No more support coming for this mod. I was unsatisfied with how hard the original mod was to work with, so I will be starting over and releasing my own, completely original mod in the future. Thank you all for using my mod.
I think I am going to take the job as a guard but before I do that, I will need to go on an adventure, fight an archer if one tries to kill me, get hit by an arrow in one of my knees, quit adventuring and take the job as a guard.
And then after that, I will be saying to everyone "I used to be an adventurer like you, until I took an arrow in the knee." I'll have to go tell that to Paartharnax, the Greybeards, Delphine, Thieve's Guild, Dark Brotherhood, Companions and College of Winterhold. I'll also ask the college if they can conjure me a warm bed, if they can brew me an ale and that destruction magic is fine as long as they don't burn down any buildings. Might also tell the companions to quiet down with all that howling in Jorvaskrr.
On the alchemist/blacksmith jobs, after I get the mission to craft the items and I craft them, I'm not able to activate the NPC again to turn it in. There are no activate prompts or anything -- it's like the NPC isn't there.
This happened with the alchemist NPC in Dawnstar and the blacksmith's apprentice NPC in Falkreath. I haven't tried in other cities.
I am waiting for their dialogue to finish (I assume when they give me the materials) before doing the thing and I do have Fuz Ro Doh installed.
Are you sure you are crafting the proper item? For the blacksmith, they need to be the smithed version ( it will say smithed -item name-) and for the alchemist, make sure to use the satchel. The objectives should point you to the proper item.
I am crafting the proper item using the satchel/smithed versions.
I just booted up Skyrim with only USLEEP + Jobs of Skyrim loaded and was surprised to see that my issue disappeared. It seems like it's a conflict with another mod in my load order. Would you know off the top of your head what could possibly be disabling the actor from being activated? I'm going to go down my mod list and see if I can figure it out myself by disabling mods.
Here's an update: after shoving the Jobs of Skyrim ESP all over my load order (and even after my bashed patch) with no change, I tried to just remove the mod in MO and then install it again.
It's mysteriously working now like it should be. I have no idea.
Gotcha, maybe some script didn't install properly for some reasons or scripts were sharing the same name with another mod maybe? If another of your mod suddently stop working, just post again with the mod name and we can compare to see if that is the case(never ran into this issue but it could happen)
It has started to happen again -- after talking to the alchemist initially to get the materials, I just can't activate her again. The prompt doesn't come up. This seems to happen whenever I take a quest from any alchemist NPC. The blacksmith's apprentice doesn't go inactive like the others do.
I tried some mods to 'unblock' the NPC, but they were unable to recognize that there was anyone there. The only time I'm able to get the game to recognize the alchemist NPC is to attack her or use console commands on her, though I haven't find a console command that works yet (tried disable/enable, kill/resurrect, resetai, recycleactor)
This time removing the mod, saving, and installing the mod did not fix it.
You might want to create a bug report then, no one else seems to have reported this problem yet. See if you get the problem with only specific alchemy request or all of them, do you get any objective or nothing at all?
A couple things I've noticed so far, please forgive me if they've been mentioned.
1) There is no vampire dust texture to go along with the included nif, so if this mod is lower in the load order than another mod providing textures, etc, for vampire dust, the dust turns into a red diamond with an exclamation point in it. (Setting the included vampiredust.nif to hidden in MO corrected the issue.)
Edit - Ah, I see this was already reported a few posts below. I apologize.
2) I've also had a few of the npcs not speak to me - I have Fus and subtitles on - but picking up a quest did become a dialog option after short period of time. (Only one I recall off the top of my head is the rare drugs dealer in Whiterun.)
3) The cook in Dragon's Reach is sitting on thin air. Could be a compatibility issue with Palaces Expanded not having a chair where he thinks it is. Someone please confirm in an unmodded Dragon Reach.
4) Same cook would not accept the quest turn in for 15 baked potatoes. I suspect this may be a CACO compatibility issue, as the ingredients he gave me to make the potatoes were not the same ones as the recipe to make them. I believe he gave me potatoes and goat cheese, but the recipe calls for potatoes and butter.
Still, I am enjoying the extra people around that actually have a purpose other than to make areas look more lively.It would be nice if they had an AI package that let them do more than their job, though. That poor blacksmith's apprentice was still banging away at the anvil at 3am. Look forward to updates.
Vampire nif issue should be resolved in the latest update. Number 4 is a CACO conflict. Is it only certain NPCs not talking to you at first, or all of them?
Only a few. I haven't tried all npcs added yet, so I will run around today and give it a try so I can get back to you with a more comprehensive list. So far, I've only interacted with the cook, blacksmith's apprentice, and the rare drugs dealer. Of the 3, only the blacksmith worked 100%. I did make the cook potatoes using my own butter, but the dialog option to turn in the quest still didn't show up.
I'll install the latest update and get back to you.
Thank you for your contribution to the Community!! I am looking forward to flushing out of your setup here - just some more dialogue lines to make errands seem more like quests.Thank you again for your hardwork!!
Using the latest file (102), I ran through each occupation doing at least one quest a piece, sometimes more if issues were encountered. For this, I used a new character (coc whiterundragonsreach) with only official DLC and required mods installed (Fuz, USLEEP). I would like to say that none of the NPCs had the problem with not talking to me, so I can only guess any instances of not having dialog previously was caused by a compatibility issue.
Alchemist - If the effects of the ingredients are unknown, you might not get the potions the quest calls for. In my case, I was asked for minor stamina potions and what I made with the ingredients provided were fortify conjuration potions. I made the required number anyway just to see what would happen, and the only dialog option was to tell her I had made the minor stamina potions. She accepted the fortify conjuration potions made. Note - I would like to see an option added in the event this occurs, ie - sorry, I failed. NPC could then take potions that were made from you and either not offer a reward at all, or offer a greatly reduced reward for your failure.
Archaeology - Did not receive a quest reward for turning in the item. Other than that, the quest worked fine.
Blacksmith - As this was working in a fully modded game, I did not retry this occupation.
Bounty hunter - Works as intended. Note - I don't care for the idea of the bounty hunters wearing armor that matches the companions' armor, but that's just a personal preference.
Brewer - Works as intended.
Cook - The 'air sitting' of the cook in Dragons Reach is not caused by a compatibility issue with Palaces Enhaned - there is no chair in an unmodded Dragons Reach where the cook was caught sitting. I was able to make the baked potatoes this time around and turn them in without a problem. However, I did find a different issue. I was able to purchase salt from the cook even though I had no money. The purchase option he offers is 10 for 100, and even though my character had 40 coins, he sold me 10 salt and took the 40 coins. I tried a second time (the first time was on accident because better dialog controlls wasn't installed, I was trying to turn in my potatoes). The second time I had 0 coins (he had already taken what money I had), but 10 salt was still added to my inventory.
Courier - Works as intended.
Delivery man - Works as intended.
Dragon hunter - What the heck does this guy even want? There are a couple of the professions (fisherman, pelt buyer, and dragon hunter) that won't have anything to say to you unless you already have the items in your inventory that they are interested in. I never figured out what this guy wanted. It would be nice if a dialog were added that let the player know what those 3 professions were interested in buying to take out the guess work.
Drug Dealer - Works as intended.
Enchanter - Works as intended. Note - The enchanting hand was an interesting touch. I like that it is restricted to the quest items only.
Fisher - Doesn't have any dialog explaining what he wants from you unless you have the items in your inventory.
Guard - I had a lot of problems with this one. Without doing any quests for the guard, you are able to ask for a uniform. Repeatedly. And the quest giver will just keep giving them to you. This could easily be exploited for money early game. I do like the idea of being able to ask for a uniform, though, and being more official while doing guard quests. Making the uniform request only become available after completing a few quests might be preferable, though, so the player could earn their way into the guard by proving loyalty. Then perhaps after a few more quests, let the option become available for an upgraded guard armor as a sort of advancing in the ranks. Just a thought. Other problems involved missing map markers, quests for Solsteim at level 1, and multiplying prisoner. I used the console commands to reset the quest for the missing map marker, which led to having two guard quests in my log. The second was at least on the main land, over by Morthal. After turning it in, I got a quest to escort a prisoner from Riverwood. The prisoner was sitting unguarded in Riverwood (not very prisoner like). Before I made it out of Riverwood, a second copy of him ran in from the direction of Whiterun. So then there were 2. Out of curriosity, I decided to see if I could fast travel to Whiterun with him, and I could. I would sugget, if it's possible, disabling fast travel while the prisoner is on follow. It's not much of an escort if you can warp to the end location. Fast travel also duplicated the prisoner again, so then I had 3. Entering Whiterun made another, so then there were 4. It would also make more sense for the prisoner destination to be the dungeon, and then for the player to report back to the quest giver instead of dragging your prisoner in the front doors of Dragons Reach. At that point, I think I had 5 prisoners.
Hall of The Dead worker - Works as intended.
Hired Assassin - Works as intended.
Hired Thief - The quest marker for this one was all sorts of off. The quest specifically told me the guy was in Windhelm, but the marker was in Riften. The first time I tried it (by stealing from the guy in Windhelm that wasn't in Riften), the quest didn't update, so I had to use the console commands to reset it. The second quest showed the correct location and I was able to complete the quest without further issues. The quest reward seemed a bit off, though. The item I stole for the thief was worth 1/3 of what the reward was.
Jewelcrafter - For this one, I went to the Jewelcrafter in Riverwood. He told me to use the items on the table to craft him 2 garnet from the materials provided. There were no items on the table.I was not able to interact with the table itself. I have no idea how to finish his quest or what he expects me to do with that table.
Merchant assistant - Works as intended. Another quest giver that likes to send level 1 characters to Solsteim.
Necromancer - After checking 3 locations from the in game book, I was only able to find a necromancer in Winterhold. His quest worked as intended, though.
Pelt Buyer - Doesn't have any dialog explaining what he wants or is willing to buy unless you already have the items in your inventory.
Poacher - This guy asked me for 10 mammoth tusks at level 1. If there were some way to scale the quests so that you could get more reasonable requests for your level, that would be nice. Other than that, quest worked as intended.
Priest - This quest was broken for me. To start with, the priestess told me to pray for a soldier in Solitude, completely ignoring the wounded soldier laying 10 feet away. When I got to Solitude, the guy who needs praying for is out doing his rounds and acting fine. Instead of praying to a shrine or something for his wellbeing, the quest has you tell him your praying for him and then never updates to whatever is next.
Tailor - I didn't find any of these in general stores like the book suggests, so I headed to Radiant Raiment to the named NPC listed in the book. Worked as intended with her.
Tax collector - After getting the required taxes, the collector wouldn't accept quest turn in. Also, I think it would make more sense if the taxes being collected were from the same hold the collector was from. The Whiterun Tax Collector sent me to Windhelm to collect taxes.
Waitress/bartender - I tried the bartender quest. It worked, but I would suggest lowering the number of drink tickets required for the quest. I was stuck at 6 for quite some time and had to repeatedly ask patrons that had initially refused over and over until they said yes to get the required number.
There's the rundown. Obviously some of this is personal preference, such as the bounty hunters' armor. I would like to see some of the quests stay regional, such as the tax collector quests. Getting sent to Solsteim by two different quests at level 1 was also quite offputting but I have no idea if that's something that could even be limited.
Edit: Other thoughts - Most of the quest dialog is very vague. Go someplace and get me something. Not very informative and the journal entries are not any more descriptive than the quest giver dialog. That made it especially frustrating if/when the quest markers didn't show up. When NPCs were added as quest givers, they were very static. A little sandboxing might do them wonders. The rare drugs dealer doesn't actually offer drugs for sale. I found that a little disappointing.
Please take this as constructive criticism and not as an attack or bashing. I want to see this mod improve to have a permanent spot in my load order because I do see where it has lots of potential. If I thought it was worth nothing more than a temporary novelty, I would've been doing psych homework the last few hours instead of porting around for job quests.
Brainblasted update this version but I am the original author and I am updating mine as well for users without Usleep/dlc so I might be able to give some insights:
Alchemist: a bit like the enchanter, you need to use a different crafting station which is the little satchel on top( marker should already point to it)
Cook: I was able to replicate this bug and I checked the quest, will have to change condition to make sure you have the money.
Dragon hunter:will not activate until there is dragons in the world so once you are far enough in the main quest, he will send you to different dragons to kill.
Fisher/pelt buyer: only activates when you have proper items, their main goal is to give extra money than vendor for pelts and fishes
Jewelcrafter:the tools on the table should activate as a crafting station
Tailor: havent visited most of them in a while but they can be upstair or in another room
From talking with Brainblasted, I know that he is already looking to restrict the locations(doing the same on my version). Not sure about the rest of the bugs as I am already fixing my stuff and a lot of the problems are gone
Thanks for the update. I'll have to try the alchemist again because there was no quest marker pointing me to a satchel, so I used the regular alchemy table to make the potions.
For the jewelcrafter, there weren't any tools on the table the quest marker pointed to and nothing I could see that I was able to activate in the area around him or the table.
I'll recheck for tailors in other locations.
I did find the necromancer in Falkreath, though he wasn't where I was expecting. I thought a necromancer would hang out with the dead people at the graveyard or hall of the dead. Ten minutes ago while I was talking to the blacksmith, I noticed the necromancer hanging out behind the smithy.
Hey guys! I can't get the jobs. After their "speak" I didn't get anything. I have USLEP and installed Fus Ro D-oh, but nothing... Any idea what the problem?
I am working on updating the original file so people that do not have all dlc will be able to play it. Should be available later this week or next week.
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The author has locked this comment topic for the time beingThis happened with the alchemist NPC in Dawnstar and the blacksmith's apprentice NPC in Falkreath. I haven't tried in other cities.
I am waiting for their dialogue to finish (I assume when they give me the materials) before doing the thing and I do have Fuz Ro Doh installed.
I am crafting the proper item using the satchel/smithed versions.
I just booted up Skyrim with only USLEEP + Jobs of Skyrim loaded and was surprised to see that my issue disappeared. It seems like it's a conflict with another mod in my load order. Would you know off the top of your head what could possibly be disabling the actor from being activated? I'm going to go down my mod list and see if I can figure it out myself by disabling mods.
It's mysteriously working now like it should be. I have no idea.
I tried some mods to 'unblock' the NPC, but they were unable to recognize that there was anyone there. The only time I'm able to get the game to recognize the alchemist NPC is to attack her or use console commands on her, though I haven't find a console command that works yet (tried disable/enable, kill/resurrect, resetai, recycleactor)
This time removing the mod, saving, and installing the mod did not fix it.
1) There is no vampire dust texture to go along with the included nif, so if this mod is lower in the load order than another mod providing textures, etc, for vampire dust, the dust turns into a red diamond with an exclamation point in it. (Setting the included vampiredust.nif to hidden in MO corrected the issue.)
Edit - Ah, I see this was already reported a few posts below. I apologize.
2) I've also had a few of the npcs not speak to me - I have Fus and subtitles on - but picking up a quest did become a dialog option after short period of time. (Only one I recall off the top of my head is the rare drugs dealer in Whiterun.)
3) The cook in Dragon's Reach is sitting on thin air. Could be a compatibility issue with Palaces Expanded not having a chair where he thinks it is. Someone please confirm in an unmodded Dragon Reach.
4) Same cook would not accept the quest turn in for 15 baked potatoes. I suspect this may be a CACO compatibility issue, as the ingredients he gave me to make the potatoes were not the same ones as the recipe to make them. I believe he gave me potatoes and goat cheese, but the recipe calls for potatoes and butter.
Still, I am enjoying the extra people around that actually have a purpose other than to make areas look more lively.It would be nice if they had an AI package that let them do more than their job, though. That poor blacksmith's apprentice was still banging away at the anvil at 3am. Look forward to updates.
I'll install the latest update and get back to you.
EDIT: Here is the patch. It should fix the Stamina Potion and Baked Potatoes issues.
http://www.mediafire.com/file/rdcnufvx8cjja6n/JobsofSkyrim_CACO_Patch.rar
Great addition of a mod.
Alchemist - If the effects of the ingredients are unknown, you might not get the potions the quest calls for. In my case, I was asked for minor stamina potions and what I made with the ingredients provided were fortify conjuration potions. I made the required number anyway just to see what would happen, and the only dialog option was to tell her I had made the minor stamina potions. She accepted the fortify conjuration potions made.
Note - I would like to see an option added in the event this occurs, ie - sorry, I failed. NPC could then take potions that were made from you and either not offer a reward at all, or offer a greatly reduced reward for your failure.
Archaeology - Did not receive a quest reward for turning in the item. Other than that, the quest worked fine.
Blacksmith - As this was working in a fully modded game, I did not retry this occupation.
Bounty hunter - Works as intended.
Note - I don't care for the idea of the bounty hunters wearing armor that matches the companions' armor, but that's just a personal preference.
Brewer - Works as intended.
Cook - The 'air sitting' of the cook in Dragons Reach is not caused by a compatibility issue with Palaces Enhaned - there is no chair in an unmodded Dragons Reach where the cook was caught sitting. I was able to make the baked potatoes this time around and turn them in without a problem. However, I did find a different issue. I was able to purchase salt from the cook even though I had no money. The purchase option he offers is 10 for 100, and even though my character had 40 coins, he sold me 10 salt and took the 40 coins. I tried a second time (the first time was on accident because better dialog controlls wasn't installed, I was trying to turn in my potatoes). The second time I had 0 coins (he had already taken what money I had), but 10 salt was still added to my inventory.
Courier - Works as intended.
Delivery man - Works as intended.
Dragon hunter - What the heck does this guy even want? There are a couple of the professions (fisherman, pelt buyer, and dragon hunter) that won't have anything to say to you unless you already have the items in your inventory that they are interested in. I never figured out what this guy wanted. It would be nice if a dialog were added that let the player know what those 3 professions were interested in buying to take out the guess work.
Drug Dealer - Works as intended.
Enchanter - Works as intended.
Note - The enchanting hand was an interesting touch. I like that it is restricted to the quest items only.
Fisher - Doesn't have any dialog explaining what he wants from you unless you have the items in your inventory.
Guard - I had a lot of problems with this one. Without doing any quests for the guard, you are able to ask for a uniform. Repeatedly. And the quest giver will just keep giving them to you. This could easily be exploited for money early game. I do like the idea of being able to ask for a uniform, though, and being more official while doing guard quests. Making the uniform request only become available after completing a few quests might be preferable, though, so the player could earn their way into the guard by proving loyalty. Then perhaps after a few more quests, let the option become available for an upgraded guard armor as a sort of advancing in the ranks. Just a thought. Other problems involved missing map markers, quests for Solsteim at level 1, and multiplying prisoner. I used the console commands to reset the quest for the missing map marker, which led to having two guard quests in my log. The second was at least on the main land, over by Morthal. After turning it in, I got a quest to escort a prisoner from Riverwood. The prisoner was sitting unguarded in Riverwood (not very prisoner like). Before I made it out of Riverwood, a second copy of him ran in from the direction of Whiterun. So then there were 2. Out of curriosity, I decided to see if I could fast travel to Whiterun with him, and I could. I would sugget, if it's possible, disabling fast travel while the prisoner is on follow. It's not much of an escort if you can warp to the end location. Fast travel also duplicated the prisoner again, so then I had 3. Entering Whiterun made another, so then there were 4. It would also make more sense for the prisoner destination to be the dungeon, and then for the player to report back to the quest giver instead of dragging your prisoner in the front doors of Dragons Reach. At that point, I think I had 5 prisoners.
Hall of The Dead worker - Works as intended.
Hired Assassin - Works as intended.
Hired Thief - The quest marker for this one was all sorts of off. The quest specifically told me the guy was in Windhelm, but the marker was in Riften. The first time I tried it (by stealing from the guy in Windhelm that wasn't in Riften), the quest didn't update, so I had to use the console commands to reset it. The second quest showed the correct location and I was able to complete the quest without further issues. The quest reward seemed a bit off, though. The item I stole for the thief was worth 1/3 of what the reward was.
Jewelcrafter - For this one, I went to the Jewelcrafter in Riverwood. He told me to use the items on the table to craft him 2 garnet from the materials provided. There were no items on the table.I was not able to interact with the table itself. I have no idea how to finish his quest or what he expects me to do with that table.
Merchant assistant - Works as intended. Another quest giver that likes to send level 1 characters to Solsteim.
Necromancer - After checking 3 locations from the in game book, I was only able to find a necromancer in Winterhold. His quest worked as intended, though.
Pelt Buyer - Doesn't have any dialog explaining what he wants or is willing to buy unless you already have the items in your inventory.
Poacher - This guy asked me for 10 mammoth tusks at level 1. If there were some way to scale the quests so that you could get more reasonable requests for your level, that would be nice. Other than that, quest worked as intended.
Priest - This quest was broken for me. To start with, the priestess told me to pray for a soldier in Solitude, completely ignoring the wounded soldier laying 10 feet away. When I got to Solitude, the guy who needs praying for is out doing his rounds and acting fine. Instead of praying to a shrine or something for his wellbeing, the quest has you tell him your praying for him and then never updates to whatever is next.
Tailor - I didn't find any of these in general stores like the book suggests, so I headed to Radiant Raiment to the named NPC listed in the book. Worked as intended with her.
Tax collector - After getting the required taxes, the collector wouldn't accept quest turn in. Also, I think it would make more sense if the taxes being collected were from the same hold the collector was from. The Whiterun Tax Collector sent me to Windhelm to collect taxes.
Waitress/bartender - I tried the bartender quest. It worked, but I would suggest lowering the number of drink tickets required for the quest. I was stuck at 6 for quite some time and had to repeatedly ask patrons that had initially refused over and over until they said yes to get the required number.
There's the rundown. Obviously some of this is personal preference, such as the bounty hunters' armor. I would like to see some of the quests stay regional, such as the tax collector quests. Getting sent to Solsteim by two different quests at level 1 was also quite offputting but I have no idea if that's something that could even be limited.
Edit:
Other thoughts - Most of the quest dialog is very vague. Go someplace and get me something. Not very informative and the journal entries are not any more descriptive than the quest giver dialog. That made it especially frustrating if/when the quest markers didn't show up. When NPCs were added as quest givers, they were very static. A little sandboxing might do them wonders. The rare drugs dealer doesn't actually offer drugs for sale. I found that a little disappointing.
Please take this as constructive criticism and not as an attack or bashing. I want to see this mod improve to have a permanent spot in my load order because I do see where it has lots of potential. If I thought it was worth nothing more than a temporary novelty, I would've been doing psych homework the last few hours instead of porting around for job quests.
Brainblasted update this version but I am the original author and I am updating mine as well for users without Usleep/dlc so I might be able to give some insights:
Alchemist: a bit like the enchanter, you need to use a different crafting station which is the little satchel on top( marker should already point to it)
Cook: I was able to replicate this bug and I checked the quest, will have to change condition to make sure you have the money.
Dragon hunter:will not activate until there is dragons in the world so once you are far enough in the main quest, he will send you to different dragons to kill.
Fisher/pelt buyer: only activates when you have proper items, their main goal is to give extra money than vendor for pelts and fishes
Jewelcrafter:the tools on the table should activate as a crafting station
Tailor: havent visited most of them in a while but they can be upstair or in another room
From talking with Brainblasted, I know that he is already looking to restrict the locations(doing the same on my version). Not sure about the rest of the bugs as I am already fixing my stuff and a lot of the problems are gone
For the jewelcrafter, there weren't any tools on the table the quest marker pointed to and nothing I could see that I was able to activate in the area around him or the table.
I'll recheck for tailors in other locations.
I did find the necromancer in Falkreath, though he wasn't where I was expecting. I thought a necromancer would hang out with the dead people at the graveyard or hall of the dead. Ten minutes ago while I was talking to the blacksmith, I noticed the necromancer hanging out behind the smithy.
Any idea what the problem?
What do you mean on "vanilla skyrim" a modded Skyrim is not vanilla by definition.