Hello i have a question about the first issue you listed on the mod's description. I always spend quite a while in the abandoned prison before using the bed (ASLAL), so if i spend more than 1 in-game hour before using the bed then go out into the world, will the mod go back to normal after 24 in-game hours? Or the problem is permanent through the whole play-through?
Because this mod checks every hour, if you spend over 1 hour in the Ancient Prison you will be noticed as being in Eastmarch.
If you then use the bed, because the bed's transporting works similar to carriages / fast travel, the change in location will not be noticed immediately by this mod, so until another in-game hour goes by you will still be seen by the mod as being in Eastmarch. After that your correct location will be noticed. But due to having been in Eastmarch for at least one in-game hour your character is now tagged as having been in Eastmarch for that day for the purpose of determining if a crime bounty should be reduced.
But other than 1) showing 'Eastmarch' as your character's location for a short while after using the bed (at most an in-game hour), and 2) treating your character as having spent at least part of that first day in Eastmarch when determining if a bounty should be reduced, there should be no other problem.
Understood thank you. In that case is just a matter of keep playing. I didn't know that using the bed in ASLAL was fast traveling LOL! That makes sense. That you so much for your fast answer.
To be honest I had not considered it. The version of this mod for classic Skyrim is a conversion of my main version of this mod for Skyrim SE, and Skyrim SE comes with all the DLCs.
I suppose I could alter the code to treat the Dragonborn DLC as a new land mod, and work with its variables only if the Dragonborn.esm worldspace is found (as I have for Falskaar and Bruma), but it will take a while. While many of the functions can be ignored, as they are only used if called upon, every instance where one is called upon or a variable is checked that uses if statements for Bruma and Falskaar will need to be changed to do the same for Solstheim and Skaal.
Well, I had been thinking of trying to integrate FISS into Wergild, now that FISS has been out for SSE long enough that any significant bugs should have been dealt with, so this can act as a refresher of the code.
[ edit ] It is ready and uploaded, but you'll need to test it to be sure it works as intended. All the code looks right, and CK compiled them, but this is the first time I've used SKSE scripts meant to notice and get info from mods to instead do that from official DLCs. [ / edit ]
As for FISS, that will take longer, as I have not yet looked into its code to see how complicated or easy it is to add to a mod, but I will aim for before the end of August. Also, I am not sure if FISS for Skyrim LE differs in any significant way from FISS for Skyrim SE, so I do not know if a copy / paste of the code into the LE version will work or not. But if FISS for LE and for SE is more or less identical in how it is coded, then the FISS update should be available for both.
I have been wanting something like this for a long, long time now. I thought for the longest time this was already implemented in the game and was really disappointed when I found out that it wasn't. I just have some concerns though that I hope you can clear up.
I assume that in order to do the hourly check through the Exile option, the mod has to run a script. If this is the case, do you know how well this would work with a heavily modded game? I already have quite a few script-heavy mods, so I am pretty wary at this point of adding mods that add more scripts, especially ones that run constantly. Will this cause issues? Game save bloating?
I understand that there will always be risks when adding more and more scripts to the game. I just want to understand if this relatively safe to install with the frequent running script.
It has two scripts: one for the MCM and one for the modded effect. The MCM script only runs when you open the MCM. The effect script runs once per hour, but (except for determining the player's location and if it violates exile requirements) if-statements are used prevent most of the script from being executed unless it is past the reporting hour (chosen in the MCM menu, default is midnight). At that time the script looks up the bounties for each hold, looks up the civil war status (ie: siding with Imperials or Stormcloaks) for each hold, runs the calculations to apply to each bounty, and then sets each Hold's bounty to the new totals.
Considering this I don't think it would have too much of an effect in a script heavy game. Such games not infrequently have cloaking scripts that check / activate as often as once per second or minute, so once per hour for a partial run and once per day for a complete run should not be too much of a strain. Also, since you can set the hour when the once-per-day calculations occur, if you know that other mods run scripts at a certain hour, you can set this one to run at a different hour. Finally, if there is ever an issue you can toggle this mod to stop functioning. Each hour when it runs it registers for its next run (in 1 hour), but this registering itself requires the toggle to be set to True. Just set it to False and after an in-game hour or two the mod's script will no longer be running. (But once stopped in this way simply re-toggling it to True will not restart the script; you will need to re-toggle it to True and then save / reload to get the script running again.)
Awesome! That is just what I wanted to hear! Er, I guess read rather. Thanks so much for the detailed answer! I will download this as soon as I can! Much thanks for this mod! : D
I really thank you for this very versatile, configurable crime bounty overhaul of yours, although I still struggle to understand the possibility of the combination of these various settings offers!
I, as a non-native English speaker, attempts to translate MCM of your mod for better understanding, but I stumbled upon a few non-translated title of values.
The following are examples: - Some hold names in Exile-Safe location tab did not translated properly, and displayed differently from your uploaded SS even in default English setting: To give an example, $Haafingar shows up in my game (in English) always as 'Haafingar', even not as 'Haafingar/ Solitude' as your SS or English translation.txt states. - In Eastmarch/ Falkreath values tab (see your 1st SS), 'Wergild of Falkreath' always shows up regardless of language setting since MCM script refers to 'Wergild of Falkreath' directly, instead of $WergildFalkreath.
In order to solve these trivial annoyances (that are below surface as long as played in original, English language setting), I modified your SKSE script a little and re-compiled, and it seems to work as your original does (I hope): - Refers to $[Holdname]2 ( shortened version) instead of $[Holdname] in Exile-Safe location tab - Replaces 'Wergild of Falkreath' with $WergildFalkreath. (Script File): https://drive.google.com/file/d/1VYo6I-8iahpkwQ6tMRtXHDTWELCgvFm2/view?usp=sharing
I'm planning to upload MCM translated text in my native language somewhere (that you generously permits in my understanding from PERMS tab), then, is it OK for you to allow me also to include this modified script in the translation package (of course with due credit to yours)?
First off, thank you for commenting. I hoped when I released this that I had found all possible bugs before it was released, but I knew that I probably missed at least one or two minor ones. (I think that might become inevitable once the lines of script surpass several thousand.) Thankfully it seems the most obvious of my errors were not too bad.
It is fine to upload your altered version of the script with the translation. However, I will also soon issue an update (v2.01) to correct the problems you found, such as with "Wergild of Falkreath" being in English in the MCM script rather than referencing the correct line in the interface translation file.
But I do have a question about the second error. Were you referring only to the Alliance tab? When alerted by your comment, at first I did not understand what you meant, so I re-examined the MCM script and found that I had used the shortened form of the Hold names on the Alliance tab instead of the longer forms (that include the city names, if different from their Hold's name). Everywhere else the longer form was used where it should be. If you encountered (for example "Haafingar" and not "Haafingar / Solitude") anywhere other than the alliance tab please let me know, because I was unable to find it.
As for why I have a shortened form, it has to do with the space available at the top right of the "Exile-Safe Location" tab, where I show if the player is currently breaking exile for anywhere and if true then for which Hold. I found that if I used the longer form of the Hold name there, it would partially overlap with the line "Currently breaking exile of". So I created forms short enough to fit next to that line and named the new shorter form (for example) $Haafingar2. The alliance tab was created after the Exile-Safe Location tab, so I suspect that is why I incorrectly used the shorter form there. I will upload corrected screenshots along with the corrected mod.
I uploaded the following SS album for clarifying the translation problem further: https://imgur.com/a/fEFdo (Sorry for all the non-English characters in SSs that are 'Greek' (in fact, Japanese) for you).
In fact, 'Alliance' tab in v 1.0 with shortened hold names ($[hold name]2) looked fine in my game/ translation. In v 2.01 with full hold names ($[hold name]) in 'Alliance' tab, some hold names ($Eastmarch, $Haafingar, $Hjaalmarch, $Winterhold, and $Solstheim, though not appeared in 'Alliance' tab) left untouched with translation in the tab, (v 1.0): https://imgur.com/pFs4rPh (v 2.01): https://imgur.com/TRvFOcq
These not translated items in Alliance tab correspond with the similarly not translated ones in 'Exile-Safe Location' tab. They always appear without any (proper) translation in MCM. #Exception: $Solstheim, only once appeared in 'Exile-Safe Location' tab.
So, I assume that there is something wrong with these 5 strings themselves ($Eastmarch, $Haafingar, $Hjaalmarch, $Winterhold, and $Solstheim), not your codes in the lines.....
[Added]: Sorry for bothering you (with my clumsy SS as well as clumsy English) again and again.
At this time, I uploaded some additional SSs (all the character are in Latin alphabets now) with v 2.01 in default (English) language setting , for better explanation.
The following are the content and result of my small experiment: 1. I replaced all the $ [hold name] with some gibberish text, like 'for_test_only'. In theory, these text will replace all the $[Hold Name] both in 'Exile Safe Location' tab and in 'Alliance' tab: https://imgur.com/E8QQ0jT 2. 'Exile Safe Location' tab looks like: https://imgur.com/dyUVWlm 3. 'Alliance' tab looks like: https://imgur.com/9PXIqMF
No matter I try to apply any translation in any language setting, $Eastmarch, $Haafingar, $Hjaalmarch, $Winterhold, and $Solstheim always appear as 'Eastmarch', 'Haafingar', 'Hjaalmarch'....
I personally suspect that we should avoid to use $Eastmarch, $Haafingar, $Hjaalmarch, $Winterhold, and $Solstheim in MCM codes since the vanilla Game already use and define their translation in higher priority so that we cannot change the translation.
tl:dr: Can I ask one further favor, namely change the name of hold name strings from $ [hold name] to $ [hold name]1 or something, in order to avoid the possible conflict with the vanilla strings?
Wow. That really is incredible. I too am baffled by how those words can still appear since you replaced every version of them in the translation file. Perhaps you are right and the names of the holds are hard-coded somewhere in the SKSE or MCM coding. In any case, I have followed your suggestion of replacing every instance of (for example: $Haafingar) with ( $Haafingar1 ). Below is a link to a zip file containing the mod with only that change (so effectively version 2.02). If this fixes the issue then I will upload it to the nexus. For now here it is at my mediafire folder:
The fix works! Now the persistent 'Eastmarch', 'Haafingatr' and so one finally have gone. Thank you again!
The following are MCM translation file (my native language) for the effective v 2.02 (with a short excerpt translation of your description page on Nexus). https://drive.google.com/open?id=17akYI7luTtWK5irW61fsZ7ULMApcCI5L
If you don't mind, feel free to incorporate the file into your updated package (since WergildDeDepreciation_[other language].txt will do no harm as long as the language setting is English).
I'm glad the fix worked, but I feel I should apologize to you.
I woke up this morning with a sudden realization, and checking the scripts confirmed it. All of the alerts in the main script (not the MCM script) were hard-coded in English; they were not directed to lines in the translation text. So I have spent the last couple hours updating the main script and the translation text. As a result, for each of the Holds you will need to add to the translation the 3 possible nightly alert lines in order to complete the translation. Sorry for the additional work, but with this hopefully every issue has been solved.
I will be posting the update online within minutes.
Thank you again for the notice! Absolutely no problem for the additional texts for my part. I've already updated the translation file and uploaded in public: http://skup.dip.jp/up/up13997.zip
One question (since I don't Falskaar installed now) : No $FalskaarBountyReducedAlert?
I think you may have made a mistake when copy / pasting, since $FalskaarBountyReducedAlert is in the backup folder in your linked zip file. It is the 7th line from the bottom (6th, if you exclude a blank line that separates Falskaar's from Bruma's lines).
Once the final version of your file is posted, I will add it to this mod's page as an Optional file. The next time this mod is updated I will include it in the mod. Thank you.
Thank you very much for your answer as well as kind offer.
I compared the original _English txt and updated the translation file: https://drive.google.com/file/d/180tc1JlQCAm1vWAtHpys8n64JPYHedaB/view?usp=sharing
To be honest I do not have Morrowind. If you are referring to Beyond Skyrim new land mods, then I intend to add support for them as they come out.
If you mean other New Land mods, then I may be able to add support, but realize that not all new land mods are built with crime bounties, jails, etc. For example, Folkstead and Haafstad have crime factions, but the factions do not create bounties - instead simply being set to attack on sight. Nyhus has crime bounties for two settlements, but despite Pryai village having a jail its guards look like they are set to attack on sight, not to arrest. (Nyhus village does not have a place set as a jail in its crime faction, despite having bounties.) They also suffer from the next issue:
Other New Land mods may be fully set up for crime bounties (including arrests, jails), but their capital's exterior cells then lack location data and are open world - not in their own worldspace. Folkvangr and the Haven from Cold and Dark are like this. Because of this there is no way to apply Exile except as an all-or-nothing situation. Instead of 'do not be in the capital of the Hold' vs 'do not be anywhere in the hold' it becomes only 'everywhere is safe - even in the capital of the Hold' vs 'do not be in the Hold'. For new land mods that expand the Skyrim worldspace beyond its normal borders the situation is worse: short of carefully mapping out the coordinates of the newly developed territory there is no way to determine whether or not the player is in the Hold or not, so Exile cannot be applied at all.
Malazon looks like it could work without much difficulty, but I will have to examine it closer because it oddly has its guards in one bounty-issuing crime faction and everyone else in the other. So there are actually *two* bounty-issuing crime factions: committing a crime against a guard and committing a crime against anyone else. It looks like the only reason the guards even notice non-sighted crimes committed against others or that the other bounty exists is because the guards' crime faction is associated with the locklist to which every NPC of the capital is listed (instead of being associated with the other bounty-issuing crime faction). I'm not sure how that even manages to work, but since I haven't seen complaints in its posts I presume it does.
A question, or possibly an idea: Is it possible to set up the Exile system so that, if you follow Exile properly and stay out of the hold/area you have a bounty in, your bounty goes down, but if you break Exile and are wandering around in the hold or area, your bounty steadily goes up? Reading your description gave me the idea, and it sounds like something that I could make use of in my playthrough.
Second question: Is it possible to have different Exile settings for the Imperials and Stormcloaks, so that the Imperials communicate crimes between holds (Any Imperial area causes you to break Exile), while the Stormcloaks keep to Skyrim's Rule where hold-crimes are separate? I think it'd be a great way to blend Oblivion's crime system (All cities use the same crime system) with Skyrim's crime system (What you do in Riften stays in Riften) while at the same time allowing that to dynamically change based on the Civil War.
Either way, I think I'll probably pick this one up, as it sounds like a good idea. I like the idea of a bounty going down if you stay out of the hold long enough, and that the Civil War would have more of an effect on how Skyrim deals with crime.
Because it only checks the player's location every hour, at most it could add a fine on an hourly basis. But in a way you already suffer a fine: your bounty will not reduce. For example, if you set your bounty to reduce by 10 septims every day for a given Hold and then break exile, at the end of the day your bounty for that Hold will be 10 higher than it otherwise would have been.
For the second, that is already built into it. The way I have set it up, for both Imperial and Stormcloak Holds you can choose to toggle on/off the option for sharing information between Holds (so perhaps the Imperials do but the Stormcloaks do not), and even if both share information you can choose the type of result. Maybe with the Imperial Holds if they learn you are in an allied Hold your bounty will not reduce at all (as if you were breaking exile in the Hold where you have a bounty) - but there is only a 25% chance of them learning you are in an allied Hold. Meanwhile, in the Stormcloak Holds your bounty still reduces but only to 67% of the amount it would if you had broken exile in the Hold where you have the bounty. Or perhaps the Stormcloaks are the ones with a % chance of not receiving the information from their allies, while the Imperials are the ones who reduce the bounty at a reduced rate. Or both use the same method.
What exactly it means for the bounty to reduce is left up to the player. Does bounty reduction occur because they are literally forgetting over time that you have a bounty? Or is it a deliberate gradual reduction intended to encourage the player to become another Hold's problem?
Yeah, I suppose in a way, there's already a fine applied for breaking exile, that if you're still hanging around, your bounty won't go down. And it makes a lot of sense not to change that. I have a tendancy to throw ideas around, and the reason I'd asked regarding increasing bounties was more from the idea that I tend to rack up little 5 or 10 gold bounties in holds when playing darker characters.
Regarding the second, that's actually great! It means I can set up my game with the fact that the Imperials are more likely to inform their allies that a wanted criminal is in their hold, as incentive to disappear a while, but the Stormcloaks are more-or-less separate holds that aren't as likely to pass the information on.
Knowing those two things, this is definitely going in my load order.
I tend to favor highly-customizable mods for this exact reason, that I can set up a game in exactly the way I want it to play out. So in this case, instead of all holds constantly remembering that I have a bounty with no way to reduce it, I could set things up to where the Stormcloaks are more separated in their ways of justice, while the Imperial Legion is more organized, but would rather have petty criminals causing issues for the Stormcloaks than to waste resources tracking them down.
Having looked the description over again, I have to ask about the "Forgive and Forget" setup. If I have it set to false, thereby it's adding the nightly bounty reduction into PriorBounty, does it keep that variable after reduction to zero? Effectively, let's say I have a 1000 gold bounty, and it trickles away over many days, and ends up at 0 one of those days, is that still stored in PriorBounty? Essentially, what I'm asking is, after I've waited out my bounty, if I then go and do something stupid, like steal an apple or something, do I get the full bounty back? I'm fine with it either way, just it makes a difference in how I'd set up the Imperials. If this situation is true, and I'd suddenly have a 1005 gold bounty, then that's exactly what I'd want for the Imperial Legion, making it feel more like they're not erasing the bounty, they're just trying to use the "carrot versus stick" strategy on criminals in their holds. More importantly, if this is how it works, and I get arrested and either pay my bounty or take the time in jail, does it erase the bounty entirely?
Either way, I'm looking forward to trying this mod out. It seems like there's a lot under the hood here, and that's a good thing. I used to use Crime Bounty Decay, but I stopped doing so because it only did things one way. I like the idea that holds can be customized a little bit individually, and that alliances make reducing your bounty more difficult.
Once a bounty reaches zero, everything is zeroed out, including PriorBounty. However, if you have your Forgiveness Limit for a Hold set to 80, and you have a 1000 bounty, if over time your bounty gets reduced to 40 and then you commit crimes that increase your bounty to 121 (thus over the Forgiveness Limit of no more than +80 per day), then *everything* removed since the last time your bounty was zero is added back into your bounty. If you can hold out until your bounty reaches 0, then PriorBounty is also - at that time - set to zero.
Going to jail is not touched by this mod, so it affects bounties just as it does in a non-modded game.
I suppose it makes sense, once your bounty is zeroed out to just keep it zeroed out. And I can work around that easily enough, it still makes a lot of sense.
Thank you for your time, and I look forward to trying this out.
32 comments
Thank you for your hard work and time!
Thank you for your wonderful mod!
If you then use the bed, because the bed's transporting works similar to carriages / fast travel, the change in location will not be noticed immediately by this mod, so until another in-game hour goes by you will still be seen by the mod as being in Eastmarch. After that your correct location will be noticed. But due to having been in Eastmarch for at least one in-game hour your character is now tagged as having been in Eastmarch for that day for the purpose of determining if a crime bounty should be reduced.
But other than 1) showing 'Eastmarch' as your character's location for a short while after using the bed (at most an in-game hour), and 2) treating your character as having spent at least part of that first day in Eastmarch when determining if a bounty should be reduced, there should be no other problem.
I suppose I could alter the code to treat the Dragonborn DLC as a new land mod, and work with its variables only if the Dragonborn.esm worldspace is found (as I have for Falskaar and Bruma), but it will take a while. While many of the functions can be ignored, as they are only used if called upon, every instance where one is called upon or a variable is checked that uses if statements for Bruma and Falskaar will need to be changed to do the same for Solstheim and Skaal.
Well, I had been thinking of trying to integrate FISS into Wergild, now that FISS has been out for SSE long enough that any significant bugs should have been dealt with, so this can act as a refresher of the code.
[ edit ] It is ready and uploaded, but you'll need to test it to be sure it works as intended. All the code looks right, and CK compiled them, but this is the first time I've used SKSE scripts meant to notice and get info from mods to instead do that from official DLCs. [ / edit ]
As for FISS, that will take longer, as I have not yet looked into its code to see how complicated or easy it is to add to a mod, but I will aim for before the end of August. Also, I am not sure if FISS for Skyrim LE differs in any significant way from FISS for Skyrim SE, so I do not know if a copy / paste of the code into the LE version will work or not. But if FISS for LE and for SE is more or less identical in how it is coded, then the FISS update should be available for both.
I assume that in order to do the hourly check through the Exile option, the mod has to run a script. If this is the case, do you know how well this would work with a heavily modded game? I already have quite a few script-heavy mods, so I am pretty wary at this point of adding mods that add more scripts, especially ones that run constantly. Will this cause issues? Game save bloating?
I understand that there will always be risks when adding more and more scripts to the game. I just want to understand if this relatively safe to install with the frequent running script.
Considering this I don't think it would have too much of an effect in a script heavy game. Such games not infrequently have cloaking scripts that check / activate as often as once per second or minute, so once per hour for a partial run and once per day for a complete run should not be too much of a strain. Also, since you can set the hour when the once-per-day calculations occur, if you know that other mods run scripts at a certain hour, you can set this one to run at a different hour. Finally, if there is ever an issue you can toggle this mod to stop functioning. Each hour when it runs it registers for its next run (in 1 hour), but this registering itself requires the toggle to be set to True. Just set it to False and after an in-game hour or two the mod's script will no longer be running. (But once stopped in this way simply re-toggling it to True will not restart the script; you will need to re-toggle it to True and then save / reload to get the script running again.)
I really thank you for this very versatile, configurable crime bounty overhaul of yours,
although I still struggle to understand the possibility of the combination of these various settings offers!
I, as a non-native English speaker, attempts to translate MCM of your mod for better understanding,
but I stumbled upon a few non-translated title of values.
The following are examples:
- Some hold names in Exile-Safe location tab did not translated properly, and displayed differently from your uploaded SS even in default English setting: To give an example, $Haafingar shows up in my game (in English) always as 'Haafingar', even not as 'Haafingar/ Solitude' as your SS or English translation.txt states.
- In Eastmarch/ Falkreath values tab (see your 1st SS), 'Wergild of Falkreath' always shows up regardless of language setting since MCM script refers to 'Wergild of Falkreath' directly, instead of $WergildFalkreath.
In order to solve these trivial annoyances (that are below surface as long as played in original, English language setting),
I modified your SKSE script a little and re-compiled, and it seems to work as your original does (I hope):
- Refers to $[Holdname]2 ( shortened version) instead of $[Holdname] in Exile-Safe location tab
- Replaces 'Wergild of Falkreath' with $WergildFalkreath.
(Script File): https://drive.google.com/file/d/1VYo6I-8iahpkwQ6tMRtXHDTWELCgvFm2/view?usp=sharing
I'm planning to upload MCM translated text in my native language somewhere (that you generously permits in my understanding from PERMS tab),
then, is it OK for you to allow me also to include this modified script in the translation package (of course with due credit to yours)?
It is fine to upload your altered version of the script with the translation. However, I will also soon issue an update (v2.01) to correct the problems you found, such as with "Wergild of Falkreath" being in English in the MCM script rather than referencing the correct line in the interface translation file.
But I do have a question about the second error. Were you referring only to the Alliance tab? When alerted by your comment, at first I did not understand what you meant, so I re-examined the MCM script and found that I had used the shortened form of the Hold names on the Alliance tab instead of the longer forms (that include the city names, if different from their Hold's name). Everywhere else the longer form was used where it should be. If you encountered (for example "Haafingar" and not "Haafingar / Solitude") anywhere other than the alliance tab please let me know, because I was unable to find it.
As for why I have a shortened form, it has to do with the space available at the top right of the "Exile-Safe Location" tab, where I show if the player is currently breaking exile for anywhere and if true then for which Hold. I found that if I used the longer form of the Hold name there, it would partially overlap with the line "Currently breaking exile of". So I created forms short enough to fit next to that line and named the new shorter form (for example) $Haafingar2. The alliance tab was created after the Exile-Safe Location tab, so I suspect that is why I incorrectly used the shorter form there. I will upload corrected screenshots along with the corrected mod.
I uploaded the following SS album for clarifying the translation problem further: https://imgur.com/a/fEFdo
(Sorry for all the non-English characters in SSs that are 'Greek' (in fact, Japanese) for you).
In fact, 'Alliance' tab in v 1.0 with shortened hold names ($[hold name]2) looked fine in my game/ translation.
In v 2.01 with full hold names ($[hold name]) in 'Alliance' tab, some hold names ($Eastmarch, $Haafingar, $Hjaalmarch, $Winterhold, and $Solstheim,
though not appeared in 'Alliance' tab) left untouched with translation in the tab,
(v 1.0): https://imgur.com/pFs4rPh
(v 2.01): https://imgur.com/TRvFOcq
These not translated items in Alliance tab correspond with the similarly not translated ones in 'Exile-Safe Location' tab.
They always appear without any (proper) translation in MCM.
#Exception: $Solstheim, only once appeared in 'Exile-Safe Location' tab.
So, I assume that there is something wrong with these 5 strings themselves
($Eastmarch, $Haafingar, $Hjaalmarch, $Winterhold, and $Solstheim), not your codes in the lines.....
[Added]: Sorry for bothering you (with my clumsy SS as well as clumsy English) again and again.
At this time, I uploaded some additional SSs (all the character are in Latin alphabets now) with v 2.01 in default (English) language setting , for better explanation.
The following are the content and result of my small experiment:
1. I replaced all the $ [hold name] with some gibberish text, like 'for_test_only'. In theory, these text will replace all the $[Hold Name] both in 'Exile Safe Location' tab and in 'Alliance' tab: https://imgur.com/E8QQ0jT
2. 'Exile Safe Location' tab looks like: https://imgur.com/dyUVWlm
3. 'Alliance' tab looks like: https://imgur.com/9PXIqMF
No matter I try to apply any translation in any language setting,
$Eastmarch, $Haafingar, $Hjaalmarch, $Winterhold, and $Solstheim
always appear as 'Eastmarch', 'Haafingar', 'Hjaalmarch'....
I personally suspect that we should avoid to use $Eastmarch, $Haafingar, $Hjaalmarch, $Winterhold, and $Solstheim in MCM codes since the vanilla Game already use and define their translation in higher priority so that we cannot change the translation.
tl:dr: Can I ask one further favor, namely change the name of hold name strings from $ [hold name] to $ [hold name]1 or something, in order to avoid the possible conflict with the vanilla strings?
https://www.mediafire.com/file/h6jh0zob5x0bskb/WergildDepreciation_v2_02_Classic.zip
The fix works!
Now the persistent 'Eastmarch', 'Haafingatr' and so one finally have gone.
Thank you again!
The following are MCM translation file (my native language) for the effective v 2.02
(with a short excerpt translation of your description page on Nexus).
https://drive.google.com/open?id=17akYI7luTtWK5irW61fsZ7ULMApcCI5L
If you don't mind, feel free to incorporate the file into your updated package
(since WergildDeDepreciation_[other language].txt will do no harm as long as the language setting is English).
I woke up this morning with a sudden realization, and checking the scripts confirmed it. All of the alerts in the main script (not the MCM script) were hard-coded in English; they were not directed to lines in the translation text. So I have spent the last couple hours updating the main script and the translation text. As a result, for each of the Holds you will need to add to the translation the 3 possible nightly alert lines in order to complete the translation. Sorry for the additional work, but with this hopefully every issue has been solved.
I will be posting the update online within minutes.
Absolutely no problem for the additional texts for my part.
I've already updated the translation file and uploaded in public:
http://skup.dip.jp/up/up13997.zip
One question (since I don't Falskaar installed now) : No $FalskaarBountyReducedAlert?
Once the final version of your file is posted, I will add it to this mod's page as an Optional file. The next time this mod is updated I will include it in the mod. Thank you.
I compared the original _English txt and updated the translation file:
https://drive.google.com/file/d/180tc1JlQCAm1vWAtHpys8n64JPYHedaB/view?usp=sharing
If you mean other New Land mods, then I may be able to add support, but realize that not all new land mods are built with crime bounties, jails, etc. For example, Folkstead and Haafstad have crime factions, but the factions do not create bounties - instead simply being set to attack on sight. Nyhus has crime bounties for two settlements, but despite Pryai village having a jail its guards look like they are set to attack on sight, not to arrest. (Nyhus village does not have a place set as a jail in its crime faction, despite having bounties.) They also suffer from the next issue:
Other New Land mods may be fully set up for crime bounties (including arrests, jails), but their capital's exterior cells then lack location data and are open world - not in their own worldspace. Folkvangr and the Haven from Cold and Dark are like this. Because of this there is no way to apply Exile except as an all-or-nothing situation. Instead of 'do not be in the capital of the Hold' vs 'do not be anywhere in the hold' it becomes only 'everywhere is safe - even in the capital of the Hold' vs 'do not be in the Hold'. For new land mods that expand the Skyrim worldspace beyond its normal borders the situation is worse: short of carefully mapping out the coordinates of the newly developed territory there is no way to determine whether or not the player is in the Hold or not, so Exile cannot be applied at all.
Malazon looks like it could work without much difficulty, but I will have to examine it closer because it oddly has its guards in one bounty-issuing crime faction and everyone else in the other. So there are actually *two* bounty-issuing crime factions: committing a crime against a guard and committing a crime against anyone else. It looks like the only reason the guards even notice non-sighted crimes committed against others or that the other bounty exists is because the guards' crime faction is associated with the locklist to which every NPC of the capital is listed (instead of being associated with the other bounty-issuing crime faction). I'm not sure how that even manages to work, but since I haven't seen complaints in its posts I presume it does.
Second question: Is it possible to have different Exile settings for the Imperials and Stormcloaks, so that the Imperials communicate crimes between holds (Any Imperial area causes you to break Exile), while the Stormcloaks keep to Skyrim's Rule where hold-crimes are separate? I think it'd be a great way to blend Oblivion's crime system (All cities use the same crime system) with Skyrim's crime system (What you do in Riften stays in Riften) while at the same time allowing that to dynamically change based on the Civil War.
Either way, I think I'll probably pick this one up, as it sounds like a good idea. I like the idea of a bounty going down if you stay out of the hold long enough, and that the Civil War would have more of an effect on how Skyrim deals with crime.
For the second, that is already built into it. The way I have set it up, for both Imperial and Stormcloak Holds you can choose to toggle on/off the option for sharing information between Holds (so perhaps the Imperials do but the Stormcloaks do not), and even if both share information you can choose the type of result. Maybe with the Imperial Holds if they learn you are in an allied Hold your bounty will not reduce at all (as if you were breaking exile in the Hold where you have a bounty) - but there is only a 25% chance of them learning you are in an allied Hold. Meanwhile, in the Stormcloak Holds your bounty still reduces but only to 67% of the amount it would if you had broken exile in the Hold where you have the bounty. Or perhaps the Stormcloaks are the ones with a % chance of not receiving the information from their allies, while the Imperials are the ones who reduce the bounty at a reduced rate. Or both use the same method.
What exactly it means for the bounty to reduce is left up to the player. Does bounty reduction occur because they are literally forgetting over time that you have a bounty? Or is it a deliberate gradual reduction intended to encourage the player to become another Hold's problem?
Yeah, I suppose in a way, there's already a fine applied for breaking exile, that if you're still hanging around, your bounty won't go down. And it makes a lot of sense not to change that. I have a tendancy to throw ideas around, and the reason I'd asked regarding increasing bounties was more from the idea that I tend to rack up little 5 or 10 gold bounties in holds when playing darker characters.
Regarding the second, that's actually great! It means I can set up my game with the fact that the Imperials are more likely to inform their allies that a wanted criminal is in their hold, as incentive to disappear a while, but the Stormcloaks are more-or-less separate holds that aren't as likely to pass the information on.
Knowing those two things, this is definitely going in my load order.
I tend to favor highly-customizable mods for this exact reason, that I can set up a game in exactly the way I want it to play out. So in this case, instead of all holds constantly remembering that I have a bounty with no way to reduce it, I could set things up to where the Stormcloaks are more separated in their ways of justice, while the Imperial Legion is more organized, but would rather have petty criminals causing issues for the Stormcloaks than to waste resources tracking them down.
Having looked the description over again, I have to ask about the "Forgive and Forget" setup. If I have it set to false, thereby it's adding the nightly bounty reduction into PriorBounty, does it keep that variable after reduction to zero? Effectively, let's say I have a 1000 gold bounty, and it trickles away over many days, and ends up at 0 one of those days, is that still stored in PriorBounty? Essentially, what I'm asking is, after I've waited out my bounty, if I then go and do something stupid, like steal an apple or something, do I get the full bounty back? I'm fine with it either way, just it makes a difference in how I'd set up the Imperials. If this situation is true, and I'd suddenly have a 1005 gold bounty, then that's exactly what I'd want for the Imperial Legion, making it feel more like they're not erasing the bounty, they're just trying to use the "carrot versus stick" strategy on criminals in their holds. More importantly, if this is how it works, and I get arrested and either pay my bounty or take the time in jail, does it erase the bounty entirely?
Either way, I'm looking forward to trying this mod out. It seems like there's a lot under the hood here, and that's a good thing. I used to use Crime Bounty Decay, but I stopped doing so because it only did things one way. I like the idea that holds can be customized a little bit individually, and that alliances make reducing your bounty more difficult.
Going to jail is not touched by this mod, so it affects bounties just as it does in a non-modded game.
I suppose it makes sense, once your bounty is zeroed out to just keep it zeroed out. And I can work around that easily enough, it still makes a lot of sense.
Thank you for your time, and I look forward to trying this out.