Better get killing.Īnyway, this mod basically makes it so that your infamy isn’t reset upon completing a pilgrimage, but, more importantly, it preserves all vanilla infamy-related features from the base game and DLCs, including Crusader armor, altars, the Pilgrim's Grace power, etc.Ĭompleting a pilgrimage stores your current infamy. Therefore, at high fame, one infamy reset will make it difficult to use the altar ever again, even for an evil character. This shrine requires you to have more infamy than fame (the opposite of chapel altars). It breaks the Shrine of Sithis in the Vile Lair DLC.In vanilla, you’d have to specifically avoid evil actions to get such a bonus. This is one reason why everyone in Cyrodiil absolutely seems to love late game characters. But, similar to the above, one infamy reset means even evil characters get just the +20, since all characters will accrue fame from completing quests and closing Oblivion gates. You can get a disposition bonus of up to +20 for fame and -20 for infamy (both at 67, respectively), which cancel each other out. It breaks the balance of the fame/infamy bonus to NPC disposition.In the late game, your fame will likely be huge, so one infamy reset and you’re good to attend Sunday service for a lifetime. As a result of the above, even evil characters can easily gain access to the powerful holy restoration of chapel altars, as they only require you to have no bounty and a fame greater than your infamy.Basically, even the Listener of the Dark Brotherhood can be a goody-two-shoes. It erases your accumulated infamy, which is a record of your evil deeds in quests.This was probably done by the developers to facilitate the Crusader armor, but it was actually a major small PP move for four reasons: Knights of the Nine adds a repeatable pilgrimage to wayshrines, which upon completion clears your infamy.
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