The Farmer Mod v4.0
New Features
Aesthetically pleasing, lore correct
*All previous names were made by me, this time every name will be redone with a name generator to be "Lore Correct"
*Lots of little tweaks in the landscaping and object placement for optimal "seamless" experience
---Crops no longer look copy/pasted, they now look like someone just scattered seeds in the ground (are much more random and have different sizes)
*Just alot better as a whole
Work Control System
*You can control how hard your slaves work, 1 of 2 waysSlaves no longer are just “spawned”, you have to pick out the one you want
*You can simply tell an individual slave how hard to work, however, if they aren't loyal, they won't comply if you tell them to work hard
*You can tell your slave master to work all slaves nearby at a fixed difficulty. Slavemasters can make even disloyal slaves work hard.
*Only slaves can use this system, farmhands always work at a "normal" pace. This gives farmhands and slaves their own advantages and disadvantages
*There are 7 difficulty levels of work. The numbers represent loyalty displacement per day:
--- (-3) Extremely Hard
--- (-2) Hard
--- (-1) Fairly Hard
--- (0) Normal
--- (+1) Fairly Easy
--- (+2) Easy
--- (+3) Extremely Easy
*Now includes racial and gender bonusesCompletely blur line between “Beginner”, “Intermediate”, and “Advanced” slaves
---Argonians – More beginning loyalty, gains loyalty faster than Khajit
---Khajit – More beginning experience, gains experience faster than Argonians
---Males – More beginning experience, gains experience faster than females
---Females – More beginning loyalty, gains loyalty faster than Khajit
*Gender bonuses are only half as much as racial bonuses, so gender doesn’t make too much of a difference
*Bonuses –
---Male - +25 experience in the beginning, +1 bonus experience for every day of work
---Female - +5 loyalty in the beginning, +1 bonus loyalty for every four days of work
---Khajit - +50 experience in the beginning, +2 bonus experience for every day of work
---Argonian - +10 loyalty in the beginning, +1 bonus loyalty for every two days of work
*No more buying different classes of slavesFarmhands
*Every slave starts out as a beginner (with a little bit of experience fluctuation, some know a bit more about farming than others)
*Hang out at Farmer’s GuildTools
*May be hired for a flat weekly fee
*Most have more experience than a slave does
*Basically a substitute for those who disagree with slavery. Farmhands will also be cheaper to start out with than slaves, for the beginning farmer
*Tools can be given to workers to help them harvestExperience System
*Tools improve loyalty and harvest rates
*Tools –
---Knife
---Sun Hat
---Gloves
*Loyalty is no longer the same as harvest rateHlaalu-Style Plantation Walls
*Loyalty is now separated from the variable that controls harvest rate, although a high loyalty will have a small impact on harvest rate, as will low loyalty, but not near as much as it used to
*Harvest rate is now controlled by experience, which is gained every day by working. Once a slave’s experience reaches that of what an advanced slave’s used to be, it will be capped.
*ALL plantation walls are now Hlaalu style. This was requested because it fit the region better. I myself also think they look a lot better, and, they are easier to place because snap-to-grid works better with them.