable script logging and investigate
the "Documents\My Games\Skyrim\Logs\Script\Papyrus.0.log" file and/or
send them to me. Contact me first either on TESNexus or the official
Bethesda forums.
* To enable script logging, set bEnableLogging, bEnableTrace and
bLoadDebugInformation in the Skyrim.INI file. More information about
this is in this thread in the official Bethesda Creation Kit Forum:
http://forums.bethsoft.com/topic/1345130-having-papyrus-trouble-here-are-
some-things-to-try/.
* Then you can set the mod's specific log operations by setting
debugMode to 1 in its MCM.
* Play the game for 5 minutes or so - enough time for the game to
capture enough events.
* If your logs contain "Suspended stack count is over our warning
threshold, dumping stacks:", then your game is suffering badly. I've
written a guide on how to clean your game and recover from it in
Bethesda's official forums:
http://forums.bethsoft.com/topic/1481687-suspended-stack-count-is-over-ou
r-warning-threshold/.
* Then send the the "Documents\My
Games\Skyrim\Logs\Script\Papyrus.0.log", "Documents\My
Games\Skyrim\Logs\Script\User\kuPQs.0.log" to [email protected].


History




0.706, 28 December 2013:

* New feature: Clothing bonus: Activities can take up to 25% less time
and generate up to 25% more Profession Bonus.

Alchemists and Enchanters: any enchanted robes, any enchanted light
headwear or no headwear, any enchanted light gauntlets or gloves, and
any enchanted boots.

Armourer and Weaponsmiths: blacksmith's clothes*, appropriate headwear*
or no headwear, any light gauntlets, and any light boots.
*Blacksmith's clothes and headwear have the word "smith" in their name
or "ModelPath".

Cooks: appropriate clothes, appropriate headwear* or no headwear, no
handwear and any shoes.
*Cook's clothes and headwear have the word "cook", "chef", "bar" or
"wench" in their name or "ModelPath".

Hunters: fur, hide or leather armour but not scaled or studded armour,
appropriate headwear* or no headwear, any light gauntlets and any light
boots.
*If userHuntersClothingBonusIsArmour is True, hunters' clothes have the
word "bandit", "fur", "hide", "leather" in their name or "ModelPath".
*If userHuntersClothingBonusIsArmour is False, Cook's clothes and
headwear have the word "cook", "chef", "bar" or "wench" in their name
or "ModelPath".

Lumberjacks: appropriate clothes*, no headwear, any light gauntlets and
any light boots.
*Lumberjacks' clothes have the word "farm" in their name or "ModelPath"

Merchants: fine clothes*, no headwear, any gloves or no handwear, and
any shoes.
*Merchant's clothes have the word "fine" or "merchant" in their name or
"ModelPath".

Miners: miner's clothes*, appropriate headwear or no headwear, any
light gauntlets and any light boots.
*Miner's clothes and headwear have the word "miner" in their name or
"ModelPath".

Scholars: no armour, no headwear, any gloves and any shoes.
* Bug fix: The previous one or two versions stopped the detection of
Hunterborn skinning. Fixed now. Also, there are no time penalty to
skinning while Hunterborn is active.
* Bug fix: The harvesting bonus was getting applied even if the player
wasn't sneaking.
* Tweak: Supports crafting even if the player animation is not locked.
E.g. when mods open a crafting menu even if the player is not forced to
an animation. E.g. when cooking or mixing potions in my Simple Camping
mod's campfires.
* Bug fix: Bartering now requires that at least the Dialogue Menu or
the Barter Menu is open. Previously, acquiring or losing items at the
same time as acquiring or losing gold triggered was detected as a
bartering activity. This allowed the mod to detect the trades that
occured outside the Barter Menu. However, the mod also detected the act
of storing gold in containers and then immediately recovering an item
also as a bartering activity. The extra check for either of the menus
fixes this bug.

0.704, 27 October 2013:


* Tweak: Rewrote the detection of crafting station. In this version,
the object under your crosshair is used to determine the activity.
Previously Scripts were attached to crafting stations dynamically
filled into Aliases.
* Tweak: Time penalties and accumulation of Profession points are
triggered when you are seated. Time penalties and Scholar Profession
bonuses from reading books are now applied while seated. Previously,
they were applied after you get up off the seat. Note that the game
doesn't differentiate between the player sitting or the player locked
in a crafting station. The mod had to do other checks to determine if
the player is actually seated or is using a crafting station.
* Bug fix: Previously, the time penalty reported in the top-left corner
didn't show the adjustment from your skills - even if the correct and
the adjusted time penalty was added to the in-game time.
* Bug fix: Previously, when your skills are penalised below 0 (e.g.
from Battle fatigue and injuries), no time penalties were recorded. In
this version, time penalties are capped at twice the normal penalty.
Remember that certain skills lend to the efficiency of different
activities. This fix applies to when your skill is injured due to a
disease, spell or injury from a mod.
* Bug fix: Taking coin purses while sneaking registered as harvesting.

0.702, 15 October 2013:


* Bug fix: Setting the ingredients or ore multipliers to 1 will
actually remove any items you accumulate.

0.701, 9 October 2013:


* New feature: Harvesting while sneaking produces Alchemy points and
takes 0.5 hours. Also, ingredients harvested (while sneaking) are
multiplied by 3. Change this by setting
userHarvestedIngredientsMultiplier. Note that these do not happen when
harvesting while standing.
* New feature: Training produces Scholar points and takes 1 hour.
* New feature: Because ore veins get depleted quickly, mined ores are
multiplied by 3. Change this by setting userMinedOreMultiplier.
* Bug fix: Accumulated reading time penalty and other time penalties
from random events - hopefully fixed.
* Tweak: You can now change user settings before the main quest is at
stage 5 (e.g. before leaving Helgen).
* Tweak: The main package and the MCM can now be merged manually (with
TES5Edit). Removing the reliance on GetFormFromFile () from the MCM
discovery code made this possible. In this new version, SendModEvent ()
is used by the main package and the MCM to "ping" each other.

0.641, 1 April 2013:


* Tweak: Recompiled the main mod with Skyrim's 1.9 patch and the MCM
component with SkyUI's 3.4 patch.
* Bug fix: The previous version killed the detection of wood chopping
and mining. This was a bug that I missed in the last update. Thanks to
anasuelli for reporting it.
* Bug fix: The lever part of the sawmills were getting detected only on
some sawmills.
* Compatibility: Future proof skinning detection. Previously, I detect
if the pelt has the Keyword VendorItemHide AND from which dead actor it
came from - which made mods that change skinning but move the items
from the carcass to the player immediately compatible. (e.g. The
Realisitc Skinning mod (http://skyrim.nexusmods.com/mods/32841) was
compatible in previous versions of the mod.) In this version, I also
check if the pelt was received while the player is in animation state.
This makes it compatible with mods like the Hunterborn mod
(http://skyrim.nexusmods.com/mods/33201) which simply adds pelts to the
player without them coming directly from the carcass. Note, however,
that this compatibility fix does not directly detect any 3rd-party mods
like Hunterborn. I simply tweak my detection so that it is compatible
with as many instances of skinning as possible. What this means is that
you'll need to manually remove my mod's time sink for skinning or
remove Hunterborn's own time sink.
* Compatibility: Previously, when in a special form (e.g. Vampire Lord
or Werewolf), the script failed. It resumed when the player reverted
back.

0.638, 12 February 2013:


* New feature: Jack of all trades: By default, you are a jack of all
trades and the profession that generates Profession Bonus most
efficiently (i.e. your chosen Profession) will change over time.
However, as a penalty to being a master of none, you never gain the
same efficiency as when you are specialised. Internally, you can have
up to 10 points of activity in a Profession. By being a jack of all
trades, you can never have more than 7.5 in any Profession. Change this
by setting userJackOfAllTrades to either True or False with MCM, in the
console or with the INI.
* New feature: Specialist: Your specialised profession will never
change. However, as a penalty to being a specialist, activities of
other professions will never surpass the efficiency of activities in
your speciality. By being a specialist, you can accumulate up to 10
points of activity in your Profession. However, the other professions
are capped at 7.5. Change this by setting userJackOfAllTrades to either
True or False with MCM, in the console or with the INI.
* Compatibility: Frostfall. Previously, the mod had no specific code to
address Frostfall. It was only somewhat supported. Time would be taken
and Profession bonus generated but their occurences were inconsistent.
In this version, code were tweaked and added to fully support
Frostfall. So creating items in the portable crafting stations should
work properly in this version. Also, in previous versions packing up
the portable crafting stations took time and produced Profession Bonus.
Fixed in this version.
* Bug fix: Learning a spell from a book is reactivated. This feature
was disabled in previous versions because I found that gaining spells
from sources that are not books (e.g. from Vampirism) triggered the
reading activity event. This was because I was using the Spells learned
Statistics for the detection of this activity. In this version, that
Statistics is still used but only after you activated a book rather
than a constant monitor of the Statistics like in the previous version.
* Bug fix: Previously, reading a book would take up too much time (more
than 2 hours) sometimes. Fixed in this version.
* Bug fix: Skinning should only occur when taking items with the
Keyword VendorItemAnimalHide from dead creatures with the Keyword
ActorTypeAnimal. Previously, I was checking against dead actors in the
PredatorFaction or PreyFaction. Some NPCs (particularly hunters) may
have this Keyword.
* Tweak: Reprogrammed the finding of crafting stations. This should now
detect the use of sawmills better. Previously, detecting of its use
failed most times.

0.637, 24 January 2013:


* New feature: Skill bonuses and penalties (from enchantments like
Blacksmith's potion or from damage like Head injuries from my Battle
fatigue and injuries mod) affect the time penalties and Profession
bonuses. Skill bonuses decrease the time penalties and penalties
increase them. Bonuses increase the Profession bonus and penalties
decrease the Profession bonus. Listed below are the skills used for
each activity:
Skill Activity
Alchemy mixing potions and cooking
Enchanting enchanting / disenchanting
One-handed or Two-handed (which ever is greater) mining and wood
cutting
Marksman skinning
Smithing armour and weapon smithing
Marksman or Smithing (which ever is greater) tanning and stripping
leather
Speechcraft bartering and reading
* There is no bonus or penalty from skill for refining ore or using a
sawmill.

* Bug-fix: Previously, the time penalty for reading a book was
sometimes multiplied by the number used to track the number of items
produced for another activity resulting in a large amount of time
penalty.
* Tweak: Reworked the interface with Eat and sleep to use SendModEvent
() - a much cleaner method than the previous version.
* New feature: SkyUI's MCM (Mod Config Menu) support. The configuration
tool is a separate download from my mod's Nexus files section. It
requires Sky UI 3.1.
* Tweak: Unplayable armour, which is used by modders as a token, is
ignored by the mod.
* Tweak: Better handling of While...EndWhile loops when the game first
loads or when the mod is uninstalling.

0.633, 16 December 2012:


* Tweak: Reworked the OnItemAdded () and OnItemRemoved () events to
minimise spam from the game when a very many number of items are added
or removed by the game. E.g. When Delphine takes all your inventory
before you infiltrate the Thalmor Embassy.
* Bug-fix: Sometimes, acquiring items from vendors or containers would
give you bonuses from professions associated with a nearby crafting
station. E.g. Selling items to the Whiterun Mage would produce Alchemy
bonuses because the player was close to the Alchemist station. This
version fixes this by using SKSE's OnMenuOpen ("Crafting Menu") and
OnMenuClose ("Crafting Menu") to flag when the player is actually
crafting. (I didn't know of these functions until just before the last
release when I used it with "Book Menu" to detect when the player is
actually reading. Previous version used inaccurate methods to check for
when the player is crafting.)

0.630, 4 December 2012:


* Compatibility fix: This version now works with my mod Battle fatigue
and injuries (BFaI). Previously, for it to work with BFaI, you needed
to have my mod Eat and Sleep installed at least (i.e. not activated).
* Tweak: Skill books read is now detected and has a 1 hour penalty but
generates Profession bonus of the same value as when new spells are
learned.
* Tweak: More accurate detection of time spent on books. Also, books in
the game world are now detected properly. In previous versions, only
books you have not previously read are detected in the game world. Note
that in previous versions, all books read from your inventory are
detected.
* Tweak: Removed the internal code for OnMenuMode since it is not
required.

0.627, 22 November 2012:


* Bug fix: Books and notes (e.g. Recipes, maps) in the game world now
generate Profession bonus. In the last version, only books in your
inventory generated Profession bonus. However, there is still a bug:
re-reading a book in the game world will not generate the bonus. But
this bug doesn't exist when books are read from you inventory.
* Bug fix: Better calculation of time spent reading books.
* Tweak: The number of hours spent reading is used as a multiplier for
its effects in Eat and Sleep.
* Bug fix: Eat and sleep synergy: Spamming crafting items now pass the
correct amount of items produced to Eat and sleep.

0.626, 18 November 2012:


* New feature: Scholar profession. Reading books, maps, recipes and any
readable note will produce Profession Bonus. userTimeScaleReading
(default 20) is used to convert real-time spent reading a book into
in-game time. You need to spend at least 30 seconds reading a book to
get the scholar bonus. You can change this by setting
userSecondsRequiredForReading in the INI.
* New feature: Learning a spell takes 1 hour (by default). Change this
by setting userTimePenaltyLearnSpell in the console or in the INI.
* New feature: Activities from this mod now affect exhaustion, hunger,
and thirst in my mod Eat and Sleep
http://skyrim.nexusmods.com/downloads/file.php?id=13246.
* New feature: You can change to a different profession immediately by
typing {setpqv kuPQ chooseProfessionNow True} without the brackets in
the console.
* Bug-fix: Disenchanting and enchanting activities were sometimes not
detected. This version fixes that.
* Tweak: You can now vary the amount of time an activity takes by
setting its minimum time penalty in the INI. By default this is set
off, so you need to change the INI. Just remember that you need to run
the INI after by typing in the console {bat
"ini\kuerteeProfessions.ini"} or {bat
"ini\kuerteeProfessionsHighCraftingTimes.ini"} - depending on which you
prefer. Thanks to NariusV for his suggestion!
* Tweak: I've lowered the Adventurer and Explorer Bonuses again to 6
and 3 hours, respectively. I found the previous bonuses to high
allowing me to neglect my profession. This went against the purpose of
this mod, which was to make the user take a break from adventuring.
* Tweak: An INI called kuerteeProfessionsHighCraftingTimes.ini is
provided that sets crafting activites to take up more time than the
default. Execute the INI by typing {bat
"ini\kuerteeProfessionsHighCraftingTimes.ini"} (without the brackets)
in the console to get these times:
o Mixing potions: 1 hour
o Cooking: 1 hour (unchanged from default)
o Armour and weapon crafting: 8 hours
o Armour and weapon improvement: 4 hours
o Enchanting and disenchanting: 4 hours
o Tanning: 4 hours
o Skinning: 8 hours
o Leather stripping: 0.5 hours (unchanged)
o Mining: 0.25 hours (unchanged)
o Smelting: 1 hour per ingot (unchanged)
o Woodchopping: 0.25 hour (unchanged)
o Using the sawmill: 0.25 hours to put the log in place and 0.25 to
cut it (unchanged)
o Learning a spell: 4 hours


0.62, 21 Aug 2012:


* Bug-fix: Profession Bonuses from hunting and improving weapons and
armour are reenabled in this version. They weren't working in the
previous version.
* Tweak: When removing the Adventurer and Explorer bonuses by setting
them to 0 in the INI, the messages for them still showed - albeit with
0 values. This version removes these messages when they are turned off.
* Tweak: Adventurer bonuses are now only 12 hours. And Explorer bonuses
are now only 6. The previous values were simply too high offsetting the
original purpose of this mod - which is to get the user to take a break
from adventuring. If you had changed these values previously, your
values will persist after the update. Otherwise, the previous values of
24 and 12 will be changed to 12 and 6.

0.614, 7 Aug 2012:


* Bug-fix: Spamming the production of items now penalise your time and
accumulate your Profession Bonus correctly. In previous versions, the
mod would skip items produced when you create them too quickly.
* Bug-fix: Losing time and acquiring Profession Bonus while an
animation is playing while not performing a profession action doesn't
happen in this version anymore. E.g. in the last version, eating when
animated will give you a profession bonus and put forward the time.
* New feature: Adventurer is a passive profession. Completing quests
adds 24 hours to your Profession Points. This doesn't have a time
penalty. Change this bonus in the INI file or via the console.
* New feature: Explorer is a passive profession. Discovering new
locations adds 12 hours to your Profession Points. This doesn't have a
time penalty. Change this bonus in the INI file or via the console.
Thanks to Faresh for his suggestion.

0.612, 10 July 2012:


* Tweak: Only items with the keywords VendorItemAnimalHide and
VendorItemAnimalPart will trigger the hunting action. Previously any
ingredients would trigger it - so taking mushrooms from dead cats was
previously a hunting action. Not in this version.
* Tweak: Bartering. Sometimes transfering gold and items into and from
containers would be detected as bartering. In this version, only
non-looted gold and while the game world is paused will the exchange of
items be detected as bartering. Also in previous versions, losing an
item and gaining gold at quest completion was detected as bartering.
Fixed in this version also.
* Tweak: Streamlined the detection of crafted items. E.g. in previous
versions, the mod doubled-up the dection of one action sometimes. In
this version, this will not happen.

0.611, 19 June 2012:


* Tweak: Updating versions now restore your previous game data (e.g.
your profession, accumulated bonuses and penalties, etc.).
* Tweak: Hides must come from creatures in the predator and prey
factions. Otherwise, they are categorised as loot. E.g. hides from
giants will not be counted as butchering/skinning them.
* Tweak: Taking an animal's hide and taking another body part (e.g.
sabre cat's fur and tooth) should only penalise you one lot of time -
even if both actions add to your Profession Points. Previously, time
was getting deducted twice - one for each item.

0.61, 11 June 2012:


* Tweak: Detection of crafting station. In previous versions, if you
were getting bonuses for Hunting or bartering even if you were in a
crafting station pointed to the crafting station not getting detected.
I tweaked how this is performed in this version.
* Bug-fix: Loot potions and ingredients off draugr was getting counted
as butchering for the hunter profession. In this version, this action
doesn't.

0.5, 6 June 2012:


* Initial release.


Credits


kuertee in http://www.bethsoft.com/bgsforums/


Tools Used


Creation kit - http://www.creationkit.com


Licensing/Legal


You can do whatever you want with this mod but all I ask in return is
that you give me credit. I would also like to be contacted when you
include this mod in part or in full in a public release.