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kuertee

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kuertee

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About this mod

Crime has witnesses. The player can remove Bounties for crimes by either: 1. killing the witnesses or 2. coercing (Disposition 100) the witnesses to not report the crime. Check the INI file to configure the various aspects of this mod.

Requirements
Permissions and credits
Name: Crime has witnesses
Version: 0.53
Date: 25 July 2009
Category: Gameplay Effects and Changes
Requirements: Oblivion Patch 1.2.0.214, Oblivion Script Extender (OBSE)
Author(s): kuertee
Source: http://www.tesnexus.com/downloads/file.php?id=22894

Changes since last update (0.52)
================================
0.53, 22 May 2009:
Tweak: The INI file is now located in the Data\ini folder.

Unrealeased update:
===================
(Unreleased because it slipped my mind.)
0.52, 12 March 2009:
Tweak: The witness value tokens are now "managed" by the behaviour token so that their number is minimised.
Tweak: Removed the need for tokens in keeping track of the life of the "witness value".
Tweak: Unconscious NPCs (GetUnconscious == 1) will never be witnesses.
Previously, I incorrectly assumed that GetKnockedState was sufficient in checking for this.
Bug-fix: Sometimes, adhoc crime is still getting witnessed.
This should be fixed now.

Description
===========
Crime has witnesses.

The player can remove Bounties for crimes by either:
1. killing the witnesses or
2. coercing (Disposition 100) the witnesses to not report the crime.

Check the INI file to configure the various aspects of this mod.

Details
=======
When the player commits a crime, the Bounty for it is divided and distributed as "witness value" to all witnesses.
If there are no witnesses, the Bounty is removed from the player's total.

If the player manages to kill the witness or increase the witness' Disposition to 100, that witness' "witness value" is removed from the player's Bounty.

When NPCs yield in my mod (NPCs Yield, http://www.tesnexus.com/downloads/file.php?id=22392), their Disposition to their opponent is increased by 100.
NPCs yield mod can be used to coerce witnesses not to report the crime, without killing them.

However, 2 days after the crime was committed, any witnesses that still hold their "witness value" is assumed to have reported the crime.
And those partial values of the crime can never be removed without getting arrested and paying the fine.

Adhoc modification (negatively or postively) to the player's Bounty is supported without any special code or process.
(i.e. ModCrimeGold will work with this mod.)
However, these types of modifications, by default, will never have witnesses.

To the mod-developer:
When witnesses are required to an adhoc crime, set KCWWQuest.forceWitnesses to 1 before calling the function ModCrimeGold.
This variable is reset to 0 after the adhoc crime has been processed.
Remember to set it back to 1 at every adhoc crime that requires witnesses.

Note: Though the functionalities offered in this ESP is similar to Reneer's Guard Overhaul,
no portion of the code contained in this ESP is based off, copied from, written off code from Guard Overhaul.

Install
=======
1. Extract the files to a temporary location.
2. Examine the folder structure and make corrections where necessary.
3. Copy files to (install folder)\Oblivion\Data\
4. Start Oblivion Launcher, click 'Data Files', place a checkmark beside the kuerteeCrimeHasWitnesses.esp file.

Uninstall
=========
1. Start Oblivion Launcher, click Data Files, uncheck the kuerteeCrimeHasWitnesses.esp file.
2. Delete the kuerteeCrimeHasWitnesses esp, ini and txt files.

Compatibilities/Incompatibility
===============================
Not compatible with Reneer's Guard Overhaul.

Compatible with Strategy Master's Regional Bounty (SM Bounty.esp).

History
=======
0.52, 12 March 2009:
Tweak: The witness value tokens are now "managed" by the behaviour token so that their number is minimised.
Tweak: Removed the need for tokens in keeping track of the life of the "witness value".
Tweak: Unconscious NPCs (GetUnconscious == 1) will never be witnesses.
Previously, I incorrectly assumed that GetKnockedState was sufficient in checking for this.
Bug-fix: Sometimes, adhoc crime is still getting witnessed.
This should be fixed now.
0.51, 3 March 2009:
Adhoc crime (crime that modifies the player's Bounty directly, rather than crime that the player commits) now get detected properly.
Example mods that modify Bounty directly are those that set regional crime values.
(I forgot to turn a flag on after testing. Sorry, guys.)
0.5, 2 March 2009: Initial release.

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

Credits
=======
kuertee (author)
Reneer (Reneer's Guard Overhaul, the inpiration for this mod)

Tools Used
==========
Oblivion Mod Manager - http://www.tesnexus.com/downloads/file.php?id=2097
Oblivion Script Extender (OBSE) - http://obse.silverlock.org/
TES4Edit - http://www.tesnexus.com/downloads/file.php?id=11536
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.