Skyrim Special Edition

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Awyl

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Trakshi

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28 comments

  1. Trakshi
    Trakshi
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    This is a recently released mod. It's highly likely to have some bugs, mainly in the form of entities not being tagged as expected.

    PLEASE! Avoid issuing bugs in the comments tab and use the bugs section. It makes it way easier for me!

    If an NPC was not tagged as expected use the following template:
    NPC: (Either name or FormID)
    Location:
    Tag: (Stolen/Not Stolen)
    Expected: (Stolen/Not Stolen)
    Category: MCM category you expected to work

    e.g.
    NPC: Bandit
    Location: Fort Greymoor
    Current: Not stolen
    Expected: Stolen
    Category: Outlaws
  2. Trakshi
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    Just released 1.1.0!


    • Reworked the system to allow for exclusion rules. It should now be easy to add new ones if needed, always open to suggestions.
    • Added last hit exclusion rule. This allows the player to legally loot things he (and their followers/summons) kills but scavenging is still forbidden.
    • Added "Auto" option to playable factions. This makes looting them legal until you join (mainly used for Dark Brotherhood, Thieves Guild and Volkihar)
    • MCM should work way better.
    • And quite a bunch of fixes..

    I believe it should be compatible with older versions (you might have to use a preset to reset a few settings) but it is a kinda big update, so apologies if it doesn't.
  3. Zorag
    Zorag
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    Sadly, completely incompatible with Immersive Interactions.
  4. tsalbmrots
    tsalbmrots
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    yay! better than "contraband"
  5. deleted99355478
    deleted99355478
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    What is the difference between this mod and https://www.nexusmods.com/skyrimspecialedition/mods/26021 ?

    I can see it also adds stolen tag to stuffs taken from ruins but other than that, it is upto us to use either of the mod cuz they work similarly right?
    1. Trakshi
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      Both mods aim to solve the same issue and, in fact, this mod is heavily inspired by Contraband (actually made this mod to fix it's major issues), but they have noticeable differences.

      Contraband adds (bandit/forsworn/khajit) fencers and the mentioned ruins module (tags items from interiors), but creatures are not included, very limited customization (either all humanoids count as stolen or not), partial QuickLoot support (only works on the inventory menu) and worse of all, is very immersion breaking: it denudes the looted NPC during the interaction then redresses after 2-3s.

      Stolen Possessions aims to make the experience as immersive, compatible and customizable as possible:

      • NPC are divided in 18+ different categories which means you can make citizens illegal to loot while making bandits completely legal.
      • Optional Killing blow exclusion rules. Legally loot your deceased foes but scavenging a battle is still forbidden.
      • Full QuickLoot support (although still WIP)
      • NPC aren't denuded. You will never notice what's going on behind the scenes.
      • Easy to make compatibility patches (for added NPC's).

      In short, Contraband has a bigger scope (fencer, tag ruins and deceased) while Stolen Possessions has a smaller scope (only tag deceased) but, IMO, does that part far better.
    2. hoangdai94
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      @Trakshi So in the end, can I use your mod together with Contraband and/or Honor the Dead ?
  6. XanderVirtus
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    Seems incompatible with Immersive Interactions, when using both, and activating a dead NPC the inventory will be opened twice.
    1. Trakshi
      Trakshi
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      Thanks, i will take a look once i get a new GPU (sadly died during summer).
  7. hoangdai94
    hoangdai94
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    @Trakshi Thanks a lot for this interesting mod, but any chance we can have ESPFE version ? It would be very much appreciated !
    1. hoangdai94
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      @Trakshi Hi, is it safe to compact the form id of this mod plugin to flag it as esl ?
    2. Trakshi
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      I have not tested, but i believe it should be safe.
  8. larpo
    larpo
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    I get such a laugh out of mods like this as how stolen items are implemented in the game is one of the most broken immersion killing mechanics in the game. If every guard in every hold didn't know that every item, including a bottle of mead that was stolen, was a stolen item, even when every bottle of mead is the same and can't be differentiated from one purchased from an Inn, then maybe these mods would make sense. Until someone can rationalize how stolen items can be identified as stolen then these mods are as useful as Male nipples. Sorry, but there's nothing immersive about this mod the way the game currently is written unless you feel like punishing yourself for looting bodies.
    1. HalfHound
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      I do wish to punish my self for looting bodies, thank you and spank me daddy.
    2. SandGentleman
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      Okay? If a mod is something you personally don't want to use, then don't use it. Very few mods make 100% lore sense anyway. A lot of the enjoyment in RPGs is coming up with story-based explanations for mechanical systems, at least for me, so this mod sounds very enjoyable to me.
  9. HalfHound
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    How one would go about adding or making patches for mods that add NPCs? Would it be possible?
    1. Trakshi
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      It uses the existing factions so if they use them, they will work out-of-the-box e.g. their new bandits are in the BanditFaction or citizens are in existing crime factions.

      If it uses new factions, you will have to make your own patch but it's quite simple:

      • Open Script Event in Story Manager (SM Event Node).
      • Open SPC_NPC_CorpseItemsStolenNode.
      • Copy&paste one of the existing branches and their node contents
      • Edit the conditions to your liking (both branch node and quest node), most likely using GetInFaction (GetGlobalValue is used for MCM).
        Remember to run the functions on event data! (ref1 is corpse, ref2 looter)
  10. XanderVirtus
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    Will this work together with Mum's the Word NG?
    1. Trakshi
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      I'm glad you mentioned this mod, i was unaware of it's existence.

      Tested it and seems to work perfectly :)
    2. XanderVirtus
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      Perfect, they'll make a perfect pair!
  11. AndrealphusVIII
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    Ohh, this is so cool. I have been looking for something like this for a long time. Thank you so much for releasing it!
    Another idea is to make loot from owned animals count as stolen.
    Keep up the great work!
    1. Trakshi
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      It kinda already does.
      There is a category for domestic animals (cows, chickens, horses, etc..) although it has still some rough edges i need to fix (your own dead horse would count as stolen!)
    2. AndrealphusVIII
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      Nice! Thank you so much.
  12. brailefurtess
    brailefurtess
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    Thank you very much! I love this. And thank you for making it customisable. I personally love that citizens' items should be tagged as stolen, just so if I want to loot them I'll have to be either very sneaky or very fast XD.

    Also, IF Dwemer artifacts are still illegal to trade, I love that they're included, but I'm not certain if that's still the case. Maybe someone could illuminate me in that regard?

    I digress. Thank again for the mod!
    1. Trakshi
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      Also, IF Dwemer artifacts are still illegal to trade, I love that they're included, but I'm not certain if that's still the case. Maybe
      someone could illuminate me in that regard?

      IIRC lore-wise it was illegal just like ebony long ago (the EETC had a monopoly) but it is uncertain if it is still an active law in Skyrim, not enforced due to the civil war or the downfall of the EETC.
      This mod can only tag as stolen deceased dwemer automatons though, if you want dwemer ruins to be included i encourage you to take a look at Contraband.
      
      In the future, i plan to make a dungeon version of this mod that solves the main shortcomings of Contraband, but i want to put this in a good spot first before moving on.