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The Elder Scrolls III
MORROWIND:
Rogues & Ambushes 1.51 FAQ
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Index:
1. What does Rogues & Ambushes do?
2. What will be new in version 1.51?
3. Will I need Tribunal for version 1.51?
4. Will I need BloodMoon for version 1.51?
5. Will there be an update to v1.6?
6. What is Feature Sharing, and how can I use it?
7. Are there known conflicts with other mods?
8. How difficult is this mod?
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1. WHAT DOES ROGUES & AMBUSHES DO?
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Rogues & Abushes is a mod that will let NPCs ambush and attack the player, often during the night. This will make the game both more realistic and more enjoyable, for players should now make a choice whether they dare to travel in the night or if they would rather wait till the sun rises. Some types will attack the player during the day, but only when certain conditions are met. The player can prevent to be attacked by all three types if played with care, but most players will occasionaly be attacked by one, two or sometimes even all three types.
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2. WHAT WILL BE NEW IN VERSION 1.5?
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-Rebuild from scratch
-No ambushes in secured areas, including all towns and villages
-Reduced cpu drain
-Multiple types of rogues, each with their own scripts.*
-Tweaked Rogues to allow low-level characters to use this mod
-Add new rogues for high-level characters (30-200)
-Rogues will make use of the Enhanced-AI scripts**
-Leveled, Script controlled, rogues for enhanced balance
-No third-party meshes, models, textures or sounds for reduced mod size and easy installation
-Tweaked average frequency of ambushes for enhanced balance
-Conflict-free with most popular plug-ins
-Extensive debugging and balance testing
*Multiple types of rogues, each with their own scripts:
Rogues (18 Object IDs)
Little more then common thugs, these dunmer prey on the lone wanderer in the wilderness.
Often working alone, these bandits are known to only attack during the night. Inexperienced
travellers are adviced to travel during the day, and stay in settlements during the night.
Assassins (30 Object IDs)
'Assassins', the word alone strikes fear into the heart of many an important person. Stealthy,
skilled and with authority to kill their target wherever and whenever they want, assassins are
rightly feared by those who have been added to 'the list'.
Guards (21+ Object IDs)
Recently there has been a sudden increase in crime on Vvardenfell. Trying to maintain order,
the Legion has trained a small group of 'bounty hunters' that seek out known criminals. Even
though they mostly work in settlements, and during the day, there have been rumours of 'strike
teams' bringing famous criminals to justice after daring raids in the middle of the night.
Criminals are adviced to stay away from Vvardenfell.
**Rogues will make use of the Enhanced-AI scripts:
Rogues will grab ranged weapons when you flee, will take melee weapons when you charge,
they will make much more efficient use of health potions They will flee if they are faster then
you and losing the fight, and will go into a panicked frenzy if you are both winning and faster.
When in groups two rogues will charge you, keeping you from attacking the third rogue who
will be able to use ranged weapons.
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3. WILL I NEED TRIBUNAL FOR VERSION 1.51?
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Yes, Rogues & Ambushes 1.5 uses Tribunal-only artfiles. It is not possible to use this mod without owning Tribunal.
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4. WILL I NEED BLOODMOON FOR VERSION 1.51?
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No, BloodMoon is not required for this mod.
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5. WILL THERE BE AN UPDATE TO V1.6?
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This is not certain yet, but I am considering it.
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6.WHAT IS FEATURE SHARING, AND HOW CAN I USE IT?
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Feature sharing allows other people to influence the ra1.5 scripts from there own mod. They can, for example, set their new cities as safezone, or can increase the time during which rogues appear. Read the ‘feature sharing’ file included in the archive for more information.
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7.ARE THERE ANY KNOWN CONFLICTS WITH OTHER MODS?
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No, this mod seems to be compatible with all mods known to me. However, I cannot guarantee anything regarding this issue, due to the vast ammount of mods currently availlable.
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8.HOW DIFFICULT IS THIS MOD?
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This mod does not increase the difficulty for lower level players in a drastic way, and most players should be able to survive early encounters with little to no problems. Higher level players will find the new opponents to be worthy of your attention, and the careless high level player is likely to be killed by the more experienced opponents.