[REL]MWInhabitants: Pickpockets!

Post » Tue Mar 15, 2011 2:55 am

This plugin adds randomly-spawning pickpockets to 14 of Vvardenfell's towns. Pickpockets will steal a random item or gold from your character, and then flee. It's up to you to give chase and recover your stolen goods. If the thief eludes you, you still have a chance to track down your goods by finding the location of his hideout in a nearby smuggler's cave. The mod is completely customizable, allowing you to adjust the speed and spawning frequency of the pickpockets, as well as what types of items they will steal (any items, or just a portion of your gold) and how long you have to get your items back.

download at http://www.tessource.net/files/details.php?file=1612
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brenden casey
 
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Post » Mon Mar 14, 2011 3:38 pm

Yes!, thank you very much!

downloading :)
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sw1ss
 
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Post » Tue Mar 15, 2011 4:32 am

Awesome! I was a little sad when Volume one didn't have these guys, but didn't realize that you were releasing them seperately.

I'm definitly going to have fun with this one! :)
:dancing:
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Charity Hughes
 
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Post » Tue Mar 15, 2011 3:36 am

Thanks Shruggs, its a great addition to MW !
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krystal sowten
 
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Post » Mon Mar 14, 2011 4:29 pm

Can someone please post the readme.

"Can Not Load Word For Windows 6.0 files." :glare:
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Sammi Jones
 
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Post » Mon Mar 14, 2011 11:50 pm

Readme:

~~~~~~~~~~~~~~~~~~~~~
  Morrowind Inhabitants:
    Pickpocket! (created by scruggs)
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Requirements: MWSE v0.9.2 or higher
                          Tribunal & Bloodmoon
                          (MWInhabitants: Freeform is recommended as well)


~~~~~~~~~~~~~~~
  About the Plugin
  ~~~~~~~~~~~~~~~~

While wandering through the towns and cities of Vvardenfell, I often find myself uttering the same complaint I did while on school vacation during the summer: "Nothing ever HAPPENS around here!" Morrowind's NPCs have no lives, and almost never do anything (other than attack you on sight) unless your character deliberately initiates it. The aim of this plugin (like the other MWInhabitants mods) is to add a little excitement to your character's life, by populating the cities of Vvardenfell with a new type of NPC - Pickpockets!

If you've used the original 2-year-old beta release of MWInhabitants, you probably quickly grew tired of being robbed every ten seconds by faster-than-light thieves who seemed to pop up out of nowhere. Good news: this entirely revamped version has not only been completely rescripted, it is also easily customizable to suit your preferences.

~~~~~~~~~~~
  Installation
  ~~~~~~~~~~~~

To install, extract the .zip archive into your Morrowind folder. The plugin contains 2 esp files. The Flee AI Patch makes an intentional change to one Game Setting, which increases the distance to which a fleeing NPC will run during combat. If you have another mod which tweaks flee AI (such as Wakim's), or you don't want to change this setting, don't use the AI patch; it's completely optional.

This plugin requires MWSE v0.9.2. Older versions exist, including a 0.9.2 Alpha release. Probably 90% of problems with other MWSE mods I've released have been caused by using an older version of MWSE. Please make sure to download and use the newest one, and read the documentation for it. One source for download is home1.gte.net/cdcooley.

~~~~~~~~~~~~~~~~
  Playing the Plugin
  ~~~~~~~~~~~~~~~~~

Pickpockets spawn randomly in 14 of Vvardenfell's towns and cities, and respawn continually throughout your game. Larger towns generally have more pickpockets than smaller ones. When robbed by a pickpocket, you will hear him taunt you, and a message will appear at the bottom of the screen indicating what was stolen. The pickpocket will then flee with the loot. You can give chase, and bring down the thief by whatever means necessary. But if you lose sight of him for too long, he may elude you. In that case, your stolen goods are gone forever...

...Or are they? Try asking about Pickpockets around town. Guards can tell you where the local thieves' hideouts are located. If you hurry, you should be able to track down the thief at one of those locations before he has a chance to fence the stolen goods. Any information about local thieves' hideouts will be stored in your Journal, so if you forget the locations you can just look them up.

When chasing down a thief, running blindly after him isn't always the best course of action. If you have a decent Sneak skill, you can wait for him to pause for breath, then creep up behind him. Ranged weapons and spells are also useful. If you prefer to fight him at close range, a Fortify Speed or Athletics spell or enchantment will make it easier to catch up to him. Of course, you have the disadvantage of trying to hit a moving target, without hurting innocent bystanders.

~~~~~~~~~~~~~~~~~~~~
  Customizing the Plugin
  ~~~~~~~~~~~~~~~~~~~~~

People had a love-hate relationship with the pickpockets in the original release of MWInhabitants. I personally deplored them: they were buggy, spawned much too frequently, and were entirely too fast. But some people just seemed to really enjoy getting mugged, and this led to numerous patches being released by other modders to correct some of the flaws of the original mod.

With this new release, many improvements have been made to the pickpockets' behavior. First and foremost, their speed is now directly related to your speed, ensuring that they are never too fast to catch, yet fast enough to give you a good run for your money (literally, haha). But there are several aspects of their behavior which are really a matter of personal preference, and that's where you come in. If you're not happy with the default settings, you can change them.

To set your preferences for the mod, enter the console by pressing the '~' (tilde) key. Then type the following:

  StartScript MI_PP_Config_S

...and hit return. You'll see a message box asking you how frequently you want the pickpockets to spawn. You have five options, ranging from "never" (which essentially turns the mod off) to "frequent" (which is still rather low). The default is "Occassional". You may need to wait until the next game day for any change to take effect.

After choosing the spawn frequency, you have another option. When you lose sight of a pickpocket, he is not gone for good; instead he will travel to his hideout in a nearby smuggler's cave, where he stashes his loot. By default, you'll have about 3 days to track him down in his hideout and recover your stolen goods. But maybe you're not comfortable with the possibility of losing your goods forever. So you can choose instead to have the goods remain in the hideout until you get around to recovering them. In this case, you'll find them stashed in a barrel or crate inside the hideout when you arrive. Personally, I think this ruins the mod, as it destroys the sense of urgency which compels you to pursue the pickpocket in the first place. But I'll leave it up to you.

The third option allows you to customize the running speed of the pickpockets. Their speed is directly calculated from your own character's speed. At the default setting, they will run just a tad faster than your character can. This is balanced out by their habit of stopping for breath every few seconds, allowing you to catch up with them. You can increase or decrease their relative speed to suit your preference. Note that with a decent Athletics skill, you'll have an advantage over the pickpocket. There is also a cap on their Speed at 250.

Finally, you can toggle what types of items the pickpocket can steal from you. By default, they will steal one randomly-chosen, non-equipped item from your inventory. For items that stack, such as projectiles, they will steal the whole stack. But for gold, they will steal only a percentage of your total. If you prefer that they leave your items alone, and only steal gold, you can adjust that here.


~~~~~~~~~~~~~~~
  Technical Notes
  ~~~~~~~~~~~~~~~~

There's probably not a whole lot that can go wrong with this plugin, because there's not much to it. However, if you encounter strange errors, or find yourself unable to recover a stolen item which you KNOW is supposed to be in a certain location, it is likely that you accidentally deleted the database which is created by the plugin. Morrowind can also very rarely mess up this file, if it crashes for an unrelated reason while the file is being accessed. (We all know that crashing is what Morrowind does best). To reset the database, type the following in the console window:

  StartScript MI_PP_Build_Data_S

That will restore the database to its original state.

I've tried to make the pickpockets' behavior as realistic as possible, but Morrowind's flee AI is a little wonky. Using the Flee AI Patch included with this mod helps a bit. But fleeing combatants still tend to pause a certain distance away from you, and remain motionless until you get close to them again. Use your imagination and pretend that they are stopping to catch their breath, or looking around to see if you are still in pursuit. Also, occassionally the pickpocket might think you've lost sight of him due to some obstacle like a flag or tree which doesn't actually completely block your view. We're going to pretend that at these times, he uses a Recall spell to return to his hideout. I even added a magical effect when he vanishes to make that seem more plausible.

I'm not aware of any incompatibilities with other mods, but as usual, given the huge number of mods out there, a few are bound to crop up. It's very unlikely that there will be any major conflicts, though, especially since this mod alters nothing which exists in the original game. It just adds one new leveled creature to some of the towns, and some new containers to a few caves.

~~~~~~~~~~~
Other Mods
  ~~~~~~~~~~~~

If you enjoy this mod, by all means go and download MWInhabitants: Freeform. It adds six new types of randomly-generated, infinitely respawning quests to Morrowind, including a brand-new Arena faction.

Keep an eye out for upcoming MWInhabitants mods, including:
  ~Holidays - adds holidays to the Morrowind calendar. Some are carried over from Daggerfall, others are new. On holidays, some merchants may offer discounts or free services. Summoning days allow you to worship at any daedric shrine to that particular day's Daedra Prince to gain their favor. And some holidays are just spooky, like Tales and Tallows, when the undead walk amongst the living. (Jester's Day is particularly fun if you have Pickpockets installed as well).
  ~Escort Missions - These are randomly-generated, and feature interesting challenges not found in Morrowind's escort quests. Your traveling companion may be a target for assassination; in need of healing for a disease; or have some secret which requires special attention on your part. In all cases, your job is to protect him and get him safely to his destination.
  ~Cursed Artifacts - These appear in leveled loot and look like ordinary or enchanted items. But they are cursed. Some have hidden negative enchantments. Others are protected by spirit guardians. Still others, while beneficial, cannot be removed once equipped unless you're willing to pay an enchanter to remove the curse.

~~~~~~~~~~~~~~~~~
  Acknowledgements
  ~~~~~~~~~~~~~~~~~~

As always, cdcooley and freshFish get massive kudos for their work on the MWScriptExtender.
Dave Humphrey's excellent MWEdit program was used to compile the scripts in this plugin.
ghanBuriGhan compiled all the MW scripting knowledge of the universe into his MWScripting For Dummies.
gato did a fantastic job of taming the pickpockets in the beta release of MWInhabitants.
And all of you ever-helpful and encouraging furmites deserve a big thanks too.

~~~~~~~~~
  Feedback
  ~~~~~~~~~~~

If you experience a problem with this plugin, let me know! Please include detailed information; the more you tell me, the better able I will be to fix the problem. I'd appreciate if you include the contents of your Morrowind Script Extender.log file, as well as any error messages received. You can PM me on the Official Elder Scrolls Forums (www.elderscrolls.com/forums) as scruggsywuggsy the ferret. Or email me at scruggsywuggsy@hotmail.com.

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louise hamilton
 
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Post » Mon Mar 14, 2011 7:56 pm

some one beat me to it :( oh well, hey Lord Domino time to update your windows is it?
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Robert Jr
 
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Post » Mon Mar 14, 2011 4:47 pm

Hello,

Another great addition to morrowind! Thanks!
I hope you'll finish quickly all the others MWInhabitants mods, they all seems to be in the "can't play without" category.

Bjam
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Kelsey Anna Farley
 
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Post » Mon Mar 14, 2011 6:03 pm

Yay, instant dl!
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Valerie Marie
 
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Post » Mon Mar 14, 2011 7:00 pm

Sounds extremely interesting, so I went ahead and installed the mod.

After some loitering in a couple of towns, I finally got pickpocketed in Suran, a thief stole my slaughterfish scales (Oh No! My slaughterfish scales!). Tried to chase the thief through half the town, much fun. Very hard to catch, I tried a range paralyze spell, but wasn't able to hit him as he moved too erratic and fast. Anyways, real fun here. The guy escaped and I got a messagebox. I decided not to bother about some slaughterfish scales, so went on with my business.

Shortly afterwards, still in Suran, I was pickpocketed again by an Argonian. However, this time the fun was over as the guy picked an enchanted ring, an unique questreward from another mod. Now I got furious, and hurled a couple of frostballs through the town trying to fry the svcker. Unfortunately he eluded me again. Yeah, I'm incompetent. :-)

So far, so good. Now this time I decided not to ignore the issue but track the thief down. Talked to the next guard in Suran who gave me directions to two smuggler dens. Went to the first, which I already had cleaned out previously, and searched through all the containers. No ring there. Okay... on to the other smuggler hideout. This one I hadn't been to yet, so disposed the bandits and searched through all the containers. No ring there... Uh...
Now I was getting a tad nervous, and clicked on all the containers with the console, until I found the one with the MI_PP_ id. It was empty, as empty as it can be. Allright, thought I might have overlooked something in the first smuggler den, so returned there again. Again did the console check until I found the MI_PP_ container. Empty. Uh, what?

Being out of clues how to recover the stolen ring, I reverted back to an earlier savegame. Not funny anymore.

I left all the options at the defaults, which look reasonable to me. Havn't even started the configuration script. I visited the smuggler dens immediately after being pickpocketed. In any case it's been during the same day, so the 3-day limit wasn't the problem.
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Nany Smith
 
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Post » Mon Mar 14, 2011 11:19 pm

Wonderful, can't wait to try this one, Thanks :clap: :clap: :clap:
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Esther Fernandez
 
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Post » Tue Mar 15, 2011 2:17 am

sweet :goodjob: what is the next mw inhabitants gona be
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Olga Xx
 
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Post » Mon Mar 14, 2011 2:55 pm

Thanks for posting the readme. :)

some one beat me to it :( oh well, hey Lord Domino time to update your windows is it?
http://www.gamesas.com/index.php?app=forums&module=forums§ion=findpost&pid=4051137


I don't have Word installed on this PC atm.
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Marine Arrègle
 
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Post » Mon Mar 14, 2011 5:49 pm

Gah, I hate being someone that just posts supposed bugs, but I too am having the same problem as ps333 - and it also occurred with a pickpocketing in Suran. I could not find my lovely silver arrows in any of the containers, or on any of the NPC's in the bandit caves I was told to check out. I looked for my stolen goods on the day the theft happened as well.

On a plus side, thank you for the patch that fixed the null problem. It's working now! :goodjob:
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dell
 
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Post » Mon Mar 14, 2011 10:00 pm

it also occurred with a pickpocketing in Suran.

Have you been pickpocketed in another area and managed to recover the items from the loot containers? That might suggest the problem is with the Suran container only, in that case it should be quite easy to fix.

I've been (un?)lucky so far and only got pickpocketed in Suran. Filthy incompetent Hlaalu guards...
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Cccurly
 
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Post » Mon Mar 14, 2011 10:46 pm

It took forever to get myself robbed again. I tried everything, apparently placeatpc will not work in this case - must be the scripting. Anyways, finally had a pickpocket steal a significant amount of money in Gnisis. Again, went to both of the bandit caves I was told to check out, and in both, the container with the MI_PP id was empty. So, it's not just Suran.

Is anyone else having this problem, or is it just us 2? Have you found this to still be the case ps33?
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Nathan Hunter
 
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Post » Mon Mar 14, 2011 11:45 pm

Yeah, I had the same problem in Seyda Neen, a pickpocket stole the package for Caius of all things! I looked in both hideouts but no dice.
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Arnold Wet
 
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Post » Mon Mar 14, 2011 8:17 pm

I left all the options at the defaults, which look reasonable to me

that is most likely your problem. by default, when the pickpocket vanishes, he teleports to one of the two nearby caves (chosen randomly). so when you enter that cave, you won't find the stolen items in a container; instead you'll find them on the pickpocket himself, who you'll have to kill of course. the catch is that you only have a limited amount of time before the pickpocket fences your goods and disappears for good. all pickpockets are spawned from leveled lists, so the game automatically gets rid of them 72 hours after they spawn, meaning that at most you have 3 days to track down the thief before your loot is gone for good.

i know some people don't like the idea of losing items permanently, and that's why the longest section of the readme deals with customizing the plugin. run the config script and change the setting that removes the time limit on recovering your stuff. now you'll find them in the containers, and they will stay there until you decide to go pick them up.

bottom line: not a bug. i hope you haven't lost any important items, though.
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Sarah Knight
 
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Post » Mon Mar 14, 2011 4:00 pm

Well, I must admit to have misunderstood the documentation then (yes, I did read it). I thought the items would end in the containers in any case, regardless of the setting.
I do want it with the 3 days timelimit, for the very reasons to wrote yourself: The sense of urgency.

I could have sworn there was no pickpocket in either Suran smuggler hideout, but I don't have that savegame anymore, so cannot verify it. Perhaps I just missed him.

I just tested it in Balmora right now, got robbed, let the guy disappear, asked the guard and went to the cave west of Balmora. Among the other NPCs (havn't been there yet), I also found the thief including the stolen item. So this works fine.
I will try again in Suran and watch out for the NPC in the cave.
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stevie trent
 
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Post » Mon Mar 14, 2011 10:53 pm

Well, I must admit to have misunderstood the documentation then (yes, I did read it). I thought the items would end in the containers in any case, regardless of the setting.
I do want it with the 3 days timelimit, for the very reasons to wrote yourself: The sense of urgency.

I could have sworn there was no pickpocket in either Suran smuggler hideout, but I don't have that savegame anymore, so cannot verify it. Perhaps I just missed him.

I just tested it in Balmora right now, got robbed, let the guy disappear, asked the guard and went to the cave west of Balmora. Among the other NPCs (havn't been there yet), I also found the thief including the stolen item. So this works fine.
I will try again in Suran and watch out for the NPC in the cave.
http://www.gamesas.com/index.php?app=forums&module=forums§ion=findpost&pid=4136226

you may have missed him, or he may really have been gone already. he disappears 3 days after he spawns, not after he mugs you...so it's possible (usually unlikely though) that he was spawned 72 hours before he mugged you, and you only had an hour or so left before he disappeared. that's unlikely unless you spend several consecutive days wandering around Suran, but it's possible.
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K J S
 
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Post » Tue Mar 15, 2011 3:55 am

Great to know this isn't a bug, and that this mod seems very adjustable!

Can't wait for more releases from you! Congratulations!
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Mason Nevitt
 
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Post » Tue Mar 15, 2011 2:24 am

Thanks for clarifying the process scruggsy (abv for time - rather long). I too was mistaken on how it all worked. Again, thanks for your great mod :clap:
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Julie Ann
 
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Post » Mon Mar 14, 2011 9:59 pm

so glad you released the new version. And am even more glad you released the thieves separately. j/k. lol, I was getting really tired of always disabling thieves in town. I'll definitley use this, though, as it will be fun to have thieves that will inevitably fail.
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Naomi Ward
 
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Post » Tue Mar 15, 2011 2:39 am

I've been having a problem. I've gotten robbed for the first time in my new game but while I was chasing down the pickpocket two MCA npcs killed me. I reloaded to a save just before the pickpocket robbed me (less than a minute before) but ever since I've gotten a CTD the moment I walk past the spot where the pickpocket robs me. (9 times out of 10 anyhow)

Any ideas? For the moment I've set the spawn frequency to never and slept for 72 hours. In the game. ;) Obviously I'd much rather keep the pickpockets active, but not if they're going to crash my game.
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Auguste Bartholdi
 
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Post » Tue Mar 15, 2011 3:23 am

Thanks, scruggs! :goodjob:
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Natasha Biss
 
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