Elin
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Lose Karma On Caught 完美犯罪
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Gameplay: General, Balance
File Size
Posted
Updated
316.864 KB
Nov 11, 2024 @ 5:24am
Jan 30 @ 7:28pm
10 Change Notes ( view )

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Lose Karma On Caught 完美犯罪

In 1 collection by DK
Elin Mods by DK
11 items
Description
Only Lose Karma If Caught

Stealing(pickpocketing), Harvesting, Lockpicking, and Dwarfing(rock n stone) does not reduce karma unless you are caught in the act.

Mod Help is optional but I recommend getting it for mod updates!

Edit Individual Behaviour

All patches are enabled by default, the detection radius is 4 tiles, the same as Elin game code, the default extra witness modifier is 0.
You may tweak the setting in `Elin\BepInEx\config\dk.elinplugins.karmaoncaught.cfg` to suit your needs.

Chance of Getting Caught

The chance of getting caught depends on the number of possible witnesses in the detection range, whether they have you on line of sight, their perception, and the corresponding level of skill of yours for the action.

It generally uses the game formula (but with modifications in values for different patch):
Random: witness perception * 250% (* 200% if item is equipped/held) (* 200% if legendary) (* 200% if artifact) (* 200% if unique)
Against: player skill + player dexterity (+ 30 if unseen)

Shouldn't Karma be...
Yes, but Elin chose to use this word for this crime system.

source[github.com]
71 Comments
DK  [author] Jan 30 @ 7:28pm 
The new version has been updated
I'll try it, but it's nighttime in my time zone right now so I might get a reply tomorrow.
DK  [author] Jan 29 @ 4:24am 
†JetBlack FallenAngel SAND† Hi, I apologize that your first comment didn't pop up on my notification so I didn't see it. Are all dwarfing actions (mining and digging) non-functional? I cannot replicate the error on my end, but there might be a mod conflict that patched-and-skipped the target methods this mod patched. Would you mind testing with only karma mod present? Or if you can share your player.log on pastebin or similar places, would be nice too.
I have tried changing the settings and testing how they work.

Detection Radius =
Setting 0 or a negative number will prevent the crime from being found.
Setting an integer will include that cell as a witness.
Tried -1, 0, 4, 8, 10

Difficulty Modifier =
Setting an integer makes the crime more difficult.
Setting a negative number makes the crime easier.
Tried 2000000000, -2000000000

[Harvest] settings are reflected normally.
[Dwarf] settings are not reflected or are not currently functioning.
That's all for the results.

If anyone has done Dwarf and is not detected by the guards, please write out the settings file and show it to me.
I ran the wall mining in an environment where only this mod and the two required mods "Custom Whatever Loader" and "Mod Help" were installed.

[Dwarf]
Patch enabled = true
Detection radius = i32
Difficulty modifier = i32

I set the radius and modifier to negative, zero, and positive values, but I was unable to run the wall mining without a guard called. I would like to know some example settings and the range of values ​​that can be set.
MrBrewed Jan 14 @ 4:29am 
works great thank you so much!
DK  [author] Jan 13 @ 12:41pm 
@MrBrewed Thanks for the feedback, I've added an extra check for the mobs stealing, if steam doesn't auto update for you, please unsub and resub manually. :badgeseller:
MrBrewed Jan 13 @ 5:56am 
This is great for stealing from good people... But sadly this ruins stealing from monsters in the wilderness. As a fairy thief i'm able to pickpocket during combat, and since they are evil monsters...they don't count as theft.

With this mod installed, I am hemorrhaging karma from stealing in the wilderness. I guess its not super big deal I can just uninstall and reinstall as needed... But it would be awesome if there was some fix, or a variable that checks to see if the npc was always hostile and thus u dont lose karma.
gari Jan 9 @ 4:06am 
I have tried changing four items in the config file:

Detection Radius = 4 → 0

Difficulty Modifier = 0 → -10, 10, etc.

When I use a pickaxe to destroy a wall in the city, the guards are called and the NPCs become hostile


Where should I change it?
DK  [author] Jan 8 @ 10:39am 
@gari there's a difficulty setting for each behaviour in the config file.