SRTT Sierra point and store robbery notoriety.

Greetings

I have another question concerning the notoriety. Through the xtbl files I have managed to find how the games sets the notoriety for the activities (like hitman, chop shop, hostage,...) as well as the notoriety archieved for commiting certain crimes like vandalism, firing at police personell, carjacking,...

But there are two remaining, which still left me searching without a clue. Where does the game set that the player gets 3 police notoriety shields for entering Sierra Point? I would like to reduce this to 1 shield so I can make other things spawn at level 1 and 2 while in the base.

And also, where does the game set that the player receives 3 police notoriety shields after robbing a store, or simply attacking the store clerk or firing a gun inside? I would like to reduce this to 2 shields, so that the cops not instantly call for SWAT when a store is being robbed.

I have no idea wether this is hardcoded or not, so I thought it was worth asking, since the game allows you to edit all the other mentioned notoriety settings for the activities and crimes you commit.
 
But there are two remaining, which still left me searching without a clue. Where does the game set that the player gets 3 police notoriety shields for entering Sierra Point? I would like to reduce this to 1 shield so I can make other things spawn at level 1 and 2 while in the base.
This is controlled by interior volumes that are setup to be "restricted regions". The interior volume parameters that control the properties of the restricted area (which level notoriety to set for each gang) are stored in the zone *.zpp files, so this should be something you can modify once the zpp file formats are released. If this is something you're interested in now, I can try and locate the zpp and find the offset for the police notoriety value for the restricted regions at Sierra Point.

And also, where does the game set that the player receives 3 police notoriety shields after robbing a store, or simply attacking the store clerk or firing a gun inside? I would like to reduce this to 2 shields, so that the cops not instantly call for SWAT when a store is being robbed.
This is hardcoded to police notoriety level 3.0 when the store alarm goes off. :/
 
This is controlled by interior volumes that are setup to be "restricted regions". The interior volume parameters that control the properties of the restricted area (which level notoriety to set for each gang) are stored in the zone *.zpp files, so this should be something you can modify once the zpp file formats are released. If this is something you're interested in now, I can try and locate the zpp and find the offset for the police notoriety value for the restricted regions at Sierra Point.


This is hardcoded to police notoriety level 3.0 when the store alarm goes off. :/


To bad about the alarm, but its no big deal.

And yes, I am really interested about Sierra Point so it would be very nice off you if you could find its offset for the police notoriety.
 
It's kind of silly to rob your own store. ;)

I'll take a look at the source code tomorrow for you.
 
Would there be any way to remove the notoriety reduction when you enter an owned store? It's kind of silly to be able to rob a store, exit, and reenter to lose all notoriety.


I find that to :p But I was able to make the game think I don't own the stores anymore :p So now I can rob them again without losing notoriety when entering them, as long as I don't buy them again (which I won't offcoarse :p)
 
Clearing the notoriety when entering an owned store is triggered in code. The only way to disable owned shops from wiping all notoriety would be to disable the crib interface. This would obviously also disable access to your crib as a side effect.

If you're interested, the Lua script action is:
crib_disable_interface(disable)
 
Clearing the notoriety when entering an owned store is triggered in code. The only way to disable owned shops from wiping all notoriety would be to disable the crib interface. This would obviously also disable access to your crib as a side effect.

If you're interested, the Lua script action is:
crib_disable_interface(disable)


Strange, I think I once accidently managed to archieve something like this. (its fixed now)
I made a few changes to shop_names.xtbl (I'm pretty sure its that one, you can edit the cost price per store in that xtbl...)

But instead of the cost price and hourly income per store being changed, all stores were simply no longer usable and not marked on my map. After restoring my old shop_names.xtbl all the stores were back but no longer mine :p And thats how it still is, because now I can use them again without my notoriety being wiped when entering :p I do have one of those 'for sale' signs in front of the store though, but I prefer having that then a total notoriety loss when entering owned property.
 
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