Crime And Punishment - Capital Punishment

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Crime And Punishment - Capital Punishment

The last screenshot I will be sharing for now, highlights the penultimate outcome from a life of high crime - public executions!

Again, I won't go into too many details about this facet of dealing with crime, but suffice it to say, it is not the only means by which you could face true "Commonwealth Justice". Does anyone remember when I said that there was a loading screen in the game that talked about what a portion of this mod was about and how it would turn that loading screen's text on it's head?

"The Commonwealth lacks any sort of institutional justice system. Criminal wrongdoing is dealt with harshly, and usually ends when the perpetrator or victim lies dead." - I guess this is simply no longer true. ;)

Like other player-observing scenarios, this one took roughly 80 hours to get working 100% as intended, every time it runs, without any hickups at all. Why 80 hours? Well, I guess you will just have to get yourself hung to find out, now, won't you? LOL!

And before the question gets asked, and invariably it will get asked - yes, that IS the player, my player, in the noose (and painting the wall and in the pillory in previous screenshots). And yes, I am in fact standing behind the audience watching. But how can that be so? How can I be in two places at the same time? Jurassic Park man... Jurassic Park. All about the wonders of cloning. A rather simple task, to clone the player and move them around in scenes, while you are control-locked to simply being able to watch in first person (and unable to change into third person or to talk to anyone because that would just ruin everything, wouldn't it?).

A big thanks to SAC for pointing me in the direction of documentation to create furniture animations with additive subgraph information and also to Grey User for allowing me to use one of this animation files for the hanging player! Thanks to you both!

This scenario is all played out completely by scripting. There is no reliance on external mods such as AAF or anything like that. It is all native forms and papyrus script driven with layers of package-based dialogue scenes, so anyone and everyone will be able to have this as an outcome to their criminal life! Also important to note, this scene, as well as the previously showcased Public Humiliation and Community Service scenes do NOT alter Diamond City in any way! There are NO cell edits, so it will be compatible with just about any mod that alters Diamond City, provided those mods are NOT removing XMarkerHeading forms from the cells within DC itself.

Wait... you didn't think this was a mod that had no real consequences, did you? Sadly for you Mister or Missus Criminal, death is a penalty of high crime and it is enacted upon. Sometimes, you just can't just get out of the things you've done. If only you had've thought a little more critically in the first place, right? C'est la vie. :p

And that really does bring to a close the preview of the crime and justice aspect of the whole Karma System contained within this mod. Once I start hammering out more functions and more scenarios, I will circle back to provide more screenshots and more information. I hope these few screens have whetted your collective appetites somewhat and give you an idea of the time, effort and craftmanship that have gone into making this mod something that I feel you will want to add to your next play through.

Until the next round of updates, screenshots and information sharing, take care!

 Flashy(Joer) aka JoerQC

12 comments

  1. drfrankenchainsaw
    drfrankenchainsaw
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    how many innocent people do i need to kill before i get the death sentence?
    1. RidleyLongnose
      RidleyLongnose
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      Did you ever figure out how to get this sentence?
  2. Drawdogg
    Drawdogg
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    Puedes crear un mod similar pero como decoracion?  con artilleros, saqueadores y otros npc? para el rol de Minutemen.
  3. Xylioset
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    Xbox port please. Looks like an awesome mod, saw it in juiceheads YouTube vid.
  4. dtrail
    dtrail
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    That will for sure become a badass mod, that might get its fixed place in my load order! Waiting patiently for news :) Thx for all your work here!
  5. Thuggysmurf
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    Depravity
    https://staticdelivery.nexusmods.com/mods/1151/images/35513/35513-1564351796-653314396.png
    https://www.nexusmods.com/fallout4/mods/35513
    1. FlashyJoer
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      The slave pen is a permanent change to the cell, is what I am gathering? If so, this is good to know - in this case, I can add a function block that prevents hangings from taking place and enact a different form of capital punishment, of which I have more than just hangings. Very good to know indeed! Thank you for pointing this out!

      As for this mod, it doesnt alter that cell at all and drives everything via scripting, which is of course, a much cleaner and elegant way to do it for maximum compatibility with other mods. But I am guessing that simply couldnt be done for the slave pens, as there seems to be a lot of form and function there that precludes placing items via scripting.

      I'll download your mod and see what and how many vanilla overrides you've made in it and how best I can skirt around those alterations to ensure no compatibility issues.
    2. Thuggysmurf
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      It doesn't have any vanilla overrides, and the slave pen is all initially disabled. You enable/disable it via holotape. Once enabled, there's a related quest that's optional. There's a video of it being enabled/disabled here, right at the beginning:
      https://www.youtube.com/watch?v=1PncDmMMsOY

      The only other mod I'm aware of that uses that area is the Trump mod, which won't conflict with the gallows:
      https://staticdelivery.nexusmods.com/mods/1151/images/35513/35513-1565413360-937739531.jpeg

      But not sure if the gallows will clip into the top of the Depravity Slave Pen.

      It's also possible to share an unused vanilla global variable in both mods, so in Depravity when the slave pen enables, it sets the variable to some number, and the gallows knows not to enable if that variable has that value (and viceversa into Depravity), and that way there's no mod dependencies.
    3. FlashyJoer
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      1. Diamond City Security - This one should be easy to create a patch file for between our two mods, since you are only adding items to the cell and are not removing anything.

      2. Diamond City Wall - This one will require a function block in order to prevent conflict during scenes - CAP doesn't alter this cell though, so there will be no issues in running the two mods together - just needs me to build a simple Game.IsPluginInstalled against your mod, and if finding it, not allow hangings. Simple. EDIT: Seems we posted at the same time - I will look into this variable state to see what can be seen. This is awesome stuff to know! Thanks for sharing that inside info!

      3. Diamond City Origin - This one I will need to look at, but since its only NPCs you are adding and not removing vanilla placed xmarkers, that I use via scripting only, to place the pillory for humiliation events, I would imagine patching would not even be needed at all for this cell.

      Aside from DCSecurity, I dont alter **any** locations or forms in the game (everything is placed and then removed via scripting), so all of the edits that you have made in yours will not conflict with mine in any way from what I can see. Again, just needs a small patch file to make the two mods work side by side, which I will be happy to make, when the time comes.
    4. FlashyJoer
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      "It's also possible to share an unused vanilla global variable in both mods, so in Depravity when the slave pen enables, it sets the variable to some number, and the gallows knows not to enable if that variable has that value (and viceversa into Depravity), and that way there's no mod dependencies."

      If there is a global in your mod that says slave pen enabled or disabled, I can just read its state directly. For example (and the variable I am looking at in this example script is just some random formid off the top of my head, not an actual form from your mod)

      If Game.IsPluginInstalled("Depravity.esp")
      GlobalVariable SlavePensEnabled = Game.GetFormFromFile(0x000009AA,"Depravity.esp") as GlobalVariable
      If SlavePensEnabled.GetValue() == 1
      bAllowHangings = False
      Else
      bAllowHangings = True
      Endif
      Else
      bAllowHangings = True
      Endif

      And based on the boolean state of bAllowHangings, my script knows whether to call a hanging or enact a different outcome that isn't derived on any specific location in the game.

      Its really that simple (and I believe this is what you were talking about) :)
    5. Thuggysmurf
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      Diamond City Origin should be okay. Depravity has a pillory for McDonough but it's in a different spot than CAP's.

      There's no global variable in Depravity to show when the slave market is activated, but could add one if needed. All the slave market stuff in Depravity is controlled by an Enable Marker. The holotape opens a terminal that runs a script that enables the Enable Marker, which is the enable parent for all the slave market stuff.
    6. FlashyJoer
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      All I would need to do then is to load the enable marker in the same way as I would a GV and check its enable state, which would work just the same. I'll dig around and do some testing and get back to you on findings.