anthropg Posted January 12, 2008 Share Posted January 12, 2008 It seems odd to me that characters that are "silenced" can't use spells but they can still shout for help. I wonder how I would go about making silenced NPCs unable to call guards, while still maintaining compatibility with mods like Supreme Magicka and Reineer's Guard Overhaul. Any advice? Any mods like this out there already? Witty random comments? Link to comment Share on other sites More sharing options...
Vagrant0 Posted January 12, 2008 Share Posted January 12, 2008 It seems odd to me that characters that are "silenced" can't use spells but they can still shout for help. I wonder how I would go about making silenced NPCs unable to call guards, while still maintaining compatibility with mods like Supreme Magicka and Reineer's Guard Overhaul. Any advice? Any mods like this out there already? Witty random comments?You can't, atleast not without interfering with other mods. Honestly never looked into how guards react to NPC calls very much. If possible, would however probably require changes similar to what No Psychic Guards made. Link to comment Share on other sites More sharing options...
WoogieMonster Posted January 12, 2008 Share Posted January 12, 2008 Even if you make them shut up, the guards all have a magical psychic telepathic connection with every civilian in the game. Unless you are completely invisible, anyone you attack will instantly see you (no matter how well you are hidden) and if they do not die on the first shot, then you will have a bounty and every guard in town will come running. Link to comment Share on other sites More sharing options...
anthropg Posted January 12, 2008 Author Share Posted January 12, 2008 I'll take a look at the changes made by No Psychic Guards. Thanks for the tip. It would be funny if all the guards looked and acted like they had some psychic telepathic link all the time instead of just when responding to crime. Link to comment Share on other sites More sharing options...
Abramul Posted January 13, 2008 Share Posted January 13, 2008 I would suspect that Responsibility is what determines if assaults are reported. So, depending on what happens first, adding a script effect that temporarily reduces responsibility might work. This wouldn't work for custom spells, or spells added by other mods, of course. Link to comment Share on other sites More sharing options...
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