No Psychic Guards Harder Fix by
Oblivion » Gameplay Effects and Changes
Added: 13/07/2006 - 06:41AM
Updated: 22/07/2006 - 05:10PM

113 Endorsements

1.2 Latest version

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Uploaded by Dark Monk


Last updated at 17:10, 22 Jul 2006 Uploaded at 6:41, 13 Jul 2006


All credit goes to Talonhoff for his original creation. This is an unofficial fix. I'm only releasing it because the original mod hasn't been updated in months.

Based on No Psychic Guards Harder v1.2. I noticed that the original Version 1.2 of No Psychic Guards and No Psychic Guards Harder are exactly the same file! This fixed version does what the harder version is supposed to do. Drops disposition of NPC crime victims to 0 and increases the crime punishment bounty. This is only a fix for the HARDER version. If you use the normal version, no need to use this fix.

Use this mod instead of the original No Psychic Guards Harder v1.2. Don't use both at the same time.

If you attack or murder, the disposition of the victim as well as any witnesses drops to 0.

All other crimes result in a disposition of 0 on the victim.

Punishment for crimes is now 4 times what it is in vanilla oblivion. This means that the penalty for murder is now 4000. This works well with the unforgiving and most wanted versions of the Bounty Reduction Over Time mod as bounties over 4000 are not reduced in those versions. With this higher penalty, it means you won't be forgiven for murder, which is realistic.

This fix is incompatible with MofoMojo's FlyByU Crime Gold Mod because it modifies the same settings.

When you murder someone out of sight and out of sound range, the guards will not show up out of nowhere, unless they are nearby and hear the yelling. Voice distance for reporting crimes has been greatly reduced. But a guard walking within the reduced alarm range still might might hear the screams for help. There will be no bounty placed on your head unless the guards hear the original NPC crime victim yelling at the time the crime is commited. And you will also be arrested if the guards see you chasing or being chased by an attack victim.

V1.2 reduces the crime sound alarm to a shorter distance. The alarm distance is now the same as the voice sound distance in the game. This distance is now 1000, down from 1500 in v1.1. The original game alarm sound distance was 4000. When an NPC is yelling for help, their voice will travel a little bit farther distance than the fartherest distance you can hear them talking in the game. The NPC talking voice distance is 750. I feel this is much more realistic now.

Remember that your crime will not be reported (and no bounty will be placed on your head) unless a guard is within the yelling sound distance of the NPC when the crime is taking place. You might still be detected inside a house if a guard is passing close by when you commit a crime. But I feel the sound distance is reasonable. Guards can hear the crime alarm at the same distance whether you are inside or outside. Check around first before commiting a crime in front of an NPC to make sure there are no guards nearby.

Also, No Psychic Guards Harder v1.2 drops the NPC disposition to 0 if they are the victim of ANY crime. Criminals beware. You might be attacked on sight. Crime punishment is much tougher now in the harder version, too.