The Farmer Mod
V4.3
Created By Josh

kenshin10k@yahoo.com


Table of Contents

 

I       Summary
II      Slaves
III     Farmhands
IV     Farming
V      Slave masters
VI     Guars
VII    Guards
VIII   Plantation Upgrades
IX      The Farmer’s Guild
X       Random Events
XI      Still to Come
XII     Known Issues
XIII   Credits

I - Summary

Ever wanted to take up the career of farming in Morrowind? Well now you can! In the Farmer Mod, my goal is to seamlessly implement the life of a farmer and all aspects of the career into the world of Morrowind. Using slaves, farmhands, slave masters, guards and guars, you will work your way up to fame!

II - Slaves

Overview -

Workers are the most important part of being a farmer, and slaves are the cheapest workers. They are available for purchase at different slave markets. Slaves will follow your orders, and even tell you how much they have harvested. Some slaves turn out really good and loyal, while others turn out bad. When shopping for slaves, listen to the remarks they make and observe their overall attitude. It is common sense to not take a rude slave! Currently, the only slave market that sells these special slaves is in Suran.

Controls -

-orders Tell your slave what to do
-work Tell your slave how hard to work (note that this will override any current slave master orders)
-work status Your slave will tell you how hard they are currently working

III - Farmhands

Overview -

For many, slavery is simply not acceptable. Fortunately, that doesn't mean you have to dump your farming career! There are many freelance workers that will work for you at a weekly wage. If you wish to hire, ask around at the Guild of Farmers in Gnisis. Farmhands and slaves each have their own distinct advantages. Farmhands are usually more loyal and often more experienced. Farmhands are cheaper, since you don’t pay a large lump sum. However, slaves are cheaper in the long-run since they don’t require any payments over time. Farmhands always work at a steady pace, while slaves can be pushed harder or less hard using the Work Control System (see below). If slaves are unhappy, they may revolt and attack you. A farmhand will never revolt.

Controls -

-orders Tell your farmhand what to do
-fire Terminate your farmhand’s contract before it has expired

-contract status Displays the current number of days remaining before the farmhand's contract with you expires
-contract extension Allows you to pay your farmhand in advance for a contract extension. The contract may be extended by one, two, three, or four weeks. This is very useful if you are going to be gone from your plantation for a while. Note that extensions are stack able, and you can purchase as much time in advance as you like by repeatedly using this topic.

IV - Farming

Now that you have some knowledge of who will be working for you, let’s cover the basics of farming. Some farmers will sell their field to you if you talk to them about 'purchase my plantation'. Most of the time, farmers will be willing to plant some crops for you. They will give you a list of crops for you to choose from. Different fields can support different crops. Never pay too much for a field that can't support good crops. Once you own the field, your crops will start to grow. Go away for a while and come back later and they might be fully grown. After you have a field and a slave/farmhand, get your worker close to the field you want them to harvest in. Talk to them, select “-orders”, and order them to harvest. You should see them walk to the field and then start wandering around in it. Now that you have a worker harvesting, go away for at least a day and then come back. Check their inventory via companion share, and there should be the corresponding type of crop in it. Now you can go sell your crops and get some money.

V - Slave Masters

Overview -

At the beginning of your farming career, it is most likely that you don't have much cash to throw around.  But, as you get richer, you will need to expand. You can start getting more workers, better fields, etc.  After a while, you will have so many workers in so many fields that taking crops from them one by one can become far too time-consuming. Slave masters often like to stick around the slave market. Sometimes you will find one there. If not, come back another day and one might have appeared. Once you get a slave master, tell him to follow and collect harvest. When you get close to one of your plantations, he will automatically collect the harvest that the workers have gathered. Check his companion share and you will find all your harvest in one convenient place!

Slave masters also have another extremely valuable option. They can work all the slaves in the vicinity at a certain level. Talk to them about “-work” and you can choose how hard you would like to work your slaves! Not only does this save a lot of time, but it is also more effective than talking to an individual slave and telling him to work, because unless your slave is very loyal, they aren't going to listen when you tell them to work extremely hard. However, they always listen when a slave master tells them.

Controls -

orders Tell your slave master what to do
-work Tell your slave master how hard to work the slaves in the general vicinity
-work status Your slave master tells you how hard he is currently working the slaves (note that if you tell an individual slave how hard to work after you have already told your slave master, this won’t apply to the individual slave. You can reset the slave by simply re-issuing the command of how hard to work the slaves)

VI – Guars

If you have lots of slaves, it is likely that they will produce so much harvest that your slave master will not be able to carry all of it.  Pack guars, however, can carry much more than slave masters can. Pack guars are sold by Lladiaia in Ald-ruhn. Her house is on the outskirts of town by the temple.

Once you have a pack guar, you can tell it via the topic "Guar Orders" to follow you and collect gatherings. When you come near your burdened slave master, the crops will automatically be transferred to your guar. The guar will carry up to 400 pounds of crops (this usually means about 4000 crops), but after that he will no longer allow the slave master to load them on.

VII – Guards

Sometimes, if you have a slave with a very low loyalty, he/she will attempt to rebel. This means that they will stop harvesting and try to attack you. Even though slaves are weak, you may be weaker and not be able to defend yourself. And let's not forget about those pesky dark brotherhood assassins that attack your plantation? And what about bandit raids? There IS a way to prevent it.

Recently a guard training facility was constructed somewhere in Suran.  Freelance guards come there to receive training and to look for jobs.  If you drop in and have a look, you might find a guard you like.  Guards range in level from 5 to 50.  They usually require a one-time fee for their services.  This fee varies with the level of guard.

When a guard is near a plantation, the plantation automatically receives "protection points".  The amount of points varies with the level of the guard. The more protection points a plantation has, the less likely it is that a raid will occur there.  If you have enough guards patrolling a plantation, you'll never have to worry about raids.

Not only do guards protect you from bandit raids, but they also, when ordered to, protect you from physical attacks of any kind. If you tell a guard to patrol the area, they will walk around and defend you if you are attacked. The guards are also smart fighters. Usually they will take a few shots with their bow, and then rush into close combat with their melee weapon. Note that guards that charge more are often a lot better at combat than lower-priced ones. More expensive guards also come with better equipment.

If you have a guard tower, guards can keep watch from it. Simply order one to guard from a guard tower, and they will automatically find the nearest one (if there is one close by) and climb into it. There the guard will use only his ranged weapon to defend you, but will be able to thwart bandits more effectively.

VIII – Plantation Upgrades

If you have a large plantation capable of upgrades (refer to list below), you might want to look into upgrading it.  Upgrades differ in price and purpose.  Some upgrades make workers happier, while others make bandit raids less frequent.

Upgrades can be ordered through a small machine attached to your farmhouse, usually located close to the door.  To order an upgrade, simply activate the machine and click on the upgrade you would like to purchase.  Once you have purchased an upgrade, go inside and rest for a few days (the time it takes ranges from one to five days) and come back out to behold the upgrade.

Upgrade List:

Worker Shack - Makes your workers a bit happier each day (loyalty boost)
Rest Area - Makes your workers a bit happier each day (loyalty boost; not as effective as worker shack)
Plantation Lighting - Easier to see at night and thwarts off bandits a bit
Guard Tower - Good to climb and observe operations from; thwarts off bandits some; guards can climb it and protect you with bow & arrow (even better to thwart off bandits)
Plantation Fencing - Thwarts off bandits a bit
Plantation Wall - Thwarts off bandits a lot (requires plantation fencing)
Crop Storage Shack - Simply a good place to store your harvest
Guar Stable - Good place to keep your guars

IX – the Farmer’s Guild

Once you have a plantation up and running, you may think you need to be known a bit as a farmer. What about meeting other farmers? I'm sure you would like to talk to some other people like yourself.

The Farmer’s Guild is a unique guild, consisting of the normal number of rankings, buildings in certain towns, and members to chat with. Advancement is like no other guild. To advance to the next rank, you simply must have a qualifying number of slaves/farmhands, slave masters, and plantations. You can also trade crops with other members.  You can talk about your farming business with other members, and they might offer some tips if you are having trouble.  The Guild of Farmers can be found in Gnisis.

X – Bandit Raids

Once you have a business set up, you will undoubtedly start to attract some unwanted attention.  Bandit raids can occur anytime when you are away from your plantation.  Bandits steal crops from your slaves, farmhands, slave masters, and even guars.

Bandits, however, can't steal anything from a crop storage shack, so it's always good to have on.  Also, raid frequency can be reduced severely with upgrades like the plantation wall and a guard tower.  As mentioned above, the more guards you have patrolling a plantation, the less likely it is that a raid will occur.

XI- Still to Come

This mod is currently by no means finished. If you find an error, PLEASE DON'T HESITATE TO REPORT IT TO ME. In the future there will be more fields to buy, more quests to gain fields and land, and maybe even some more features! There will even be more crops to plant in your fields (not NEW but new to this mod).

Fields for sale list -

KEY
* = Field
** = Plantation
*** = Upgrade able Plantation

*** Ieneth Plantation
*** Drom Plantation
*** Arano Plantation
** Travelling-New-Woman Plantation
* Piernette Beluelle's Field

XII Known Issues

Currently, I am not aware of any bugs.  However, there are a few mods that seem to conflict with this mod.

Conflicts:

Suran Archery Trade House - This mod appears to be the culprit for some people not being able to enter the Guard Training facility

ANY NPC Schedule Mod - If the mod adds a script to the NPCs that sell you a plantation, it will probably mess up the script.  You can try to run the two together, but MAKE SURE that the Farmer Mod is below the schedule mod in the Data Files plug in list.

Japanese House Mod - This mod seems to mess up a lot of other mods.  It is a very dirty mod that messes up a lot of dialogue topics.  Lots of weird things can happen if you use it with the Farmer Mod.

If you find anything that seems out of place- a bug, blemish, non-realism or mod conflict, please contact me at kenshin10k@yahoo.com!

XIII - Credits

Weazer - For coming up with the idea of the Farmer Mod!

Matthew Norris - One of my wonderful BETA testers! Matt found MANY errors that slipped by me!
12smitty21 - Another great BETA tester!
Cody Erekson - Yet another great BETA tester!

All Feedback (email)

12smitty21
Alakeram Floebane
Alex Kater
Alex Stoop
Bdgill
Bob Gurd
Chris
Chris Borden
Christian Tomines
Cody Erekson
Corey MacDonal
daddington303
Darkangel1997
Devon Richards
Ditre87
GamerDan217
General Edor Crespin
Gln Cnd
Graphite
Hakuna Matata
Hlaalu Girl
JaustinNELSON
Jean Bhérer-Simard
Jonathan Rollins
Josh Murray
JS
Kaytlyn Christen
Kenzie Villeneuve
Kyle Wagner
Lozza Richards
Mark Carpenter
Matt Paulison
Matthew Norris
Nick Van Paridon
Nick Van de Coevering Paul Murphy
Pavel Baranov
princess-leia9
Radu Birsan
Shane
Shane Davis
Shawn Riley
Sir Cabbage The Green
Stephen Nuttall
Steven Adamo
Stuart Wimpling Jr
Stygian Undead
Timo Emmers
Vampiricsinner13
Vlad Tepes
Wes Titus
Zabia Kazana

If I missed you, shoot me an email and I'll make sure to include you in any future READMEs.

~ Enjoy ~