#SHOP v0.99c (UPD: 27/12/2025) - Store & House Owner Patrol
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fight chance would be based on a formula comparing NPC lvl and player lvl and NPC's disposition
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)
Makes sense
but sometimes there will not be any guard... sometimes the guard will be the one lying on the floor 
As being an NPC where a guard just dropped dead to the offender, I would stfu on that NPC place and praying for mercy haha
knocked out
I don't think it's even practical to detect dead bodies as the player can just use "dispose corpse" button
yeah that button would need to be changed for body dragging to have any point.
True, I guess loot window would have to be remade?
From scratch in Lua?
Its nothing I will ever do though, I hate working on UIs
Really delaying my updates for QuickSelect as it's UI there too 😛
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
No idea to be honest, no one had any interest in it until now I guess ^^
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
can it work on the player? if thieves can carry them
It could be possible to introduce that but where it could be used exactly?
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 
This can be scripted but feels too random in my taste
Actually, being robbed instead of being killed sounds like cool stuff
fair enough, but if they have the ability to deliver a clean knockout, why wouldn't they do it? I would in heartbeat haha
We would need MaxYari here to add this to MercyCAO
Then it could be well very much possible but I doubt he works on it anymore
Well I could call an event in a fight though
If you dont cover the back and no LoS with the npc (he is behind) he could blackjack the player
Taking all gold and teleporting player outside of cave
The same way opening locks by npc works here
ohh that sounds pretty good ngl
But yeah thats another thing that lands deep in the TODO 😅
Balancing this would be hard
Well, we got some balancing ideas already. We’ll see how they work player vs npc
Let me be a naked nord
https://youtube.com/shorts/IP1syEYyyeU?si=fUTQS-fSQgA0-UZw your new playhthrough be like
gets me every time .. 
How does this come up in every thread lmao
MW and naked Nords come together
True
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
Adding items is finished, now I'm working on formulas and settings group
Can you add the Sadrith Mora, Telvanni Council House to the cell blacklist so that mouths won't leave their pedestals?
Yes I will, thank you for heads up! Adding right away
*not the Sadrith Mora, Telvanni Council House, Entry
"Sadrith Mora, Telvanni Council House" this exact name is added
The entry will be untouched
🤝
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 :)
This was implemented few patches ago ^^
Guess then I guess they just didn't want to go back to their placers
Wooops, it was supposed to added but it's not
Fuck and I already uploaded 0.97 to nexus mods
Hello my friend, what's the sleep spell requirement for? Is it related to the awesome blackjack?
btw dunno if that's thanks to recent SHOP update, but it feels like my in-game performance got substantially better
Yes, the changelog I must prepare now
It might've been, I also noticed better performance after optimalisations, especially exterior
what is even SHOP doing in exteriors?
smooth 60 fps in Sadrith Mora isn't common here :)
It was preparation for exterior but for now it's left alone for future
Thank you for the update. Looking forward to testing the blackjack stuff out
blackjack is done already?
Yes, Im writing a changelog now
We'll need sleep spell for it now too, correct?
**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
**
It is used for stun mechanic, it is very related ^^
Exactly, and tamriel_data.esm as well
Might be worth putting these in a separate esm imo
is it allowed ?
Also they look cool af, good job 
btw are blackjacks enchanted items? How is that tun time duration effect applied?
Stun effect duration is done on lua side
for Weighted items only
Yeah you can do it np. Put in multiple omwscripts or esms
They will interact like normal
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'
I can do recipes for em
I'm wondering if Fresh Loot will try to modify these items when applicable. It sounds like they should be left alone. Maybe they should be blacklisted if necessary. @slim estuary will probably know the answer.
Also if you want to embed your omwscripts into an esm you can use https://github.com/ernmw/omwpacker
Want them to have their own category, in the thief tools category, or mixed in with the other armor and weapons ?
Rather thief tools, I plan to add also a device for locking for non-spellcasters
Since now the lock is limited only to a spell
good idea
These should be left alone, the script gives 1% chance to spawn any blackjack on thief type npcs upon cell load
deployable traps would be cool as well but that's a different mod, I guess 
I also made sure they are very nicely balanced and give feeling of progress
I think that FL only affects the items which are part of the leveled lists
Probably won’t get to the recipes tonight but you can include them in your next update
The weakest blackjacks attack the fastest and the better ones are slower but give more attack range
I really need to make a proper readme remake tommorow
it's too messy there already and can be confusing
Also, a successful blackjack hit gives 5% sneak experience
And also successful blackjack hit takes out 50 durability per hit, so you won't be able to spam constantly
do they work in combat as well?
I expect not. After all, you need a prepared strike to KO someone so you need to be undetected and strike from behind.
so why does the attack rate matter?
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
It doesn't work in combat by design
You need to be out of LoS and behind
yeah, makes sense
but I'm not convinced that attack speed has any impact
weight definitely matters because it takes less space in your inventory
Compare wooden and dwemer-weighted variant
but attack speed? Who cares?
you'll notice how slow it is
you have 1 strike, anyway
I'm fine with flavour but it's good to establish what truly matters mechanically so there are no illusions about it 😉
Tommorow I need to add level formula vs npc and the messages with knock down chance
Really needed to push this out today because of that bed script bugs which was not good
And maybe some bugs will be caught by that time
Oh and Extended variants have increased hit range, forgot to say that
this might matter because of sneak detection chance and your invisibility disruption check
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
I meant more if stripping tamriel_data out of these few meshes and textures is allowed to reupload in a mod ^^
SHOP v0.97a (UPD: 11/12/2025) - Store & House Owner Patrol
I think so too, so it will stay tamriel_data as requirement. Its not TR for those anti tr people after all
Yeah that's probably not allowed
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
anti TR people... the world we live in... 😅
but yeah TD is just modders' resource
it doesn't do anything by itself
no reason not to have it
Unless you’re playing on a Gameboy 
Those people exist?
I guess that if TR places run at 15 FPS you might be anti-TR
I’ve never had that issue personally
Skill issue
FL may convert them if they are armor/clothing/weapons, and appear in levelled lists, in containers or inventories, and not magic, not scripted...
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)
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?
(fyi knockdown chance is now 100%, its formula is not yet added, will be in a day or two max)
On a second thought it seems like the ordinary bare variants of blackjack items would be converted since they’re unenchanted… so it’s either you exclude it or for me to add names support. Which way do we do? Imo the offered enchants are enough although if people need I can change the method of reading eligible blackjack items for the sleep script
They appear in levelled lists? They are not scripted?
They appear in the inventory if they hit the 1% drop chance during cell load
Of thieves-type npc classes
They also always appear in thieves guild merchants (pawnbroker class) available for bartering - also added to their inventory, not the NPC chest
And no, not scripted. onHit handler adds stun time to Weighted variants but thats about it, I don’t think it counts as scripted
Not in levelled lists -> no FL conversion
Then we can keep it like this, thanks for clarification!
My aim was to keep the compatibility with all lists so the SHOP esp doesn’t have to get merged 👌
That’s why the items are added on the fly
Oh and I forgot, SHOP officially lost support for OpenMW 0.49 due to onHit handlers added
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)
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 🤣
Since you cannot directly apply fleeing
And also cooldown for stunning the same NPC - so I don’t forget to add that to TODO again, and make bash sounds louder
https://www.nexusmods.com/morrowind/mods/57820 that's some cool stuff
some of it may work nicely with SHOP
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 
Yeah. Also, I read the description and immediately thought: where are TR regions? 😄
But it has cool ideas
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
SHOP does some things with disposition of NPCs in the cell so it would be nice to check if the mods are compatbile
Its just a simple function to lower the disposition value that is set in settings to the whole cell
I’ve read the description of that mod and nothing should be conflicting, cool mod, I think I’ll be using it
Sorry for no updates throughout the weekend - I was busy with renovating my bathroom 😛 will start working on SHOP back tommorow
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)
The contextual message is just a placeholder now, they will have a lot of flavor. You can also set it to off, of course.
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?)
Low chance messages display below 30% stun chance, Medium chance from 31 to 70% and High is the rest
Tommorow I will try to upload newest version - need to merge Devilish Sleep Spell mod
This looks excellent 
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
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
Stun chance can be also in the future added into crosshair or something if we get some more functionalities from the OpenMW itself
Or it can be added already but I'm not good into these UI dynamic value changes
May I suggest displaying the chance near the crossbar similar to ownlyme's mods?
I can do that as another choice of option
The notifications tend to get cluttered really fast with this kind of "system" info
we could do with a mmo style data feed
There is a 5 second cooldown between each message
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
This will need to be made one day
were not far off that day, and it seems possible now
I can also make it so that it gets displayed once per approach
But I don't think you could add any handlers to the ui.showMessage() yet
I mean, I think listening to each ShowMessage event wouldn't cover the direct ui calls
I might be wrong though
But I will be detecting because of the radius
coming into the radius of the NPC, and then you need to leave that 200 units area
for it to be able again to show a message
nice
like it is now, just with 5 sec cooldown
so I can make it 99999 seconds cooldown
for example
Lua really allows some funky ways to achieve stuff
Low: "This person will not go down easily. Best to be careful."; "It is unlikely you will surprise this one. Be on your guard."; "This one will be hard to bring down. Stay alert."; "It will be hard to knock this one out."
he's a hard one..
Keep em coming, it will be all added (except repeating/very similar ones)
Don't try your luck
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."
No chance; Maybe; Too easy
Another time, perhaps; There's always a chance; It's now or never
High: "This one should go down easily."; "It should not be hard to surprise this person."; "You think you can do this."
Just walk away; Worth a shot; Asking for it
meme message for 0% chance: "You would have a better chance asking Almalexia out for a date than knocking this one out."
This seems like a bad move; This might work; This is sure to succeed
This will be added
I like those messages you all posted
meme message for 0% chance: "Do not try this. Seriously. You have been warned."
for 100%: Do it S'wit!
0%: "Are you stupid? You have no chance to do this. GIve up."
"why are you shaking? wake up and go home"
0%: "Why are you even trying? It is pointless."
100%: "attain heaven through violence"
"this could work"
Medium
Medium: "You have a chance. Just do not get overconfident."
0%: "No. Just no."; "Overconfidence is a slow and insidious killer."
Medium: "Maybe. Maybe not. You decide."
Low: "Tread carefully. This is a hard one."
0%: "Hope is the first step on a road to disappointment."
Great, this is a very comprehensive list, very big thanks!
After sleeping, I thought the most obvious solution would be using a state change, which would change after first fire up of the message
Currently trying to implement Fleeing for the scared NPCs
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
It's extremely fun when you have MercyCAO, some NPCs drop their weapon on the ground
Still fighting with silencing spell casters to properly flee like the rest of NPCs, sadly SHOP postpones another day but slowly forward
"So... you're telling me there's a chance!"
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
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
Printing in the console is relatively expensive
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)
POV: @silent geyser searching for mods in his 800+ modlist that cause his game to run like shit 
I'm not saying that it makes my game run worse. It's just a common thing among most programming languages
I'm just shitposting. No worries 
Maybe excluding something low level where you can micromanage the output optimizations
Like C or smth
Half of my posts are for memes and giggles 
The optimisations are there (I turned it off in the midway of production - it was hiding/not printing logs that were the same but that made debugging harder for me in many cases so I left it on). So it's best I will just add the missing loggings to the setting toggle of debug.
I've giggled
although it's good that any good or bad things are said about SHOP here, it's all used to make it better
You are making progress with optimisation IIRC
More like I'm forgetting to turn off these debugs ^^ But yeah one patch optimised the mod really much besides the debugs
I doubt prints will cause a lot of lag
I just don't like when theres spam in my logs 
The not throttled functions are printing like crazy, so it definitely has some performance drawback
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
It was a tough fight, without S3ctor would be impossible (or would take a lot longer)
Today update will be released 100%, I have a lot of free time after work today and will use it fully into SHOP
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."
}
I have also added a Debug Killswitch for you @silent geyser - now you will see no debug at all from SHOP
Shadows message fits HIGH more
Moved
Yeah I've seen that also and moved it already (it was duplicate between high and low)
Good eye
"Worth a cautious try." -> "Might be worth a try."
sounds better IMO
Changed
Excluded "Wavebreaker Keep, Great Hall" for TR quest compatibility
Moving on to merging Sleep Spell Mod and will wrap it up finally, hopefully it goes well
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
Hopefully this will go well as it reduces 4 loaded plugin files to just 2
SHOP v0.98 (UPD: 18/12/2025) - Store & House Owner Patrol
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)
Hey All. Wanted to know if this mod is compatible with the following:
- Protective Guards: https://www.nexusmods.com/morrowind/mods/46992
- Protective Guards (Factions): https://www.nexusmods.com/morrowind/mods/54858
- Pickpocket Rebalance: https://www.nexusmods.com/morrowind/mods/53174
- Convenient Thief Tools: https://modding-openmw.gitlab.io/convenient-thief-tools/
- No Witness - No Bounty: https://www.nexusmods.com/morrowind/mods/53384
And if not, which are 'hard' (stuff won't work) and which are soft (some overlap in design goals).
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
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
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
https://www.youtube.com/@skrow42
watch some showcases here to get a grip what it's about
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)
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!
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.
Adding bounty and then ai pursue package to locations is not a problem. I'll research about these vaults and will come up with a solution
I've yet to have tested the chameleon effectiveness thoroughly, turning off disposition substraction (set it to 0) will make it easier for you to get a feel
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
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
Playing without paused inventory is the only way for SHOP to have bigger sense
Could you give me the locations of telvanni towers vaults? For the noble houses I won't help with that since it's just hand work. For banks and vaults it will be possible, I just need to visit these locations and see how and which cells exactly must have modified script.
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! 
Hmm I was already fixing that pesky bug two times, I guess that didn’t apply to another script applying a new lock. Will look into it tommorow, Im also using that Improved Inns mod but just didn’t play enough to notice this bug 😦 I’m happy there are still some to fix before 1.0, not after 😅 better now than later
Aint it funny always after releasing a new version there is something new discovered that needs hotfixing 😅
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
Are you sure it's because of SHOP and not you just having bounty and getting commented on it?
Maybe this NPC doesn't like you?
No, no bounty.
No. Since they're guild members, disposition is fairly high.
It happens the instant I go into the room with the beds
Are you a member of this guild? If not, the members of guilds will not want you to be in their private quarters
Atleast, it should work that way
I am indeed a member of the guild
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
Gracias
No problem, I thank you. Im limited on my play time myself to be able to check things between patches ^^
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
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
Might be because the detection is radius based.
Thank you very much for the reports. I’m aiming for bug-free gameplay of SHOP and every report is very much appreciated 🤝
Fixed these problems. Also coded out combat that was there for some reason for tresspassing, changed it to launch combat after being 30 seconds in the place after second NPC voice warning.
I've replicated the bug right now, working on a fix
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
SHOP v0.98a (UPD: 19/12/2025) - Store & House Owner Patrol
Let me know if the new version fixes the problem for you
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 + 😄
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
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
Fiddling through the voice files is the worst, but I've seen some nice oblivion AI mods with greetings added to shopkeepers
Everything is now modular, you can turn off any part of SHOP you like to
that's very good
In the settings on the fly
except following, following is kept ON at all times
since it's like main SHOP feature lol
You did better mods than me Mate
but Ive seen you are more into MWscript
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
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
Getting inspired by other mods and how they did certain stuff and try to replicate a similar feature in your own mod
True, I've started with quick select modifications from Daisy originally
Then later on you just see more and understand more
Asking chatgpt, and see if it works is also a strategy 😄
Still without logs and without S3ctor help would not happen
it costs nothing and is fast
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
NPCs seem to open the doors but only in combat (vanilla)
From what I understood, MercyCAO is also partially made with AI
Still sucks, good thing that we can detect if the NPC has wander script, and then just add opening radius for the doors
which I will add maybe this weekend
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
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
That was more of an oversight on my end
didn't think of invisibility and sneaking at the time
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
Well, frankly, most of the stuff on that list seems non-essential. Obv not the bugs or AI improvements. The rest seems like ok to have but not really important. It's a good sign, though. It means the mod is largely finished.
You are probably entering the polishing stage 
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
I'm not sure I get the greetings part. What would that do?
When entering a store, get a greeting from the shopkeeper just like in (modded)Oblivion and Skyrim
adds a flavor and more life
You want to make AI voice lines for this?
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
Ok
Any lines if whoever makes them would be added of course
If they have enough quality that is ^^
Make sure it only plays if the player is actually detected 
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
Example greeting (argonian fem)
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)
This is really great imo
maybe I'm nitpicking, but it sounds awfully monotonous
It also sounds different when you have no sounds in company, when there is music and ambient then it's a bit different. It is not perfect I admit although it's free, available and ready to take 😛
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
The problem is that it may actually get annoying if it plays every time you enter the shop
Skyrim has this problem IMO
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
When you hear sth for the 10th time... then for 20th time...
Skyrim has to have really a small list of voices then
Yeah, def needs variety with this
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
I've kinda missed discussion. Do you want to add conditional greetings to the NPCs?
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
Uhhhh, are you sure it is in SHOP's scope?
You think it should be part of a new mod ?
I would 100% do it separately
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
Good point. It sort of sounds like a different mod/sub-mod. Of course, one always has to be careful in order not to break BO.
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
Good to know!
Make sure to check if the owner is alive 
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
What's that btw?
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
Def not SHOP, true 😄
true fleeing - when flee value > 90, remove temporarily all ranged weapons, scrolls, make enchanted charges 0 and silence the enemy until fleeing is over
It had to be added for fleeing to work properly
wasted almost 3 days on that to figure that out
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.
It could be toggled
Does it affect the player as well btw?
I am planning to do that as well (not included in SHOP for the player)
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.
Items removing is only to force NPC to not do its default behaviors
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)
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
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)
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).
SHOP AI and mechanics overhaul for OpenMW
Download on NexusMods
I must add only fatigue check to further make it vanilla like just like casting spells or using a lockpick
though the existence of skeleton keylock is funny
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
world drops?
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
Another keybind... 🙁
This way it might also be easier to dynamically support other mods adding different lockpick variants
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
Wouldn't it be possible to edit quality as you generate new objects with lua?
I didn't know you could do that to be honest
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
This would be hard though, there are set of rules for each type of keylock (iron, imperial, dwemer, master, skeleton_)
You mean you've hardcoded lock levels for each type of keylock?
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?
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
What do you think of this idea?
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
I mean, assuming we're making keylocks out of lockpicks and remembering their stats internally
Maybe it could be done, would need to modify formula though
Oh if only we had custom tooltips to display everything!
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
On one side it totally makes sense. On the other, I feel like sneak is a little underutilized with vanilla implementation 👀
The greetings store mod will be a separate one and thanks for the idea
True, and stunning allows some steady levelling if used a lot
Maybe we can think of some additional thief mechanics
I could code that but no ideas atm
I didn't play a lot of stealth games to know the possibilities
Though one thing that would certainly be cool is distracting
Like throwing a rock or coin and making NPC move to that location
just if its possible to make it not jank
There is a rock mesh and texture weapon 😄
So I will look into it
I think there was rock throwing mod
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
I guess you could treat a limited set of throwing weapons as a distraction things
or any (except throwing knives and other big ones like axes)

This if you get caught throwing stuff
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)
Replace "Skeleton" with "Grandmaster".
I see no reason not to include door-locking in Security. It fits there thematically.
Still, blackjacking and distraction fits perfectly into Cunning
Stunning via blackjacking is more complex but the formula using STR, BW and SNK is fine.
I can do that
It could be interesting to knock out people with high HTH
can incorporate HTH into formula
although only for unarmored opponents IMO
Yeah but no blackjack 
or atleast unhelmeted ones
Not sure whether it's worth the effort
Note that it wouldn't always be a KO via hit to the head
To the back of the head is like almost certain to knock down someone
It could also be choking
the most sensitive part of skull is behind
it would need custom animations to be good :/
And what will you do when somebody is armoured? You look for weak points
It would have no animations
then what's the point!
Just the mechanic
When armored then there is 0% chance for HTH to do something
Im almost sure a lot of clipping issues would happen even if someone made the anim for choking...
It would be nice though
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
. Anyway, the question is whether you can implement stealth stunning with HTH instead of blackjack and whether it's worth the effort.
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
Then it might be an interesting option. No blackjack required but harder. No need for blunt skill.
Basically the Walmart version for stunning
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
Maybe. However, it makes sense ATM to base it on BW or HTH
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.
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
Useless ATM
Light doesn't affect detection
With PBR its nice but would need someone to add light to detection somehow
WIth vanilla lighting makes no sense at all
0 impact on stealth
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
🧐
Here on Discord
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
It may come in the future but MW stealth is basic and abstract so it's not so easy
Although I know the person from dark project is a really good modder, a lot better than me
MW also has no interior level design to support 1:1 Thief-like gameplay
Of course you wont get 1:1
Yeah
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
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.
Yeah
I'll add that TODO
You can leave that for 1.1 in order not to hamper progress 
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
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.
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.
Oooff, that's hella lot of coding
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.
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
shop 2
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
Yes but investigations/search checks are separate
Still
Shop 1.5 
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
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
Question is not if, but whether the engine will limit us in any needed step
Just add a sprinkle of mwscript 
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
Maybe pickpocket/sneak check if he has any smuggled goods
Or [Give him your alibi] if you're clean
I suppose
so generally player is fucked
we could add some additional choices like 80+ speechcraft to talk yourself out of the problem
I was thinking about easy workaround. Guards already confiscate stolen goods with bounty. Add 1 bounty when check is made.
resist search which would result in fight as well
true, nice one
I came prepared. Have the ideas ready. Wait a sec
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).
I like it
It would be the most realistic crime system in RPGs 
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
No because search checks wouldn't last forever and you can talk/bribe your way out
But initially after theft - yes. That's the point
I just thought that those items woul get stuck in a stolen loop, when you will go and recover "evidence"
Can create a fence service which will remove items from your inventory and re-add nonstolen versions
You can steal them back
I came prepared

Wait a sec
I think there already was similar mod for MWSE
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
Which allowed pawnbrokers fence items for you
the more options - the merier
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).
esp. alchemy ingredients
More like 90+ disp, and also more like it would scan player inventory and give you total cost (1/3 value lets say)
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
😛
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.
Shhhh. 1.0 may come sooner 
Artifacts should be excluded yes
Aint there a mod for wearing stolen artifacts and getting caught ?
Or was it mwse only
Check if sth appears in levelled list like Fresh Loot does
Probably
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
Can you link to it if you can find it
Yeah
Thanks
I think it should
The distraction should be possible thanks to taitechnic impact effects mod. Thrown weapons also make a sound on impact right ?
I don't think they do
But you may find something here
https://gitlab.com/daisyhasacat/modathon2024/-/tree/main/ArrowStick
@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.
Noice
I will need to copy that script but with more choices added and not only ending up in combat
you would really need a good excuse to avoid combat, though
😄
This will be inspected hard
Yeah confirmed vanilla throwns are TCLing through the ground
Yes
would they hit sth if an actor was undeground? 
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
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
what does it look like? 😄
-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
😛
yeah... def not for 1.0, lol
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
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".
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
yeah, sth like that
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
this is always tricky in case of complex mods. I'm glad that this mod works with BO, though.
I'm always open into making it compatible with others
well, SHOP + BO + Brute Force mods really enhance stealth gameplay
sneak step drain as well
and it all feels like part of Vanilla
Im thinking of adding Fence service in 0.99
Thats the goal to not make it stand out too much from the original experience but rather streamline it together
Yeah I would love to use that service, it's lacking in Morrowind
But thinking of making it a separate one also
btw remove gold from the world just like it happens when you remove your bounty. Don't add it to NPC inventory.
to prevent cheese
it should be a money sink
Yeah, otherwise you could just dump other items into that vendor afterwards
I'm all for QOL and making it harder at the same time
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
I like the concept
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
That would be complicated to make bug free tho 🙁
yeah
so I'm not proposing it
fences would be good enough
with restrictions for high value items/uniques
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
exactly
and I think that depending on settings
even with economy rebalances you end up washing few items and will be out of gold
it should NOT be possible to remove stolen flag from a stolen daedric dai-kata
it's too easy to recognise
Yet theoritecally it wasnt the only one made
obv some people may not like it so configurable limit would be good
but how many were stolen?
you get the idea
seriously, it would stand out like hell
if you don't have a (legal) reason for ownership
value check
or LL check like in Fresh Loot
FL only coverts items included in LLs
Maybe a configurable value check would be sufficient
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
done it plenty of times
if you have a LOS problem, use telekinesis
Ahh true
killing the guard is also the option if you want to get violent but then ofc you get the bounty etc.
I should also add animated telekinesis mod detection
I didn't know there was such a thing, lol
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
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.
Yeah Im using also normal barter, just ignoring the fact you can buy straight from the shelves (for hardcore RPers)
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
would you add them as throwing weapons or do you want to do something with physics?
Use existing throwing weapon system + add collision
Good practice is to
- Message the author
- Add the resource to your mod with disclosure "I would remove it if you ask to"
seems the easiest way
Guess I'll do that
Lol, this reminds me of sth... https://youtu.be/-8YjDC0wk7M?si=fpgaDXPeSGPRGRBa
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And permissions are accepted there 👏 
if you throw the stones at Vivec, he should telepathically throw them back at you
they should stop in mid air and stay there forever
guards warn you not to throw stuff around
second warning = bounty 
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
it makes sense for people to fight you if you throw rocks at them
I'll see what and if it will work out
you can also kill someone with a rock, you know
need to implement that collision
like impact effect?
yes
ranged throwables (and arrows bolts) ignore collision
they fall through the walls and floors
If you can modify the collision for NPC sight (no collision, walls, walls+objects) then it should be possible for ranged too
this is so funny because in theory you can hit someone standing in the next room
Just that I dont want the projectiles to stick, rather falling off around with physics
and I have no idea why it's like that since spells explode on contact with walls
sounds like heavy performance impact
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
personally, i would be happy with simply a spell that makes an impact effect called "throw rock"
You ask for impossible since we cannot make custom spells yet 😛
interesting
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
that's OMW bottleneck
and I heard 0 info about spell effects dehardcoding
its not even doing anything though, just a scripted fx. is it really impossible without the dreaded dehardcoding?
maybe 1 custom spell with 0 magicka cost that always succeeds and is called "Throw Rock" or sth
script would detect when it's used
if possible
I will look into it but I rather would prefer it as being ammo based thrown weapon really
sure but that collision thing is problematic, lol
fair enough, its a common thing in stealth games though, because you can always find a small thing to throw
yeah
We will see, making auto light drop wasnt hard when having ready physics framework
so I have high hopes here
the skill could give you more uses or stn
what skill? 😅
the one he spoke of
ah
in the plans
Cunning
legedermain
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
frankly, I don't think it even makes sense to replace it. Sneak suits this perfectly.
it would not be soon anyway
yeah
but I think that current version works fine mechanically
STR + HTH/BW + SNK is absolutely viable
and makes sense
just a small detail
I have my own sounds prepared though, will make it independent of impact sounds which are inconsistent
This won't be good until we have access to dynamically handle dialogue. Or you don't use the dialogue window at all
There isn't a way to add a line of dialogue with conditions of appearing ?
Or connecting lua with mwscript
?
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
I would go for more generic message for flexibility
You would need to for now
That's far in the scope though, having these ideas is great though since I do not need to think about that more
There's an on stolen callback you can register on from BO if you want it to handle that part
Good to know
@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.

That's a cute idea but know that if you use SHOP it won't matter because SHOP basically overrides spotting in BO 🤔
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
Which will usually fail because HELLOs are messed with
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...
If you want I can make a toggle for this, it is not mandatory for SHOP to be working
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
Not a big deal. Small price to pay
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
Esp because @neat mantle has a gameboy for testing
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.
0.99 (Christmas Patch ^^) is live, I will post changelog later, very busy in work atm
https://www.nexusmods.com/morrowind/mods/57747
SHOP v0.99 (UPD: 23/12/2025) - Store & House Owner Patrol
Patch incoming very soon, adding hand to hand stuns, already working
Trying to work and mod at the same time ^^
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
Employer: are you finished with the task? skrow42: yeah, almost codes HTH2 stuns
Ez pz 😄
Are skill gains affected by NCG/SE settings?
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
Trying my luck with projectile physics, wish me luck!
Got the ArrowStick Daisy experimental mod to work with thrown weapons. Now to apply physics into these upon impact
Distraction module has to be released this year 
I'm very excited for what will SHOP bring
There's the MorrowindScripting ForDummies Guide on the Nexus, which can guide anyone through mwscript. What you'll need for guards to arrest you is to increase the Pcrimelevel: SetPCCrimeLevel 1000
Crimelevel 1000 can be paid by a fine of 1000 gold. I think they'll chase you down at even lower levels.
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
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.
Ive found out how to do it with lua without a problem - you add bounty with crime level script from lua api and then apply an AI Package - Pursuit. It works on guard NPCs and only if player has any crime level amount on his head
Then the guard proceeds to complete a normal arrest procedure
Bounty lvl 1, here we go! 
Yeah it works at any bounty
Its already in SHOP since few patches for proper handling of crimes added by SHOP
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
They know what you did.
I might know what change it did, although Im busy with xmas next 3 days, I will try to post a hotfix whenever I get the chance to inspect
Or maybe that's not your mod's fault, since I can get her to follow me even in the interior
If you can pinpoint it then I would be very thankful if its SHOP fault strictly
The one time I wanted to play with followers and this happens 
Yep, disabling SHOP immediately fixed it
Guess I'll roll back to the previous version for now
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
Since I've messed a bit with companions removing invis effects, I see the culprit
wow, I'm surprised your mod has so few downloads 🧐
I was sure it would be on a more popular side
go into antitheft_player.lua
remove lines 407-412. Companions fixed ^^
Me too, I think after proper youtube video and some reddit promo it will move
Although it breaks invisibility detection/removal. Although, that's a temporary fix I can offer right now
Will need to connect these two features together later
Although endorsements/uniq dl ratio is massive
yee
407th line too?
*do I need to comment one end with it or do I not touch the if statement?
this whole code from screenshot
No worries! Might actually be able to post a proper patch in a few moments
...or it doesn't 🧐
Everything worked fine untill I went into interior cell
Huh, it's weird it's working for me without a problem 😮
Wait I'll check thoroughlty
Yeah, entered arrile tradehouse with companion and he follows without a problem hmmm
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