At this point I have no clue when or if I will get back to this mod.
Working on mods relied on me first wanting to play new vegas in the first place. I for now I don't feel like playing new vegas.
Suggesting an addition or change to the mod that catches my interest might cause some motivation to come back so feel free make a Suggestion. I still may my try to occasionally check up on this mod page and try to help you/fix the mod.
I can not promise I will reply any comments made on the mod page in a timely manner, so don't rely on me for help with this mod.
If feel use this mod or parts of it as an asset for mod your working you can. Read the permission tab for the details if your interested in doing this.
jazzisparis has greatly helped the mod scripting wise and my efforts to understand how his scripts work have resulted in me learning a bit about scripting. I am still not not even close to being good at making scripts but I hope to be some day.
competed changes and additions for 1.3: nothing completed yet
Plans for potential higher versions of this mod that may or may not happen
Planing to working on next: -When an actor dies stuff and cells marked as owned by has it's ownership reverted to the player/made unowned. This will take a while to achieve. I do know of a way of doing this but it's very impractical to make happen and it could cause problems so other solutions will be perused. -Make the stuff owned by the tribe people in Honest Hearts unowned when you go down violent path of killing them this should be simple in theory
scripts planed for quest outcomes: -make items in the houses and tavern in good springs not owned after The quest run good springs run is complete if needed -make item unowned by the legion in cotton wood cove after being killed in the quest an eye for an eye.
general planned additions to this mod: -I was given permission to try and make ownership more logical cells added by to the mod by NVInteriors Project. I started it but I have no clue when continue working on it.
i never thought it was silly to be able to take everything from doc mitchell for one reason: he is a doctor, there is definitely going to be trauma from being shot in the head and brought back to life and he understands that, if you pick everything up to regain a feel for the world and forget to put it back that's ok, but if you come back later he is going to expect you to have recovered some and know not to take anything a suggestion that is fairly minor, but could look into, credit for kills and achievements are definitely things that can be owned, maybe find a way to make it so kills made by companions doesn't give you experience? and add a trait you can pick up at the start of the game that makes it so it does but you can only have one companion because of it either way this isn't a mod i'd use but i'd endorse it if that didn't require downloading it
I don't know of any way to make ownership changes time sensitive and the way ownership works this game is is not exactly what I would call nuanced so did what could with in the limits I was given. Either it's owned or it's not and it statically says that way for the whole game unless one is good at scripting. I am not good at scripting.
there is nothing stopping anyone from partaking in consequence free of looting every single item doc Mitch owns during the intro. Also it's quite easy to take everything from him without being seen.
as for the suggestion- I don't feel it falls under the scope of this mod; which was to make item ownership feel more logical. On top of that this suggestion is beyond anything I currently able to achieve due being piss poor at scripting.
VERY promising mod, especially if you add the Owned! functionality and wipe owenership on items in the player's inventory. I will check if I have the Owned! mod if you still have not found it.
One thing concerns me and that is the "cleaned up some cells" part. It seems totally unrelated to the main concept of the mod, and only increases the risk of conflict. I love the NV Interiors mod so I am hesitant to get your mod because I don't want to spend time troubleshooting or ripping stuff out of your mod (potentially breaking it which means more work).
to my knowledge there exist no place where Owned is downloadable since the website it was on is dead or on seemingly permanent maintenance.
yeah I should reword the cleaned up thing- the only thing I changed was- I reorganized the placement of objects in the good spring gas station. you can look at the third image to see it, ignore unconscious baby deathclaw follower in the picture. I could potentially make that into a separate mod. At most there might be some floating bottles if the formerly tipped over shelf is removed by another mod.
other then that there is the goodspring bar and I think Trudy house which had a pointless static broken door on the floor. I deleted those two objects. I know deleted objects that can't referenced can crash the game which why made sure it can still be referenced.
I could make time to testing this mod while using NV Interiors starting Wednesday of this week. I am highly doubtful my mod will do anything negative to it but I guess quickly making sure would not hurt. while I am playing new vegas I might as well work on some more ownership changing scripts connected to quest outcomes.
I found an older version of Owned!, and put it here: EDIT: I read the readme and the creator does not want it uploaded or shared in any way.... sigh...
I also made a tiny mod that un-steals all the items in the player's inventory every 30s. http://www.nexusmods.com/newvegas/mods/58267/?
To clear the ownership I did this:
ref rItem foreach rItem <- player rItem.ClearOwnership rItem.SetOwnership loop
And put that in a 30 second timer script attached to a started quest.
Well I double checked the permission for my mod to be sure my mod could never be in the same situation of owned. Mods being limited by a "creator does not want it uploaded or shared in any way" Is extremely unhelpful for everyone when said mod not available for download anywhere.
I will try out the script and try my best to make this a better mod while my interest in new vegas is back.
If you're patching NVInteriors, better let you know there is some bug and someone fixed it http://afkmods.iguanadons.net/index.php?/topic/3750-wipz-tes5edit/page-12#entry150913
don't know if it is matter Although basically all Interiors that added by NVInteriors is abandoned house, so almost all of them are set as unowned
and is it possiable to set someone's house to be unowned after finish some quests? for example, after finsihed Boone's first quest"One for My Baby", the one who you made him die, his house will be unowned so you can loot all his staff at home.
I am just planning to messing to with the ownership of objects for NVInteriors. I know a decent majority cells in NVInteriors are abounded places or unowned for some other reason but there enough owned places to justify working on it. At some point I will probability make a version of my mod the has base games, honest heart, NVInteriors changes all in one esp. Some point is 1.3 or a higher version of this mod.
making script to make the home of who ever you get boone to kill in One for My Baby unowned... yeah I think will be able to do that. That's added the list of scripts to work on.
Hopefully I can at least gain some basic understanding how a script that makes items owned by actors unowned when they die could work.
edit- Given my inexperience with scripting and it's inner working being different; I am not sure if I would able to figure out anything useful from it. I can't even figure what part of the mod makes peoples stuff become not owned by them when they die.
after gaining a bit of motivation work on the mod after no touching if for a little while, I decided re-examined the inner workings of owned!. I found the part of that mod that made ownership of cells and objects to be reverted to the player when said actors died.
I may have an idea on about how the framework such a script could work.
edit- I don't see my self achieving this the way owned did but what did get out of it pushed me in the right direction so it was useful to look at.
Tried both the standard and merged versions of the mod and it's causing my game to crash at start. I've tried checking for errors in FNVEdit, loading it last and creating a merged file but it's still causing a crash. Any suggestions? He's a list of my installed mods:
you are first person to ever report such a problem. I don't see why my mod would cause that. Did fnvedit fail to fully load your load order due stopping at my mod? I tested the mod while using the bare minimum amount of mods and it never crashed at start for me.
Have you checked if my mod causing this for sure by temporarily unchecking all other mods but MOOR in what ever mod manger you use and tried loading up the game. If was to reporting a problem for any mod on this site, first I would try loading up the game with with only that mod,any needed masters for said mod, and official content in order to verify it was truly caused by said mod.
Does this mod alter the ownership of an item that is stolen, thereby making it the players? If not, then it should--whatever you steal becomes *yours*, after all. So, for example, Chet should buy any item stolen from Goodsprings, and any stolen item that is dropped shouldn't be flagged as being stolen again.
I'm just starting to dabble in a bit of modding myself, so I'm not all that well versed either. It must be possible, and this mod would be the ideal place to house it. Just wiping the existing ownership of an item when it's in the inventory--it can't be that hard. I might do some digging.
I think all dumpsters and garbage cans should be free to loot. After all, by their very nature they are full of what people discarded, not what they wanted to keep. Even the Supreme Court has ruled that once you throw something into the trash it is no longer yours.
Yes, I am aware that this was done in the mod Ownerless Trash http://www.nexusmods.com/newvegas/mods/56457/?, but it seems to belong in this mod. Besides, I always like one mod to do the job rather than two. Right now I have to run yours and the other one to get the proper affect.
Already done that. it was one the first few things I started to change while working 1.0 of this mod. As of 1.1 a script jazzisparis made before was fixed and made to affect containers. It made dumpsters and garbage(using a form list) unowned even if I missed them or if there ones part of interior cells that were added by mods.
This is certainly a mod I've been looking for ever since first playing Skryim. Just downloaded and will be back to endorse. Don't let this die, I'm already certain it's got a permanent place in my load order.
well it already achieved what originally set out to do so even if I just made update for a small fix and left it as is then it's basically complete so I would not call it dead. It would just be a mod that did not live up to it's full potential.
Well this mod does not effect all graves. Graves where I can't identify anyone who would care if it was robbed and ones I missed; do not case loss of karma when robbed. I could try to make it universally bad to grave rob but that one the ideas that is a very low priority to implement for the mod.
I always thought it was odd I could storm a place, murder everyone in sight and be soaked in their blood with no consequences, but if I happened to pick up one of their pencils on the way out, I suddenly got negative karma.
(I'm tired and not in the mood to read). But, do you have any plans on conquering of the sort? Such as, killing the owner of a shop/vender , and having the items now belong to you.. Either way, i'm downloading and endorsing ++
edit- The site is under maintenance. I am under the impression the site might be dead since I can't even find the homepage of the site with the mod on Google. edit 2- over a week later after the first edit: still under maintenance..I am fair sure the site is dead site.
41 comments
Working on mods relied on me first wanting to play new vegas in the first place. I for now I don't feel like playing new vegas.
Suggesting an addition or change to the mod that catches my interest might cause some motivation to come back so feel free make a Suggestion. I still may my try to occasionally check up on this mod page and try to help you/fix the mod.
I can not promise I will reply any comments made on the mod page in a timely manner, so don't rely on me for help with this mod.
If feel use this mod or parts of it as an asset for mod your working you can. Read the permission tab for the details if your interested in doing this.
competed changes and additions for 1.3: nothing completed yet
Plans for potential higher versions of this mod that may or may not happen
Planing to working on next:
-When an actor dies stuff and cells marked as owned by has it's ownership reverted to the player/made unowned. This will take a while to achieve.
I do know of a way of doing this but it's very impractical to make happen and it could cause problems so other solutions will be perused.
-Make the stuff owned by the tribe people in Honest Hearts unowned when you go down violent path of killing them
this should be simple in theory
scripts planed for quest outcomes:
-make items in the houses and tavern in good springs not owned after The quest run good springs run is complete if needed
-make item unowned by the legion in cotton wood cove after being killed in the quest an eye for an eye.
general planned additions to this mod:
-I was given permission to try and make ownership more logical cells added by to the mod by NVInteriors Project. I started it but I have no clue when continue working on it.
a suggestion that is fairly minor, but could look into, credit for kills and achievements are definitely things that can be owned, maybe find a way to make it so kills made by companions doesn't give you experience? and add a trait you can pick up at the start of the game that makes it so it does but you can only have one companion because of it
either way this isn't a mod i'd use but i'd endorse it if that didn't require downloading it
there is nothing stopping anyone from partaking in consequence free of looting every single item doc Mitch owns during the intro. Also it's quite easy to take everything from him without being seen.
as for the suggestion- I don't feel it falls under the scope of this mod; which was to make item ownership feel more logical. On top of that this suggestion is beyond anything I currently able to achieve due being piss poor at scripting.
One thing concerns me and that is the "cleaned up some cells" part. It seems totally unrelated to the main concept of the mod, and only increases the risk of conflict. I love the NV Interiors mod so I am hesitant to get your mod because I don't want to spend time troubleshooting or ripping stuff out of your mod (potentially breaking it which means more work).
yeah I should reword the cleaned up thing-
the only thing I changed was-
I reorganized the placement of objects in the good spring gas station. you can look at the third image to see it, ignore unconscious baby deathclaw follower in the picture. I could potentially make that into a separate mod. At most there might be some floating bottles if the formerly tipped over shelf is removed by another mod.
other then that there is the goodspring bar and I think Trudy house which had a pointless static broken door on the floor. I deleted those two objects. I know deleted objects that can't referenced can crash the game which why made sure it can still be referenced.
I could make time to testing this mod while using NV Interiors starting Wednesday of this week. I am highly doubtful my mod will do anything negative to it but I guess quickly making sure would not hurt. while I am playing new vegas I might as well work on some more ownership changing scripts connected to quest outcomes.
for example, the one in Novac
EDIT: I read the readme and the creator does not want it uploaded or shared in any way.... sigh...
I also made a tiny mod that un-steals all the items in the player's inventory every 30s.
http://www.nexusmods.com/newvegas/mods/58267/?
To clear the ownership I did this:
ref rItem
foreach rItem <- player
rItem.ClearOwnership
rItem.SetOwnership
loop
And put that in a 30 second timer script attached to a started quest.
Looking forward to seeing how your mod develops!
Mods being limited by a "creator does not want it uploaded or shared in any way" Is extremely unhelpful for everyone when said mod not available for download anywhere.
I will try out the script and try my best to make this a better mod while my interest in new vegas is back.
http://afkmods.iguanadons.net/index.php?/topic/3750-wipz-tes5edit/page-12#entry150913
don't know if it is matter
Although basically all Interiors that added by NVInteriors is abandoned house, so almost all of them are set as unowned
and is it possiable to set someone's house to be unowned after finish some quests?
for example, after finsihed Boone's first quest"One for My Baby", the one who you made him die, his house will be unowned so you can loot all his staff at home.
I know a decent majority cells in NVInteriors are abounded places or unowned for some other reason but there enough owned places to justify working on it. At some point I will probability make a version of my mod the has base games, honest heart, NVInteriors changes all in one esp. Some point is 1.3 or a higher version of this mod.
making script to make the home of who ever you get boone to kill in One for My Baby unowned... yeah I think will be able to do that. That's added the list of scripts to work on.
The creator has abandoned it but given permission for this redditor iDisOrder to distribute it!
edit-
Given my inexperience with scripting and it's inner working being different; I am not sure if I would able to figure out anything useful from it. I can't even figure what part of the mod makes peoples stuff become not owned by them when they die.
I found the part of that mod that made ownership of cells and objects to be reverted to the player when said actors died.
I may have an idea on about how the framework such a script could work.
edit- I don't see my self achieving this the way owned did but what did get out of it pushed me in the right direction so it was useful to look at.
[X] FalloutNV.esm
[X] DeadMoney.esm
[X] HonestHearts.esm
[X] OldWorldBlues.esm
[X] LonesomeRoad.esm
[X] GunRunnersArsenal.esm
[X] ClassicPack.esm
[X] MercenaryPack.esm
[X] TribalPack.esm
[X] CaravanPack.esm
[X] NVInteriors_Core.esm
[X] NVInteriors_ComboEdition_AWOP.esm
[X] AWorldOfPain(Preview).esm
[X] AWOP v5dot3dot1 Hot Fix.esm
[X] CASE.esm
[X] Project Nevada - Core.esm
[X] Project Nevada - Equipment.esm
[X] Caliber.esm
[X] CaliberXgunrunners.esm
[X] CaliberXhonesthearts.esm
[X] CFWNV.esm
[X] Craft Master.esm
[X] Craft Pack.esm
[X] Detect Traps.esm
[X] Leveled List Organizer.esm
[X] MeleeHotkey.esm
[X] oHUD.esm
[X] WMR.esm
[X] GraphicsTweaks.esp
[X] Leveled List Organizer.esp
[X] fasttravlefromanywhere.esp
[X] AWOPCaliberXAmmoPatch.esp
[X] WeaponModsExpanded.esp
[X] 1nivVSLArmors.esp
[X] Mojave Rooftops.esp
[X] Armor.esp
[X] AutoLootEnhanced.esp
[X] WMX-DLCMerged.esp
[X] AWOPDeadMoney.esp
[X] AWOPDeadMoneyVendorPatch.esp
[X] BAN - Dupe This.esp
[X] CASM with MCM.esp
[X] CFW-PN-DLC.esp
[X] CFW-PN.esp
[X] AWOP-WMX.esp
[X] CFW-DLC.esp
[X] Detect Traps - DLC.esp
[X] Detect Traps - Perk.esp
[X] Detect Traps - Traponator 4000.esp
[X] Dynamic Quantity Prompt.esp
[X] iAssist.esp
[X] LootBuffs.esp
[X] PlayerCheats.esp
[X] Weapons.esp
[X] Flags.esp
[X] PowerAmor.esp
[X] Project Nevada - Dead Money.esp
[X] Project Nevada - Gun Runners' Arsenal.esp
[X] Project Nevada - Honest Hearts.esp
[X] Project Nevada - Lonesome Road.esp
[X] Project Nevada - Old World Blues (No Cyberware).esp
[X] Project Nevada - WMX.esp
[X] Quick Trade.esp
[X] Radar.esp
[X] Readius_NV.esp
[X] Stimpak Counter.esp
[X] The Mod Configuration Menu.esp
[X] The Weapon Mod Menu.esp
[X] WMR - WMX Edition.esp
[X] WMX-POPMerged.esp
[X] Massive Object Ownership Revamp.esp
[X] Merged.esp
[X] ModFusion.esp
I don't see why my mod would cause that. Did fnvedit fail to fully load your load order due stopping at my mod? I tested the mod while using the bare minimum amount of mods and it never crashed at start for me.
Have you checked if my mod causing this for sure by temporarily unchecking all other mods but MOOR in what ever mod manger you use and tried loading up the game.
If was to reporting a problem for any mod on this site, first I would try loading up the game with with only that mod,any needed masters for said mod, and official content in order to verify it was truly caused by said mod.
I think all dumpsters and garbage cans should be free to loot. After all, by their very nature they are full of what people discarded, not what they wanted to keep. Even the Supreme Court has ruled that once you throw something into the trash it is no longer yours.
Yes, I am aware that this was done in the mod Ownerless Trash http://www.nexusmods.com/newvegas/mods/56457/?, but it seems to belong in this mod. Besides, I always like one mod to do the job rather than two. Right now I have to run yours and the other one to get the proper affect.
EDIT: It was called Owned!, by RegentEagle, but it is no longer hosted on the Nexus. A quick Google search should find it for you.
edit- The site is under maintenance. I am under the impression the site might be dead since I can't even find the homepage of the site with the mod on Google.
edit 2- over a week later after the first edit: still under maintenance..I am fair sure the site is dead site.