32 comments
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Wow. This is a really good mod and I don't know how I missed it.
Thank you for your hard work and time! -
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?
Thank you for your wonderful mod! -
For the one still not having DLCs (me lol), will there be a vanilla version? bye, thank u!
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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. -
Hello,
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 $WergildFalkreath.
(Script File): https://drive.google.com/file/d/1VYo6I-8iahpkwQ6tMRtXHDTWELCgvFm2/view?usp=sharing
I'm planning to upload MCM translated text in my native language somewhere (that you generously permits in my understanding from PERMS tab),
then, is it OK for you to allow me also to include this modified script in the translation package (of course with due credit to yours)?-
Thank you for your quick response and update.
I uploaded the following SS album for clarifying the translation problem further: https://imgur.com/a/fEFdo
(Sorry for all the non-English characters in SSs that are 'Greek' (in fact, Japanese) for you).
In fact, 'Alliance' tab in v 1.0 with shortened hold names ($[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? -
Hello,
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). -
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?
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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
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This is a great improvement over Crime Bounty Decay, and is now a must-have mod in my load order. Nice work, BrinaSair!
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Will you do this for Morrowind, High Rock and so on as well?
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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.-
Thank you for replying!
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. -
Okay, that's good to know.
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.
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This mod deserves more endorsements. Great work.
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ty so much for remaking this just for LE. endorsed kudos!