David Brasher Posted February 17, 2011 Share Posted February 17, 2011 I think it would be cool if there were a mod with more creeps. People who would try to break into your house and steal your treasure. It doesn't seem fair that I can do all the thieving I want and break in anywhere, but everyone leaves my treasure horde alone. Then there really would be a pressing use for a mod with a lock spell. But if you were to make a mod with thieves trying to get your treasure, it would have to apply to one specific vanilla Oblivion house or a house in one specific mod. I don't think you could just make a blanket mod that had thieves that would try to burglarize all possible player-owned homes. Link to comment Share on other sites More sharing options...
Ferryt Posted February 17, 2011 Share Posted February 17, 2011 Sure you could. You can script NPCs to go anywhere in Cyrodiil you want, and it's not that difficult to figure out whether or not a player-ownable house actually belongs to the player. The only problem would be adding support for mod-added homes, but that could be done, I think, by using an .ini file to store names and locations of various mod-added player-owned homes. The thief in question would simply have to have an AI that sends him all over Cyrodiil to check on all those homes (and he'd have to be made essential during the travel process). One difficulty that would have to be overcome would be to script a way for him to get out of prison if he happened to be apprehended by guards while breaking in, as well as prevent him from fighting and killing all the guards (maybe even all the NPCs who jump in to help, as well). I think it would be a fun mod ... for awhile. Then it would get old in a hurry, since you can't possibly be around to protect your home all the time. Watchdog companion, anyone? Link to comment Share on other sites More sharing options...
InuyashaFE Posted February 17, 2011 Share Posted February 17, 2011 Sure you could. You can script NPCs to go anywhere in Cyrodiil you want, and it's not that difficult to figure out whether or not a player-ownable house actually belongs to the player. The only problem would be adding support for mod-added homes, but that could be done, I think, by using an .ini file to store names and locations of various mod-added player-owned homes. The thief in question would simply have to have an AI that sends him all over Cyrodiil to check on all those homes (and he'd have to be made essential during the travel process). One difficulty that would have to be overcome would be to script a way for him to get out of prison if he happened to be apprehended by guards while breaking in, as well as prevent him from fighting and killing all the guards (maybe even all the NPCs who jump in to help, as well). I think it would be a fun mod ... for awhile. Then it would get old in a hurry, since you can't possibly be around to protect your home all the time. Watchdog companion, anyone? Well then you'd need a way to get rid of all the bodies, since I don't think they go away, due to the player-owned homes not respawning every three days. Link to comment Share on other sites More sharing options...
Ferryt Posted February 17, 2011 Share Posted February 17, 2011 Good catch, InuyashaFE. I think some NPCs have their own respawn rates, though, that may be different than the respawn cycle of a cell, so that might not be an issue with them. I really don't know how that works, though. It should be simple enough, since a script can get a list of all actors within a cell, I believe. Or, you could have a scripted event upon player activation of the door (or teleporting to within the interior cell) to give the message "Whew! It smells like something died in here!" and then begin a mini-quest to rid the home of the offending carcass(es). Link to comment Share on other sites More sharing options...
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