I can't believe this one doesn't have more DL:s/Endorsements. I chose to use this mod together with no physic guards, and the result were great. I prefer this combination of mods over Reneers guard overhaul because of RGO:s tendency to crash my game. This is a smaller and less flawed option.
Just perfect mod for me.... but would be even greater if the names of witnesses would be listed in the upper left edge (maybe optional?), because the messsage box is kind of breaking the immersion in my oppinion.
EDIT: All perfect, didn't see the ini, now all messages are gone and immersion is perfect again ">
PS. i advice using this with the climbing mod found here, if you are an archer... great fun being an stealth assassin now ">
Great mod, it complements "One of the gang" and "No psychic guards" nicely.
Some suggestions/bugs: 1: Fix some of the perma-witnessings for instance: Being in Countess Bruma's quarters caused everyone there to keep entering combat and "witnessing" me commit trespass or assault over and over again. Each time the guard would do his "Since I like you, let's clear this up between us" thing. Same thing at Rindirs when I accidentally stole a robe: He approached me but didn't take the robe back and eventually started attacking me, at which point the same thing as before happened.
2: Can you make it where the mod acknowledges knock outs? Especially in the case of Essential characters... it seems rather immersion breaking that I can't kill them to lose the bounty. As for normal knockouts you could have a chance that they witness would think it was all a dream when they wake up, or be so traumatized that they passed out and don't want to remember. Unfortunately I don't have your NPC yield mod(prefer keeping the normal V&C method) so it would really be nice to have an alternative to killing, or doing the annoying trudgery of getting a 100 disposition. (especially hard after they've started hating me due to being a witness/victim of my crimes...)
3: Not sure why, but there's the rare occasion where I'll commit a crime and not seem to get witnesses but still get the bounty.
4:Small potential bug with TRN One of the Gang forgery. One of the potential outcomes is that your bounty gets increased and two Imperial guards attack you. It seems that these two guards become witnesses to all your past crimes as well as the crime of failed forgery. (your bounty gets split between the two basically) and after killing them my bounty becomes 0.... Not sure if this is intended or a side effect of your mod.
Less features than Reneers but also less bugs "> I like it. The popups can get a bit crazy sometimes (I like my killing sprees what can I say...) Is there a command to disable them temporarily?
Crime has witnesses - Endorsements (14 comments)
I can't believe this one doesn't have more DL:s/Endorsements. I chose to use this mod together with no physic guards, and the result were great. I prefer this combination of mods over Reneers guard overhaul because of RGO:s tendency to crash my game. This is a smaller and less flawed option.
Great job!
This is great! This is perfect with attack and hide. Thanks for this wonderful mod!
Excellent mod. This together with no psychic guards completely resolve all guard problems in the game. Period.
perfect... great work...
Not any more - mo ha ha ha.... cough....
Nice work!
Just perfect mod for me.... but would be even greater if the names of witnesses would be listed in the upper left edge (maybe optional?), because the messsage box is kind of breaking the immersion in my oppinion.
EDIT: All perfect, didn't see the ini, now all messages are gone and immersion is perfect again ">
PS. i advice using this with the climbing mod found here, if you are an archer... great fun being an stealth assassin now ">
I like this, thank you. I'm the type that likes to read message boxes and any info on the game and this just adds another flavour of fun for me.
Great mod, it complements "One of the gang" and "No psychic guards" nicely.
Some suggestions/bugs:
1: Fix some of the perma-witnessings for instance: Being in Countess Bruma's quarters caused everyone there to keep entering combat and "witnessing" me commit trespass or assault over and over again. Each time the guard would do his "Since I like you, let's clear this up between us" thing. Same thing at Rindirs when I accidentally stole a robe: He approached me but didn't take the robe back and eventually started attacking me, at which point the same thing as before happened.
2: Can you make it where the mod acknowledges knock outs? Especially in the case of Essential characters... it seems rather immersion breaking that I can't kill them to lose the bounty. As for normal knockouts you could have a chance that they witness would think it was all a dream when they wake up, or be so traumatized that they passed out and don't want to remember. Unfortunately I don't have your NPC yield mod(prefer keeping the normal V&C method) so it would really be nice to have an alternative to killing, or doing the annoying trudgery of getting a 100 disposition. (especially hard after they've started hating me due to being a witness/victim of my crimes...)
3: Not sure why, but there's the rare occasion where I'll commit a crime and not seem to get witnesses but still get the bounty.
4:Small potential bug with TRN One of the Gang forgery. One of the potential outcomes is that your bounty gets increased and two Imperial guards attack you. It seems that these two guards become witnesses to all your past crimes as well as the crime of failed forgery. (your bounty gets split between the two basically) and after killing them my bounty becomes 0.... Not sure if this is intended or a side effect of your mod.
Less features than Reneers but also less bugs "> I like it. The popups can get a bit crazy sometimes (I like my killing sprees what can I say...) Is there a command to disable them temporarily?
great job !