About this mod
This mod makes guard arrest NPCs and take them to jail instead of killing them whenever they commit a crime.
- Permissions and credits
This mod is in Beta stage for a reason!
If you uninstall the mod without first stopping the quest and then making sure that no NPCs are locked up, any imprisoned NPCs will loose their equipment!
There are situations in the game where NPCs are supposed to be killed by guards, this has not yet been fixed and they will be arrested instead. Aldos Othran will for example freeze you in place when he is arrested instead of killed.
A quick fix to this is to open the console and kill him with console commands when the guard attacks. I have not tested this but it should theoretically work.
WARNING!
Maybe some day I will fix the mod up. I definately want to, but it's a matter of finding time...
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NPC Arrest - Beta 1
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Requires OBSE!
OBSE is a simple tool that adds more and better scripting functions to the game.
It is easy to download, install and run and except for adding more functions it doesn't affect the game in anyway at all.
It does not cause crashes or affect performance.
You will find the very simple install instructions and download here:
OBSE
This is my take on NPC arresting in Oblivion. Please read through this document
before you begin your testing so you'll know what to expect.
Inform me of any bugs and give me your opinions at BGSForums.
Either post in the beta thread or send me a PM.
Beta thread
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Hints
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To make the testing easier you should know about a few simple console commands
that you can use from the console (default ~key to open it):
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startcombat
This can be used to start fights.
If you want to start a fight between two NPCs, open the console, click on
an NPC and write down the number appearing next to his name (e.g. 34a21).
Then click on another NPC and write:
startcombat 34a21
If you just want the NPC to start a fight with yourself you can write:
startcombat player
Any nearby guards will consider the attacking NPC a criminal and rush to
attack him. But as you have this mod installed they won't kill him!
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unlock
Useful to get into the prison dungeons, when testing how NPCs react when
their cell door is unlocked and to check the contents of the evidence chests.
Open the console, click on a door or container, write unlock and press enter.
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BETA TESTING:
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General
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Make sure you wait for ~10 seconds before starting any fights
when you visit an area for the first time. That is the time it
will take for all guards in the current are to get the arresting ability.
Once all guards have the ability you do not need to wait.
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The debug text is on by default, to help you see what is happening and when
it is happening.
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The arresting
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Check to see that all areas where an arrest should be done is covered.
At the moment this should include:
All city interior cells.
All city worldspaces.
All areas closest to the city gates and walls.
For the IC the Waterfront district and Weye should be covered, and pretty
much the complete island itself (not that there's many guards out there...).
If you think I have missed a location at which the guards/imperial legionnaires
should arrest NPCs then let me know.
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Watch the different arresting procedures, depending on the responsibility of
the NPC he may surrender or decide to escape when the guards starts pursuing him.
Do some NPCs give up too quick?
Do some NPCs fight like maniacs even though they probably shouldn't?
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Make sure the guards do not arrest someone they shouldn't, characters in quests
that must be killed for the quest to complete or evil NPCs like bandits.
Have a look at the arrest procedure and give me your opinion about it.
Does anything take too long?
Does anything look odd?
Is the guard dialogue lipsync wrong? Or is the dialogue completely missing...
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The prisoner escorting/following
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Bravil, Bruma, Cheydinhal and Leyawiin guards will pursue
any "new" criminals they encounter when escorting a prisoner.
Anvil, Chorrol, IC and Skingrad guards will ignore any "new"
criminals they encounter when escorting a prisoner.
This is for testing reasons, take a look at how they behave, both when
ignoring new criminals and when arresting them instead, and give me
your opinion on it.
Should they ignore new criminals?
Should they arrest new criminals?
Should this be different between cities?
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Have a look at how the prisoners behave when being escorting, is there anything
that should be changed?
At the moment they will not get into any fights and they will not talk to anyone.
If a prisoner gets stuck somewhere he should be teleported to the prison cell.
(An example is Ungolim in Bravil who has a tendency to fall into the fountain
and get stuck)
There is one minor issue here: Sometimes the prisoner will be teleported to the
prison cell even though he doesn't appear to be stuck.
This may have something to do with the prisoner considering himself unable to
walk to the prison, thereby activating the prison teleport.
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NPCs in jail
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Make sure the NPCs serve their time properly and aren't walking around
outside their cells, walking out of jail before their time is up or staying
in jail longer than they should.
Also keep an eye on "frozen" NPCs, I have encountered this issue a couple of times;
the NPC is in the cell but he is frozen in place, as if his AI has been turned off.
It should not appear in this version but one can never be too sure.
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Listen to what the NPCs say while in jail, they are set to speak a few random
lines when in there, if you think they are talking too much/too little, let me know.
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Check the evidence chests for any discrepancies (items not being added/removed,
quest items in the chest) and if you think it is too easy to steal prisoners
items please report it to me.
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Prisoners with a responsibility 30 will sneak out of jail if you
their celldoor is unlocked.
If they a responsibility between 30 and 80 they will speak a random line
to the player and the door will remain unlocked.
If they have a responsibility above 80 they will report the player to
the guards.
At the moment the inresponsible NPCs who sneak out will not react to guards,
and guards will not react to them, I can make the jailors arrest any "escaping"
NPCs. It is also possible that they will speak to the jailors on their way out...
The cell door remains unlocked for the higher responsibility NPCs because it is
the only way I can stop them from repeating the comment to the player over and over.
Play around a little with this feature and give me your opinion on it.
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The Prison Dungeons
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Have a good look at the changes in the dungeons and report any mistakes or if
something just looks bad.
Please keep an eye out for incompatibilites with other mods as well.
Have fun!
DuggeDank