Difference between revisions of "Crime Overview"

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== Crime ==
Several actions in ''Oblivion'' are classified as '''crime''', and will, if witnessed, invoke the punishment of the law via '''guards'''.  These actions include:
Several actions in ''Oblivion'' are classified as '''crime''', and will, if witnessed, invoke the punishment of the law via '''guards'''.  These actions include:
#Trespassing
#Trespassing
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*[[iCrimeGoldStealHorse]]
*[[iCrimeGoldStealHorse]]
*[[iCrimeGoldTresspass]] ''(sic)''
*[[iCrimeGoldTresspass]] ''(sic)''
[[Category:Glossary]]


<noinclude>[[Category:Crime]]</noinclude>
<noinclude>[[Category:Crime]]</noinclude>

Latest revision as of 03:58, 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:

  1. Trespassing
    • Entering or remaining in an owned space when you are not permitted to be there
  2. Picking Pockets
    • Removing items directly from an NPC's personal inventory
  3. Stealing
    • Removing items from the owned space of an NPC
  4. Assault
    • Attacking a friendly NPC (defending yourself is not a crime)
  5. 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.