Morrowind

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Daemonjax

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Daemonjax

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About this mod

This is a modification of Arcimaestro Antares' Bounty Hunters 1.1 mod (original can be found here: http://arcimaestroantares.webs.com/antareslittlemods.htm).

The main difference is that the bounty hunters can pursue you through different cells, but I also tweaked other things (all changes in long description).

Requires

Requirements
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REQUIREMENTS:

Bloodmoon + Tribunal
MWSE (tested with latest and greatest MGE XE)



Original description of Arcimaestro Antares' Bounty Hunters 1.1:

"This mod adds the Bounty Hunters as encounters in the game. They are tough Npcs that will try to take you to prison (or to kill you) if your bounty is 500 or over. They can be met in taverns or in the wilderness."


2.0 Features/Changes :

1) Bounty hunters can actively pursue (not simply follow) you through different cells.  
    a) I created a simple simulation based on the distance to the player to determine how much time it takes before they appear in the new cell.
    b) You can cause them to lose your trail in an intuitive manner.  Otherwise, if you can't pay them directly, you'll have to run to a guard or whatever to: pay your reduced fine (turn-in bonus), or choose to go to prison.
    c) This is seriously optimized for performance, so you shouldn't notice any loss.
2) Bounty hunters have a chance to spawn (and re-spawn) in 18 inns/taverns in the game (where thematically appropriate).
    a) I adjusted the spawn chance so that there is ~50% chance that there is no bounty hunter in that city/town, regardless of the number of actual spawn locations... so it won't feel like there's too many of them.
3) Changed dialogue a bit (only those added by the mod -- no vanilla dialogue infos should be touched in any way)
    a) for style (but it could be better with race-specific dialogue) 
    b) added a dialogue check for when your crime level is >= 5000 (for kill warrants)
    c) Changed the dialogue result that sent you to jail to one that allows you to pay a fine (for better compatibility with any Go To Jail mod)... this will cost more than paying guards due to not receiving the turn-in discount (this is intentional).



2.0.2 Changes:

1) Very minor script change (not really a big deal).  If you care to know the details, I was using a local copy of isInterior which stored the value of GetInterior within a doOnce block which ran only when the bounty hunter was spawned as a performance optimization.  It works, but it turns out I can't get away with doing that all the time, because in some situations that can change the behavior of the bounty hunter.   No one would probably notice the difference except for me, though.   It was a very minor optimization to begin with that turned out not to be worth the trouble. 
2)  I had trouble uploading here it as 2.0.1, so using the name 2.0.2

HOTFIX 1 changes:

1) Changes the "BH_script" to remove the AIWander command when you pay off bounty hunters in exterior cells because it would cause a CTD (at least in my game under the conditions I tested).  This fixes that.  I don't expect to find any other bugs.  Load this after the 2.0.2 main file -- I did it this way to maintain complete compatibility with existing games.



LOAD ORDER/COMPATIBILITY:

1) You'll probably want this high up in your load order, loading this BEFORE any other mod(s) that touch interior cells.  The only potential conflicts should be where this mod is loaded after another mod which changes internal cells in ways other than adding new objects, such as flag changes.  All this mod needs to do is add a leveled creature to each of the 18 cells, so it's totally OK if something else overwrites it after it does that.  If you really want to load this dead last, you can, if you know what you're doing.

When in doubt, run a conflict checker and read the results (personally, I just use testool for that).

2) This won't work out of the box with any mod that radically alters crimelevel requirements, like probably BTB's crime and punishment mod... (Dunno, I don't use that mod... too many dialogue changes).  You'll need to edit the scripts and dialogues (change 500 and 5000 to whatever they need to be) if using such a mod.

3) While this won't directly conflict with any Go To Jail mod I'm aware of, compatibility patches will need to be made/used with them -- otherwise the bounty hunter will pursue you into the prison.  As of time of this writing, I made one for Arcimaestro Antares's Go To Jail 3.7 mod.  They're easy enough to do yourself (just stopscript "DJ_BH_Pursuit_01" at the appropriate point in their mod).  Otherwise, you'll need to type that same command into the console to stop the script before going into the prison cell.

4) You'll want to run a leveled list merging tool, like the one in Wyre Bash, because this changes leveled lists for random encounters in the wilderness by adding the bounty hunters to them.  Of course, if no other mod changes those same level lists, then it won't matter either way.



NOTES:

1) I tested the hell out of this mod, so there shouldn't be any problems.  Of course, morrowind scripting has a lot of caveats so it's possible I missed something.  The code is heavily commented so it should be easy enough to follow.

2) If you edit/save the esp with the Construction Set, you may need to recompile the scripts using mwedit for the scripts to work properly (even if you didn't touch the scripts in the CS, for some reason).

3) MWSE Functions used: ifx, setx, xPCCellID, xPositionCell, xStringcompare



CREDITS:

Arcimaestro Antares for the original mod