Crowley9 Posted June 17, 2017 Share Posted June 17, 2017 I initially planned to make a mod with some perks that would help with pickpocketing, since the base game is completely lacking in any of that. I set about to learn how the game calculates pickpocketing chances, and I learned it is completely broken, as detailed in this thread: https://forums.nexusmods.com/index.php?/topic/2318259-pickpocket-is-absurdly-broken-and-needs-complete-overhaul/ Unfortunately it seems nobody has made any advances in trying to rehaul the pickpocketing formula since then. I have some experience in programming and scripting and I am willing to give that side of making the mod a shot, but I am a novice with the inner workings of New Vegas. I guess one starting point would be to ask, where would be a good place to hook the script to run with pickpocketing? Link to comment Share on other sites More sharing options...
Mktavish Posted June 19, 2017 Share Posted June 19, 2017 How about a script using this function http://geck.bethsoft...e=GetPCMiscStat Something like this ... ~~~~~~~~~~~~~~~~~~ SCN MyPickPocketScript Int iPickPocket Int iLastPickPocket Begin GameMode Set iPickPocket to GetPCMiscStat "Pockets Picked" If iPickPocket > iLastPickPocket ; Do something Set iLastPickPocket to iPickPocket endif End ~~~~~~~~~~~~~~~~~~~~~~~ So this script will do something right after the barter menu from pick pocketing is closed. If you want to do something prior to the actual pick pocket. Begin MenuMode 1053 If Player.IsSneaking == 1 && ; something else , another variable maybe ? Link to comment Share on other sites More sharing options...
Crowley9 Posted June 20, 2017 Author Share Posted June 20, 2017 Hmm. One somewhat crude method that seems like it could be done with this is to set the engine's own pickpocket success formula to always be at 100%, allowing the player to grab whatever they want from an NPC, and run the new formula after that window is closed. If you want to do something prior to the actual pick pocket. Begin MenuMode 1053 If Player.IsSneaking == 1 && ; something else , another variable maybe ? Not directly related to the topic, but I have also been thinking of adding perks that help with pickpocketing. One idea I had was a perk that would nullify the effect your hidden/detected status has on the pickpocketing, and this script seems like it could help accomplish that. Link to comment Share on other sites More sharing options...
Mktavish Posted June 20, 2017 Share Posted June 20, 2017 perks are not the way to go ... as I guess you have noticed ? Link to comment Share on other sites More sharing options...
Mktavish Posted June 22, 2017 Share Posted June 22, 2017 perks are not the way to go ... as I guess you have noticed ? I guess I should clarify what I meant by this ? Perks are mostly just a sub menu way to apply effects ... but gives the architecture of the in game ability to apply them with its level up menu. Except "Activate & Entry point" Are unique abilities not found in scripting.So what this really means is adding more complication to rendering your effect if you don't need the pick perk feature. I'm not totally sure , cuz I admit I didn't investigate your idea. But I don't think what you need will be found in the "Entry Point" option.And anyways ... if it is all the time , maybe better with a quest ?Just giving direction suggestions ... you seem pretty adept to figure out what you need. Link to comment Share on other sites More sharing options...
Ladez Posted June 22, 2017 Share Posted June 22, 2017 Hmm. One somewhat crude method that seems like it could be done with this is to set the engine's own pickpocket success formula to always be at 100%, allowing the player to grab whatever they want from an NPC, and run the new formula after that window is closed.If altering the picpocket settings to provide a consistent 100% chance of success is possible, this is probably your best bet. An OnAdd event handler could probably be used to run your new formula everytime you transfer an item while the menu is open. Link to comment Share on other sites More sharing options...
waldo67 Posted June 22, 2017 Share Posted June 22, 2017 (edited) I did my own version of implementing the suggested changes from that forum post: http://www.nexusmods.com/newvegas/mods/63396/? I used the SetOnMouseoverChangeEventHandler from the JIP LN NVSE plugin in the container menu (with conditions to identify if you're pickpocketing) to dynamically change the pickpocket related game settings based on the target NPC and item. You might also want to check this mod: http://www.nexusmods.com/newvegas/mods/37321 It changes the game from using the pickpocket calculations to using OpenTeammateContainer when you take the perk. it gives a 100% chance of success but also means you can steal equipped items and breaks the grenade planting functionality. Edited June 22, 2017 by waldo67 Link to comment Share on other sites More sharing options...
Crowley9 Posted June 23, 2017 Author Share Posted June 23, 2017 I did my own version of implementing the suggested changes from that forum post: http://www.nexusmods.com/newvegas/mods/63396/? I used the SetOnMouseoverChangeEventHandler from the JIP LN NVSE plugin in the container menu (with conditions to identify if you're pickpocketing) to dynamically change the pickpocket related game settings based on the target NPC and item. You might also want to check this mod: http://www.nexusmods.com/newvegas/mods/37321 It changes the game from using the pickpocket calculations to using OpenTeammateContainer when you take the perk. it gives a 100% chance of success but also means you can steal equipped items and breaks the grenade planting functionality. Ooh, awesome! I shall try this stuff out right away! Link to comment Share on other sites More sharing options...
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