Crime Overview

Revision as of 13:10, 10 January 2008 by imported>RedFault (Removed NoInclude tag - not sure what it is for but it may be interfering with layout of another page...?)

Crime

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

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

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

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.