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Creating a Custom Crime Faction
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==The Crime Faction== Make a new faction. I recommend giving it an EditorID like “<YourPrefix>CrimeFaction<RegionName>”. For example, CYRCrimeFactionBruma if we’re making a Bruma crime faction in a Cyrodiil mod. The “Name” field will be displayed in the “40 Gold added to ...” message, so be sure to fill it. In the “Interfaction Relations” field, add PCVampireFaction and PlayerWerewolfFaction, and mark them both as Enemy. Obviously, the Crime tab is the one you need to be focusing on next. Check “Track Crime”. If you have a jail, you can start pointing the faction to the objects that you placed in the world. For “Exterior Jail Marker”, select the PrisonMarker reference that you placed outside. For “Follower Wait Marker”, select the same PrisonMarker (optionally, you can direct it to a nearby XMarkerHeading instead, if things are a little too cozy for your taste). For “Stolen Goods Container” and “Player Inventory Container”, select the EvidenceChestStolenGoods and EvidenceChestPlayerInventory, respectively.” Jail Outfit” denotes the clothes the player will get in jail; usually, this is set to BeggarOutfit. Most vanilla crime factions have all the checkboxes at the top of the window empty (the ones related to ignoring crimes), so you can leave them empty as well. Attack on Sight, Arrest and Use Defaults are checked, but creative use of these is possible. If you don’t check Use Defaults, you can set how much bounty is allocated for each crime, allowing you to diversify the laws in each region (perhaps Bruma cracks down harder on stealing and Chorrol on murder?) If you don’t check Arrest, guards will always try to kill the player on sight if there is a bounty. If Attack on Sight is unchecked, guards will always try to arrest first before resorting to violence.
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