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Midicow

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The request is a mod that turns off bounty for stealing and monitors for when the player gets caught stealing an owned item. The npc, instead of instantly giving a bounty, will instead demand the player put the item(s) back. (Unless they were hostile already in the first place, then just bounty/agro as normal)

 

The npc will follow the player around and give them an extra notice, and an ok time to react.

 

If the player drops the item out of their inventory without eating / drinking / disenchanting / uncrafting / taking too long to react / running off with it too far from the npc / leaving the cell / running away and hiding, and maybe give an apology, then the npc will stop bothering the player and move on with their life without setting a bounty.

 

If the player is caught again a few times within a moderate time period, the npc will agro/bounty as normal instead, as they will assume they player has been lifting more items then they got caught with.

 

It would be neat if the mod also allowed you to use your speech skill to:

 

1) attempt to purchase the item(s) and have it/them made un-stolen (persuade - easier than #2)

2) attempt to convince the npc to give them the item(s) for free (persuade - harder and requires you to be 'friends' with the npc)

3) attempt to intimidate the npc into giving you the item(s) for free (intimidate, can make them angry/bounty)

 

 

An unnecessary, but possibly neat extra: If after putting the item back down and apologizing, the npc notices the item gone in a span of time after (and it wasn't bought by the player normally), they'll assume the player stole it even if they weren't caught. If this happens, and the player is in sight, they'll accuse the player. The player will have to make a speechcraft check to persuade the npc that they didn't steal it, which is slightly easier if the item isn't currently in their inventory. If the player isn't in sight, then they might get a bounty and/or they'll have to do the same but with a guard (or the player could go back to the person it was stolen from and attempt to make good, but keeping track of who might get difficult unless the npc confronted the player on sight.).

Edited by Midicow
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As an addition, if the npc in question is a merchent and you picked up something in their store, instead of them accusing you of stealing, have them say "So, you wanna buy that ey?" with the player being able to either respond "yes" and pay for it, or "no just looking" at which point the npc gives the player a few moments to put the item back down, or "Nope, just gonna take it" at which point the npc gets mad and calls the guards.

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This is a great idea! Wow, that would be hard to pull off.

 

The idea about the NPC noticing the item is gone and assuming the player took it is pretty cool, but how else would the item disappear? NPCs don't buy stuff, or seem to pick up random junk. The only way for it to disappear would be if the player managed to steal it without being noticed.

 

I can't think of a way to do this without attaching a script to EVERY item in the game...

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