The_Den_Resident
It Wandered In From the Wastes
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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