MCA zero town attacks

Post » Sat May 28, 2011 7:49 am

Somehow the saferoads mod for MCA 6.x doesn't works for me as I'm still getting whacked in towns, thus I have decided to edit myself on my own MCA. I have discovered that there is this "_MCA_ex_bandits_towns", which I have set the chance to 100%. I understand that setting it to 100% will stop all attacks in town. But there is this "_MCA_ex_bandit_attacks_random", does this also include town attacks or are they only for wilderness?
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KiiSsez jdgaf Benzler
 
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Post » Sat May 28, 2011 11:49 am

If you right-click on that list in the editor and click on "Info", you can see all the places where it is used.
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Jessica Stokes
 
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Post » Sat May 28, 2011 9:15 am

i use it together with fliggertys protecting guards. they re-whack the bandits in towns and you are safe as long as you have no bounty and run where guards are.

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6006
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Dalton Greynolds
 
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Post » Sat May 28, 2011 8:28 pm

i use it together with fliggertys protecting guards. they re-whack the bandits in towns and you are safe as long as you have no bounty and run where guards are.

Great! But..what should I do with 'MCA - Guards Patch.ESP' then? Is it supposed to be in the load order along with Fliggerty's or they conflict with each other?
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joannARRGH
 
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Post » Sun May 29, 2011 12:06 am

If you right-click on that list in the editor and click on "Info", you can see all the places where it is used.

It only shows West Gash when I right clicked the leveled creatures "_MCA_ex_bandit_attacks_random" as for" _MCA_ex_bandits_towns", nothing shows up when I right clicked it, so I guessed the "_MCA_ex_bandit_attacks_random" are for West Gash only?

i use it together with fliggertys protecting guards. they re-whack the bandits in towns and you are safe as long as you have no bounty and run where guards are.

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6006

Yep Sister, I used that mod too, and it was great having the guards helping me out, but sometimes when they had already killed those buggers, the combat music won't stop, I had to console clicked stopcombat on the guards to make them sheath their weapons in order to stop the combat music. Though standing there watching the guards taking them out was fun, I decided to try to edit these town attacks out, but still keeping those caves and wilderness attacks.

Great! But..what should I do with 'MCA - Guards Patch.ESP' then? Is it supposed to be in the load order along with Fliggerty's or they conflict with each other?

From the readme, Fliggerty said that it is compatible, but I only used Fliggerty's mod as I felt activating two mods doing the same thing is kinda dangerous.
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Brandon Bernardi
 
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Post » Sat May 28, 2011 11:47 pm

It only shows West Gash when I right clicked the leveled creatures "_MCA_ex_bandit_attacks_random" as for" _MCA_ex_bandits_towns", nothing shows up when I right clicked it, so I guessed the "_MCA_ex_bandit_attacks_random" are for West Gash only?

Sounds about right :)
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Natasha Callaghan
 
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Post » Sat May 28, 2011 2:51 pm

Somehow the saferoads mod for MCA 6.x doesn't works for me as I'm still getting whacked in towns, thus I have decided to edit myself on my own MCA. I have discovered that there is this "_MCA_ex_bandits_towns", which I have set the chance to 100%. I understand that setting it to 100% will stop all attacks in town. But there is this "_MCA_ex_bandit_attacks_random", does this also include town attacks or are they only for wilderness?

It was a case I remember for version 5.2 that by setting both "_MCA_ex_bandit_attacks_random" and "_MCA_ex_bandits_towns" at 100%, those bandits did not popout of nowhere intown. Tweak this in the Leveled Creature Tab. I would assume it would be the same in the 6.X version.
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Blessed DIVA
 
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Post » Sat May 28, 2011 5:36 pm

I did find this recently: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8909 - not exactly a town version but close enough others might find it useful.
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Maddy Paul
 
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