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DM: Reneer's Guard Overhaul 1.79b


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#1 Reneer

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Posted 10 May 2007 - 06:29 PM

File Name: Reneer's Guard Overhaul 1.79bFile Submitter: ReneerFile Submitted: 10 May 2007File Updated: 4 May 2008File Category: Gameplay ChangesForum: No InformationReadme: No InformationReneer's Guard Overhaul 1.79bBy: Reneer (says so in the title!)This mod changes the Guard behavior by modifying how Guards react to player crimes. If you attack a guard, only that Guard will defend himself (no other Guards will attack unless they see the fighting.) If you manage to outrun the Guards, they will no longer chase you to the ends of Tamriel. If you are sent to jail, the guards will kill you rather than trying to put you back into your cell if you escape.If you manage to kill all the Guards that witnessed your crime, that crime gold will be removed.If you attack a Guard from long range and they do not immediately see you, they will begin to search for you. While searching they will recruit other Guards to help them search. If any of those Guards finds you (and you have your weapon out,) they will try to arrest you.If a Guard notices that you are sneaking around, they will follow you closely until you stop sneaking around.Each city now has its own crime gold - meaning that if you attack someone in Chorrol, the guards in Cheydinhal will not attack you because they do not know about the crime in Chorrol.Different crimes will be remembered for different amounts of time (typically anywhere from one game day for stealing to seven game days for murder.) These values can be changed by equipping the Guard Overhaul Configuration Ring (it will be immediately unequipped) and exiting the Inventory screen.To help with moving / hiding bodies, a 'Corpse Carry' spell (think of a Telekinesis spell that can only move dead corpses) is added to your inventory when the mod starts for the first time. Simply cast the 'Corpse Carry' spell at a corpse while sneaking and you will be able to carry it. Just drop out of sneak mode to drop the corpse where you want it. If the corpse doesn't fall down, use the Z key to have it drop. If you are carrying a civilian (defined as an non-evil NPC,) Guards will try to arrest you, thinking that you (probably) killed the person you are carrying. So be careful.If you hurt a guard badly enough, and there are no other guards to back him up, he will flee from you to avoid being killed.Wanted Posters will now be posted in several different locations around Cyrodiil - currently they don't have any impact except to look pretty. In future versions they may change how NPCs react to you. They will only appear when your gold for a particular region goes above 1000.There are Disguises that you can use in-game to avoid detection by the Guards for your crimes. These Disguises can be purchased at Jensine's "Good As New" Merchandise:Fighters Guild, Mages Guild, Thieves Guild, Imperial Legion, Nobility, Dark Brotherhood, Mythic Dawn, Blackwood Company, Blades, Imperial Palace Guards, Beggars, Bandits, and Necromancers.Each disguise has its own crime gold, fame, and infamy stats attached to it. If you switch disguises, you won't have the bounty / fame / infamy that was on the disguise until you switch back to it. Also, you cannot change into or out of a disguise while you are detected by any other actor or creature.If you are caught / go to jail while committing a crime while in Disguise and sent to jail, all the crime gold that is 'on' the Disguise will be put onto your 'normal' character (so you will have your 'normal' crime gold plus your Disguise crime gold.)If you wear a Disguise that is associated with a certain faction (say the Mages' Guild,) and you are NOT already a member of the Mages' Guild, you will be 'initiated' into the Mages' Guild at the lowest membership level. This means that you can go into restricted areas of the Mages' Guild guildhalls without being thrown out. But there is a catch. If a high-ranking member of the guild / faction sees you (they are marked with an aura so you can avoid them,) they will call the Guards on you for impersonating a Guild member.You are also able to bribe Guards to leave their posts. Say you want to rob a store, but there is a Guard sitting right outside. Just bribe him, and he will wander off. If he sees you committing a crime, though, he will still come after you.Guards will now arrest NPCs if the NPC has committed a crime and cannot pay their crime gold. The NPC will be escorted to the nearest prison and incarcerated for a period of days depending upon the severity of their crime. If an NPC has the gold to pay for a crime, they will simply pay the fee and not go to jail.Please note: This mod is NOT compatible with my Disguises mod.Though I have tested this mod in several of my own saved games, running this mod could cause your save games to be corrupted, it could crash Oblivion, etc. If it breaks your game... send me a bug report!Changelog:1.79b - Added in more debug messages whenever a Guard speaks to the player. Need to set RenGuardDebug.debuglevel to 1 in order to see these messages. Fixed some problems with Guards following the player when sneaking / having a weapon out.Click here to download this file
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My Oblivion Mods at:
Spellhold Studios (RGO 1.67d, Corpse Mod 0.98)
Planet Elder Scrolls (RGO 1.67d, Corpse Mod 0.98)

#2 SeV

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Posted 10 May 2007 - 07:29 PM

Thanks for the new RGO foxy! :P *download*
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#3 -bendiwolf-

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Posted 10 May 2007 - 10:56 PM

I tried this new (1.6) version of RGO and when the new ring is added it keeps giving me a message box saying "blah!" repeatedly ...

Something is wrong my friend !

Bendiwolf

#4 Reneer

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Posted 11 May 2007 - 09:30 AM

I tried this new (1.6) version of RGO and when the new ring is added it keeps giving me a message box saying "blah!" repeatedly ...

Something is wrong my friend !

Bendiwolf

Re-uploaded the mod to SHS and PES with a fix.
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My Oblivion Mods at:
Spellhold Studios (RGO 1.67d, Corpse Mod 0.98)
Planet Elder Scrolls (RGO 1.67d, Corpse Mod 0.98)

#5 -cjwilke-

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Posted 11 May 2007 - 08:25 PM

Perhaps I am the only one with this problem, but when I upgraded from 1.5 to 1.6, as soon as the ring is added to my inventory I get a repetitive spell effect that looks like a pink fog swirling around me with pink bubbles and a repetitive deep low pounding sound with each swirl. NPC's also repetitively glow pink at the same time as me. As soon as I deactivate this mod, everything is back to normal. I even tried moving it to last in my load order...same thing happens. I also see someone else had a problem with a repeating pop up screen when the ring is added. I redownloaded the latest version, even just a few minutes before writing this post and same effect.

#6 Reneer

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Posted 11 May 2007 - 08:38 PM

Perhaps I am the only one with this problem, but when I upgraded from 1.5 to 1.6, as soon as the ring is added to my inventory I get a repetitive spell effect that looks like a pink fog swirling around me with pink bubbles and a repetitive deep low pounding sound with each swirl. NPC's also repetitively glow pink at the same time as me. As soon as I deactivate this mod, everything is back to normal. I even tried moving it to last in my load order...same thing happens. I also see someone else had a problem with a repeating pop up screen when the ring is added. I redownloaded the latest version, even just a few minutes before writing this post and same effect.

This sounds like another mod is changing the Spell Effects visuals. I would need to see a mod list to hopefully figure out what the problem is.
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My Oblivion Mods at:
Spellhold Studios (RGO 1.67d, Corpse Mod 0.98)
Planet Elder Scrolls (RGO 1.67d, Corpse Mod 0.98)

#7 -D=-

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Posted 11 May 2007 - 10:29 PM

Perhaps I am the only one with this problem, but when I upgraded from 1.5 to 1.6, as soon as the ring is added to my inventory I get a repetitive spell effect that looks like a pink fog swirling around me with pink bubbles and a repetitive deep low pounding sound with each swirl. NPC's also repetitively glow pink at the same time as me. As soon as I deactivate this mod, everything is back to normal. I even tried moving it to last in my load order...same thing happens. I also see someone else had a problem with a repeating pop up screen when the ring is added. I redownloaded the latest version, even just a few minutes before writing this post and same effect.

This sounds like another mod is changing the Spell Effects visuals. I would need to see a mod list to hopefully figure out what the problem is.


It's been narrowed down to a conflict between RGO1.6 and Supreme Magicka 0.53 by this guy. Supreme Magicka adds a levitation spell in 0.53.

#8 Reneer

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Posted 11 May 2007 - 11:51 PM

It's been narrowed down to a conflict between RGO1.6 and Supreme Magicka 0.53 by this guy. Supreme Magicka adds a levitation spell in 0.53.

That's probably it.
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My Oblivion Mods at:
Spellhold Studios (RGO 1.67d, Corpse Mod 0.98)
Planet Elder Scrolls (RGO 1.67d, Corpse Mod 0.98)

#9 -Guest-

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Posted 12 May 2007 - 06:03 AM

It's been narrowed down to a conflict between RGO1.6 and Supreme Magicka 0.53 by this guy. Supreme Magicka adds a levitation spell in 0.53.

That's probably it.


Any hopes for a compatibility patch? ^^

#10 -flyfightflea-

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Posted 12 May 2007 - 06:56 AM

It's been narrowed down to a conflict between RGO1.6 and Supreme Magicka 0.53 by this guy. Supreme Magicka adds a levitation spell in 0.53.

That's probably it.

I found what the conflict is between your mod and mine. You're using Resist Water Damage for all of your spell visuals and I change RSWD to become levitation. You should just use script effect and change the effect. So many mods do it that way now that I doubt it would matter much.

#11 -cjwilke-

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Posted 12 May 2007 - 11:00 AM

It's been narrowed down to a conflict between RGO1.6 and Supreme Magicka 0.53 by this guy. Supreme Magicka adds a levitation spell in 0.53.

That's probably it.

I found what the conflict is between your mod and mine. You're using Resist Water Damage for all of your spell visuals and I change RSWD to become levitation. You should just use script effect and change the effect. So many mods do it that way now that I doubt it would matter much.

Yes, I love both these mods, so please could you release a hotfixed version to be compatible?

#12 Reneer

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Posted 12 May 2007 - 02:39 PM

Just uploaded a new version to PES and SHS that fixes the bug with Supreme Magicka.
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My Oblivion Mods at:
Spellhold Studios (RGO 1.67d, Corpse Mod 0.98)
Planet Elder Scrolls (RGO 1.67d, Corpse Mod 0.98)

#13 -flyfightflea-

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Posted 12 May 2007 - 02:57 PM

Just uploaded a new version to PES and SHS that fixes the bug with Supreme Magicka.

Great! Thanks! :cheers:

#14 wizard of thay

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Posted 12 May 2007 - 11:27 PM

Just a quick welcome to Spellhold studios Reneer.

Love your work.

a quick question: what are the future plans for the guard overhaul? is it just bug fix's or do you have any suprises planed for future updates?
Past: BG2: SilverstarNPC Dialogue writer. Oblivion Mods: Ruined Tail,Cleon and the Legacy Beta tester
Present: Oblivion Mods: NPC's with Jobs Beta tester
Future: No idea

#15 --Richard--

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Posted 13 May 2007 - 12:02 AM

What's the 'major bugs' that were fixed??

#16 -CRa2ytig3r-

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Posted 13 May 2007 - 01:23 AM

RenCorpseMod is having the same issues as RenGuardOverhaul with SupremeMagicka.
Will we see a fix for this soon?
I just LOVE that corpse mod!!!

#17 Reneer

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Posted 13 May 2007 - 10:34 AM

Just a quick welcome to Spellhold studios Reneer.

Love your work.

a quick question: what are the future plans for the guard overhaul? is it just bug fix's or do you have any suprises planed for future updates?

Not too sure. I'll probably think up some new things to try sooner or later. Suggestions are always appreciated. And thanks for the warm welcome; I think I'm going to like it here. ^.^

What's the 'major bugs' that were fixed??

Just some problems with how crimes were registered (mostly to do with when people installed the mod in a non-new game.) I also fixed some CTD issues in certain quests.

Edited by Reneer, 13 May 2007 - 10:35 AM.

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My Oblivion Mods at:
Spellhold Studios (RGO 1.67d, Corpse Mod 0.98)
Planet Elder Scrolls (RGO 1.67d, Corpse Mod 0.98)

#18 -Guest(eikka)-

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Posted 13 May 2007 - 12:37 PM

Hi Reneer! Nice to see you are constantly working on this mod! I suggested the following feature a while ago (description below). Did you implement any such behaviour to 1.6 by any chance? Thanks!


>>CLIP from GO 1.56 bethsoft thread:

As per request, I decided to renew my request for a feature that'd make the life of my villain a bit more challenging :

Within the city, in which the player has made crimes earlier, there should be a temporally growing probability (a random check for each guard near the player, for example) for the player to randomly encounter a guard that recognizes him on-sight and attempts arrest (walls have ears & eyes wink_smile.gif ). This should give enough cause-and-effect feel for the player and make them avoid confronting guards even after successful evade from the crime scene unnoticed.

You did explain earlier that it is difficult to make guards notice the crimes outside of the cell. But there may be some detours to accomplish it? For example, could a token of BadKarma be placed in the player inventory when a crime is committed. It would later trigger a random check for the guards to recognize you. Possible?

<<<CLIP END

#19 Reneer

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Posted 14 May 2007 - 11:07 AM

Hi Reneer! Nice to see you are constantly working on this mod! I suggested the following feature a while ago (description below). Did you implement any such behaviour to 1.6 by any chance? Thanks!


>>CLIP from GO 1.56 bethsoft thread:

As per request, I decided to renew my request for a feature that'd make the life of my villain a bit more challenging :

Within the city, in which the player has made crimes earlier, there should be a temporally growing probability (a random check for each guard near the player, for example) for the player to randomly encounter a guard that recognizes him on-sight and attempts arrest (walls have ears & eyes wink_smile.gif ). This should give enough cause-and-effect feel for the player and make them avoid confronting guards even after successful evade from the crime scene unnoticed.

You did explain earlier that it is difficult to make guards notice the crimes outside of the cell. But there may be some detours to accomplish it? For example, could a token of BadKarma be placed in the player inventory when a crime is committed. It would later trigger a random check for the guards to recognize you. Possible?

<<<CLIP END

Well eikka, your idea is certainly feasible... but the only problem is that Oblivion doesn't load NPCs that are not in the current player's cell (or a certain number of adjacent cells) and so the realism is rather cut down (as I see it) if the player has to be in the given cell / city for the NPC in question to inform the Guards of a crime he saw / heard about. A better witness system could be coded in, however, and I might do that for RGO 1.61, if I don't hear about a log of bugs in 1.6 first. :P
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Spellhold Studios (RGO 1.67d, Corpse Mod 0.98)
Planet Elder Scrolls (RGO 1.67d, Corpse Mod 0.98)

#20 --Richard--

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Posted 14 May 2007 - 09:48 PM

I don't mean to bug, but what quests CTD'd? that you fixed in 1.6. I'm just being cautious here and going by the old "if it ain't broke don't fix it" adage, so I'm trying to stick with 1.5 if possible (which so far has always worked like a charm for me)



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