Skyrim Special Edition

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Jonx0r

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Jonx0r

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109 comments

  1. Shiatay
    Shiatay
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    Very interesting mod, I think adding more factors affecting the probability of random checks would greatly improve immersion

    - Racial profiling
    * Khajiits have highest level of suspicion, then Argonians, then Orcs
    * Elven races have a higher chance of random check in holds controlled by the Stormcloaks.
    * Bretons in Markarth.
    * Everyone who is not Dunmer on Soltheim
    * In holds controlled by the Stormcloaks, all races except Nords get a bonus to the probability of being racially profiled.

    - Membership in factions, Thane status, side in Сivil war.

    - The effect of clothing;
    * Increase the probability of being checked: beggars' clothes, Thieves Guild armor, Dark Brotherhood armor, Forsworn armor if Dovahkiin is in Markarth, army armor if the opposite side controls the Hold, necromancer and vampire clothes.
    * Reduce the probability of being checked: fancy clothes, expensive armor (except Daedric armor), army armor if matching the side that controls the Hold, armor of respected factions like the Companions
    1. pigzit
      pigzit
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      Agreed! These are all great suggestions, and maybe in some cases certain items are no longer illicit if the guards are compliant with the culture or because of bribes, say in Riften as compared to other cities.
  2. LeastDegenAzuraEnjoyer
    LeastDegenAzuraEnjoyer
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    Im having some issues with this mod:

    Guard cold approaches me when entering whiterun:
    "Whiterun is okay but its a boring post for a guard"

    i walk away:

    "hold it, i need to check your bag for goods"
    "hey, this is sleeping tree sap! dont think i dont know!"
    >your god has left you
    >sleeping tree sap removed
    "wait, i know you"
    "alright then"

    walks away:

    "hold it, i need to check your bag for goods"

    Its not a super smooth dialogue experience. I had a few instances of repeated lines as well. I have boat loads of dialogue expansions tho, including Extended Guard Dialogue. Oh wait you made that. Nevermind!

    But ya not sure whats going on. Still a great mod! Id say essential for any thief playthrough.
    1. Jonx0r
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      Do you have a mod installed that changes the way guards react to bounties? Specifically the dialogue in the DialogueCrimeGuards quest. The line "Wait, isn't this... Sleeping tree sap? Don't think I don't know about it!" is meant to connect to the base game player response "You're making a mistake..." (DGCrimeWanted) but by your description this isn't happening for some reason. This topic exists in the DialogueCrimeGuards quest. The situation should unfold like so: https://www.youtube.com/watch?v=fXbgTke61QQ&t=110s

      The player is given a 200 gold bounty so the guard should respond to that with "The only mistake was you showing your face. You've committed crimes against Skyrim and her people, and it's time to face the Jarl's justice." since the bounty is greater than the CrimePettyCrimeThreshold (base ID: 0003403F) global value. If it's less than that the guard should say "There's no mistake. You're a wanted man/woman... and it's time to pay for your crimes." instead, but for some weird reason it looks like neither conditions are being met on your end.
    2. LeastDegenAzuraEnjoyer
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      Im fairly certain its something with Mantella: When i submit to the search and nothing comes out, they will say "Of Course!", back out of the interaction, and then i see "Conversation Started" in the top left as if Mantella is booting up an AI convo with the guard.

      Im looking at them both in xEdit though and im not seeing what the problem is? There is not conflict in the plugins that I can see, and no conflict in the files/scripts either.

      Or Im dumb and dont know how to read, which is more likely.
  3. Fushigirsu77
    Fushigirsu77
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    I'd like to report a little thing, I'm not sure if this is intended but when I loaded my game (in the drunken huntsman) and left the building a guard approached me for a bag check, while I was already in whiterun. I also had it installed before loading the save. Did you mean for them to also check while you're already in the city? I assume there might not be a way to differentiate a gate guard from an in-city guard but I just thought I'd point this out incase there was.

    For more info, I also was using alternate start to spawn into the whiterun house to test something else, but I did leave the city gates a few times while testing, and he only approached me after leaving the drunken huntsman.
    1. Jonx0r
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      Bag checks can only trigger when approaching Whiterun, not if you spawn into Whiterun. I can only assume you ran past the guard trying to do the bag check and he followed you into the city. I'll see if I can prevent that from happening in the next update.
    2. Fushigirsu77
      Fushigirsu77
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      Alright, thanks! I figured that wasn't intended, guess I was right. I have the frequency way down so even if there's nothing you can do I'm sure I can ignore it for the most part. The Drunken Huntsman is also near the gate so you might be right about me running past
  4. Velvet269
    Velvet269
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    I use this mod alongside another one that adds dialogue topics for the guards. After they perform a bag check, it switches to a dialogue option and their usual greeting, such as ‘Do you need something?’ It’s a minor annoyance, but if you can do something about it, that would be great.
    1. Jonx0r
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      Once the bag check has completed their dialogue defaults to whatever it should normally be. There's nothing I can do about what lines the game chooses from my end.
  5. vegaswanderer
    vegaswanderer
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    Amazing. It adds so much life to Skyrim. In fact, all your mods add so much life to Skyrim. Thank you. Any chance they also confiscate lockpicks, stolen goods, and necromancy-related items?
    1. Jonx0r
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      I'll try and add some lockpick-related interactions in the next update. As far as necromancy items go, what other items should they comment on? I have them talk about human hearts, human flesh and black soul gems already.
    2. vegaswanderer
      vegaswanderer
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      Maybe Necromancy spell tomes or robes/hoods. It would also be funny if they comment on creepy stuff like human skulls if you are carrying them. Something like "why do you need a human skull? Never mind, move along".
    3. MathieuTheDunmer
      MathieuTheDunmer
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      Some interactions with lockpicks would be cool. And a good persuasion check to try to escape this would be the player say ''I'm an adventurer, I only use them to unlock chests in dungeons.''
    4. vegaswanderer
      vegaswanderer
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      @MatheiuTheDunmer

      That's actually really smart. I would love to see that in game as an option.
  6. ItsRainmoon
    ItsRainmoon
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    so i recently start new playthrough but then i notice the guard that supposed to let u inside whiterun is gone, do u think its a bug from this mod? i use ASLAL
    1. Jonx0r
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      In all my testing the gate guard that lets you into Whiterun is never picked by City Bag Checks because that NPC is reserved by the main quest. City Bag Checks doesn't pick reserved NPCs.
  7. Hershal721
    Hershal721
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    Any chance you could add a "Black market dealer" that will buy illicit goods at a large markup? That way there is an incentive to smuggle in these goods. Of course no pressure, just an idea :)
    
  8. tsalbmrots
    tsalbmrots
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    yayy, such kingdom come vibes...
  9. HondoGrande
    HondoGrande
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    Nice concept!! - I'm trying to avoid cities early in my playthrough (for role-play reasons), and was looking for a city-gate entrance-fee. Stumbled on Immersive City Gate recommendation in comments below.  So, Thanks!


    Good suggestions too in the comments. Necromancy, LockPicks, Stolen Goods, etc.   These would give additional pertinence to the Khahjit mods.
  10. JaiGanesha
    JaiGanesha
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    Tested with 100 percent probability. It worked once and no one checks it again. Mod is at the very end of the list.
    1. Jonx0r
      Jonx0r
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      Only one bag check event can happen at a time, and it ends when you enter a wilderness cell. It's set up this way intentionally to prevent multiple bag check encounters from potentially being triggered at the same city. So if you only ever just fast travel around, that one event won't end until you begin exploring again.

      Enabling 'Debug Notifications' in the MCM will show a message when the event ends. 
    2. JaiGanesha
      JaiGanesha
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      Thdnk you.