This should probably be re-modded to be a bit more logical and lore-friendly. "Conjurer" just means "one who conjures" (i.e., in this game's context, someone who specializes in Conjuration); it doesn't imply anything criminal. Plus the game already provides a name for criminal spellcasters: Bandit hedgewizards. Next, being a necromancer is only criminal/bad because of the very recent ban on necromancy; it doesn't imply criminality of any other kind (and not murder - the necromancers in-game are mostly gravediggers and summoners, and a few hell-bent on becoming liches). Lots of the Mages Guild members are flatly against the ban, but don't have any relationship with bandits/marauders. And the ban really is recent: Morrowind took place only 6 years before Oblivion, and while the Mages Guild in MW was anti-necromancer, the locals engaged in limited necromancy all the time to protect ancestral tombs, the Telvanni love necromancy, and there wasn't yet any Imperial law or regulation against it on the mainland, either, just kind of an informal discouragement, but an actual ban on soul-trapping humanoids. You do have to read a lot of lore material to find all that info, I admit.
Thirdly, it's not really plausible that being a bandit or a marauder with a big Bounty and rising Infamy would give you good standing with groups of those people in general (maybe just some fear-based respect). Anyone who knows anything about organized crime knows that different criminal enterprises, from corner street gangs to international cartels, are generally in bloodthirsty competition with each other, and uniformly hostile except when particular leaders of them have negotiated deals and truces on a very specific basis. So, this "all the bandits love me now" thing doesn't really make much sense and is a cheat. It would be better if one could build one's own bandit/marauder group (and transition the former into the latter), perhaps through direct recruitment and maybe through forcing yields (I think that requires a mod) when entering a bandit/marauder group's territory and beating them. That's often how real-world criminal organizations grow - you kill the boss and his lieutenants, take over their operation, and the underlings fall in line, if they know what's good for them.
Anyway, I agree that the *general idea* of this mod is right on-target: It's lame that Bethesda is forcing us to be goody-two-shoes (aside from vampire, assassin, and thief roles). It's nice that we have mods that let you play a Mythic Dawn double agent, and so on.
i downloaded it to the mod manager and activated it but my game wont start up with it activate it, itlookslike im not the only one having this issue would somone please pm me and tell me how to get it to work i really wana play with this mod
is there a reason why my game freezes when i try to start the game? ones the first loading screen starts (before the main menu) it just freezes, i have to purposely crash the game to get control)
i think factions should not attack you straight out when you betrailed them but just hate you and not give you any services but just ask you to "pay the damages" if you dont have a bounty they should just attack you tough, but if you have a high bounty and you pay them a "make up sum of gold" then they welcome you back (each time)
the automatic part made me not download it i want to have a choice of what faction i join because i would only want to join necromancer of example also not all those faction should be getting a bounty because why would you need a bounty to become a necromancer it could be something like being high in conjuration and when you enter you get kicked out of mages guild (because of the necromancy ban traven made) and have xx renown and then someone of that faction approaches you or something like that
This Work's well with MightyLink's 3 Alternative Story's. One of them let you start out as a Assassin on the run and it give's a camp so i recommend it for roleplaying, oh and GREAT mod by the way.
glitch: i killed a mudcrab and the game told me for attacking a fellow bandid i was expeled forever (?)
request: if you hit one you are not expeled, if you kill one you get expelled but can be "re-joined" if you get a higer bounty and do a "blood quest" you will be expelled untill you reach a bounty (very high) and kill a inecent person (no mather if its a imperial or normal citecen)
becours im not realy happy by the tought to be expelled forever, way too high a penalty when one of your spells has flown a little too mutch to the left or a bandid by acitend pulled his head in front of your sword.
47 comments
Thirdly, it's not really plausible that being a bandit or a marauder with a big Bounty and rising Infamy would give you good standing with groups of those people in general (maybe just some fear-based respect). Anyone who knows anything about organized crime knows that different criminal enterprises, from corner street gangs to international cartels, are generally in bloodthirsty competition with each other, and uniformly hostile except when particular leaders of them have negotiated deals and truces on a very specific basis. So, this "all the bandits love me now" thing doesn't really make much sense and is a cheat. It would be better if one could build one's own bandit/marauder group (and transition the former into the latter), perhaps through direct recruitment and maybe through forcing yields (I think that requires a mod) when entering a bandit/marauder group's territory and beating them. That's often how real-world criminal organizations grow - you kill the boss and his lieutenants, take over their operation, and the underlings fall in line, if they know what's good for them.
Anyway, I agree that the *general idea* of this mod is right on-target: It's lame that Bethesda is forcing us to be goody-two-shoes (aside from vampire, assassin, and thief roles). It's nice that we have mods that let you play a Mythic Dawn double agent, and so on.
if you dont have a bounty they should just attack you tough, but if you have a high bounty and you pay them a "make up sum of gold" then they welcome you back (each time)
request: if you hit one you are not expeled, if you kill one you get expelled but can be "re-joined" if you get a higer bounty and do a "blood quest" you will be expelled untill you reach a bounty (very high) and kill a inecent person (no mather if its a imperial or normal citecen)
becours im not realy happy by the tought to be expelled forever, way too high a penalty when one of your spells has flown a little too mutch to the left or a bandid by acitend pulled his head in front of your sword.