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I've seen few of these boxes. Arcadia has had them several times and I've even bought the one being sold by Belethor. I did sell it back to him in fear of upsetting his cosmic balance. He haven't offered to sell one after that.
During investigations into another bug, it appears to be involved in Thieves' Guild radiant quests somehow.
Yes, but why are some of them suddenly coming up for sale but others aren't?
Looks like it might be related to Speech's Merchant perk as well...
IMO I think they should all be set to unplayable and set their weights to 0 in case anyone had acquired them.
"Do Not Delete" items include: TGCrownValueItem, TGRFOValueItem, TGRGeneralValueItem, TGTQ03ValueItem.
IMO I think they should all be set to unplayable and set their weights to 0 in case anyone had acquired them.
"Do Not Delete" items include: TGCrownValueItem, TGRFOValueItem, TGRGeneralValueItem, TGTQ03ValueItem.
That fix should be tested by playing through whichever TG quests appear to be involved to make sure they aren't broken afterwards.
I just had Arcadia offering her Do Not Delete chest. This is the third different character I see this with. I started this character with USKP1.2.7 beta and she's the only one who isn't member of the Thieves Guild, hasn't even been to Riften. She, however, unlocked the Speech perk Merchant just before this happened. I'm pretty sure the other two characters I've encountered this with had also unlocked Merchant.
The chest prevails through quitting to desktop, loading a save and spending three days elsewhere. Experience tells though that it will disappear at some point.
When starting the gaming session, I *think* I loaded a save where my character was already inside Arcadia's shop. That might be a contributor to this bug, or not.
EDIT: Arcadia still offers the chest and has been selling it since she first got it. It's now months later ingame. (Mar 30)
The chest prevails through quitting to desktop, loading a save and spending three days elsewhere. Experience tells though that it will disappear at some point.
When starting the gaming session, I *think* I loaded a save where my character was already inside Arcadia's shop. That might be a contributor to this bug, or not.
EDIT: Arcadia still offers the chest and has been selling it since she first got it. It's now months later ingame. (Mar 30)
Ysolda who has taken over Belethors shop is selling hers.
I have done zero TG quests and have none of the speechcraft perks. She has it everytime i go there.
I have done zero TG quests and have none of the speechcraft perks. She has it everytime i go there.
<p style="margin-left:40px;">could the fact it has the keyword vendoritemgem be the issue?
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<p style="margin-left:40px;">having this and the fact it has weight and is playable its not shocking the game freaks out and uses it
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<p style="margin-left:40px;">having this and the fact it has weight and is playable its not shocking the game freaks out and uses it
Related <a href="http://www.afkmods.com/index.php?/tracdown/issue/13128-do-not-delete-box-in-barter-window/">Bug #13128</a> (duplicate).
This is also documented on the wiki: <a data-ipb='nomediaparse' href='http://elderscrolls.wikia.com/wiki/Do_Not_Delete'>http://elderscrolls.wikia.com/wiki/Do_Not_Delete</a>
I don't know if this needs fixing or is an easter-egg like feature.
I don't know if this needs fixing or is an easter-egg like feature.
Related <a data-ipb='nomediaparse' href='http://www.afkmods.com/index.php?/tracdown/issue/14562-do-not-delete/'>Bug #14562</a> (duplicate).
So I dunno if this was already known or not but these "DO NOT DELETE" items are sitting in locations that are targets for various "steal stuff" Thieves Guild quests. Objects which are dynamically generated and placed at special markers.
When stolen, they set of a scripted theft alarm which is using these chests to determine the value for that alarm.
Theoretically this means we SHOULD be able to mark them as unplayable but it would definitely need testing.
When stolen, they set of a scripted theft alarm which is using these chests to determine the value for that alarm.
Theoretically this means we SHOULD be able to mark them as unplayable but it would definitely need testing.
Fixed for USKP 2.0.4.
This will need to be tested thoroughly during the 204 beta period.
This will need to be tested thoroughly during the 204 beta period.
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