Skyrim Special Edition
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Martabertrand

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martabertrand

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About this mod

This mod changes the gold you get for quest bounties and many quest rewards, as well as the bounties on your head for your crimes. It also lowers the value of the items you can take from your friends' homes.

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Description

This mod attempts to make bounties and rewards more rational, because getting 1200 gold for delivering a letter to a poor starving miner is ridiculous and you can use it to pay the fine for murdering said miner and still have money left.

Free items from your friends' homes


That you become good friends with someone and then they let you borrow something that's theirs or help yourself to some mead is normal, but you could simply be minimally decent to a random farmer (by selling him back his own crops!) and proceed to take for free practically everything he owned. One of the things this mod does is greatly lower the values of the things you can freely take from your friends:
Friend: 25 --> 5
Confidant: 50 --> 10
Ally: 100 --> 20
Lover: 500 --> 100

Life is hard in Skyrim, you can't just go taking people's stuff and have them be okay with it.

Quest Bounties

100 gold to clear a bandit fort that had been assaulting merchant caravans, harassing the population and in general robbing and murdering innocent civilians? Is this a joke? You can get a 40 gold bounty on your head for punching an annoying twat like Nazeem! Now the bounties from the jarls are higher, as befits the situation. The rewards aren't levelled, because why should they? Your bounties aren't levelled, and the jarl appeals to "all able-bodied" people, not the Dragonborn exclusively. The world doesn't spin around you.
Bandit: 100 --> 1000
Giant: 100 --> 2000
Forsworn: 100 --> 1500
Dragon: 500 --> 5000


(Favour) Quest Rewards

This is where most problems lay. Do a simple fetch quest at a late level and you are awarded with what can only have been all the life savings of the entire village. Well, no more. The rewards are still levelled (people appreciate your importance), but with much less difference between lowest and highest level within a reward tier, and many quests take their reward money from a more accurate list (see the readme for changed reward tiers).

Wow Reward (that's what it's actually called)
Levels 1-9: 750 --> 1500
Levels 10-19: 1000 --> 1600
Levels 20-29: 1250 --> 1700
Levels 30-39: 1500 --> 1800
Levels 40+: 1800 --> 1900 (Levels 40-49)
Added levels 50+: 2000

This is used by very few, important quests.

Large Reward

Levels 1-9: 500 --> 1000
Levels 10-19: 750 --> 1100
Levels 20-29: 1000 --> 1200
Levels 30-39: 1250 --> 1300
Levels 40+: 1500 --> 1400 (Levels 40-49)
Added levels 50+: 1500

Several quests given by townspeople that used this list have been "demoted", and a few quests that looked important enough (and given by wealthy enough people) now use this list.

Medium Reward
Levels 1-9: 400 --> 500
Levels 10-19: 600 --> 600
Levels 20-29: 800 --> 700
Levels 30-39: 1000 --> 800
Levels 40+: 1200 --> 900 (Levels 40-49)
Added levels 50+: 1000
Added intermediate levels at the 5 marks (with intermediate rewards, like Levels 5-9: 450 gold)
This is mainly used by quests given by civilians that have some level of difficulty, like clearing a mine of hostiles.

Medium-Small Reward (new tier)

Levels 1-9: 250
Levels 10-19: 300
Levels 20-29: 350
Levels 30-39: 400
Levels 40-49: 450
Levels 50+: 500
This new tier is mostly for quests that had "small" rewards before but are more than a simple fetch quest; as I substantially lowered the gold you get from small rewards, I had to create a new tier for quests that are not quite as important/difficult to merit a medium reward but deserve more than a small reward.

Small Reward
Levels 1-9: 250 --> 50
Levels 10-19: 400 --> 60
Levels 20-29: 500 --> 70
Levels 30-39: 600 --> 80
Levels 40+: 750 --> 90 (Levels 40-49)
Added levels 50+: 100
Added intermediate levels at the 5 marks (with intermediate rewards, like Levels 5-9: 45 gold)
That's used by quests that make you into a messenger or delivery boy for some random villager.

Solstheim Quests
March of the Dead and Served Cold quests:
Levels 1-29: 1500 --> 2000
Levels 30-39: 2500 --> 2250
Levels 40-49: 5000 --> 2500
Levels 50-59: 7500 --> 2750
Levels 60+: 10000 --> 3000
Clean Sweep quest (Clear the Ash Spawn from the Temple in Raven Rock):
Levels 1-29: 250 --> 300
Levels 30-39: 500 --> 400
Levels 40-49: 1000 --> 500
Levels 50-59: 1500 --> 600
Levels 60+: 2000 --> 700
Other small quests in Raven Rock have been assigned to the regular tiers (small or medium-small, some were already there), and the EEC pendants now give 250 gold each instead of 500.

Crime Bounties

Every hold has a separate crime system, why should criminal offenses be punished the same in all of them? In general, the bounties are now higher, and there's differences between the holds according to the circumstances of each.

Eastmarch
As the heart of the Stormcloak revolt, Windhelm can't tolerate a riot behind its walls because of crime running rampant, and there's a murderer on the loose. Murder and thievery (after all, the city is full of those filthy elves) pay dearly:
Pickpocket: 25 --> 40
Trespassing: 5 --> 30
Stealing: x0.5 --> x2.5
Assault: 40 --> 400
Escape: 100 --> 500
Murder: 1000 --> 10000
Werewolf/Vampire Lord: 1000 (unchanged)


Falkreath Hold
The government of Falkreath was pretty laid back in what concerns crime... until a werewolf killed a little girl. Not a good idea for you to do the same:
Pickpocket: 25 (unchanged)
Trespassing: 5 (unchanged)
Stealing: x0.5 (unchanged)
Assault: 40 --> 300
Escape: 100 (unchanged)
Murder: 1000 --> 8000
Werewolf/Vampire Lord: 1000 --> 10000

Haafingar
A bustling port city, capital of war-torn Skyrim, Solitude has to be firm with criminals; also they are a bit jumpy with people killing innocent, well-intentioned, heads of government:
Pickpocket: 25 --> 50
Trespassing: 5 --> 25
Stealing: x0.5 --> x2.0
Assault: 40 --> 500
Escape: 100 --> 300
Murder: 1000 --> 5000
Werewolf/Vampire Lord: 1000 --> 2000

Hjaalmarch
Some suspicious deaths and disappearances have forced the Jarl of Morthal to punish serious crimes more harshly:
Pickpocket: 25 --> 30
Trespassing: 5 --> 30
Stealing: x0.5 --> x1.0
Assault: 40 --> 200
Escape: 100 (unchanged)
Murder: 1000 --> 3000
Werewolf/Vampire Lord: 1000 --> 3000


The Pale
The nightmares have everyone tired and on edge, fights might break out between exhausted coworkers and they have to be discouraged with stern measures:
Pickpocket: 25 (unchanged)
Trespassing: 5 --> 50
Stealing: x0.5 --> x1.0
Assault: 40 --> 300
Escape: 100 --> 400
Murder: 1000 (unchanged)
Werewolf/Vampire Lord: 1000 (unchanged)

The Reach

The point of punishing crimes in the Reach is mainly to fill up Cidhna Mine with free labour. Don't think you can pay your way out of this (well, maybe you the Outrageously Rich Dragonborn can, but not a normal person):
Pickpocket: 25 --> 2500
Trespassing: 5 --> 500
Stealing: x0.5 --> x5.0
Assault: 40 --> 4000
Escape: 0 --> 1000 Note: this shouldn't affect certain quest involving Markarth and it's jail, all bounties are cleared at the end of it.
Murder: 1000 --> 30000
Werewolf/Vampire Lord: 1000 --> 30000


The Rift
Riften, home of the Thieves Guild. Thieves rely on luck and skill; if you lack those you are of no use to the guild (and Maven), and you'll find yourself staring at the bars of your cell pretty quickly:
Pickpocket: 25 --> 200
Trespassing: 5 --> 150
Stealing: x0.5 --> x3.5
Assault: 40 (unchanged)
Escape: 100 --> 50
Murder: 1000 (unchanged)
Werewolf/Vampire Lord: 1000 (unchanged)

Whiterun Hold

A bustling market town in the centre of Skyrim. Violence is frowned upon, but thanks to some well-renowned warriors living here, suddenly sprouting fur on a moonlit night is not as bad as it could be (still, don't):
Pickpocket: 25 (unchanged)
Trespassing: 5 --> 15
Stealing: x0.5 --> x1.5
Assault: 40 --> 200
Escape: 100 --> 200
Murder: 1000 --> 2000
Werewolf/Vampire Lord: 1000 --> 600

Winterhold Hold

Nothing happens in Winterhold, crime comes from the outside and anyone who comes is here for those damn mages. So if they start harassing or hurting the people with their magic, they pay or freeze:
Pickpocket: 25 --> 70
Trespassing: 5 --> 40
Stealing: x0.5 --> x1.5
Assault: 40 --> 500
Escape: 100 --> 150
Murder: 1000 --> 5000
Werewolf/Vampire Lord: 1000 --> 8000
Orcs
There's no honour in stealing, but a fight ended in blood is less serious for them than for others; after all, an aspiring chief has to murder the current one
to gain his seat:
Pickpocket: 25 --> 100
Trespassing: 5 --> 50
Stealing: x0.5 --> x3.5
Assault: 40 --> 20
Escape: 100 --> 30
Murder: 1000 --> 500
Werewolf/Vampire Lord: 1000 --> 500

Raven Rock
There's nothing to steal in Raven Rock, but in a small and isolated community it's vital to stop small matters from escalating, and punish them hard if they do:
Pickpocket: 25 (unchanged)
Trespassing: 5 (unchanged)
Stealing: x0.5 --> x1.0
Assault: 40 --> 500
Escape: 100 --> 300
Murder: 1000 --> 10000
Werewolf/Vampire Lord: 1000 --> 7000

Installation and Compatibility

Install with your mod manager (MO2 or Vortex). This mod requires USSEP.
This mod will conflict with mods that change the same things (duh), and it may conflict with mods that alter some quests that I also changed (sometimes the reward is determined by a script property in the quest script, or in a quest dialogue script... no scripts have been changed, only the properties referencing the rewards). In case of doubt, it's best to let the other mod overwrite mine (load the other mod AFTER this one), and you can forward the changes to the script property with SSEdit.