Morrowind
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tdef

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luppolo89

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15 comments

  1. nexusher666
    nexusher666
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    This mods needs a counter when it is 3 or another number then you are attacked.
  2. CraigRice
    CraigRice
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    I understand and find it reasonable that the private bedrooms and such always are off-limits. With two expections when doing the Mages Guild Monopoly for House Telvanni or later when trying to convince them to make you Hortator for either Telvanni or Redoran.
    I'm not very familiar with how it works, but is there a way to make a rule to let you access those areas when one of those quests are active? Sneaking when doing Thieves' Guild Quests feels more natural than when doing those other quests.
    I get kicked out of other factions if getting caught and it's a pain when I was there for honest reasons, and they never go anywhere else so you can't just seek them out elsewhere.
  3. VirusX76
    VirusX76
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    Anybody downloading this mod, I recommend adding "Tavern" to the whitelist in the mod config file (under find_whitelist with all the other generic names). Should stop places like the Halfway Tavern in Pelagiad from giving you a bounty.

    Edit: Also, "Manor District" under specific place names. I might edit this again to add more locations that need to be whitelisted, there seems to be a lot of overlooked areas.

    Edit 2: "Tradehouse" under generic place names. I'm starting to think the dev forgot the wiki existed lol, this edit adds 6 more inns to the whitelist.

    Edit 3: "The Pilgrim's Rest" under specific place names.
  4. outcastl
    outcastl
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    Nice mod! Works really well and almost mandatory both ways with Night Time Door locks. I had to whitelist Vivec though since Night Time Door looks do not lock up shops in Vivec like in other towns and it was annoying to walk in to an unlocked shop at the wrong time and get a bounty placed on you (especially since I also play with a crime module that makes a trespassing bounty cost over 1000 gold). Not sure if whitelisting the whole of Vivec makes some areas you should not be able to trespass into now possible so or if it is possible to override those areas in turn I would be interested to hear how.
  5. EnvyDeveloper
    EnvyDeveloper
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    Firewatch, The Silver Serpent

    My character is classed to be as a trespasser when going there (from Tamriel Rebuilt) but it's a public area. The private area works as intended.
  6. deleted81438858
    deleted81438858
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    Would fit perfect with "Nighttime Door Locks"
    https://www.nexusmods.com/morrowind/mods/45526
    but sadly no support for OpenMW here...
  7. Flippingflapjacks
    Flippingflapjacks
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    For those having trouble with bandits reporting you for attacking them:

    Let me preface this by saying that I have little to no skill in coding, so what follows may end up creating other problems that I'm not aware of. In the "main" lua file there's a section that goes "local function on_cellChanged(e)" The following code, if I am correct, sets the NPC's Alarm value to 100 if the current location is interior. I assume this is required somehow for the trespassing mechanics to actually work, because if you remove the function altogether, they don't. My theory is that it also messes with the bandits' Alarm and makes them report you. So, anyway, I fixed it for myself by adding "and illegal_by_id({id=id, rest_is_illegal = rest_is_illegal})" to the "if..then" portion and it seems to work. I've tested it and no longer got bounties for attacking people in caves and everything else about the mod seems to be the same (I've tested it with shops, towers, Redoran manors etc).

    Speaking of manors, remove the word "Manor" from the Quard/Private Quarters in the always illegal string list. Not all of the Redoran manor sections actually have the word "Manor" in their id, so most of the Guard/Private Quarters don't register as being always restricted.

    1. luppolo89
      luppolo89
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      yes i forgot to set alarm to 100 only if the place is supposed to be illegal
      the problem is that some npc in provate houses had alarm to 0, so they wouldnt react to crimes (like stealing their stuff) and that would also cause the trespass trigger to not work
      however also all hostile npc in caves had alarm to 0 (to not make them report crimes like attacking them) so setting it to 100 causes the problem of being reported for attacking outlaws
  8. DiazExMachina
    DiazExMachina
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    Splendid idea, but why some inns/taverns let me enter without penalties past 8pm, while others promptly call for the guards? I thought that such places were open 24/7.
    1. luppolo89
      luppolo89
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      because the decision if a place is illegal or not at night depends on a mix of while/blacklist and wordfilters, which is currently incomplete and not thoroughly tested so there will be false positives for a while

      when you find such places please remember to write them down and post here so i can update the whitelists in future releases
  9. TimThe7th
    TimThe7th
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    I love this idea, and as I said in an earlier post I endorsed it. It actually does pair well with nighttime door locks.

    However, I think it would be helpful if there were a popup or just a message on screen saying something like: "It is illegal to be in this location. Leave now or risk criminal penalties." Otherwise, it can take you by surprise if you wait somewhere and 10 seconds later someone is attacking you.
  10. mdsouthworth
    mdsouthworth
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    Good concept but every time I attack someone in a cave I get a bounty even after adding the caves to the whitelist