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Respawning Stolen Items from game world


lambtonworm

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I was playing around as a thief character recently, and I was bothered by the fact that when I steal things from the game world (i.e. Havoced items placed in plain view and NOT taken from the containers) they never seem to come back once I swiped them. Obviously, after a period of time the cell resets all of the loot in the containers and does reposition havoced items that have fallen back to their default position, but havoced items taken from the game world don't come back. I steal something from someone, like silver plate, and they never "replace" what was stolen. I was wondering if there was a mod that did respawn stolen items taken from the game world? of Course there are some items that should not come back, like quest objects, but it would be nice to have a mod that would replace that pearl I stole from a castle.

 

Anyone know of such a mod?

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as far as i know, it's not even possible to do such a thing (at least not in a simple way)

 

i was in a discussion about just such a thing some time ago, and the only option we thought of was that instead of actually putting the item there, you put an activator, so that when you click it, the item is added to your inventory, and the activator becomes invisible (and after a set time or whatever method, becomes visible and usable again)

not, you can actually make the activators look like the items, so it looks real and makes sense

but it would require scripting, and quite a lot of work, and can't really be done to every item in the game

 

so i really doubt if such a mod like you want exists, and if anyone will ever try to make something like it (if the method i mentioned is the only way, it sounds like WAY too much work for something so unimportant)

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The Oblivion game engine is not real good at this, so it takes a lot of scripting.

 

I made a mod like this awhile back. The work is so extensive and time consuming for what might be considered a small improvement, that I only did the town of Cheydinhal.

 

Cheydinhal for Thieves

 

This mod lets you burglarize the houses of Cheydinhal over and over. It increases the value of silver housewares in Cheydinhal to make them worth stealing, puts locks on more containers in Cheydinhal, makes sure that there is something to steal from each house, and adds a non-guild fence you can use to dispose of your ill-gotten gains.

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Once again, DavidBrahser to the rescue. I imagine it took you a long, long time to do just this one town. I will download and use this Cheydinhall mod, but I doubt that I will contribute to making any other cities. There is also a good mod out there called "Worthwhile Thievery" which makes more loot spawn in chests in towns. If you wish to use both mods, I would have the Cheydinhall mod load after the Worthwhile thievery, so that the one david made will over write the less inclusive worthwhile mod.
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Cheydinhal for Thieves doesn't touch the stuff in the player-owned home and does not do anything to change the way you can store your loose stuff in places like guild halls or inns. In vanilla Oblivion, the setting is 30 days I believe. If you fail to visit a cell for 30 days, it may reset, so it is good to visit all the places where you store your treasure fairly often. Edited by David Brasher
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Once again, DavidBrahser to the rescue. I imagine it took you a long, long time to do just this one town. I will download and use this Cheydinhall mod, but I doubt that I will contribute to making any other cities. There is also a good mod out there called "Worthwhile Thievery" which makes more loot spawn in chests in towns. If you wish to use both mods, I would have the Cheydinhall mod load after the Worthwhile thievery, so that the one david made will over write the less inclusive worthwhile mod.

So no more chests with a very hard lock containing a broom, calipers and two gold coins?

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Honestly DavidBrasher has proven himself a competent modder, so I would check out his work first. Chedinhall Thievery sounds like a lot of fun. Phitt's Worthwhile Thievery has a few different esp files that each make the thievery more to less fun, from thrill to easy. Thrill has a higher chance of extreme item, easy has more items total imo. Dunno if this is true or not.
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Oh yeah! I still place chests with things like a broom, calipers, and two gold coins in some of my mods. (And sometimes I place powerful traps on those chests too.) There are too many containers in Oblivion and too many of them are loaded with valuable treasure. Players tend to become filthy rich without even trying and then have nothing good to buy with all that gold.

 

I enjoy lock-picking and tend to put lots of locks from very easy to very hard in my mods. I think it is really amusing to struggle picking a hard lock and then discover that there is nothing of value in the chest. There are plenty of places in Oblivion where you can find chests with no locks that contain ridiculously valuable items, so it balances out. I just want there to be more challenge when I am sneaking into containers that don't belong to me and trying to figure out where the good stuff is stashed.

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