Just tried this out, and it works great. This plus "Classy Clothes" and "Bathing Mod" makes for a much better merch/speechcraft dynamic, especially since my character's an orc.
On a side note, this plus "Cats and Rats" and "Cyrodiil City Guards" creates the most hilariously brilliant mod interaction I've seen to date. Cats and Rats has a quirk where city guards will occasionally randomly attack cats for some reason, and Cyrodiil City Guards (among other things) increases the guard presence in the imperial city. With this mod enabled, guards attack all cats on sight. In the imperial city, a guard will try to shoot at a cat, and accidentally hit a civilian or another guard instead, causing the other guard to consider the first a criminal and attack him, which in turn causes every guard in the cell to come rushing to one or the other's aid. In their zeal to dogpile the offending guard they end up accidentally hitting each other, causing them all to become criminals/enemies in each other's eyes. Enter any cell in the Imperial City, and within a minute there'll be a giant twenty guard bar brawl raging through the center of town.
Actually, in the dark ages, cats were seen as evil masterminds and agents of Satan (since, you know, as a cat owner, it is kind of obvious), and they would attack them on sight. Then the black plague happened due to the increase of rats in the cities, and, now we have all bowed to our cat overlords. So, same thing happened a lot in the real middle ages, is my point.
So basically Bethesda made a game about a totalitarian empire, bent on conquest and oppression, and this mod brings the appropriate guardsmen along and a bunch of insensitive racist citizens... Great idea. I'll give this thing a try. Sistah started a char with low personality and low speechcraft. She imagines the char as a former ashlander. She'll like it when the people of the empire won't understand her ways...
I love these sort of mods, and I'd like to try it, but I guess my question is how this plays out with something like Reneer's Guard Overhaul? That mod seems to make the guards act weird sometimes, adding this could make them pretty erratic I think.
I think there's something wrong with my setup with this mod. Every enemy and critter runs from me, and I got a Dark Brotherhood message for killing a marauder (bandit faction).
That's odd, I do not recall changing the factors that determine confidence. I guess that maybe since the bandit ran on sight instead of attacking, the game saw him as non-hostile and therefore deemed it a murder? Your guess is as good as mine.
I just tried this out and I'm not sure if this has anything to do with OOO but every bandit me and my follower ended up fighting would run to the ends of the earth every time it got injured and thus it was impossible to kill anything. I went into a room full of bandits and frenzied them and they all started attacking each other and the whole frenzy period would be wasted with them running.
Is there anyway to make it so that actual combat npcs wont run for a million miles every time they get injured?
I increased the flee distance and duration because I liked the idea of NPCs effectively fleeing. So it wasn't just another token process with little to no impact on the gameplay.
But, just crack open the TESsnip and delete the game settings that involve fleeing.
Bah, my "no responding to comments"-idea was stupid anyways...
They probably won't. This affects all NPCs, and since the guards are for a fact guards, and not say, lanterns or barrels... This will affect them too. I've played this mod with Reneer's Guard Overhaul, and it crashed all the time, so I had to stop... But not due to my mod, just, due to the other 5999 mods I also had loaded at the time (There's some slight stability issues when you use three overhauls at once, but, I got some paperclips and a spatula, so, I'll manage).
The only thing that changes is that if you anger guards too much: They won't have the personal restraint to not attack you, and kinda behave like bandits or marauders, or, some other thing that attacks people for no reason, like, whatever it is that attacks people's hearts all the time, giving them heart attacks... So, I'd recommend trying to use it anyways, I mean... What's the worst that can happen? Besides a strange save game corruption which results in losing 3 years of effort on a perfect character build, but, other than that: You should be fine.
19 comments
On a side note, this plus "Cats and Rats" and "Cyrodiil City Guards" creates the most hilariously brilliant mod interaction I've seen to date. Cats and Rats has a quirk where city guards will occasionally randomly attack cats for some reason, and Cyrodiil City Guards (among other things) increases the guard presence in the imperial city. With this mod enabled, guards attack all cats on sight. In the imperial city, a guard will try to shoot at a cat, and accidentally hit a civilian or another guard instead, causing the other guard to consider the first a criminal and attack him, which in turn causes every guard in the cell to come rushing to one or the other's aid. In their zeal to dogpile the offending guard they end up accidentally hitting each other, causing them all to become criminals/enemies in each other's eyes. Enter any cell in the Imperial City, and within a minute there'll be a giant twenty guard bar brawl raging through the center of town.
So basically Bethesda made a game about a totalitarian empire, bent on conquest and oppression, and this mod brings the appropriate guardsmen along and a bunch of insensitive racist citizens... Great idea. I'll give this thing a try. Sistah started a char with low personality and low speechcraft. She imagines the char as a former ashlander. She'll like it when the people of the empire won't understand her ways...
Is there anyway to make it so that actual combat npcs wont run for a million miles every time they get injured?
But, just crack open the TESsnip and delete the game settings that involve fleeing.
Should work fine.
They probably won't. This affects all NPCs, and since the guards are for a fact guards, and not say, lanterns or barrels... This will affect them too. I've played this mod with Reneer's Guard Overhaul, and it crashed all the time, so I had to stop... But not due to my mod, just, due to the other 5999 mods I also had loaded at the time (There's some slight stability issues when you use three overhauls at once, but, I got some paperclips and a spatula, so, I'll manage).
The only thing that changes is that if you anger guards too much: They won't have the personal restraint to not attack you, and kinda behave like bandits or marauders, or, some other thing that attacks people for no reason, like, whatever it is that attacks people's hearts all the time, giving them heart attacks... So, I'd recommend trying to use it anyways, I mean... What's the worst that can happen? Besides a strange save game corruption which results in losing 3 years of effort on a perfect character build, but, other than that: You should be fine.
Hitler: This brings out some emotions.
I'm downloading anyway. Epic description.
This could be interesting for my Ryan, who is a vampire, level 33, very poor personality and an infamyscore of 76 xD