New types of crime.
- sirherrbatka
- Posts: 2159
- Joined: 07 Aug 2011, 17:21
Re: New types of crime.
Your persuasion increased to 3.
Re: New types of crime.
But setting or unsetting this flag in the esx would have to be done for each individual cell. Wouldn't you have to account for when NPCs leave their homes during the day to go about their schedules, including locking them at night? Also, not all NPC interiors are locked, i.e Ashlander yurtsChris wrote:Not explicitly. The way I imagine it, if the flag's sub-record doesn't exist for the cell in the esm/p, it defaults to being legal (i.e. no trespassing). However, a script could be running which sets the cell to be legal or illegal depending on whatever factors are necessary. Though a mod made with OpenCS would be able to explicitly set or unset the flag in the esx data.Tes96 wrote:So that means that someone would have to add flags to all cells in Morrowind, as well as in TR, SHOTN and PC?
Would some homes be locked during the day even though the NPCs are currently in them? Perhaps interiors like manors (though not ALL manors), should be constantly locked. I don't like comparing TES world to our modern day world but I lock my door on my house whether I'm home or not. It's just a habit. Perhaps there are some NPCs who are paranoid even though they may live in poor quarters and keep their doors locked all the time. Or there may be NPCs who never lock their doors. It would be more intersesting to have it varying like that, as not all people think the same and take the exact same precautions.ezze wrote:I am not sure... If a stranger appears in my home I would call the guards immediately. However, I see your point for open-to-public-private spaces like shops.Tes96 wrote:If you're a stranger, yes, I can see NPCs keeping an eye on you since they don't know you. But as they get to know you better, they'll feel more comfortable with you in their home and won't follow you everywhere, because that does get very annoying.
Re: New types of crime.
The default would be for legal occupation, so only cells that you want to make it illegal need any scripting or modding. Most won't be made for trespassing, so don't need any consideration.Tes96 wrote:But setting or unsetting this flag in the esx would have to be done for each individual cell.
Re: New types of crime.
Well wouldn't most, if not all, NPC interiors be "illegal" to be in once night time came?Chris wrote:The default would be for legal occupation, so only cells that you want to make it illegal need any scripting or modding. Most won't be made for trespassing, so don't need any consideration.Tes96 wrote:But setting or unsetting this flag in the esx would have to be done for each individual cell.
Re: New types of crime.
Those interiors would probably need to be modded anyway, but yes, most private houses and shops would need to be.Tes96 wrote:Well wouldn't most, if not all, NPC interiors be "illegal" to be in once night time came?
Re: New types of crime.
What if you abandon an NPC? Say you're questing and you find a struggling NPC on the roadside. If you decide to help him then later abandon him maybe he'll report you as a conman or lie and say what your wearing you stole from him. A message could appear upon abandoning an NPC.
"Beware of that strange man you just left"
"Beware of that strange man you just left"
Re: New types of crime.
Humans have got cats to do this shit.Tes96 wrote:he doesn't follow me everywhere and blankly stare at me
Re: New types of crime.
OMG, thats true!heilkitty wrote:Humans have got cats to do this shit.Tes96 wrote:he doesn't follow me everywhere and blankly stare at me
NPCs are like cats. Or at least the kajits are like cats.