Stealing at night is still to easy, because shelves in shops are near the entrance. Can you add option for pickpocket skill check with some bonus for the night time?
I'm trying to do the quest that grants entrance into the thieves guild, but the house i need to steal from says it has 'nothing of value' and i cant enter. How do i resolve this?
Can you make it so that when you steal guards wont just auto know? Im using true invisible, and the guards always know exactly were I am. Any chance you can make true invisibility work on guards?
Also sorry for double-commenting, but while I was playing yesterday night I had another thought.
Since you've got items for all the other 'accessory' slots - perhaps you could add an Amulet item that increases carry capacity? It wouldn't/shouldn't be anything super-huge, maybe just a flat 10-20 points increase (or at least that sounds balanced in my head lol). Fighters will naturally have high STR, while mages can teleport and fly and directly enchant items - thieves getting a "Utility Belt" or something would help round things out, I think.
Weird little thing I noticed; I found a Hook And Rope on a bandit and equipped it, and it's bumped my Climbing up a bit. However, when my Climbing skill actually increases, the H&R buff disappears until I transition between zones (enter/exit a building, etc).
Is that a bug, or is it just a side-effect of how the items are programmed? I'll admit I'm a bit curious about why they aren't just enchanted with "enhance skill" or something like that.
EDIT: Nevermind I'm dumb, they literally are enchanted that way they just don't have the magic item sparkles lmao
Regarding lockpicking, I have it as a Major skill on my new character, 20%, but I can't open a level 2 lock. So I just end up bashing doors as always
And for stealth, I have it at around 35%, yet I get spotted all the time by any enemy through any wall or door in dungeons despite crouching and wearing leather armor.
So I'm kinda wondering what is the point of these skills because they seem very weak overral
I have the exact same problem. I have low Intelligence, because I'm doing a no magic playthrough, with Luck also fairly low (about 40), but my Agility is really high (about 80), yet if feels like Lockpicking has no value. My Lockpicking is also a Major Skill, but I'm constantly told that Level 0 or higher Locks "have nothing to fear from me". So if the lowest Locks in the game can't be bypassed, how exactly do I train or even use Lockpicking? Looks like it does train even if you fail, so that's good to know.
Do I have to have 100 in Intelligence, Agility and Luck to even bother unlocking stuff?
The unfortunate fact is, you aren't going to encounter many locked doors in your typical dungeon - and even when you do, it's possible that they can't be picked/magicked open at all and require a secret switch. The "Locked Loot Containers" mod goes a long way towards solving this issue by scattering locked chests here and there, but even then, dungeons can only go so far.
What does that mean? Well, it means you need to start thinking more like a thief! Wander around town at night and try picking the locks on every house you can find. It doesn't matter whether you fail, it doesn't matter if you can just open the door in Grab Mode; just pick, pick, and pick some more. You'll start seeing much faster skill gains, because unsurprisingly, it's a lot easier to practice if you're trying to break into places you aren't supposed to go.
("The Penwick Papers" also adds a lockpicking minigame which you can play if you fail the initial roll, which makes the whole skill a lot more flexible. Even then, though, the thief skills really require getting into the mindset of a thief.)
It would be nice knowing to what extent armor effects stealth. I get that it scales on the material, but does weight or size matter? Does a chestpeice give more of a disadvantage then boots for example? Is it possible to see these stats somewhere as to make it less confusing?
Is armor check compatible with modded armors from Roleplay and Realism - Items? (Excerpt from their page below)
"Leather Armor Set: This new armor set fills a gap in armor, providing a light alternative to the vanilla armor. Consisting of chest, leg, arm, head, hands and feet protection (Jerkin, Cuisse, Vambrace, Helmet, Gloves, Boots) in base Leather, warm Fur and Brigandine using all materials, Iron-Deadric. This armor can be worn by characters who forgo plate and chain armor.
Mail Armor Set: This new armor set fills a gap in armor, providing a slightly lighter alternative to the vanilla armor. Consisting of chest, leg, arm, and feet protection (Hauberk, Chausses, Spaulders, Sollerets) and can be made out of all materials, with Chain-Deadric Mail versions which can all be worn by characters who forgo plate armor."
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Im using true invisible, and the guards always know exactly were I am.
Any chance you can make true invisibility work on guards?
Since you've got items for all the other 'accessory' slots - perhaps you could add an Amulet item that increases carry capacity? It wouldn't/shouldn't be anything super-huge, maybe just a flat 10-20 points increase (or at least that sounds balanced in my head lol). Fighters will naturally have high STR, while mages can teleport and fly and directly enchant items - thieves getting a "Utility Belt" or something would help round things out, I think.
Is that a bug, or is it just a side-effect of how the items are programmed? I'll admit I'm a bit curious about why they aren't just enchanted with "enhance skill" or something like that.
EDIT: Nevermind I'm dumb, they literally are enchanted that way they just don't have the magic item sparkles lmao
And for stealth, I have it at around 35%, yet I get spotted all the time by any enemy through any wall or door in dungeons despite crouching and wearing leather armor.
So I'm kinda wondering what is the point of these skills because they seem very weak overral
So if the lowest Locks in the game can't be bypassed, how exactly do I train or even use Lockpicking?Looks like it does train even if you fail, so that's good to know.Do I have to have 100 in Intelligence, Agility and Luck to even bother unlocking stuff?
What does that mean? Well, it means you need to start thinking more like a thief! Wander around town at night and try picking the locks on every house you can find. It doesn't matter whether you fail, it doesn't matter if you can just open the door in Grab Mode; just pick, pick, and pick some more. You'll start seeing much faster skill gains, because unsurprisingly, it's a lot easier to practice if you're trying to break into places you aren't supposed to go.
("The Penwick Papers" also adds a lockpicking minigame which you can play if you fail the initial roll, which makes the whole skill a lot more flexible. Even then, though, the thief skills really require getting into the mindset of a thief.)
Is armor check compatible with modded armors from Roleplay and Realism - Items? (Excerpt from their page below)
"Leather Armor Set: This new armor set fills a gap in armor, providing a light alternative to the vanilla armor. Consisting of chest, leg, arm, head, hands and feet protection (Jerkin, Cuisse, Vambrace, Helmet, Gloves, Boots) in base Leather, warm Fur and Brigandine using all materials, Iron-Deadric. This armor can be worn by characters who forgo plate and chain armor.
Mail Armor Set: This new armor set fills a gap in armor, providing a slightly lighter alternative to the vanilla armor. Consisting of chest, leg, arm, and feet protection (Hauberk, Chausses, Spaulders, Sollerets) and can be made out of all materials, with Chain-Deadric Mail versions which can all be worn by characters who forgo plate armor."