More Generic Bounties – Faction Relations Increase Cap
Have you ever wanted to RP as a bounty hunter? Many other mods have solved this issue by adding a number of named characters who have bounties. In my case, I felt that if a player can get a bounty for small things like theft, then it would make sense that a generic bandit would have a bounty for their crimes.
This mod adds variable bounty amounts for most generic characters in the game with an antagonistic relationship to one of the three bounty paying empires. The bounties are tiered by combat stats and relevance to the empires they would have committed crimes against. Generic bounties mostly have a less than 100% chance to have a bounty, but in general those percentages are much higher than vanilla.
A starving bandit may only have a bounty of 200 cats, which means in the UC it’s more viable to sell them into slavery (if you’re a bad person, though I believe prisoners end up in slavery anyway). A starving bandit leader is closer to 600. That is the lowest end of bounty values. I’ve made sure the bounties they have consider the main leader (see dust king) and their bounty, so we don’t have a higher value generic character bounty.
Another level to the RPG element is that I’ve added bounties to soldiers from the UC, Holy nation, and Shek Kingdom. You can turn in prisoners of war, as you have really aided the war effort of a major nation. I have not seen npc bounty hunters attacking those units.
This mod also reduces faction relations increase for turning in bounties from 2 to 1 generally, and 3 to 2 for a "charitable donation" bounty to the Holy nation.
***This version of the mod also caps the faction increase for turning in bounties at just below an alliance (capped at 49), so you can turn in bounties to the UC forever without making the Anti-Slavers hate you. This does not, however, affect the turning in of major bounties. Giving the Shek the bugmaster will still make them your allies, but turning in 2000 starving bandits will not.
Lastly, I have added 6 game starts. A group of 5 citizens (with specialized stats around 20, and low stats otherwise) who have decided to become bounty hunters, and a single bounty hunter with midgame stats (attack, defense, assassination, stealth around 50, all stats probably have an average of 30). There is a version of each of those per major empire. They all have faciton relations based on backstory, and the solo holy nation bounty hunter is hated everywhere but in the Holy nation.
In order of how lucrative bounty hunting is, the UC is very lucrative, the Shek are somewhat lucrative, and the Holy Nation (so far) seems the worst.
I do not recommend using the solo bounty hunter starts for your first playthrough, I think the group can actually be an okay way to try the game the first time.
Mod load order – after anything else that changes characters I have added generic bounties to, or dialogue related to the bounty turn in desks – depends on if you want their dialogue or my dialogue (the reduction in points and cap). The addition of a bounty amount, likelihood, or bounty faction should be unaffected by and not affect anything that changes generic characters stats, armor, weapons, personalities, etc.
Notes for likely mod requests:
– I will release a version that doesn’t cap faction relations for generic bounties, but will likely keep the reduction in faction gain for any version I make.
– I can release a version without the game starts if people prefer
– I am the only playtester so far, so please feel free to comment on bugs, imbalance, or improvements you would like.