#SHOP v0.99c (UPD: 27/12/2025) - Store & House Owner Patrol

1 messages · Page 2 of 1

cloud stone
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Yeah I think I have a mod that changes crime GMSTs or something because I’m put to the sword anytime I steal some marshmarrow

narrow ether
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fight chance would be based on a formula comparing NPC lvl and player lvl and NPC's disposition

summer igloo
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I'm thinking it should be always passive if a real guard npc is present in the cell (so there is someone to arrest the PC)

narrow ether
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but sometimes there will not be any guard... sometimes the guard will be the one lying on the floor 36vehks

summer igloo
narrow ether
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I don't think it's even practical to detect dead bodies as the player can just use "dispose corpse" button

icy bluff
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yeah that button would need to be changed for body dragging to have any point.

summer igloo
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From scratch in Lua?

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Its nothing I will ever do though, I hate working on UIs

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Really delaying my updates for QuickSelect as it's UI there too 😛

icy bluff
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yeah fair. probably would need to be all that 🤔unless the script for disposal could be hijacked on route. idk if that part of the api is exposed

summer igloo
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No idea to be honest, no one had any interest in it until now I guess ^^

summer igloo
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Work done today:
-fixed - now bed scan/voice script only works off "Bed" activators (no other bed name will be parsed)
-fixed - now NPC doesn't tell you to go out when his default position is near a bed (<500 units)
-completed the blackjack stun system along with guard and civilian reactions

Todo:
-add all formulas and settings for bounty and events
-create also +lockpicking and +stun time blackjacks for flavor and collecting
-add blackjacks to Thieves Guild Merchants (should it be level based or rank based? So the more/higher you are, the more blackjacks - also enchanted ones, will appear)
-add blackjacks to world drop from thieves-type classes
-test for bugs

icy bluff
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can it work on the player? if thieves can carry them

summer igloo
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It could be possible to introduce that but where it could be used exactly?

icy bluff
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idk 🤔 haha just random question . maybe on the chance a thief hits you from behind, you fall unconscious and combat ends and all your money disappears 36vehks

summer igloo
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This can be scripted but feels too random in my taste

narrow ether
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Actually, being robbed instead of being killed sounds like cool stuff

icy bluff
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fair enough, but if they have the ability to deliver a clean knockout, why wouldn't they do it? I would in heartbeat haha

summer igloo
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We would need MaxYari here to add this to MercyCAO

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Then it could be well very much possible but I doubt he works on it anymore

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Well I could call an event in a fight though

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If you dont cover the back and no LoS with the npc (he is behind) he could blackjack the player

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Taking all gold and teleporting player outside of cave

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The same way opening locks by npc works here

icy bluff
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ohh that sounds pretty good ngl

summer igloo
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But yeah thats another thing that lands deep in the TODO 😅

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Balancing this would be hard

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Well, we got some balancing ideas already. We’ll see how they work player vs npc

neat mantle
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Let me be a naked nord

icy bluff
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gets me every time .. 36vehks

round dagger
narrow ether
round dagger
summer igloo
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Okay, blackjacks are added to Thieves Guild Pawnbrokers now. Working hard to release it today because of pending fixed bugs for the bed detect script which have been reported already

summer igloo
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Adding items is finished, now I'm working on formulas and settings group

silent geyser
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Can you add the Sadrith Mora, Telvanni Council House to the cell blacklist so that mouths won't leave their pedestals?

summer igloo
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Yes I will, thank you for heads up! Adding right away

silent geyser
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*not the Sadrith Mora, Telvanni Council House, Entry

summer igloo
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"Sadrith Mora, Telvanni Council House" this exact name is added

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The entry will be untouched

silent geyser
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🤝

silent geyser
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And also you probably should exclude guild guides from following the player, as they are supposed to stay near their pedestals all the time. Dunno if it was already implemented :)

summer igloo
silent geyser
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Guess then I guess they just didn't want to go back to their placers

summer igloo
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Wooops, it was supposed to added but it's not

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Fuck and I already uploaded 0.97 to nexus mods

rigid fog
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Hello my friend, what's the sleep spell requirement for? Is it related to the awesome blackjack?

silent geyser
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btw dunno if that's thanks to recent SHOP update, but it feels like my in-game performance got substantially better

summer igloo
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Yes, the changelog I must prepare now

summer igloo
narrow ether
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what is even SHOP doing in exteriors?

silent geyser
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smooth 60 fps in Sadrith Mora isn't common here :)

summer igloo
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It was preparation for exterior but for now it's left alone for future

rigid fog
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Thank you for the update. Looking forward to testing the blackjack stuff out

narrow ether
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blackjack is done already?

summer igloo
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Yes, Im writing a changelog now

rigid fog
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We'll need sleep spell for it now too, correct?

narrow ether
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huh, why is that?

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seems unrelated

summer igloo
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**0.97 Changelog:

New hard requirements: Tamriel_Data.esm and Devilish Sleep Spell

-fixed - now bed scan/voice script only works off "Bed" activators (no other bed display name will be parsed)
-fixed - now NPC doesn't tell you to go out when his default position is near a bed (<500 units)
-Blackjacks! Added a new functionality to stun NPCs from behind with Blackjack weapon (Devilish Sleep Spell did the heavy lifting here)
-Added base blackjacks to Thieves Guild Pawnbrokers (available at levels - 1, 5, 10 and 15)
-Added all variants of Blackjacks to be able to drop from stealth type classes with 1% percent chance for all of them
-Variants of blackjacks:
Weighted (+15% to stun time duration), Operative (+5 sneak), Master Thief (+10 sneak), Nimble (+5 Security), Masterwork (+10 security), Extended (+0,2 Weapon Range Value)
-NPCs will discover the unconscious body and will react to it by alarming everyone in 1000 units radius - Guards will try to arrest you first, civilians will have a random chance to either fight or just tell you to get out (to imitate being intimidated by the player)
-The bounty for stunning an NPC applies if you were spotted before the act
-Stunned NPC after waking up will look for the player for a set timer and will alarm others, incur bounty and arrest/attack depending on the NPC
-Stunning an NPC with a blackjack successfully will give 5% boost to current sneak level
-Stunning an NPC with a blackjack successfully will take out 50 durability from the equipped blackjack
-Any blackjacks you will have during being arrested/paid the fine will be confiscated forever
-Added locking door and stunning bounties as a new configurable setting
-Fixed travel service NPCs from being affected by the script
-Blocked "Sadrith Mora, Telvanni Council House" location to avoid bugs there
**

summer igloo
summer igloo
neat mantle
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Might be worth putting these in a separate esm imo

summer igloo
neat mantle
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Also they look cool af, good job datchim

narrow ether
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btw are blackjacks enchanted items? How is that tun time duration effect applied?

summer igloo
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for Weighted items only

neat mantle
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They will interact like normal

summer igloo
# narrow ether btw are blackjacks enchanted items? How is that tun time duration effect applied...

Here is cheat sheet if you want to add them by console:
BLACKJACK_ITEMS_DROP = {
'blackjack-wooden',
'blackjack-iron',
'blackjack-imperial',
'blackjack-dwemer',
'blackjack-wooden-operative',
'blackjack-iron-operative',
'blackjack-imperial-operative',
'blackjack-dwemer-operative',
'blackjack-wooden-masterthief',
'blackjack-iron-masterthief',
'blackjack-imperial-masterthief',
'blackjack-dwemer-masterthief',
'blackjack-wooden-weighted',
'blackjack-iron-weighted',
'blackjack-imperial-weighted',
'blackjack-dwemer-weighted',
'blackjack-wooden-nimble',
'blackjack-iron-nimble',
'blackjack-imperial-nimble',
'blackjack-dwemer-nimble',
'blackjack-imperial-masterwork',
'blackjack-dwemer-masterwork',
'blackjack-wooden-masterwork',
'blackjack-iron-masterwork',
'blackjack-iron-extended',
'blackjack-imperial-extended',
'blackjack-dwemer-extended',
'blackjack-wooden-extended'

cloud stone
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I can do recipes for em

narrow ether
neat mantle
cloud stone
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Want them to have their own category, in the thief tools category, or mixed in with the other armor and weapons ?

summer igloo
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Rather thief tools, I plan to add also a device for locking for non-spellcasters

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Since now the lock is limited only to a spell

narrow ether
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good idea

summer igloo
narrow ether
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deployable traps would be cool as well but that's a different mod, I guess angyfargoth

summer igloo
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I also made sure they are very nicely balanced and give feeling of progress

narrow ether
cloud stone
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Probably won’t get to the recipes tonight but you can include them in your next update

summer igloo
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The weakest blackjacks attack the fastest and the better ones are slower but give more attack range

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I really need to make a proper readme remake tommorow

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it's too messy there already and can be confusing

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Also, a successful blackjack hit gives 5% sneak experience

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And also successful blackjack hit takes out 50 durability per hit, so you won't be able to spam constantly

narrow ether
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I expect not. After all, you need a prepared strike to KO someone so you need to be undetected and strike from behind.

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so why does the attack rate matter?

summer igloo
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The NPC when idling sometimes turns around randomly as a part of vanilla game. It activates spotted status - the speed might matter and also reflects the lightness of the weakest blackjack while dwemer is the most massive one

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It doesn't work in combat by design

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You need to be out of LoS and behind

narrow ether
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yeah, makes sense

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but I'm not convinced that attack speed has any impact

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weight definitely matters because it takes less space in your inventory

summer igloo
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Compare wooden and dwemer-weighted variant

narrow ether
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but attack speed? Who cares?

summer igloo
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you'll notice how slow it is

narrow ether
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you have 1 strike, anyway

summer igloo
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It's just a flavor thing which can have influence in edge cases

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Won't hurt 😛

narrow ether
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I'm fine with flavour but it's good to establish what truly matters mechanically so there are no illusions about it 😉

summer igloo
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Tommorow I need to add level formula vs npc and the messages with knock down chance

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Really needed to push this out today because of that bed script bugs which was not good

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And maybe some bugs will be caught by that time

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Oh and Extended variants have increased hit range, forgot to say that

narrow ether
summer igloo
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Hit Reactions mod is very recommended - it gives audio feedback when hitting armored NPC - I need to add sounds for hitting clothed NPC myself tho

summer igloo
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SHOP v0.97a (UPD: 11/12/2025) - Store & House Owner Patrol

narrow ether
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probably not

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it's what TD is for, I guess

summer igloo
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I think so too, so it will stay tamriel_data as requirement. Its not TR for those anti tr people after all

neat mantle
summer igloo
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Please report any bugs (hopefully there won’t be any but I haven’t tested all possible scenarios) and bear with me until the next day or two so I can finish the script completely in order to avoid cheesing (adding cooldown to stun the same NPC over and over) and some checks player vs NPC level to determine stun chance and having a contextual or direct % message displayed regarding stun chance

narrow ether
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but yeah TD is just modders' resource

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it doesn't do anything by itself

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no reason not to have it

cloud stone
round dagger
narrow ether
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I guess that if TR places run at 15 FPS you might be anti-TR

round dagger
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Skill issue

slim estuary
summer igloo
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And it’s good that way, blackjack items IDS are dynamically added onLoad in the cell for the item drop and are hardcoded to use the sleep spell script onHit, generating additional version from FL would make these new ones work without stunning (unless very needed then I can remake it to work with item display names containing blackjack rather than hardcoded item IDs)

summer igloo
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And I’m heavily thinking of adding some skill to influence the knockdown chance into the formula with Ralt Skill framework… what do you guys think? Is it worth to disband it into another skill or keep it in Sneak?

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(fyi knockdown chance is now 100%, its formula is not yet added, will be in a day or two max)

summer igloo
slim estuary
summer igloo
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They appear in the inventory if they hit the 1% drop chance during cell load

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Of thieves-type npc classes

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They also always appear in thieves guild merchants (pawnbroker class) available for bartering - also added to their inventory, not the NPC chest

summer igloo
slim estuary
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Not in levelled lists -> no FL conversion

summer igloo
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Then we can keep it like this, thanks for clarification!

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My aim was to keep the compatibility with all lists so the SHOP esp doesn’t have to get merged 👌

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That’s why the items are added on the fly

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Oh and I forgot, SHOP officially lost support for OpenMW 0.49 due to onHit handlers added

summer igloo
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Okay so now SHOP has some exterior support - regarding stunning people. (no performance impact, it's only onHit handler added to each nearby NPC) - it actually is added in 0.97a but with radius settings like in interior so it's not that good. After changes, it works and looks so good and natural with alarming and screaming NPCs and guards that I cannot wait to make a 1.0 version official showcase when it finally happens.

Here is summary of what was done today and what will be done in short/long future:

TODO:

Shortterm:
-add all formulas
-equipment checks so knocking out somebody isn't guaranteed and the chance is varied depending on the NPC (stronger and armoured NPCs are harder to knock out)
-a way to inform the player that the knock out chance is very low... maybe with a crosshair changing colour or a message
-add blackjack hit sound for unarmored npc (taitechnic ImpactEffects)
-greeting voice when entered a store and acknowledged by the shopkeeper
**-merge DevilishSleepSpell mod into SHOP **

Longterm:
-add taitechnic Dynamic Animations to NPCs - this is not decided 100% - anims work only in Wander package which I want to avoid - will try to make the anims work on demand during stops between walking around by the NPC)
-add random npc and random timer wander routes to npcs
-add following whitelist exterior support
-grey fox mask-like item
-locking device for non-spellcasters
-custom skill with Ralt Skill Framework? Need ideas here

Today done:
-Fixed Guard pursue activation after locking doors with guard following and discovering the player
-Fixed Lock Door Bounty settings to actually take effect
-Now when you are in a faction, the bed-detect script won't be able to activate in their quarters
-Guards are properly pursuing, civilians are properly alarming in any case
-When exterior, now NPCs make alarm others in the range of 4000 units when they have discovered the downed body (LoS Body detection range is 3000 units in exterior)

icy bluff
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body detection! datchim

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very nice work sera

summer igloo
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This will be extended to adding demoralize humanoid spell effect to make weaker NPCs flee when they see this (non fighters NPCs) ^^ just got this perfect idea in the bed 🤣

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Since you cannot directly apply fleeing

summer igloo
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And also cooldown for stunning the same NPC - so I don’t forget to add that to TODO again, and make bash sounds louder

narrow ether
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some of it may work nicely with SHOP

cloud stone
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Cool mod but I def want to look at the code because doing things with spells is … tricky even if it’s only reading the active spells/abilities the player has active ur

narrow ether
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But it has cool ideas

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I will need to do some testing. Hopefully it will be possible to get it all working nicely with SHOP, BO etc. for full experience

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SHOP does some things with disposition of NPCs in the cell so it would be nice to check if the mods are compatbile

summer igloo
summer igloo
summer igloo
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Sorry for no updates throughout the weekend - I was busy with renovating my bathroom 😛 will start working on SHOP back tommorow

summer igloo
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Okay so the decided formula for stun chance will be like this:
Stun Chance Formula Base = (Strength + Sneak + Blunt) / 3
Penalties:
Light Armor (Helmet/Cuirass): -5% per piece
Medium Armor (Helmet/Cuirass): -10% per piece
Heavy Armor (Helmet/Cuirass): -15% per piece
Level Difference: -1% per level (if NPC > Player)

summer igloo
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The contextual message is just a placeholder now, they will have a lot of flavor. You can also set it to off, of course.

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It displays upon coming behind the NPC, readying a blackjack weapon. It won't display if any of these conditions are not fulfilled. The stun chances are now seriously balanced (maybe even a bit too strict - but we do not like cheese do we?)

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Low chance messages display below 30% stun chance, Medium chance from 31 to 70% and High is the rest

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Tommorow I will try to upload newest version - need to merge Devilish Sleep Spell mod

narrow ether
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This looks excellent abs

summer igloo
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Thanks, heading for some sleep. Hopefully tomorow I will add some more things and upload 0.98. All of the formulas are now nicely applied

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I am also taking any suggestions for low/med/high flavor messages - the more the better since it chooses a random one from its list

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Stun chance can be also in the future added into crosshair or something if we get some more functionalities from the OpenMW itself

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Or it can be added already but I'm not good into these UI dynamic value changes

silent geyser
summer igloo
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I can do that as another choice of option

silent geyser
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The notifications tend to get cluttered really fast with this kind of "system" info

icy bluff
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we could do with a mmo style data feed

summer igloo
icy bluff
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not from you!

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just in general haha

summer igloo
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I am really trying to do everything as it should before publishing, really trying to think of all of you and different likings and playstyles

silent geyser
icy bluff
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were not far off that day, and it seems possible now

summer igloo
silent geyser
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But I don't think you could add any handlers to the ui.showMessage() yet

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I mean, I think listening to each ShowMessage event wouldn't cover the direct ui calls

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I might be wrong though

summer igloo
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But I will be detecting because of the radius

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coming into the radius of the NPC, and then you need to leave that 200 units area

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for it to be able again to show a message

icy bluff
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nice

summer igloo
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like it is now, just with 5 sec cooldown

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so I can make it 99999 seconds cooldown

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for example

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Lua really allows some funky ways to achieve stuff

narrow ether
icy bluff
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he's a hard one..

summer igloo
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Keep em coming, it will be all added (except repeating/very similar ones)

icy bluff
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Don't try your luck

narrow ether
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Medium: "It is a coin flip. Risky but may be worth it."; "Knocking this one will not be easy but it is definitely possible."; "The odds may not be the greatest but you may still surprise that one."

icy bluff
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No chance; Maybe; Too easy

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Another time, perhaps; There's always a chance; It's now or never

narrow ether
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High: "This one should go down easily."; "It should not be hard to surprise this person."; "You think you can do this."

icy bluff
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Just walk away; Worth a shot; Asking for it

narrow ether
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meme message for 0% chance: "You would have a better chance asking Almalexia out for a date than knocking this one out."

icy bluff
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This seems like a bad move; This might work; This is sure to succeed

summer igloo
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I like those messages you all posted

narrow ether
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meme message for 0% chance: "Do not try this. Seriously. You have been warned."

icy bluff
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for 100%: Do it S'wit!

narrow ether
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0%: "Are you stupid? You have no chance to do this. GIve up."

icy bluff
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"why are you shaking? wake up and go home"

narrow ether
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0%: "Why are you even trying? It is pointless."

icy bluff
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100%: "attain heaven through violence"

silent geyser
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"this could work"

narrow ether
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Medium: "You have a chance. Just do not get overconfident."

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0%: "No. Just no."; "Overconfidence is a slow and insidious killer."

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Medium: "Maybe. Maybe not. You decide."

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Low: "Tread carefully. This is a hard one."

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0%: "Hope is the first step on a road to disappointment."

summer igloo
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Great, this is a very comprehensive list, very big thanks!

summer igloo
summer igloo
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Currently trying to implement Fleeing for the scared NPCs

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Although it's not wanting to work so far

Got fleeing working, now only need to disable combat for some of the NPCs which are fighting despite added Flee stat 100

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It's extremely fun when you have MercyCAO, some NPCs drop their weapon on the ground

summer igloo
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Still fighting with silencing spell casters to properly flee like the rest of NPCs, sadly SHOP postpones another day but slowly forward

torn prism
silent geyser
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May I ask for an option to disable blackjack functionality? I'm not really into interested in it and don't want it to load my game

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It also would be good to add option for logging. Either logging level or a simple toggle. Because right now it really spams. Plus mass calling of prints really negatively affect the performance of any apps, lua mods included

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Printing in the console is relatively expensive

summer igloo
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The option to disable blackjack altogether is already added in the upcoming patch. Yes I will add the debug to be toggleable with options (it should be in the first place, just didn’t add the variable for settings, good catch)

narrow ether
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POV: @silent geyser searching for mods in his 800+ modlist that cause his game to run like shit 36vehks

silent geyser
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I'm not saying that it makes my game run worse. It's just a common thing among most programming languages

narrow ether
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I'm just shitposting. No worries doitswit

silent geyser
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Maybe excluding something low level where you can micromanage the output optimizations

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Like C or smth

narrow ether
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Half of my posts are for memes and giggles 36vehks

summer igloo
summer igloo
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although it's good that any good or bad things are said about SHOP here, it's all used to make it better

narrow ether
summer igloo
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More like I'm forgetting to turn off these debugs ^^ But yeah one patch optimised the mod really much besides the debugs

silent geyser
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I doubt prints will cause a lot of lag
I just don't like when theres spam in my logs angyfargoth

summer igloo
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The not throttled functions are printing like crazy, so it definitely has some performance drawback

summer igloo
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The fleeing is finally working for all spellcasters - spells, enchanted items and scrolls. I can finally move on to toggling off the debugs and merging the mod with DevilishSleepSpell

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It was a tough fight, without S3ctor would be impossible (or would take a lot longer)

summer igloo
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Today update will be released 100%, I have a lot of free time after work today and will use it fully into SHOP

summer igloo
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Thanks for all the suggestions with flavor messages, here's the full list. I'd say more than enough. I have added also an option toggle that will add if turned on the suffix to each message - (Low), (Med) and (High) if you want to be sure what each message conveys

local STUN_MSGS_LOW = {
"This person will not go down easily.",
"It is unlikely you will surprise this one.",
"This one will be hard to bring down.",
"This person is not easy to take down.",
"You feel you are too weak for this one.",
"It's a tough one.",
"This person is not easy to take down.",
"Another time, perhaps.",
"Just walk away.",
"It's better to not try your luck this time.",
"This seems like a bad move.",
"This person is not easy to take down.",
"This plan is bound to fail.",
"No. Just no.",
"Tread carefully. This is a hard one.",
"This person is not easy to take down.",
"It's now or never!",
"Here's a hard one.",
"Don't try your luck.",
"You're in for a fight.",
"Hope is the first step on a road to disappointment."
}
local STUN_MSGS_MED = {
"There's always a chance.",
"This could work.",
"Maybe. Maybe not. You decide.",
"You have a fair chance.",
"You have a good chance.",
"Worth a cautious try.",
"The odds aren't terrible.",
"A careful swing might do it.",
"Fifty-fifty if you're quick.",
"This one could go either way.",
"You've got a fighting chance.",
"Not a sure thing, but not impossible.",
"A solid 'maybe'.",
"Luck might be on your side.",
"It could happen with good timing.",
"Better than even odds.",
"This one looks half-asleep already.",
"Feels like a coin toss in your favor.",
"A quiet takedown is definitely possible.",
"You've knocked out tougher ones.",
"The shadows are with you on this one."
}

#

local STUN_MSGS_HIGH = {
"You have a very good chance.",
"It looks easy.",
"This one's begging to be blackjacked.",
"Easy prey.",
"That one won't even feel it coming.",
"Perfect setup for a knockout.",
"Couldn't ask for a better angle.",
"Piece of cake.",
"Too easy.",
"One swing and it's lights out.",
"This one's not paying attention.",
"This is why you carry the blackjack.",
"Now or never.",
"Now is your moment.",
"Perfect target, perfect moment."
}

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I have also added a Debug Killswitch for you @silent geyser - now you will see no debug at all from SHOP

narrow ether
summer igloo
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Moved

narrow ether
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Now or never isn't LOW

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It'a HIGH

summer igloo
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Yeah I've seen that also and moved it already (it was duplicate between high and low)

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Good eye

narrow ether
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"Worth a cautious try." -> "Might be worth a try."

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sounds better IMO

summer igloo
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Changed

summer igloo
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Excluded "Wavebreaker Keep, Great Hall" for TR quest compatibility

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Moving on to merging Sleep Spell Mod and will wrap it up finally, hopefully it goes well

summer igloo
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Sadly it isnt just merging esp into esp, the lua scripting stopped working as well, working on it right now to merge it also on OpenMW side

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Hopefully this will go well as it reduces 4 loaded plugin files to just 2

summer igloo
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Operation successful

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DD Sleep Spell is officially merged into SHOP

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@gaunt void

summer igloo
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SHOP v0.98 (UPD: 18/12/2025) - Store & House Owner Patrol

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0.98 Changelog:

No more need for Devilish Sleep Spell installed - it's merged into SHOP. Make sure to remove it when using SHOP.
-Fixed Guard pursue activation after locking doors with guard following and discovering the player
-Fixed Lock Door Bounty settings to actually take effect
-Now when you are in a faction, the bed-detect script won't be able to activate
-Guards are properly pursuing, civilians are properly alarming in any case
-When exterior, now NPCs make alarm others in the range of 1000 units interior and 3500 exterior when they have discovered the incapacitated body (both values are changeable in the settings)
-Added Blackjack stun formula instead of 100% chance:
Stun Chance Formula Base = (Strength + Sneak + Blunt) / 3
Penalties:

Light Armor (Helmet/Cuirass): -5% per piece
Medium Armor (Helmet/Cuirass): -10% per piece
Heavy Armor (Helmet/Cuirass): -15% per piece
Level Difference: -1% per level (if NPC > Player)
-Added option for displaying stun chance either Exact %/Contextual/Off when going behind a back of a NPC with Blackjack equipped and ready
-Added Killswitch setting to turn off all debug logging
-Now you can disable NPC Door Unlock module or Blackjack Sleep module completely in the settings
-**Fleeing **- now the civilian NPCs have 3 different reactions to when they see a knocked out body:
Base Chance Ratio: 10% Combat, 30% Voice, 60% Flee
Player Advantage (Player > NPC):
+10 Levels: 0% Combat, 30% Voice, 70% Flee
+20 Levels: 0% Combat, 20% Voice, 80% Flee (capped)
NPC Advantage (NPC > Player):
Combat Chance increases by 2% per level.
Demoralize Chance decreases by 2% per level.
+5 Levels: 20% Combat, 30% Voice, 50% Flee
+30 Levels: 70% Combat, 30% Voice, 0% Flee (Capped)
-Added "Wavebreaker Keep, Great Hall" to exclusion list for TR quest compatibility (Dead Shores)
-Made the Blackjack stun script respect the actual weapon range
-Added 60 seconds cooldown to stun the same NPC again (most stuns are about up to 45 seconds)

eager stone
#

Hey All. Wanted to know if this mod is compatible with the following:

And if not, which are 'hard' (stuff won't work) and which are soft (some overlap in design goals).

summer igloo
# eager stone Hey All. Wanted to know if this mod is compatible with the following: * Protect...

Protective Guards are compatible but they will attack you on sight when having bounty from SHOP actions (locking doors, blackjacking)
Pickpocket Rebalance: SHOP changes nothing regarding pickpocketing
Convenient Thief Tools: 100% compatible - I cannot imagine playing without it anymore
No Witness - No Bounty: should be compatible without a problem - most of us are using BO (https://www.nexusmods.com/morrowind/mods/56965) which is integrated with SHOP and which also has no witness no bounty function added into it

Nexus Mods :: Morrowind

OpenMW mod that overhauls theft. No longer will NPCs forget that you were in their house when all their gems were stolen. Also introduces Trespassing.

eager stone
#

EXCELLENT

#

I've been dying for a mod like this, looks like I can drop it into total-overhaul no problem

#

ty for your hard work

summer igloo
#

It's already in development for like 1,5 month. At the beggining it wasn't very compatible but now it's a different story

#

Thank you! Please leave your feedback here later

summer igloo
eager stone
#

I just tried it out in Total Overhaul. So far, I like it a lot.
Regarding vaults, I decided to try the Telvanni Vault. I found the results interesting. Being spotted as Chameleon wears off results in -10 disposition to everyone who sees it, but is not inherently a crime. (reasonable enough, though maybe not inside a vault/bank)
Also, opening a previously locked door doesn't seem to trigger a crime.
Finally, being inside the vault, which I definitely should not be allowed to do, is not a crime either.
Nor do they notice as things keep vanishing as I cloak and de-cloak.

#

So vaults are still a bit easy to cheese, but I'm not sure if that's a TO incompatibility or by design.

#

(or just due to the shear amount of hand-editing locations some things would require)

summer igloo
# eager stone I just tried it out in Total Overhaul. So far, I like it a lot. Regarding vaults...

There are disposition settings that you can reduce the amount of disposition taken off and also to also apply the reduction once per cell.
Chameleon is rather ineffective choice in tight corridors. I would more likely use it at night outdoors for example.

As for "Also, opening a previously locked door doesn't seem to trigger a crime." if noone sees you opening a lock it won't trigger crime by vanilla game design.

Finally, being inside the vault, which I definitely should not be allowed to do, is not a crime either. - this can be added as a feature

Nor do they notice as things keep vanishing as I cloak and de-cloak. - for this, this is best to combine Burglary Overhaul and SHOP (turning off Spotted function in Burglary Overhaul and turning on Spotted function in Compatibility Settings in SHOP). When NPC sees you, it will trigger a spotted status from Burglary . Any items that are taken out and you left the cell it will be automatically added whole value of items bounty to your head as the NPCs have related you with the disappearances)

What vault locations exactly are there to look into? I haven't hand checked everything as the Morrowind is too big and I'm dependent on user reports. Thanks!

eager stone
#

Oh, I was mostly thinking how effective chameleon was, not the other way around.

#

But I will check out Burglary Overhaul, that may be the last piece I need

#

Morrowind has a handful of vaults, both in Vivec and in all the telvanni towers, though in the towers they are often not a distinct cell.

TR has vaults for all the East Empire (and that other rival trading company), all the Bricca banks, and then all of the wealthy noble houses generally have some form of vaults.

#

But in a lot of cases I can't see any way to automatically detect those locations should trigger some kind of trespassing/immediate arrest, I think it would need hand edits.

summer igloo
summer igloo
eager stone
#

100% chameleon is pretty much an I-win button for thieves. :p

It is still technically possible to be spotted, but very rare.

#

I had to add Pause Control to reduce its cheesyness

summer igloo
#

with 100% chameleon you will still have it removed by SHOP when reached a set radius around an NPC (to imitate stumbling upon an NPC - player is not a ghost after all)

#

The radius you set in the settings

summer igloo
summer igloo
silent geyser
#

I think your lock breaking mechanic might have incompatibility with Improved Inns Expanded

Whahappened: my rent got expired and I got kicked out of my room. Evidently, door got locked. Innkeeper tried to walk into that room, but since it got locked, he started breaking the lock. And after the lock got broken, I got bounty for it! clavicus

Nexus Mods :: Morrowind

Adds the functionality of Improved Inns to the new rentable rooms added by the Publicans and Tamriel Rebuilt.Adds the option to 'entertain the patrons' to the same inns;

summer igloo
#

Aint it funny always after releasing a new version there is something new discovered that needs hotfixing 😅

eager stone
#

This may be a bug, but as a Fighters Guild member, I'm getting yelled at "Get outta here!" when I try to go near* the communal beds in the Balmora branch

silent geyser
#

Are you sure it's because of SHOP and not you just having bounty and getting commented on it?

narrow ether
eager stone
#

It happens the instant I go into the room with the beds

summer igloo
#

Atleast, it should work that way

eager stone
#

I am indeed a member of the guild

summer igloo
#

Okay, then it needs hotfixing. It shouldnt do that when you are indeed a member of the guild

#

Noted and will work on that today as well

eager stone
#

Gracias

summer igloo
#

No problem, I thank you. Im limited on my play time myself to be able to check things between patches ^^

eager stone
#

It looks like I'm having the same problem in the Ald'ruhn mages guild. The moment I get off the teleport pad they start telling me to leave
EDIT: Though it doesn't happen 100% of the time, dunno why

#

I'm not a member, but anyone is free to use the guild guides, members or no

summer igloo
#

I will look into it closely after I finish my work today and will roll out fixes, depending on how the testing goes but I think I will just disable this feature in faction areas

summer igloo
#

Thank you very much for the reports. I’m aiming for bug-free gameplay of SHOP and every report is very much appreciated 🤝

summer igloo
summer igloo
summer igloo
#

Fixed

#

Gonna upload new version now

#

https://www.nexusmods.com/morrowind/mods/57747?tab=files
Changelog

0.98a
-doors getting locked not by the player are now not detected as trespassing (Improved Inns Expanded Compatibility and possibly other mods which would modify lock level)
-refined bedroom detection script in which NPC tells you to go out - now it doesn't trigger while not being in the bedroom but running near the radius of it, also it doesn't engage combat in 1st warning but rather only after 2nd warning from the NPC (if you stay 30 seconds in the bedroom after 2nd warning it will engage combat)
-fixed that if you are a member of a guild, it will not trigger bed script no matter what rank you are, also when not a member of a guild, it won't detect bed through the walls
-you can now also turn off Bedroom Detection script completely in the settings

Nexus Mods :: Morrowind

Witness never seen Ai behavior in Morrowind (OpenMW). Stealing is now very hard (optional ErnBurglary - Burglary Overhaul integration). NPCs will follow you around and search for you in interior cells

#

SHOP v0.98a (UPD: 19/12/2025) - Store & House Owner Patrol

summer igloo
#

And I'm happy that you brought it up since it would have to be done later for exterior scripts because of the Go Home! mod which also adds lock levels during the evening and night

#

Also the code is 200 lines thinner so thats also a + 😄

narrow ether
#

0.98a datchim

#

slowly but surely getting there

summer igloo
#

For today I'm done, have to decide what to do next with SHOP

#

A new comprehensive readme/documentation is definitely needed

#

Would love to code/add with some help the dynamic crosshair for stunning

#

And also I think worth doing would be fixing vanilla behavior when NPCs are wandering to open the doors when they are near them since the default vanilla ai doesn't open unlocked doors...

#

TODO:
-a way to inform the player about the knock out chance with a crosshair changing colour
-add blackjack hit sound for unarmored npc (taitechnic ImpactEffects)
-greeting voice when entered a store and acknowledged by the shopkeeper
-fixing vanilla behavior when NPCs are wandering to open the doors when they are near them since the default vanilla ai doesn't open unlocked doors
-comprehensive documentation
-add dynamic idle anims to npcs (taitechnic Dynamic Animations - this is not decided 100% - anims work only in Wander package which I want to avoid - will try to make the anims work also on demand during stops between walking around by the NPC)
-add random (random npc and random timer) wander routes to npcs
-add following whitelist exterior support
-grey fox mask-like item
-locking device for non-spellcasters
-custom skill with Ralt Skill Framework? Need ideas here

#

this is my whole TODO left to do lol

#

Which one should I do next, help me decide

#

-locking device for non-spellcasters
this one is most tempting imo to make doors lockable without spell and lore friendly

gaunt void
#

I like this "greeting voice when entered a store and acknowledged by the shopkeeper"

#

The mod is already quite "complete" in my opinion

#

so, big changes may step on the toes of users

summer igloo
#

Fiddling through the voice files is the worst, but I've seen some nice oblivion AI mods with greetings added to shopkeepers

summer igloo
gaunt void
#

that's very good

summer igloo
#

In the settings on the fly

gaunt void
#

I struggle programming such things myself 😄

#

so I appreciate it

summer igloo
#

except following, following is kept ON at all times

#

since it's like main SHOP feature lol

summer igloo
#

but Ive seen you are more into MWscript

gaunt void
#

yes, only recently I picked up allowing the user to customize features

#

I'm getting more used to lua but it's still a learning curve

summer igloo
#

It's pretty confusing sometimes, without debug logs I would be able to create nothing as the engine doesn't tell you what you need to know most of the time

gaunt void
#

Getting inspired by other mods and how they did certain stuff and try to replicate a similar feature in your own mod

summer igloo
#

True, I've started with quick select modifications from Daisy originally

#

Then later on you just see more and understand more

gaunt void
#

Asking chatgpt, and see if it works is also a strategy 😄

summer igloo
#

Still without logs and without S3ctor help would not happen

gaunt void
#

it costs nothing and is fast

summer igloo
#

and also without Google Antigravity

#

Im now making mods there

#

if you can vibe code such things like ai overhauls then everything is possible imo

narrow ether
summer igloo
#

From what I understood, MercyCAO is also partially made with AI

summer igloo
#

which I will add maybe this weekend

gaunt void
#

There is nothing wrong with it. You still need to try to understand what is going on and whether there are optimization issues

#

or bugs

#

but sometimes it gets it right

#

and then you saved a ton of time

summer igloo
#

You did work with Sheathe Weapons, you already seen how much work AI behaviors need to have done

#

you think its fixed, 3 more bugs will appear

#

some edge cases still

gaunt void
#

That was more of an oversight on my end

#

didn't think of invisibility and sneaking at the time

summer igloo
#

What I mean its hard when creating such mod to think of every possible scenario

#

which needs people to test it

#

and also engine quirks sometimes weird reactions by itself

narrow ether
#

You are probably entering the polishing stage 36vehks

summer igloo
#

Rn the only bugs I know is that some of the settings in the setting page are not taking effect in the game. And also the no hit sound with blackjack on unarmored opponents - breaks the immersion a bit although it's inconsistent even with armored enemies...

#

Don't know which but these ones from the beggining of production

#

I guess the things I will focus on now is the Greetings in the shops, adding a balanced lock tool for non-casters and fixing this vanilla bug about not opening doors

narrow ether
summer igloo
#

When entering a store, get a greeting from the shopkeeper just like in (modded)Oblivion and Skyrim

#

adds a flavor and more life

narrow ether
#

You want to make AI voice lines for this?

summer igloo
#

and while I'm searching for it, I am actually finding some new voices for the Get out script, lovely, just found some perfect argonian female voices for that (and the permissions on Nexus are green ^^ )

#

No, I'm reusing available stuff from the internet

#

There is a lot of it, just need to look out good

narrow ether
#

Ok

summer igloo
#

Any lines if whoever makes them would be added of course

#

If they have enough quality that is ^^

narrow ether
#

Make sure it only plays if the player is actually detected 36vehks

summer igloo
#

Most probably will use the spotted function

#

Or rather a LoS check to also make it working for people without BO. LoS respects invisibility/chameleon100

#

These and similar clips will be used, some contextually (for like bookshop for example)

#

I will need a few days to search through these 33k files (some dialogues are divided in few files and I'm only listening for the first one, so more or less 10k files to listen)

silent geyser
#

maybe I'm nitpicking, but it sounds awfully monotonous

summer igloo
summer igloo
#

I will pre-filter anyway each voice actor that is the same as in MW and then will choose the best sounding ones. Wanted to show some examples

#

The list is vast and sadly no txt is added to know which file is what line

narrow ether
#

The problem is that it may actually get annoying if it plays every time you enter the shop

#

Skyrim has this problem IMO

summer igloo
#

I can always make it ie. 30% chance for silent

#

and also on top of adding these files, also add in vanilla voices

#

like "Speak, traveller" etc

#

This can and will be done nicely

narrow ether
summer igloo
#

Skyrim has to have really a small list of voices then

narrow ether
summer igloo
#

It's all about finetuning

#

can also make it disposition dependent

#

an NPC with 30 disp won't be eager to openly welcome you most of the time

#

in comparison to an NPC with 80

#

and it has to be done nicely in the events of upcoming voiced dialogues overhaul

#

as you maybe saw in the Showcase

silent geyser
#

I've kinda missed discussion. Do you want to add conditional greetings to the NPCs?

summer igloo
#

For storeowners

#

and yes

#

depending on what files I will be able to scavenge, these conditionals will be added

#

ie. smith or bookshop specific greetings

silent geyser
#

Uhhhh, are you sure it is in SHOP's scope?

summer igloo
#

You think it should be part of a new mod ?

silent geyser
#

I would 100% do it separately

summer igloo
#

Maybe thats an idea

#

Will need to think about it, here I have whole ready framework which makes it easier to implement for me

#

with all scripts, utils etc etc

#

SHOP is overhaul after all

#

an NPC/Stealth overhaul so I guess the npc behavior of speaking might or might not be in the scope

#

Although I have already two mods which I want to release separately from SHOP itself - True Silence and True Fleeing

#

since these are already in SHOP but feel like a separate should also be released

narrow ether
summer igloo
#

The greeting would not be a greeting engine wise - it would be only a core.sound.say played upon being noticed by a shopkeeper. It would not change the greeting mechanics at all

#

Although I will probably release it as separate then

narrow ether
#

Make sure to check if the owner is alive doitswit

summer igloo
#

LoS check will be there, dead owner cannot do the LoS since he's done 😛

#

Well then I need to work on something SHOP related then

#

probably a door locker tool

summer igloo
#

true silence - real silence and not only for spells - when silencing enemy all of the charges of enchanted items are set to 0 for the silence duration and also all scrolls are removed temporarily for the silence duration from the enemy

narrow ether
#

Def not SHOP, true 😄

summer igloo
#

true fleeing - when flee value > 90, remove temporarily all ranged weapons, scrolls, make enchanted charges 0 and silence the enemy until fleeing is over

summer igloo
#

wasted almost 3 days on that to figure that out

narrow ether
#

Btw I'm not sure that Silence should affect enchanted items. I doubt you need to shout in order to use your ring or whatever.

summer igloo
#

It could be toggled

narrow ether
#

Does it affect the player as well btw?

summer igloo
#

I am planning to do that as well (not included in SHOP for the player)

narrow ether
#

Ok. No player impact for such a feature makes it a sort of cheat IMO. Although I'm afraid of potential bugs with removing items from invetory.

summer igloo
#

Items removing is only to force NPC to not do its default behaviors

narrow ether
#

Yeah, I get it

#

Workaround

summer igloo
#

It's tested, the items are coming back on NPC death/effect expiry

#

along with enchantment charges for these onCast items

#

Since ranged attacks/spells are part of Flee script.

#

Of the default flee script, but with this it acts more like a real fleeing (especially with Mercy)

neat mantle
#

When you call the spotted function in BO, if you set the second param to true then it will automatically disable BO checks via a settings change

summer igloo
#

Fixed log error spam when equipped Lockpick or Probe when you have Blackjack script turned on.
Working right now also on Keylock items which will lock the doors for non casters (using lockpick mechanics as a base)

summer igloo
#

https://www.youtube.com/watch?v=zMrlCHsx530

Door locking is done, each attempt takes out 1 charge properly. When using on locked doors the charge is refunded (there is no other way to workaround this since we are using lockpick mechanics still). The NPCs also act the same like if you would cast a Lock spell.
Additionally, optimised performance further since the blackjack script was not limited for detection only with blackjack weapons (further enchanced the lockpick/probe fix).

Luk

SHOP AI and mechanics overhaul for OpenMW
Download on NexusMods

▶ Play video
#

I must add only fatigue check to further make it vanilla like just like casting spells or using a lockpick

silent geyser
#

though the existence of skeleton keylock is funny

summer igloo
#

Well, the mechanics for skeleton keylock are always 100% lock chance for lvl 100 lock

#

The rest has varied chance and lock magnitude based on player security level and type of keylock

#

Skeleton keylock is only available through world drops

silent geyser
#

world drops?

summer igloo
#

From thieve types NPC classes

#

1% chance

silent geyser
#

personally, I hope it will remain as something kinda unobtainable
as it is quite not lore-friendly

#

maybe it would make more sense converting lockpicks into keylocks with keybinds, similarly to GRIP

summer igloo
#

Another keybind... 🙁

silent geyser
#

This way it might also be easier to dynamically support other mods adding different lockpick variants

summer igloo
#

Hmm it's not dynamic though, I had to make these in CS, making them 0 quality so they do not accidentally open any doors

#

These are new item ids

silent geyser
#

Wouldn't it be possible to edit quality as you generate new objects with lua?

summer igloo
#

I didn't know you could do that to be honest

silent geyser
#

I haven't looked into the object creation with lua yet, so I don't know for sure

#

I just know that Slowchu managed to dynamically adjust weapon damage based on their original value

summer igloo
silent geyser
#

You mean you've hardcoded lock levels for each type of keylock?

summer igloo
#

Yes

#

Lemme find the documentation

silent geyser
#

I suppose you can base lock level soly on initial quality of lockpick
And chance mainly on security skill and just slightly on initial quality

#

Is there a benefit for locking door with level 100 lock instead of level 5?

summer igloo
#

Yes, it takes a lot longer for NPC to break the lock

#

especially useful when low on time and trying to steal something

#

Each keylock now has a specific range, and your Security Skill determines where in that range the lock falls (Skill 100 = Max Lock for that tool):

Iron: 1-25
Imperial: 26-50
Dwemer: 51-75
Master: 76-99
Skeleton: Fixed at 100

silent geyser
summer igloo
#

This cannot be done like this since when locking the door with keylock, after successful lock it instantly "tries" to open it once. If we make any quality above 0 there is chance that the door will re-open themselves instantly

#

Tried to intercept that yesterday to not activate this behavior

#

But to no avail

#

Maybe its possible, I would need some free claude credits to find out

#

and I'm used max on 4 accts

#

Gemini is not that smart sadly

silent geyser
#

I mean, assuming we're making keylocks out of lockpicks and remembering their stats internally

summer igloo
#

Maybe it could be done, would need to modify formula though

silent geyser
#

Oh if only we had custom tooltips to display everything!

summer igloo
#

This would totally turn the tables

#

Cant wait for this

#

Although I am leaning more into making a new skill in Ralt Framework

#

since there is already door locking and blackjacking

#

Thats like 2 abilities already I could add to lets say Cunning skill

#

instead of using sneak and security

#

not in the scope for v1.0 though

#

there's like adding controlled wandering scripts to npcs and exterior cells support and it will be done

silent geyser
#

On one side it totally makes sense. On the other, I feel like sneak is a little underutilized with vanilla implementation 👀

summer igloo
#

The greetings store mod will be a separate one and thanks for the idea

summer igloo
#

Maybe we can think of some additional thief mechanics

#

I could code that but no ideas atm

silent geyser
#

I didn't play a lot of stealth games to know the possibilities

#

Though one thing that would certainly be cool is distracting

summer igloo
#

Yeah and would help to steal some

#

It's possible for sure

silent geyser
#

Like throwing a rock or coin and making NPC move to that location

summer igloo
#

just if its possible to make it not jank

#

There is a rock mesh and texture weapon 😄

#

So I will look into it

silent geyser
#

I think there was rock throwing mod

summer igloo
#

In my playthroughs there is enchanted thrown rock sometimes at merchants

#

so for sure it's somewhere in my files, most probably its oaab or tr

silent geyser
#

I guess you could treat a limited set of throwing weapons as a distraction things

summer igloo
#

or any (except throwing knives and other big ones like axes)

silent geyser
#

Uhhhhh

#

I dont think shopkeepers will appreciate me throwing knives here and there

summer igloo
#

onCellLowerDisposition()

#

😄

silent geyser
silent geyser
summer igloo
#

Yeah like with almost everything in SHOP, LoS is very important

#

I will look into it next days, if I make it happen then for sure I have to introduce the skill

#

Now just need to ensure all is good for 0.99 before christmas with keylocks and blackjacking (found some bugs)

narrow ether
narrow ether
summer igloo
#

Still, blackjacking and distraction fits perfectly into Cunning

narrow ether
#

Stunning via blackjacking is more complex but the formula using STR, BW and SNK is fine.

summer igloo
narrow ether
#

It could be interesting to knock out people with high HTH

summer igloo
summer igloo
#

although only for unarmored opponents IMO

narrow ether
summer igloo
#

or atleast unhelmeted ones

narrow ether
#

Not sure whether it's worth the effort

#

Note that it wouldn't always be a KO via hit to the head

summer igloo
#

To the back of the head is like almost certain to knock down someone

narrow ether
#

It could also be choking

summer igloo
#

the most sensitive part of skull is behind

silent geyser
narrow ether
narrow ether
silent geyser
#

then what's the point!

narrow ether
#

Just the mechanic

summer igloo
#

Im almost sure a lot of clipping issues would happen even if someone made the anim for choking...

#

It would be nice though

narrow ether
# summer igloo When armored then there is 0% chance for HTH to do something

Doesn't even need to be like that. Just make it harder. Then you choke or attack weak points with your special Khajiiti kung fu master skill. Remember that you can defeat opponents with HTH in MW legitimately. In fact, you KO them with HTH first. HTH represents martial arts. I know that there are no animations for it but somebody with 100 HTH isn't just blindly punching armoured opponents doitswit . Anyway, the question is whether you can implement stealth stunning with HTH instead of blackjack and whether it's worth the effort.

summer igloo
#

it's not a problem at all to add HTH into formula (make 0 in the formula when Blunt Weapon is not equipped and opposite way the same)

#

and just adding a check if HTH is equipped

narrow ether
#

Then it might be an interesting option. No blackjack required but harder. No need for blunt skill.

#

Basically the Walmart version for stunning

summer igloo
#

I'll see what I can do, maybe it will be added to 0.99

#

That's why cunning skill would be useful also, to not make it influence on blunt or h2h

narrow ether
summer igloo
#

Although logically looking at it now formula is totally fine

#

yes

narrow ether
#

Other ideas for the future: 1. Stun traps that you can set up with Security skill. Would require brainstorming in order not to make them OP. Obviously not possible to set them up if NPC sees you but I guess that NPCs should also have a detection chance. The traps could also fail to trigger based on quality and skill. 2. Less SHOP related but cool - Damage traps. Same concept but with the intention to kill. Security gains utility vs hostile actors.

summer igloo
#

If detection of thrown objects will work then it's not far for me to also make thief game like dousing torches with arrows

#

There is MWSE mod for that already too

narrow ether
#

Light doesn't affect detection

summer igloo
#

With PBR its nice but would need someone to add light to detection somehow

#

WIth vanilla lighting makes no sense at all

narrow ether
#

0 impact on stealth

summer igloo
#

I wonder if its possible to read light data

#

and use it against stealth

#

or rather eyesight of NPC

#

this could be made with adding blind effect dynamically

#

🧐

narrow ether
#

I think that somebody is working on stealth overhaul

#

Dark Project

#

Or sth

summer igloo
#

Thats too slow for me

#

😄

narrow ether
#

Here on Discord

summer igloo
#

I know Ive seen this but seeing no progress since few months Ive decided to start SHOP

#

We might be onto something here though

#

When my claude credits unlock in few days I will put full power into it

narrow ether
summer igloo
#

Although I know the person from dark project is a really good modder, a lot better than me

narrow ether
#

MW also has no interior level design to support 1:1 Thief-like gameplay

summer igloo
#

Of course you wont get 1:1

narrow ether
#

Yeah

summer igloo
#

but in some caves, interiors, exteriors would be a nice feature to use if possible

#

Im thinking adding blind to NPCs that are not in combat would already make a difference (in noticing the player)

#

this might need some janky approach but might be possible to do something

#

I would need to code it and test it

narrow ether
#

That's probably a separate project 🙂 . SHOP is close to being done, it seems 🔥

#

Things like stun traps are totally optional. Just nice to have.

summer igloo
#

I think its possible

#

nothing impossible for sure, people made crazier things here

narrow ether
#

Yeah

summer igloo
#

I'll add that TODO

narrow ether
summer igloo
#

until 1.0 it will now take longer to release

#

need to add quite a bit of things

#

although 0.99 will be out today I think

#

Really want to make it nice for 1.0 with a nice showcase video and proper documentation

narrow ether
#

I think I have an idea you may like. It's radical and complex but would be great for immersion and difficulty. I once threw it around for BO. Blurpanda said that it's complex enough to warrant a separate mod.

summer igloo
#

What is it?

narrow ether
# summer igloo What is it?

Routine guard searches for stolen loot after high value stuff was stolen. Let's say you steal high value Glass stuff from the Ghostgate. You wouldn't be able to just walk with this openly in Ald'run or Balmora with 0 risk. Words would get out very quickly (esp with teleportation magic available) and local authorities or crime syndicates or maybe even some factions would be on the lookout. Guard searches could be randomly initiated by dialogue after high value thefts and would sort of represent real investigations. The player could resolve this with persuasion, bribery or simply by keeping stolen stuff away, i.e. behaving like you would expect a real thief to behave.

summer igloo
#

Oooff, that's hella lot of coding

narrow ether
#

It's easiest to use the guards because they are used everywhere for the same purpose. They can easily search the player for stolen goods. However, other options would be available as well. Faction mercenaries, thugs, bounty hunters, other thieves employed to steal things back. Maybe you could even pay the TG to make the searches go away like with the bounty. Many things can be considered :). I just started with sth universal to get the idea going and in order to nudge the player to behave like a thief would. Note that even the mere existsance of such a feature puts the player on guard (hehe) and promotes doing immersive things like using stashes in some hideouts, avoiding bringing stolen goods to cities after high value robberies or avoiding cities altogether for some time, preparing some cash for bribes etc.

summer igloo
#

There are random wandering paths in the todo to add for the NPCs randomly (keeping it balanced so not everyone wanders at the same time)

#

Maybe from that it can be developed further although its 100% in scope of SHOp

narrow ether
#

Def

#

Separate mod

#

Or at least

#

SHOP 1.5

silent geyser
#

shop 2

summer igloo
#

Thing is its nice to say in separate mod but what you guys forget is that whole working thing with all systems is already done so that's why I'm resorting to staying within SHOP wherever I can

narrow ether
#

Still

#

Shop 1.5 36vehks

summer igloo
#

Also with my modularity of turning off/on everything I think its not that big of a problem to serve many changes in 1 mod ^^

#

With guards, I have tried to force a dialogue being initiated by a guard to player and couldn't do it

#

So that would need longer investigation how to make it

#

since I couldnt figure out how to get a guard to arrest you but there is Pursue package for that. It only works with bounty on the player though

#

thats the problem

narrow ether
#

Nothing in Skyrim, Oblivion etc. comes close to that investigation idea so having it in MW would make stealth/burglaries/robberies the most realistic they've ever been

summer igloo
#

Question is not if, but whether the engine will limit us in any needed step

silent geyser
summer igloo
#

That was the missing part I guess

#

Would need to reach out DetailDevil for insights, he's really good with that

#

Although theoritecally, how would the investigation work. I mean the guard speaks to player and whats next, what are the options to choose from for the player to do

#

I'm trying to visualise it for myself

silent geyser
#

I suppose

summer igloo
#

so generally player is fucked

#

we could add some additional choices like 80+ speechcraft to talk yourself out of the problem

narrow ether
summer igloo
#

resist search which would result in fight as well

narrow ether
#

Guards searching for stolen goods after big burglaries would be represented by a random chance of initiating dialogue with the player if the player is close to the guard and detected. The duration of the search checks would be based on the value of stolen goods and it would be real-time based to avoid cheese. The available options would be: 1) allow the search check: guards conifiscate stolen goods and contraband if found as they are part of an investigation, leave the player alone if not found; 2) bribe the guard (chance based on Mercantile), 3) convince the guard to leave you alone (chance based on Speechcraft and Disposition), 4) resist (treated as a crime). There would be a cooldown if the player passes a search check to avoid annoyance (too frequent dialogue prompts).

silent geyser
#

I like it

narrow ether
#

It would be the most realistic crime system in RPGs doitswit

silent geyser
#

Though it would render stealing good gear that you plan to use basically impossible. And I dont know if it it good or bad

#

I'm not against it per se, BUT

narrow ether
silent geyser
#

Ohhhhh

#

ok ok

narrow ether
#

But initially after theft - yes. That's the point

silent geyser
#

I just thought that those items woul get stuck in a stolen loop, when you will go and recover "evidence"

narrow ether
#

Already works that way

#

It's fine

summer igloo
#

Can create a fence service which will remove items from your inventory and re-add nonstolen versions

narrow ether
#

You can steal them back

silent geyser
summer igloo
#

also - 3) convince the guard to leave you alone (chance based on Speechcraft and Disposition), 4) resist (treated as a crime). - I would also add here high illusion skill option to charm your way out (if charm is successful - a script will roll) then the guard lets you go and dialogue force closes

silent geyser
#

Which allowed pawnbrokers fence items for you

silent geyser
summer igloo
#

I'll add that to TODO

#

since stolen items are really annoying

narrow ether
# narrow ether I came prepared

New NPC service - removing stolen item flags. Only available for generic items (the ones that appear in the levelled lists) below a configurable value. Service cost based on item value. Service offered by TG (members only) and pawnbrokers (available to everyone but 70+ disposition required).

summer igloo
#

esp. alchemy ingredients

summer igloo
narrow ether
#

Ok

#

It's a draft

summer igloo
#

I think it's around over 90 and more disposition since NPCs have really kind greetings to the player

#

so I would base on that

#

shit. My TODO is full again

#

😛

narrow ether
#

70+ is usually considered very likable

#

But

#

It can be configurable36vehks

summer igloo
#

True

#

Thats like now 2 more months of SHOP development

narrow ether
#

I would exclude unique items amd super high value. Sorry but nobody will fix it for you if you steal Muatra or Mask of Vivec. You get the idea.

narrow ether
summer igloo
#

Artifacts should be excluded yes

#

Aint there a mod for wearing stolen artifacts and getting caught ?

#

Or was it mwse only

narrow ether
narrow ether
#

But

#

I remember Alice's mod which made Imperial Guards attack you if you have Daedric Crescent

#

I think it works for OMW but not sure

summer igloo
#

Can you link to it if you can find it

narrow ether
#

Yeah

summer igloo
#

Thanks

silent geyser
summer igloo
#

The distraction should be possible thanks to taitechnic impact effects mod. Thrown weapons also make a sound on impact right ?

silent geyser
#

I don't think they do

narrow ether
#

@summer igloo

#

maybe a check for max faction rank in the Legion or sth as well

#

I don't think that the guards would attack the faction master like that. Besides that, though, the mod seems cool.

summer igloo
#

Noice

#

I will need to copy that script but with more choices added and not only ending up in combat

narrow ether
#

😄

summer igloo
#

Yeah confirmed vanilla throwns are TCLing through the ground

narrow ether
#

lol

#

so they go into the void?

summer igloo
#

Yes

narrow ether
#

would they hit sth if an actor was undeground? 36vehks

summer igloo
#

I have no idea tbh

#

Looks like MaxYari lua physics might come handy again

#

maybe I'll be able to force it to respect collision

#

and act like other items being dropped

narrow ether
# summer igloo I have no idea tbh

imagine if you hit some placeholder NPC like that and everybody attacks you while you have no idea what the fuck is going on because you just wanted to throw a dart

summer igloo
#

Just Morrowind things

#

😄

narrow ether
summer igloo
#

-shadows affect vision (blind npc)
-traps
-distraction
-fence clearing the stolen items (only levelled list items)
-guard searching
-a way to inform the player about the knock out chance with a crosshair changing colour
-add blackjack hit sound for unarmored npc (taitechnic ImpactEffects)
-fixing vanilla behavior when NPCs are wandering to open the doors when they are near them since the default vanilla ai doesn't open unlocked doors
-comprehensive documentation
-H2H stunning - turn off blunt weapon formula when h2h equipped
-add dynamic idle anims to npcs (taitechnic Dynamic Animations - this is not decided 100% - anims work only in Wander package which I want to avoid - will try to make the anims work also on demand during stops between walking around by the NPC)
-add random (random npc and random timer) wander routes to npcs
-add following whitelist exterior support
-grey fox mask-like item
-custom skill with Ralt Skill Framework

#

kinda retarded, the list is enormous

#

😛

narrow ether
#

yeah... def not for 1.0, lol

summer igloo
#

and also other mods:
-greeting voice when entered a store and acknowledged by the shopkeeper
-Real silence
-Real flee

#

for 1.0 as I said I want to have exterior patrols working against the player and wandering scripts properly applied

#

Rest is after 1.0

narrow ether
#

not sure about Grey Fox Mask btw. I know that you will probably worry about mechanical aspects first but in order to get such an item in an immersive way, you would need to make a quest mod. It wouldn't feel right to get it as a random TG reward or sth like that 😄. Should have its own "story".

summer igloo
#

It is already decided that at least you can receive after reaching max rank in TG (TR included) or even completing all TG questlines

#

to be eligible to receive it

narrow ether
#

yeah, sth like that

summer igloo
#

Maybe until that time, some other modders will get interest in expanding SHOP with flavours

#

Thats why 1.0 is important for me to start a real promo

#

with proper video

#

it brings eyes

narrow ether
summer igloo
#

I'm always open into making it compatible with others

narrow ether
#

well, SHOP + BO + Brute Force mods really enhance stealth gameplay

#

sneak step drain as well

#

and it all feels like part of Vanilla

summer igloo
#

Im thinking of adding Fence service in 0.99

narrow ether
#

removing stolen flags?

#

cool

summer igloo
#

Yeah I would love to use that service, it's lacking in Morrowind

#

But thinking of making it a separate one also

narrow ether
#

to prevent cheese

#

it should be a money sink

summer igloo
#

Yeah, otherwise you could just dump other items into that vendor afterwards

narrow ether
#

exactly

#

and that's not the intent (to make things easier)

summer igloo
#

I'm all for QOL and making it harder at the same time

narrow ether
#

yeah

#

removing stolen flag is already very useful

#

it will allow you to trade with merchants

#

keeping stolen flags is fine for super high value stuff and artifacts but pearls and diamonds and common steel swords are just lol

summer igloo
#

Just a design flaw or oversight

#

Considering Morrowind was rushed, it's no surprise

narrow ether
#

it makes sense that a merchant recognises their stuff

#

it's just not implemented very well

#

fences would fix that

#

in KCD stolen goods are recognised based on timers, value and location

#

so if you sell something in a different town, there is a lower chance

#

and common stuff like low value shit stop being recognised quickly

#

no matter the place

#

different in case of high value armour and such

#

yes, as always KCD is full of great ideas

#

they are like Bethesda of old IMO

summer igloo
#

That would be complicated to make bug free tho 🙁

narrow ether
#

yeah

#

so I'm not proposing it

#

fences would be good enough

#

with restrictions for high value items/uniques

summer igloo
#

Well, take it in mind that daedric and other stuff is REALLY high value

#

so paying 1/3 of that would still be a lot

narrow ether
#

and I think that depending on settings

summer igloo
#

even with economy rebalances you end up washing few items and will be out of gold

narrow ether
#

it should NOT be possible to remove stolen flag from a stolen daedric dai-kata

#

it's too easy to recognise

summer igloo
#

Yet theoritecally it wasnt the only one made

narrow ether
#

obv some people may not like it so configurable limit would be good

narrow ether
#

you get the idea

#

seriously, it would stand out like hell

#

if you don't have a (legal) reason for ownership

summer igloo
#

Yes I understand that completely

#

Handpicking items into exlusion takes time tho..

narrow ether
#

or LL check like in Fresh Loot

#

FL only coverts items included in LLs

summer igloo
#

Maybe a configurable value check would be sufficient

narrow ether
#

so no unique ones

#

note that confiscating stuff is not the end of the world as the player can steal the shit back from evidence chest

#

so even if things are taken away, it's not gg

#

we don't have to be super conservative with it, then 😉

#

btw I think that Evidence chest should also be trapped for extra security and could use better locks than lvl 50 but I'm not sure whether touching them is smart because of their hardcoded/scripted functions

summer igloo
#

Ive always seen these chests as unstealable

#

the guard is always there

narrow ether
#

if you have a LOS problem, use telekinesis

summer igloo
#

Ahh true

narrow ether
#

killing the guard is also the option if you want to get violent but then ofc you get the bounty etc.

summer igloo
#

I should also add animated telekinesis mod detection

narrow ether
#

I didn't know there was such a thing, lol

summer igloo
#

Must have

#

Really immersive telekinesis (and also normal picking up items)

#

Although detecting the item flying through the corridor by the NPC would be awesome and that's added to TODO right now

narrow ether
# summer igloo Must have

I would probably not use Shop Around as it bypasses bartering (you lose all that balance affected by Better Merchants Skills mod) and doesn't modify merchant gold. However, animated telekinesis is cool.

summer igloo
#

Yeah Im using also normal barter, just ignoring the fact you can buy straight from the shelves (for hardcore RPers)

summer igloo
#

Found only rotten tomato model for throwing although here is something I will most probably use for distraction module:
https://www.nexusmods.com/morrowind/mods/55096?tab=files&file_id=1000046671

The mod is from 2005 so I guess contacting author through e-mail is pointless

Nexus Mods :: Morrowind

This mod is made by Sparrow. Containing meshes and textures for stones and sticks to use as a weapon. No proper screenshots yet available.. If you have made one please let me know. (pleas

icy bluff
#

would you add them as throwing weapons or do you want to do something with physics?

summer igloo
#

Use existing throwing weapon system + add collision

silent geyser
summer igloo
#

seems the easiest way

icy bluff
#

yeah its usually fine as long as you properly credit

#

especially something that old

summer igloo
#

And permissions are accepted there 👏 datchim

narrow ether
#

if you throw the stones at Vivec, he should telepathically throw them back at you

icy bluff
#

they should stop in mid air and stay there forever

narrow ether
#

guards warn you not to throw stuff around

#

second warning = bounty 36vehks

summer igloo
#

it is possible, would make it the same as blackjack 0-0dmg and also damage cancelling script on top of that so no combat starts

icy bluff
#

it makes sense for people to fight you if you throw rocks at them

narrow ether
#

I mean throwing at the floor

#

if you throw a rock at someone, it's assault

summer igloo
#

I'll see what and if it will work out

narrow ether
#

you can also kill someone with a rock, you know

summer igloo
#

need to implement that collision

icy bluff
#

like impact effect?

summer igloo
#

yes

#

ranged throwables (and arrows bolts) ignore collision

#

they fall through the walls and floors

icy bluff
#

ah right of course

#

would that basicly be like arrowstick mod?

summer igloo
#

If you can modify the collision for NPC sight (no collision, walls, walls+objects) then it should be possible for ranged too

narrow ether
summer igloo
#

Just that I dont want the projectiles to stick, rather falling off around with physics

narrow ether
#

and I have no idea why it's like that since spells explode on contact with walls

narrow ether
summer igloo
#

Not really

#

it's only 1 item

#

You get bottleneck when you spawn 1000 items for example

#

Nothing a modern PC cannot take on believe me

icy bluff
#

personally, i would be happy with simply a spell that makes an impact effect called "throw rock"

summer igloo
#

You ask for impossible since we cannot make custom spells yet 😛

summer igloo
#

atleast not the way we want it to

#

DetailDevil made some spells but they are still in the scope of the game

#

rather than new spells like mwse did

narrow ether
#

and I heard 0 info about spell effects dehardcoding

icy bluff
#

its not even doing anything though, just a scripted fx. is it really impossible without the dreaded dehardcoding?

narrow ether
#

script would detect when it's used

#

if possible

summer igloo
#

I will look into it but I rather would prefer it as being ammo based thrown weapon really

narrow ether
icy bluff
#

fair enough, its a common thing in stealth games though, because you can always find a small thing to throw

narrow ether
#

yeah

summer igloo
#

We will see, making auto light drop wasnt hard when having ready physics framework

#

so I have high hopes here

icy bluff
#

the skill could give you more uses or stn

narrow ether
#

what skill? 😅

icy bluff
#

the one he spoke of

narrow ether
#

ah

icy bluff
#

in the plans

narrow ether
#

Cunning

summer igloo
#

Cunning or Trickery

#

or some other suitable name

narrow ether
#

Trickery is better

#

but maybe sth even more generic can be found

icy bluff
#

legedermain

summer igloo
#

and yeah in stun formula instead of replacing h2h or bluntweap with trickery it should replace stealth skill usage there

#

and then the formula would be perfect

#

we talked about it earlier

narrow ether
summer igloo
#

it would not be soon anyway

narrow ether
#

yeah

summer igloo
#

the list is enormous

#

piece by piece

narrow ether
#

but I think that current version works fine mechanically

#

STR + HTH/BW + SNK is absolutely viable

#

and makes sense

summer igloo
#

Yeah

#

Just missing these damn hit sounds sometimes, even when armored

narrow ether
#

just a small detail

summer igloo
#

I have my own sounds prepared though, will make it independent of impact sounds which are inconsistent

neat mantle
summer igloo
#

There isn't a way to add a line of dialogue with conditions of appearing ?

#

Or connecting lua with mwscript

#

?

neat mantle
#

You can bridge to mwscript. I do that for Radiant Theft. But the guard won't be able to say 'a blah blah was stolen from blah blah'

#

Because you don't have edit perms on dialogue

summer igloo
#

I would go for more generic message for flexibility

neat mantle
#

You would need to for now

summer igloo
#

That's far in the scope though, having these ideas is great though since I do not need to think about that more

neat mantle
#

There's an on stolen callback you can register on from BO if you want it to handle that part

summer igloo
#

Good to know

narrow ether
#

@neat mantle since I have you here, friendly reminder about this BO idea: NPCs get bonuses to spotting the player depending on the value and weight of stolen items the player is carrying. Penalty would be configurable, max default would be 50% (which means that formula you use for spotting checks would be 50% harder at max penalty). The penalty would be displayed with a loot bag icon slowly filling up.

neat mantle
summer igloo
#

Indeed, if NPC sees you, you are essentially spotted (only in very long interiors if you are at one end and the NPC is at the other end it might not register seeing you)

#

Which is fine for me but of course you can disable thay

#

Although then the spotting mechanism depends solely on BO

neat mantle
#

Which will usually fail because HELLOs are messed with

narrow ether
#

bah, need to do some stress testing with these mods. Maybe I will provide some feedback for potential better integration. The mods are complex now.

#

unfortunately, no PC access in December 🙁

#

no gameboy, either...

summer igloo
#

So that hello values will be untouched when disabled

#

So it will be fully compatible

#

In either option

#

Hello makes just the following npc stop for few seconds when speaking his hello line which I didnt like

#

Although it easily picks up the NPC back after finished speaking and like a 1-2 sec interval

narrow ether
summer igloo
#

Ugh, this has been added some time ago lol, I even forgot about that

#

You have the setting - disable hello while following

#

Set it to false, it will be fully compatible with base BO spotted system

#

This just proves shop already got so extensive. Proper readme is imminnent

#

Please confirm if its working correctly when you have the chance though, to be sure

narrow ether
summer igloo
#

It looks like it's working on my end

#

Also, through the development today and yesterday, I got SHOP optimised further, exterior 100-200 ops/s and interior 300-900 ops/s so it's great now.

summer igloo
#

SHOP v0.99 (UPD: 23/12/2025) - Store & House Owner Patrol

summer igloo
#

Patch incoming very soon, adding hand to hand stuns, already working

#

Trying to work and mod at the same time ^^

summer igloo
#

0.99b Changelog - the file is already updated on NexusMods
-Further optimisations to SHOP performance
-Addition of hand-to-hand stunning. Works the same as blackjack stun except it takes hand to hand skill into stun duration formula
-Companions shouldn't remove invisibility/chameleon now
-When removed invisibility/chameleon while being exterior, it only substracts the disposition of the NPC that caught you
-Added race/gender specific voice messages and text when removed invisibility/chameleon effect by the NPC
-Fixed settings in General tab to be properly saved after being changed
-Fixed some body discovery bugs and behaviors
-Fixed the loot drop script to allow only 1 item dropped per body (edge case)
-Added Keylocks - inverse lockpick items - it is used for non-spellcasters for locking doors.
Chance of success of locking: 1% per 1 security. Fatigue influenced (50% less chance at 0 fatigue).
Each point of security is 1% higher minimum lock magnitude on each Keylock.
Keylocks are available on same basis as Blackjack items. Look for them at the same Thieves Guild vendors or in world drops (also 1% for each one). Available to buy at level 1 (Iron), level 5 (Imperial), level 10 (Dwemer) and level 20 (Master). Grandmaster keylock is only available in world drops from thieve-type classes NPCs. Keylock addition is toggleable with ingame setting (Enable Blackjack and Keylock Script setting).
Successfully locking doors with Keylock awards Security experience:
Iron: 0.5% (0.005 progress) - item id: keylock-iron - lock magnitude - 1-25
Imperial: 1.0% (0.01 progress) - item id: keylock-imperial - lock magnitude - 26-50
Dwemer: 1.5% (0.015 progress) - item id: keylock-dwemer - lock magnitude - 51-75
Master: 2.0% (0.02 progress) - item id: keylock-master - lock magnitude - 76-99
Grandmaster: 10.0% (0.1 progress) - item id: keylock-skeleton - lock magnitude - 100 (and 100% chance for locking)
-probably some more changes which I've simply forgot
Merry christmas and enjoy!

#

SHOP v0.99b (UPD: 23/12/2025) - Store & House Owner Patrol

narrow ether
summer igloo
#

Ez pz 😄

narrow ether
summer igloo
#

Ugh I dont think so, I'm just adding a flat 5% sneak when stunning and corresponding security exp value for each successful usage of Keylock type

#

If you test it let me know since I don't use NCG SE

summer igloo
#

Trying my luck with projectile physics, wish me luck!

summer igloo
#

Got the ArrowStick Daisy experimental mod to work with thrown weapons. Now to apply physics into these upon impact

summer igloo
#

Distraction module has to be released this year datchim

#

I'm very excited for what will SHOP bring

tacit forge
#

Crimelevel 1000 can be paid by a fine of 1000 gold. I think they'll chase you down at even lower levels.

narrow ether
#

crime-based pursuit is GMST-controlled

#

if GMST is adjusted then they will run to the player at lower crime level

#

it's set to 1000 in Vanilla in order to avoid guards chasing the player on sight with low bounties

tacit forge
#

I mean, there a hacky ways to avoid gmst-edits. For example, setpccrimelevel 1000, guards are running to the player now. Just before they get into their greet radius, turn the crimelevel to the wished level and forcegreet the player.

summer igloo
#

Then the guard proceeds to complete a normal arrest procedure

summer igloo
#

Yeah it works at any bounty

#

Its already in SHOP since few patches for proper handling of crimes added by SHOP

silent geyser
#

I suspect that the latest version of SHOP might interfere with followers AI packets 🤔

#

Basically I can't get my follower to follow me anymore

tacit forge
#

They know what you did.

summer igloo
silent geyser
#

Or maybe that's not your mod's fault, since I can get her to follow me even in the interior

summer igloo
#

If you can pinpoint it then I would be very thankful if its SHOP fault strictly

silent geyser
#

The one time I wanted to play with followers and this happens mfwbh

silent geyser
#

Guess I'll roll back to the previous version for now

summer igloo
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I got a few minutes, rushing to see what the problem is, I've already removed 5 lines of code, it should work. Give me a few mins

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Since I've messed a bit with companions removing invis effects, I see the culprit

silent geyser
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wow, I'm surprised your mod has so few downloads 🧐

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I was sure it would be on a more popular side

summer igloo
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go into antitheft_player.lua
remove lines 407-412. Companions fixed ^^

summer igloo
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Although it breaks invisibility detection/removal. Although, that's a temporary fix I can offer right now

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Will need to connect these two features together later

silent geyser
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oh, don't worry

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I don't us illusion like at all 🫠

summer igloo
silent geyser
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yee

silent geyser
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*do I need to comment one end with it or do I not touch the if statement?

summer igloo
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this whole code from screenshot

silent geyser
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yup, it works

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thank you!

summer igloo
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No worries! Might actually be able to post a proper patch in a few moments

silent geyser
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Everything worked fine untill I went into interior cell

summer igloo
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Huh, it's weird it's working for me without a problem 😮

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Wait I'll check thoroughlty

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Yeah, entered arrile tradehouse with companion and he follows without a problem hmmm

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if not isDismissed then
                        -- Skip vanilla companions (NPCs following player via AI packages)
                       -- if companionDetection.isCompanion(actor, self, state) then
                      --      log("NPC", actor.id, "is a vanilla companion - skipping recruitment")
                       --     goto continue
                        --end

try commenting out these lines instead of deleting