I was thinking about Pickpocket and wondering if anyone had made improvements to it (so far, my searches have been fruitless, but I found this topic, which was interesting). My thought is, rather than trying to fix the broken values, if there is some way to trigger a mini-game, in much the same way that lockpicking or hacking does, I suspect that would make it far more engaging. I've no idea if such a thing is plausible given the game setup, but here are some design thoughts on the matter: What I'm imaging first of all is, if possible, is keep Sneak affecting Pickpocket success chance in some capacity, but get rid of the whole "you need to be Hidden to have a chance at successful Pickpocket." It's so stupidly arbitary to begin with, trying to find an angle where nobody sees you so the monitor will change to "Hidden" and you can attempt to Pickpocket without automatically being detected. It's not remotely realistic anyway, unless you're Pickpocketing someone who is sleeping. Like, "Yeah, I'm Sneaking around your office in plain sight. Oh hey, I got the right angle so you can't see me for a moment. Now I have a chance to take your stuff" ??? Second: Mini-Game - I'm trying to think of something that would be both in the spirit of Pickpocketing and relatively easy to program with pre-existing assets. Much like Lockpicking and Science, item value might lock you out of trying and tell you that you need higher Sneak. So for example, if you're trying to steal a 2k cap item, it might require something like 75 Sneak to make the attempt and it'll tell you that when you click on the item in the person's inventory. One way might be a mini-game that functions like the Shell Game (see: https://en.wikipedia.org/wiki/Shell_game). You have three objects (something NV-themed that are like shells). Under one of them is an icon, which represents the item you're trying to Pickpocket. The game is not rigged at all, unlike some forms of the Shell Game. Instead, it's simply a reflex game, keeping your eyes on shells as they move and then picking the correct one (if you've ever been to a baseball game, it'd be like the animated shell games that they do there). You'd get something like 3 attempts to do this before you get caught and much like hacking, you can back out before you use the last attempt, with no penalty. Item Sneak level requirement (25, 50, 75, etc.) would determine the speed at which the shells move. That's just one idea. Again, I don't know if it's plausible. And mind you, this is nothing along the lines of a mod request. I simply figured I'd share my design thoughts on the matter, since I'm in the dark at the moment on NV's modding limitations. And cause honestly, the concept is burning a hole in my brain in much the way that money burn's a hole in one's pocket.