Indeed I can reproduce this using his savegame (but not trigger this behaviour in my own game): The shield is
- not flagged as stolen in the inventory,
- is not flagged as another's property when dropped manually,
- is flagged as another's property ('steal item' text) but only when dropped by my mod
- and then has the stolen hand symbol after pickup.
Spoiler
; drop, move object to prevent disappearing, silently disappear bound arrows if ( nDropNow > 0 ) DroppedObject = Player.DropObject(ThisItem, nDropNow) Count = -1 if ( DroppedObject ) Count = 0 While ( !DroppedObject.Is3DLoaded() && (Count < 10) ) Utility.Wait(0.1) Count = Count + 1 EndWhile endif if ( ThisItem.HasKeyword(WeapTypeBoundArrow) ) DroppedObject.Disable() else DroppedObject.MoveTo(Player, \ 120 * Math.Sin(Player.GetAngleZ()), \ 120 * Math.Cos(Player.GetAngleZ()), \ 0.7 * Player.GetHeight()) endif
I cannot imagine why this code should cause a change in item ownership.
As I said, I've tested using this player's savegame but without most of the mods he additionally uses (see his post in the mod's discussion thread). However, after a clean save Papyrus.log still lists a lot of savegame remnants it cannot load, so I cannot say for sure that there is not another mod involved.
Does anyone have a idea? Are there Papyrus or SKSE commands to determine item ownership in-script to see when it changes?
Thanks in advance