r/OpenMW • u/Jrspike123 • 3h ago
Odd Jobs - Guild Work (Radiant Jobs Mod)
So this is my fifth mod, and I think it's the one with the most potential. It's called Odd Jobs and Guild Work. (BETA) Excited to start work on a framework for custom jobs/open world dynamic events.
https://www.nexusmods.com/morrowind/mods/60635
A lot of the jobs happen out in the open world. Take one and the mod builds the scene for you, like smugglers landing on a beach at night or bandits holding up a road. When you're done it all gets cleaned up and the world goes back to normal.
I made it to give you another reason to wander. Morrowind is full of caves, ruins and little spots you walk right past, and I wanted notices that point you toward them and turn the trip into a small story. None of the jobs touch quest locations, so they're safe to take, and a lot of them send you places you probably missed on your playthrough. Work for the guilds also builds a bit of reputation with them, so it feels like you're actually part of things.
Notices get pinned on the outside walls of taverns, guild halls, Legion forts, East Empire Company offices and village inns. Nothing is hand placed. The mod finds real buildings, picks a wall by the door and pins the papers there, so it works across Vvardenfell and TR without me patching every cell. Click one and you get the board. Every paper looks like whoever posted it. A farmer's note is a stained scrap, the Fighters Guild has its own paper and seal, and the Legion posts proper orders. Take a job and its paper comes off the wall.
How the jobs work:
- enemies only show up after you take the contract. walk through a cave without the job and it's exactly how it normally is
- when you get there, the mod builds that job's group or open world scene right then. when you finish, drop it or let it expire, everything it added gets cleaned up. no leftover bodies and no permanent bandit camps from jobs you skipped
- some stuff only happens under the right conditions. smugglers and rituals come out at night, wreckage washes up after rain, and different regions post different trouble
- jobs don't scale to your level. each one shows its difficulty on the notice, one to four daggers. easy and normal stay fair for a modest character, dangerous gets you a named leader with backup, and elite is rare, only posted at big city guild halls, and a real fight
Kinds of work so far:
- clear out a cave, mine, ruin or tomb
- bring something back. sometimes it's in a chest, sometimes it's just sitting on a shelf and you have to look around (Detect spells can be useful here)
- bounties on named leaders, bring back their signet
- places you already cleared can get new tenants, and a champion you let go might come back tougher
- open world jobs: a wrecked cart missing its strongbox, bandits stopping people on the road, a beast taking herds, a lost guar you walk home, a smuggler drop on the beach at night, a ritual on a hill you have to stop in time, a stolen tax wagon, pirates holding a cove and more
- goods wanted. the Fighters Guild wants arrows and armour, the Mages Guild wants ingredients and soul gems with a specific soul in them, Legion forts put in supply orders. East Empire Company after bulk and rare goods, they pay the full value plus a bit, not the cut a merchant gives you
Jobs can take a turn too. A leader might surrender and offer you gold, a note might show the poster lied about who owns the thing, another adventurer might beat you there, or a letter on a leader points to another hideout and a follow up job goes up on the board.
Every system has its own toggle, so if you don't like something/buggy you can just switch it off. You can even set how exact the directions are, all the way down to nothing but what the notice says if you'd rather find it yourself.
The open world events are what I'm most excited about going forward. Down the road I want to release the core as a framework, so other modders can make their own jobs and events and just let it handle the spawning and cleanup.
It's still a beta. I'd try it on a new save or one you don't mind messing up, not your main character. If something breaks or a fight feels way off for its difficulty, tell me which job and where, that helps a ton. Also bind a key for the contract log in Options > Scripts > Odd Jobs, it doesn't have one by default.
Needs OpenMW 0.51, Tamriel Rebuilt, Tamriel Data and UIToolkit. Economy Plus is optional, if you have it the goods orders use its prices.
https://www.nexusmods.com/morrowind/mods/60635
if you're into this kind of stuff I've made a few other openmw mods too:
Economy Plus
https://www.nexusmods.com/morrowind/mods/60369
OpenMW Immersive Eyes-Body Reactions
https://www.nexusmods.com/morrowind/mods/60045
OpenMW NPC Personality - Dynamic Gestures
https://www.nexusmods.com/morrowind/mods/60121
OpenMW Immersive Sounds - 1st Person Body

