ModCrimeGold, and witnesses

Post » Fri Jul 11, 2014 4:09 am

I've noticed that I can probably use the Faction script's 'ModCrimeGold' to create custom definitions of crime, that extend to more than just assault, murder, theft, and trespassing. There are a number of subtle nuances in Skyrim's crime system that I'm not sure how to emulate though, and was hoping that someone might be able to help me out.

  1. It's all well and good to add to bounty with ModCrimeGold, but what would be the best way to make NPCs actually react to these custom crimes? I imagine that it has something to do with 'alarms', but I'm not 100% sure.
  2. Skyrim's crime system makes it possible to have your bounty revoked by killing all witnesses. What would be a good way to go about this? My first thought was to add all witnesses to a custom Witnesses Faction, and use that to check if all witnesses have been killed, but that would require a new faction for every unique crime, or an ability to remove all characters from faction (which doesn't exist, as far as I can tell).
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Claire
 
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