Steal skill mechanics - Explanation needed.

Zorchar

Look, Ma! Two Heads!
Hey guys.

Can someone explain steal mechanics for me? All knowledge on the subject is welcome.

I was thinking about a mod where the PC can't see certain items on the steal interface, depending on his steal skill. This is in order to make the steal skill more valuable, and less susceptible to save scumming:). A second option would be to give penalties, or outright disallow certain items from being stolen, unless PC has a high enough steal skill.

specific questions:
1. How does the game determines steal attempt success or failure?
2. are item size/weight taken into account?
3. How should I implement the disappearance of weapons in the steal interface, when using the steal skill on a critter?

Thanks.
 
3. How should I implement the disappearance of weapons in the steal interface, when using the steal skill on a critter?
Well, the steal interface is basically the barter interface, so you should just be able to use it in game like normal.
Are you having a problem with using the steal skill to steal an item you've created?
 
Are you having a problem with using the steal skill to steal an item you've created?

I want certain items to show/not show in critter's inventory, while trying to steal from them. The items shown/not shown will depend on your character's steal skill.

My third question is about how should I implement it in-game. Scripting is an obvious answer, since I know shit about engine manipulation.

But how should I script it? I think I should use Mr. Stalin's inventory filter method of removing items from inventory. I just want to ask if someone has a better solution.
 
Hook script on stealing, then creating a temporary container and randomly move items to it before the new interface opens?

No idea if that would work out.
 
Hook script on stealing, then creating a temporary container and randomly move items to it before the new interface opens?

No idea if that would work out.

That's a good idea, but I think the hook runs when an attempt is made instead of when the steal interface opens. Still, might use your solution, only with a different hook.
 
Thanks for posting this! Very informative :)
I've been reading through the pseudo code and had a couple of questions:
Code:
        if (thief == player && is_party_member(mark))
            roll_result = CRITICAL_SUCCESS
        else
            roll_result = roll_vs_skill(success_chance, stat_critical_chance(thief))
What is "stat_critical_chance(thief)"? How is it calculated? Based on what stats?

Code:
        if (roll_result != FAIL)
        {
            if (is_critter(mark))
                catch_chance = steal_skill(mark)
            else
                catch_chance = 30 - chance_mod
            mark_roll_result = roll_vs_skill(catch_chance, 0)
         }
Does "catch_chance = steal_skill(mark)" mean the player's steal skill is ignored?
What conditions satisfy the else statement?
And for "catch_chance = 30 - chance_mod", where does the 30 come from? Does that mean the difficulty is capped at 30 items?
What does the 0 mean in "mark_roll_result = roll_vs_skill(catch_chance, 0)"? Why does this side of the equation have a roll_vs_skill but not the other side?

Thanks for being awesome with the info :)
 
this algorithm is somehow wrong it will not work correctly in the script version.
I did a quick comparison with the pseudocode from IDA. It seems other than the missing subtration in catch_chance, the wiki just omitted the later part of the procedure, so it returns true/false early instead of going into the detail about message printing.
Of course the wiki pseudocode is not for direct script implementation, it's more for laying out the general idea of how stealing mechanism works.
 
Hi,

can anyone confirm that the code of the steal function is the same in Fallout 1 as it is in Fallout 2? I have several times attempted to alter the apparent constant modifiers values (such as the cap of 95% chance if the player’s steal skill is above or -25% if stealing from the front) through Cheat Engine but without any luck
 
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