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Crime Enhancement Project, Utilize Speech Skill


ZennonKrupa

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Have you ever felt limited in your options as a Criminal? Have you ever thought that being a sneak thief is just not your style, but you still want to take peoples stuff?
Real Life crime rarely, if ever, happens in "Sneak Mode", and I have a few characters that I would love to play with these mods implemented:

1. Take people's stuff =
Go up to a person, activate them to talk to them, and in the present dialogue options will be a choice "Give me your goods!" (or something of that nature), and if successful you get access to their inventory! Afterward, you can convince them not to report the crime when you leave the cell.
Ideas to implement this into the game:
-Have weapon drawn when you talk to the person to activate the dialogue option to appear to take their belongings (also immersive and threatening)
-Have your success rate at this be based on level ( Simply if you level is higher than their level, you are successful) OR -Have your success rate based on current bounty in that hold ( If bounty is above X septims, you are successful)
-Can convince them not to report your crime based on SPEECH SKILL level OR specific SPEECH PERK
-If you are unsuccessful in convincing them not to report the crime, as soon as you leave the cell ( or leave the hold in exterior) your bounty increases ( because they "reported" the crime)

2. Compliance while Trespassing=
Break into a persons house, when they ask you to leave , activate them to speak to them with the dialogue option "I'm not going anywhere." You can then spend the night in their home, or take their possessions, or activate them to take their inventory possessions if you wish. While you are in their home, they will be in "fear", but they wont leave.
Ideas to implement this into the game:
-Again, have weapon drawn when you speak to the person after trespassing to initiate/activate the dialogue option
-Have success rate to be based on LEVEL or BOUNTY
-Can convince them not to report based on SPEECH SKILL or specific SPEECH perk or BOUNTY
-Perhaps make success rate at this based on BOUNTY & number of Followers you have, to make it realistic for victim to be in fear and to not try to run away
-Failure to convince them not to report will raise bounty in hold when you leave the cell or hold
-Failure to have them comply at all will result in them doing what they normally do now: start yelling and attacking you

3. Real Pickpocketing (Stated in previous Mod Request Entry)=
When you bump into a NPC (where you cause them to say "HEY! Watch it!" or whatever), you get a box that comes up stating "Pickpocket this person?" -Yes -No
If yes is selected, you then have access to their inventory where your stealing % applies. This is to occur when NOT in sneak mode, the way pickpocketing happens in real life.
Ideas to implement this into the game:
-Have the success rate of this method be lower ( pickpocketing when a person doesn't know your there is generally easier then when the person knows you are there)
-Have success rate of this be lower depending on # of NPC's present (If act occurs in another NPC's field of view, chances dramatically decrease)
-Link this ability to the perks of the pickpocket tree ( Player cannot perform this type of pickpocketing until they get a specific perk)


The fundamental aspect I want to introduce to the criminality of Skyrim with these mods are: Realism, Freedom, Personality. Mods I envision that would go really well with these include: Follower mods ( to make your own Bandit outfit) and Lock Breaking mods ( so the brute bandit characters don't have to fiddle with lockpicks to bust someone's door to splinters to have access to their property). If I were able, I would make this as a whole overhaul mod, and I would include my own system for the breaking of locks.

Thoughts and opinions are welcome.

 

 

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  • 2 weeks later...

Howdy!

 

#1 Would actually be very easy to do. It would basically be a hidden quest which activates itself when you draw your weapon, and allows you to use the "GIMME YOUR MONEY" chat option. The entire thing would be a gigantic dialogue tree with very small code fragments attached to certain results.

 

From there, you run through an infostack of responses (start at the top, moving towards the bottom, and stopping when it gets a "true" response.)

 

example:

1. Is target a Guard. If TRUE, then add bounty and initiate arrest. If FALSE, then move on to next.

2. Roll a random integer 1-100. Is player's Speech higher than this integer? IF TRUE, then player gets accest to target NPC's inventory. If FALSE then move on to next.

3. Add bounty to player (probably easiest just to set an assault alarm).

 

The player will be able to draw their weapon, and scream "GIMME YOUR MONEY" at any NPC in the game. If they pass a speech test (or whatever test you decide) then they can loot the NPC like a crate. If they don't then the infostack reaches the last option, and activates it (adds bounty to player).

 

You can add as many steps into the infostack as you want, and make it as complicated as you want. (eg, the intimidation test is easier to pass when robbing frail woodelves).

 

You can also make the test formula more sophisticated, to include speech skill as well as 1h/2h skills and take the level difference into account.

 

eg:

 

If

 

(Player's Speech + Player's 1H + Player's Level) > (Random Integer 1 through 200) + (NPC's Level x 2)

 

Then you get to rob them.

 

 

 

 

All you need is single dialogue line "GIVE ME YOUR MONEY" with a whole bunch of different conditional responses, and you're done.

 

I hope this gets you headed in the right direction. This the exact structure of my skooma dealer mod.

 

Cheers

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