Oblivion

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The Kitchen Sink

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The Kitchen Sink

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About this mod

Never get apprehended by guards again!

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Crimeless Cyrodiil - Everything Legal

I'm surprised nobody made this mod. It was really simple.

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DESCRIPTION:

Just what the title says. Everything's legal. Well, effectively. Everything is still hardcoded as illegal, but guards will never apprehend you...I have a few different takes on how to do this. See "Versions" for specific info...but for the lazy, here's the tl;dr:

tl;dr: "No Bounty" works by making sure you don't invoke the wrath of the guards, whereas "Guard Impostors" strips guards of their power to apprehend you at all, and in "No Bounty" you won't have any bounty, whereas in "Guard Impostors" you do. Full means NPCs' dispositions will be unaffected by "crime" and they'll take action against trespassers, and Lite means NPCs' dispositions will still be lowered and NPCs will still take action against trespassers.

Let me know if it breaks any quests or anything like that. IIRC there's a quest in which you have to be jailed which I would imagine would be quite difficult to do with this mod. You would be best to temporarily disable the mod in such a case, I think.

It's quite possible that I'll make more versions of this. I was thinking of a script that set all guards' disposition towards you to 100 always, meaning if you had a bounty of less than 1000 the guard would pay it for you, always. Maybe later.

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VERSIONS:

There are several different versions of this mod. Let us first talk about the distinction between Full and Lite.

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In the full version, people don't care that you attack/kill/steal/trespass, etc., whereas in the "Lite" version people care, but it's still legal.

More specifically, in default vanilla Oblivion, if you commit a crime, aside from your bounty raising and guards coming and whatnot, the disposition of NPCs will lower. Namely, if you commit any crime on another NPC, their disposition towards you will lower by the set amount the game defines, times two. If any NPC witnesses that crime, and they like the person you're committing the crime on, their disposition towards you will lower by the set amount the game defines, times one.

So, in the full version of this mod, they don't care at all. Their disposition is unaffected no matter what "crime" you commit. However, in the lite version of the mod, they still care just like they usually would...it's just not illegal. No guards will come rushing, you'll have no bounty, etc.

Similarly, people will care more when you trespass in the Lite mod. After 30 seconds, they'll take action (attack, call for the guards, what have you).

It should be said that though NPCs do not care about any "crime" you commit, they're still quite displeased if you attack them, regardless of whether it's a crime or not. Watch out.

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Now for the real functional differences.

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In the "No Bounty" mod, it does its darndest to assure that your bounty is locked at 0, so that doing crimes does not incur any bounty, thus is effectively legal. It achieves this by changing the bounty penalty of crimes to 0, and to cover any scripted bounties out of my control, I made a script that resets your bounty to 0 just about every frame. It also sets the distance at which guards hear cries for help to 0 (making them deaf to it), it sets the # of guards that respond to a reported crime to 0 (down from vanilla's 4), it sets the maximum bounty needed to have guards chase after you to 1,000,000, and it makes the amount of time you have to spend in jail 1/100th of what it was in vanilla Oblivion (in vanilla Oblivion, it was 1/100th of your bounty; in this, it's 1/10000th of your bounty).

Caveats include:

1. This script is not perfect. If a scripted bounty increase occurs and you talk to a guard within the same frame (split second), you'll still get yelled at and have to resist arrest/pay the fine/go to jail, as usual. It's quite difficult to do, but still. It's a very hackish way of going about it.
2. The script that sets your bounty to 0 each frame is also a caveat of sorts. It takes CPU power to do that, which means theoretically slower FPSs. In my experience, I haven't noticed any difference at all, but it is a difference, albeit imperceptible.
3. Since it sets your bounty to 0 every frame, the Grey Cowl of Nocturnal will have a bounty of 0 as well. This may or may not be a bad thing depending on your views.
4. If you're directly attacking a guard, they never seem to fight back. I guess guards just don't do anything unless a crime has been committed. In fact, they'll actually yell for help.

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In the "Guard Impostors" mod, it's much simpler, and much more effective. This is my preference.

All guards no longer have the power to do anything to you.

Specifically, on each "class" in the game, there are two flags: "Playable" and "Guard." "Playable" determines whether or not it shows up on the "pick a class" screen at the start of the game, and "Guard" means it has the power to respond to crimes/arrest people/etc. Obviously these two are mutually exclusive by default (though I do wonder what would happen if it weren't), and "playable" is irrelevant for what happens in this mod.

So, I took any class that had the "guard" flag, and disabled said flag. Only guards had this flag in the first place, obviously.

So, in effect, guards still "act" exactly the same. They stand at posts, they call you "citizen," they ask if there's trouble.

HOWEVER! Since the guard flag was removed, that's all they do that's "guardlike." If someone yells for the guards, they do nothing. If you have a bounty of 5,382,284 and you talk to them, they'll be like "whasup?" You can't be jailed or fined or anything because nobody has the power to do that.

This also means that they'll fight back if you attack them instead of giving you three options on how to proceed. You can yield to them, and they may stop, and you can chat with them again. Woohoo.

Caveats include:

1. You still get a bounty, it's just that nobody cares about it. It's not "crimeless" so much as "apathetic." Depends on your point of view I guess. It's fun to see how much pointless bounty you've racked up, though.
2. They're not guards, remember, so that means they won't HELP you either, unless they like you and see the attack, as any normal NPC would.
3. This also affects Shivering Isles guards, and I don't know whether the mod just ignores modifications to Shivering Isles if you don't have it, or if it doesn't work unless you have it. If the former, it's not a caveat.

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UNIVERSAL CAVEATS:

It's still a crime, there's just little to no associated repercussions. What does this mean? Most importantly, it means you'll still get kicked out of guilds for defying their rules. If you steal from them or murder one of their own, whatever their rules, you're out...but the guards won't care. If you dislike this behavior, get this mod by some other dude, it'll make sure you don't get kicked out: http://tesnexus.com/downloads/file.php?id=7586

Furthermore, items will still be marked red if it's illegal/stolen. Which it isn't really, but still. Depends on your view of whether it's anarchy or just completely apathetic guards.

Even if you're using the full version, people will still be pissed if you're trespassing. They just won't do anything or have their disposition lowered in the full version...but boy will they glare at you with contempt.

Also, there's the somewhat logically inconsistent behavior of people yelling for the guards to come, when obviously they will not. This may include the guards themselves. That's about it though.

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INSTALLATION:

Extract the file(s) you want from the 7-zip archive and put them in your Data folder (usually in C:\Program Files\Bethesda Softworks\Oblivion\Data), then activate the .esp you want via the Oblivion Launcher, or OBMM (or something else, I guess). Use ONLY ONE.