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Pickpocketing Poison


imez

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Wow!....I have been so wanting something like this myself....I play a stealth warrior, his not an Assassin or a Thief....but certainly uses a lot of Assassin style perks, mods, etc...It has been driving me nuts not being able to reverse pick pocket poisons without him having to be a Thief to achieve the perk...this would be brilliant....I would like to try these mods out myself please gigantibyte?

 

Umm.. the mod is public...

 

It won't work without the Poisoned perk, but I could make one that just damaged the target's health without the poison. On what should I base how much damage it gives?

 

Is always polite to ask when its not in the upload section...or is it now?....Sorry, I'm old fashioned that way, am an old girl.... :happy: ....My Dragonborn is an Alchemist with his perks concentrating on Poisons....I have just really been wanting to be able to have him plant these poisons on his targets with reverse pick pocket without him having to go Thief to get the skill high enough to plant the poisons....He makes his own Poisons.

 

EDIT: Even better yet....if it's possible for a mod to award pick pocketing XP for reverse pick pocketing, so I would still have to earn the ability (40) to reverse pick pocket poisons....and just be able to build up his XP from baseline though reverse pick pocketing items such as apples/tomatoes/whatever, to be able to build up his XP on the pick pocket tree.

Edited by StayFrosty05
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Is always polite to ask when its not in the upload section...or is it now?....Sorry, I'm old fashioned that way, am an old girl.... :happy: ....My Dragonborn is an Alchemist with his perks concentrating on Poisons....I have just really been wanting to be able to have him plant these poisons on his targets with reverse pick pocket without him having to go Thief to get the skill high enough to plant the poisons....He makes his own Poisons.

 

EDIT: Even better yet....if it's possible for a mod to award pick pocketing XP for reverse pick pocketing, so I would still have to earn the ability (40) to reverse pick pocket poisons....and just be able to build up his XP from baseline though reverse pick pocketing items such as apples/tomatoes/whatever, to be able to build up his XP on the pick pocket tree.

 

The Nexus site sometimes gives out false negatives. The file was there before I posted the link.

 

What you ask may be possible through a custom perk. I'll let you know as soon as I can.

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Is always polite to ask when its not in the upload section...or is it now?....Sorry, I'm old fashioned that way, am an old girl.... :happy: ....My Dragonborn is an Alchemist with his perks concentrating on Poisons....I have just really been wanting to be able to have him plant these poisons on his targets with reverse pick pocket without him having to go Thief to get the skill high enough to plant the poisons....He makes his own Poisons.

 

EDIT: Even better yet....if it's possible for a mod to award pick pocketing XP for reverse pick pocketing, so I would still have to earn the ability (40) to reverse pick pocket poisons....and just be able to build up his XP from baseline though reverse pick pocketing items such as apples/tomatoes/whatever, to be able to build up his XP on the pick pocket tree.

 

The Nexus site sometimes gives out false negatives. The file was there before I posted the link.

What you ask may be possible through a custom perk. I'll let you know as soon as I can.

 

Thank you gigantibyte.... :happy: ....That would be so awesome and so deeply appreciated if your able to do that....thank you.... :happy:

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Thank you gigantibyte.... :happy: ....That would be so awesome and so deeply appreciated if your able to do that....thank you.... :happy:

 

While looking for a possible solution to your request, I figured out that I could have created an additional modified Poisoned perk for the OP. Still, the dagger adds a little extra challenge rather than just giving the player the ability.

 

Anyway, gaining XP from pickpocketing appears to be fundamental and unfortunately does not require a perk. But filling your request would be simple if I just modify the dFx3 mod. Here's what I envision:

Secret Santa Mod

 

Place a "Secret Santa" note in a target's inventory then add an item of value. If undetected, XP will be added to the player's Pickpocket skill.

I could also set the mod to automatically replace "Secret Santa" notes so the player always has one on hand.

 

It's important to note that user enchantments are not factored into the GetGoldValue() function the mod would use.

 

The amount of XP gained from skills is reported as:

 

Skill Use Mult * base XP + Skill Use Offset (?)

 

so to match stealing, the formula would be:

 

8.1 * (gold value of placed item) + 250

 

but that really seems crazy. The site lists Total base XP from 15 -> 100 in pickpocketing = 10,785. So something valued at 100 would give 1060 XP? ...about a 10th of the total possible base? I think I'm missing part of the equation, and a proper formula is the main thing I'm missing in making your mod. Maybe a simple 1 XP point per gold value?

 

Also, if you like the "Secret Santa" note idea, please write what you would like the note to say.

 

EDIT:

 

This mod idea would definitely require SKSE...

Edited by gigantibyte
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Yes, definitely no OP on the XP...I don't understand how the game maths actually pans out myself...How easy would it be to fiddle with the percentages until the vanilla balance is found?...You have some numbers there, but as you say their not adding up...something is amiss....I wish I knew where to look and try and be of some real help.....I will go in game ASAP, start a new character and try to get some feel of the leveling up percentages if that would help?...I am just not sure I am able to fully understand your suggestions given, so don't want to try and answer from a no idea stand point.

 

I do very much like the 'Secret Santa' idea.... :happy: ....Have been churning over idea's for the note....trying to think of something fairly generic that any player's Dovahkin could use without breaking RP...not disposition specific....So how about this one? My Hubby came up with it...a bit trollish... :happy: ...but I like that myself.... :biggrin: ....just a simple "Blessings of Talos be upon you"....what do you think?

 

I have SKSE.... :happy:

 

EDIT: I just had hubby read your suggestions....he is somewhat better with percentages than I am.... :blush: ....he feels you have it with the one to one ratio....One XP point per gold value....I think this system could be easily abused, but I also do feel we as individual players need to be responsible for our own restraints too....if someone wants to abuse the system and OP it, that is their decision entirely, but at some point people need to stop blaming the modders and start taking responsibility for their own issues with self restraint.

Edited by StayFrosty05
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EDIT: I just had hubby read your suggestions....he is somewhat better with percentages than I am.... :blush: ....he feels you have it with the one to one ratio....One XP point per gold value....I think this system could be easily abused, but I also do feel we as individual players need to be responsible for our own restraints too....if someone wants to abuse the system and OP it, that is their decision entirely, but at some point people need to stop blaming the modders and start taking responsibility for their own issues with self restraint.

 

So what we do is 1 to 1 XP to start, and if you feel that's not right while using it, we'll adjust; no problem. I'm curious how you think this mod may be abused. I guess you could steel the item back and gain more XP, but you said you didn't want to play the thief. And since you could only place base items (not crafted ones) the values can't be crazy. You'll pay by losing the potential sale value of the item. Don't forget that you'll also have a chance of getting caught, and being accused of attempted theft. "You're my secret Santa? Yeah right!"

 

"Blessings of Talos be upon you" is fine. It's entirely for the player's benefit. NPCs that can read probably won't be ready before Elder Scrolls XX.

Edited by gigantibyte
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Sounds brilliant to me.... :dance: ....Thank you so much gigantibyte.... :happy:

 

Yes exactly, I don't want to play a Thief, but I had assumed you would probably also put this mod up on the Forum Uploads section...not keep such a gem hidden away.... :happy: ....that's what I was referring to with abuse, being possibly used as a fast leveling tool, etc by some users...but then again I really have no idea how any of it works, so am probably completely off base.... :tongue: ...Yup, it would be pretty pointless if the NPC just shook your hand and wished a nice day if they catch you rifling through their pocket..... :biggrin: ....Thank you gigantibyte.... :happy:

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Sounds brilliant to me.... :dance: ....Thank you so much gigantibyte.... :happy:

 

Yes exactly, I don't want to play a Thief, but I had assumed you would probably also put this mod up on the Forum Uploads section...not keep such a gem hidden away.... :happy: ....that's what I was referring to with abuse, being possibly used as a fast leveling tool, etc by some users...but then again I really have no idea how any of it works, so am probably completely off base.... :tongue: ...Yup, it would be pretty pointless if the NPC just shook your hand and wished a nice day if they catch you rifling through their pocket..... :biggrin: ....Thank you gigantibyte.... :happy:

 

Your mod is just about done, but I'm having a bit of trouble with the built-in gold value function. The mod currently only works when placing certain items as some are not reporting a value. The mod also won't work if you give the NPC an item they already have... Stay tuned...

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  • 5 months later...

While looking for a possible solution to your request, I figured out that I could have created an additional modified Poisoned perk for the OP. Still, the dagger adds a little extra challenge rather than just giving the player the ability.

 

I would love it if you could follow through with this idea. I want to place a poison on an NPC and have them die after 30-60 sec (real time). If you wouldn't mind making it that is.

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