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Scripting Bounty For Activating Npc Whilst Sneaking and Visible To Npcs (Pickpocketing Detection)


MikJames

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I find it rather game breaking that you can waltz right up to an npc in sneak mode whilst detected by the npc or other npcs (guards for example) and activate the npc (pickpocket) and not get a bounty for it.

 

This allows you to place items on the npc for example, such as poison. And if a guard is watching you do so they won't even bat an eye.

 

I would like to write a script to correct this and so far i've got: If player.Isactordetected = 1 player.modcrimegold 40.

 

However this would just make it a crime to be visible to npcs in general :ninja: . I need a command to tie it in to the activation of the inventory.

Edited by MikJames
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  • 2 weeks later...

Going from memory right off the top of my head, you could use an OBSE 0021 Event Handler. They have an "OnActivate" event that could fire and do stuff when you activate any NPC. Use "GetCrosshairRef" to assign the ref.

 

There are probably other ways but that's off the top of my head.

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I think I have an idea. Make a an invisible item (any item) that will be always in your inventory (it won't be bothering you since it'll be invisible but make it to be a quest item so you can't accidentally remove it) . In your quest script (along with everything else you'll need) have a Begin Menumode 1002 block (it'll take place on inventory screens). In that block make the script look for the invisible quest item, if it won't find it that means you're looking into somebody else's pockets. :wink: I believe you can take it from there but if not, ask. :smile:

 

Keep in mind that I'm not sure if that meny type will work for the pickpocketing menu so make a test first. Have it pop a messagebox when you go through somebody's pockets. If it won't work (assuming you did the test correctly :B) then that is the wrong menu type.

 

Edit: I think I found something better. Check out GetActiveMenuRef .

Edited by Legotrash
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