![]() ![]() These have been very difficult for me to steal even with a high sneak and security. Keys have no weight but a typical value of 300 gold. In particular, I am trying to pickpocket keys. The latter purports that the weight of the object is significant, but my tests suggest that it is the value (in gold) not the weight that determines success. Morrowind Scripting for Dummies offers a formula for both the chance of accessing an NPC's inventory and for a successful pickpocket. attempts a fix by tweaking a game setting, but I would prefer not to impose such a change on players of my mod. From what I have heard and from what my owe experience reveals it mostly does not work. Hrnchamd isn't always around though, so his reply might take a while (or not if you're lucky).I have been trying to get a handle on how pickpocket works for a mod I am working on. I think your best bet would be to ask the man himself on the Beth forums. Unfortunately, I don't have the new formula he built or the details of how the GMST settings affect it. There is no longer a cap on pickpocket chance, and anyone with basic thief skills will not be detected when closing the pickpocket window." Grabbing anything noticeably heavy such as a weapon, is very likely to give you away. ![]() You will have to pick your targets carefully, as scouts, other thieves and seasoned adventurers are more likely to notice you. It is generally much easier to get started if you choose a thief, and the best things to steal are the lightest - jewellery and gold. "This option re-works the whole pickpocket calculation to be based on weight, and lessens the chances of being detected. Hm, the best I have is the general description of the patch option: I looked it up but couldn't find notes describing what he changed, so I'm not sure how to replicate it. Originally posted by Kephin:Thanks for the advice. Again, the pickpocket check will still sometimes fail (it seems much more frequent in this scenario, around 3-4 out of 10 times). My character returns a value of 82.5 for (x) and 107.25 for (t) against Sovor. For this test, my character had Sneak 45, Agility 85, Luck 40. The key has no value so valueTerm should be 0. Sovor returns 57.75 for the value of (y). Upon testing, it seems that around 1 in 10 times, the pickpocket check will still fail.Įxample 2, second thieves guild quest, stealing Nerano Manor Key from Sovor Trandel. Now Nalcarya will return a value of 52.5 for (y) and exactly 100 for (t). valueTerm should equal 20 so that after modified by npcFatigueTerm, we will get a value of 25. For this, I will need to subtract a value of 25 from the result (t) so that t = 100 instead of 125 by altering valueTerm. What I want is for this character to have a (t) value of 100, no higher or lower, since this is supposed to be a beginner mission and this character does have considerably high thieving skills. She returns a value of 27.5 for (y) BEFORE considering valueTerm. The target is Nalcarya of White Haven, the Balmora alchemist. This will return 76.25 for the value of (x) when at full stamina. Since one of the ways to obtain it is to pickpocket it, I felt it should be consistently successful for a level 1 character with decent thief specs.įor this I used a wood elf with 45 sneak, 60 agility, and 40 luck, the highest possible starting stats without making luck a main attribute or taking the lover birthsign. I came up with this number based on the first thieves guild quest which asks you to steal a diamond. IPickMaxChance set to 100 (previously 75) (allowing up to 100% success if the stats are high enough)įPickPocketMod set to 0.008 (previously 0.3) Roll 100, win if roll <= int(pcSneak / iPickMinChance) Y = (valueTerm + npcSneak + 0.2 * npcAgilityTerm + 0.1 * npcLuckTerm) * npcFatigueTerm X = (0.2 * pcAgility + 0.1 * pcLuck + pcSneak) * fatigueTerm ValueTerm = 10 * fPickPocketMod * stackValue Note: filled soulgems have the value of an empty soulgem due to a missing calculation Note fatigueTerm is normally 1.25 at full fatigue.Ĭhecks the whole stack no matter how many you try to take empty fatigue bar -> 0.0, full fatigue bar -> 1.0 Where normalisedFatigue is a function of fatigue. I am using the pickpocket formula found on this page, so feel free to correct me if I'm using incorrect information.įatigueTerm = fFatigueBase - fFatigueMult*(1 - normalisedFatigue) So as a lot of you are probably already aware, the pickpocketing mechanics in Morrowind are less than satisfactory and I'm trying to "balance" it. With a value of 100 returned for pickpocket success chance, the pickpocket check still sometimes fails and the npc becomes hostile. I decided to put my question first just in case you don't want/need to read my notes thus far. ![]()
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