ive really been waiting for something like this. like have the bounty hunters only actively hunt you outside of major cities and in major cities the crime was not committed in(which would be nice for mods that separate town bounties) that way if you come back into the town you committed the crime in the town guard would have jurisdiction and would basicly tell bounty hunters to shove off that you were theirs for the picking
now what if you have a bounty in every town and your in one then they would still come after you!!! but only for crimes not committed in that town.
I consider local bounties to be the province of RGO. Reneer's done a great job on that and I don't feel the need to replicate it. My bounty hunters (assuming I decide to do them) Will be pretty simple. They'll spawn randomly in the wilderness and ty to kill you. I've got vague thoughts about them maybe taking you to jail if your bounty is less than a certain amount, but I haven't yet looked into the technical aspects of doing that. What I really plan for them is to be an infrastructure test for something i'd like to do with the arena.
Is it gonna be compatible with fcom?
Yes. It should be compatible with virtually everything this time. Most of the incompatibilities of the previous version were caused by the fake first person mode, which I'm not using this time around. There will probably be specific instances (like enhanced economy) but the INI configurability of both mods mean you can switch off the soul gem effects of one or the other (mine actually does what EE does to soul gems anyway).
Any other compatibility issues should be solvable by just selectively turning off features in the INI - though I can't imagine there would be any anyway.
Hmmm, HeX, did you ever end up fixing the hotkey bug?
Yes. It was an FFP issue so never appeared in this rewrite
UV might be incompateble with it though if HeX decides to include the extinguishing light sources that he mentioned.
Other than that I don't think it will conflict with what I do know about UV
It won't be incompatible with TA. Though it may do many of the things that TA does, it handles them in a very different way. I'll not be replicating the arrows from TA. Light dousing is done in UV by throwing (non-explosive) liquids over the light source, then relighting by hitting the source with a torch. I don't need to do the vine/rope arrows beacuse climbing covers that base nicely. You don't need a rope when you can just climb up the wall. And as for noise making arrows, throwing stuff (if the player isn't detected will see NPCs going off to investigate the thrown object - so that should cover that base. UV's got it's own knock out blow system so that renders the blackjack mostly unnecessary - though the TA system is quite a bit more sophisticated than mine. The last thing I think was grease arrows. Maybe i'll have a look at how he did that.
BTW thieves arsenal is a bit buggy :/
So will be better a debugging work for Thieves Arsenal with the new OBSE version / features.
I think scruggs has enough on his plate developing OBSE these days. I wouldn't hold your breath for an update of TA.