I am currently playing with populating a large city, and I am starting to give thought to how I want to play the guards in the city(s). My initial plan was to stick with the default Guard class and allow them to behave in the same way as they do in Tamriel, however, another thought has occurred and Id like some advice on how to proceed.
Id like to have crime location based. So for example, if I kill someone in city 'a', then the guards of city 'a' will arrest me if they see me (just like normal), and after a time will begin to ignore me. However, if I then travel to another city, the guards in the new city will know nothing about my crimes elsewhere, and will not react to me at all unless I then commit a crime in that city too.
I know that there is a mod somewhere that does this for Tamriel, although I don't know the name of it, and Id like to try and implement this in a script myself.
So. Questions:
A.) How do I detect a crime AND can I detect the area/region that it has been committed in?
B.) The game currently registers my bounty etc. Is there a way to prevent this and deal with it myself instead?
C.) I have a script that is set to my custom dialog (for a new race), so I have somewhere to store bounty and crime stats, however, I'm not sure how I would write the guard script. Any ideas?
I'm guessing that if I can detect a crime and its location, I can then set a variable to show where it was committed, and also store a variable that contains the current bounty in that area. The guards for that location would react to these variables, and after a time period the variables would decrease until they are finally reset to nothing (Providing of course I don't commit any more crimes in that area)
That's the plan, such as it is. Id rather get this to work myself than add another mod for it, assuming even that the other mod would work in a new worldspace.
Any advice would be helpful
Cheers
MVK