About this mod
A Dynamic Radiant alternative to the Vanilla Crime and Punishment System; SKSE and Fuz Ro D-oh – Silent Voice required.
- Requirements
- Permissions and credits
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Translations
- Portuguese
- Changelogs
- Donations

The Prisoner's Life. . .
Here I give you a bypass for Skyrim’s essentially non-existent crime and punishment system. You will go to the Skyrim Central Prison, and you will have to live the life of an inmate hour by hour day by day. You will have the option to serve your sentence the honest way--or utilize your criminal nature to cheat, steal, lie and murder your way out. Whatever you do there will be consequences for your actions. This is a concept you can build a game around. This content is heavily scripted to bring a dynamic and radiant alternative to clicking on a bed activator and sleeping your crimes away. This addon is a presentation of things you thought should be happening in prison when you just clicked on that activator. The various events take many things into consideration: The guilds you are affiliated with, the relationships you've made, and the skill options you have chosen. All of these choices you have made in your game will affect how you proceed, whether you are doing a life of crime RP or are a do-gooder landing yourself in an unfortunate situation.
I will not go to any lengthy description of the mod’s contents. I would much rather you discover and learn the dynamics of this system yourself, and see exactly how your interactions affect the outcomes. You will need the Skyrim Script Extender and Fuz Ro D-oh – Silent Voice by shadeMe to play this mod. If you are not using them, then the intended experience will not be delivered.
Some dialogue content NSFW and not recommended for people under the age of 18. Mod has been suitably categorized for that but I feel it only courteous to mention it here as well!
Development Considerations
I took into careful consideration all the comments made, and creative insight given about the direction this mod should take in the previous versions. I can tell you a few things now about basic compatibility with the other immersive mods. The main mods taken into consideration here are Alternate Start, Requiem, Frostfall and Death Alternative.
There are two popular Alternate Start mods; Random Alternate Start and Alternate Start: Live Another Life. Some conditioning had to be made here to ensure the events of CPR were not delivered at critical stages of ASLAL, RAS and Vanilla Start. CPR initiates from a popup menu. This menu has been conditioned to not appear if you are in the Helgen area, or the abandoned prison location. Nor will it show up during the vanilla opening on the cart en route to Helgen.
So far as Requiem goes(and I love playing this with Requiem) it truly enhances the experience of this mod as it does most all experiences in Skyrim. There is an infirmary included at the SCP to deal with the inability in most cases to effectively restore health in Requiem.
If you use Frostfall and the like, or need mods--You are given food and drink in the prison when prompted to rest in the messhall every 12 game hours. Also there are the proper statics in place to warm up on if you are freezing to death. And there is a place you can sleep of course--in your cell. You can get proper sleep in your cellblock now, and wait there unlike before.
Death Alternative will either completely flop your experience with CPR, or enhance it depending on your preferences and playstyle. I will note that flagging the Crime Faction Prison Quest in DA will add to the RP experience; If you are knocked out by arresting guards you will be sent straight to the hold jail. From there CPR's Programming will take into consideration your crime numbers and deliver events accordingly. It makes for a truly immersive experience. Overall though, you may have to test out the different Death Alternative options while using CPR to see what works best for you, as some options will create purely nonsensical outcomes.
Recently Added Features
Version 2.0.1b April, 2017
ADDITIONS
-CPR will now take into consideration the factions or guilds you have joined, presenting you with options to extricate yourself from the Skyrim Central Prison. The guilds taken into consideration for this are the Thieve's Guild, The Dark Brotherhood, The College of Winterhold, and both factions of The Civil War. These events function as 4 separate repeating quests.
-"A Place to Call Home" Questline added. This quest is conditioned to start randomly upon completing the primary objective in "Why do it The Honest Way" This quest will allow you to have certain vanilla NPC imprisoned, along with offering other benefits to the player.
-The Mess Hall has been remade, along with aesthetic additions to the wardens office and the prison grounds.
-You will now get very gradual smithing skillups from doing workshop duties
Version 2.0.1a January, 2017
ADDITIONS
-Aggregate Bounty will now cap at 10000. The only time the Aggregate Bounty will exceed 10000 is while you are in prison for the misdeeds you may commit in there. I thought this was a more logical way to go about things. The intention of this cap is an attempt to calibrate your bounty to the system of this mod and how it is worked off.
FIXES
-Instances of getting fake skooma planted on you have been reduced--though it is now a completely silent event
-Contraband Shakedown has been fixed(it used to get stuck on a single delivering NPC, and they would not forcegreet you; you'd get away with carrying contraband until you approached this NPC)
-The exploit where you could avoid incarceration fatigue by using the infirmary has been corrected(you will now have incarceration fatigue after being ported to your cell from the infirmary). Additionally, any bed in the infirmary can now be used
-Inmate NPC no longer immediately despawn on death. It still happens relatively quickly, but there will now be more than ample time before they are 'recycled'
-The startup menu for the mod should no longer appear if you run the mod from the start of the game
-Frequency of radiant events occuring during farm outing have been reduced
-Radiant dialogue outcomes have been reoriented to look at the player's direct Speech skill rather than the perks they have in that tree; this was in consideration of Requiem users
Permissions and Credits
Special thanks to these mod Authors for their awesome work which I have utilized in Crime Punishment, and Redemption.
Shell Keep Modders Resource by Tlaffoon
Cyrodillic Chainmail by Croc
Poorlord's Building Set by AlKoponen and CalledFireX
Also If you enjoy this consider trying my other mod Civil War Recurring Sieges