SRTT Costumes and notoriety

Hey

I just came up with this question.
Is it possible to disable notoriety on certain costumes?

This is what I had in mind:

Morningstar Specialist Outfit: No Morningstar Notoriety
Morningstar Soldier Outfit: No Morningstar Notoriety
Decker Soldier Outfit: No Decker Notoriety
Decker Specialist Outfit: No Decker Notoriety
The Decker Outfit (from Kinzie assassin mission): No Decker Notoriety
Luchadore Soldier Outfit: No Luchadore Notoriety
Luchadore Specialist Outfit: No Luchadore Notoriety
Steelport Police Department Outfit: No Police Notoriety
Steelport National Guard Outfit: No police notoriety for entering Sierra Point (maybe also no police notoriety at all.)
STAG Outfit: No notoriety after entering downtown during lockdown and no police notoriety while STAG is active.

I don't know if the above is possible at all though, but it would be nice. I also don't know if it could be done, it would be possible to have the notoriety for only one gang disabled while wearing their outfit. If it wouldn't be possible having no gang notoriety at all while wearing one of the gang outfits would be good enough, since the three gangs work togheter as The Syndicate anyway.

It also would be nice if prof genki wouldn't attack you when you wear the prof genki costume and you attack him and the zombies don't try to kill you while wearing the zombie outfit.
 
Maybe with the SDK we can make a flag like that for those outfits or something.
 
This is a feature I've been wanting to see for a while now. I dunno if it needs to prevent notoriety entirely, though. Maybe it could work similar to the Nyte Blayde's Return mission where, even though you have notoriety (which is fixed at 3 stars when you enter the rec center), as long as you don't cause trouble, you won't be attacked by the faction you're disguised as.
 
While it's possible to limit notoriety by gang type from script, there's no script functions to get the player's current outfit.

I'll make a note to look into adding such a function in the patch.
 
While it's possible to limit notoriety by gang type from script, there's no script functions to get the player's current outfit.

I'll make a note to look into adding such a function in the patch.

If there is no function then how do the missions work like deckers.die where it remembers your current outfit and reequips it at the end?
 
The mission script tells the mission system to restore the player's customization outfit when the mission ends [customization_item_revert()]. Internally, the mission system pulls the players old customization information from the mission start savegame file stored in memory.

(For the curious, there are two savegame states stored in memory during a mission. One for mission start and one for the last checkpoint.)
 
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