Oblivion talk:Personality
Contents
Befriending Enemies[edit]
How high does your personality have to be in order to have enemies be non-hostile towards you? Also see this page. Thanks to anyone who can help! Dio 225
- That would depend on your fame too. I recon having around 200+ fame and 90+ personality might stop aggressive NPCs attacking you, though I can't say for sure.....--Willyhead 13:35, 31 July 2007 (EDT)
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- Does raising personality above 100(enchantments) continue to raise initial disposition of NPCs, particularly enemies? I have 67 fame and 30 infamy and 70 personality right now --Sundaroct131088 16:09, 5 September 2007 (EDT)
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- All skills are capped at 100, except Acrobatics and Athletics, which will continue to increase the distance you can jump and the speed at which you can run. Luck may be effective over level 100, but I'm not really sure. Athletics and Acrobatics are capped at 255. --Saruuk 18:41, 5 September 2007 (EDT)
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- But Personality is an attribute, not a skill. Since increasing Strength, Endurance, Speed, Intelligence and Luck above 100 continues to improve your stats I was hoping Personality would as well. Also I made a Charm 100 pts for 3 sec spell to use on enemy NPCs and then talk to them to raise their disposition high enough permanently so they would not attack but the charm spell maxes out their disposition so I can't persuade them. Any suggestions? --Sundaroct131088 18:55, 5 September 2007 (EDT)
- Hmm, so it is. My mistake. =) Anyways, considering that every single other attribute increases in effectiveness over level 100, I'd say it would be safe to assume that Speechcraft does too. The Disposition page has tips on increasing an NPCs disposition to 100. Just throw in a weak charm spell so that the enemy will yield to you first. --Saruuk 19:20, 5 September 2007 (EDT)
- But Personality is an attribute, not a skill. Since increasing Strength, Endurance, Speed, Intelligence and Luck above 100 continues to improve your stats I was hoping Personality would as well. Also I made a Charm 100 pts for 3 sec spell to use on enemy NPCs and then talk to them to raise their disposition high enough permanently so they would not attack but the charm spell maxes out their disposition so I can't persuade them. Any suggestions? --Sundaroct131088 18:55, 5 September 2007 (EDT)
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- When my character reached 190 personality, fame around 10 and no infamy all Bears, Wolves, Boars, Mountain Lions and Spriggans became non-hostile, even if I unsheathed a weapon in front of them. However these creatures are often found in areas where there are mythical creatures, vampires and undead. So if these creatures witness me attacking any of these enemies they join in and attack me. Also now my character has 200 personality and 37 fame(no infamy). Conjurers are no longer hostile either(they all have disposition of 95-97) but unfortunately daedra are still hostile. All other enemies still attack as usual. Conjurers probably have higher responsibility than most hostile NPCs which is why fame raises their disposition. I guess I'll need infamy to make other NPCs friendly. From my experience the minimum disposition needed to make enemies friendly is 95. The infamy page mentions that for NPCs with low responsibility, infamy raises disposition. What it does not say is by how much. Once we know that we can make an estimate of how much personality, fame and infamy we need to "satisfy" most types of enemies simultaneously. --Sundaroct131088 23:12, 28 September 2007 (EDT)
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- Good thing you asked this question when you did, before I'd gotten around to throwing out the notes from my disposition tests :) The lowest responsibility I tested was 10 (Hillod the Outlaw). His disposition went up 1 point for roughly every 33 points of infamy (so for an infamy of 500, his disposition had gone up 15 points; I tested at a dozen other values, too). Enemy NPCs can have responsibilities as low as 0 (e.g., Bandits), but I haven't tested their dispositions.
- I'm not sure why you're assuming, though, that 200 is the maximum possible personality. Between enchantments, spells, and potions it has to be possible to go higher, at least temporarily. My understanding is that the maximum attribute value you can set at the console is 255, but that's actually a limit imposed by the console's processing; with other attributes (e.g., Luck) it's possible to fortify to values greater than 400. --NepheleTalk 00:15, 29 September 2007 (EDT)
- What I meant by maximum possible value was constant effect. It's definitely more convenient to get the maximum personality possible through leveling and enchantments(permanent effects) and get the required fame/infamy than to keep fortifying your personality every now and then. That's pretty much like charming(temporary). Also I think I misunderstood something. The disposition article only claims that infamy raises dispositions of less responsible NPCs. It never claims that fame doesn't raise their dipositions, but I just assumed it didn't. I increased my fame by 2 points again and all Bloodcrust Vampires are friendly so my guess is by the time my fame reaches 67 most NPCs(and hopefully creatures) will be friendly. --Sundaroct131088 01:27, 29 September 2007 (EDT)
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- I've been playing around for a couple of days now and I'm able to determine which NPCs are friendly and which are not. My character is a Breton female with 200 Personality, 67+ fame and 29 infamy.
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Bandits(including Black Bows): All bandits except Male Redguards are friendly. Male Redguards always attack on sight, doesn't matter whether they're Black Bow Bandits or Ringleaders or just the ordinary ones that spawn at camps and roads.
Marauders : Imperial and Altmer Marauders are friendly but Orcs, Argonians and female Nords attack on sight. Male Nord Marauders don't attack unless I get close enough for them to say something to me(e.g.You're a sneaky looking sort). Kinda like Heretics and Zealots from SI if you wear their robes.
Conjurers : All Bretons are friendly whereas all Altmer are hostile.
Necromancers : All are hostile, possibly because I'm Arch Mage. Otherwise they would have been pretty much like Conjurers(Bretons would be friendly whereas Altmer would attack).
Argonian Tribesmen : All are hostile.
Dremora : I've only encountered Kynmarcher, Markynaz and Valkynaz types and all are hostile.
Vampire : Still testing, since there are so many races and classes involved this may take a while but from what I've seen so far Dunmer, Bretons and female Redguards are friendly whereas all others are hostile.
Now I'm pretty sure none of this is just random stuff because most of the observations are consistent, at least with Conjurers, Bandits, Argonian Tribesmen and Dremora.
I'm guessing it could be because some genders/races have higher personality than others. Male Redguards and Argonians have relatively low Personality stats and Dremora have extremely low Personality stat which may explain why they demand higher dispostions. Then again, Bretons and Altmer have same Personality stats but Bretons are friendly and Altmer are hostile. Maybe Bretons like me more because my character is a Breton. --Sundaroct131088 16:06, 1 October 2007 (EDT)
- Okay, I'm going to win an award for Geekiest Post Ever. I've just run the numbers and the average personalities for the various races are as follows:
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Argonian 34.96 Breton 42.51 Dark Elf 39.40 Dark Seducer 10.00 Dremora 11.54 Golden Saint 10.00 High Elf 43.59 Imperial 48.53 Khajiit 39.95 Nord 33.88 Orc 30.28 Redguard 37.26 Wood Elf 41.60
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- You need to take those figures with a huge pinch of salt as they include all the test characters and don't take account of any leveling that goes on (I believe attributes increase for NPCs too). Still, it may be of some help to you, Sundaroct131088. --RpehTalk 05:17, 2 October 2007 (EDT)
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- In addition, there are predefined racial disposition modifiers that affect how members of various races react to each other. Most races just have a +5 disposition bonus towards members of the same race, but other races have a much lengthier list of disposition modifiers. For example, high elves have -10 modifiers towards argonians, dark elves, and khajiits, and -5 modifiers to most other races. I'm unsure, though, whether those modifiers mean that high elves dislike other races (i.e., your character will be disliked by high elves unless you're a high elf), or that other races dislike high elves (i.e., if you're playing a high elf, nearly everyone will dislike your character). --NepheleTalk 03:18, 14 October 2007 (EDT)
- Well, I'm still testing everything out, and while I can't say much right now, I do have one suggestion. I have a personality of about 115, yet I have a really right infamy (154). The high infamy really helps, so here's how I like to raise it.
1. Do the Dark Brotherhood 2. Go to any guardhouse inside a city. Set the difficulty to very easy. Now kill all the guards. Easy Infamy without killing innocents or quest givers. 3. Get the Gray Cowl. Now use that to increase your infamy and avoid the infamy penalty on your character. I'll test more when I have time and get back to you guys then.--Tau434 23:42, 15 January 2009 (EST)
Damage personality?[edit]
There are certain enchantments that damage the "personality" of the NPC it hits... does this really even affect ANYTHING? Say if I hit some bandit with a damage personality poison... how would this change anything?
Personality > 300?[edit]
According to this page, a personality of 300 will make the guards pay off the bounties themselves. How does one get such a high personality when the base is capped at 100? Sure you can add a few trinkets to Fortify Personality, but increase it by a factor of 200? That doesn't even seem remotely possible... What am I missing? --David Bergan (May 27, 2008)
- I'm not 100% sure, but I think that's a mistake. I've never had a character with a personality of 300 (it's not possible to have a permanent personality of 300 without using the console) and the guards have paid off their bounties plenty of times. Besides I think it's more a case of disposition that makes guards pay off your bounties.--Willyhead/t 16:21, 27 May 2008 (EDT)
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- So what is a realistic maximum for Personality? If you had a base of 100, how many Fortify Personality garments could you wear, and what does that all add up to? --David Bergan (May 28, 2008)
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- You only need to get a guards disposition to 90 to have a guard forgive your bounty. Look at the "Crime" page for confirmation. I don't know at what rate an NPC disposition increases based on personality.[User:169.145.3.12|169.145.3.12]] 14:47, 4 June 2008 (EDT)
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- The specific text that was originally quoted was added recently by an editor advocating strongly for a somewhat extreme style of game play. It included many false facts, including the fact that you need to get your personality to 300 for guards to pay your bounty, and the fact that you even need to get your personality to 300 to get enemies to stop attacking. I've revised the specific section back to what is, in my opinion, a more balanced view of gameplay that applies to typical players, not just one or two players. More accurate information is provided on the personality article.
- As for the details of raising your personality, there is a lengthy discussion on that precise topic earlier on this page. Constant effect personality of 190+ is possible, by using enough "trinkets" with Fortify Personality. Custom enchantments have +10 Fortify Personality; you have nine slots for enchanted items. There are some artifacts and unique items (The Deceiver's Finery, Masque of Clavicus Vile, Dibella's Blessing, Ring of Lordship, Sheogorath's Regalia) that can boost personality by more than +10, making 215 or more theoretically possible without any cheats. Those constant enchantments can be easily supplemented by spells (which can be stacked to give enhancements greater than +100) or potions (+45 possible, with 4 potions that gives you +180). So, yes, 300 personality is possible although probably unnecessary. --NepheleTalk 15:27, 4 June 2008 (EDT)
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- My personality is at 384, fame 157. No human will attack. Even normally hostile ones like vampires, marauders, or bandits. Instead you can talk to them and ask about rumors. Some bandits, usually highway bandits will ask you to pay them 100. If you refuse they will become hostile and attack. If they see you kill one of their members, they will not do anything. You can also engage Dremora in conversation, but you can't ask them about anything. I'm not sure if you can use speechcraft on them, you can select it, but since their disposition is 100 I can't do anything. Most woodland creatures (bears, lions, etc) will not attack. Even with a weapon drawn. Some creatures will attack if you have a weapon out. Deer will not flee, unless you draw your weapon. So far I have yet to come across any human, creature, or daedra that will even attack, so long as your weapon is not drawn. Also, for small crimes such as theft and maybe assault guards will pay off your fines themselves, but they won't for something like murder. Although that has less to do with this. --Ghost Host 13 February 2010
Disposition[edit]
What is the formula for the disposition that you get when you first talk to a person, or after a cell reset and the formula for max disposition?99.237.166.44 21:45, 3 June 2008 (EDT)
- We don't know. This question is already marked as a Good Question on a different page –Rpeh•T•C•E• 04:10, 4 June 2008 (EDT)
I have finished the arena and the mages guild and the main quest with 0 infamy and 60 Personality and I dont get attacked by any ususaly hostile targets, Unless they are orcs for some reason
High personality NPC's comments[edit]
When your Personality reaches 70 or higher, NPCs will start saying: "You look intriguing. Please, share your thoughts".
Why is this omitted at http://uesp.net/wiki/Oblivion:Personality ? — Unsigned comment by 87.99.4.150 (talk) on 26 December 2008
- Well first the quote is "You seem quite intriguing. Please, share your thoughts.", and second it has nothing to do with personality. People will sometimes greet you with that when your disposition with them >= 70. Dr Jones 05:53, 26 December 2008 (EST)
lowering personality[edit]
to do namiras shrine youy need to lower your personality bellow 20. ohw do you do this as i am stuck? Oblivionfreak99 11:50, 24 August 2011 (UTC)
- a custom spell or drinking 4 cheap wines lowers it by 40 (From Fear to Eternity- Eddie The Head 11:57, 24 August 2011 (UTC))