Oblivion talk:Containers
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Any additional information you may be able to provide would be greatly appreciated. The following areas specifically could use some help:
- images of containers. I play on a PS3 and don' have any decent way to capture images
- confirm if there is (or is not) a limit to the capacity of a container
- information on how long corpses last of dead
- named NPCs
- un-named NPCs
- creatures
Thanks --RobertDB 09:02, 24 July 2007 (EDT)
- By default all corpses will remain present for three days. At the same time that random containers respawn, everything else in that area gets reset (corpses disappear, killed and unkilled creatures respawn, traps reset, etc.).
- Some creatures/NPCs, however, have the "quest" flag set to true in the construction set. Those corpses will never disappear. The flag is set independently of whether the enemy is NPC or creature, named or unnamed. Typically it's used for actors who carry items necessary for quests, although there can be discrepancies. For example, the patch fixed Vidkun so that he is a "quest" corpse preventing the Cheydinhal Recommendation from being bugged when his corpse.
- On the other hand, there is also apparently a maximum number of corpses that will be kept in any one area. Once there are more than about 10 corpses in a zone, the oldest ones will disappear as soon as you leave the zone. When you reenter, the corpse will be missing and a live version of the corresponding NPC/creature will have respawned. I've witnessed this unambiguously happening with test NPC corpses that I used at one point to figure out NPC statistics, but I haven't gone back to test exactly what the parameters are (i.e., exactly how many corpses are the maximum? Is it both creature and NPC corpses? Or is it 10 creature corpses plus another 10 NPC corpses? Is there a game setting that controls this?) If you're interested in investigating it, some dungeons where I've witnessed this happen while playing are Fort Blueblood and Lost Boy Cavern. --NepheleTalk 17:15, 25 July 2007 (EDT)
- The list of NPCs whose corpses never disappear is longer than I thought so I'll list down the NPCs in a separate section below. There could be even more. --Sundaroct131088 14:03, 5 September 2007 (EDT)
Contents |
[edit] Disappearing Items
Also when you stick lots of stuff in a container it will start to hide some of it
- Why does it do this?
- Anyway to turn off this hide feature
—The preceding unsigned comment was added by 24.219.204.227 (talk • contribs).
- It's not a feature, it's a glitch, which is why it's described at Oblivion:Glitches#Items Disappearing from Containers. --NepheleTalk 16:11, 12 August 2007 (EDT)
[edit] Dropped Items
I read somewhere that dropped items always remain, and are not cleared by regeneration. I've seen some anecdotal evidence, e.g. maces and shields I've looted and then dropped remaining in dungeons well after the enemies and chests have regenerated, but I can't seem to locate that specific information here in the Wiki. Perhaps (after someone can clarify/verify the regen. rules) this page should contain a note about items simply dropped on the floor, for later recovery or storage? If there is a page that goes into more detail on the rules for zone regeneration, that should also be linked from this page. --TheRayven
The only other details regarding the regeneration trigger is the Loot section of the article regarding Dungeons. The regeneration event seems to only apply to "containers". So items dropped on the ground are never removed or cleaned up. I suspect there might be a few exceptions to that idea, like some quest related item, but in the cases I have checked it seems to work that way. I have had a pile of armour sitting outside my shack in the Imperial City for months. I have made some edits to the Containers article based on our comments. Thanks --RobertDB 13:48, 24 August 2007 (EDT)
Does the same apply to houses and shops? What happens if i buy all the books from a bookstore, the books are actually taken off the shelf and now in my inventory, but when the store restocks, the shelves remain empty right? i tested this but i'm not too confident, anyone else know if this is true? similarly, if i threw all the books off the shelf with the grab button, would the place reset after 73 hours or so? --Piercethetruth 04:16, 12 November 2007 (EST)
- Dropped items never vanish, and will remain there forever(unless someone picks them up). It's just more convenient to use containers for storing items(especially smaller items like keys and spherical items like Sigil Stones) because you(or someone else) may inadvertently kick them a few metres away and when you return later, you may have to spend hours trying to find a Sigil Stone which rolled metres away. Also the game world is so big that it's easy to forget/have trouble finding the partciualr spot where you dropped your item(s). Bookshelves are obviously safe too because you're not actually activating anything. So the items will remain. --Sundar 07:59, 12 November 2007 (EST)
[edit] Other 'Safe' Containers
I searched the rest of the Wiki and found references to what appear to be 'safe' containers. Can anybody confirm or deny if any of these containers are safe? It would make sense that these are safe containers since, in all cases, these containers are related to quests or contain quest items.
- Serpents Wake - All the sacks, the captain's chest, the chest (on top of the drawer) in the room to the right of the stairs and both chests on the lowest deck. Related quest: Ghost Ship of Anvil
- Vahtacen - a battered crate at H, two crates at G, and two small crates at F. Related quest: Vahtacen's Secret
- Oblivion:Fort Sutch Medicine Cabinet
- Bloodmayne Cave - one large chest. Related quest: The Fugitives
- Chest at the Bravil Mages Guild. It is in a room on the second floor, it's the one directly across from the door leading to the first floor. Related Quest: Is there a related quest?
- In Bravil, there is a safe chest above the door of A Warlock's Luck. Bongo 04:11, 18 September 2007 (EDT)
- The well in castle skingrad courtyard is safe. At least until it is used as a dead drop during the dark brotherhood quest Broken Vows (testing needed)
- In Skingrad Fighters Guild Upstairs there are two beds, the chests on the foot-end of these beds are safe.Bongo 17:28, 28 October 2007 (EDT)
- In the Imperial City, Market District there are 3 safe sacks of grain (the open-topped type) in each of the collonaded areas. Bongo 04:11, 18 September 2007 (EDT)
- Near Bruma, Jorundr's Loot box, revealed at the conclusion of "Two Sides of the Coin".
Confirmed
- Cloud Ruler Temple - chest labeled "Armory" in the Temple Armory (must be a member of the Blades). Related quest: Cloud Ruler Temple
- Aleswell - drawer (or chest?) in your room. Related quest: Zero Visibility quest.
- White Stallion Lodge - all barrels and crates (except Mazoga the Orc eats the food). Related quest: Knights of the White Stallion
- Arcane University - night stand in the Arch-Mage's private quarters. Relatredd quest: Confront The King (However, this article suggests it might not be safe Benefits of being Arch-Mage)
- Weynon Priory - Jauffre's chest. Related quest: Deliver the Amulet
- Fort Farragut - jewelry box. Related quest: The Purification
- Wellspring Grove - stone chest at C. Related quest: A Mage's Staff
- Sandstone Cavern - Big Rooms - the Offering. Relat4d quest: The Sunken One
- Greyland - the one chest in the building (that initially contains skooma). Related quest: Raid on Greyland
- Chorrol Mages Guild - Teekeeus' room - chest where he places the book "Fingers of the Mountain". Related Quest: Fingers of the Mountain
- Swampy Cave - chest at location H. Related quest: Mystery at Harlun's Watch
- Lost Boy's Cavern - Hidden Bastion - wooden chest at K. Related quest: Lich of Lost Boy Cavern
- Priory of the Nine - chest in your room upstairs. Related quest: Knights of the Nine
--RobertDB 17:36, 24 August 2007 (EDT)
- Jauffre's chest is safe. Also, there is a chest in the Bravil Mages Guild that is safe. It is in a room on the second floor, it's the one directly across from the door leading to the first floor. And almost all sacks (sack or sack of grain) do not respawn.Shadownet Ninja 10:06, 1 September 2007 (EDT)
- The Stone Chest, Arch Mage's Nightstand, Jewelry Box, Aleswell Drawer and the Offering are all safe. The Arch Mage's Nightstand is involved in the Misdirection quest by the way. --Sundaroct131088 15:37, 3 September 2007 (EDT)
- Lonavo's chest at Greyland and Teekeus' chest at the Chorrol Mages Guild are safe. Also I guess all the containers where the various Dead Drop orders are dropped for the Dark Brotherhood quests may be safe because they're also involved in quests. The Hollowed-Out Rock at Bogwater where Scar-Tail's treasure is initially stashed may also be safe. However, most of these locations are somehwere out in the wilderness(or even in ruins) so it may not be very practical to use them. --Sundaroct131088 14:57, 5 September 2007 (EDT)
- The chests at Swampy Cave and Lost Boy's Hidden Bastion are also safe. --Sundaroct131088 09:08, 7 September 2007 (EDT)
editted by: Phenom` on 06-12-07
There are a few handy places to store lots of items and where you can also sort them out by type (like weapen, armor, ingtredients etc...) To do this you just have to become a part of the Dark Brotherhood and complete contracts to the point of the Purification Quest. In this Quest you have to kill all of the other Members of the Brotherhood. After killing someone, just loot his body and take their keys. in the Living Quarters of the Sanctuary you can now access their chests to get some nice items, and you can use all of these chests as your own private storage now :D since you are the only one who has got the keys to their chests and the actual Owners are dead;)
I've been using all of the chests ever since the Purification Quest and the're really handy ^^
greets from Phenom`
[edit] Shadowmere
Knocking Shadowmere unconscious allows you to access her inventory and place items into it. You can then retrieve them later or add new items(her inventory never resets) by knocking her out again. I believe she's got unlimited inventory space too. The only downside is that you may get a bounty/expelled from guilds for attacking her, so you'll need to be careful(do it somewhere secluded, or just ride her recklessly). But still, she's a safe, movable container. --Sundaroct131088 14:03, 5 September 2007 (EDT)
[edit] List of NPCs whose corpses never disappear
Alval Uvani
Arnora Auria
Prior Maborel
Brother Piner
Umbacano/King Of Nenalata
Claude Maric
Glarthir
Telaendril
Jauffre
Burd
Zahrasha
Eletta
Agarmir
Kurdan's Hunters
All Mythic Dawn Assassins who attack Weynon Priory
All residents of Bleaker's Way
All residents of Hackdirt (May Not Include The Bretheren)
[edit] Guildmaster's Quarters
After finishing the Thieves Guild questline, Thieves Guild gets a guildhall which has a room for you. I put an arrow to all 'bigger' containers (i.e not the sacks) in the basement, house and to all the containers in Guildmaster's Quarters. I waited for 7 game days in Aleswell and the containers in Guildmaster's Quarters had not reseted. I guess they're safe?
[edit] Dead Drops
Most Dark Brotherhood dead drop locations are safe, unless the quest using a specific drop is activated. I use the tree stump behind Stonewall Shields in Imperial City all the time and have yet to lose a single item over many different games. I never join the Dark Brotherhood, so I never worry about the drop containers being cleared. They become safe again once a drop location has been used and the quest completed. Capacity seems huge to infinite. I've stored a full games worth of alchemical supplies, odd bits of armor, weapons, and junk that I never bothered using in the stump and it all fit. The stump is perhaps the most useful container in the game due to its location and ease of access throughout the game, from level one (when you really need it) on up.
I agree, I used the tree-stump for my first char (didn't know that any containers weren't safe!) as I thought it was rather neat using a tree stump - also close to shops, inns etc., so I was suprised to not see it listed as being safe on the wiki.--82.2.132.7 19:28, 4 April 2008 (EDT)
- The trouble is that there are hundreds of safe containers; to mention them all would make the page far too long. If you have a favorite, or find one in a particularly helpful location, feel free to add it. –Rpeh•T•C•E• 01:58, 5 April 2008 (EDT)
[edit] Clean-up
Stumbled into this page while I was looking for my next vict- err... article, I am going to copy-edit. I have one large question that needs answered before I can go on:
What is this page supposed to be about?
Containers is the name of it, but that seems a pretty generic term that shouldn't need defining. A lot of the info is redundant (Safe containers in houses for example.). Some of the information is obvious to anyone who's played five minutes of Oblivion (Boxes, bags, and crates are everywhere!).
The list of other safe containers would be far too huge to be practical, and some of those are already covered on Oblivion:Houses. And aren't the "special containers" mentioned on other pages as well? (Fleshy pods on the Planes of Oblivion, for instance.)
If I were to copy-edit this page right now, there wouldn't be much (anything?) left. If there is information on here that is unique and useful, please point it out. If there is enough said info to warrant this page, I will consider copy-editing it down to those. Otherwise, it may be pertinent to salvage any relevant data and move it to a more appropriate page and delete this one. --Enterprise2001 14:06, 10 April 2008 (EDT)
- To be honest, I don't really know. It's neither comprehensive (doesn't list things like metal veins) nor helpful. I wish I knew what to suggest but I'm out of ideas. –Rpeh•T•C•E• 14:30, 10 April 2008 (EDT)
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- I have found a rewrite of the this page at User:D521/Containers. D521 seems to have moved the article in the right direction but Nephele had some concerns with the rewrite. Any one else want to pitch in? --Enterprise2001 00:42, 13 April 2008 (EDT)

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