Would it be possible to create a mod that rewards sneaking?

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It Wandered In From the Wastes
Hi everyone!

Oldtimer passing by.
Been playing some of the new(er) total conversion mods recently, trying to do ironman challenges, if I fail I move on to an other mod or at least an other character. But one thing I'm missing is added utility of sneak.

I can't remember what oldschool RPG had the thing I'm thinking of, I want to say Arkanum but I could be wrong. But what I would love to see is sneak-exp-ticks.

Essentially as you sneak, for each second/tick that you remain undetected but within the range of when the critter could detect you - you gain experience. Up to 75% of the total experience you could get from killing the critter.

This would only (feasibly at least) trigger for already hostile critters.

All of ya'll who are good at modding, how difficult would it be to implement something like this in Fallout 1/2?

Could you do it? I could offer a small bounty of like 50 USD (maybe someone could add a bit) .

Cheers
 
Greetings!
I tried to quickly sketch out a test version of your script
if I understood you correctly, the player should gain experience while he is in the detection zone of enemy, but the enemy does not see him due to the successful use of sneak skill?

In this test version, the check occurs every ~4-5 seconds if player not in combat (time and game mode can be easily changed) while the player is in the detection zone of the critter(not only enemy, but any critter for now, it's a little harder to change), for each successful sneak skill check player gains +10 experience (can also be changed and even capped).

if u want to try it, then instal latest sfall and set "AllowUnsafeScripting=1" in ddraw.ini and drop "gl_Sneak_EXP_TEST.int" file from archive into D:\...\Fallout 2 (or it's Mod)\data\scripts (if there is no "scripts" folder, you need to create it)

to remove just delete "gl_Sneak_EXP_TEST.int" from "scripts" folder

Here is a description of how the original sneak works
https://github.com/falltergeist/falltergeist/wiki/Stealth
 

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Cool, I'll try it out later in game!

It should definitely only work in non-combat! So that's already one thing checked.

The way the ideal version works is that the ticks happen much faster ( which is as you say easy to change ) and they get progressively lower (so it first ticks for say 5% (times X) then 4% (times Y) then 3% (times Z) then 2% (times A) then at the end it ticks at 1% until 75% of total critter EXP is reached) and the most important thing there is that its a percentage of the critter, not a flat 10 exp. If flat exp is the only way this can be done then at the very least the exp should never be possible to extend beyond total critter exp. But if you can define total critter exp then percentage ticks should be possible rather than flat exp ticks, right? Does the current script cap exp gain?

Script looks really cool. Great work man!
I don't know what fallout 2 scripting can do but I imagine two different solutions (maybe?) .

One would be to check for what critter it is and then somehow initiate this check and the exp tick as a percentage of total critter exp.

But if it can't do such a check then would perhaps manually have to input each critter in an if check.
Like "if critter= ant then " or "if critter = dog then". This could I guess even be manipulated to work with only flat exp and the exp given could be decreased as per what critter it is, if percentages are for what ever reason not possible to implement

What do you think?

The question on whether it should be enemies or not is a bit complicated.
Its a compromise either way and depends on how critters handle detection.

Obviously we have critters like vendors or ordinary townspeople letting you come close to them.
Are they constantly checking for you in Fallout or not?

I.e. what I'm asking is if there is an ability to script a critter to turn on or off its detection "radar".
Ideally then those folks who do not have it on shouldn't give exp.


Otherwise the exp-script you wrote would have to only work for enemies, as it would be pretty epic cheating to run around getting exp in every neutral town of people you don't go hostile with. The idea is to give the sneaking char a bit of that exp others get in combat, not give them far more! :)


Thanks a bunch already.
 
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I must say right away that I make this mod for free)

Every critter in the game is constantly scanning the space around it.
So it is necessary that this script only works for hostile creatures and here I have problems. I just can't find hostility flags and where they are written for each critter, except for Lvar in his personal script or Tvar, which are different in each F2-based game.
And so we need the help of more experienced scripters!!! : )

I can manually list the types of critter that will always be hostile to the player (rats, scorpions, etc.) but then this script will not work for those with whom the player quarreled during the game (slavers for example).

At the moment I have done this(09.03.22) gl_Sneak_EXP_TEST2:
- Added a check to ensure that line of sight isn't blocked by walls or doors.
- Check approximately every second.
- The maximum amount of experience that can be obtained = ~50% of the creature's maximum experience (first 4 times +5%, then 4 times +3%, the remaining +2%, but not less than +1 experience).
- If the critter is friendly(and not in player's party) and at least once notices player in sneak mode, then in the future the experience for a successful sneak check next to this critter will not be obtained.

8++=====---------.........
"8" is a critter
"+" displays the zone in which the critter will detect player, regardless of player's sneak skill.
the sign "=" limits the area where you can get experience
the sign "-" limits the area where the creature does not detect you, but you cannot gain experience (because even with a negative value of the sneak skill, the detection area is reduced by 1/3 while player in sneak mod).
Аnd upon successful application of sneak skill, the critter's detection area is reduced by 4 times, therefore experience will only be given to the player if he is closer than "-" , but further than "+"
the sign "." denotes normal detection area.

added more (10.03.22) gl_Sneak_EXP_TEST3:
-Аdded a check for enabled stealthboy.
-Made it harder to gain experience from initially non-hostile creatures.
-If a hostile creature has seen the player at least once (even before it became hostile), then the experience will not be gained.

Leave your suggestions, especially on the grammar of messages that are displayed in pipboy, I would remove them altogether.
This is your mod and I'm just trying to help make it)

The files are out of date. Updates can now be found here: GitHub
 

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Hey man that's really humble of you. 50 USD isnt a small sum for me but its still a lot of work to put in on such short notice. Thanks a lot though! I think if it works out well a lot of people will add it to their mods for sure.

Adding critter names only for those that are permanently hostile could be a compromise I guess, though your workaround with only 1 spot works as well. How do allegiances work? Like how does a critter know when to turn hostile to you or to ally with you in combat? Doesn't that have to check for something like hostility?

Just throwing some ideas out there.


If anyone knows if there are hostile flags or such in F2 or how they work please post! : )


Things are looking really nice now. The thing where if you're seen even once could make the game playable in a fair way for those who do not want to abuse the mod and torture themselves by sneaking all over town, lol.


Also mod is surely yours more than mine now! :D Though you can credit me for original idea if you want ;D haha.

I ll have a look at all the grammar by the weekend and fix anything there that I see !
 
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How do allegiances work? Like how does a critter know when to turn hostile to you or to ally with you in combat? Doesn't that have to check for something like hostility?

The hostility mechanic works like this:
The critter has its own personal script which has a hostility local variable (LVAR) that will trigger for example if the player was rude in dialogue or was caught stealing.
But the value of this LVAR seems to be impossible to find out outside of this script, so this method does not suit us.

Also, a global variable (GVAR) is responsible for hostility, which says that the player has become the enemy of the whole city.
This method may partially work for this mod, but it will be individual for each game based on Fallout 2.
Аnd generally people rarely become enemies of the whole city, usually everyone just loads another save file : )

The last one is critter's TEAM_NUMBER (also responsible for hostility)
which is registered, either in its prototype, or given to it by a script.
Maybe this is our only option option with which we can list all hostile animals (scorpions, ants, aliens, centaurs, etc.), as well as raiders and cannibals from random encounter.
But this method will not work if the player manages to make friends with some of the TEAMS or, on the contrary, will make new enemies.

Adding critter names only for those that are permanently hostile could be a compromise I guess, though your workaround with only 1 spot works as well
I'll try to come up with something.


So, I know only this things that are responsible for hostility:
LVAR (no way to find out in the global script)
GVAR (individual for each game)
Team number (suitable for most hostile animals and humans in random encounters)

I'll try to do it through the Team number and see how it will work.
 
Replaced the text with signs above the "watcher's" head.
Red "!" sign if you were detected while you were sneaking.
Green "?" sign means that you were undetected and you got experience.
Yellow "?" sign means that you were undetected and you got a little less experience.
White-to-Grey "?" sign means that you were undetected and you got a noticeably less experience.
No signs at all means that you can’t get experience for sneaking near this critter.

Try it and tell me what you think)

The files are out of date. Updates can now be found here: GitHub
 

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I think this mod is great, and would definitely use it to know if an NPC detects me. I play with a Sneak/Steal Playstyle selling the loot I stole and the money to keep in my pockets ;)
Nonetheless, I would like to use your mod but without the EXP rewards. As I would like the primary usage for NPC SNEAK detection, not EXP gained from sneaking successfully. :P
Would it the possibility to create such a feature without the EXP gains but maintaining the detection color clues?


I have two questions though

1- Could you explain or confirm the numbers in this list on the Github link first section? I'm wondering what the numbers on the left side of the graph mean exactly. To my knowledge, I believe there are Sneak player values calculating the next roll delay is based on your skill but I could be wrong. I changed it in a way for my own and others to understand it more clearly.

Excerpt from the first section on the Github page
There are 2 aspects when using Sneak skill - the detection range and whether your sneak attempt is successful or not.

When you enable sneak, a roll against your sneak skill is made. If you succeeded - a "successful" sneak mode is enabled. When you are in this mode, detection range is reduced 4 times!

If successful, next roll will automatically be done after 1 game minute, otherwise next roll delay is based on your skill:



SNEAK---| TIME
SKILL % | in Secs.

<= 80 ----- 60 seconds
81-100 ---- 40 seconds
101-135 --- 30 seconds
136-170 --- 20 seconds
171-200 --- 15 seconds
201-250 --- 12 seconds
[] 250 ------ 10 seconds


2- Perhaps when this is done or maybe to have something to work on the side. You can develop a better Steal Skill or at least fix the current one in Fallout 2. I believe the Steal skill has some problems relating to its code like 33% or something. Hell if you want, I'll send some currency down your way to make such a mod. =D
 
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I would like to use your mod but without the EXP rewards.
I think in half an hour I will upload here such a mod for you)

I'm wondering what the numbers on the left side of the graph mean exactly. To my knowledge, I believe there are Sneak player values calculating the next roll delay is based on your skill but I could be wrong.
Everything is exactly as you wrote. The higher the Sneak skill, the more often a re-roll occurs after a failure, and the less often a failure occurs.
The re-roll after success is independent of the skill value and always happens after 1 minute while sneaking unless you do exit the sneak mode earlier.
Also, a re-roll occurs after each entry into sneak mode.

2- Perhaps when this is done or maybe to have something to work on the side. You can develop a better Steal Skill or at least fix the current one in Fallout 2. I believe the Steal skill has some problems relating to its code like 33% or something. Hell if you want, I'll send some currency down your way to make such a mod. =D
Describe all the mechanics of interaction when stealing.
What will be the minimum skill level to see what the target has in his pockets at all.
I suggest with low Pickpocket skill the target notices the very attempt to get into it's pocket, even without the attempt of stealing.
Percentage of success/failure depending on the skill level
Depending on the weight of the item,
Depending on the target's Perception or their Pickpocket skill or whatever
Depending on whether the target or other creatures can see you
etc.

I'll try to do what I can and do it for free)
 
Here's a mod)
A test version, but it worked for me without problems.
Write if something seems strange or you find an obvious bug.

While the player is in sneak mode, all non party NPCs that have the player in their detection zone (and their line of sight isnt blocked) are highlighted, color depends on the zone in which the player is.
green highlight - the target does not see the player, you can safely get closer to target.
yellow highlight - the target does not see the player, but if you get closer, the player will be detected.
red highlight - the target sees the player.
The radius of each zone depends on the perception of the target, as well as the player's sneak skill and the presence of stealthboy.

Signs "!" , "?" above the NPC were replacing the text of pop-up messages, so I made a highlight instead of them so now it possible to eavesdrop on the conversation of the NPCs)
This script is suitable for any game based on Fallout 2.

For me that this script is like a cheat!)
Maybe it's worth linking this script to a perk?
What do you think?

TEST2: reduced the load on the CPU and improved the LOS checks.

The files are out of date. Updates can now be found here: GitHub
 

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Here's a mod)
A test version, but it worked for me without problems.
Write if something seems strange or you find an obvious bug.

While the player is in sneak mode, all non party NPCs that have the player in their detection zone (and their line of sight isnt blocked) are highlighted, color depends on the zone in which the player is.
green highlight - the target does not see the player, you can safely get closer to target.
yellow highlight - the target does not see the player, but if you get closer, the player will be detected.
red highlight - the target sees the player.
The radius of each zone depends on the perception of the target, as well as the player's sneak skill and the presence of stealthboy.

I think it's great, I have 157% Sneak and 156% Steal with a stealth boy equipped and turned On. I gave the NPC 2 booze and 1 rotgut made his highlight green as I was behind him. :P

Before the alcohol doses
scr00000 before the test.png

After the alcohol doses
scr00001 after the test.png



As you can see the highlight color changed when inserting alcohol so it's great that works on changing the colors when lowering NPC detection!

For me that this script is like a cheat!)
Maybe it's worth linking this script to a perk?
What do you think?

TEST2: reduced the load on the CPU and improved the LOS checks.

Perhaps you can make it into a perk if you want. =)


Describe all the mechanics of interaction when stealing.
What will be the minimum skill level to see what the target has in his pockets at all.
I suggest with low Pickpocket skill the target notices the very attempt to get into it's pocket, even without the attempt of stealing.
Percentage of success/failure depending on the skill level
Depending on the weight of the item,
Depending on the target's Perception or their Pickpocket skill or whatever
Depending on whether the target or other creatures can see you
etc.

I'll try to do what I can and do it for free)

As for this, I failed a steal attempt on the first try on the mordino man in the images above :/

Update: After save reloading about 10 times and putting 7 irradiated beers in him I was able to steal successfully, taking one coin at a time until the NPC Mordino man had no money left. =)
Strange how it took about 10 reloads though.
Another attempt Update: You see the Mordino in front of the bookcase on the left? I went to him in my stealth boy sneak mode and placed 10 Gamma Gulp Beers (The irr. beer I was talking about.) After 4 fails which cause me to reload 4x, I was able to steal 80% of his coins one by one without reloading. Until a steal fail appeared which made me reload the save 3x again with 20% of his coins in his pocket. When the 3rd reload came I was able to steal the rest of the 20% of his inventory one by one with no problem.
The Steal skill is strange and definitely needs a look.

As for the mechanics, there was a thread made last year talking about this.
https://www.nma-fallout.com/threads/steal-skill-mechanics-explanation-needed.220066/
And a link to how stealing works. Perhaps this can set you on the right track?
https://github.com/falltergeist/falltergeist/wiki/Stealing
 
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Does the mod need gl_highlighting from sfall to be in the scripts folder to work?
I don't have it in my scripts folder because I use FO2tweaks which has its own highlighting mechanics.

EDIT: I ask this because I with the mod on a few of my companions wouldn't be highlighted.
 
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Does the mod need gl_highlighting from sfall to be in the scripts folder to work?
I don't have it in my scripts folder because I use FO2tweaks which has its own highlighting mechanics.

EDIT: I ask this because I with the mod on a few of my companions wouldn't be highlighted.

No, this mod only requires the latest version of ddraw.dll to be in the game directory.

Added check for enabled highlighting in fo2tweaks.ini, now companions will be highlighted)
But with the highlighting option enabled in fo2tweaks.ini, when the "Shift" key (by default) is released (or pressed if "color_critters" is not 0) , then all the highlighting is turned off, and for my mod this means that you need to wait (about 1 second) until the NPC rolls to detect the player.

The files are out of date. Updates can now be found here: GitHub
 

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I see such problems in the original mechanics of Steal skill:
- No matter how LOW the player's skill level is, he can pry into target's pocket and steal anything if he want to save/load long enough.
- AND no matter how HIGH the player's skill level is, the likelihood that the target will notice the steal attempt depends only on the size of the item and the steal skill of the target ITSELF.
Therefore, having a high steal skill is not rewarded in any way, and since the maximum chance to steal is always 95%, there is no point in raising it above this value ( especially if you take the pickpocket perk).
- Perception of the target does not affect the difficulty of pickpocketing.
- The fact that the target has allies who can see the player also does not affect the ability / difficulty of pickpocketing.

I have ideas how to make the theft skill more "honest" in my opinion
Ideas are:
- To just see what is in the pockets of the target, you need to have more than (10 + (target perception * 6) steal skill and if you get the target drunk, you can get into the pocket without much problem)
- if the skill is high enough to look into a pocket, this does not mean that it will be possible to steal a minigun from this pocket) chance of success can be below zero.
so player won't be able to savescam with a low skill.
Target perception (when calculated in a formula) cannot be reduced by more than rounded 1/3 of the original value. (if it was 1 or 2, then the minimum will be 1; if it was 3, then 2; if it was 4/5, then 3; etc.)
- The chance of the target detecting the stealing attempt will depend on both the perception of the target and the size of the item, as well as the player's steal skill and the successful use of the sneak skill.
- With a high steal skill, it will be possible to steal things from the hands of the target : )

If you or someone else want to add or remove something, then write your thoughts here

So far, this is how I see my rebalance of theft.
I have a conference coming up soon where I have to speak, so I'll try to carve out free time for all this.
 
I managed to get a couple of free hours and write a script for "rebalancing" steal skill)

Basic moments:
- Using the skill on companions skips all checks and always gives 100% success.
- The maximum steal chance is approximately equal to the skill level and reaches a maximum of 95%. If skill developed over 150%, then for every 10 points the chance is increased by 1% to a maximum of 99% (190% skill level).
- When the skill exceeds 175 + the target's current perception * 5 then it becomes possible to steal weapons and items from the hands of the NPC. if the theft failed or the player did not deliberately take the item out of their hands, then it remains in the hands of the NPC. Implementation: the item is removed from the hands and added to the stealing interface, if by the time the player leaves the stealing interface, then the NPC takes it back into its hands)
- To peep into a target's pocket, you need to have at least a skill that exceeds the perception of the target * by a modifier + various other modifiers.
- In case of an unsuccessful attempt to use the theft skill, the target can sometimes become hostile, the presence of the Harmless perk significantly reduces this chance.
- The calculation of the probability of a successful stealing is similar to the original formula with the addition of dependence on the perception of the target and steal skill of the player. (originally formula uses target steal skill instead of perception, and the chance of failure was independent of the player's skill and was the same at 95% and 300% skill).

Modifiers that increase the skill requirement and reduce the chance of a successful pickpocket:
- the player in front of the target.
- the player is seen by the allies of the target.
Modifiers that reduce the chance of a successful pickpocket:
- the weight and size of the item (if the pickpocket perk is not taken)
- the number of items stolen in a row. The difficulty will increase depending on the change in the weight / size of the inventory of the NPC, when stealing several large items in a row, the NPC will have MUCH more opportunity to notice the stealing.

Modifiers that reduce skill requirements and increase the chance of a successful pickpocket:
- Stealth mode. Bonus depends on the skill of stealth + a significant increase in the bonus if the target does not see the player (medium high skill + stealth boy).
- Low light conditions (caves, cellars, night, etc.) the darker the easier it is to get into your pocket), adjusted for the presence of the night_vision perk
- The target is unconscious / blinded (bonus depends on the severity of the condition).

If something seems superfluous or, on the contrary, something is missing, write your suggestions)

The files are out of date. Updates can now be found here: GitHub
 

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Something I want to give you insight on before trying your new steal mod (Which I will use after this post)
I stole from two NPCs at the stables Ramirez and the other long-haired leather jacket NPC across from him to the southwest. We'll call them "Ramirez" and "Across Ramirez" for the sake of this experiment. I was in Stealth Boy mode and Sneak mode this whole time.

This was also their sneak detection status before the beer passed to both of them.
before the beer was passed cropped.jpg


First, I place 10 Gamma Gulp Beers into him and now his highlight is green (The Blue Arrow points to me in stealth boy mode)
10 irr beers in ramirez cropped.jpg


His inventory before the 1st steal took one reload from getting caught on the 1st attempt. Before I was able to take 6 items individually on one inventory screen. So that means I had to reload my save once. After that reload I was able to steal successfully without getting caught.
Ramirez original loot.png


Here's his inventory after the 1st stealing. I stole his SMG, the knife, and 4 coins. Next, I saved before stealing again and it took 3 Reloads of the save file before successfully stealing in my second attempt.
Ramirez loot after 1st stealing.png


Here you can see I stole 6 coins from him individually on one inventory screen and now he has 6 left. From the last image, there were 12 coins, now there are 6 coins left because 12-6=6. Like I mentioned above it took 3 reloads of a save to accomplish this.
ramirez loot after 2nd stealing.png


Then, I saved again before stealing the rest of his 6 coins individually on one inventory screen. To clean his inventory of the rest of the 6 coins it took 4 Reloads of the save file. Notice a pattern here? 1 Reload - 3 Reloads - 4 Reloads, almost as if the number of times to reload the game increases which each steal or saving of the game file? Could saving over a game file have a part in this?


Now with the NPC "Across Ramirez" Here's his inventory loot before starting to steal. I saved before beginning an attempt which I will elaborate on below.
the guy across Ramirez.png


I forgot how many Gamma Gulp Beers I put in him for my first steal attempt. I believe it was 4-5 beers, nonetheless, when I tried to steal all 5 of his items individually on one inventory screen I failed and I had to reload the save Once. So I put another 4-5 beers which totaled to 9 in his system.
I attempt to steal again from him in the individual method of stealing one item at a time on the same inventory screen. It caused me to fail so I reload the save once again. This time I was able to steal all 5 items one at a time on the same screen without being caught.
so it was 4-5 beers 1 Reload -- 4-5 additional beers 1 Reload. If you didn't understand that I will put it simpler 1 Reload - 1 Reload.

I would like to state that the whole time I was in Sneak and under the effects of Stealth Boy with skills of 157% Sneak and 156% Steal.

EDIT:
Also in the past, the toughest NPCs to steal from have been the Vault City Guards, New Reno prostitutes (the worst to steal from), Pimps and Drug dealers (second worst), mafiosos in the casinos, Jules (as bad as the prostitutes). I don't know why but New Reno is a difficult place to steal from for some reason. I understand the realism that they have been on the streets for so long that they know and feel a pickpocket from their "street" experience. But If I put 10 booze in a prostitute I shouldn't be failing 99% of the time. =/

And also where do I place the gl_Steal_mod.ssl file? I know the gl_Steal_mod.int goes into the -> common\Fallout 2\data\scripts folder but what about the .ssl?
 
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For me that this script is like a cheat!)
Maybe it's worth linking this script to a perk?
What do you think?

As for this, I gave it some more thought, I think the version where you get no exp is fine. But for a version that you get exp for, could fit in for a perk. Call it "Learn by sneaking"/"Learn by sneak" or something like that. Here's a names list to start picking your brain for a bit.

(More names to be added in edits of this post.)
Names List:

-Learn by sneaking
-Learn by sneak
-Covert Understanding
-Conniving Know-How
-Trial in Subtlety
-Artful Practice
-Deceitful Familiarity
-Elusive Wisdom
-Delusive Intelligence (Maybe something involving the INT SPECIAL or not.)
-Guileful Existence
-Skill of the Foxy
-
 
And also where do I place the gl_Steal_mod.ssl file? I know the gl_Steal_mod.int goes into the -> common\Fallout 2\data\scripts folder but what about the .ssl?
.ssl is the source of the script, needed by those who want to see how it is written or to correct it.

I forgot how many Gamma Gulp Beers I put in him for my first steal attempt. I believe it was 4-5 beers, nonetheless, when I tried to steal all 5 of his items individually on one inventory screen I failed and I had to reload the save Once. So I put another 4-5 beers which totaled to 9 in his system.
I attempt to steal again from him in the individual method of stealing one item at a time on the same inventory screen. It caused me to fail so I reload the save once again. This time I was able to steal all 5 items one at a time on the same screen without being caught.
so it was 4-5 beers 1 Reload -- 4-5 additional beers 1 Reload. If you didn't understand that I will put it simpler 1 Reload - 1 Reload.

I would like to state that the whole time I was in Sneak and under the effects of Stealth Boy with skills of 157% Sneak and 156% Steal.
Problem with the original steal mechanics is that player's steal skill and Alcohol, which lowers the target's perception, has absolutely no effect on the chance that the stealing attemp will be noticed.
The chance that the target will notice stealing is calculated by the formula "target's steal skill + stealing difficulty modifiers (the size of the item and whether the player is standing in front of the target)" and that's it, the player's skill is not taken into account.
The chance of success will increase only if the target's agility is reduced, and not perception.
Ramirez and his friend have about 18 points in steal skill, which means that when trying to steal an item with size 0(money), the success rate is 82%, and when stealing 10mm SMG, the success rate is about 70%.

Notice a pattern here? 1 Reload - 3 Reloads - 4 Reloads, almost as if the number of times to reload the game increases which each steal or saving of the game file? Could saving over a game file have a part in this?
As for patterns after saves/loads, I don't know how F2 gets random numbers, so maybe there is a connection here)

In my mod i wanted to make stealing more logical and get rid of the savescam, making the mechanics like in divinity original sin 2, but have not yet found how to safely save the number of stolen items from a specific NPC (only through misc_flags), so I made another options:

Updated the mod and divided into 2 versions:
1. Fixed chance of success: gl_Steal_mod_fixed%.int
- The first attempt to steal will always have 100% if you have reached the minimum skill level. (min. skill requirements will be displayed after a failed attempt)
About 25-30 steal skill when stealing money from a drunk NPC at night :)
- Subsequent attempts, in order to avoid abuse of experience for stealing, will be calculated according to the formula.
And I added 2 edits from myself
- the complication of stealing items depending on their cost, the more expensive the more difficult.
- Complicated stealing from merchants.
It seemed to me logical for the game balance, if the first attempt is always successful)

2. No fixed chance of success: gl_Steal_mod_nonfixed%.int
- Сloser to the original but slightly more logical formula for calculating the probability of success of steal by player's steal skill, the perception of the target and modifiers described in my last post .
- It does not depend on the cost of the item and whether the target is a merchant.

The files are out of date. Updates can now be found here: GitHub
 

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