Oblivion

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Thumblesteen

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Thumblesteen

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About this mod

Infamy, personality and disposition are now as vital and health or magicka. Because low disposition means that you\'ll be chased out of the cities by angry mobs.

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This mod simply edits a setting in the AI behavior which results in them attacking anyone with a disposition of zero. It's realistic in the sense that, well, imagine if Hitler came back, turns out he had faked his death all along and now he's back, and he's walking down the street. Nobody likes Hitler (sort of) and odds are that some person would suddenly jump out of the shadows and beat him to death with a penguin.

This mod simply adds that effect. Low personality and high infamy could now result in people attacking you in the streets. You can now use persuasion to make people hostile to you and they will attack you, meaning the guards will protect you. You can probably even find some way to sick people on eachother. Nobody's safe.

Evil characters are now recognized as such, people with low confidence and no disposition will run away screaming, confident characters will attack the player on sight, and sometimes even the guards will.

Another interesting element is the racial segregation. Playing as an undead (Custom race, but it has a low disposition modifier), I've noticed that the guards tends to be more cruel in their judgment. If I steal something as an imperial: The guards fine me, but as an undead: They have at times tried to kill me. This mod won't add any racial slurs or such, nor any kind of ideological racism, but definatley the more subtle kind. Which in my opinion does bring some perspective to the player, allowing them to put themselves in that situation. So, it's not really offensive per se, and does make the game more challenging for certain races since they have to compensate more with a high personality, especially when in the thieves guild or the dark brotherhood.

This concept was not intended however, it was there in vanilla oblivion as well, since races have different disposition effects on eachother. This mod merley enhances that. So if you have any problems with it based on principal: Take it up with Bethesda, all this mod does is affecting what happens with the disposition, not the variables fluctuating it.

Crime can now have negative effects. Suppose you murder someone and someone else witnesses it. They will lose a lot of disposition witnessing it. So if they already had a low disposition, there's a chance they end up hating the player. In which case two things happen:

A) They attack you on sight.
or
B) They run away when they see you.

It makes more sense than if you ran into Hitler and saw him setting a guy's teeth on fire and all you do is frown and act all snitty. This brings out some emotions, not just rationality and restraint. People hate murderers, and some people are not going to handle that situation rationally. So even when you're out of jail: You might still be in danger.

For instance: After assassinating Baelin and getting my reward and bonus, two weeks later I stopped by in Bruma. There was Gromm, and he was not happy to see me, attacked me right on sight. Makes more sense for a barbarian to try and cleave someone on the middle than to sob into a beer over how his elf-buddy died.

How he figured out it wasn't an accident is beyond me, though. But, you can problably use imagination to fill in gaps like that if you're the roleplaying sort.


Also, since, I am honestly sick and tired of how people love to be self-righteous about "offensive" things:

Once again: Not responsible for the racial thing, Bethesda implemented that. Just go into the race editor in the construction set and you'll see there's a setting which allows you to pre-dispose each race in relationship with the others. It's simply by coincidence that my mod takes advantage of that concept in a realistic manner.

I won't respond to comments, if you got a problem: Send me a PM. I'm just a private sort of person.