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kuertee

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kuertee

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About this mod

Clothing matters. What the player wears may affect the Disposition of NPCs they interact with. Some apparel are illegal and will draw the attention of guards when within cities. (E.g.: Dark Brotherhood apparel has a penalty of 100 Bounty every hour the player is seen wearing it. Necromancer robes has a penalty of 50 Bounty every hour the pl

Permissions and credits
Name: Clothing matters
Version: 0.63
Date: 17 January 2012
Category: Gameplay Effects and Changes
Requirements:
Oblivion Patch 1.2.0.214,
Oblivion Script Extender (OBSE): http://obse.silverlock.org/
Author(s): kuertee
Source: http://www.tesnexus.com/downloads/file.php?id=22653

Changes since last update (0.62)
================================
0.63, 10 January 2012:
New feature: There is a Disposition penalty (-15 by default) when the player has a weapon out. Set this in the INI.
Note that this is in addition to the non-modded's Disposition penalty of 10 when the player has his weapon out.
New feature: There is a Disposition penalty (-25 by default) when the player is sneaking. Set this in the INI.
Compatibility: Nehrim. Added Assassin's Gear and Thief's Dressing to the list of illegal apparel.
Read-me: A concise description of the mod: Gameplay changes, Compatibility, Details.
Rewritten for ease of scanning. (And to get this ready for Skyrim users.)

Gameplay changes
================
1. When conversing (i.e. in Dialogue mode), the player gets Disposition bonuses/penalties with what they wear:
bonuses if the NPC is wearing the same clothing as the player.
penalties if the player is wearing armour but the NPC is not wearing armour.
penalties if the player has his weapon out or is sneaking.
penalties if the player's gold value of clothing is less than the NPC's.
bonuses if the player's gold value of clothing is more than the NPC's.
The NPC's Disposition will never be adjusted below 10 - the threshold of when NPCs will likely attack the player.
All adjustments are reset after the conversation.

2. Wearing illegal apparel will penalise the player every hour they are witnessed by a guard.
These apparels have Bounty penalties: Black hand robe, Shrouded armour: 100 Bounty, Mythic Dawn robe: 250 Bounty.
The Necromancer robe has a penalty of 1 Infamy.
When in Nehrim, these apparels have Bounty penalties: Assassin gear, Thief's dressing: 100 Bounty.
Changing out of these clothes will remove Bounty added over time.

3. Impersonating a guard (i.e. wearing their distinctive armour):
is illegal and wearing guard armour has a penalty of 250 Bounty every hour witnessed by a guard.
but will temporarily add the player to the Faction associated with the armour.
Wearing an incomplete set of guard armour is more conspicuous and will incur a higher Bounty penalty.
This Bounty is not removed when the player gets out of the armour: The guards have already become suspicious of the player.
Disabled in Nehrim.

Compatibility
=============
The ESP has no master ESM. This mod should be compatible with any TES4-based games. E.g. Nehrim.
Feature 1 will not take the NPCs disposition below 10 and Disposition changes are reset when NPC moves away from the player's crosshairs.
No items were modified so other clothing mods should be compatible with this mod.
No guard armour or Factions were modified so changes to guards, guard Factions, etc. should be compatible with this mod.
However, features 2 and 3 are not compatible with Reneer's Guard Overhaul because it doesn't allow scripted Crimes (i.e. ModCrimeGold).
Feature 3 requires Oblivion.ESM and is disabled in Nehrim.

Details
=======
Configure this mod with its INI file in (game folder)\Data\Ini\.

Illegal apparel: Bounty is applied every hour witnessed by a guard.
Black Hand robe (DBBlackHandRobe): 100 Bounty
Shrouded Leather (DBLeatherCuirass): 100 Bounty
Mythic Dawn robe (MythicDawnRobe): 250 Bounty
Necromancer robe (NecromancerRobe): 1 Infamy

In Nehrim:
Assassin gear: 100 Bounty
Thief's dressing: 100 Bounty

Illegal apparel are not checked outside of GameMode.
If more than one hour passes outside of GameMode, one hour's worth of Bounty will be added to the Player.

Disposition modifiers:
Upper-body apparel: same: +1.5, both armoured: +0.5, bear-chested player: -2, shirt, blouse or dress: +1, similarly-valued: +0.5
Lower-body apparel: same: +1.5, both armoured: +0.5, naked player: -5, trouser, skirt or dress: +1, similarly-valued: +0.5
Footwear: same: +1.5, both armoured: +0.5, bear-footed player: -1, shoed: +1, similarly-valued: +0.5
Headwear: same: +1.5, both armoured: +0.5, none: +1
Handwear: same: +1.5, both armoured: +0.5
Except for the bonus for similarly-valued and non-armoured clothing, none of the adjustments are inclusive within each apparel-type.

Non-armoured clothing:
Formula for the Disposition modifier: (player's clothes value - npc's clothes value) * clothesValueDispositionFactor
Formula for the value of clothing: (upper-body wear ^ 2) + (lower-body wear ^ 2) + (footwear ^ 2)
Only applied when the NPC's clothing is value is greater than half the player's. I.e. the NPC has a high standing in the community or a high regard of one's self.

Weapon out: -15 Disposition. This is in addition to base Oblivion's -10.
Sneaking: -25 Disposition.

Impersonating a guard is a crime: 250 Bounty every hour witnessed by a guard.

Guard disguise:
Player is added to the Faction associated with the guard armour.
Player is removed when the guard armour is removed or when their Bounty is more ICrimeGoldAttackMin.

Checked against armour name: and Faction added in
Anvil Cuirass: AnvilGuards
Bravil Cuirass: BravilGuards
Bruma Cuirass: BrumaGuardFaction
Cheydinhal Cuirass: CheydinhalGuardFaction
Chorrol Cuirass: ChorrolGuardFaction
Imperial Watch Cuirass: ImperialWatch
Kvatch Cuirass: KvatchGuards
Leyawiin Cuirass: Leyawiinguards
Skingrad Cuirass: SkingradGuardFaction

Upgrade from previous versions
==============================
OBMM: Deactivate the previous OMOD then follow the OBMM Install instructions with the new ZIP.
Manual: Replace the old files and folders with the new files and folders from the ZIP.

OBMM Install
============
1. Click on "Create" to create a new OMOD.
2. Click on "Add archive" and point to the downloaded ZIP file.
3. Click on "Create omod".
4. Activate the newly created OMOD.

OBMM Uninstall
==============
1. Deactivate the OMOD.

Manual Install/Uninstall
========================
Unsupported. OBMM is recommended.

History
=======
0.62, 24 September 2011:
Bug-fix: The disposition changes limits were not working. So, some NPCs' (e.g. the Emperor's) dispositions to the player may fall below the point that causes them to attack.
Sephiroth7 found the fix. Thanks!
0.61, 2 January 2011:
Tweak: Unfortunately, the disposition adjustments from Factions are not cumulative.
Only the Faction with the lowest Disposition adjustment is used.
E.g. an NPC in a Faction that has a -50 Disposition adjustment to a Faction that a player is a member of will always have a -50 Disposition adjustment to the player no matter how many Factions with a +100 Disposition adjustment I add the NPC and the player.
So, I reverted back to using ModDisposition instead of using Factions to affect Disposition.
0.59, 16 December 2010:
Bug-fix: Previously, the player can exit the arrest dialogue sequence.
This is now fixed.
Tweak: Disposition modifications are now applied in GameMode before entering the conversation screens.
They are immediately removed from the NPC when the player's focus changes.
0.58, 3 November 2009:
Tweak: Disposition changes are now applied by adding the NPC and the player into custom factions.
This is a much safer method than modifying the actual npc's disposition to the player.
However, as the norm, the game takes other factors into account when calculating the disposition between the player and the conversing NPC.
So, sometimes the disposition modifiers are overridden by those other factors.
This can be examined in the console when "debug" is set to 1 in the INI file.
Previously, the disposition modifiers were forced with ModDisposition.
Compatibility fix: Impersonating guards (i.e. the addition and removal of the player into and from guard factions) now only apply when the player is not already in the guard faction.
This feature ensures compatibility with other mods that allow the player to join guard factions.
0.57, 3 October 2009:
Tweak: Previously, the words "Imperial" and "Watch" need to be on the cuirass's name for it to work as a disguise.
This version removes the check for the word "Watch".
So, for example, cuirass named "Imperial Chainmail" will work as a guard disguise.
Bug-fix: Previously, while in dialogue, the NPC's greeting would be cut-off (due to a call to RefreshTopicList being too early).
In this version, RefreshTopicList is triggered when the greeting is finished.
0.56, 18 September 2009:
Tweak: The NPC's disposition during conversations is modified at the start of the conversation again - i.e. in MenuMode.
After further tests, it seems like the conversation options do reflect the npc's disposition to the player.
My further changes and tweaks may have fixed this previous bug.
Bug-fix: The previous version did allow dispositions to drop below 10 points.
This version fixes that bug.
0.55, 3 September 2009:
Tweak: The NPC's disposition during conversations is modified before the conversation starts - i.e. in GameMode.
Previously, because disposition was changed in the first onset of MenuMode, the conversation options did not reflect the new disposition until after the first dialogue option was chosen.
The two tweaks below ensures that NPCs who did not mean to attack the player will not attack the player.
Tweak: The NPC's disposition during conversations will never go below 10 points.
Tweak: The NPC's disposition during conversations is reset sooner: 0.001 seconds after the conversation.
Also, if the player gets into combat due to the disposition changes, it is stopped.
0.54, 25 July 2009:
Tweak: The INI file is now located in the Data\ini folder.
New feature: There are further disposition adjustments when the NPC doesn't have armoured upper-body apparel.
The difference between a derived gold value for the player's and NPC's clothes are used to modify the NPC's disposition toward the player.
The formula for the disposition modifier is:
(player's clothes value - npc's clothes value) * clothesValueDispositionFactor
The value of clothing is derived like so:
(upper-body wear ^ 2) + (lower-body wear ^ 2) + (footwear ^ 2)
So as not to give the player a "blanket" disposition bonus to everyone, this adjustment is applied only when the NPC's clothing value is greater that half the player's clothing value.
This feature can be disabled by setting clothesValueDispositionFactor to 0.
0.53, 14 March 2009:
new feature: A feature from my Looting dead guards is stealing mod has been added to this mod:
Impersonating a guard is a crime.
Read the Description for more information about this feature.
new feature: Guard disguise.
The player is temporarily added to the relevant guard faction when their specific guard cuirass is worn.
Read the Description for more information about this feature.
new feature: For those with very low time scales, the mod can apply and remove Bounty in real time instead of game time.
Two minutes of real time is now the default.
Change this in the INI file.
tweak: Full support for Reneer's Guard Overhaul.
Read the Notes for Reneer's Guard Overhaul players.
0.53, 14 March 2009:
new feature: For those with very low time scales, the mod can apply and remove Bounty in real time instead of game time.
Change this in the INI file.
new feature: A feature from my Looting dead guards is illegal mod is moved to this mod:
Impersonating a guard is a crime.
See the description for more information about this feature.
new feature: Guard disguise.
The player is temporarily added to the relevant guard faction when their specific guard cuirass is worn.
See the description for more information about this feature.
tweak: full support for Reneer's Guard Overhaul.
0.52, 9 March 2009:
Tweak: Full support for SM Bounty mod (Strategy Master's regional bounty mod).
Previously, Bounty left over by wearing illegal apparel will stick when the player moves away from the region it was incurred.
Tweak: Until Reneer fixes the bugs in RenThirdMod.addcrimegold and RenThirdMod.modifygold, do not turn on "rgoSupport" in the INI file.
Currently, RGO is only partially supported: Bounty degeneration is not possible with RGO.
Any use of ModCrimeGold to negatively change the the Bounty will not work or severely affect RGO.
So, any mod that tries to remove Bounty with ModCrimeGold cannot be used with RGO.
With RGO active, the player will need to clear their Bounty by normal means: jail time, paying the fine, or paying the Thieves Guild.
0.51, 21 February 2009:
New feature: When outdoors and when within 1000 units, guards can apply Bounty on the player for wearing illegal apparel.
This can be turned off in the INI file.
New feature: Some apparel may increase the player's Infamy when worn.
Tweak: Necromancer robes are now not illegal - unlike in the previous versions.
Instead, they increase the player's Infamy by 1 point when worn.
Bug-fix: Bounty acquired by wearing illegal apparel now degrades properly every hour the player is not witnessed to be wearing illegal apparel.
Bug-fix: detection of head-wear.
Bug-fix: Disposition adjustments when naked.
Tweak: Increasing Bounty when illegal apparel is worn is disabled when Reneer's Guard Overhaul is active.
Infamy increases and Disposition adjustments still work, however.
Discussion is here: http://www.bethsoft.com/bgsforums/index.php?showtopic=923413&view=findpost&p=13846256
0.5, 18 February 2009: Initial release.

Contact
=======
kuertee in the Bethesda forums: http://www.bethsoft.com/bgsforums/

Credits
=======
kuertee (author)

Tools Used
==========
Oblivion Mod Manager - http://www.tesnexus.com/downloads/file.php?id=2097
Oblivion Script Extender (OBSE) - http://obse.silverlock.org/
TES Construction Set - http://www.tesnexus.com/downloads/file.php?id=11367
Readme Generator - http://lhammonds.game-host.org/obmm/tools_readme_generator1.asp

Licensing/Legal
===============
You can do whatever you want with this mod but all I ask in return is that
you give me credit if you distribute any part of this mod. I would also like
to know what mods are including my work.