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Hello.

INVESTIGATORS OF SKYRIM:
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Reason to do this: I'm sick and tired of entering places with the npcs sitting or standing, looking at me while i go to their bedrooms, kitchen, dinning areas and just start stealing stuff the moment i become hidden, sometimes even in a hurry when someone runs towards me. That always bugs me. I could avoid doing that but i like this idea and i think it's very plausible to implement. This will force the player to keep a low profile when going out a house after stealing, and maybe even trying to leave the location undetected, like if i steal from a house, no matter how smooth things went, if i get out the house at the time the crime was commited and someone outside sees me i would aknowledge that person would probably tell someone about it. 
I already have a mod that adds suspicious areas, which helps to a certain degree but you can still abuse the stealing mechanic: 
https://www.nexusmods.com/skyrimspecialedition/mods/71109?tab=description
And i have a mod that adds simple alternative ways to enter/leave cities: 
https://www.nexusmods.com/skyrimspecialedition/mods/112083
I tested a mod that makes time in prison annoying forcing the player to spend time in jail but i had to uninstall it as you can't rest and i like to play with survival mode on, but something similar would be useful: https://www.nexusmods.com/skyrimspecialedition/mods/91332

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THE IDEA

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Whenever the player kills someone or steals something, a script checks constantly for a period of time if the player gets spotted/detected. If true, they become a suspect.

Suspect for stealing: If the value of stealing goods is over 500 septims, an investigator is sent to investigate. 

Suspect for murder: Any murders the player commits and gets "spotted" on, gets investigated. Outside of the city, whenever the player kills an non-hostile humanoid npc, the script checks the faction of the victim and the hold the crimes is committed. 

The script checks for a certain period of time (a real time hour, half an hour, idk but it needs to be in real time) after the crime is committed. Once that time has passed and the player isn't spotted by any humanoid npc, the player isn't considered a suspect, but regardless more guards are put in the city if the crime took place in a city. If the player gets spotted or detected within that period of time, the player is considered a suspect, which entails:

- A guard is sent to the player and forces conversation with them.
- Later on, an ambush has a chance to occur (the higher the sneak level, the less likely to occur), which is basically whenever the player commits another crime, some guards spawn behind the player, alerted of the crime. If the player is in an open area, the investigator plus several guards spawn, alerted. The bounty corresponding to the crime is added which basically means the player is proven guilty.
- If no new crime is committed by the player for a given period of time (a couple days maybe), it becomes ignored by the mod and the player is no longer considered a suspect.
- The more crimes the player commits after the first one, the chance of getting ambushed is higher.
- If the player is in an interior cell, the idea is for the script to also detect whenever the player leaves the cell, to avoid the player abusing the mod system by just hiding and waiting inside the place and later on getting out like nothing happened.
- Once the bounty is paid and the player is jailed for the crime, the script ignores the player as a suspect and we are back from where we started. This seems obvious but is something to consider when the player for example commits multiple crimes in different holds. A way to avoid adding multiple instances for this would be to make the player pay for all the crimes committed in all skyrim+solstheim locations. They are investigators, regardless of the city they work on, they would share information to solve the case, after all someone stealing in multiple cities and/or killing in several places seems like worthy of cooperation between colleagues.

An unique npc is created as investigator for every hold plus solstheim. Depending on which hold the crime is committed, the corresponding investigator takes the case. Two other investigators are added to follow more general crimes related with the civil war, one for the imperials and the other for the stormcloaks, which will follow any crimes related with their faction regardless of the hold the crime occurred. A third investigator could be added as well to follow crimes related with the thalmor faction but i feel this would be also related with crimes committed against the imperials, idk. Some locations would be protected from the mod mechanics for obvious reasons, like for example the thieve's guild "ragged flagon" and the dark brotherhood sanctuary.

I don't know much about coding but i know this would involve a quest that constantly checks whenever the player commits a crime. The problem i'm having is that there seems to be no function to check whenever the player gets detected or spotted through script. So maybe someone who knows to code can take into this idea.

 

Edited by tomahawk6633
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