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  1. OrigamiGuy2
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    So I assume this works with that one mod that makes time pass while in menus... Souls Re or whatever. If you shortened the bump radius to like, a foot away from the target maximum, and also automatically closed the pickpocket window after say, 2-3 seconds, and prevented the power from working on that target again for a minute, you could basically make pickpocketing feel more urgent.
    1. ChuckJudson
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      i like the temp target prevention idea bro
  2. sophiadusk
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    This is a great idea! Tracking for now, but my next playthrough will be a stealth character so i will definitely add this. Would animation mods that include pickpocketing interfere with this, or does the power not "count" as pickpocketing?
    1. macrophage001
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      Yeah, it doesn't really count as pickpocketing since I couldn't figure out how to tie it in. Animation mods shouldn't really affect or be affected this mod as far as I'm aware. Let me know if you come across a bug though.
    2. ChuckJudson
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      hi boss i have a suggestion: upon activation of the power it has you select 1 of 3 choices 1.plant 2.steal 3.replace. after selecting any of these you walk up to npc as normal and bump em.  if choosing "PLANT" item youre inventory is opened prior to walking to npc and timer for action to do so starts. you select item then you bump to plant with 2 events happening: 1.planting: plant(ing) fail/success is determined by _weight_ of item planted and _speed_ it took you to go from item select to bump. fail and your caught cus then npc "feels" the new weight mid-placement ( this promotes letting them bump you or you bump them dependant on if they are coming your way(letting you activate,choose,and bump within seconds) or you have to go them having to catch up in time TO bump (activate,choose,run,bump extra step less time)) 2.escape: i imagine this part playing out if you succeed the initial sleight of hand. once the item is planted successfully  getting away so your not made by the mark  is crucial. this works by utilizing that slieght of hand circle thing that detected npc enter circle to detect npc exit. and have a timeframe similar to the abilities bump timer except shorter as you  only need to get so far away before the circle detects npc exit but longer if the plant item money value is high as the npc "hesitates" to find its rightful owner. if you get you and circle away from npc prior to "this next part" then the npc cant make out who "gave" them the item you planted on them(if your circle is still detecting npc by "the next part". the npc calls the gaurd if in city and wether you are or arn't bounty is still applied). the next part that was mentioned is that the same timer that starts  upon planting the item  is a timer that decides when the npc runs a "check" for the circle or the circle runs a check for the npc to see if the npc catches you. when this timer is activated it should be based off of the value of the item planted as i imagine when you plant the item  either they notice right away(like when your in planting phase and your caught mid-plant) or after some time either the npc notices via finding item on person and "checking" for culprit and either accusing you (escape fail scenario) or someone else notices the new item the npc somehow has and calls the gaurds on the npc (escape success scenario) you winning escape phase means npc gets bounty, npc wins escape phase you recieve a bounty. all of that is if you choose plant... options 2 is similar to normal ickpocket interaction sleight of hand style activate bump grab inventory items with risk increasing with every extra item after the first item kinda like a person previously suggested except the twist is that in order to make it seem more slight of hand and bump tricks we give the invetory selection screen a 7 seconds timer.   option 3 builds upon this by letting you activate slieght of hand select one of YOUR items to use to "replace" a item from the npc you bump into. each item in any inventory rests in a "catagory" examples are potions, misc, books, food etc.  the way this game works is when you do bump you get to replace a potion for a potion a misc for a misc a book for a book and so on  but only one item switch/replacement per sleight of hand activation and its inventory screen timer would be 4 seconds this way you have to know what they have before hand for a better switch/replacement (a item match means 100% success chance since you gave something up to trick npc into thinking it still has its item and because the shorter invetory timer means its sort of a  task to match the items) or risk having to make a quick choice possibly making you choose say a misc item that youre going to replace with  say a armour (a non match means  100 chance is not possible  but you still have a chance to switch/replace the two items you chose based on a weight type match check. weight is diversive some weights are high some are low, so there high weight type and low weight type. with these two types to match you get a 50-50 chance to boost your chance not to 100 percent but to around 70 or 80 and this is a second oppertunity a slieght of hand trick to  recover your chances i want their to be a fear of mistake in this high stakes situation so if the to items weights dont match this time.. like heavy weight to heavy weight or light weight to light weight... you have a 40 to 30 percent chance of success... so pay attention to the catagory and weight of youre cheap heavy rock before you replace that expensive light necklace..... anyways these are suggestions and ideas imma track this mod have fun modding and doing skyrim stuff you guys
  3. havitaz
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    does not work on SE 1.6.640 / SKSE 2.0.2.3 / MCM Helper 1.4 (spell does not works well and MCM don't showing Sleight of Hand)
    1. havitaz
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      Nvm loose file version works well
  4. Sranger
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    poisons (like poisoned apples) don't seem to be applying when placed in a npc's inventory
  5. StarLeo
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    At first I thought this was a great idea, but after trying it out... Well... Kind of a sideways move imo.

    It doesn't really add any player skill to the act of pickpocket, and since it doesn't count perks/potion buffs/enchantments, it just serves to highlight how bad pickpocketing really is. This isn't even an immersion option for role-playing, as low-level characters are still better served by the vanilla interface...

    Don't get me wrong, this mod is an incredible idea that should've been brought to life WAY earlier in the game's history; I just think it could go further in its execution. Definitely endorsed and tracked.

    EDIT: on a different note, can someone point me in the general direction of a good skyrim scripting guide? it's for... a thing... i wanna do
    1. macrophage001
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      I appreciate the critique! If you have any interesting ideas you're willing to share, I'm all for it.

      It doesn't really add any player skill to the act of pickpocket

      I agree. When I created the mod, my intention was to simulate real-world pick pocketing to the best of my ability. I felt like the idea of sneaking up behind some rando was a little suspicious as opposed to the slight bump of a random passerby. Other than that, the only skill that this mod adds to the act of pick pocketing is the skill xp to the pick pocketing skill itself, and that's not for a lack of trying to incorporate it more deeply in the game.

      This isn't even an immersion option for role-playing, as low-level characters are still better served by the vanilla interface...

      I can understand where you're coming from. In my opinion, it's actually pretty good option for roleplaying at the later stages of a character's pick pocketing skill as you can't really expect someone with no skill to deftly maneuver around a person's personals without them noticing as you can simulate using this mod. Perhaps adding a level restriction to the spell may help with that?

      I just think it could go further in its execution.

      I agree 100%, Unfortunately, I couldn't figure out how personally before, writing this response however gave me some new ideas to try out :D.

      As for scripting guides, BestInSlot's Playlist on the Creation Kit is a good starting point: https://youtube.com/playlist?list=PLE3E7CC13B95E5AB6 (Their scripting tutorial starts at Episode 13), and Darkfox127 is also a good channel for all sorts of Skyrim modding tutorials. Good luck on that "Thing" you wanna do ;)
    2. StarLeo
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      Thanks for reading through, I was afraid the text made me look like an a hole. I am nothing but grateful for your work and it is definitely a permanent addition to my load order. I'll check out the guides you mentioned along with some documentation to see if what I'm looking for is even possible, thanks again.
    3. eberkain
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      Instead of a spell tome, this should just be a lesser power that you learn from an npc. Several mods modify how learning from spell tomes works and this isn't really a spell in the context of the world. 

      If that was possible along with making it a regular pickpocket activation instead of opening inventory directly, then this would be a great roleplay mod. 
  6. nanashi50
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    Cool idea, but the pickpocket chance  through Slight of Hand is way less than using the standard pickpocket method. Does this mod use a different formula for calculating pickpocket chance?

    Or is it because the perk bonuses are not applied? I imagine we also lose the stealth bonus from the vanilla formula.


    Edit: From looking at the source script for this mod, it looks like it just opens the inventory. Whereas when using vanilla pickpocket, I think that is done through an activation. I can't tell easily how the evaluation is done (might be through Actor.EvaluatePackage which might be an engine function rather than script), but maybe you can reproduce if the SoH spell puts the player into a similar state and we have to hit the "Use" key on other NPCs to pickpocket, that will follow the same activation path.
    1. macrophage001
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      I haven't looked at the source code in a while, but from what I remember, the pickpocket chance is (50% of Sneak + 50% of Pickpocket) I believe. Your idea sounds absolutely brilliant, unfortunately I don't know how feasible it is to hook into anything engine related without creating an skse plugin.
  7. eaqQpnkbxpm1irzxfp
    eaqQpnkbxpm1irzxfp
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    I have a suggestion, but I don't know how feasible it would be:

    Is there any way to only replace (crouch+activate) with (power+bump) in the vanilla pickpocket flow?

    So the "starting method" changes, but all the rest remains vanilla. That way, all the perks, buffs, etc. would get used, because that part remains unchanged.
    1. macrophage001
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      I don't believe there is, at least not with vanilla papyrus scripting and creation kit. Maybe through an skse plugin of some type but I have no Idea how to set one of those up.
  8. Lil2dead
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    Amazing mod! Love the concept and is perfect for my thief character but…. One issue 

    it keeps pickpocketing anyone and everyone multiple times pretty much getting me instantly caught because even after a success it will instantly attempt to do it again and fail especially seeing as rn it’s at 50/50 chance rn for me but even with lower chance it’s an instant fail for most because of this re-pickpocketing situation 

    I’ve gone into CK myself and changed the timer from 20s to 2 and it performs way better which is great but If I’m not on the move past them as I activate the effect I’ll pickpocket them twice and fail the second time so I get caught regardless 

    I think the fix would have to be a shorter timer like I have done but maybe 5s and some kind of code that only allows for ONE instance of robbery per activation altho I’m not 100% sure on how you would manage this
    1. macrophage001
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      Thanks for letting me know, I'll go into the mod and get a fix out ASAP!
    2. macrophage001
      macrophage001
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      I'm sorry, I couldn't really replicate the issue you were having. Are you positive that it might not have been some strange interaction between my mod and another?
  9. MissileMann
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    I really like the idea of this mod! Def gonna use it.
    Also the reason the BSA is not loading right is because the name doesn't match the esp. You have to change it from "Slight of Hand.bsa" to "SlightOfHand.bsa" to match the esp's name. 
    1. macrophage001
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      Welp, don't I feel like a fool. Lol thanks for the tip! I'll fix that in the next update for the BSA Version. It's a shame there's no warning or anything telling you that that's the case -_-"
  10. farreldwinanda
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    Thanks for the great mod. but, is it possible to make the power increase the pocket picked and item stolen crime stats so the mod can be used alongside thieves guild requirements?
    1. macrophage001
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      With the way the mod works, I don't think that's possible sorry.