Custom Jail within a Mod

Post » Wed Apr 28, 2010 8:37 pm

For a worldspace mod I know that I'm going to need some special handling as far as crime is concerned so that the player isn't arrested using vanilla dialogue, and is sent all the way back to the IC. Unfortunately though the Wiki seems to lack much in the way of tutorials or information related to creating this sort of system. I already have the location for the prison defined and laid out with a means of negating the crime gold; the problem is getting the crime detection and guard behavior working.

I was planning on doing my usual small-scale stuff to try and rebuild from the vanilla model, but was hoping someone could shed some light on things before I start digging in.

I would also like to have some slightly improved guard behavior standard, or avoid issues related to most of the guard overhaul mods. If you have any information about either of these, it is greatly appreciated. I'd be tempted to give Reneer a nudge, but he's usually kept busy, and OBSE is not something I can use here.
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No Name
 
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Post » Wed Apr 28, 2010 5:34 pm

http://cs.elderscrolls.com/constwiki/index.php/Jail

Never done it myself, but I believe it is as simple as placing two Prison Markers, connecting them like you do a door, and dropping in a Stolen Goods Chest-- if I understand correctly, Oblivion will do all the complex stuff of working out which Prison is correct, by identifying the nearest one, and sending you there.
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Marlo Stanfield
 
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Post » Wed Apr 28, 2010 9:55 pm

http://cs.elderscrolls.com/constwiki/index.php/Jail

Never done it myself, but I believe it is as simple as placing two Prison Markers, connecting them like you do a door, and dropping in a Stolen Goods Chest-- if I understand correctly, Oblivion will do all the complex stuff of working out which Prison is correct, by identifying the nearest one, and sending you there.

The problem with that is the definition of "the closest jail". Also, as there is no jail exit, or stolen goods container, it might complicate things.

Thanks for the link, but I think I need some more specific guide as to how everything works internally so I can adjust all the external stuff to match.
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David John Hunter
 
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Post » Wed Apr 28, 2010 10:13 am

Well, I just did a quick test, and from what I can tell, there is no issue with a Jail Exit/Stolen Good chest not being there, beyond the obvious (you never lose your bounty, and can't get stolen goods back).

What I did was set up a new Jail in the Imperial City Market District, like so:

1. Go to Doors-->PrisonMarker
2. Place one PrisonMarker in an Interior Cell (The Prison Cell where the Player will be locked up)
3. Place another one outside the Prison (where you go after serving your time, or paying a Fine)
4. Link them both together
5. Commit a crime, and check it out.

As far as I can tell, Oblivion uses the Pathing system to determine which Prison is closest-- I don't know the whole details, but I am assuming it is based on the time/distance calculations Oblivion does (like when you Fast Travel).

If you have Shivering Isles, you may want to check that Prison out, too, as it works slightly differently, and may have some help.
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maya papps
 
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Post » Wed Apr 28, 2010 5:21 pm

Well, I just did a quick test, and from what I can tell, there is no issue with a Jail Exit/Stolen Good chest not being there, beyond the obvious (you never lose your bounty, and can't get stolen goods back).

Good info, but I also don't want stolen items to be taken away. Although I might be able to get away with having an evidence chest which gets purged to the player (removeallitems) when the player arrives, but that's a bit cumbersome.

Something tells me that I'll need to just script the actual jail stuff.

But what I need to know is how to handle the getting arrested part if I don't want the default guard behavior, or how to make the default guard behavior a bit closer to what is being done by the guard overhauls.
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Ridhwan Hemsome
 
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