#SHOP v0.99c (UPD: 27/12/2025) - Store & House Owner Patrol
1 messages · Page 3 of 1
if not isDismissed then
uncomment this and let me know
don't look at the line numbers, I've run Format Document for your file
No worries
Now it properly resets when I go to the exterior, yet breaks in interiors
What companion do you use? I'm checking that with Rapport mod
Arvesa
so I have easy access to any companion
I also have Blademeister, but he works just fine. Probably because he's creature (dremora)
Hmmm, could you try please adding her full name to modules/config.lua in line 83?
config.DISABLED_NPC_NAMES = {"vasesius viciulus", "arvesa full name"}
I know Arvesa is quite problematic due to being scripted heavily
By "breaks" I mean unfollows her and treats as "guard that follows the player"
Ahhh
Then you have to add her name to that list 100%
That's a bug from like the beggining of SHOP, some scripted companions are not working good when not ignored by script
I will add her full name to next patch as well
Ufff, good that we have this discord for fast help
And that I had right now a bit of free time to jump in
config.DISABLED_NPC_NAMES - what this does essentially is these NPC names will be ignored for recruiting as following NPC
so if you meet any case of quest/companion problem, then it's the first way to go
(also worth reporting afterwards ^^ )
Also if you want to optimize filters a little, I might suggest changing ones that you check for exact matches to key-value ones
So that instead of
config.DISABLED_NPC_NAMES = {"vasesius viciulus", "arvesa nadram"}
You'd use
config.DISABLED_NPC_NAMES = {
["vasesius viciulus"] = true,
["arvesa nadram"] = true
}
Checking such lists is O(1) instead of O(n)
I'll add that to next patch, also thanks because it looks like companions still remove player invisibility chameleon effects (which should be fixed last patch)
So I'm having the same issue with a couple of followers from Astrologians Guild. Specifically girrel nadrhalor and ah-ge
And they're certainly not super-scripted as Arvesa
All right they will be added as well. I need to find a way to combat this without hand adding npcs to the list
Since this is tedious. Doable but tedious, especially when more and more companions are released
And nova from the same mod too xd
I need to seriously look into detecting ai companion package like hyacinth suggested already a month or two ago, just never got to accomplishing that in the first place
Isn't it just a matter of
function FollowsPlayer(player)
local followedActor
I.AI.forEachPackage(function (pkg)
if pkg.type == "Follow" then
followedActor = pkg.target
return
end
end)
local isSummon = string.find(self.recordId, "_summon$")
or string.find(self.recordId, "_summ$")
if isSummon then
return StopAttackingLeader({ target = followedActor })
end
return followedActor == player
end
Hyacinth mentioned something about detecting mwscript package
Follow package is used to move NPCs by SHOP as far as I remember
Companion package is a different one
Is it?
Or shop is moving them by travel package…
It certainly was the only one package I saw while testing my mod
I would need to check that
Somehow I'm triggering this error
Yeah Ive also noticed that, I will need to rollback to earlier version and inspect because 0.99 has some mess in it, today I will have time to work on it and will make fixes🙌
I am working on the (untested) mess I've released as 0.99 and its' hotfixes. Rotations upon arrival to home position by the NPC is broken, a lot of errors are appearing. Sorry for this everyone, it was too rushed before christmas
After that, I will proceed to add Sleeping Darts as another mean of stunning NPCs :>
Ah, yes. Careful with these ones. Ranged stunning can be very OP so stealth games often try to limit this in one way or the other (and for good reasons).
It's fine. Better this way than working on something that will never see the light of day
Btw does your mod add any greetings to the npcs? I've started to get really annoyed at everyone in my own faction threatening me with guards and stuff
Hmm, I remember somebody reporting this as a bug
Like, the aggressive lines that tell me to fuck off or leave the place suddenly became reeeeeally frequent
Hmmm when you are in faction it shouldn't happen
I will investigate it, generally the private areas of NPCs will generate such responses (when not being in faction, or just being in a private area of a NPC or a shopkeeper etc), it activates upon coming to proximity of a bed which resembles private bedroom/quarters/sleeping area
This will be completely optional, and rather scarce, Im thinking of adding it solely as a loot drop, not actually purchasable
Pretty sure it happened when I was visiting Balmora temple while being on the first pilgrimage
I will take a look, I have a whole day today to work on my beloved SHOP
Looks like .99 was not successful, things broke and some that should be fixed possibly ain't
I think I might add temples blacklist to this function since pilgrims and temple patrons aren't usually the type of people to tell you to fuck off
And the responses are indeed harsh that are being used for this function
I suppose the responses are accurate... But they sound really out of place when they are said at the wrong places and times
I suppose I will keep an eye on these misfires and report to you
This is very welcome
I need to actually download Arvesa mod to fix these pesky companions too
Okay, all bugs and errors (teleport, clearing states etc) are gone. Also couldn't reproduce the error log you sent SosnoviyBor (I suspect it might have confict with backstabs - although haven't checked and unsure). I'm moving on now to fix companion detection
I've managed to block off companions from being in the script thanks to your snippet. Thanks (hopefully it's working, I am in the same location with Arvesa as you added video earlier and she's following all the time, also companions finally do not remove invis/chameleon effects)
It's not in fact working and I've updated it since :)
function FollowsPlayer(player)
if self.type == types.Player then
return false
end
local followedActor
I.AI.forEachPackage(function (pkg)
if pkg.type == "Follow" then
followedActor = pkg.target
return
end
end)
local followsPlayer = followedActor == player
local isSummon = string.find(self.recordId, "_summon$")
or string.find(self.recordId, "_summ$")
local isFollowersSummon = false
if not followsPlayer and isSummon then
isFollowersSummon = FollowsPlayer(followedActor)
end
return followsPlayer or isFollowersSummon
end
I have modified it though
But without it it wouldnt work
I am adding filtering out bed script for hostels and temples and will upload new v
There were issues with detecting follower's summons. If your mod doesn't affect them, then you're probably fine
Yeah summons are untouched ^^
0.99c CHANGELOG
-Blacklisted temples and hostels from being affected by the bed script ("Get out" type voices near bedrooms)
-Fixed A LOT of errors from 0.99 release
-Companions now are properly fixed - no need to add any to the blacklist
-Fixed companions removing chameleon and invisibility effects from the player
https://www.nexusmods.com/morrowind/mods/57747
Sosnoviy - please let me know if it fixed companion problems
Since you had several instances of companions breaking out
Why won't you use Nexus' builting changelog feature?
I will sort it out on 1.0 release ^^
SHOP v0.99c (UPD: 27/12/2025) - Store & House Owner Patrol
0.99c 
It was a fuckin mess today
Spent half day debugging my mistakes 😛
Although now I am very happy, got rid of all red errors in the logs
(hopefully)
I've moved changelog there as you suggested, was a 3 seconds task
🧐
It's readable 😄 I will fix it later
Sooner than later for sure ^^
https://www.youtube.com/watch?v=tncmrnfboKw
Sleep Darts - only able to get them through loot from thief type npc classes. Only stuns when NPC doesn't see you. Thinking about adding it to Thieves Guild Vendors from level 20
SHOP - Sleep Darts addition
Download on NexusMods
Yeah falls down quite fast 😛
I would think about implementing restrictions, e.g. making them useless against armoured characters or sth
or lowering efficiency
It doesnt work in combat, it doesn't work when NPC sees the player. Are there any more restrictions needed? Considering it will be dropped only 1-2 darts on the drop. (1% chance shared between all droppable items by SHOP)
You still need to hit with marksman
limited availability is a good call although not sure whether it should be just loot
if you miss, it's not applied
I mean if the roll for applying the hit from engine fails
Was thinking of adding it into crafting framework
how long does the KO last?
With extremely high materials requirements
I think it uses base 45sec stun, I think I will be able to finetune it to work like blackjack or hand to hand
Since I had to create a new effect for it. Base Sleep Spell Mod didnt have onStrike enchant
well, since it's not KO and doesn't depend on your skill but the substance/magic in the dart
maybe NPCs stats should matter
level, endurance, sth
I will think about some formula
if it's poison then maybe poison resistance
if it's magic then maybe magicka resistance
to make it more varied
less safe
and more uncertain
i like that its just the stun because its a ranged attack so it balances that, youd have to close the distance quickly to apply the blackjack
ranged attack makes it far easier to use safely
Dunno how to balance that nicely
yeah it's tricky
Instead of the timer being constant, it should be a formula. Even a basic one would be better than nothing, e.g. if you use some NPC level modifier
and maybe add some inherent RNG
so you can never be sure how long it lasts
Basically how it is now with blackjack
yeah but with lower values
it also makes sense to check for magicka or poison resistance depending on what it is
Tbh it's a command humanoid spell lol
Pre-made effect made within the limitations of spell system api
So I guess magicka applies here, although for making them with crafting I would go for Poison ingredients
I mean the stun duration/chance as I assume you have full control over those
No, that needs to be coded
Until spell api is exposed, it all will be jank methods sadly
wait, you control the Blackjack formula. I assume that you can do the same with Sleep Dart formula.
Yeah, I mean at the moment for the dart it uses default timer
How did you end up dealing with companions unregistering when going into an interior?
There is companion_detection.lua file, everything regarding that it’s there. I’ve modified code snippet Sosnoviy posted here. I am on my phone now so cannot explain more in detail without looking at it ^^
It pretty much checks for Follow and Escort packages and ignores these NPCs for the whole script
Yesterday I was thinking of decoupling follower detection from my mod for the sake of simplicity, reusability and optimisation. Maybe you'd be interested in it :)
Yeah trying to figure out a way to do this without attaching a script to every actor in the game haha
🧐
Like, in global scope?
I doubt you can do that, since the only way I know of detecting the follower is by checking their AI packages. Which in turn can be checked only in local scipt
I just update a flag on AI package update and onActive
Can you check my script also? Is it a lot worse?
I'll check it a bit later
Thank u very much 🙌🙏
Hey there. Using the latest version, it seems like many areas where you have a companion to clear out a dungeon (like the quest The Necromancer of Vas) break due to SHOP.
The person you're supposed to work with stops being a follower immediately due to SHOP
The quests still work OK, but you lose out on any support
I ran into this in both vanilla dungeons and TR areas
Thanks for reporting this, I will test it and come back with conclusion/solution. And thanks for using my mod ❤️
Yeah that bug with onfollowing player's followers is back again
Specifically it happened when I entered a dungeon, killed a few monsters and the combat ended
Though I encountered an interesting interaction - followers picked locks for me. Due to bug, obviously. But the idea of them picking locks for you is really cool
haha nice emergent behavior
And even though I've rolled back to 0.98a of SHOP, it allowed me to have just 1 follower 
It would be really cool if it was expanded into it's own thing. With security skill and lockpicks taken in consideration
yeah its a cool idea, like in some party based iso rpgs.
I am almost sure it gets broken in „hostile” categorized cells and in combat switches. After New Year I will be able to look closer on this
Sounds great but it is a bug at the moment, in what exact situation did it happen? I guess I didn’t exclude some condition for it (and also to disable it for companions lol)
So much mods to make and so little time 😄 although sounds like a nice idea and totally doable
I would need to modify just a slight bit and give a button activation to give the order to companion
You pointed me towards this when asking about traps, so I figure I'll ask a few things I was wondering about...
Could there a way to separate magical and physical locks, perhaps as Lock and Seal? This would allow security to be relevant in the face of Alteration. Could make thief playthroughs more interesting without having to self impose a "no alteration or unlock scrolls" rule.
Probes I can still see being useful if traps gain the ability to trigger an AoE effect - in such a case, disarming it may be preferable to using Telekinesis depending on the situation.
Hey, with SHOP you can already lock the doors as a thief with Keylock items and it is already implemented and working. And it is security influenced and Keylock item quality influenced.
https://www.youtube.com/watch?v=zMrlCHsx530
Disarming trap failure which can trigger a trap is a great idea, I am adding it to SHOP todo list. Thanks for suggestion
SHOP AI and mechanics overhaul for OpenMW
Download on NexusMods
I highly recommend reading the whole readme on NexusMods to get a feeling what's already available. The list is vast.
You can stun NPCs, NPCs can open locked doors, NPCs follow you around in their houses and shops, NPCs tell you to get out from their private areas, NPCs can remove invisibility and chameleon if too close to player to imitate being detected
Was... mostly asking about a way to change Lock and Unlock spells to not completely invalidate lockpicks by replacing them with Seal and Unseal, so that whether you use Security or Alteration is based on if the lock is physical, magical, or both.
Placing traps via trap kits could work for a new security use, and having AoE traps could introduce a reason not to invalidate probes existing by just using Telekinesis to trigger it remotely.
Like, if you have an escort and you come across a trap, you'll want to use a probe and not just trigger it with telekinesis because you could damage your escort.
It'd be a way to help keep Security valuable as a skill and not completely invalidate it via magic.
Placing two different locks is not possible with the engine I think. But keylock is practically what you are talking about here - keylock = physical lock, Lock spell = magical lock.
Ah, so a new effect you could layer onto objects/doors isn't possible yet in OpenMW? Are keylocks not unlockable via spells?
They are unlockable with spells, just like locked spell doors are unlockable with lockpicks
New lock layer is nothing I've heard of tbh, and there is really niche use case. SHOP npc lock opening divides into 3 categories - combat, magic, stealth. Depending on the NPC stats, it either bashes, unlock with spell or lockpicks the door
Yeah, adding Seal/Unseal isn't as simple as it sounds either - as part of the mod, you'd have to actually make it relevant, meaning you'd need to go into the game and figure out "which lock should become a seal instead, and which door should have both a lock AND a seal?", and then do the same for Tamriel Rebuilt content.
But it'd do a lot for keeping magic from just completely invalidating the Security skill.
This would be done on random basis if ever
SHOP does a lot already to un-invalidate security skill
If something I implement, I'd look at where it would matter situationally, and would be random assignment for all other cases.
Like, the locks in the mage guild or telvani would become seals, while thieves guild and fighters guild would stay locks, while other places would be more randomized as an example.
Locking doors have no meaning without SHOP to be honest, it just locks out the doors which NPCs will never open. With SHOP, the lock magnitude changes a lot vs the NPC who has to open it, making the open time varied by the lock magnitude
Since to me it addresses the "what is the user more likely to apply here?" when done based on faction location.
so it encourages to use better lock spell/better keylock and have better skill
Speaking of... it's called SHOP, right?
I am working on a mercantile based character for my next playthrough...
Off chance this lets us run a shop?
Could be cool to have some procedurally generated orders to fill.
Like, say someone comissions I enchant an axe, or needs X numbers of potions that heal at least Y amount.
Noo not really, it's more of AI overhaul and thief overhaul mod
lol gotcha. Definitely worth keeping track of, thanks for letting me know about it :D
No worries, hopefully you will have fun with it one day
Imagine a usecase for "re-locking" chests so people don't get suspicious
hi, writer here
please.
That sounds great with Burglary Overhaul working together with SHOP
Hm?
and if you forget you immediately have 1 million bounty/j
it's mostly a personal issue but the amount of times most storytelling just handwave away an unlocked chest where it wasn't is brain melting
maybe it's the autism but like you can tell when something was Closed Different.
Well I definitely added this to future to-do to work together with synergy for Burglary Overhaul to not apply bounty for the items gone from chests and re-locked by the player (with adding rising % chance of bounty added for these items when re-locked the chest with a lock level further from the original lock magnitude)
Very interesting idea
Skrow the blackjack is so much fun, thank you
Great to hear that!
@summer igloo don't know if you are interested in the feature but how about guards reacting to you putting skooma, moon sugar and other illegal goods on the floor? It's always been weird that a merchant refuses you service, you put skooma on the floor and even if a guard sees it, no reaction at all. At the very least items should be confiscated.
I was just thinking about this too. something like Sheathe Your Weapon but its Sheathe Your Sugar
would make sense as part of shop but could be its own mod too
yeah, SHOP does a lot with detection and AI so this might be a nice feature here
it'd be better if npcs just didn't know about your sugar
and only informed the guards when you tried selling it
This always intrigued me how they were possible to see inside of your whole bag 😄
I think my suggestion would be more in line with shop
I will look into it, dunno if I can stop the detection but 99% sure I can do something when skooma/sugar is on the floor or anywhere around these npcs
Sure, it's just the service refusal dialogue for traders
And sorry everyone for no updates, last days I was busy with irl things, hopefully from tommorow I can start working back on the mods
🙌
So, basically you tell them not to care and detect via code when you sold them something nasty.
I am just not sure if thats open to lua api
If it is then that is a no brainer to add
removing the service refusal would be a dialogue edit, the second part would be a check of your inventory against the traders
I will check if it can be done luaside which I would prefer. Although shop also has .omwaddon so pretty much everything is possible with SHOP at this point
guard could also confiscate Dwemer misc items, raw ebony, raw glass etc.
but I guess it's just an item list. Shouldn't be hard to do if the funtionality is in
Ideally I would also love to add when you wear dwemer stuff then you are halted but I guess that would be a little too much
there are some characters who walk openly with Dwemer armour. Even in Ebonheart.
so it doesn't work like that. There is also the "newly discovered" clause, ha ha
https://www.nexusmods.com/morrowind/mods/47456 check this mod for a nice list
it works great for service refusal but of course, if you put raw ebony on the floor, nobody gives a shit
just as with skooma
I have this installed actually
Like I said, I will look into that and will serve a solution, one way or another
🙌
.
Hm?
@summer igloo Hi, in a discussion a few weeks earlier about your mod you told me to write about either bugs or comments here. I got the opportunity to interact a bit more with SHOP, and noticed the following:
-Shop owners in small spaces/cells that serve both as a bedroom and a shop, for example in small shops in Vivec, will tell you to leave as you peruse their wares.
-Areas like monasteries, that are "semi-private" as except for bedrooms, they don't have a "shopping" area and people are free to wander in most places. Homalayan monastery is an example of this, several other places of cult, people behave like shop owners too.
-Once while doing an "Exterminate the Brutes" quest, I had to kill an NPC in his home. He continued to yell at me even in death to leave his house.
I'm not knowledgeable about the complexity of modding in general, I hope though this can help to refine some aspects of an already accomplished mod.
Hey, these are some neat previously unknown bug reports! Thank you for that, be reassured that these will be fixed when I get back to working on SHOP eventually 🙌
Thanks, you're welcome. 🙂
BTW this is random but have you thought about some alternative name? Maybe a secondary one for Nexus purposes at least. Finding this mod there is painful. This is what happens when I write "shop" is the search bar:
Any suggestion for name is welcome 😄
This was the one I could come up with fairly fast
"Loss Prevention"
Loss Prevention - AI and Thief Gameplay Overhaul, might do the justice
there's someone watching me. i can tell.
This one hits and fits really hard 😱
Supervised shops
What would that be an acronym for
But what would THAT be an acronym for 🤔
A.N.T.I.-T.H.E.F.T., Argonian-Proof Nocturnal Trespass Inhibitor - Thief Humbling Experiences For swiTs
This one I've actually used for some of the lua files naming convention :>
Nowhere to Hide is pretty snappy, Anti-Theft is the clearest but We're Watching You, Scum just has that Morrowind charm
There are really good candidates, truly. Im also closest to the last one on the list ^^ But let's see
Scum: Anti-Theft AI
Best of both worlds
Or
We're Watching You, Scum – Anti-Theft AI Overhaul (OpenMW) (but I'm really biased to that voice line 😄 - need unbiased votes haha)
SCUM seems like something you could turn into an acronym 👀
Yeah I think this is the best way for SEO
Anti-theft was my second choice
Let's choose the name (Nexus name) - You can choose more than 1 answer if you can't decide
10
40
10
We're Watching You, Scum – NPC Theft AI Overhaul
Hi. I noticed a small problem with a trader in a "Suran, Ralds Oril: Trader". He stays behind a counter, and when I go upstairs he tries to follow me, but unable to open the counter. Maybe it's possible to fix.
How are interiors being chosen for this behavior? I'm experiencing a lot of "get out!"s in all kinds of places. Or is that some kind of interference from another mod?
Added to the bug list for fixing (and for now if it's a big problem, you can add this npc name into config.lua file to the list of ignored NPCs)
The last version got broken on the detection of the NPC spawn point - the thing that tries to emulate private areas/rooms is bed detection. What got broken last update is that it should ignore the NPCs which are spawned near their bed area. This will be fixed back in the next update
Morgen @summer igloo , is there (or can be added) a way to check through an interface that noc is knocked out? Currently sneak is good now thinks that noc starts combat when you knock it ou (since you didnt kill it) and kicks you outa sneak, which is undesirable
I’ll fix it for you ^^ but not this week, I’m going to vacays tommorow so that’ll need to wait just a little bit 😊
You can get away though if you’ll try to look up the sleep spell (knockout) by the ids and if actor has it then do not kick off the sneak.
The id is detd_sleep ? Or something like that, it’s in the sleep code
You’re welcome 🫡😊
Seems like SHOP is breaking Follower Commands. When any command with Travel package is issued, follower loses its Follow package
Easiest way to reproduce the bug:
- Install Follower Commands and Attend Me (to see exactly when the Follow package is lost)
- Issue a
Travelcommand by looking into a wall or ground and pressingC - Follower package gets lost as soon as
Travelpackage is sent
I hope I can find some time to finally fix the bugs in SHOP, thanks for report I'll see what can be done about that. Still need to implement your Follower Util into SHOP
as we say
the rat hanged themselves (in the fridge) 
Give me like a week or two, definitely not participating in week 4 modathon. Need to unburden myself of the backlog
understandable. It's not important whether it comes in a month or in two months. Just that it comes. There are many good ideas in SHOP and it will be good to do some cleaning 🧹.
It scares me though, so many ai behavior mods have been released since the last time I was working on SHOP😅 hopefully FDU from Sosnovyi will help with follower problem but Foxunder mods and Sit Down are another thing
Yeah Vaults Restricted is a cool mod with a similar goal to SHOP but smaller in scope. And with Liam's behaviour ai coming soon too it might be best to wait and see how that affects things 🤔 would you consider seperating the blackjack into a separate mod?
I might do that
We’ll see. It will need a major refactor anyway. Gonna be a pain the butt
Fair
If it worked, I'm sure that some players would use blackjack mod as standalone. SHOP is big and the bigger the mod is, the greater the chance that some features will turn people off and they will skip it... or even miss the fact that the feature is there.

