AgileWeasel Posted September 5, 2008 Share Posted September 5, 2008 Right, here's a little outline of my problem I'm working on a crime modification mod, in which if you have an item called the "Ring of the Diplomat" equipped, you won't get in trouble for trespassing, attacking people in view of guards, attacking guards, and all that fun stuff. Now, here's my problem. I've got it working BEAUTIFULLY in the area of "Guards don't attack you", BUT THEY ARE RATHER CHATTY. Basically, they all run up to the player-character, and start a dialogue.I need to stop that. How do I do that. =UNo, I don't have OBSE installed. Is it possible to fix that, or is it hardwired into oblivion. I figure since they're NPCs, their actions are governed by scripts, so I should be able to tweak that little aspect of their operation, y'know? The Quests I edited in the creation of my mod: Crime, and ImperialLegionDialogue Link to comment Share on other sites More sharing options...
Vagrant0 Posted September 6, 2008 Share Posted September 6, 2008 I believe that behavior is hard coded, and is part of their class setting "guard". This setting makes it so that if they see any crime in the area, they will go to confront it. Unfortunately this isn't something that can easily be modified by means of a ring since it is at each individual guard. Instead you might want to considder making some adjustments to what is defined as a crime in game settings. If there is no crime gold associated with an action, it pretty much gets ignored. However this might not be what you are wanting to happen since those parts are actually alot easier to alter than the related scripts. So you probably have some reason for wanting to keep crime gold in effect. Link to comment Share on other sites More sharing options...
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