Are you also finding the "Leave" button to be buggy? I find it doesn't respond and I have to press "cancel" instead, which is a problem when the npc only had one item to steal because then its impossible to click 'cancel' either lol.
Seems like a really great idea. Vanilla pickpocket is so junky I believe nobody ever really used it. Got a couple questions though:
- Is it possible to pickpocket weapons or equipped items (armor, jewelry, belts, clothes) at high enough skill level?
- What about merchants, thieves and other NPC that should have high sneak/security or just general awareness? Is the chance lower in those cases?
- Shouldn't the timer change colors in reverse order? I mean, we get first window with time where it starts at green, goes to orange and then red - and only then player should start pickpocketing? Seems counter-intuitive to me, though maybe I am missing something.
- What about potential bounty if player is caught? Is it the same as in vanilla or changed somehow?
- Is there an option to configurate the speed at which timers expire? What about the option to display number of seconds that remain till the window closes and player is caught?
- Are the "checks" present in vanilla completely gone? Or is it still possible to be caught even if player is quick enough?
- not right now, but I want to add it, any suggestions?
- yes, the awareness is higher for such persons. In general this means the bar will be red faster and they will detect you faster (so you have less time to pickpocket them)
- this is also the answer to this question: timer becomes more ‘hot’ over time, and the victim will detect you when it’s fully red (you become more accurate in your color coding with higher skill)
- bounty is 100 when the victim detects you.
- no configuration right now, I want to keep it simple.
- you can be detected when the timer turns red (this can be immediately if you try to pickpocket someone in front in broad daylight), and you can be caught if you take too long while pickpocketing.
Thanks for reply. I'll give the mod a try some time in the future when I'll play as thief/assassin again.
So that's how the timer works. I thought I missed something. Was just looking at the video without checking the description more closely. I should pay more attention to such infos :)
As for suggestions I think it should be possible to pickpocket weapons (Auriel's Bow quest, disarming enemies with stealth etc.) and equipped shields, not necessarly armor. Can't think of a single instance where it would be good to pickpocket equipped clothes, but it should work for jewelry. With high enough skill level of course.
Actually, I was meant to ask one more question but forgot: what about exp? It works the same as vanilla? I mean, if security governs the pickpocket is exp added to security or sneak? Mort's mod has similar approach, but with his mod pickpocketing improves sneaking. I wonder if it's the same here.
Sure, that sounds reasonable. It should not work with fortify skill effect though, as it is really easy to get even at lvl1 (unless player uses delay expansion type of mod).
Looks awesome! Apart from the time mechanic, what are the differences from this one? Still thinking about swapping yours in place of it, but just curious.
- Mort's mod adds real-time pickpocketing without any time constraints. - My mod adds timers and handles detection completely differently.
On my mod you can get detected if you are too greedy with the initial time, or are too greedy and take too long pickpocketing.On my mod you are basically safe if you play it safe, and are not tempted to reload.
13 comments
If NPC is alone, when detected nothing happens. NPC says "Your finished" etc, but nothing happens.
Without mod, if get cought NPC start attacking me.
Also was wondering would it be possible to make NPC loose disposition to you if you get caught?
- Is it possible to pickpocket weapons or equipped items (armor, jewelry, belts, clothes) at high enough skill level?
- What about merchants, thieves and other NPC that should have high sneak/security or just general awareness? Is the chance lower in those cases?
- Shouldn't the timer change colors in reverse order? I mean, we get first window with time where it starts at green, goes to orange and then red - and only then player should start pickpocketing? Seems counter-intuitive to me, though maybe I am missing something.
- What about potential bounty if player is caught? Is it the same as in vanilla or changed somehow?
- Is there an option to configurate the speed at which timers expire? What about the option to display number of seconds that remain till the window closes and player is caught?
- Are the "checks" present in vanilla completely gone? Or is it still possible to be caught even if player is quick enough?
- not right now, but I want to add it, any suggestions?
- yes, the awareness is higher for such persons. In general this means the bar will be red faster and they will detect you faster (so you have less time to pickpocket them)
- this is also the answer to this question: timer becomes more ‘hot’ over time, and the victim will detect you when it’s fully red (you become more accurate in your color coding with higher skill)
- bounty is 100 when the victim detects you.
- no configuration right now, I want to keep it simple.
- you can be detected when the timer turns red (this can be immediately if you try to pickpocket someone in front in broad daylight), and you can be caught if you take too long while pickpocketing.
So that's how the timer works. I thought I missed something. Was just looking at the video without checking the description more closely. I should pay more attention to such infos :)
As for suggestions I think it should be possible to pickpocket weapons (Auriel's Bow quest, disarming enemies with stealth etc.) and equipped shields, not necessarly armor. Can't think of a single instance where it would be good to pickpocket equipped clothes, but it should work for jewelry. With high enough skill level of course.
Actually, I was meant to ask one more question but forgot: what about exp? It works the same as vanilla? I mean, if security governs the pickpocket is exp added to security or sneak? Mort's mod has similar approach, but with his mod pickpocketing improves sneaking. I wonder if it's the same here.
And yes, my mod (same as Morts) improves security, and is based off security.
https://www.nexusmods.com/morrowind/mods/47581
- Mort's mod adds real-time pickpocketing without any time constraints.
- My mod adds timers and handles detection completely differently.
On my mod you can get detected if you are too greedy with the initial time, or are too greedy and take too long pickpocketing.On my mod you are basically safe if you play it safe, and are not tempted to reload.