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Guard arresting non-quest NPC..
Posted: Mon Sep 14, 2009 6:11 am
by Tricky
Ever seen this happen?
Edla Dark-Heart is an NPC with a slight bug and no money in her inventory. Because of the bug, she attacks not only wild horses, but also the ones that are being ridden by npc's. While I have the unofficial fixpack installed, this was apparently not fixed.
I was taking refuge from several powerful goblins at the Bruma east gate. She happened to be there and started taking shots at my horse. After the Goblins were killed, the Bruma guard took notice and attacked her. Due to a moral failure, she rain away, which in turn triggered a npc vs npc dialogue (guard only) which I had never heard before, similar to the one you get if you get arrested and have no gold in your inventory.
The two then proceeded to the Bruma Dungeon where she kept walking into the locked door to jail cells because she had no key to it. I picked it for her, and she actually entered one of the cells. I think that's the first time the Radiant AI has actually surprised me.

Posted: Mon Sep 14, 2009 8:14 am
by Loki[D.d.G]
Tricky wrote:Due to a moral failure, she rain away, which in turn triggered a npc vs npc dialogue (guard only) which I had never heard before, similar to the one you get if you get arrested and have no gold in your inventory.
Brilliant. I've never encountered something like that in the extensive time I have spent playing Oblivion. Usually the guards don't stop hacking until their target is nothing more than a marionette on the ground.
Posted: Mon Sep 14, 2009 8:41 am
by galraen
Loki[D.d.G] wrote:Brilliant. I've never encountered something like that in the extensive time I have spent playing Oblivion. Usually the guards don't stop hacking until their target is nothing more than a marionette on the ground.
Me neither, although with OOO installed it's often the guard that's left twitching on the ground.
Nice to know that it can happen, thanks for sharing Tricky.
Posted: Mon Sep 14, 2009 9:40 am
by Tricky
You can yield during combat (holding the block button + talk-selecting the opponent), but that only happens if your disposition with them is high enough. That's the only explanation I can think of for Edla. OOO isn't involved on my game, I'm running Fransesco's leveled items & creatures. I have one mod that modifies the guard's behaviour a little bit, but only to the extend of hearing/seeing range.
For some reason I had to unlock her cell door twice before I could open the door. And upon closing it, it immediately became locked again. I'm curious to see if she is released after she has served her time.
This sounds a lot more like the Radiant AI Bethsy was promoting before they released the game.
Posted: Mon Sep 14, 2009 11:30 am
by Loki[D.d.G]
Tricky wrote:This sounds a lot more like the Radiant AI Bethsy was promoting before they released the game.
Perhaps some of your mods brought out and activated some incomplete script in the game.
By the way, I'm running Francesco's and the Non-Psychic guards mods too. Hopefully I'll get lucky enough to see that one day.

Posted: Mon Sep 14, 2009 4:16 pm
by Tricky
She was released.

I'm not sure when though, anywhere between a few days and a week. Since my Bruma house makes me come there often enough, I don't think I missed it by much to notice. I'm not really sure how long I would have had to stay in jail if I shot someone's horse a few times myself.
I wonder if the conditions that triggered this little event relate to the global NPC disposition/morale changes I've witnessed. For example, at level one, at least the first 10 or so arena combatants all ran away from me in fear. I'm not sure which mod is responsible here, but it could have something to do with the guards behaviour. When you do see city guards in engaged in combat, you don't see the bandits plead for their life very often. Also, she was a named NPC within the game world. Must make some kind of difference between a randomly generated one, for the guards.
I'm using Ren's Guard Overhaul, to finetune the hearing/seeing distance settings of the guards ingame. It doesn't seem to have added anywhere near this kind of functionality though. So either this or Francesco's stuff changed something. Just to make sure, my modlist:
Code: Select all
01 Francesco's Leveled Creatures-Items Mod.esm
02 Francesco's Optional New Items Add-On.esm
03 Francesco's Optional New Creatures Add-On.esm
04 Oscuro's_Oblivion_Overhaul.esm [Version 1.34]
05 EnhancedWeather.esm [Version 1.3.7]
06 Unofficial Oblivion Patch.esp [Version 3.2.0]
07 Unofficial Shivering Isles Patch.esp [Version 1.4.0]
08 ANB_No_FastTravel.esp
09 MM_NoMoreAnnoyingMessages.esp [Version 1.2]
0A Deadlier Traps.esp
0B EnhancedWeather - Darker Nights, 50.esp [Version Final]
0C Darkgreen Glass Armour.esp
0D Days&Months.esp
0E FatigueMods.esp
0F DLCThievesDen.esp
10 RealisticForceMedium.esp
11 No More Annoying Comments.esp
12 RealisticMagicForceHigh.esp
13 Banes DB Mask Placer True.esp
14 DLCShiveringIsles.esp
15 Francesco's 7 days respawn time - 1-16 day lenght rescale.esp
16 Francesco's Slower skills x1.5.esp
17 RenGuardOverhaulShiveringIsles.esp
18 Francesco's Optional Files.esp
19 TNR ALL RACES FINAL.esp
1A TNR - ShiveringIsles.esp
1B EnhancedWeather.esp [Version 1.3.5]
1C RenGuardOverhaul.esp
1D Vampirism2.0.esp [Version 1.1]
1E [GFX]_Initial_Glow-creatures.esp
1F Ethereal - Eyes.esp
Posted: Tue Sep 15, 2009 10:22 am
by Tricky
I think I was wrong. Ren's Guard overhaul has gained a few new features while I was gone from the modding scene, one of them enabling guards to arrest npc's. I'm sorry for getting you guys excited about this. The good news is, you can add the 'feature' yourself now that you know which mod is responsible.

Posted: Tue Sep 15, 2009 10:30 am
by Loki[D.d.G]
Tricky wrote:The good news is, you can add the 'feature' yourself now that you know which mod is responsible.
Thanks for sharing that. Will give it a go as soon as I have the time. Can't wait to get the entire Imperial City behind bars.
