frankthetank26

Pickpocketing

Sep 11th, 2016
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  1. Pickpocketing
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  3. Pickpocketing offers a way to steal gold, items, and add other negatives to enemies while sneaking. Pickpocketing does not work the same way as it does in game, as it does not open the target's inventory. Instead, an option to pickpocket appears behind an enemy when sneaking that reads "Pickpocket: --%," showing the odds of a successful attempt. The odds are determined by multiple factors, but can never exceed 90%. Once in position (close and hidden behind an enemy), pressing the activate command ("E") will execute a pickpocket.
  4. If successful, gold is stolen from the target on this formula: Player'sGoldx0.25 +10. Like looting, if the target still has their item on them (lockpick or soul gem), it can be stolen at the same time the gold is. The odds for stealing an item when pickpocketing are twice as better then when looting, with a static 60% chance to steal the targets item. Once pickpocketed, the target can no longer be looted. If unsuccessful, the target will be immune from being pickpocketed for 6 seconds, and be aware that there is an enemy failed attempt. The player that failed the pickpocketing will also be indefinitely noticed for this 6 seconds as well, and will always have an open eyelid regardless of any surrounding enemy, preventing them to sneak attack.
  5. If the user has the pickpocketing skill, pickpocketing odds increase and weight is valued in the odds, making gold much easier to be pickpocket. If the user has apprentice pickpocketing, the target will be poisoned with a Weak Poison shortly after successfully pickpocketing. If the user has a poison from the store, that poison will be used on the target instead of a Weak Poison. Poisons have a two second delay before they inflict the target. If the user has adept pickpocketing, the odds of them being pickpocketing go down by 25%, making a 60% chance decrease to a 45% chance. If the user has expert pickpocketing, the formula for stolen gold is improved to: Player'sGoldx0.25 +12. With master pickpocketing, targets that have already been successfully pickpocketed now can have the option to be disarmed. Disarming odds are much lower than pickpocketing. Pickpocketing can be further upgraded with fortify pickpocketing enchantments.
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  7. Odds to Pickpocket: The chance to pickpocket determines on the amount of gold the target has, the novice pickpocket skill, and any other fortify pickpocket skills. The formula for the percentage to pickpocket WITHOUT the pickpocket skill is this: ((60 - AmmountOfGoldx0.5) xFortifyPickpocketing) ≤ 90. The formula WITH novice pickpocketing is this: ((100 - AmmountOfGoldx0.5) xFortifyPickpocketing) ≤ 90. While the percentage can exceed 90%, it will go back to being 90% in any cases that it is over. Note that with novice pickpocketing that the player will always have at least x1.2 in the fortify pickpocketing area, as the novice perk starts with that bonus.
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  9. Odds to Disarm: With master pickpocketing, players can disarm enemies that have already been pickpocketed. The option to disarm an enemy appears immediately following a successful pickpocket, and appears on players with master pickpocketing in the same manner as the pickpocketing option appears. This will disarm both weapons in the left and right hands of the target, but not whatever they have in their primary/secondary that is not currently out. Because of the 2 second delay before the poison alerts the enemy, the window to disarm immediately after pickpocketing and still stay unnoticed is relatively small. Disarming will disarm what is in both the left and right hands, and factors in both weights. Spells weigh only 1 as they are portrayed as spell tomes on death. The formula for the odds to disarm is this: (40-CombinedWeight) xFortifyPickpocketing. If unsuccessful, the enemy will be immune from being disarmed for 6 seconds, and be aware that there is an enemy failed attempt. The player that failed the disarming will also be indefinitely noticed for this 6 seconds as well, and will always have an open eyelid regardless of any surrounding enemy, preventing them to sneak attack. Players can be disarmed multiple times. Players that are already unarmed cannot be disarmed unless they pick up a weapon.
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