[REQ]Stolen Items legal over time.

Post » Fri Feb 18, 2011 9:56 pm

I Completely hate it when I find some awesome loot that my charicter can actually use, but its stolen loot, so its going to be taken away at some point when I acidently pick up a coin that isn't mine on the floor.

Is there a mod out there that has stolen items turn into legal items over time? That would be awesome for theives and other classes, because how do vendors and gaurds know whats stolen anyway?! And this would open up theivery for true freelancing theives, so we dont have to hoard our things.
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Claire
 
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Post » Sat Feb 19, 2011 10:59 am

sell it to a thieves guild fence and buy it back?
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Samantha Pattison
 
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Post » Sat Feb 19, 2011 8:23 am

sell it to a thieves guild fence and buy it back?


So I have to join the thieves guild?

I dont want to have to go through that quest, im trying to get through the mages guild quests. And what if I dont have enough money to buy it full price? Which I don't. So by the time I do have enough money its gone.
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James Shaw
 
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Post » Fri Feb 18, 2011 9:56 pm

I think the point is that it would be cool for people to 'forget' or just plain not know whats stolen unless its theirs, like in Morrowind. And not having to use an exploit. I mean, christ, how are you going to know that the rusty iron sword of fire is stolen three months later when you've never even met who it was stolen from?
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Tanya
 
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Post » Fri Feb 18, 2011 7:46 pm

I think the point is that it would be cool for people to 'forget' or just plain not know whats stolen unless its theirs, like in Morrowind. And not having to use an exploit. I mean, christ, how are you going to know that the rusty iron sword of fire is stolen three months later when you've never even met who it was stolen from?


Or that there is a search warrant for the stolen item(s) for a set period based on value?

Apple for 30 mins in game time, Glass sword of Pawnurass the Mighty a weeks time (for better gameplay), or a months time ( realistic).

And all this awesome stuff in Glarthirs house when hes dead should be totaly free for the takeing.
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CYCO JO-NATE
 
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Post » Sat Feb 19, 2011 9:44 am

Or that there is a search warrant for the stolen item(s) for a set period based on value?

Apple for 30 mins in game time, Glass sword of Pawnurass the Mighty a weeks time (for better gameplay), or a months time ( realistic).

And all this awesome stuff in Glarthirs house when hes dead should be totaly free for the takeing.


I actually know a mod that does this but i can't remember its name, what happens is everything in the cell is owned by you and containers are set to not respawn. Any spawns in the area are all also taken away, but you have to clear the room of NPC's and enemies first. Give me a sec and i'll try to remember.


EDIT: I thinki it was called 'Owned' or something along those lines, but i can't seem to find it :sadvaultboy:

EDIT 2: Aargh! I remember the mod and i am using it so i know its there, but i can't find it, not on the forums not on nexus, where did it go to?
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josie treuberg
 
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Post » Sat Feb 19, 2011 5:58 am

I actually know a mod that does this but i can't remember its name, what happens is everything in the cell is owned by you and containers are set to not respawn. Any spawns in the area are all also taken away, but you have to clear the room of NPC's and enemies first. Give me a sec and i'll try to remember.


EDIT: I thinki it was called 'Owned' or something along those lines, but i can't seem to find it :sadvaultboy:

EDIT 2: Aargh! I remember the mod and i am using it so i know its there, but i can't find it, not on the forums not on nexus, where did it go to?



Wait, I know about that, Own that interior?

No no, im talking about stolen items turning into legal tender after a certian time span.

Edit - Claim that Interior, yeah its still on TESNexus. But that still dosent help me out, unless this mod just dosent exist. :/
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OTTO
 
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Post » Sat Feb 19, 2011 8:55 am

That mod is called Claim That Interior. Excellent mod. Owned is Fallout's version of it.

What I'd like is a "launderer". Late, late at night, you slip into a manhole with a large sack. You take the first right, up the stairs, across the bridge, down the stairs, another right then a left - and you're looking the Launderer in the face. For a fee, he'll clean your goods for you. (More or less, dump everything in a special chest, cough up the Septims, and he'll wipe the stolen flag from them.) It'd be nice if the fee was relative to the "difficulty" (cumulative value of the goods) of cleaning the goods.

If you're just looking to freelance, http://tesnexus.com/downloads/file.php?id=31820 is a keeper. The premise is that you slip into town, make nice with the local merchants, and then (based on riskiness) they might do business on hot property. Very immersive. I've been using it for a while, and it makes each game a bit more interesting than using TG fences, or mod added fences. Just because Jensine did business with you in the last game, doesn't mean she will do it again. May have to talk Thoronir into it.
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My blood
 
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Post » Sat Feb 19, 2011 1:26 am

Im now wondering how difficult it would be to simply make a count down on a stolen item.

But I just draw stuff, I dont know how to script, and I cant even make a CM partner in the Construction Set.
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Rob Smith
 
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Post » Sat Feb 19, 2011 7:58 am

It shouldn't be too hard to make. I'll attempt to make it, but not until after my exams, and then a holiday, so in two weeks if you still have nothing you might get something :P
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Beast Attire
 
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Post » Sat Feb 19, 2011 11:21 am

I believe the owner of the Inn of Ill Omen will buy stolen loot. Unfortunately you have to reach journeyman level in mercantile so you can sell anything to him. I also think he doesn't have much cash. You don't need to join the thieves guild to sell loot to him.
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Naomi Lastname
 
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Post » Sat Feb 19, 2011 2:44 am

Thanks Ali, the fact that your even up to makeing it at all sends sensual shivers down my spine.

I will finaly be able to keep crap I steal from others, awesome.
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Dean
 
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Post » Fri Feb 18, 2011 10:14 pm

Alternatively, you could either not get caught by guards, get a mod that lets you bribe guards, or just get a mod which makes them not take everything you've stolen (Unless they saw you take it)
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Nicole Elocin
 
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Post » Sat Feb 19, 2011 5:41 am

Alternatively, you could either not get caught by guards, get a mod that lets you bribe guards, or just get a mod which makes them not take everything you've stolen (Unless they saw you take it)


You know the name of that one?
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Lakyn Ellery
 
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Post » Sat Feb 19, 2011 7:54 am

I'm saying I think that one may be out there. Not that I'm certain it exists. Perhaps try in the mod detectives thread.
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CHARLODDE
 
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Post » Fri Feb 18, 2011 8:01 pm

Stash your loot in a safe place, then turn yourself in when there's a bounty for you...
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Add Me
 
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Post » Sat Feb 19, 2011 2:51 am

Stash your loot in a safe place, then turn yourself in when there's a bounty for you...


The stolen hand goes away if I put it in a safe place?

I dont want to try this and the item still be stolen. Thats the whole idea...we want it to be MINE after some time.
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Rozlyn Robinson
 
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Post » Sat Feb 19, 2011 2:53 am

No, it's still stolen but the Gaurds don't take it...
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Katie Samuel
 
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Post » Fri Feb 18, 2011 7:35 pm

There's a major technical reason why no mod like this already exists. Items in your inventory cannot yet be differentiated. Say you've got four legitimate apples and one stolen apple; all a script can see is five apples. It's easy to make everything non-stolen: just count it all, remove it, and add new ones back. (Of course, this also repairs weapons and armor, resets enchantment charges, and all that other inaccessible per-item data.)

This is on the to-do list for the OBSE folks and I think it's a pretty high priority for them, but it's a tough task because items in a container (including your inventory) are not stored and referenced the same way as items in the game world.
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m Gardner
 
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Post » Sat Feb 19, 2011 5:27 am

There's a major technical reason why no mod like this already exists. Items in your inventory cannot yet be differentiated. Say you've got four legitimate apples and one stolen apple; all a script can see is five apples. It's easy to make everything non-stolen: just count it all, remove it, and add new ones back. (Of course, this also repairs weapons and armor, resets enchantment charges, and all that other inaccessible per-item data.)

This is on the to-do list for the OBSE folks and I think it's a pretty high priority for them, but it's a tough task because items in a container (including your inventory) are not stored and referenced the same way as items in the game world.


Then how does the game know the apple is stolen and not just another apple? Wouldnt that mean the game would think that all the apples in the world are stolen or free?

How does the game know an item is stolen or not? Its such an intresting mystery. But OBSE has done crazy stuff before, and it will be a good day when they figure out the answer.
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Latino HeaT
 
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Post » Fri Feb 18, 2011 10:36 pm

Then how does the game know the apple is stolen and not just another apple?

Scripts have no way of accessing that data. The game engine is not composed entirely of scripts, but modders have no other tool for manipulating it. Obviously the data exists, and eventually it will be revealed by OBSE.
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Sakura Haruno
 
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Post » Fri Feb 18, 2011 11:33 pm

Or that there is a search warrant for the stolen item(s) for a set period based on value?

Apple for 30 mins in game time, Glass sword of Pawnurass the Mighty a weeks time (for better gameplay), or a months time ( realistic).

And all this awesome stuff in Glarthirs house when hes dead should be totaly free for the takeing.


Thank You. You just made my day. Not just a chuckle, but a choke inducing laugh. That was great. :foodndrink:
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sexy zara
 
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Post » Sat Feb 19, 2011 7:45 am

I know that Kuertee's http://tesnexus.com/downloads/file.php?id=8766 mod has a component to make stolen horses ownable over time.

I asked him if it was possible to do that with stolen items and he seemed to think it was, but that was before he disappeared from the scene.

Perhaps a hint as to how to do it could be found in his mod.

This is one aspect of the game I really don't get - how can a guard know that an apple was stolen 3 months ago - in a different city. Immersion breaking to the max. This is beyond fingerprints - all guards are masters of psychometry.

I'd think a more realistic way would be to have it so that common items are only stolen if someone saw you steal them. Otherwise higher class clutter and unique items would be auto theft identified. ... Even then.
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Sharra Llenos
 
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