Great mod, I admit that it's fun to run around the Imperial City casting charming spell on every NPC you can find. But it does make more sense that it is seen as unacceptable behaviour and if I do it anyway I just have to deal with the consequences.
Mind control spells cast on "Evil" beings such as Bandits aren't against the law, but if for some reason a non-evil being attacked you, defending yourself with mind control spells would be illegal. I don't know of a way to improve the script for now.
what do you mean by defending yourself? You mean that you can't cast the mind control spell on the non-evil guy, or just that the bandit attacking the guards or whoelse are going to give you a fine?
The type of effect doesn't matter, but any bounty the victim accrues while under mind control will be passed on to the player. I don't know a lot about Ren's Guard Overhaul, but I see no reason why it shouldn't work.
That's true... higher of Illusion and Intelligence, perhaps?
Oh, and is this compatible with Reneer's guard overhaul?
One more thing - does the type of mind control effect used matter? Frenzy should probably be a more serious offense than Demoralize, seeing how it'll cause much more destructive results.
I think the detection threshold should be dependent on the player's Illusion skill, instead of being a static number. A more skilled illusionist would be able to be more subtle about his activity.
E.g. the victim can detect the casting if his Illusion skill is higher than the player's, while a witness' skill only needs to be no more than 25 points below the player's.
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So I had to uninstall this mod.
Oh, and is this compatible with Reneer's guard overhaul?
One more thing - does the type of mind control effect used matter? Frenzy should probably be a more serious offense than Demoralize, seeing how it'll cause much more destructive results.
E.g. the victim can detect the casting if his Illusion skill is higher than the player's, while a witness' skill only needs to be no more than 25 points below the player's.