SRTT Disable notoriety wipe in purchased buildings?

I'm a little unsure on this one, but how plausible would it be to make it so notoriety wipes ONLY occur at cribs, and not at purchased stores?

Also, if it is possible, would such a mod affect the mission "Takeover The City", which involves going to Friendly Fire after you purchase it to wipe your notoriety?
 
I'm a little unsure on this one, but how plausible would it be to make it so notoriety wipes ONLY occur at cribs, and not at purchased stores?

Also, if it is possible, would such a mod affect the mission "Takeover The City", which involves going to Friendly Fire after you purchase it to wipe your notoriety?

I had exactly the same issue as yours and I believe it wasn't possible, though I might be wrong.

The good news is that after I messed around a bit in the 'shop_names.xtbl' I had this glitch which made all stores unusable. So I removed the xtbl again and when I went back ingame all stores were usable again but I had to buy them again. That is some time ago and right now I still haven't bought them, simply because since I don't own them I also won't have my notoriety removed.

If it is possible to disable the notoriety wipe for purchased stores, again, I don't know. It does mentions this in the 'notoriety.xtbl' but editing that value doesn't have any effect.

EDIT: And if it would affect the mission you mentioned, I think it will, yes, unless the mission script has a code for that mission only which removes all your notoriety when you enter the checkpoint in the store.
 
I had exactly the same issue as yours and I believe it wasn't possible, though I might be wrong.

The good news is that after I messed around a bit in the 'shop_names.xtbl' I had this glitch which made all stores unusable. So I removed the xtbl again and when I went back ingame all stores were usable again but I had to buy them again. That is some time ago and right now I still haven't bought them, simply because since I don't own them I also won't have my notoriety removed.

If it is possible to disable the notoriety wipe for purchased stores, again, I don't know. It does mentions this in the 'notoriety.xtbl' but editing that value doesn't have any effect.

EDIT: And if it would affect the mission you mentioned, I think it will, yes, unless the mission script has a code for that mission only which removes all your notoriety when you enter the checkpoint in the store.
I could probably play through that mission and see if it's possible to complete it without going to the store, for instance, going to Saints HQ to wipe your notoriety (which is nearby).

I guess we can just wait for Volition to weigh in on this. I assume it's -possible-, though possibly not through the tools currently at our disposal, as notoriety in SR4 doesn't wipe unless you catch the glowing ball.

EDIT: It appears that the trigger to end the mission itself is entering Friendly Fire, though interestingly if you detour to Saints HQ (or I assume to any other owned building) you can still in fact clear your notoriety. Then you simply can go back to Friendly Fire without notoriety, which will end the mission. The clearing of notoriety may be entirely unrelated to the mission success parameters, instead just walking into the Friendly Fire may do, so it's possible the mission would not be too adversely affected/uncompleteable without the notoriety clear.

Even if clearing notoriety is imperative to the mission parameters, it could also still be completable if you detoured to Saints HQ first.
 
Last edited:
I can go looking for this later, but I'm pretty sure that the code just does it and not script. That would make it hard to do for a mod unless we made a lua function to toggle it or something. You would need to be careful about anything that might depend on things like that, but it seems like you're looking into that stuff now.
 
I can go looking for this later, but I'm pretty sure that the code just does it and not script. That would make it hard to do for a mod unless we made a lua function to toggle it or something. You would need to be careful about anything that might depend on things like that, but it seems like you're looking into that stuff now.
How is notoriety handled in SRIV that's different than SRTT, then?
 
I don't think that it is different, are you seeing something behave differently?

I don't, commit a certain amount of crimes and the notoriety raises to the next level. The enemy spawning is handled differently though in the notoriety_spawns.xtbl and I don't like it :p I do know that the 6th notoriety level actually isn't a real notoriety level but more like a minigame that is triggered after a certain amount of points is reached during notoriety 5. The minigun spawns the warden and disables all the other npc spawning except for the portals. The minigame deactivates once the Warden is killed, the player is killed or you leave the simulation.
 
Back
Top