Jump to content

Keys disappear after use - is there such a mod?


VikingofTamriel

Recommended Posts

I am pretty certain I'm not the only one that is a bit tired of having Your Inventory full of dozens upon dozens of key late in the game, that there is no longer any use for, and that you can't sell - is there a mod anywhere that makes keys disappear after they've been used (perhaps With the exception of house keys, it seems fairly realistic to keep that in one's Inventory)?

Link to comment
Share on other sites

It seems like I have heard of mods that make it so there are no quest items. Quest items are the items you cannot drop or sell, like the keys you describe. A mod like this would have the negative side effect of making it so you could break a quest and be unable to complete it if you sell or lose the wrong item, but that really doesn't happen all that often.

 

So this kind of mod would not make the keys vanish, but would allow you to sell them or drop them whenever you felt like it.

 

So you might try searching for a mod using key words like "No quest items."

Edited by David Brasher
Link to comment
Share on other sites

The people who made Oblivion were much too fond of quest items. A prime example is the dagger that Lucian Lachance gives you when you accidentally kill an ally in battle. Like you may have no intention at all of joining the Dark Brotherhood, but you are now stuck with this item for a quest that you never plan on completing. That example was by design. The developers meant for you to have this dagger and not lose it, because that could break the Dark Brotherhood quest arc. Seridur's key sounds like it might be tied up with the Order of the Virtuous Blood quest and post quest repeatable activity. In many cases when you complete a certain quest, the scripting will make a key so that it is no longer a quest item and may be dropped. In other cases, the developers failed to do this and left bugs in the game. Or in some cases, they used bad judgement and made a key into a quest item when there was no reason for this.

 

One obstacle to making a mod such as you propose, is that many keys open more than one door or container, and if the keys were set to vanish upon use, then quests and dungeons could be broken by leaving vital doors and containers unopenable because the key no longer exists.

Edited by David Brasher
Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...