This is great, must have in my game, but i have a question, is it work with skeletons created on altar from ordinator? (https://www.nexusmods.com/skyrimspecialedition/mods/1137)
The conditions for dialogue in https://www.nexusmods.com/skyrimspecialedition/mods/70428 determine whether or not that happens. I'm not sure how the altar created skellies in Ordinator are tagged, they might trigger reactions?
I tried to go with them to the city (these from ordinator) and nobody was reacting like it's a crime or something, which is very unimmersive and sadly i don't know how they are tagged, modding is not one of my best skills. I also don't know if it's proper to ask, but can you make a submod like this? For the reactions (that are criminal) for these skeletons from ordinator? btw. sorry for bad english, it's not my language :p
Check the optional files, I haven't tested it at all. It depends on whether or not the Bone altar summons place the correct magic effect on the player, as far as I understood it.
thanks AtomicGrimDark for the ordinator skeleton patch. it works for me (NPCs React To Necromancy v1.03, Ordinator v9.31.0). at least the npc reaction is working. havent tried your crime mod.
Well yes, you do understand that is the consequence of committing crime? I don't know the full ins and outs of the crime system but they'll eventually calm down.
Also, you were warned in the description of this mod. You shouldn't install any mod I've made. They are all hot garbage crap.
Hey friend! I understand you want to keep the mod light so this is only a suggestion, but it would be dope if there was an MCM menu added to this mod so we can configure those globals more seamlessly. Thanks either way!
I genuinely don't know, report back with results. The og mod has dialogue conditions, using hellos and idles - which might or might not play during sieges. All kinds of toggles are involved in the sieges.. and I doubt that crime is functional during them.
Last time I played the cw quests I had all kinds of jank going on ¯\_(ツ)_/¯
The code's likely going to be (more) ugly, but I think it is doable and there's probably a couple of ways to go about it. I'll probably take a stab at it after New Year's.
I mean, this took me like two hours to setup and I want to keep it light yet you know, configurable and in line with its parent mod.
And also, anyone is free to screw around with this if they want to.
ty for this. Like the previous comment said, Skryim really lacks these kind of RPG elements. So stuff like this goes a long way and is always appreciated.
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btw. sorry for bad english, it's not my language :p
If this works, I'll post it as a separate mod.
Also, you were warned in the description of this mod. You shouldn't install any mod I've made. They are all hot garbage crap.
Last time I played the cw quests I had all kinds of jank going on ¯\_(ツ)_/¯
I mean, this took me like two hours to setup and I want to keep it light yet you know, configurable and in line with its parent mod.
And also, anyone is free to screw around with this if they want to.