Difference between revisions of "Crime Overview"
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*[[iCrimeGoldPickpocket]] | *[[iCrimeGoldPickpocket]] | ||
*[[iCrimeGoldStealHorse]] | *[[iCrimeGoldStealHorse]] | ||
*[[iCrimeGoldTresspass]] | *[[iCrimeGoldTresspass]] ''(sic)'' | ||
<noinclude>[[Category:Crime]]</noinclude> | <noinclude>[[Category:Crime]]</noinclude> |
Latest revision as of 02:58, 2 October 2009
Several actions in Oblivion are classified as crime, and will, if witnessed, invoke the punishment of the law via guards. These actions include:
- Trespassing
- Entering or remaining in an owned space when you are not permitted to be there
- Picking Pockets
- Removing items directly from an NPC's personal inventory
- Stealing
- Removing items from the owned space of an NPC
- Assault
- Attacking a friendly NPC (defending yourself is not a crime)
- Murder
- Killing a friendly NPC (defending yourself is not a crime)
Guards & Arrest[edit | edit source]
NPCs whose class is flagged as guard will attempt to arrest the player after a crime is committed. They will give the choice of paying the fine, going to jail, or resisting arrest.
Disposition Modifiers[edit | edit source]
Witnessing a crime will lower an NPC's disposition toward the criminal. The game settings below determine how the disposition is modified. If the NPC is a victim of a crime the disposition modifier is multiplied by fCrimeDispPersonal.
Fines[edit | edit source]
Actors caught perpetrating crimes will have a fine added to their total bounty (assuming they are reported to the guards). The game settings below determine the fines for various crimes.