You can put the ESP file into your Fallout New Vegas Data folder (Manually), or you can use a Mod Loading Application (Mod Organizer 2 or Vortex) to install it.
Late to the game but I have a suggestion (which I was honestly fixing to implement for myself, but realized it'd be best just to piggyback on the sort of defacto pickpocket mod).
Something along these lines: If the player has a high enough perception -- like 5+ or whatever -- they can intrinsically tell what their chances of success are on a given item. This will show up in the pickpocket menu when they mouse over / select an item. It will display a flat 0% if they entered the pickpocket menu while detected.
This is the point: Most people use a pickpocket mod because pickpocketing in its vanilla capacity is unrewarding thanks to the effective need to save scum, which itself takes away from the fun and immersion. That's what brings most people here. Well, this is still going to be a problem for anyone using this mod who hasn't reached a point in their character development where pickpocketing is all but guaranteed to succeed. Showing a percentage would solve all of this; the player could just come back later when they've boosted the appropriate stats, rather than bounce around save files for a few minutes.
This is an excellent idea. Could also be interesting if implemented as a perk, with a PER and Sneak requirement, called Street Smart or something, I dunno. If I knew anything about modding I'd do it myself, if I learn and end up making something I will let you know, lol.
you may be misunderstanding this. it doesn't mean this is designed for Controllers and KB+M isn't default. The description clearly states that the new pickpocket code is called by using JIPs SetOnMouseoverChangeEventHandler. As you can see based on the name, it's an event affecting whatever you are currently mousing over, so by default you have to click the item you want to steal in order for these new calculations to affect pickpocketing and the experimental keyboard version tries to also make it work with the use of keyboard.
is there a way you can add other features like pickpocket NPCs weapons & armor they were using? I wanted that unique Carbine from that who is name is...? can't remember but my only option is to kill him, or reverse pickpocket exploits which is.. pure crap, cos' I want to play it fair.
Old post but you can take their ammo for the equipped item leave the cell and re enter and they automatically unequip it. And now shows up in their inventory.
However, no matter which version I choose, I don't appear to get any XP for successful thefts.
Stole a stealth boy from Joe Cobb and got the 'challenge notification', but no XP message and no change in XP.
*EDIT* - tried new profile on MO, with only JIP LN NVSE/NVSE itself and this mod installed. Default game INIs, new game and again, no XP gain after stealing a super stimpack, stealthboy and varmint rifle. Moved to different cell etc. I get challenge notification etc, but no change in XP.
I wonder if something affected the mod with later versions of JIP LN?
Mod is 4th from bottom in load order, ahead only of merged patch, bashed patch and a weather mod. Any ideas?
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Keyboard support added - This isn't extensively tested, please let me know of any bugs
Something along these lines: If the player has a high enough perception -- like 5+ or whatever -- they can intrinsically tell what their chances of success are on a given item. This will show up in the pickpocket menu when they mouse over / select an item. It will display a flat 0% if they entered the pickpocket menu while detected.
This is the point: Most people use a pickpocket mod because pickpocketing in its vanilla capacity is unrewarding thanks to the effective need to save scum, which itself takes away from the fun and immersion. That's what brings most people here. Well, this is still going to be a problem for anyone using this mod who hasn't reached a point in their character development where pickpocketing is all but guaranteed to succeed. Showing a percentage would solve all of this; the player could just come back later when they've boosted the appropriate stats, rather than bounce around save files for a few minutes.
The description clearly states that the new pickpocket code is called by using JIPs SetOnMouseoverChangeEventHandler. As you can see based on the name, it's an event affecting whatever you are currently mousing over, so by default you have to click the item you want to steal in order for these new calculations to affect pickpocketing and the experimental keyboard version tries to also make it work with the use of keyboard.
However, no matter which version I choose, I don't appear to get any XP for successful thefts.
Stole a stealth boy from Joe Cobb and got the 'challenge notification', but no XP message and no change in XP.
*EDIT* - tried new profile on MO, with only JIP LN NVSE/NVSE itself and this mod installed. Default game INIs, new game and again, no XP gain after stealing a super stimpack, stealthboy and varmint rifle. Moved to different cell etc. I get challenge notification etc, but no change in XP.
I wonder if something affected the mod with later versions of JIP LN?
Mod is 4th from bottom in load order, ahead only of merged patch, bashed patch and a weather mod. Any ideas?