If you are detected in a private space during late hours (default: 9 PM to 6 AM, configurable) and the occupants don't like you (default disposition: below 90, configurable), they will warn you to leave.
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Changelogs
Version 1.2.1
Fixed issues surrounding detection and NPCs saying lines they shouldn't.
Version 1.2.0
Added several new features and fixed some bugs.
Version 1.0.0
Initial release.
Introduces a trespassing system for homes and shops. If you are detected in a private space during late hours (default: 9 PM to 6 AM, configurable) and the occupants don't like you (default disposition: below 90, configurable), they will warn you to leave. If you refuse to comply within a short time (default: 10 seconds, configurable), they will optionally start combat and trigger a trespassing crime. You can regain their trust by leaving the cell, at which point they will cease combat.
1.2.0 Update:
Follower Issues Resolved:
Fixed the issue with followers messing up detection logic. Followers should no longer be an issue.
Dying NPCs
Fixed an oversight in which if an NPC dies during trespass the player couldn't loot the NPC's body. 1.1.0 Update:
Optional Trespassing Alerts:
Players will now receive optional notifications when detected trespassing or caught by NPCs, in case verbal cues are missed .
Combat Customization:
Combat can be toggled off entirely. Optional combat can be enabled for NPCs of equal, higher, or slightly lower levels only. The range of lower-level NPCs that engage in combat is fully configurable.
Disposition Checks:
Disposition checks can now be disabled. If turned off, NPCs will consider the player trespassing regardless of how they feel about the player.
Waiting/Resting Restrictions:
The ability to wait or rest while trespassing can be toggled off.
Trespassing Consequences:
Optionally reduce an NPC's disposition when caught trespassing. The magnitude of the decrease can be customized.
Expanded Race Coverage:
Now includes Redguards, correcting an oversight in the original version.
Bug Fixes:
Detection issues with multiple NPCs spotting the player simultaneously have been resolved.
Expanded Coverage:
More locations are now covered, including some from popular mods.
Key Features:
Intrusion Warnings:
NPCs will warn you if they detect you inside their property during restricted hours (default: 9 PM to 6 AM). If their disposition towards you is low, they will give you a chance to leave peacefully.
Configurable Settings:
Set the detection hours, disposition threshold, and warning duration.
Trespassing Consequences:
Refusing to leave within the specified time will result in the owners starting combat and initiating a trespassing crime. They will stop attacking when you leave their property.
Covered Areas:
This mod applies to houses and shops. Guards are not considered for warnings, so there won't be issues if you are on good terms with the shopkeeper but not with the guards present in the shop.
NPC and Cell Blacklist:
Specific NPCs and cells can be excluded from this system. Ahnassi and Caius Cosades are blacklisted by default.
Voiced Warnings:
NPCs use vanilla voice lines to warn you of trespassing. Vanilla and TR_Data races ( All Khajiit, Malahk Orcs, Reachmen, Chimeri-Quey, and Keptu) will vocalize their displeasure. Other races, including custom races, will not be affected due to a lack of voice lines.
Ashlander Yurts:
Trespassing detection applies to Ashlander yurts until you gain the Clanfriend status. After that, you can come and go as you please.
Activating NPCs:
When you try to activate an NPC between the set hours and they have a low disposition, you will be prevented from opening dialogue with them. This is to prevent you raising their disposition mid-trespass and potentially causing issues.
Known Issues:
Compatibility with Chaser Mods:
If you use mods like abot's Smart Chasers, consider increasing the combat start time. NPCs might continue to follow you instead of stopping combat when you leave. To resolve this, you can use Permanent Calm, kill them, or pay the trespassing fine. However, they will end up stuck outside.
NPC Behavior:
Implementing a system where NPCs follow the player on detection is proving challenging. They won't follow the player when detected which I'd like, but I will continue looking into it.