Unowned Locations - No More Stealing Loot
⚪ Last updated 2023⚠️ Install Order · 2 steps
Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.
Preview

🔍 Analysis
- 👍 2.6% endorsement rate — high engagement, a strong quality signal
- 🏆 #2 of 24 Locations - Vanilla mods in this game by downloads
📋 About This Mod
No more loot marked Steal in locations with dead NPCs! No more annoyed companions and bad karma messages!
Ever cleared out a location of baddies and tried to appropriate their stolen goods, only to have to commit larceny in order to loot it? They're dead now! This pile of goodies belongs to no one! Finder's keeper's, Valentine! Stop nagging me!
The files listed here will remove the ownership of specific enemy factions from loot, containers, furniture, and cells that clearly shouldn't realistically be owned by them anymore! Because they're all dead!
This will make Companions stop chastising you about stealing in certain locations because the items themselves aren't marked as owned in those locations anymore.
Plus, if you have Flashy(JoeR) - Crime And Punishment, you won't lose karma when taking from these locations, anymore!
Please note, the way I achieved this is not through quests/scripts. You literally have to enable each mod after you clear out the place/places of goons. I mean, you don't have to enable them at a specific time, but it doesn't really make much sense to be able to freely take property from Cultists, Scavvers, and Robots that barely even know you, right?
1)
Unowned
Charles View Amphitheater - Should probably enable this after you kill all the cultists and/or finish the first two Cabot House quests.2)
Unowned
Crater of Atom -
Located in the Glowing Sea, this community of Children of Atom is ripe for the looting... or rather stealing, because without this file, killing every one of those lunatics won't rid them from owning their belongings after death!3)
Unowned Goodneighbor Warehouse Loot -
This makes it so that you can loot the Warehouses in Goodneighbor that Whitechapel Charlie sends you to kill the Triggermen inside of. I didn't want to remove the ownership of the cell itself, because part of the fun of that quest is the illegal aspect of it. The guards and citizens of Goodneighbor would get suspicious of your lockpicking, so I didn't want to remove the idea of trespassing from the quest, altogether. I've marked all the loot, furniture, and containers as being owned by the PlayerFaction Faction, so it won't matter if the cell itself is set as owned. You legally shouldn't be there, but since you are, you and your companions can loot to your heart's content! (This one should probably be enabled before you do Whitechapel Charlie's quest, or else it won't matter anymore since you'll probably never go back to the warehouses.)4)
[size=📊 Mod Details
- Game
- Fallout 4 Mods
- Author
- Babaloo321
- Version
- v1.0
- Downloads
- 1,688
- Endorsements
- 44
- Category
- Locations - Vanilla
- Created
- 4/2/2023
- Updated
- 4/4/2023
🔧 How to Install Fallout 4 Mods
Download from Nexus.
📖 Full step-by-step install guide for Fallout 4 →
Visit the official mod page for specific installation instructions for this mod.
🎮 Need cheat codes or console commands? Check ur gaming wiki for Fallout 4 commands, item IDs, and more.
Keep browsing — more Fallout 4 mods await