Skyrim Special Edition

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Brin_aSair

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BrinaSair

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53 comments

  1. dtrail
    dtrail
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    The german translation is somewhat messed up - at least in the MCM menu. Some lines are not properly included or just wrong (they start with the $-sign).
    1. BrinaSair
      BrinaSair
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      I just checked. A few lines in the translation file had 2 tabs where they should have had 1. Fixing that with a find / replace fixed the issue. (I checked by renaming it 'ENGLISH' and testing it in game; there are no more '$' signs.) I will update the German patch momentarily.
    2. Darkstyler35
      Darkstyler35
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      Hello,
      I need a hand on this, installed yesterday at mid-game with vortex and have the same problem as above :

      • every line in the menu begins by $ = only variables
      • every needed files are in the right place = file and folder structure are ok
      • no corresponding explanation about each variable as it should be down in the menu

      • don't know if the mod works
      • uninstalling and will reinstall depending on the answers here and fix for the problem
      Thanks by advance.
  2. lightning263
    lightning263
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    Is there functionality for determining how "let me go Im  the thane!!" works. getting to use it more than once? getting to walk away from a guard without paying? or using your status as thane to reduce your bounty? ect.ect.ect.
  3. nightowl43978
    nightowl43978
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    Anyone know how if this mod works with Crime Overhaul? I know the original Crime Bounty Decay does so I'm hopeful this one does.
  4. 7OOTnegaTerces
    7OOTnegaTerces
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    Slowly not caring over time about a criminal act just doesn't feel all that realistic.  Don't get me wrong, I'd love it if I could get out of speeding tickets just by avoiding the cops for a few weeks, but - strangely enough - the law seems a lot more insistent that I pay my dues than that!

    That said, being forever 100% vigilant for that heinous cup thief Fireydove for all time does feel unrealistic.  So could there be an option that adds "Vigilance" to arrests, i.e. how hard guards are looking for you and likely to arrest you when they see you depends upon how long it was since you last crimed.  Thus, when first get a bounty, the guards Vigilance will be 100%, and they will try to arrest you on sight.  But after a certain amount of time, whether or not a guard will try to arrest you for your bounty become chance based, depending upon the how high your bounty is (owe more, and they'll be 100% Vigilant for longer), and then slowly scale down over time to 0% Vigilance (they now ignore you and don't try to arrest until you commit a new crime), once again based upon how high your bounty is (higher bounty, slower decrease to 0% Vigilance).

    This, I feel, is more immersive, because it simulates the real issue of there being too many people to watch out for and too much to do to keep on super high alert for that one criminal who hasn't ever been seen around these parts anyways.  And since resisting arrest is a crime, which would increase your bounty, you don't have to do anything extra to make it so that getting 'caught' by chance by a guard when Vigilance is less than 100% but more than 0% resets everything and gets guards looking for you all the time once more because you were 'spotted'!  I can definitely feel this adding a lot of tension and a spice of danger to going into town, "Hey, Vigilance is only at 15%, what could go wrong?!?"

    If adding "Vigilance" is too hard (or just as a stop gap for the mean time until you do), could you add an option that just makes the guards ignore you after a certain amount since your lasts crime (i.e. bounty increase)?  You could even hack this by completely removing the bounty after said time, then adding the old bounty back on to the new one (just like you have the option to do already).  So, rather than a depreciation, it's full bounty until the time limit, then no bounty, then full bounty + new bounty when you crime again.

    I will argue that this should either be a part of this mod, or compatible with it, just for maximum playstyle flexibility.  I don't think I'll normally use Depreciation with Vigilance at the same time, but it might be fun to try out at least once...
  5. deleted1716852
    deleted1716852
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    I am so thankful for this mod.  I had a 5 bounty and have no idea how. It shows I did not steal/pickpocket or even lockpick anything. I remember long ago Delphine trying to kill me and it was the 5 bounty. I think I picked up a cup by accident. Just terrible logic.

    It is working very well with AE.

    Thank you very much!
    Cheers,
    FD
  6. MisterBanana17
    MisterBanana17
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    Great work BrinaSair !
    This mod is now featured on my True Graphics and Immersion List
    1. nexuskomrad
      nexuskomrad
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      Nice!!!This mod deserves more attention.
  7. HamsterSensei12
    HamsterSensei12
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    Based on the SKSE requirement, I'm guessing this isn't AE/Skyrim 1.6.xxx compatible? If not, is there any chance of an update? Its a lovely mod.
    1. BrinaSair
      BrinaSair
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      It should work with it; all this mod does is check the bounties and if necessary apply an adjustment. SkyUI is only used for its MCM. But I will be checking on this and Frostfall Seasons after I finish work on making UMU compatible for AE. If there are any issues found with Wergild and AE I will fix them at that time. 
    2. Shad0wAng3l09
      Shad0wAng3l09
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      it doesnt contain a dll so it should be fine
  8. Arathan
    Arathan
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    I'm wondering if this would work with the Concealing Masks from Sneak Tools SE?

    Will the Mask bounty added by that mod also decrease over time or is it incompatible in that sense?

    EDIT: I've done some testing and these actually work surprisingly well together. After gathering some bounty with the mask on, I unequipped it and my bounty went to 0 in the MCM. Putting it back on restored the bounty I had gathered. The gradual decrease also neatly applied to the Mask Bounty whenever I waited 24 in-game hours.

    Just one caveat: Taking the mask off and waiting 24 in-game hours will put the bounty back to 0 regardless of this mod's setting. This actually isn't a bug or incompatibility, but it is the intended behavior of the Concealment Masks of Sneak Tools SE. After 24 in-game hours without wearing the mask, the Mask Bounty resets to 0, as stated in the description page.

    This does deduct from the gameplay difficulty of this mod, and it also makes it hard to test if the Mask Bounty still goes down without wearing it. But otherwise there's pretty good synergy between these two. :)
    1. BrinaSair
      BrinaSair
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      Thank you for the review of how this mod works with Sneak Tools. 

      Looking into its scripts, I found the line that sets the update time to 24 hours (or 48, if detected while wearing the mask). If you want a longer duration then it is possible to adjust the duration by changing the values in the function "SneakToolsUnequipFaceMaskFunction()", found in the script "AASneakToolsMainQuestScript". You would need to recompile the script, but that can be done with CK or with SSE Script Compiler. 

      I can understand why, if not detected while using the mask, the unsolved crime would result in a removed bounty. I thought this was default in the game (undetected crimes do not add to the bounty), but I haven't been able to play for a few weeks, so perhaps I am mis-remembering. Or it could be that this is the default, and the script was simply added as a 'just in case' to make sure the default behavior continues when using a mask. 

      But 48 hours before bounty removal for detected crimes while you were wearing the mask seems a little short to me. Another option would be to change the value '48' into a global value that can be altered in the MCM, but that would require a little more script work, both in "AASneakToolsMainQuestScript" and in "aasneaktoolsconfigmenuscript" (which handles the MCM). It would also require re-saving Sneak Tools, as the new global would need to be added to the esp file. 
  9. jaderiver
    jaderiver
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    Hello
    I recently did the cidhna mine quest and now stuck with a 1000 bounty I can't seem to clear, will this help clear it , I'm trying to play a relatively good guy on this, so its a little jarring to know its there all the time, ( sided with madenach btw )
    1. BrinaSair
      BrinaSair
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      If it is a bounty for Markarth / the Reach then this should be able to remove it.
    2. jaderiver
      jaderiver
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      Update edit -- I downloaded this, and pretty much left everything on default setting, but what was unusual was in the makarth rift section it didnt see the 1k bounty, so even trying the clicking on remove all bounty button, the exiting out of mcm and returning it was still there, so to test things I mapped to markath , and the guards there don't seem to say anything in regards to 1k bounty, so after allthat, I don't think it actually effects , because you will get it regardless before you get thrown in...
      Good mod for when you do get a bounty other than there tho, so keeping it on tracking
      Tracking Endorsed Kudo'd thank you
    3. BrinaSair
      BrinaSair
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      I'm sorry I cannot help in this situation. I have double checked, but none of the Cidhna Mine factions have a bounty system. All associated factions have all crime bounties set to +0 (rather than +1000 for murder, as with the Reach's faction), and if a crime is committed the NPCs are set to attack on sight rather than arrest. So it cannot be that Cidhna Mine itself that has a bounty that has not been paid off.

      Also, the MCM for Wergild shows what the game itself sees, so if it shows 0 bounty for a hold, then you do not have a bounty with that hold as far as the game itself is concerned. That is why the guards are not reacting to you. Double checking the Escape Cidhna Mine quest in the CK, when the quest starts you have a bounty of 3000 added for the Reach. When the quest ends (either ending) your bounty for the Reach is set to 0. Not reduced by 3k, but set to 0, erasing all existing bounties in the Reach, not just the one added by the quest.

      Still, to try to track down this bounty, which reference states you have a bounty?
  10. bananamoonpie
    bananamoonpie
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    Would this be safe to merge with zMerge in order to save a space for plugins, or is there a reason you wouldn't recommend that?

    Thanks for your mod by the way.
    1. BrinaSair
      BrinaSair
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      The esp file only contains the quest necessary to run the scripts and the record of the globals used by the scripts and MCM. It should be fine to merge with zMerge.