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Cresix96

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Cresix96

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10 comments

  1. MrGamer100
    MrGamer100
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    It looks like your mod touched a lot more GMSTs than just iPickMaxChance and fPickPocketMod...

    https://imgur.com/a/2Lv6riu

    I threw them on ignore for my copy, but I thought I better let you know this exists in the plugin.
    1. lelimule
      lelimule
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      You just have to clean the mod.
    2. deleted123617333
      deleted123617333
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      bruh XD i'll just make it myself then sheesh
    3. Yalkin33
      Yalkin33
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      Holy hell, thanks for the warning
    4. SCARaw
      SCARaw
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      thank you for your comment, i had no idea about this changes, but they are not needed for pick pocket mod

      i ended up making my own pickpocket mod with weird registry changes removed
  2. deleted158654323
    deleted158654323
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    What's the differences between your mod and the pickpocket fix from Modding OpenMW website?
    1. deleted158654323
      deleted158654323
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      Bro pls answer lmao
    2. Crane012
      Crane012
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      Read the description of this mod. Read the description of the other mod and then compare the two.
    3. freshchives
      freshchives
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      That's a good question. Apparently that mod leaves chance capped at 75% and changes fpickpocketmod from 0.3 to -3. It's been a while since I studied math, but that seems like it would make pickpocketing even harder. Modding-openmw usually makes really good recommendations so I must be doing something wrong with the formula. If anyone can verify/contradict this I'd appreciate it. I'll leave the formula below. This mod makes sense to me, though. By changing that same variable from 0.3 to .15, the "enemy number" is smaller.
      Spoiler:  
      Show

      On picking an item
      fatigueTerm = fFatigueBase - fFatigueMult*(1 - normalisedFatigue)
      where normalisedFatigue is a function of fatigue. empty fatigue bar -> 0.0, full fatigue bar -> 1.0
      Note fatigueTerm is normally 1.25 at full fatigue.

      stackValue = itemValue * itemsInStack
      valueTerm = 10 * fPickPocketMod * stackValue

      x = (0.2 * pcAgility + 0.1 * pcLuck + pcSneak) * fatigueTerm
      y = (valueTerm + npcSneak + 0.2 * npcAgilityTerm + 0.1 * npcLuckTerm) * npcFatigueTerm
      t = x - y + x (yes, that's what it does)

      if t < pcSneak / iPickMinChance:
      roll 100, win if roll <= int(pcSneak / iPickMinChance)
      else:
      t = min(iPickMaxChance, t)
      roll 100, win if roll <= int(t)
  3. Ezzzzu
    Ezzzzu
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    thanks xd