Jump to content

Helpful Headgear


Cryogenius333

Recommended Posts

Well, I understand how efficient the legal system is in the wonderful world of Tamriel. Almost TOO efficient. It comes to my attention that it is so good, you can't walk through the gate without the guards using their ninja sense to know exactly who it is that has walked through the gate, turn around, and attempt to arrest you.

I KNOW you can use the sewers to get around, and get into peoples houses, but, frankly, I don't like fighting rats goblins, and vampires(Yes, there are vampires in parts of the sewers, but you all probably already knew that), in order to move around. It doesn't help that the IC is the only city WITH sewers. Of course the best option is to not be a criminal, but sometimes, It's fun to test the law.

Unfortunately, the law doesn't fight fair.

SOOOO.... As I am in inexperienced modder(I don't even know how to right dialogue in the TES Kit) and have no mesh or mod programs, or scripters, perhaps someone can look in to creating a mod where:

 

-When you put a helmet on, your identity is masked, until you commit a crime wearing that helmet. I know it CAN be done. Perhaps write a script that attaches the Grey Fox script to your helmet when you are caught commiting a crime. Of course, what happens when you take OFF the helmet might be a problem.

OMGs! HERE COMES THE GUARDS! BETTER POP OFF THIS HEADGEAR! (Guards turn and leave, because they don't know where you went.

-When you where a hood, you identity is masked to a certain distance. If you get too close to a guard, or stay near a group of people too long, the guards catch on.

-It takes a set amount of time for word to travel to other cities of your dastardly deeds, or are ferried by messengers, which you can neutralize as needed... if you catch them.

 

I don't often play a a criminal, but the fact that the game gave you an option to do so, and to be evil, should mean you have an equal opportunity to enjoy the game a a criminal, without resorting to dark brotherhood, which doesn't really let you kill anybody you want to (just the people they tell you), or wandering around completely invisible, which requires you to be a skilled mage in order to be truly effective.

Any thoughts or comments would be appreciated, provided they aren't slandering me.

Link to comment
Share on other sites

this is a very nice idea, personally i just run around with nocturnals cowl when i'm in a murder spree, which usually includes killing guards anyway :P

 

on a side note, stop allowing yourself to be seen when you do dastardly deeds and pick up a mod that lowers the guard acuteness

 

i know that there is at least one mod out there that lowers the alarm distance, and i believe there is another mod that allows for your crimes to not be spread throughout all of tamriel right away

Link to comment
Share on other sites

That's an intriguing idea, but why not just use a chameleon enchanted ring?

 

 

I use Chameleon a bit, but to me, it just seems like a more fallible form of invisibility. I mean, it still makes your form "Vanish". I appreciate the advice though.

Link to comment
Share on other sites

this is a very nice idea, personally i just run around with nocturnals cowl when i'm in a murder spree, which usually includes killing guards anyway :P

 

on a side note, stop allowing yourself to be seen when you do dastardly deeds and pick up a mod that lowers the guard acuteness

 

i know that there is at least one mod out there that lowers the alarm distance, and i believe there is another mod that allows for your crimes to not be spread throughout all of tamriel right away

 

I thank you for the advice. I'll look into those mods. And on that side note, I find it exceedingly difficult to commit murder without it somehow getting advertised. I mean, I've assassinated(sneaking style) people out into the middle of absolute nowhere, on some forgotten road, traveled three miles down the road, and been apprehended for murder. I bit strange.

But again I thank you. I'm still going to look into the hoods thing, and I'd like some help on that, perhaps a link or two, but thanks none the less.

Link to comment
Share on other sites

What you ask is similar to something I have in stock;

 

 

 

scn 000CrimeMaskAScript

short InUse
short TempCrime
float MaskCrimeGold
float MaskInfamy
float MaskFame
float PCCrimeGold
float PCInfamy
float PCFame

begin OnEquip player
set TempCrime to GetGameSetting iCrimeGoldAttackMin
if MaskCrimeGold < TempCrime
	player.StopCombatAlarmOnActor
endIf
set PCCrimeGold to player.GetCrimeGold
set PCFame to GetPCFame
set PCInfamy to GetPCInfamy
player.SetCrimeGold MaskCrimeGold	
SetPCFame MaskFame
SetPCInfamy MaskInfamy
set InUse to 1
end

begin OnUnEquip player
set TempCrime to GetGameSetting iCrimeGoldAttackMin
if PCCrimeGold < TempCrime
	player.StopCombatAlarmOnActor
endIf
set MaskCrimeGold to player.GetCrimeGold
set MaskFame to GetPCFame
set MaskInfamy to GetPCInfamy
player.SetCrimeGold PCCrimeGold	
SetPCFame PCFame
SetPCInfamy PCInfamy
set InUse to 0
end

begin OnDrop player
if InUse == 1
	set TempCrime to GetGameSetting iCrimeGoldAttackMin
	if PCCrimeGold < TempCrime
		player.StopCombatAlarmOnActor
	endIf
	set MaskCrimeGold to player.GetCrimeGold
	set MaskFame to GetPCFame
	set MaskInfamy to GetPCInfamy
	player.SetCrimeGold PCCrimeGold	
	SetPCFame PCFame
	SetPCInfamy PCInfamy
	set InUse to 0
endif
end

 

 

 

It won't work exactly as you ask, and you are free to change it as you like. But it is a good start.

 

On a sidenote, the workings;

-Will give a new identity to anything wearable the script is placed on.

-Identity will be completely unique. For example, black hood #1 would be considered a different identity as black hood #2. EVERY item will create a new, completely unique identity.

-Equipping / unequipping will actually (under certain conditions) stop / start combat.

-Identities will not fade away. For example, kill 10 people with a hood on, put the hood in a chest for a year, than take it out and put it back on, and people will see you for what you were, with the same infamy / fame / bounty.

Link to comment
Share on other sites

What you ask is similar to something I have in stock;

 

 

 

scn 000CrimeMaskAScript

short InUse
short TempCrime
float MaskCrimeGold
float MaskInfamy
float MaskFame
float PCCrimeGold
float PCInfamy
float PCFame

begin OnEquip player
set TempCrime to GetGameSetting iCrimeGoldAttackMin
if MaskCrimeGold < TempCrime
	player.StopCombatAlarmOnActor
endIf
set PCCrimeGold to player.GetCrimeGold
set PCFame to GetPCFame
set PCInfamy to GetPCInfamy
player.SetCrimeGold MaskCrimeGold	
SetPCFame MaskFame
SetPCInfamy MaskInfamy
set InUse to 1
end

begin OnUnEquip player
set TempCrime to GetGameSetting iCrimeGoldAttackMin
if PCCrimeGold < TempCrime
	player.StopCombatAlarmOnActor
endIf
set MaskCrimeGold to player.GetCrimeGold
set MaskFame to GetPCFame
set MaskInfamy to GetPCInfamy
player.SetCrimeGold PCCrimeGold	
SetPCFame PCFame
SetPCInfamy PCInfamy
set InUse to 0
end

begin OnDrop player
if InUse == 1
	set TempCrime to GetGameSetting iCrimeGoldAttackMin
	if PCCrimeGold < TempCrime
		player.StopCombatAlarmOnActor
	endIf
	set MaskCrimeGold to player.GetCrimeGold
	set MaskFame to GetPCFame
	set MaskInfamy to GetPCInfamy
	player.SetCrimeGold PCCrimeGold	
	SetPCFame PCFame
	SetPCInfamy PCInfamy
	set InUse to 0
endif
end

 

 

 

It won't work exactly as you ask, and you are free to change it as you like. But it is a good start.

 

On a sidenote, the workings;

-Will give a new identity to anything wearable the script is placed on.

-Identity will be completely unique. For example, black hood #1 would be considered a different identity as black hood #2. EVERY item will create a new, completely unique identity.

-Equipping / unequipping will actually (under certain conditions) stop / start combat.

-Identities will not fade away. For example, kill 10 people with a hood on, put the hood in a chest for a year, than take it out and put it back on, and people will see you for what you were, with the same infamy / fame / bounty.

 

That's awesome. I'm sure this would improve the experience of the game so much. So what if it doesn't work EXACTLY how I want it to. It's a start. And it's a good start.

Thank you so much.

Link to comment
Share on other sites

You're welcome.

 

I find it quite useful myself as well. Though in its current condition, it could be considered somewhat of a cheat-item. Kill half the legion and take your hood off, and the other half will stop fighting you and be all nice again.... until you put the hood back on.

Link to comment
Share on other sites

You're welcome.

 

I find it quite useful myself as well. Though in its current condition, it could be considered somewhat of a cheat-item. Kill half the legion and take your hood off, and the other half will stop fighting you and be all nice again.... until you put the hood back on.

 

Uhmmmm.... Providing I'm not being presumptuous.... How do you get it to work? Or..... did you release it? I mean, I don't want to STEAL it from you, and I'm not sure if the thing that says "Spoiler" is the data to get it to work. I'm probably asking a stupid question, but I'm still a bit new to these forums. Like the status says...I'm a Newbie.

Link to comment
Share on other sites

It says Journeyman... ;)

 

And no, it was never released. Well, in a way I just did.... by giving you and all others full permission to use or manipulate this script.

 

The part in the spoiler-tag is indeed the script. You will need to open the Construction Set, load oblivion or your mod, and place the script on something wearable.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...