From: [RELz] Reneer's Guard Overhaul

Post » Mon Dec 12, 2011 3:57 pm

Some of you may remember a modding interview several years ago (!) where I stated that if I wasn't willing to scrap RGO and start over, then it wasn't worth it anymore.

That dedication resulted in the complete recoding of RGO for version 2.5.

Current Version: 2.54

Description:
This mod changes the Guard behavior by modifying how Guards react to player crimes. If you attack a guard, only that Guard will defend himself (no other Guards will attack unless they see the fighting). If you manage to outrun the Guards, they will no longer chase you to the ends of Tamriel. If you are sent to jail, the guards will kill you rather than trying to put you back into your cell if you escape.

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

If a Guard notices that you are sneaking around, they will follow you closely until you stop sneaking around.

Each city now has its own crime gold - meaning that if you attack someone in Chorrol, the guards in Cheydinhal will not attack you because they do not know about the crime in Chorrol.

Different crimes will be remembered for different amounts of time (typically anywhere from one game day for stealing to seven game days for murder). These values can be changed by equipping the RGO Config token, located in the Misc Items part of the inventory, and clicking on it. The Configuration Menu supports multiple languages – you can easily select a different language by clicking on 'General Settings -> Language' and choosing which language you prefer. Some languages are not yet supported, even though they are in the menu.

If you hurt a guard badly enough, and there are no other guards to back him up, he will flee from you to avoid being killed.

You are also able to bribe Guards to leave their posts. Say you want to rob a store, but there is a Guard sitting right outside. Just bribe him, and he will wander off. If he sees you committing a crime, though, he will still come after you.

Guards will now arrest NPCs if the NPC has committed a crime and cannot pay their crime gold. The NPC will be escorted to the nearest prison and incarcerated for a period of days depending upon the severity of their crime. If an NPC has the gold to pay for a crime, they will simply pay the fee and not go to jail.

Please note: This mod is NOT compatible with my Disguises mod.

Though I have tested this mod in several of my own saved games, running this mod could cause your save games to be corrupted, it could crash Oblivion, etc. If it breaks your game... send me a bug report!

Latest Changes:
2.54: Added more debug messages, fixed issue where Guards would always follow the player regardless of settings. Other minor changes in mod and ReadMe text.
2.53: Fixed issues with Guards not properly following player. Fixed issue with dead Guards / NPCs still yelling about crimes. Added in new INI file loader and fixed Configuration Menu issues (due to second quest not running properly). Added back in feature where Guards will no longer kill one another after dealing with primary threat.
2.52: Fixed issues with spell effects (lightning) and fixed some issues with Configuration Menu. Added in some more debugging aspects. Also added in an Easter Egg.
2.51: Fixed issues with Guards not following the player, Bribes not working properly and Configuration Menu issues.
2.5: Coded major parts of the mod from scratch, including Crime Node code, a new Crime Gold tracking system, new Guard and Civilian scripts, a new debugging system and a new Civilian arrest system.

If you experience any issues with RGO, here is a wonderful method for helping me diagnose the problem:
1. Run OBSE and Pluggy alongside RGO.
2. If you encounter a problem, go to the RGO forum thread.
3. Post a copy of the RGODebugFile.txt that is located in your My Games\Oblivion\Pluggy\User Files\RGODebug folder.


Download:
http://www.tesnexus.com/downloads/file.php?id=5977 (Version 2.54)
http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=1603 (Version 2.52)
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Nicole Elocin
 
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Post » Mon Dec 12, 2011 11:03 am

Ooh, new thread. Het Reneer. Just popping in to say hi, and I can't wait to use the new version. As for the bugs, I'm having the menu/jailcell/no guard follow bugs and I always keep up with my Bashed Patch... It's not because of that. Kinda confused if it orks in your game... I do run over 350 mods (with Wrye Bash/Gecko merging like 150 esps) so it could also be that... do you use FCOM, Reneer?
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Emily Jeffs
 
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Post » Mon Dec 12, 2011 11:20 pm

Ooh, new thread. Het Reneer. Just popping in to say hi, and I can't wait to use the new version. As for the bugs, I'm having the menu/jailcell/no guard follow bugs and I always keep up with my Bashed Patch... It's not because of that. Kinda confused if it orks in your game... I do run over 350 mods (with Wrye Bash/Gecko merging like 150 esps) so it could also be that... do you use FCOM, Reneer?
1. Are you running 2.52?
2. I am slowly getting the feeling (I have not tested this) that RGO does not like Wrye Bash or Wrye Bash doesn't like RGO (or people are just screwing it up and not realizing it).
3. Jail cell issue will be fixed in the next release (I forgot to include it in 2.52).
4. I'm having no problems with the Configuration Menu, although others still are (with 2.52). Not sure why this is.
5. Also no problems with Guards following the player on my end.
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Jack Moves
 
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Post » Mon Dec 12, 2011 8:49 pm

Yes, I'm using 2.52. As for Wrye Bash, I can't see how that would effect it... You don't use Wrye Bash? I don't even merge/import anything from the mod, as I load it after the Bashed Patch... so I don't even think it's that.
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Dj Matty P
 
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Post » Mon Dec 12, 2011 12:49 pm

Yes, I'm using 2.52. As for Wrye Bash, I can't see how that would effect it... You don't use Wrye Bash? I don't even merge/import anything from the mod, as I load it after the Bashed Patch... so I don't even think it's that.

bad idea, never load anything after bash besides streamline.
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sarah simon-rogaume
 
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Post » Mon Dec 12, 2011 4:43 pm

No, that's not true, you can load any mod you want taking precedence over the Bashed Patch if you load it after. I have DR and UV loading after the patch too, as well as my script effect silencer. All it would do is overwrite the patches changes for that particular thing... Besides, I don't always have it after. I've been moving it around a lot to try to get it to work correctly (since you say it works for you...) Usually I leave it where BOSS puts it.
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Matt Fletcher
 
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Post » Mon Dec 12, 2011 12:28 pm

http://www.youtube.com/watch?v=CA1c3zZfpQM is a very quick video demonstrating that the Configuration Menu in 2.52 does in fact work properly.

Observant viewers will notice that there is a bug in the Configuration Menu - I'll fix that for 2.53. Regardless, the Configuration Menu works just fine.
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Cash n Class
 
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Post » Mon Dec 12, 2011 3:34 pm

Well, you didn't try to change the "bribe amount" That's one aspect of the menu that hasn't worked for me in a long time. When I try to change how much money it takes to bribe a guard, the number doesn't update in the menu, and the setting never changes.
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I love YOu
 
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Post » Mon Dec 12, 2011 3:54 pm

Ok, I went back and did a clean install of RGO, and it seems that my menus (except for Bribe Amount) work as intended, AS LONG as it's in an area where I have decent FPS... I think. I still do run into problems with the menu not closing, but it's rare. As for the Bribe amount, that just doesn't function for me. Lastly, I still have the problem with Guards only ever following me one time while sneaking, and one time only.
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Alexx Peace
 
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Post » Mon Dec 12, 2011 8:00 pm

bad idea, never load anything after bash besides streamline.

Actually a few can be so loaded. And some MUST be, to work properly (MergedMaps.esp springs immediately to mind, if set before the bashed patch it fails completely.)
The simplest solution of course it to go by the ordering worked out and included in BOSS (Better Oblivion Sorting Software.)

RenGuardOverhaul.esp best loads relatively late though, but definitely before the bashed patch.
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Stephanie Nieves
 
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Post » Tue Dec 13, 2011 12:56 am

Yes, true. Once again I know that RGO belongs before the BP. At one point, though, I loaded it after to see if something merged into my BP was causing bugs...
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Stryke Force
 
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Post » Mon Dec 12, 2011 1:45 pm

I dont know how to import the debug file but i cant get the menu to work at all with the 252 it works fine with the old version, the script in the debug file is just w010-10-10 - RGODebugFile - RGO Version: 2.52 168.827
RenCrimeConfigTextEnglishScript: User pressed spacebar. msgbox = 0, msgbox2 = 0 168.827
RenCrimeConfigTextEnglishScript: User pressed spacebar. msgbox = 0, msgbox2 = 0 168.827
RenCrimeConfigTextEnglishScript: User pressed spacebar. msgbox = 0, msgbox2 = 0 168.827
RenCrimeConfigTextEnglishScript: User pressed spacebar. msgbox = 0, msgbox2 = 0 176.219
RenCrimeConfigTextEnglishScript: User pressed spacebar. msgbox = 0, msgbox2 = 0 176.219
over and over again and thats exactly the same as with my first post a week or so ago it was with a clean save on the previous problem .This is on a complete new reset of the game new complete reinstall,I deleted all the old files in my games and the complete Oblivion file in the program Files..........so im just going back to the old guard ovehaul...............It might be somthing with the new wyre bash I always use Boss & Bash but still the older file works ok with it.Every time i hit the space bar to actuate somthing in game it runs the script in the 252 if I open the menu then I have to Ctrl-Alt-Delete to stop the game or some times I can cycle the space bar to get back in game Im no comp wiz just a old mechanic but it seems like there must be a small error in the new script for the space bar to just keep cycleing the the debug its pretty funny not even level 2 on the new toon and the debug files got 500 lines or more heh good luck iv used your mod with my first toon when i started playing Oblivion was only a year old i guess Thanx for all your work hope this can get resolved soon!!
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LADONA
 
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Post » Tue Dec 13, 2011 1:34 am

I had my console going and saw http://i36.photobucket.com/albums/e7/brygdom/Oblivion/2cdf31d7.jpg and was wondering if it was bad.

I think this was the only time today I started the game so I guess this debug file corresponds to this game session I saw the console message in:

2010-10-15 - RGODebugFile - RGO Version: 2.52 108.713
RenCrimeConfigTextEnglishScript: User pressed spacebar. msgbox = 0, msgbox2 = 0 108.713
RenCrimeGuardRingScript: Guard (0002BA7C) has got criminal NPC = 143.75
RenCrimeConfigTextEnglishScript: User pressed spacebar. msgbox = 0, msgbox2 = 0 276.068

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Marnesia Steele
 
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Post » Mon Dec 12, 2011 8:11 pm

I had my console going and saw http://i36.photobucket.com/albums/e7/brygdom/Oblivion/2cdf31d7.jpg and was wondering if it was bad.

I think this was the only time today I started the game so I guess this debug file corresponds to this game session I saw the console message in:
The problem is that for some reason the NPC reference is invalid and thus the OBSE Call function fails - it isn't a problem in and of itself but it is demonstrating a problem within the NPC Criminal system.
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kirsty williams
 
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Post » Mon Dec 12, 2011 12:29 pm

Made a little video showing the guards not checking me out even though I'm over-suspiciously sneaking right in front of them, plus the broken menu not closing.

http://www.youtube.com/watch?v=6EP-uiAfudo

Also, not sure if this is intended, but when I assault guards and make sure each of them is killed (killing all witnesses) I still seem to have some bounty on my head anywhere I go. It doesn't make the guards chase me but it does invoke an arrest when I talk to them. It's usually like, 60 gold or something static like that. Not sure if this is intended. Especially since crime is supposed to be regional, and this bounty carries over all across Tamriel.

Other than that, I haven't had the chance to play using this mod for very long so I couldn't say if any of the other features (do or don't) work.

I play with UOP, OOO, NE, Alternative Start and Oblivion XP. I checked with OBMM and nothing seems to be conflicting with RGO, save for a single Record Group script ("BellTowerScript") that is being overwritten by RGO and conflicts with UOP. I'm loading RGO after UOP though, so it shouldn't be a problem.
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Wayne W
 
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Post » Mon Dec 12, 2011 9:56 am

Made a little video showing the guards not checking me out even though I'm over-suspiciously sneaking right in front of them, plus the broken menu not closing.

http://www.youtube.com/watch?v=6EP-uiAfudo
I'll look into it. What would be more helpful is if you could post the RGODebugFile that is created (instructions are in the first post of this thread and in the ReadMe). I think I've figured out why the Configuration Menu is not working properly.

Also, not sure if this is intended, but when I assault guards and make sure each of them is killed (killing all witnesses) I still seem to have some bounty on my head anywhere I go. It doesn't make the guards chase me but it does invoke an arrest when I talk to them. It's usually like, 60 gold or something static like that. Not sure if this is intended. Especially since crime is supposed to be regional, and this bounty carries over all across Tamriel.
More than likely this is another mod adding bounty to the player, which RGO assumes is global (because other mods don't assume regional bounties). It could also be a bug in the code, but, again, I'd need to see your RGODebugFile in order to be sure.

Other than that, I haven't had the chance to play using this mod for very long so I couldn't say if any of the other features (do or don't) work.

I play with UOP, OOO, NE, Alternative Start and Oblivion XP. I checked with OBMM and nothing seems to be conflicting with RGO, save for a single Record Group script ("BellTowerScript") that is being overwritten by RGO and conflicts with UOP. I'm loading RGO after UOP though, so it shouldn't be a problem.
Hmm. Might have been a dirty reference check on my part - I'll try to remember to fix it for 2.53.
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Ernesto Salinas
 
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Post » Mon Dec 12, 2011 11:17 am

Seems like I have the same problem as Daug, all my debugfile contains is this:

2010-10-20 - RGODebugFile - RGO Version: 2.52 0
RenCrimeConfigTextEnglishScript: User pressed spacebar. msgbox = 0, msgbox2 = 0 0
RenCrimeConfigTextEnglishScript: User pressed spacebar. msgbox = 0, msgbox2 = 0 0
RenCrimeConfigTextEnglishScript: User pressed spacebar. msgbox = 0, msgbox2 = 0 0
RenCrimeConfigTextEnglishScript: User pressed spacebar. msgbox = 0, msgbox2 = 0 0
RenCrimeConfigTextEnglishScript: User pressed spacebar. msgbox = 0, msgbox2 = 0 0

I even messed around in the menu a bit, turned RGO on and off twice, killed several guards and traveled to various locations just so I'd force some data out... But this is all the txt contains.
I'm guessing it must be mod-incompatibility related. My eyes are on Oblivion XP and OOO, since they're the only mods I load after RGO. And since OOO bundles a TON of third party mods, it could really be anything, hence it's the most likely suspect. Oblivion XP is probably an innocent bystander, don't see how it could affect anything guard-related.
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Dawn Farrell
 
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Post » Mon Dec 12, 2011 2:15 pm

Does RGO make guards follow you if you have weapons drawn inside cities? If so that part works fine in a very heavily modded game.
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Stace
 
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Post » Mon Dec 12, 2011 4:28 pm

Does RGO make guards follow you if you have weapons drawn inside cities? If so that part works fine in a very heavily modded game.
Yes, that is an RGO feature.
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sam smith
 
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Post » Tue Dec 13, 2011 2:00 am

Hi,

I'm about to add a couple of features to Enhanced Economy where I would like to ensure full compatibility with RGO. The new features set ownership of containers/plants that should be illegal to loot/harvest, and ownership of guard equipment to make it illegal to loot the guard. I assume this is compatible out of the box, that if the player still loot/harvest with witnesses around, the crime is noticed as it should.

But does it matter what the owner is set to (as long as the player is not in the faction)? E.g. if the ownership of containers/plants belonging to a farm is set, will any witnesses behave differently when you loot it, if they are part of that faction or not? In my initial implementation, I haven't been too careful with the ownership faction I use, but I may do so if that matters (either to the vanilla system or RGO).
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Deon Knight
 
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Post » Mon Dec 12, 2011 11:41 pm

Can this mod be used with an existing character? My new Breton Assassin is still in the starter dungeon and I'd like to use this mod with him.
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Lauren Denman
 
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Post » Mon Dec 12, 2011 11:13 pm

Can this mod be used with an existing character? My new Breton Assassin is still in the starter dungeon and I'd like to use this mod with him.



From the readme:


5. Save Games

With version 1.0 and above, there should be very little chance that this mod will corrupt save-games (though anything is possible.) You do not need to create a new character / game to use this mod.

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sophie
 
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Post » Mon Dec 12, 2011 10:36 pm

Thanks must have glanced over it.. to much reading lately :read: .
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asako
 
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Post » Mon Dec 12, 2011 10:40 am

Hi,

I'm about to add a couple of features to Enhanced Economy where I would like to ensure full compatibility with RGO. The new features set ownership of containers/plants that should be illegal to loot/harvest, and ownership of guard equipment to make it illegal to loot the guard. I assume this is compatible out of the box, that if the player still loot/harvest with witnesses around, the crime is noticed as it should.

But does it matter what the owner is set to (as long as the player is not in the faction)? E.g. if the ownership of containers/plants belonging to a farm is set, will any witnesses behave differently when you loot it, if they are part of that faction or not? In my initial implementation, I haven't been too careful with the ownership faction I use, but I may do so if that matters (either to the vanilla system or RGO).
As far as RGO is concerned, it doesn't matter at all - or rather, RGO will operate exactly as vanilla would.
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Yonah
 
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Post » Mon Dec 12, 2011 10:11 pm

Hmm...seems RGO stopped running at som point in my latest play session. Last entry in the Debug txt is when entering Iniel Sintav's house in the Elven Gardens district. Then I exiteted the house, entered the two inns, entered the Market District, entered some shops, headed back towards the Elven garden and noticed the guard at the gate was dead. When I looted him the corpse shouted "Thief!" at me and my bounty increased. Also the live guards didn't react to me drawing my weapon.
I have no idea how that guard ended up dead during the few minutes my character went shopping...he's not one of the guards that OOO replaces with a female guard.
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Brittany Abner
 
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