Let's Talk Lifting

Post » Sat May 28, 2011 12:02 pm

One mod that I use that might be considered in this category is PiiiP: Enhanced Grabbing. The way it's set up, it makes it easier to steal from shops. Normally the shopkeeper will be facing you at all times, keeping you in sight at all times. This mod not only allows you to grab items that aren't yours without incurring a bounty for theft, if you then THROW the item across the room the shopkeeper will walk over and pick it up, regardless of whether or not this puts you out of their sight. While their back is turned, swipe whatever it is that you're after. Then smile big for 'em when they look back your way, none the wiser.

There's more to the mod than that, of course, but that's one way that I use it to help steal. Its main use is to prevent false accusations of theft.
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Nana Samboy
 
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Post » Sat May 28, 2011 5:05 am

I'm a bit sad to say there are still no animations (which is mostly due to lack of an animator) but when you play in first person you never notice. I personally don't care - I'm a die-hard first person player.



That's too bad, I'm a third person user mostly. I occassionaly use 1st.

Again, Reneer, no disrespect meant. I wouldn't dare dream of the things you do.
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Clea Jamerson
 
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Post » Sat May 28, 2011 5:55 am

Uh, no? Unless by "encrypt" you mean "write complicated scripts to accomplish complicated things." Then, yes, "encrypt" would be a good word choice. It's really rather easy to explain how RGO works.

1. AoE script gives guards and civilians scripted tokens.
2. When guards / civilians see the player, they add themselves to a list which is in a quest.
3a. If the player commits a crime and no guards / civilians see him, the crime-gold is removed and the crime is absolved.
3b. When the player commits a crime and is witnessed, RGO checks the list to see which guards can see the player, then gives the player a crime-ring that keeps track of those particular guards and if they can see the player (and the ring then keeps variables regarding each of those guards). If no guards see the player, the Ring removes its crime-gold from the player and if a guard does see the player (and the Ring has its reference) then the Ring adds the crime-gold again. The Ring also keeps track of where it was added / what the in-game date was in order to see if it should "activate" if the player is in the same region where the crime was committed and if the "time" the crime is remembered is past (and then the Ring will remove itself).


Yo man, we ("I"?) worship you, and have very often installed your mod and run it despite the CTD's that ensue. That said, we do all know it causes CTD's with "most" setups, and nobody's calling you any less of a modder because of that; we're just speculating on new mods to be made here. I personally apologize if I caused offense, it would piss me off if people called my junk crap, but I for one wasn't trying to do that, and I doubt Lonewolf was either.

~ ~ ~ ~ ~ ~ ~ ~ ~ ~

Aaaaanyway, I've been looking into a few of the script/things described in posts on the first page, and think I may be able to bring some of them to life, so here's hoping this thread spawns some beautiful releases in the fture ;)

CC
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le GraiN
 
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Post » Sat May 28, 2011 9:47 am

and in the way of con-men/thieves, why is it we can't have an option with a chance to fast talk your way out of it, thereby clearing the bounty and infamy as being wrongfully accused, or mistaken identity?
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lucile
 
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Post » Sat May 28, 2011 1:18 pm

Yo man, we ("I"?) worship you, and have very often installed your mod and run it despite the CTD's that ensue. That said, we do all know it causes CTD's with "most" setups, and nobody's calling you any less of a modder because of that; we're just speculating on new mods to be made here. I personally apologize if I caused offense, it would piss me off if people called my junk crap, but I for one wasn't trying to do that, and I doubt Lonewolf was either.
... seriously. It does not cause CTDs in the majority of cases. If it did, why are you about the only person who has complained about it in recent memory? There's maybe... 10 people who have complained / said that RGO causes their CTDs recently. That DOES NOT help me in ANY way. There is NOTHING I can do when someone says RGO causes CTDs. Absolutely. Nothing. It's frustrating and really drives me up a wall. Plus the fact that I don't get CTDs very often if at all when running Oblivion tells me that RGO isn't causing the CTD issues. People who run 200+ mods shouldn't expect their game to always run well. It's simply adding complexity upon complexity.
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Philip Lyon
 
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Post » Sat May 28, 2011 4:29 pm

Lets drop the reneer cdt part of the convo and get back on track? it is just causing hurt feelings and a lil upset to him.

but on a side note Reneer, what would it take to get a fast talk option placed on the guards?
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Beast Attire
 
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Post » Sat May 28, 2011 9:31 am

Lets drop the reneer cdt part of the convo and get back on track? it is just causing hurt feelings and a lil upset to him.

but on a side note Reneer, what would it take to get a fast talk option placed on the guards?
What do you mean, exactly?
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nath
 
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Post » Sat May 28, 2011 9:07 am

What do you mean, exactly?


well, I have had a lil problem with police, tickets and such, no insurance while driving. I was able to talk my way out of the trouble.

so, fast talk, a way to talk your way out of the arrest based on luck, personality, and infamy. I mean, it could be mistaken identity or some such, and it could clear you of a petty crime, but not assault or murder.
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Lucie H
 
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Post » Sat May 28, 2011 5:17 pm

well, I have had a lil problem with police, tickets and such, no insurance while driving. I was able to talk my way out of the trouble.

so, fast talk, a way to talk your way out of the arrest based on luck, personality, and infamy. I mean, it could be mistaken identity or some such, and it could clear you of a petty crime, but not assault or murder.
Ahhh. That would certainly be possible.
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Laura Richards
 
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Post » Sat May 28, 2011 4:55 pm

... seriously. It does not cause CTDs in the majority of cases. If it did, why are you about the only person who has complained about it in recent memory? There's maybe... 10 people who have complained / said that RGO causes their CTDs recently. That DOES NOT help me in ANY way. There is NOTHING I can do when someone says RGO causes CTDs. Absolutely. Nothing. It's frustrating and really drives me up a wall. Plus the fact that I don't get CTDs very often if at all when running Oblivion tells me that RGO isn't causing the CTD issues. People who run 200+ mods shouldn't expect their game to always run well. It's simply adding complexity upon complexity.


Dude, the word "most" was in quotes. That was a gracious response, you could've done the same... *sigh*
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phillip crookes
 
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Post » Sat May 28, 2011 10:52 am

Dude, the word "most" was in quotes. That was a gracious response, you could've done the same... *sigh*
Gracious responses don't always translate well into text. Your intentions obviously didn't make it through the Internet. I apologize for being a little miffed - CTD issues aren't easily fixable. There's generally no way to fix them because there's no way to figure out which part of a mod created them in the first place. If Oblivion even had something as simple as a debugging feature that at least said if the problem was caused by X script or Y NIF model modders lives would be infinitely easier. As it stands all we can do is search through our work and take educated guesses.

Again, sorry for getting a little testy. :(
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Luna Lovegood
 
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Post » Sat May 28, 2011 6:35 pm

Gracious responses don't always translate well into text. Your intentions obviously didn't make it through the Internet. I apologize for being a little miffed - CTD issues aren't easily fixable. There's generally no way to fix them because there's no way to figure out which part of a mod created them in the first place. If Oblivion even had something as simple as a debugging feature that at least said if the problem was caused by X script or Y NIF model modders lives would be infinitely easier. As it stands all we can do is search through our work and take educated guesses.

Again, sorry for getting a little testy. :(


wonder if we can convince someone to try to create a pluggy debugger tool for the games that would save the data to a text document, and see what was happening for the previous 2 minutes before the crash. (not even sure it is possible or resource heavy to monitor the game that way)


back on topic, if you can fast talk, it would be almost impossible to do if you are caught red handed, ie in the restricted area
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xx_Jess_xx
 
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Post » Sat May 28, 2011 8:18 pm

wonder if we can convince someone to try to create a pluggy debugger tool for the games that would save the data to a text document, and see what was happening for the previous 2 minutes before the crash. (not even sure it is possible or resource heavy to monitor the game that way)


back on topic, if you can fast talk, it would be almost impossible to do if you are caught red handed, ie in the restricted area
It's certainly possible - and something like it is already implemented into RGO.

As for the Pluggy thing... I dunno if it would even be possible.
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Rachel Briere
 
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Post » Sat May 28, 2011 1:09 pm

It's certainly possible - and something like it is already implemented into RGO.

As for the Pluggy thing... I dunno if it would even be possible.


I havent looked at your overhaul since... well a few years ago. it now has a fast talk feature? or are you meaning the restricted areas?
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Romy Welsch
 
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Post » Sat May 28, 2011 6:50 pm

I havent looked at your overhaul since... well a few years ago. it now has a fast talk feature? or are you meaning the restricted areas?
It has a "Bribe Guard" feature.
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Victoria Bartel
 
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Post » Sat May 28, 2011 7:27 am

I'm a bit sad to say there are still no animations (which is mostly due to lack of an animator) but when you play in first person you never notice. I personally don't care - I'm a die-hard first person player.
I'm the kind of guy who enters threads such as this just to say stuff like "If I recall correctly, that mod uses placeAtMe quite a bit in its implementation. Prolonged use of that function is known to cause save game bloatation".

If I recall correctly, that mod uses placeAtMe quite a bit in its implementation. Prolonged use of that function is known to cause save game bloatation.

One mod that I use that might be considered in this category is PiiiP: Enhanced Grabbing. The way it's set up, it makes it easier to steal from shops. Normally the shopkeeper will be facing you at all times, keeping you in sight at all times. This mod not only allows you to grab items that aren't yours without incurring a bounty for theft, if you then THROW the item across the room the shopkeeper will walk over and pick it up, regardless of whether or not this puts you out of their sight. While their back is turned, swipe whatever it is that you're after. Then smile big for 'em when they look back your way, none the wiser.

There's more to the mod than that, of course, but that's one way that I use it to help steal. Its main use is to prevent false accusations of theft.
I've been planning on fixing that for awhile now. But haven't had any time to spend working on it, unfortunately. With luck, v0.5/v0.6 will make shop keepers notice missing items. Regardless, v0.5 adds a feature or two to help the common thief even more - Take a look at the discussion thread for more details and juicy "vids".
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brenden casey
 
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Post » Sat May 28, 2011 10:25 am

It has a "Bribe Guard" feature.



*EWG*


just in case ... Evil Wicked Grin
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A Lo RIkIton'ton
 
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Post » Sat May 28, 2011 8:18 pm

I'm the kind of guy who enters threads such as this just to say stuff like "If I recall correctly, that mod uses placeAtMe quite a bit in its implementation. Prolonged use of that function is known to cause save game bloatation".

If I recall correctly, that mod uses placeAtMe quite a bit in its implementation. Prolonged use of that function is known to cause save game bloatation.

I've been planning on fixing that for awhile now. But haven't had any time to spend working on it, unfortunately. With luck, v0.5/v0.6 will make shop keepers notice missing items. Regardless, v0.5 adds a feature or two to help the common thief even more - Take a look at the discussion thread for more details and juicy "vids".


I lol'd at the first part.

The second part sounds interesting. I might have to take a look at the thread again. I haven't used PiiiP yet, but it's in my "to do" mod list. I'm approaching 250 mods now though.... Time to do some merging. As for fixing what Kristoff said, that's was kind of a neat way to use PiiiP for thieves. Rather than fixing it, perhaps put a change % they'll wait and see what you do next before picking up that thrown item. I dunno, just a thought.
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Emma Copeland
 
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Post » Sat May 28, 2011 5:15 pm

The second part sounds interesting. I might have to take a look at the thread again. I haven't used PiiiP yet, but it's in my "to do" mod list. I'm approaching 250 mods now though.... Time to do some merging. As for fixing what Kristoff said, that's was kind of a neat way to use PiiiP for thieves. Rather than fixing it, perhaps put a change % they'll wait and see what you do next before picking up that thrown item. I dunno, just a thought.
That's what I meant when I said fixing :) They go around to pick the flinged item, put it in its place and take a look around. If they are observant enough, they might notice whatever is amiss.
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Mason Nevitt
 
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Post » Sat May 28, 2011 7:59 pm

Is SM Combat Hide still incompatible with RGO? I assume it is since SM didn't mention anything about it in the comments but I'd really like to replace Attack and Hide with SMs if the conflicts weren't bad or non-existent.
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Laura Richards
 
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Post » Sat May 28, 2011 5:17 pm

Ripping off merchants would be interesting. Something the player has no control over whatsoever - a kind of personality haggle. A small chance the actual in-game character "talks" the merchant out of a bit more coin. Just something small but simple would be neat. Getting an extra five percent or such. Would make a neat trick for anyone with a persuasion skill.

Mugging...something I don't personally like for my character type, but still thievery at it's core. Mugging could turn out to be very interesting. A script checks the amount of people in a perimeter, and then if it checks OK you get a companion share-like screen where you shake down the person for anything and everything they own. Completely brute force, and allows you to get all the things you want, but would allow the victim more time to identify you. I don't remember if that was talked about, but the force methods shouldn't be overlooked. Holding up people on the road is an age old scheme.

Forging! Forgery is an art of the finest levels, recreating all the intricate lines and loops accurately enough to pass an inspection. It would be cool to have a method that allowed the player to copy any book or scroll. Probably would need OBSE to be at the peak of functionality.

And hiding in general bothers me. While you can hide in the original game, it's rather pointless thanks to all the psychic guards the cities hire. A neat little castable ability that checks the shadow around you, and applies a chameleon effect so long as you don't move. The more shadow, the more chameleon, essentially allowing you to become invisible in true darkness. Though, it would get less useful as you level up your skills...but for people like me who like to play a static character (I don't level often, or at all) it would be pretty handy all the time.

I'm kind of tired, so I probably recapped something somewhere in there, but I hope ya'll will forgive me.
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Charlotte Henderson
 
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Post » Sat May 28, 2011 11:46 am

... seriously. It does not cause CTDs in the majority of cases. If it did, why are you about the only person who has complained about it in recent memory? There's maybe... 10 people who have complained / said that RGO causes their CTDs recently. That DOES NOT help me in ANY way. There is NOTHING I can do when someone says RGO causes CTDs. Absolutely. Nothing. It's frustrating and really drives me up a wall. Plus the fact that I don't get CTDs very often if at all when running Oblivion tells me that RGO isn't causing the CTD issues. People who run 200+ mods shouldn't expect their game to always run well. It's simply adding complexity upon complexity.


I played 550 hours as a thief/archer in my previous game with RGO as one of about 400 mods. The relatively few CTDs I had were mostly due to hardware overload and corrupted spawns. I had one one instance where RGO + Lost Spires caused a persistent crash, and I had to temporarily disable RGO. RGO may become a bit buggy if used with lots of other mods, but I've rarely experienced CTDs due to it.
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Roisan Sweeney
 
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Post » Sat May 28, 2011 3:00 pm

Haven't read the whole thread, but there are a couple problems with burglary that I can identify..

1: While adventuring in dungeons is endlessly profitable, thievery will give you a few hundred gold or so in one town, and then that's it. It doesn't respawn. You have to move on, and when you run out of towns, that's it for your burglary career.

TES is supposed to be modeling a real, massive world, and one of the ways of doing that is having locations respawn, so that you never "run out of world". IMO, far more stealable items need to be set to respawn in towns.

2: The sneak skill has to have some influence on how much burglary you can do. Right now, someone with a Sneak of 5 can easily burgle quite a lot. Maybe make it so that you can't carry more than (Sneak * 0.1) stone of stolen items? Since you have to keep them hidden and cover your tracks. This takes thiefly skill.
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Richus Dude
 
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Post » Sat May 28, 2011 8:46 am

I'm a bit sad to say there are still no animations (which is mostly due to lack of an animator) but when you play in first person you never notice. I personally don't care - I'm a die-hard first person player.



Am I the only one that has seen this video ? :

- http://www.youtube.com/watch?v=GA3ZiuPGgCU&feature=player_embedded

made by UK47.

If any one wishes to implement this animation to Oblivion, I`m sure UK47 will gladly let you use his animation if you ask nicely. :wink_smile:
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Kim Kay
 
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Post » Sat May 28, 2011 12:16 pm

That animation was pretty slick! I'll drop a comment on the Climbing Mod's page linking to it, and maybe he'll take interest in it.
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sally R
 
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