its a great addition - made some quests easier (thieves guild) as i had a Legion Armour but it also makes my companion hate me all the time, even when we wear the same armour. as i saw int he INI, the difference in money value of the clothes when comparing between NPC and Player is a total value and isnt handled as a factor. it would be better to have it like say the NPC has a shirt with 50 value and you wear something worth 75 and the variable is 50 then the NPC would say its roughly the same value. and if the NPC wears something worth 500 and you wear something worth 750 the NPC should still consider it roughly the same value.
also i dont think the Dark Brotherhood armor and robe should be penalized, as nobody knows about its connection to the dark brotherhood.
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.)
I've updated this mod: Changes since last update (0.61) ================================ 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!
It seems the fix for NPC disposition dropping below 10 isn't working (Emperor attacks, etc) I found the issue to be in kCMQuest2Script. I fixed it by adding a repeat of
Let newNPCDisposition := npcDisposition + kCMQuest.disposition
to the section where newNPCDisposition being < 10 is checked, just after Let kCMQuest.disposition := -1 * (npcDisposition - 10) (line 333)
hopefully this'll help anyone else who encountered this problem
ps: AMAZING mod
My only complaint is that it reapplies the disposition mod if you look away and look back again; this forcing the poorly dressed to repeatedly persuade the same person. not sure how you would fix this though without making it impossible to change someone's opinion of you when you change your clothes, so I guess it's just free speechcraft exp for the poor folk who want the important people to like you. Just don't end up wasting more than your clothes' worth in bribes XD
@ITPaladin: the helmet option is called "headwear" in the INI.
@katay: duplicate reward items? have not seen that in-game or read any reports of that bug. it cold be caused by my previous method of refreshing the topic list. i don't do that anymore. this also fixes how the player can exit out of the arrest dialogue sequence with the guards.
anyway, i've updated this mod: 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.
55 comments
as i saw int he INI, the difference in money value of the clothes when comparing between NPC and Player is a total value and isnt handled as a factor.
it would be better to have it like say the NPC has a shirt with 50 value and you wear something worth 75 and the variable is 50 then the NPC would say its roughly the same value.
and if the NPC wears something worth 500 and you wear something worth 750 the NPC should still consider it roughly the same value.
also i dont think the Dark Brotherhood armor and robe should be penalized, as nobody knows about its connection to the dark brotherhood.
I think this can be configured in the INI
================================
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.)
Changes since last update (0.61)
================================
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!
Let newNPCDisposition := npcDisposition + kCMQuest.disposition
to the section where newNPCDisposition being < 10 is checked, just after
Let kCMQuest.disposition := -1 * (npcDisposition - 10)
(line 333)
hopefully this'll help anyone else who encountered this problem
ps: AMAZING mod
My only complaint is that it reapplies the disposition mod if you look away and look back again; this forcing the poorly dressed to repeatedly persuade the same person.
not sure how you would fix this though without making it impossible to change someone's opinion of you when you change your clothes, so I guess it's just free speechcraft exp for the poor folk who want the important people to like you. Just don't end up wasting more than your clothes' worth in bribes XD
@katay: duplicate reward items? have not seen that in-game or read any reports of that bug. it cold be caused by my previous method of refreshing the topic list. i don't do that anymore. this also fixes how the player can exit out of the arrest dialogue sequence with the guards.
anyway, i've updated this mod:
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.