securitywyrm Posted November 20, 2011 Share Posted November 20, 2011 I'd like to run this idea past the community, to see if it's viable. This idea is based on my limited knowledge of how Morrowind plugins worked. OBJECTIVE To differentiate between 'stolen' and 'legitimately aquired' items of the same type in the player inventory. BACKGROUND Currently Skyrim uses the same stolen goods system as Morrowind and Oblivion. If you steal an iron dagger, every iron dagger you ever pick up will be marked as 'stolen.' This is because the game marks the item ID of 'iron dagger' as 'stolen.' This can be quite frustrating when you can't sell half your legitimately aquired loot because at one point you stole something similar to what you found. PROPOSED FIX Step 1: Duplicate all items in the game, with a new item ID. If the old item ID is 123456, create 99123456. Possible issue: Is there a set number of characters for an item ID, or can it be extended? Possible issue: Will the data for each new item need to be included in the mod, or can data such as models be referenced off existing data? Step 2: The duplicated items will be for 'stolen' items. All of the original items are 'not stolen' and the duplicates are 'stolen.' This replaces the system of adding the 'stolen' tag to the item IDs. Possible issue: How to stop the 'stolen' tag from being added to the original items list? Step 3: When an item is picked up in the game world, it is removed from the world and added to the inventory. Under the proposed change the item that goes into inventory depends if the act of picking it up is stealing or not. Possible issue: Will the existing game scripts allow for conditional inventory addition based on the condition of the item being picked up (Stolen/not stolen)? RESULT If you buy an iron dagger, and then steal an iron dagger. You now have two iron daggers in your inventory: One with the 'stolen' tag and one without. These are actually 'different items.' OTHER ISSUES Quests currently check for a certain item in the inventory to complete. Can the script checking for the item include an or variable? For example if the quest is to bring an iron dagger, which has an item ID of 123456, can we set the quest to "Check for 123456 or 99123456" and then remove the first one present in the inventory? If so, how will we go through all the quests requiring non-unique items so they will complete with either a normal or stolen version of the item, and will remove the correct item. Crafting lists will need to be revised for the 'stolen' items, without clogging the crafting list. Enchanting items interaction. I'd really appreciate the community feedback Link to comment Share on other sites More sharing options...
angrytigerp Posted November 20, 2011 Share Posted November 20, 2011 I'd like to run this idea past the community, to see if it's viable. This idea is based on my limited knowledge of how Morrowind plugins worked. OBJECTIVE To differentiate between 'stolen' and 'legitimately aquired' items of the same type in the player inventory. BACKGROUND Currently Skyrim uses the same stolen goods system as Morrowind and Oblivion. If you steal an iron dagger, every iron dagger you ever pick up will be marked as 'stolen.' This is because the game marks the item ID of 'iron dagger' as 'stolen.' This can be quite frustrating when you can't sell half your legitimately aquired loot because at one point you stole something similar to what you found. PROPOSED FIX Step 1: Duplicate all items in the game, with a new item ID. If the old item ID is 123456, create 99123456. Possible issue: Is there a set number of characters for an item ID, or can it be extended? Possible issue: Will the data for each new item need to be included in the mod, or can data such as models be referenced off existing data? Step 2: The duplicated items will be for 'stolen' items. All of the original items are 'not stolen' and the duplicates are 'stolen.' This replaces the system of adding the 'stolen' tag to the item IDs. Possible issue: How to stop the 'stolen' tag from being added to the original items list? Step 3: When an item is picked up in the game world, it is removed from the world and added to the inventory. Under the proposed change the item that goes into inventory depends if the act of picking it up is stealing or not. Possible issue: Will the existing game scripts allow for conditional inventory addition based on the condition of the item being picked up (Stolen/not stolen)? RESULT If you buy an iron dagger, and then steal an iron dagger. You now have two iron daggers in your inventory: One with the 'stolen' tag and one without. These are actually 'different items.' OTHER ISSUES Quests currently check for a certain item in the inventory to complete. Can the script checking for the item include an or variable? For example if the quest is to bring an iron dagger, which has an item ID of 123456, can we set the quest to "Check for 123456 or 99123456" and then remove the first one present in the inventory? If so, how will we go through all the quests requiring non-unique items so they will complete with either a normal or stolen version of the item, and will remove the correct item. Crafting lists will need to be revised for the 'stolen' items, without clogging the crafting list. Enchanting items interaction. I'd really appreciate the community feedback Quests will tag all items in a stack with the Quest tag... can't sell, drop, or store anything from the same pile as a quest item. Since I keep putting off the quest A Night to Remember, I have a bunch of Giant's Toes and Alto Wines in my inventory since I never found the third "piece of trash" and the two I have are still tagged. Link to comment Share on other sites More sharing options...
throttlekitty Posted November 20, 2011 Share Posted November 20, 2011 Actually, in Oblivion, each stolen item was unique, unlike Morrowind. Each stolen item had a 'stolen' flag that would be turned on when appropriate. There were a few mods with in-game solutions to clear the flag, one I remember using had you place the items in a container and casting a spell at the container. Link to comment Share on other sites More sharing options...
demonocus Posted November 20, 2011 Share Posted November 20, 2011 ` setownership might work Link to comment Share on other sites More sharing options...
securitywyrm Posted November 20, 2011 Author Share Posted November 20, 2011 ` setownership might work That would remove the stolen flag, but that's not the objective here. If you have two iron daggers (One stolen, one bought) then this system would give you two separate daggers in your inventory. I didn't get very far in Oblivion (It ran like garbage, on this same machine running Skyrim on Ultra). Link to comment Share on other sites More sharing options...
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