[REQ] No Bounty When Killing Guards

Post » Fri Feb 18, 2011 9:02 pm

Hello TES Forums.

When you kill a guard, you will always get a 1000 gold bounty, no matter what. Even if you are deep in the night forest, or lost in the labyrinthian sewers, where no one would report a crime, you will still get a bounty when you kill a guard. It's like they are psychic! In the moment after you land the final blow and before their lifeless body hits the ground, they magically report my crimes to their brethren all across Cyrodil. Which come to think of it is a passable roleplaying explanation, but dammit, I am not buying it. :P

Basically, I am looking for a mod which contains this one feature of http://tesnexus.com/downloads/file.php?id=5977 without all the extra fluff (e.g. disguises, corpse moving spells, local bounties, etc.)

If you manage to kill all the Guards that witnessed your crime, that crime gold will be removed.


I've found a mod called http://www.tesnexus.com/downloads/file.php?id=22894, but it uses frequent message boxes by the looks of it, which is bound to get distracting.

Is there a mod out there which adds just this one little feature and no more? Barring that, could some kind soul here make such a mod? Perhaps take the relevant scripting out of Reneer's Guard Overhaul and make a new mod, with just this one feature? Reneer writes in his readme that he does not mind this sort of manipulation so long as credit is given. I would do it myself, but I simply don't know how. Guard Overhaul is obviously an advanced mod and I wouldn't really know where to start.

Thank you for reading. Awaiting your reply, TES Forums.
User avatar
Lori Joe
 
Posts: 3539
Joined: Tue Jun 20, 2006 6:10 am

Post » Fri Feb 18, 2011 10:14 pm

You can configure the Crime Has Witnesses ini file to remove the message boxes.
User avatar
Jesus Sanchez
 
Posts: 3455
Joined: Sun Oct 21, 2007 11:15 am

Post » Sat Feb 19, 2011 10:52 am

It would actually be extremely easy to make a mod that only removes the psychic Guard-reporting aspect.

One way to do it would be to write a short script and either use an AoE system - or script the Guards directly - and drop their Responsibility via a scripted token to less than 100 (say, 99). This way they won't automatically report crimes, which means that they shouldn't auto-report their death (but still will function as a proper Guard). This could also (obviously) be done via modifying each of the NPC Guard's Responsibility scores, but wouldn't automatically effect Guards added by other mods.

In future versions of RGO I am actually thinking about doing something like this - making Guards "not Guards" until I tell them to be - and also perhaps pare down the mod's features (especially the things that can be rebuilt outside of the RGO framework, such as Corpse Carry).
User avatar
MARLON JOHNSON
 
Posts: 3377
Joined: Sun May 20, 2007 7:12 pm


Return to IV - Oblivion