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dcyren

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dcyren

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About this mod

Skyrim Reputation introduces a reputation mechanic to make you treated as the hero or villain you really are, without it interfering with your game-play. All functions of the mod can be toggled on/off in the MCM menu.

Requirements
Permissions and credits
Changelogs
The reputation mechanic introduced with this mod creates a reputation/morality score for your character based on the quests you complete, the choices you make, and your actions throughout your play-through. 

Based on your reputation score, many of the game's NPCs will change how they respond to you. Your choices will matter for how people perceive you - and not just whether or not you've delivered/fetched something for that particular NPC. The majority of these changes are purely atmospheric and will not interrupt game-play.

The majority of these changes are purely atmospheric and will not interrupt game-play. If you find they do, all functions of the mod can be toggled on and off in the MCM menu. The mod includes the following (see the change-log for specifics):

Greeting dialogue overhaul:
  • Nearly 4000 lines of vanilla asset dialogue have been arranged on a spectrum from welcoming comments to angry comments, and mapped onto the reputation mechanic. 
  • A relatively unknown character will now be greeted with dismissals; a good-willed hero will be greeted with compliments; and an evil outlaw will be greeted with scorn.
  • Guards will now also act as if they’re a little wiser to your criminal activities and comment with greater suspicion. At least until your influence in the Hold increases.
   
Minor faction edits:
  • Key members of join-able factions may now send you courier notes, to comment on you joining another faction or on your reputation/morality.
  • The Companions now recognize fame/infamy. They might let you join without the usual delivery quests if your reputation is right, and might kick you out again if you turn evil.

Reputation based influences:
  • Perks, from the Speech skill tree, and some passive influences now come with certain reputations (see change log for details).
  • Vendor prices will now be affected positively or negatively by your reputation score. A noble hero receives better prices than an evil-doer.
  • If you gain enough infamy, townsfolk and enemies alike have a chance to start fleeing at the very sight of you.



Installation
  • Use a mod manager/organizer to install, or drop the loose files into you Skyrim data folder.

Updating
  • The most recent version (v 1.1) requires a new or cleaned save if you’re updating from a previous version, unfortunately.
  • To clean your save: load your save without Skyrim Reputation, save it, and exit to use a Save Cleaner tool to manually remove the old scripts. Then install the latest version, and load your save. Make sure you backup your save before trying this.

Uninstalling
  • Uninstall/Remove the mod files. Several scripts will still sit in your save file after you uninstall the mod, but shouldn't cause any problem beyond throwing up some minor some errors in your papyrus log.
  • If that bothers you, try a 'save cleaner' tool to remove the script from your save file after uninstalling the mod.

Compatibility
  • This mod doesn't change any of Skyrim's original records, so hopefully it has minimal conflicts with other mods and load order shouldn't matter either.
  • If you’re using mods that changes the same aspect of the game as this mod, and you're experiencing oddities, you'll want to turn off the relevant function in the MCM menu.

The following mods are currently reported as compatible:
Relationship Dialogue overhaul
Guard Dialogue overhaul
Requiem
Ordinator


Incompatibility
  • Translations and other languages than English are unfortunately not supported. This is due to many lines of dialogue being composites of existing sound files, and so doesn't have a corresponding sound file in the translated versions. You can turn off the voiced comments in the MCM, but that's up to you.
  • Quest outcome changes introduced by mods are not taken into account in this mod and will either mark those quests as not completed, or act as if they had their vanilla outcome. This is particularly relevant for those of you using the "for Good Guys" mod series that let you finish the Daedric quests without using violence or murdering, etc. I will be working on patches for this, but as of yet these alternative endings won't be taken into account.


FAQ

Can I install this mod for an existing character?

  • Yes, you can, but it might take up to an in-game day before your reputation is correctly calculated. 
  • The mod also sends a handful of courier notes when it sees that you've completed certain quests, and it will register those quests as completed all at once if you don't start afresh. So it might appear like the courier lost your mail for a while.
  • Some of the statistics only start tracking after you install the mod (e.g. Assaults, Murders, Petty theft), and any of those you did before installing the mod won't count towards your reputation.

Is this like the Oblivion fame mechanic?
  • Not quite, but it is inspired by it, and the mod does have a fame score. Certain quests will reward you with fame, which in turn determines what the reputation mechanic does.

How does the reputation mechanic work?
  • Simply put, your character is continuously collecting morality points as you progress in the game, and the mechanic weighs all the 'good' morality points (e.g. earned by saving someone or retrieving an item) against all of the 'bad' morality points (e.g. earned by betraying a friend, stealing, murdering, etc.).
  • The 'fame' points you collect then acts like an amplifier to the the total morality score, producing either a good reputation or a bad reputation.

What makes up the Reputation mechanic?

  • Players who help local temples, uphold the law and generally help out are assumed to be more welcome than players who do the bidding of Daedra, commit crime and betray friends for their own gain.
  • The choices you make are assumed to reflect in some way your character's personality, and the mod then makes assumptions about how a regular Skyrim Nord might respond to such a person or someone they knew had done similar things.
  • Many choices available to the player in game are scored on one or more of the following three dimensions: (1) Aedric-devotion vs. Daedric-worship, (2) Lawfulness vs. Crime, and (3) Dependability vs. Power-hunger. 

What counts in the reputation mechanic?

  • Most things: the race you choose, the character build you choose, many of the tracked stats are included, as are many quests. 
  • Not all quests are included though, only about 3/4 of them are, but they are the bulk of the reputation-points you earn.

How did you decide what is good and and what is evil?

  • I've drawn heavily on the existing lore of Skyrim and other parts of the Elder Scrolls series, as well as my academic background in Personality Psychology.

Which choices matter the most?

  • Many of choices available count a little bit each, the idea being that everything has an accumulative effect on your reputation. 
  • However; Daedric quests in particular are heavily weighted in the reputation mechanic, as they usually have a clear good/evil outcome. The factions also affect a fair bit, especially the Companions quest line.
  • I generally advice that you don't think about it too much and just see what happens. If you don't like your reputation, then try to find ways to change it to.

I want this or that reputation right now, how can I override it?
  • This mod was not made with the immediate gratification player in mind, to be honest. Some events/quests can flip your reputation on its head, especially early on, but generally it's about the long game and roleplaying. Just see where the game takes you and see what happens. 
  • If you get tired of the effects you can toggle them on and off in the MCM menu.

Why is being a mage counting towards a bad reputation?

  • In the original game you hear that magic is frowned upon and mages unwelcome, but apart from a few snarky comments about any robes you might be wearing and the college yet again blowing up Winterhold, you don't really notice. I wanted to change that a little.
  • The College of Winterhold quests, general magic skill levels, souls collected and even books read now counts a little towards your Power-hunger score - but only a little.
  • If you do literally any other good dead you'll soon overwrite its negative effect on your reputation. This is to give the sensation that people are mistrusting of mages until proven wrong.  If it still bugs you, you can always change it in the MCM menu (Overrides: Noble Mage).

What about the less evil Daedric quests, do they all result in bad reputation?
  • With the exception of Meridia’s "Break of Dawn," all the Daedric quests have the potential to give you Daedric taint points. Defying the instructions of Daedra in these quests will earn you a small amount Aedric devotion points and following their commands earn you Daedric taint points.
  • The amount of Daedric taint points you get for the rest depend on things like: if murder is involved, or how abhorrent I imagine the people of Skyrim would think it is.

No one saw me complete this Daedric quest, why does it affect my reputation?
  • Well, the Daedric quests that give you more Daedric-taint points, there's usually a situation where two people enter and only one returns (i.e. you). I wanted to reflect that people would start talking and wondering what had happened. 
  • For the other quests you might not get many points, but each evil deed you carry out for the princes would affect your characters's personality a little. It's the idea that a stone cold killer will likely behave differently as a person, compared to say a dairy farmer, and this would play into how people perceive, respond and spread rumors about you. 

But my character is super-stealthy, why do I get reputation points for criminal acts when no one knows it's me?
  • Undetected thefts, murders, trespasses, etc. the don't contribute very much to your reputation score for this very reason and are capped at a certain amount. The times you're caught, in contrast, contributes a lot. 
  • The reason the undetected acts contribute at all is that people would eventually notice things go missing when you're around and I wanted to reflect that suspicion. You can however override this in the MCM menu (Override: Master Thief; Master Assassin).



Thanks!

If you're reading this I would like to thank you personally for being apart of the Nexus community. I've enjoyed so many hours of gameplay as a result of the dedicated work of people here, and I honestly feel privileged to be a part of it and be able to contribute my own work. So, thank you!


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