Name: Reneers Guard Overhaul
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Version: 0.96a
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Reneers Guard Overhaul
Started by
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, Aug 05 2006 11:35 PM
782 replies to this topic
#1
Posted 05 August 2006 - 11:35 PM
#2
Posted 11 August 2006 - 03:09 PM
looks great mate. waiting for the stabilized version. ill vote for this mod too. congrats
#3
Posted 11 August 2006 - 03:29 PM
HMmm that sounds nice! I was pissed at getting chassed by 27 guards only because I accidently killed someone :/, with only 1 guard to notice.
#4
Posted 11 October 2006 - 06:19 PM
Sounds promising. I certainly like the idea of being able to remove yourself from the 'Most Wanted' lists - though how you get past the guards to do this is your problem.
#5
Posted 11 October 2006 - 07:48 PM
I wish there would be something to fix this very annoying issue in the game. If I kill a guard even when being 100% chameleon and noone actually sees it, the guards still know it was me who did it. I hope you could do something for this.
#6
Posted 08 November 2006 - 09:06 PM
wow, i never even knew about this overhaul. looks really good though; look at some of the other mods, i would like to suggest adding the gradual lowering of the bounty for smaller crimes (if you killed someone, it wont decrease, just like in real life where killing is an "unforgivable crime" as compared with a limited amout of time after the crime for most that do not allow you to be arrested for it, like if your 25 and you stole a car when you were 16 you cant get arested. this is actual law in US. an stuffs) and the gradual raising of it for all of tamriel if you commit crimes in 2-3 cities, thus if you are actually news in one or more of the towns, the imperial city will know about you. this is just a suggestion, so if you disagree, tell why, k?
bibi!
bibi!
#7
Posted 08 November 2006 - 09:55 PM
Very interresting this..
I will download it and test it for a wile. (I now use the mod: No psychic guards 1.2. Think I will untick it, as it will collide?)
Of we go then..
I will download it and test it for a wile. (I now use the mod: No psychic guards 1.2. Think I will untick it, as it will collide?)
Of we go then..
#8
Posted 28 November 2006 - 12:48 PM
eizei, I beta tested this and I can tell you that if you kill someone, even a guard, where nobody sees you (for instance a shop with no other people) the other guards won't know who did it, at least initially.
#9
Posted 29 November 2006 - 04:12 AM
will this conflict with "no phsycic guards"?
#10
Posted 01 December 2006 - 01:58 PM
Yes, will it? Also - will it conflict with the Bounties: Regional? Your mod seems to have most of the features of that one, but what about general bounty level? Is there one in your mod? In "Bounties," there is a slower-growing overall bounty in addition to the local levels. That's a good feature, I don't really want to use it.
Here's an idea: can you make this modular? An esp for the "local bounties" effect - in case we already have Bounties: Regional or another mod like that one running, and a separate esp for all the other features?
Here's an idea: can you make this modular? An esp for the "local bounties" effect - in case we already have Bounties: Regional or another mod like that one running, and a separate esp for all the other features?



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