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

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)


I know I may be behind on the mods but using this one is AWESOME! So MUCH BETTER than vanilla stealing! I love it, less save reloads when stealing which equals STRESS-FREE. I was stealing from NCR Cops and stealing individual items the reload count was reduced heavily compared to the vanilla stealing. Some cops only needed one reload and some 2, and one or two NCR cops needed 3-4 reloads. But a much higher improvement to vanilla's standards for sure. It would take 30-45 minutes to successfully steal from one NPC alone on the vanilla steal mechanics. Your mod makes the successful steal time between 5-10 minutes! Subtracting 25-40 minutes in total maximum and 20-35 minutes in total minimum. Can't wait to try the other two you posted. =)

EDIT: I changed the text describing the time it takes to steal and how much time is reduced from stealing with your mod. Also adding a maximum and minimum record. To properly relay the message I wanted, as the original text you replied to really showed me that.
 
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I know I may be behind on the mods but using this one is AWESOME! So MUCH BETTER than vanilla stealing! I love it, less save reloads when stealing which equals STRESS-FREE.
Thanks for the kind words! Criticism and suggestions are also welcome )

I was stealing from NCR Cops and stealing individual items the reload count was reduced heavily compared to the vanilla stealing. Some cops only needed one reload and some 2, and one or two NCR cops needed 3-4 reloads. But a much higher improvement to vanilla's standards for sure. It would take 30-45 minutes to successfully steal from one NPC alone on the vanilla steal mechanics. Your mod shortens it by 5-10 minutes! Can't wait to try the other two you posted. =)
3-4 loads? Are you really stealing one coin at a time?!)
From NCR police you can steal at least 30 coins + stimpack + ammo + weapon from their hands (if the skill is high enough), it's up to 40 items.
If you steal one item at a time, even with a 96% success rate, it's only about 20% chance that you can steal them all in one pickpocket attempt!
I suggest either stealing in stacks or pumping steal up to 190%, then the maximum chance will become higher(99%), and there will be even fewer game loads. And also to steal weapons from hands of NPCs :)

Can't wait to try the other two you posted. =)
The non fixed version is a slightly tweaked first version of the this mod, so there won't be much difference in the number of loads.
But the fixed one is suitable for those who are trying to go through the fallout without unnecessary save/loads, but want to use steal.
Instead of a random chance of success, it calculates the minimum skill value for each item(it also depends on price of item) and if the skill meets requirements, then the pickpocket will be successful, but only for the first item, for others it will be used random chance so that the experience will not be easly farmed.
 
Thanks for the kind words! Criticism and suggestions are also welcome )


3-4 loads? Are you really stealing one coin at a time?!)
From NCR police you can steal at least 30 coins + stimpack + ammo + weapon from their hands (if the skill is high enough), it's up to 40 items.
If you steal one item at a time, even with a 96% success rate, it's only about 20% chance that you can steal them all in one pickpocket attempt!
I suggest either stealing in stacks or pumping steal up to 190%, then the maximum chance will become higher(99%), and there will be even fewer game loads. And also to steal weapons from hands of NPCs :)

Yeah, I agree with pumping up steal or stealing in stacks. I personally do it one at a time to farm the exp and gain loot. :P

Apologies for taking long to get back.
 
@DeKRuS It's been a while since I played Fallout 2, but I was playing it tonight and was using the FIRST steal mod that you posted above. It still works great and the load/save times ratio compared to the vanilla Fallout 2 stealing is like 14/1. Amazing mod! :)

Wish I knew how to charge the stealth boy though....
 
@DeKRuS
Wish I knew how to charge the stealth boy though....

I don't know why You'd need to charge a stealthboy.. one should only run out of juice in it if sleeping or traveling the worldmap when it's on. for simple theft purposes it's enaugh for any game You'r playing be it vanilla or the mainstream mods.

by equipping the stealthboy you use it once to turn it on, then certain stuff changes the owner so to speak, and after that you use the stealthboy agin to switch it off.

Stealthboy does work from the offhand since some sfalls ago, sfall devs added this in.

There is absolutely no need to charge a stealthboy, since one is enaugh for any fallout game. However if You're interested in some search function abuse, there was a guy not that long ago ( max 2 or 3 years ago) that made a mod to recharge battery using devices, such as stealthboy, motion detector etc. by placing the device on the ground and using small energy cell on it. it would then destroy the used up device on the ground, and one pack of SEC from your backpack, and create a new same but fully charged device in your backpack... Don't know if he made the file public or not, but there was definetly the code for the script pasted into that thread.
 
I don't know why You'd need to charge a stealthboy.. one should only run out of juice in it if sleeping or traveling the worldmap when it's on. for simple theft purposes it's enaugh for any game You'r playing be it vanilla or the mainstream mods.

Stealthboy does work from the offhand since some sfalls ago, sfall devs added this in.

There is absolutely no need to charge a stealthboy, since one is enaugh for any fallout game.

Well I'm a different type of person and want to charge mine or get another one. In my case it isn't going to last all game since mine ran out of juice.
¯\_(ツ)_/¯

When I play I can't use it in my inventory even with sfall installed.

EDIT:sfall installed
 
Well I'm a different type of person and want to charge mine or get another one. In my case it isn't going to last all game since mine ran out of juice.
¯\_(ツ)_/¯

When I play I can't use it in my inventory even with sfall installed.

EDIT:sfall installed
That's the scanner. Stealth Boy only works from the hand slots.

What I meant by "Stealthboy could be used in *offhand* with recent sfall" i did meant "offhand", *not* the inventory..
Basically speaking I meant that you put stealthboy in active item slot, turn it on, and switch hands to do other tasks and now stealthboy stays on.. it wasn't the case at least for Vanilla Fo1. Though, Fo1 with FIXT or at least with Crafty's sfall1, You're still cloacked when switching stealthboy from active hand to offhand..

@The_Den_Resident
How exactly were you using stealthboy that you ran out of the stealthboy battery, as i said there are only two ways of loosing all the charges, either you forgot to turn it off, before leaving a town, an travel to different location, *or* you simply passed time either by pipboy, or some scripted event, for long enaugh to loose all the remaining charges, there's literally no other way of depleting a whole stelathboy during a course of a game. there are games that you only get one stealthboy for the whole playthrough, like Resurrection, or Last Hope mod ( though they both aren't that obvious)
 
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@The_Den_Resident
How exactly were you using stealthboy that you ran out of the stealthboy battery, as i said there are only two ways of loosing all the charges, either you forgot to turn it off, before leaving a town, an travel to different location, *or* you simply passed time either by pipboy, or some scripted event, for long enaugh to loose all the remaining charges, there's literally no other way of depleting a whole stelathboy during a course of a game. there are games that you only get one stealthboy for the whole playthrough, like Resurrection, or Last Hope mod ( though they both aren't that obvious)

I used it in New Reno desperado casino top floor to steal from the Mordino mafia, used it in the stables to steal from a couple of Mordino men and some scientists, and used it in NCR Downtown to steal from almost everybody before running out.
 
I used it in New Reno desperado casino top floor to steal from the Mordino mafia, used it in the stables to steal from a couple of Mordino men and some scientists, and used it in NCR Downtown to steal from almost everybody before running out.

Then on 100% you've messed with the stupid time speedup functions in sfall.. ppl tend to use this crap without realizing the consequences of it, because: hey.. look when i turn it on dude runs faster.. I'll leave it on then..
This is not only dude running faster, but a up to 10x whole game speedup, including faster time passing (this also means quicker energy drain on pipboy). If You haven't messed with he time speedup functions, You wouldn't loose all the pipboy charges only by pickpocketing several npcs on like 3 maps, although You'd need to turn the pipboy off b4 leaving each map to worldmap and traveling to other location, as this takes time too, and if the pipboy is on you still drain it's charges.
 
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