One question, if i attack a random none hostile npc hostile and i kite him back to the nearest guard, who will the guard kill? Me or the random npc?
Remember that not all npc's give bounty point unless you hit them first before a guard.
I say all this coz i used to play with an other mod that did the samething, but it was mostly based on who ever attacked me first who ever who he was, even a merchant.
I've tried both this and a similar mod called Guards Guard the Player and I have to say I like this one better. They'll actually help against mammoths now too, which is something the other mod doesn't do.
I think this was a good idea -- then jpnm92 made some conditionals that would destroy it for me. I'm Thane of Whiterun Hold. Why should I have to join the Companions to get protection from the guards? Pretty much the same with all the other cities. How do the guards know I joined the DB? I mean, really? That's supposed to be a secret, isn't it? And not all the guards in Riften are in league with the Thieves Guild.
The bottom line, at least for me, is that city guards have a job and that's to protect the city and its residents/visitors from harm. You can't make exceptions just because a particular resident/visitor is/isn't a member of a particular faction. Sorry, jpnm92, but tying the responsibilites of the local police to membership in (sometimes secret) organizations just doesn't ring true to me. I'm not bashing you for making the suggestions. I just don't agree with the reasoning behind it.
Take this to its logical conclusion and you'll see that city guards should have a lot of free time on their hands because they aren't going to be protecting but a small handful of people in their respective cities. How many Imperial soldiers are stationed in Solitude? How many Stormcloak soldiers in Windhelm? How many Companions in Whiterun? How many Thieves Guild members in Riften (and how many guards, there, know all of them, anyway)? And, again, how does anyone know I'm a member of the Dark Brotherhood? Yes, I know. There's a precedent for it -- the "psychic guard" BS that's been in ES since at least Oblivion, but that's just a cop-out by the game to give guards the opportunity to greet the Dragonborn with meaningful monologue. I think we can do without it.
13 comments
Remember that not all npc's give bounty point unless you hit them first before a guard.
I say all this coz i used to play with an other mod that did the samething, but it was mostly based on who ever attacked me first who ever who he was, even a merchant.
The bottom line, at least for me, is that city guards have a job and that's to protect the city and its residents/visitors from harm. You can't make exceptions just because a particular resident/visitor is/isn't a member of a particular faction. Sorry, jpnm92, but tying the responsibilites of the local police to membership in (sometimes secret) organizations just doesn't ring true to me. I'm not bashing you for making the suggestions. I just don't agree with the reasoning behind it.
Take this to its logical conclusion and you'll see that city guards should have a lot of free time on their hands because they aren't going to be protecting but a small handful of people in their respective cities. How many Imperial soldiers are stationed in Solitude? How many Stormcloak soldiers in Windhelm? How many Companions in Whiterun? How many Thieves Guild members in Riften (and how many guards, there, know all of them, anyway)? And, again, how does anyone know I'm a member of the Dark Brotherhood? Yes, I know. There's a precedent for it -- the "psychic guard" BS that's been in ES since at least Oblivion, but that's just a cop-out by the game to give guards the opportunity to greet the Dragonborn with meaningful monologue. I think we can do without it.
ok done
@kevkas
of course it is.
I only have good ideas and some bad ones like the idea of writing this answer xD