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The Elder Scrolls IV: Oblivion Downloads > Modifications > Miscellaneous:
NPC with Jobs (0.9.4v)
Filename: npc_with_jobsnew.zip

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5.27 MB
Modifications > Miscellaneous

Average User Rating: 7.2
Number of Votes: 12
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NPC with Jobs (0.9.4v) - File Description  

NPC with jobs will be an ever expanding mod that will cover lot's of professions during time, trying to add immersion to the game of Oblivion. With every new version, new professions will be added and more interaction will be possible between NPC, thus forming an independent economic system. Not only jobs, but also social life and needs will be added along the way. Included professions in this version: fisherman, hunter, lumberjack and forrester.

This mod also introduces DAI - Dynamic AI. All the selected NPC's will have needs and act on them, making them less predictable. No schedules or NPC scripts will be used, only in-game descisions are made. This ensures the compatibility with other mods.


Go to the Imperial City at the sewer exit gates. You know, the place where you fist stepped into the outside world after the tutorial. There should be a marker on the map. If you don't remember, in the zip is a map file included.

There is a bunch of people there. One guy, the indian looking guy named Viator Accius, is the merchant. Please don't select a profession for him yet, or strange things may happen. It will probably still work though, but better not change him. For the other people, you are free to choose a profession. To do so, you have a new spell called "Choose Profession". Aim it at any npc and you can select it's job after it has been hit.

You can select the same job to different NPC at the same time. They will all work independently.

* when an NPC is outside active cells, he might stop moving (or slow down)
* trees have some clipping issues with the ground and rocks they fall on.
* when changing jobs, first choose "stop current profession" to make the npc finish up in a clean way.


will search for prey animals (deer, sheep, horses) that don't belong to anyone. Sells their food to the merchant.

searches cuttable trees (trees changed by me,a round 15 around the sewer exit, and every new tree the forrester plants), cuts them down and carries them to the merchant.

Walks around and plants a new tree now and then. Needs to get new seeds after 5 plants at the merchant.

Scans surroundings for water. Goes there and starts fishing. When caught something, he reels it in and picks it up when brought ashore.
Will go and sell to the merchant when 6 fish in inventory.


Every NPC that has ever been selected a job will be given these needs.

Three times a day, the NPC will have a feeling of hunger.
When he can have a break from his current occupation, he will eat something.
When no food in his inventory, he will go to the merhcant and buy some. If there is some kind of a problem (there is no money or the merchant is sold out), he receives a health penalty. An npc can last approx 3 days without food and healthcare.
When the food counter of the NPC reaches zero, he will immediatly cease to work and eat something.

new in 0.9.4:
* duplicated professions. Every profession can now be performed unlimited times at the same time
* added need for food & resolution scripts
* several bugs solved
* removed the Mayor's Hood principle
* added sound files to lumberjacking

NPC with Jobs (0.9.4v) - Screenshots  
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NPC with Jobs (0.9.4v) - File Download Options  

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NPC with Jobs (0.9.4v) - User Comments  
The following comments are owned by the user that posted them. The Elder Scrolls Files is not responsible for their content.

Total comments: 8 | Last comment: 12-26-2008 at 02:43

 #1 - 09-22-2006 at 08:56
Joined: May 20th, 2006
Posts: 11
Sounds pretty cool but where are the screenshots ?

 #2 - 09-22-2006 at 16:13
Joined: July 19th, 2006
Posts: 120
ya this mod didnt really work for me in the first version the fishermans fishing rod was pink then a couple of days later(days in oblivion)they stopped this isnt a very big fun addonResistance is Futile!Pimp!

 #3 - 09-22-2006 at 17:27
From: (WA)
Joined: February 20th, 2006
Posts: 501
To #2- You probaly didnt put the textures in the right place, cause mine worked fine. I think that they stopped after a while because they completed their task, and you had to reasign them to another or the same job

 #4 - 09-28-2006 at 20:01
From: (Hawaii)
Joined: July 19th, 2006
Posts: 17
kool... can someone show me how to make a mod? i'll be waitin... Beer! Beer!

 #5 - 01-15-2007 at 16:39
Joined: January 1st, 2006
Posts: 37
dang this pwns! good job on this

 #6 - 11-24-2007 at 08:24
Joined: November 23rd, 2007
Posts: 21
OK one question

These hunters shoot only deer right?

Caus the hunters on oblivion shoot my horse instead of deerCry

When I saw them doing that I was like


 #7 - 06-26-2008 at 13:53
Joined: June 26th, 2008
Posts: 23
Two Thumbs Up! you deserve your ver yownBeer! Beer! and as many Hmmm Donut!s you can eat

 #8 - Dear commenter #6 - 12-26-2008 at 02:43
From: (Nanaimo BC)
Joined: December 5th, 2008
Posts: 14
Lol #6. Same thing happened to me. I slugged their *** then went on rampage because i bought another horse and as soon as i went out i got attack by highway man then looked at my dead horsemad Cool mod btw! 10/10 How do you make mods anyway?

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