This page was last updated on 25 December 2019, 9:46PM
Changelogs
Version 2.4
Added FISS support, to allow you to save/load settings between saves (in Debug).
Increased the difference in good vs bad reputation scores needed to reach the Hero/Feared reputations.
Fixed bug where Thane status reputation didn't apply in all locations within a city.
Added Debug toggle option for if Skyrim reputation should affect wolf hostility/friendliness, for Moonlight Tales users.
Re-calibrated the comment rate for werewolf and vampire players - tied it to the sensitivity setting in the MCM.
Lowered the price of adjusting your reputation through Erikur.
Increased how quickly these payed for adjustments affected the reputation.
Version 2.2
Added a dialogue based mod manager (as a part of porting the mod to console)
Cleaned up the mod's scripts, and slowed the reputation refresh rate to lessen the script load of the mod
Bug fixes and added mod conflict fixes for Skyrim Unbound (see Debug section in MCM)
Version 2.1
Critical bug fixes:
Fixed the Forsworn Faction implementation to avoid them going docile
Fixed the freezing in Helgen during Unbound
Fixed the unavailability of Markarth Thane quest (Favor250)
Version 2.0
Full control of your reputation through the MCM
Re-balance Quest Reputation points to make it easier to be a "good guy"
Add more reputation labels
Add more courier letters and rebuilt their triggers from scratch
Added support for the Forsworn faction
Add Vampire and Werewolf suspicion mechanic and dialogue
Added Thane dialogue
Packing into a BSA
General bug fixing
Version 1.2
Added 5 new reputation labels, responsive to quests, for Feared reputation
Added 6 new reputation labels, responsive to quests, for Hero reputation
Added options and overrides for increased customizability
Fixed minor errors, updated and expanded the MCM menu
Version 1.1
Updated the MCM menu
Fixed some minor balancing, and bug
Version 1.0
Fixed a bug where orphaned children would talk about non-existing parents
Added MCM options to override several aspects of the mod's reputation calculation, for improved customization.
Version 0.4
Removed reliance on the tracked stat Assaults - due to bug that inflates the statistic
Capped the tracked statistics' contribution to the Skyrim Reputation Mechanic
Re-balanced the contribution mechanic
Added Skryrim Reputation's own Assault tracking feature
Added a Bandit kills tracking feature that influences your Lawful score (capped at very low influence)
Added a Necromancy tracking feature that penalize your reputation if you approach a settlement with an undead summon
Added more MCM options
Version 0.2
Added MCM menu
Barter Perks: The speech bonus/penalty to vendor prices ranges from +15% for the highest positive reputation level, and -40% at the most negative reputation level (this does not affect the College of Winterhold, The Thieves Guild, The Dark Brotherhood, or the Volkihar Clan vendors).
Added the Fence perk: Players with high Crime score will be able shift their ill gotten goods at regular merchants.
Added the Allure Perk: 'Admired' and 'Hero' players receive a discount boost with NPCs of the opposite sex
Added the Intimidation Perk: 'Hated' and 'Feared' players will get a 25% boost to their intimidation checks
Added the 'Infamy' passive ability: Living enemies have an 8% chance to start fleeing at the very sight of a 'Feared' player.
Added Guard detection of Vampires and Werewolf players with a bad reputation to the Guard dialogue changes
Added the 'Undead Aura' passive ability: Players in the higher stages of vampirism will find that spiders and skeletons don't become hostile on sight anymore.
Added the 'Gaze of the Alpha' passive ability: Players who progressed as werewolves will find that wolves and other were-creatures are not hostile towards them, even in human form.
The Vigil of Stendarr: Becomes hostile to the player, if the player scores highly on Daedra-worship, and have reached a certain fame level.
The Dawnguard: Becomes hostile towards the player, even before joining the Volkihar clan, if you're playing as a vampire and fulfilling the same criteria as for the Vigil above (will not interrupt the Dawnguard quest line).
The Thalmor: The 'WEThalmor' and 'MarkarthThalmor' factions will be set as hostile towards the player after 'Diplomatic Immunity' (MQ201).
Version 0.1
Courier notes: Comments on quest progression, from different NPCs in the join-able factions - delivered by courier (NPCs include: Vex, Brynjolf, Aela, Vilkas, Tolfdir, Nazir).
Companions: The faction will now let you skip the normal joining procedure if your reputation at the 'Liked' 'Admired' or 'Hero' level.
Companions: Added a faction suspension quest, based on that of the thieves guild, triggered by a courier event after certain quests.
NPC Dialogue: 'Hello', 'Idle' and 'Goodbye' dialogue to the reputation mechanic, about 5-10 lines for each of the supported voice types at each of the levels of reputation.
Guard 'Hello' dialogue for players with a high Crime score, that are still to gain influence in the Hold, either by becoming Thane or by completing Thieves Guild quests.
Guard 'Hello' dialogue for players with a high Law score.
Reputation mechanic that adds up all the factors to create your reputation score (in-game time update cycles for every 6h, 3h and 1h).
Scripts for counting completed quests, giving each quest a contributing score on the reputation dimensions (i.e. Fame; Aedric-devotion/Daedric-worship; Lawfulness/Crime; and Dependability/Power-hunger)