As I understand, it's not what this mod doing. It preventing guards from appearing out of nowhere then you commit a crime. I think, Crime has witness? do what you want
This changed how far the player can hear? Not sure if I'm a fan of that. Any way to disable that part? I just wan't the guards to stop being silly that's all.
It does somewhat affect player hearing, but it's better to say that it affects how far sound(s) travel based on the current local environment.
Made-up-on-the-spot examples...
- sounds will be less distinct during thunderstorms due to the storm noises; this means that sneaking during a storm should be a bit easier, since the storm will cover some of your character's noises - a quiet room will be harder to sneak in, since sounds would be easier to hear without any background noise to cover them
Does that make sense?
- EDIT - if all you want is to detune the guards' ability to respond to...stuff, you might like No Psychic Guards
Would you say that this mod works by altering the alarm radius? Trying to figure out if this works in combo with a guard crime radius (or whatever Wrye calls it) change or if this is more like a dynamic altering of it which would make this more of a replacement for that bash change.
EDIT - got confirmation elsewhere that this mod works by dynamic guard alarm range altering.
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Killed a soldier inside Kvatch's church, absolutely no one inside but me and the guard. Still got 1000 bounty
Made-up-on-the-spot examples...
- sounds will be less distinct during thunderstorms due to the storm noises; this means that sneaking during a storm should be a bit easier, since the storm will cover some of your character's noises
- a quiet room will be harder to sneak in, since sounds would be easier to hear without any background noise to cover them
Does that make sense?
- EDIT - if all you want is to detune the guards' ability to respond to...stuff, you might like No Psychic Guards
EDIT - got confirmation elsewhere that this mod works by dynamic guard alarm range altering.