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Posted

I apologize if this has been asked and answered before; I couldn't find it through search or on the most recent pages of the support forum.

 

I've noticed that somewhere in the range of 50-60% of items in various places that should be owned by the building's NPC owner (shops, Dragonsreach, etc.) are not considered owned by anyone. When hovering over these items, the action is "Take" instead of "Steal." There doesn't seem to be much rhyme or reason to it; items right next to each other have different ownership tags. I loaded a totally vanilla game and confirmed that the items are supposed to be owned by NPCs and their action should be "Steal."

 

I'm running STEP 2.2.7 Core, all installed through Mod Organizer, sorted with BOSS, cleaned with TES5Edit (where appropriate).

 

Does anyone have any idea which mod is causing this? I can provide more information if necessary.

9 answers to this question

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  • 0
Posted

Once you are "friendly" with a building's owner they will let you take some of their lower value items. This may be what you are seeing. For example, start a new game and visit the Riverwood Trader. All items are marked as "Steal". Once you have returned the claw, the majority will be "Take" but not all.

  • 0
Posted

Huh. I'm embarrassed that I don't know the game well enough to ask such a noob question. It just seems like a weird thing to code into the game. Shopkeepers still have to make a living somehow, right?

 

Anyway, thanks for taking the time to respond.

  • 0
Posted

Somebody who brought you your long lost precious back would get thrown into jail because he ate an apple lying in your house and taking a rusty iron sword that you never could sell, because even the worst bandits have at least an equal weapon?

 

 

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  • 0
Posted

Well, no, but if you took 20 of those rusty armors, 10 baskets full of apples, all my potions that I bought at the local alchemist shop, and then came back next day to sell it all back to me.... I would possibly call the guards to arrest you!

 

This sounds like a good idea for a mod in fact:

 

Once you have someone's trust and gratitude, you are allowed to take some items from their home UP TO a combined certain value. Once you take enough items to reach that value they won't allow you to take anymore and they it's marked as stealing again.

  • 0
Posted

That would be rather script intense I suppose, especially if you are a thief character, and loot their whole household (after you've done a minor quest for them) without them noticing it.

 

For actually making it more realistic several conditions/stages must be achieved:

I) Owner is friends with PC after Quest

II) Owner sees PC take rubbish from his household

III) Rubbish exceeds 100 Gold pieces (eg.)

IV) Owner turns attentive: "Hey, put that back!"

V) Owner develops animosity: "Leave!"

VI) Owner gets hostile: "Guards!"

 

After a certain time passes (ingame-week or whatever seems suitable), stages can get reset from up to IV) incrementally back to I).

After completing stage V) NPC will be neutral to PC, after VI) NPC will react hostile. Those stages don't get reset or only after PC served his jail time in the local province.

  • 0
Posted

For some reason I can take all the items on the tables in the Riverwood tavern without stealing them. I seem to remember they were set to 'steal' mode for new games, but I just started a new game. Items in other taverns are ok (i.e. set to 'steal'). Maybe I'm just not remembering correctly.

  • 0
Posted
For some reason I can take all the items on the tables in the Riverwood tavern without stealing them. I seem to remember they were set to 'steal' mode for new games' date=' but I just started a new game. Items in other taverns are ok (i.e. set to 'steal'). Maybe I'm just not remembering correctly.[/quote']

If I remember correctly, you can take most of the items in the Riverwood tavern with you give the local drunk a drink while he's in the tavern. I might be wrong, but I know that that is something that can happen through a repeatable series of events, because I do it all the time (I like my mead).

  • 0
Posted

There are a couple of game settings that I've noted, one of which might control this effect. I haven't had a chance to experiment to see if changing either of them will alter the value/number of items you can take. If anyone else wants to play around with it, here are the settings I suspect might be involved:

fValueofItemForNoOwnership

iFavorFriendValue

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