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Suppressing guard arrests causes them to follow the player everywhere


Kapteyn

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Okay, here's some food for thought. I've been trying to figure out the best way to handle the arrest dialogue for a player who simply does not ever intend to go to jail, the type who will slay every guard and walk away with every piece of their armour and weaponry. The problem with this is that there is always that one guard, or probably a few of them actually, who will try to arrest the player. I don't know about anybody else but I find this to be incredibly annoying.

 

So yeah, I found this...

 

Quest \ 000267EB <DialogueCrimeGuards>

 

I disabled this quest as a test and then picked a guard's pocket. He didn't like it, but he couldn't arrest me because the script wasn't being executed, and he didn't go hostile either. I then did the same to more guards, I had about six of them following me about Whiterun. Then I walked out of the gate, they came out after me.

 

So what this basically means is that I could do this all day long and could potentially have hundreds of guards following me all over Skyrim trying to arrest me. Oh, I'm gonna have some fun with this. :)

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LOL!

 

I'd hate to see the lag you get in about a month with 20,000 of them following you!

 

Have you tried those mods that any guard who mocks you about sweet rolls gets morphed into a sweet roll, and anyone who mentions arrows through the unmentionables gets struck by lightning?

 

Gear Galore for the Impoverished, Starting Adventurer.

 

:D

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Wait, there are actually mods like that?

 

I gotta say though, I prefer the idea of them talking about doughnuts or being shot in the ass by an arrow than hearing a dozen of them going "What is it? What is it? What is it?" over and over again.

 

Anyway, I'm wondering if any faction with the arrest flag set to true and crime gold values set (so the player accrues a bounty) will do the same thing. Mind you, I dunno how the Companions will react since they're a bit weird anyway with handling this kinda thing.

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