Guards are too vigilant!

Post » Tue May 17, 2011 7:45 am

Many threads because I am pushing hard to get this mod finally out. I checked the wiki and didn't find a solution.

I have guards with a Responsibility setting of 5. Therefore I can steal around them and they don't care. My guards are located on one side of the town and an area called Elm Street is located in a diferent cell. I want Elm Street to be lawless so I set everyones Res at 0 and it is great, no one will lift a finger to help anyone else.

I started a fistfight and it was brilliant, everyone shouted 'fight, fight!' and watched us. Then the guard turned up and arrested me and took me to Chorrol Castle prison. So I have a few questions about guards......

1) The only female guards are from Chorrol, I want female guards mixed in with the male guards. How and where to I change to make her send you to the Imperial Prison, not Chorrol, when she arrests you?

2) How do I ensure my town guards do not come into Elm Street when there is trouble?

Thanks for your help. :)


Also, the wiki says using 'In Cell' is not recommended. It can produce unexpected behavior.
Is this true?
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Genocidal Cry
 
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Post » Tue May 17, 2011 3:44 am

Prisons:

I believe this works because of the Prison Marker. I tried it long ago, but can't remember the results... Basically, set up one of the Prison Markers in your town, and another in the IC Prison. Then link them as you do a door-- the Guard should use the nearest one as it's default information. The issue with this, as I understand it, is that the Pay Fines and Jail locals will be different-- from what I know, the game uses the nearest prison marker. Alternatively, try changing their factions to the ICFaction, Imperial Watch Faction and Imperial Legion Faction-- maybe that will help?

To stop guards coming in... Hmm, you could try setting the access doors to minimal use (if you're using a split-world like Crucible), or maybe Script something in to stop their reaction... Maybe use Trigger Zones to set your Guards Responsibility to 0 on finding a crime? (Orj ust disable them altogether...?)
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Lew.p
 
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Post » Tue May 17, 2011 3:02 pm

The Dark Brotherhood quests where you kill the black hand members in Bruma and Bravil turn off guard intervention. I'd check what combination of functions those two use.

The Prison marker thing seems a bit more complex. You need to go to a cell if you're jailed, and released to another point (which should also be the one for paying a fine) and the two will be connected as a teleport. What's not clear is which end of this setup the game engine looks at for "nearest prison". If you're lucky, it's the release point, and you could put that in Pell's Gate, even though the jail cell is in IC. Wiki doesn't have enough detail about editing the markers to know how you distinguish which is which, maybe the dialog will be clear enough when you place them.
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Vicki Blondie
 
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