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Crime, factions, jail and gold

Submitted by digitalparanoid on

Hi,

if you were thinking this was my new hard-boiled thriller novel, you're in the wrong place - sorry !

I was actually referring to the crime system in skyrim and its impact in papyrus.

As a preamble, I have to say I never steal nor kill or such evil things (call me prince charming) so this is just my understanding.

As far as I know, in Skyrim, the crime is dealt separately for every hold (meaning you have a different bounty in every hold).

Which means that all the code is based on that hypothesis. Like this function in Papyrus

Faction.PlayerPayCrimeGold(bool abRemoveStolenItems = True, bool abGoToJail = True)

http://www.creationkit.com/PlayerPayCrimeGold_-_Faction

Seems to be the one managing the fines, sending into jail etc...

Now, in morrowind and oblivion, if I remember correctly, you just have one bounty for the whole game (I guess you got sent to the closest jail - as I said, I don't go to prisons, ever).

So, since this this papyrus function is based on faction, I *think* we need to have a faction for all the guards and use that for the scripts. Maybe we will also have to use it in conjunction or replacement to dialogue condition isGuard ?

I'm just no sure what kind of unwanted impact it can have.

Please chime in, if you know more or have a better idea.

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Last edited by grumpycat on 14 Mar 2014 - 22:54.

hm maybe we should use jail system similiar to Skyrim, but based on the true region system of morrowind, something similiar to the polytical influence of the great houses and empire

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I actually brought this up a few weeks ago. I thought it'd be neat if each house had their own crime faction. EG: House Telvanni faction, House Hlaalu, Imperial faction

And speak for your self, when I played Morrowind I almost always had a huge bountry and could never speak to a guard xD

Also this is somewhat related, but should we be able to sell stolen items to any merchants or keep it like Skyrim where you can only sell to a thief guild fence? I personally hated that change, because how are people to know the item is stolen in the first place? I guess it adds challenge to the game, but still...

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I started by liking the idea of having something like you describe BUT the thing is I think this is pretty much inconsistent.

Skyrim holds are administrative divisions, like states in the US, so everyone would police things the way they see fit and have precise jurisdictions.

I'm not as good in lore as I'd like, but I think in morrowind, there's no administrative divisions (or is there ?). If there's only political influences in a single administrative division, then it doesn't make sense to have multiple police systems (for a lack of better word)

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In morrowind was houses with personal influence and their own guard, which theoretically was like a vassals (houses) to the king. Even more, It was a mod for morrowind which also decentralized crime system. However I think we should discuss this

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@Ramms Clearly, that's why I didn't want code this before knowing the consensus ;)

Technically, one point to have in mind, if we want to have decentralized crime system, there shouldn't be any difficulty doing that since that's the paradigm in Skyrim.

I'd say my criteria of choice would be to be as close as morrowind as possible. A decentralized system can be always be an optional mod.

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How would this work in Mournhold and Bloodmoon?

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Ok so for now, I'll just add one CrimeMorrowFaction so that I continue my morag tong pack.

This can obviously be revisited later.

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As Ramms said. Create 6 new factions and let the Skyrim system do the trick. The only concern is that these new factions don't conflict with things from Skyrim regions and specific AI behaviour. But in the end, 1 faction 1 centralized bounty system is teh easy path and more Morrowind like.

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The Morrowind system made no sense in my opinion.  What in the world are the guys from Hlaalu doing arresting you for crimes commited against the Ashlanders.  I think the Skyrim crime system would work out perfectly, and we should do that instead of a single, centralized system for the base project.

The different factions would be something like Redoran, Hlaalu, Telvanni, Ashlander, Imperial, Temple, and Skaal

Edit:  Just like Ramms said.   :)

Except perhaps not have a Dagoth criminal faction.  I don't remember the last time they tried to arrest me instead of attempt to eat me alive........

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Was your crime even reported when attacking the Ashlanders? there weren't any guards really if I recalled. I remember attacking and killing the entire Dren Plantation and never got a crime for it because there weren't any guards.

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I actually don't remember because it was so long ago, plus I almost never attacked the Ashlanders.  However, I know guards were not required.  My crimes were reported all of the time even when they were in shacks in the middle of nowhere.

Either way, I still think using Skyrim's system makes a lot more sense.

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But what about jails? Like what if I went on a killing spree at Ghostgate, and yielded to the guards and said take me to jail?

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I'd assume they would just take you to a jail located within that faction area.  So Hlaalu would take you to Fort Moonmoth, Telvanni would take you to Wolverine Hall, Redoran would take you to either Fort Buckmoth or Fort Darius, The Temple would take you to the Ministry of Truth, The Imperials would take you to Ebonheart or Pelagiad, and we could create some small, lore friendly prison areas for the Skaal, and Ashlanders.

Of course, technically those forts are under Imperial Legion control, but I have a feeling some kind of deal must have been made out to allow the use of those prisons, because you were always taken to a fort in Morrowind.

Though I'm not sure about your example as I don't think the Ordinators would be nice enough to let you get away alive after that.  I still remember the first time I had the mistake of BUYING an Ordinator Helm while at Ghostgate....... I'll never do that again.  :)

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welll, in Morrowind where would you have been send ? 

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Shadow

............

...........you were always taken to a fort in Morrowind.

............

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There was a mod for morrwind that kept crimes local,balmora crime was delt with in balmora etc and all crime was set to zero if you did not get nicked in a certain time,but forget it`s name.

And there was also another mod that set a 300yard distance [or less],so guards had to be within that distance to see the crime.

 

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