Oblivion talk:Disposition
Contents
- 1 Murders?
- 2 Persuasion mini-game cheat sheet
- 3 Race Modifiers
- 4 Generic NPC's disposition
- 5 Bribing Guards
- 6 Disposition Maximum/Minimum Values
- 7 Guard paying your bounty
- 8 Stealing from NPC with 100 Disposition towards you
- 9 Lol wut
- 10 Start a new project
- 11 Faction Reaction
- 12 Any point in getting disposition over 100?
- 13 NPCs keep suiciding if I resist arrest!
Murders?[edit]
Does your murder count influence disposition? Despite having a fame of 140 guards are often very brisk with me. True the fact that I am leader of the fighters guild, arc mage, listener and Gray fox may have more to do with it, but even with my infamy cleared and akatoshs blessing (+25 to personality, plus base 42) they just seem to put up with me, why is this?
Persuasion mini-game cheat sheet[edit]
I'm building a Persuasion mini-game cheat sheet at User:Basophilous/Persuasion.
The 6 tables comprising the entire Love/* tree are online and usable as of 2007-July-18.
Let me know if this would be useful and I'll try to complete it over time. Basophilous 16:38, 18 July 2007 (EDT)
Race Modifiers[edit]
When I was evaluating a recent edit of Gogron gro-Bolmog, I noticed that this article has no information regarding the disposition modifiers caused by Race. I have always been under the impression that being an equal race to the other NPC would increase your disposition. I checked this now in the Construction Set and in the game, and there appear to be set Reactions (similar to Faction Reactions) for each race. For example, Altmer like other races less, but their own more, but Imperials will treat everyone equally.
Now I would just add this information to the article, but I'm not totally sure if there has already been a discussion about it (Not here, and not on Oblivion:Races). --Timenn < talk > 9:42, 7 January 2008 (EST)
- Ah - you've done the job I was going to do later! I wasn't sure if the race modifier comment was true and certainly couldn't find anything on the site so if you've found the proof it should probably go on here as a table and on the individual race pages as a list (like the MW faction modifiers). Lastly, the new comment should come off Gogron's NPC page. Like you I think it's a bit odd it's not already on but it could just be one of those things that's been overlooked so far. —Rpeh•T•C•E• 09:57, 7 January 2008 (EST)
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- Sorry, I already deleted the comment on Gogron's page, because I saw that before getting to this discussion (and already knew about the race modifiers). It's likely that the race modifiers haven't been documented anywhere. I know a long time ago I was thinking of adding the info to the site, but I got caught up in trying to figure how exactly to predict an NPC's original disposition towards you (which is more complicated than just race...). --NepheleTalk 13:44, 7 January 2008 (EST)
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- It doesn't matter, my main intent was to bring this under attention. Should I add a table with the exact values to this page, or just a few examples? I feel that a table makes it more complete, it will just look bit odd on a text-only page.
- The descriptions for the sections (or the titles) need to be changed somewhat. As Race can be both a positive and a negative modifier, and you'll probably want only one table in the article (in other words, where would I put the table?). --Timenn < talk > 14:12, 7 January 2008 (EST)
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Generic NPC's disposition[edit]
Do Generic NPC's (eg: Bandits) respawn - and if so - do they retain their Disposition towards the player? For example, if I were to go into a Bandit Cave, and by various means (Calm, Charm, possibly a high infamy)increase a Bandit's disposition to 100+ (to the point where he doesn't attack me on sight and discusses rumors), and then the cave (and presumably it's inhabitants and contents) respawns, will the new Bandit still have a high disposition towards me? If so, this would offer many role-playing oppurtunities by making friends with Bandits, Maruaders, Vampire, Conjurers and Necromancers pernamently. - Chippie 19:00, 2 April 2008
Bribing Guards[edit]
The article says that guards are not able to be bribed, yet I bribe guards on a quite frequent basis. I have all the official mods and patches and play on the 360, so no third-party stuff. Also, I've bribed guards on all of my characters; famous, infamous, high personality, low personality.. Darkle 19:43, 27 June 2008 (EDT)
- I just took that comment off because, as you point out, it was completely wrong. Good spot. –Rpeh•T•C•E• 05:07, 28 June 2008 (EDT)
Disposition Maximum/Minimum Values[edit]
In reading the article for this page, I was wondering what the min/max values are for the dispositions of NPCs. Would it be 255/-255? In my opinion, t would be something interesting to include in the main article. --Zephyr5 21:16, 17 November 2008 (EST)
- Base maximum disposition depends on your Speechcraft and the NPC's Speechcraft. If you both have the same Speechcraft score, the maximum disposition is 66 (not counting magic effects and other scripted effects, though it does seem to ignore race and faction reaction modifiers; I haven't tested for Fame/Infamy). For every two points your Speechcraft is above the NPC's, you gain 1 point of maximum disposition. You lose 1 point if your Speechcraft is lower, and an additional point for every 2 points below that. This rule seems to break down at extreme differences in Speechcraft between the player and NPC. For example, an NPC with 80 or more Speechcraft points than my test character sometimes resulted in lower max dispositions than would have been indicated by this rule, but it always held true for tests with less extreme differences. Basically, the lower the NPC's Speechcraft relative to yours, the higher you can raise his or her disposition. The higher the NPC's Speechcraft, the lower the maximum disposition. It wasn't what I expected to find when I started testing it, but it sort of makes sense: NPCs with a high Speechcraft are just less impressed with poor speakers and are harder to persuade. Players with a high Speechcraft should find it easier to influence NPCs with a low Speechcraft. This also explains why joining a guild often results in maxing out the dispositions of the other guild members. The base max dispositions are just really low, so adding 10 or 20 points makes it easy to max out a lot of NPCs. TheMagician 20:24, 19 February 2011 (UTC)
Guard paying your bounty[edit]
The wiki says the bounty must be less than 1000. I don't think this is right. I once stole a set of greaves worth 50 gold. I got arrested. The correct wording should be the bounty must be less than 50. I also had charmed the guard to 100 disposition. He had previously forgiven me for stealing a 25 gold item. (Assault, tresspassing, and pickpocketing are okay, but large value stealing is not). --Tau434 23:53, 15 January 2009 (EST)
Stealing from NPC with 100 Disposition towards you[edit]
I accidentally stole something from a merchant who had 100 Disposition toward me. Instead of fighting or calling the guards, she just said something like "You can have that one, just don't take another". I kept on stealing things in her store and she never attacked me.
I didn't see it on the Disposition page so I thought I would mention it.
Lol wut[edit]
- I have become the leader of the thieves guild and am the Champion of Cyradil, so im not sure if thats a net positive or negative. ANYWAYS i was traveling along the road and two bandits attacked me. So i used a domination spell and had them fight each other. one died and i planned on re-animating the other with the staff of worms. so i did. just then a guard came up and killed the other one my zombie was about to. the guard had a fight with my zombie. i talked to the guard and i had a disposition of FIVE! FIVE! anyone have an idea why this happened? --Star Mage 02:30, 19 January 2010 (UTC)
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- Champion of Cyrodiil is a plus but he has a - 3 disposition per rank in the thieves guild.--TheAlbinoOrc 17:15, 9 February 2010 (UTC)
Start a new project[edit]
I want use forts and ayleid ruins and caves as my home. I want to use charm and bribe to make npc become my friend, so I want to know about the formula about all thing related to disposition. And will evil enemy attack me after becoming my friend after the cell reset If a enemy have a different chance of becoming different creature or npc will it be reset after 3 day if he didnt die. I ask question about many different thing and it cover many topic so i ask here (Vvardfell 12:02, 2 November 2010 (UTC))
- As has been mentioned repeatedly, please ask these types of questions in the forums. This is not the appropriate place. – Robin Hood↝talk 15:59, 2 November 2010 (UTC)
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- I ask here because no one there can answer my question. (Vvardfell 10:41, 3 November 2010 (UTC))
Faction Reaction[edit]
I see the new Starting Disposition section that states that only the worst Faction Reaction modifier applies. I assume this only applies if the player does not belong to the same faction as the NPC. Otherwise, it contradicts the next section (Increasing Disposition), which says you can join the NPC's faction and raise his disposition to you. --Brf 22:19, 17 February 2011 (UTC)
- There, fixed it. I was only using multiple factions with disposition modifiers toward the player faction. When I tested with shared factions I discovered that they take precedence. I had done a lot of testing combining factions that all directed their reactions toward the PlayerFaction and somehow missed testing with other types of factions. Thanks for catching that. TheMagician 05:39, 18 February 2011 (UTC)
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- Yeah, I timed out while I was writing it. I'll see if I can make it a little clearer, but the precedence is just plain tricky. Basically, NPCs can be in two types of factions in regard to the player: factions shared with the player, and factions that have an opinion of the player. If they share any factions with the player, the one with the highest disposition modifier trumps all other factions. If they don't share any factions with the player, but are in one or more factions that have a reaction to the player faction, the lowest disposition modifier wins. TheMagician 06:47, 18 February 2011 (UTC)
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- I simplified it because you're right: there aren't really any vanilla NPCs with this kind of faction reaction conflict. That was mostly a theoretical point useful for modders but not players. I'll move the discussion of faction reaction precedence to the CS Wiki where it belongs. If it needs any work, let me know. TheMagician 18:16, 18 February 2011 (UTC)
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(←) I do not know much about Oblivion, but I know I have seen this in Morrowind. Once you join an NPCs faction, the negative modifiers are thrown out. For example, joining the Temple changed my disposition with the NPC from 35 to 75, even though my rank with the Temple is now zero, and therefore my faction-modifier with the temple NPCs would be zero. This indicates the -40 modifier I had from other factions had been thrown out. --Brf 18:24, 18 February 2011 (UTC)
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- Yes, shared faction memberships take precedence over other reaction modifiers. I've updated the CS Wiki with the new information for modders who are interested in learning more about faction reaction modifiers. Thanks for helping me with this. TheMagician 19:21, 18 February 2011 (UTC)
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- If you know how the factions' dispositions interract in Morrowind, please add that infomation to [Morrowind:Factions]]. I asked in Morrowind_talk:Factions and Bfr thought it's the sum of them ll. No shadow on Bfr for this. We (I, at least) just don't know how it works. Thanks! -- MartinS 46.162.71.111 19:47, 18 February 2011 (UTC)
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- Sorry, I don't have a PC version of Morrowind. Someone else will have to take you up on that. TheMagician 16:11, 19 February 2011 (UTC)
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Any point in getting disposition over 100?[edit]
Couldn't find this answer on the page or talk page. So is there any point to trying to get their disposition past 100 (even though it'll only be displayed as 100? dtm 23:48, 17 March 2011 (UTC)
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- Two words:Good measure. Bauglir100 04:05, 17 February 2012 (UTC)
NPCs keep suiciding if I resist arrest![edit]
The title says it all - if I resist arrest and there is any NPC who likes me, they suicidally try to fight all the guards and die. Is there a formula where I can look up the exact disposition value at which an NPC helps the player in combat? It would certainly be great to be able to prevent this since I really don't want to lose all the important NPCs to stupid guards. Or maybe there's a game setting that controls this? Since I'm playing on PC, I could modify everything if only I knew what exactly needs to be modified. Also, NPCs sometimes kill each other if I'm in combat with one and another one decides to help me by killing the attacker, which is annoying too. I don't suppose there's a way to tell the game that e.g. Cheydinhal guards and Cheydinhal NPCs aren't supposed to attack each other unless the player casts Frenzy or something... Any help is appreciated! --Nv4dispbluescreen (talk) 06:58, 31 July 2014 (GMT)