Do people still use 'No Psychic Guards' these days?

Post » Sat May 28, 2011 11:35 pm

That. Just did a test with no other AI enhancing mods running (that I'm aware of). Shooting guards in the face just left them standing there staring at me even though I was in plain sight. I had to stab several people right in front of the guards before they reacted ... and then it was to force a greeting on me in which I said "goodbye" and they wondered off even though I'd killed several people before they responded. It wasnt untill several attacks on one guard that they tried to arrest then kill me when I resisted.

Disabled the mod, rebooted Oblivion. Tried the same thing and the guards immediately responded in the vanilla way, so I'm prety sure it was that mod. Guess I'll try Hear No Evil later today.

EDIT: I was thinking of Reneer's Guard Overhaul, thats the one I was useing.


I actually started having this problem myself last night. I was doing that quest in Bruma where you need to get arrested. First I stole things from the barracks with about 15 guards in there, no bounty. Then I hit a few of them, no bounty. I killed 3 of them, no bounty. I'm gonna switch to one of those other mods. Is Hear no Evil compatible with SM Regional Bounties?
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Charles Mckinna
 
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Post » Sat May 28, 2011 6:24 pm

Is Hear no Evil compatible with SM Regional Bounties?

I think you have to disable the Dynamic No Psyhcic Guards in the SMbounty ini. Actually I might do that myself and add Hear no Evil - to bad it did not get affected by weather. Maybe one could borrow a little code from SMbounty :D

Cheers!
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Lizzie
 
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Post » Sat May 28, 2011 8:44 pm

I just discovered that too, it's somewhere in the 'tweak settings' section, near the bottom of a scrolled list. Called pretty much "UOP vampire aging & age fix" or something close.

No Psychic Guards can be replaced with a Bashed Patch Tweak as well, at least the crime alarm settings can.
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Phillip Hamilton
 
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Post » Sat May 28, 2011 12:17 pm

I'm switching to a 'Hear No Evil' + 'Crime Has Witnesses' combo for now, does anyone know if Crime Has Witnesses takes companions in account? So that you won't have to kill a companion who witnessed the crime to get rid of the bounty? :P

Edit: From a quick look at the script, I guess not. To be sure I added a Responsibility check to the witness script, so only actors with a responsibility of 30 or higher will consider reporting a crime. Makes sense too.
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Lisa Robb
 
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Post » Sat May 28, 2011 10:00 pm

To be sure I added a Responsibility check to the witness script, so only actors with a responsibility of 30 or higher will consider reporting a crime. Makes sense too.

Indeed it does. Is kuertee MIA right now? I'd PM him and if you don't get a reply in the next week or so, share that tweak yourself.
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katie TWAVA
 
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Post » Sat May 28, 2011 11:19 am

Indeed it does. Is kuertee MIA right now? I'd PM him and if you don't get a reply in the next week or so, share that tweak yourself.


Yes Please do :D
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Nicola
 
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Post » Sat May 28, 2011 11:03 am

If your companion has a script or something that guarantees a 100 disposition towards the player at all times that should cover it, but yeah Crime has Witnesses does need a responsibility check or something... especially considering in some quest mods There are some wrongful witnesses:

Dremoras living in Dagon's Dead Lands in Dremora Companion

The legion guards that assist you in one quest in The Elder Council(The victims aren't any innocents)

Probably some others but I can't remember at the moment.
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Jade Muggeridge
 
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Post » Sun May 29, 2011 12:24 am

Indeed it does. Is kuertee MIA right now? I'd PM him and if you don't get a reply in the next week or so, share that tweak yourself.

I'll see if I can release a tweak/patch thing tomorrow.
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Portions
 
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Post » Sat May 28, 2011 6:56 pm

I'll see if I can release a tweak/patch thing tomorrow.


Any news on this tweak/patch thing?
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Josh Sabatini
 
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Post » Sat May 28, 2011 10:25 pm

I just replaced RGO with SM-RegionalBounty. It will stay that way until RGO works out a couple bugs. I loved RGO, but it seems that recent versions are really really buggy :(
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John Moore
 
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Post » Sat May 28, 2011 11:37 am

I'll see if I can release a tweak/patch thing tomorrow.


I'm also interested in the tweak/patch for "Crime has witnesses". Could you please release it?

Thanks!
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Misty lt
 
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Post » Sun May 29, 2011 1:47 am

Should I release the whole .esp with the script updated or would a patch be better?
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pinar
 
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Post » Sat May 28, 2011 10:46 am

Should I release the whole .esp with the script updated or would a patch be better?


I vote for the whole .esp with the script updated.
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Multi Multi
 
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Post » Sun May 29, 2011 1:10 am

Should I release the whole .esp with the script updated or would a patch be better?


I would say patch. People don't like it when you release their entire work.
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Bee Baby
 
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Post » Sat May 28, 2011 2:38 pm

I would say patch. People don't like it when you release their entire work.

+1 for patch that overwrites the .esp (so that I don't have another esp added to my modlist).
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Mr. Ray
 
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Post » Sat May 28, 2011 7:04 pm

In all my dealings with Kuertee he has come across as a extremely nice person and I am sure he wont take it amiss whatever you decide to do.

This is from the ReadMe by the way, so you see either way is fine. I would vote for re-releasing as a new esp since it saves a spot - or just make a note in the readme if you do a patch what lines to add in the script.

Licensing/Legal
===============
You can do whatever you want with this mod but all I ask in return is that
you give me credit if you distribute any part of this mod. I would also like
to know what mods are including my work.


Cheers!
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Poetic Vice
 
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Post » Sat May 28, 2011 6:51 pm

I think I'll release the esp but I won't include the ini file so people will still have to download the original file first, so that his file will still get downloaded. Then it's just a matter of replacing his esp with my esp and it's all good. I should be able to do this tomorrow, after I make sure everything is working alright. So far it seems to work perfectly.
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Tina Tupou
 
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Post » Sat May 28, 2011 5:59 pm

I was a bit busy with other things, but I'm releasing it tomorrow, promise. :)
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Marcus Jordan
 
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Post » Sat May 28, 2011 8:37 pm

I was a bit busy with other things, but I'm releasing it tomorrow, promise. :)


Povohulo. You're such a dude.
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Adriana Lenzo
 
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Post » Sat May 28, 2011 3:12 pm

Povohulo. You're such a dude.

Is that a good thing or a bad thing? :wink_smile:

Thanks povu!
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Lance Vannortwick
 
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Post » Sat May 28, 2011 10:51 pm

I use No Psychic Guards. Too many issues between the various mods I run and Reneer's, though the latter is a first class mod.


The Bash patch now has an option for crime alarm distance. No Psyic Guards became redundant for me after that since I use FCOM . RGO is too much for me so I don't use it .

edit: Yea ... sorry for the redudancy
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Fam Mughal
 
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Post » Sun May 29, 2011 12:19 am

Is that a good thing or a bad thing? :wink_smile:

I was wondering the same. :D

Yep, today, eventually... No further changes to the mod were necessary. It seems to be working great, companions will no longer witness crimes. Other than that there aren't many NPCs with a responsibility of below 30, except for all the Thieves Guild fences.
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Dean
 
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