Talk:SendStealAlarm - ObjectReference

Active discussions
Revision as of 19:58, 17 August 2024 by DavidJCobb (talk | contribs) (Created page with "== Reverse engineering == The vanilla game appears to send steal alarms under the following circumstances: * Theft by way of harvesting an owned flora * Certain interact...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)

Reverse engineeringEdit

The vanilla game appears to send steal alarms under the following circumstances:

  • Theft by way of harvesting an owned flora
  • Certain interactions with unlocked but owned containers (need more information)
  • SendStealAlarm console command
  • Any time an actor picks up a dropped item, if that item is owned and the action is therefore a theft
  • Any time an actor mounts a horse they aren't allowed to use
    • Triggered from `MountInteraction::Unk_0E`
  • Taking items via the inventory menu (conditionally?)

Additionally:

  • The internal function to send a steal alarm does nothing if it's not sending that alarm on the player or on one of their teammates, or if the player's crimes aren't reported.
  • The function is structured such that if, hypothetically, the player were to be flagged as their own teammate, I would expect the function to get stuck in an infinite loop. The internal functions for setting "teammate" state will silently refuse to run on the player, though, so only an SKSE DLL would be able to actually cause this failure scenario.

DavidJCobb (talk) 20:58, 17 August 2024 (EDT)

Return to "SendStealAlarm - ObjectReference" page.