Fallout 4

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Babaloo321

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Babaloo321

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About this mod

No more loot marked Steal in locations with dead NPCs! No more annoyed companions and bad karma messages!

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Ever cleared out a location of baddies and tried to appropriate their stolen goods, only to have to commit larceny in order to loot it? They're dead now! This pile of goodies belongs to no one! Finder's keeper's, Valentine! Stop nagging me!

The files listed here will remove the ownership of specific enemy factions from loot, containers, furniture, and cells that clearly shouldn't realistically be owned by them anymore! Because they're all dead!

This will make Companions stop chastising you about stealing in certain locations because the items themselves aren't marked as owned in those locations anymore.

Plus, if you have Flashy(JoeR) - Crime And Punishment, you won't lose karma when taking from these locations, anymore!

Please note, the way I achieved this is not through quests/scripts. You literally have to enable each mod after you clear out the place/places of goons. I mean, you don't have to enable them at a specific time, but it doesn't really make much sense to be able to freely take property from Cultists, Scavvers, and Robots that barely even know you, right?

   FILES                                                                                                             
1) Unowned Charles View Amphitheater - Should probably enable this after you kill all the cultists and/or finish the first two Cabot House quests.
2) Unowned Crater of Atom - Located in the Glowing Sea, this community of Children of Atom is ripe for the looting... or rather stealing, because without this file, killing every one of those lunatics won't rid them from owning their belongings after death!
3) Unowned Goodneighbor Warehouse Loot - This makes it so that you can loot the Warehouses in Goodneighbor that Whitechapel Charlie sends you to kill the Triggermen inside of. I didn't want to remove the ownership of the cell itself, because part of the fun of that quest is the illegal aspect of it. The guards and citizens of Goodneighbor would get suspicious of your lockpicking, so I didn't want to remove the idea of trespassing from the quest, altogether. I've marked all the loot, furniture, and containers as being owned by the PlayerFaction Faction, so it won't matter if the cell itself is set as owned. You legally shouldn't be there, but since you are, you and your companions can loot to your heart's content! (This one should probably be enabled before you do Whitechapel Charlie's quest, or else it won't matter anymore since you'll probably never go back to the warehouses.)

4) Unowned USS Constitution - For Scavver Ending - This file removes the ownership of Captain Ironsides and his Mechanical Crew from all loot and containers inside the ship, as well as from the ship's cell, itself! Finally, you can now properly loot the hoard that Mandy Stiles tells you about. I mean, she got herself killed (by you) over it, so it must be worth something! Also, the Scavvers' base is now lootable by you. You don't need to be their friend anymore to access their crappy junk.
5) New in v1.1!  Unowned USS Constitution - For Robot Ending - This file does the same as the above, with the only change being that the USS Constitution Cell has retained it's ownership, while everything in the Captain's Quarters is now owned by the PlayerFaction Faction. Everything else inside the interior of the ship is still marked as owned by Ironsides and his crew. The Scavvers' junk is still set as unowned because you kill them at the end of the quest, anyway.

   INSTRUCTIONS AND INSTALLATION                                                      

Again, the way I achieved this is not through quests/scripts. You literally have to enable each mod after you clear out the place/places of goons. I mean, you don't have to enable them at a specific time, but it doesn't really make much sense to be able to freely take property from Cultists, Scavvers, and Robots that barely even know you, right?

All of the files listed here are light ESPs, meaning they won't count towards your max plugin limit.

Manual:
Place in Fallout 4/Data


With Manager:
Download and Install normally


As always, criticism is always welcome, and even encouraged! I hope you enjoy! :)
                                    SOME OF MY OTHER MODS                                     
Misc To Melee - Fixes and Tweaks (Uses Base Object Swapper)
Immersive Courser Overhaul - Vanilla Friendly
- Fallout 3 Styled Alien Blaster
Yet Another Spectacle Island Bridge - Wide Tho
Bunker Hill Vendors Fix - Kay and Joe Savoldi Actually Sell Things
No More Self-Destructing Robot Settlers
Goodneighbor Watch - Redux
Bunkerhill Patrols - Redux
Raider Children and Other Horrors of the Commonwealth Replacer - Big Al and Serum -Changes
Institute Automatron Robot Lasers
Basement Living - Immersion Adjustment - ESP Marked as Light (Plus Separated Workshops and SMM Patch)
- Snappable Covenant Walls - SMM - Standalone (No More Settlement Keywords Requirement)
- No BoS Before Call to Arms - An Enter The Brotherhood Alternative
Institute Power Armor Redux Additions
- Northland Diggers - Fixes and Tweaks
Lost Soul Quest Tweak - No Faction Hostility
You and What Army - Faction Robot Paints and Alliance Fix
We Are The Minutemen - Tweaks - Fixes - Power Armor Expansion - Patches
Check out my page for more!