Grab without a Conscience !
version 0.4
Requires http://obse.silverlock.org/
Download Link : http://www.tesnexus.com/downloads/file.php?id=19847 | http://www.moddb.com/mods/put-it-in-its-place-enhanced-grabbing | http://www.invision.tesalliance.org/forums/index.php?app=downloads&showfile=74
Description
One of the many oversights made by Bethesda was the irregular way the Havok physics engine and the crime system worked together. The Grab key, apparently, is under used due to the fact that grabbing an object, which belonged to an NPC, caused the crime system to add a bounty to the player, assuming that the player was "stealing" the object.
This mod changes that aspect of the game and adds a completely new substratum of mechanics which work in tandem, seamlessly blending into the original game. In short, PiiiP : Enhanced Grabbing gives you every reason ( and then some ) to use that underrated Grab key.
Short Feature List : -
- Vanilla Grabbing Crime Evasion : Using the Grab key on NPC-owned objects no longer counts as a crime. Now you could place that stray apple in Ongar's House back on the table, or in a bowl, without bracing for a fight with that burly Bruma guard! [Video : http://youtube.com/watch?v=xaviCFa90YY]
- Elevation Perks : Throwing things around will no longer go unnoticed – If you grab and throw something around, you'll probably lower your standing with any NPCs nearby, who had witnessed your antics. On the other hand, lending a hand will most definitely get you places. If you thought placing that stray book in its shelf was a thankless job, think again. [Video : http://youtube.com/watch?v=xv49LK3lytI | http://youtube.com/watch?v=8oujSeIeqhM]
- Crime Handling : Gone are the days when touching a worthless clay pitcher would get you a bounty on your head ! No longer will you hear the cry of "Thief! You won't get away with this!" when you pick up a bow to have a good look at it. Committing a crime using the Grab key is more of an intellectual chore now. NPCs will reason and think before they blatantly accuse of crimes that you'd never committed. [Video : http://youtube.com/watch?v=h2ZLWLXNUZM | http://youtube.com/watch?v=FaxcC5Rnn6o]
That's just one of the many (slight exaggeration) outcomes of such an event. The reaction of the owner is determined by the various factors where logic is the key element of the formula used and chance plays only a very little role.
- Neatnik NPCs : NPCs, shop owners especially, like to keep their premises neat. You grab some mead ( grab, get it ! ) , you drain it and throw the bottle around – The barkeep mumbles curses, stops his work, picks up the bottle and puts it back in its place. In the same pattern, any NPC, whose article's been thrown around by the player, will retrieve and replace his possession. [Video : http://www.youtube.com/watch?v=L8gvcTLqzns]
- Player Push Over : While it may be a well accepted fact that watching NPCs doing menial chores such as the above is an amusing sight, one needs to be careful as to not push the poor fellow into a corner. Repeated throwing of objects and the subsequent retrieval by the owner will end up aggravating the NPC, who will try to send the player out of the premises. Humiliation's guaranteed if the player refuses to comply. [Video : http://www.youtube.com/watch?v=1zl6rjqanOY | http://www.youtube.com/watch?v=1E9JaYFJ8v8 | http://www.youtube.com/watch?v=P1hdZLBccLg]
- Noise Maker : Objects can be grabbed and flinged to cause a noise. Any creatures or NPCs nearby will investigate the sound, creating new opportunities to get about with your business. You can thereby lure enemies into traps and ambushes, or just distract them so that you can sneak past them. [Video : http://www.youtube.com/watch?v=m0K4xkCRLYI | http://www.youtube.com/watch?v=D1CySGsoQy8 | http://www.youtube.com/watch?v=5hRfcbWtlfg]
Comes bundled with the Item-Dropper™, which scans your inventory and drops the heaviest object for quick use.
For those using Hex_0ff's brilliant 'Unnecessary Violence', there is now a patch available that allows Noise Maker to be triggered by it's Throw Item feature. So you can enjoy better accuracy and math when it comes to the flinging !
- Toggle-able Grab : The Grab key doesn't need to be held for the whole duration of grabbing anymore. Tapping the Grab key once will initiate grabbing and tapping it again, while grabbing, will release the grab control. And with it's Auto-Flinger™, the grabbed object gets flinged automatically when it gathers enough momentum ( mostly hype, but it works ).
- Voice Acted NPC reactions : Now, how about that ! Well worth the download – you'll see … NPCs don't sit and stare at you when bring down their house around them. You'll aptly receive a sharp comment when there's need of one.
Usage
As of v0.4, the mod will feature an INI file as well as an in-game token. The INI file contains all the configurable options of the mod and houses a few options that must be configured before first-run ! The in-game menu token contains most of the toggle-able options and a couple of settings that may have need of change when in-game. Note that changes made using the menu token will be reset, by default, after each game session. To prevent that behavior, the reloading of the INI on game start must be disabled using the in-game menu. For those concerned with inventory clutter, an option exists in the INI file to remove/add the token.
When properly installed and activated, the mod will begin to work on loading a save game. This mod doesn't require a new game to work – It will work with existing games as well.
On first run, the mod will add a miscellaneous token PiiiP : Enhanced Grabbing to your inventory ( and will remove any tokens added by the previous versions ). If you have COBL activated in your game, the token will be moved to it's +[Options] container for standardized handling. This token can be used to access an in-game Options menu, when lets the user customize a few of the mod's setting, disable/enable the mod and enable debug messages respectively.
The debug mode consists of 4 levels, each displaying messages related to a core script. Successive levels do not overlap, meaning messages from the previous level will show as well. All debug messages are printed to the console. You'll need to toggle debug text (using the tdt command) to actively view the messages. Note that toggling debug text will create a noticeable performance impact.
- Level 1 – Displays messages regarding Grab-Crime Evasion, Neatnik NPCs, initialization messages, global debug catches
- Level 2 – Displays messages regarding the Elevation Perks system and the Item Tracker
- Level 3 – Displays messages regarding the Crime Handling system
- Level 4 – Displays messages regarding the Noise Maker system. Prints a large amount of messages
Compatibility
This mod is and should be compatible with most mods with the following exceptions :
- All Mods affecting the Grab Key
- ANB's Toggle Grab – Functionality merged into PiiiP
- NPCs are Suspicious – Functionality merged into PiiiP
- ANB's Toggle Grab – Functionality merged into PiiiP
Credits
Special thanks to :
- Ian Patterson, Stephen Abel and Paul Connelly (The OBSE Team) – For keeping up the Oblivion Modding spirit and providing the modding community with TES4 Oblivion's Elixir of Immortality.
- LHammonds – For his readme generator.
- TheTalkieToaster & Haama – For their scripting advise
- Kyoma – Who, in more than one occasion, became a Just-in-Time debugger, and for scripting advise.
- XMarksTheSpot – For his help with the collision detection system
- kuertee – For his brilliant NPCs are suspicious mod. Even more so for letting me incorporate that idea into PiiiP. Thanks mate!
- QQuix – For his help with my disemboweling of Oblivion's coordinate system
- 2Cold Scorpio-RGc1 - For introducing me to and helping with my FF Cinematic Mod installation, without which I would have surely spent more time on 0.4
- artfact - For his idea of strength checks in PPO
The Folks at the Construction Set Forums – For all their help, rum and fish.
The Rest of the Modding Community – For the inspiration I needed to start modding and all the wonderful mods which I use.
Bethesda – For providing a great game, with enough flaws to keep us busy.
Change Log
- Updated and streamlined core scripts sporting modular code
- Customization now simplified with an INI file
- Optional Silent Voices version added
- Enhancements / New features :
- Player Push-Over : Repeated use of the feature will trigger a more interactive and an uncannily immersive response - The player being sent out of the premises.
- Noise Maker : Throwing objects around to create a ruckus. With Item Dropper, which drops the heaviest item in the inventory. Patch for UV added.
- Toggle-able Grab : The grab key doesn't need to be held down all the time - Tapping it once will hold the grab control and tapping it while grabbing will release the key.
- Crime Handling : Replacing a whisked object with another one of the same type creates a small window of opportunity to get away with the crime.
- Neatnik NPCs : Owners replace all objects that were throw regardless of when, as long as they witness the throw (detect the player)
- Player Push-Over : Repeated use of the feature will trigger a more interactive and an uncannily immersive response - The player being sent out of the premises.
- Bug fixes :
- Elevation perks script is no longer reset during a savegame load
- Included disposition modification when owner ref. wasn't found and conditionalized code for greater chance of modification
- NPCs with 50 responsibility are now valid targets for disposition modding
- Grab functions no longer work on items being reset
- Inactive NPCs no longer perpetually involved in trying to restore a flinged object
- Owner NPCs no longer try to replace items outside of their parent cell
- Owner NPCs remember to recover the item nicked by the player
- The phenomenally in-frequent CTD has been eliminated
- The Stolen Goods misc. stat is no longer incremented occasionally when grabbing an object
- Evil NPCs are exempted from disposition mods
- Possible fix for the bountiful bosom bug
- Using a mouse button for the grab control no longer triggers vanilla crime handling (a keyboard key is still needed for toggle-able grab)
- Tokens are removed when their life span expires
- Options Token is no longer re-added when dropped/removed from the inventory
- Elevation perks script is no longer reset during a savegame load
0.2 - Fixed 'Ownership mix-up when grabbing 2 items' problem - you should no longer have a item with it's owner as the PC, chance of an Easter egg occurring reduced drastically, players will no longer be plagued by my witless humour, player detection flaw fixed, New configuration menu with options to enable/disable mod. Debug ESP removed, now debug text can be toggled using the config. menu.
0.1a - A few bug fixes, a clean up and an Easter egg !
0.1 - Initial, working Build. ( Unreleased )