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.
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)
10 comments
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.
i ended up making my own pickpocket mod with weird registry changes removed
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)