I want to create a mod called Skyrim Consitutions or The Charters of Skyrim. Where each hold has its own laws specific to that hold. The Sovereign the person who makes the laws is not always the person you might think. For instance in Solitude and Markath the Sovereign is The Thalmor. Ifmund and Elisif are merely Thalmor puppet rulers. I want a legal system that is not just about sex crimes but all crimes. Petty crime, serious crime and executable crimes. Also you can lose your right to enter and trade in a hold if you upset the Jarl of a Hold. Petty crime carries a fine, serious crime has a jail sentence and crimes like murder and treason are punishable by death. Rape maybe a crime in Solitude, but is not a crime in Windhelm. Picking herbs in a hold maybe a petty crime in Solitude, but is not a crime in Winterhold.
Hello I recently did the cidhna mine quest and now stuck with a 1000 bounty I can't seem to clear, will this help clear it , I'm trying to play a relatively good guy on this, so its a little jarring to know its there all the time, ( sided with madenach btw )
Update edit -- I downloaded this, and pretty much left everything on default setting, but what was unusual was in the makarth rift section it didnt see the 1k bounty, so even trying the clicking on remove all bounty button, the exiting out of mcm and returning it was still there, so to test things I mapped to markath , and the guards there don't seem to say anything in regards to 1k bounty, so after allthat, I don't think it actually effects , because you will get it regardless before you get thrown in... Good mod for when you do get a bounty other than there tho, so keeping it on tracking Tracking Endorsed Kudo'd thank you
I'm sorry I cannot help in this situation. I have double checked, but none of the Cidhna Mine factions have a bounty system. All associated factions have all crime bounties set to +0 (rather than +1000 for murder, as with the Reach's faction), and if a crime is committed the NPCs are set to attack on sight rather than arrest. So it cannot be that Cidhna Mine itself that has a bounty that has not been paid off.
Also, the MCM for Wergild shows what the game itself sees, so if it shows 0 bounty for a hold, then you do not have a bounty with that hold as far as the game itself is concerned. That is why the guards are not reacting to you. Double checking the Escape Cidhna Mine quest in the CK, when the quest starts you have a bounty of 3000 added for the Reach. When the quest ends (either ending) your bounty for the Reach is set to 0. Not reduced by 3k, but set to 0, erasing all existing bounties in the Reach, not just the one added by the quest.
Still, to try to track down this bounty, which reference states you have a bounty?
If I recall correctly Cidna Mine quest are linked to the forsworn so if you helped the people in the mine get out but killed one of their people then they (the forsworn) may have a bounty on your head instead of Markarth
The german translation is somewhat messed up - at least in the MCM menu. Some lines are not properly included or just wrong (they start with the $-sign).
I just checked. A few lines in the translation file had 2 tabs where they should have had 1. Fixing that with a find / replace fixed the issue. (I checked by renaming it 'ENGLISH' and testing it in game; there are no more '$' signs.) I will update the German patch momentarily.
Is there functionality for determining how "let me go Im the thane!!" works. getting to use it more than once? getting to walk away from a guard without paying? or using your status as thane to reduce your bounty? ect.ect.ect.
Slowly not caring over time about a criminal act just doesn't feel all that realistic. Don't get me wrong, I'd love it if I could get out of speeding tickets just by avoiding the cops for a few weeks, but - strangely enough - the law seems a lot more insistent that I pay my dues than that!
That said, being forever 100% vigilant for that heinous cup thief Fireydove for all time does feel unrealistic. So could there be an option that adds "Vigilance" to arrests, i.e. how hard guards are looking for you and likely to arrest you when they see you depends upon how long it was since you last crimed. Thus, when first get a bounty, the guards Vigilance will be 100%, and they will try to arrest you on sight. But after a certain amount of time, whether or not a guard will try to arrest you for your bounty become chance based, depending upon the how high your bounty is (owe more, and they'll be 100% Vigilant for longer), and then slowly scale down over time to 0% Vigilance (they now ignore you and don't try to arrest until you commit a new crime), once again based upon how high your bounty is (higher bounty, slower decrease to 0% Vigilance).
This, I feel, is more immersive, because it simulates the real issue of there being too many people to watch out for and too much to do to keep on super high alert for that one criminal who hasn't ever been seen around these parts anyways. And since resisting arrest is a crime, which would increase your bounty, you don't have to do anything extra to make it so that getting 'caught' by chance by a guard when Vigilance is less than 100% but more than 0% resets everything and gets guards looking for you all the time once more because you were 'spotted'! I can definitely feel this adding a lot of tension and a spice of danger to going into town, "Hey, Vigilance is only at 15%, what could go wrong?!?"
If adding "Vigilance" is too hard (or just as a stop gap for the mean time until you do), could you add an option that just makes the guards ignore you after a certain amount since your lasts crime (i.e. bounty increase)? You could even hack this by completely removing the bounty after said time, then adding the old bounty back on to the new one (just like you have the option to do already). So, rather than a depreciation, it's full bounty until the time limit, then no bounty, then full bounty + new bounty when you crime again.
I will argue that this should either be a part of this mod, or compatible with it, just for maximum playstyle flexibility. I don't think I'll normally use Depreciation with Vigilance at the same time, but it might be fun to try out at least once...
I am so thankful for this mod. I had a 5 bounty and have no idea how. It shows I did not steal/pickpocket or even lockpick anything. I remember long ago Delphine trying to kill me and it was the 5 bounty. I think I picked up a cup by accident. Just terrible logic.
It should work with it; all this mod does is check the bounties and if necessary apply an adjustment. SkyUI is only used for its MCM. But I will be checking on this and Frostfall Seasons after I finish work on making UMU compatible for AE. If there are any issues found with Wergild and AE I will fix them at that time.
56 comments
thanks
I recently did the cidhna mine quest and now stuck with a 1000 bounty I can't seem to clear, will this help clear it , I'm trying to play a relatively good guy on this, so its a little jarring to know its there all the time, ( sided with madenach btw )
Good mod for when you do get a bounty other than there tho, so keeping it on tracking
Tracking Endorsed Kudo'd thank you
Also, the MCM for Wergild shows what the game itself sees, so if it shows 0 bounty for a hold, then you do not have a bounty with that hold as far as the game itself is concerned. That is why the guards are not reacting to you. Double checking the Escape Cidhna Mine quest in the CK, when the quest starts you have a bounty of 3000 added for the Reach. When the quest ends (either ending) your bounty for the Reach is set to 0. Not reduced by 3k, but set to 0, erasing all existing bounties in the Reach, not just the one added by the quest.
Still, to try to track down this bounty, which reference states you have a bounty?
I need a hand on this, installed yesterday at mid-game with vortex and have the same problem as above :
- every line in the menu begins by $ = only variables
- every needed files are in the right place = file and folder structure are ok
- no corresponding explanation about each variable as it should be down in the menu
- don't know if the mod works
- uninstalling and will reinstall depending on the answers here and fix for the problem
Thanks by advance.That said, being forever 100% vigilant for that heinous cup thief Fireydove for all time does feel unrealistic. So could there be an option that adds "Vigilance" to arrests, i.e. how hard guards are looking for you and likely to arrest you when they see you depends upon how long it was since you last crimed. Thus, when first get a bounty, the guards Vigilance will be 100%, and they will try to arrest you on sight. But after a certain amount of time, whether or not a guard will try to arrest you for your bounty become chance based, depending upon the how high your bounty is (owe more, and they'll be 100% Vigilant for longer), and then slowly scale down over time to 0% Vigilance (they now ignore you and don't try to arrest until you commit a new crime), once again based upon how high your bounty is (higher bounty, slower decrease to 0% Vigilance).
This, I feel, is more immersive, because it simulates the real issue of there being too many people to watch out for and too much to do to keep on super high alert for that one criminal who hasn't ever been seen around these parts anyways. And since resisting arrest is a crime, which would increase your bounty, you don't have to do anything extra to make it so that getting 'caught' by chance by a guard when Vigilance is less than 100% but more than 0% resets everything and gets guards looking for you all the time once more because you were 'spotted'! I can definitely feel this adding a lot of tension and a spice of danger to going into town, "Hey, Vigilance is only at 15%, what could go wrong?!?"
If adding "Vigilance" is too hard (or just as a stop gap for the mean time until you do), could you add an option that just makes the guards ignore you after a certain amount since your lasts crime (i.e. bounty increase)? You could even hack this by completely removing the bounty after said time, then adding the old bounty back on to the new one (just like you have the option to do already). So, rather than a depreciation, it's full bounty until the time limit, then no bounty, then full bounty + new bounty when you crime again.
I will argue that this should either be a part of this mod, or compatible with it, just for maximum playstyle flexibility. I don't think I'll normally use Depreciation with Vigilance at the same time, but it might be fun to try out at least once...
It is working very well with AE.
Thank you very much!
Cheers,
FD
This mod is now featured on my True Graphics and Immersion List