ryanshowseason2 Posted September 12, 2012 Share Posted September 12, 2012 Pickpocketing items partly depends on the items value. Which I understand somewhat. If you have a ring in your pocket worth 10,000 gold you're going to be quite mindful of it, perhaps checking your pocket for it quite a bit because you don't want to lose that baby through accident or to some thief. For planting items though this makes no sense to me though. How would a person be more likely to notice an item being planted on them based on the value of it? "O sh- I feel a whole lot richer all of the sudden haha! caught you thief! trying to make me all richer and stuff! Guards! arrest this cretin!" Ok I'm not going around and planting expensive rings on people I'm putting potent poisons on them. But I've got the same problem. Expensive poisons are harder to plant on people for no discernible reason. Same weight same effect as this less potent poison over here, to the point of 0% chance to plant on the subject. With all perks and skill at 100 a 1400 cost poison still has 0% chance to plant. I saw a mod to change the minimum to 20% for everything but it doesn't really ring true. Is it possible to remove the value part of the calculation altogether? or script the minimum chance? I know a small bit of scripting so I was wondering if anyone could point me in the right direction. Link to comment Share on other sites More sharing options...
tg08096 Posted September 13, 2012 Share Posted September 13, 2012 Expensive poisons are harder to plant on people for no discernible reason. Same weight same effect as this less potent poison over here, to the point of 0% chance to plant on the subject. With all perks and skill at 100 a 1400 cost poison still has 0% chance to plant. I saw a mod to change the minimum to 20% for everything but it doesn't really ring true. Is it possible to remove the value part of the calculation altogether? or script the minimum chance? I know a small bit of scripting so I was wondering if anyone could point me in the right direction. I personally agree with you and feel that this should be changed asap. I also have some high value poisons (2 - 4000). I did some preliminary testing to see if I could fix this a bit. First, I checked out the poisoned perk itself. The entry point is "Should Apply Placed Item" and the value is 1. I had hoped that changing this number would make a difference, but no, it simply means 1 = yes and 0 = no. Then I used modav pickpocketpowermod 100 to add % to everything, and it did nothing except change most of the values to 90% (the max), but the high value ones were still zero. Then I tried pickpocketpowermod 1000, with the same result - 90s and zeros. Then I used modav pickpocket 100 and 1000 to add to the skill itself, same results. In the end, I had a poison with a value of 1043 have a 90% chance to place, and a 1527 value poison with a 0% chance to place. This leads me to believe that there is a maximum value restriction placed on reverse-pickpocketing. I would be interested in hearing some others' opinions and ideas about possible solutions to this problem. Link to comment Share on other sites More sharing options...
ryanshowseason2 Posted September 14, 2012 Author Share Posted September 14, 2012 Wow the situation is worse than I thought then. I assumed that if you jacked your pickpocket high enough you'd eventually get > 0% chance to place. Link to comment Share on other sites More sharing options...
kryptopyr Posted January 2, 2013 Share Posted January 2, 2013 I apologize for resurrecting an older topic, but I came across this post while working on my own pickpocket mod and feel that it's a question worth answering. In the vanilla game, the value of an item that the player can successfully pickpocket is capped at between ~1500-3,000 (depending on perks & fortify effects). From UESPWiki: The maximum amount of gold pickpocketable on an awake target is 3,102 (1% chance on a 15 Pickpocket skill target). 1,500 of this comes from perks. If you want the maximum chance (90%) of success, reduce the amount by 890 gold. Alchemy and Enchantments will increase the chances of a successful Pickpocket, but will not allow you to pickpocket more gold at small chances. This is due to the way the formula works to calculate % chance (more or less as described here). The same % chance (and therefore the same value cap) applies to an item regardless of whether you are pickpocketing or reverse pickpocketing it. As far as I know, there is not a way to change the settings for one without changing the settings for the other. Now for the good news... The game settings that effect these values can be changed. In particular, editing fPickPocketAmountMult will allow the player to pickpocket (and reverse pickpocket) items with a much greater value. This is one of several pickpocket settings that I've adjusted in Stealth Skills Rebalanced, which will allow you to reverse pickpocket those expensive poisons (though you may also have to work a bit harder to maximize your % chances). Link to comment Share on other sites More sharing options...
MattyDienhoff Posted October 15, 2014 Share Posted October 15, 2014 Now for the good news... The game settings that effect these values can be changed. In particular, editing fPickPocketAmountMult will allow the player to pickpocket (and reverse pickpocket) items with a much greater value. Thanks for chiming in on this topic, I found my way here from Google while researching pickpocketing in Fallout: New Vegas. The two games have a lot in common, including the fPickPocketAmountMult setting. Sorry if this is a silly question, but if I want to make it easier to plant expensive items, should I increase or decrease that setting? For reference, the setting defaults to -0.5 in FNV. I'll tweak it one way or the other and do some testing, but I figured it's worth asking, you might be able to save me some time. If you know what the other Pickpocket related settings do, could you please also explain those for posterity? Link to comment Share on other sites More sharing options...
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