Mod works great love it but if you kill a guard even though he is alone the crime will get reported, dont know if you can fix that but if you could that would be great.
what if somebody in exterior sees me entering interior cell and then i kill everybody in that cell, will he count as witness ? would be cool and would make it harder. or if he sees me leaving that cell ( coming out of doors of building, where i killed everybody ), that would be mayby easier to implement
You know what'd be really cool? If the game still tracked your bounty, just invisibly, and eventually people would start investigating and gathering clues and talking to witnesses - not the "I saw 'em do it!" kind, you killed those already, but more the "I saw 'em walkin' by at about the same time looking all shifty and covered in blood..." types - and finally looking you up to ask some pointed questions. Then you have to play your cards right to get away with it, or else the whole bounty'll slam right down on you with full repercussions.
Cool, seems like it works now. Started modding the game a few days ago honestly, but missed the newest version because it's not on the release page yet
I think it works with RKC, but with little pbs. Example: if your crime level reach the RKC treshold (5000 by default), your crime level is possibly broadcast to other towns, even if you kill all the witness just after (your crime level is ok in the town you are, but the broadcast has already happened for the other towns).
In fact there is a big pb with RKC: when you come back to a place where you have a bounty on your head, "No Witness No Bounty" will erase this bounty if there is no NPC to detect you.
Perhaps a solution would be to implement this functionality in "No Witness No Bounty":
"If the crime level value change, and if there was a cell change just before, then it's not a new crime (it's just the "crime level memory" for this place), so do nothing."
("Trespass" mods have (or can easily have) a delay before triggering a trespass crime)
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or if he sees me leaving that cell ( coming out of doors of building, where i killed everybody ), that would be mayby easier to implement
But with the next TR release, with new Morag Tong quests, I will definitely be busting this out!
I think it works with RKC, but with little pbs.Example: if your crime level reach the RKC treshold (5000 by default), your crime level is possibly broadcast to other towns, even if you kill all the witness just after (your crime level is ok in the town you are, but the broadcast has already happened for the other towns)."If the crime level value change, and if there was a cell change just before, then it's not a new crime (it's just the "crime level memory" for this place), so do nothing."
("Trespass" mods have (or can easily have) a delay before triggering a trespass crime)
[07:54:50.620 E] L3282_51[scripts/BountyCancel/BountyCancel_npc.lua] onUpdate failed. Lua error: [string "scripts/BountyCancel/BountyCancel_npc.lua"]:89: attempt to compare userdata with number
[07:54:50.620 E] stack traceback:
[07:54:50.620 E] [string "scripts/BountyCancel/BountyCancel_npc.lua"]:89: in function <[string "scripts/BountyCancel/BountyCancel_npc.lua"]:82>