Ok then, I'll start with a screenshot of my crime dialogue setup. It's in its basic form for now-
https://onedrive.live.com/?cid=B60C11D037429D8E&id=B60C11D037429D8E%2130734&v=3
As you can see only the top 2 dialogues in the blocking topic are linked to player response. These 2 are for small crimes with less than 50 penalty. The top right, normal response topic which ends "...Plea1" is what I want to "play" with. As you can see the player tries to lie. Based on the player's speechcraft level I will condition the guards response/action. So far I have "[Success] Ok, ok, you talked me into it." - player gets to keep loot (I think) but player's bounty still remains the same. I want that on the success of the lie that the player's bounty be lowered by the value of the crime(s) he/she commited (in that particular crime session(not accounting for previous crimes)). So for example, player steals a fork, a bowl and a salmon steak in one "crime wave" before being stopped by a guard, bounty added about 6, player lies to guard and succeeds, bounty now needs to be reduced by value of latest "crime wave", in this case 6.
This sounds quite complex to me to do or is there a very simple way that I am not aware of/staring me in the face.
Thanks.