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MannyJabrielle
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Reged: 08/08/04
Posts: 40
Settings Question
      #2934046 - 08/15/04 10:43 PM

I did a search here, but couldn't find the answer...

Which gamesetting or variable controlls the chance of picking pockets? Is it the two pick settings, or are those for lockpicking?

Likewise, is there a way to make traps skill-based like locks?

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Re: Settings Question [Re: MannyJabrielle]
      #2934226 - 08/15/04 11:52 PM

LDones made a mod that effects those things. You might wanna have a look at the Thief Experience Overhaul at http://www.hiredgoons.net/MWFiles/

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MannyJabrielle
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Reged: 08/08/04
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Re: Settings Question [Re: ]
      #2934305 - 08/16/04 12:12 AM

Thanks, I'll go look

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Iudas
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Reged: 10/30/02
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Re: Settings Question [Re: MannyJabrielle]
      #2934349 - 08/16/04 12:25 AM

fPickPocketMod modifies the PC's chance of successfully picking pockets based on his relevant skill.
fPickLockMult is the multiplier to locklevels making them more difficult to pick ... the more negative fPickLockMult is the harder locks are to pick, likewise fTrapCostMult controls how hard traps are to probe successfully. the more negative this value, the harder.
iPickMaxChance and iPickMinChance control the extremes, in other words the worst a PC has is a 5% chance to pick a pocket and the best chance he has is 75%
So the basic controlling equation for pickpocketing is 5% + fPickPocketMult * ( skill calculations here ) with a max at 75%.


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MannyJabrielle
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Reged: 08/08/04
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Re: Settings Question [Re: Iudas]
      #2934417 - 08/16/04 12:51 AM

Thanks

And damn, I feel dumb now. I completely missed the fpickpocketmod when rummaging through the settings.

Another question... I *had* a plugin I made that made weather changes more frequent, or I *thought* I did... I made it when I was extremely tired... did I imagine it, or IS there a setting to change how often weather changes? I don't mean weather chances, but the variable that dictates how many hours a weather condition is in play.

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Iudas
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Re: Settings Question [Re: MannyJabrielle]
      #2934449 - 08/16/04 01:00 AM

Weather change is hardcoded.
Copied from the TESCS helpfile:

ChangeWeather

ChangeWeather, RegionID, TypeEnum

ChangeWeather, “West Gash”, 4

Changes the weather in the specified region right now. The weather will begin transitioning immediately. It will reselect a new weather on the next weather update (12 hours).

The weather type enum are as follows:

0 Clear
1 Cloudy
2 Foggy
3 Overcast
4 Rain
5 Thunder
6 Ash
7 Blight

See also:

ModRegion, RegionID, clear_var, cloudy_var, foggy_var, overcast_var, rain_var, thunder_var, ash_var, blight_var

The help file is incomplete here because it omits the new weathers from BloodMoon. But basically weather changes every 12 hours game time. You can go to the world menu ->regions and adjust the weather probabilities for any region and as long as the probabilities sum to 100% you are fine. So if you wanted 80% chance of miserable weather in a region you adjust the miserables to sum to 80 and the not so miserables to sum to 20 and every 12 hours the game will roll a die to choose the next weather.
You cannot change "how often" but you can affect "to what."



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MannyJabrielle
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Reged: 08/08/04
Posts: 40
Re: Settings Question [Re: Iudas]
      #2934530 - 08/16/04 01:16 AM

Ah, ok, THAT looks familiar... I guess I was REALLY zonked out and just dreamt I made a mod to speed up the weather change speeds. Would be nice though... a weather change every 4 hours instead of 12. Get some nice springtime showers that come and go like crazy.

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Iudas
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Re: Settings Question [Re: MannyJabrielle]
      #2934617 - 08/16/04 01:45 AM

Ok I was a wee bit wrong, you can control the hours between weather changes but you do it in the Morrowind.INI file.
There is a value there that controls how often weather changes called
Hours Between Weather Changes = 12 ( what the help file said )
You can also control the size of the moons, their speed and daily increment.
Time of sunrise and sunset and how long the sunrise and sunset last.
I am thinking that a sunrise at 10 with an hour sunrise duration and a sunset at 13 with a sunset duration of 1 would give a really vampire friendly world
and just about everything that relates to the fog depth and environmental colouration imposed by the different weather conditions.
The two bloodmoon added weathers are tacked on toward the end of the .ini



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MannyJabrielle
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Posts: 40
Re: Settings Question [Re: Iudas]
      #2934647 - 08/16/04 02:05 AM

Ah, that's where I did it then. No need to keep rummaging through my recyclebin I've done a few changes in the ini file already. I've modded the sunlight conditions for all the weathers to be a mix of the redskies mod and the TLM mod's changes... redskies with it's default changes was way too bright. It was really odd having such bright blinding skies, yet the landscape and people looked like they were still in low light shadowy conditions. Took a quite a bit of fiddling around with PSP to get the right values though.. RBG values are a pain when I'm used to working with html color codes


Question about the pickpocketing setting. Do you know how that's applied? IOW, is a higher number more successful pickpockets, or more failures? I'm looking to make pickpocketing a little easier, but nothing insane. I don't even know what the chances are with the default values, but it seems like with a sneakskill of 50, agil 80, I only get a succesful grab 30% of the time

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Iudas
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Re: Settings Question [Re: MannyJabrielle]
      #2934871 - 08/16/04 04:10 AM

I have never tried to reverse calculate the pickpocket equation but if they follow the generic rule then raising the fPickpocketMult should raise the chance of a success, and don't forget that LUCK effects everything you do so LUCK has to be in the calculation too.
Try doubling the value of fPickpocketMult and starting a new test situation. Successful pickpocket attempts are one of the determinants of the sneak skill ... makes testing a PITA.
Usually I set up a testcell and populate it with a set of DarkElves all of whom have the same everything except the skill I want to test. That would be difficult for Pickpocket testing because pickpocketing is a crime so each attempt no matter the outcome can have an effect on a whole bunch of other variables. A lot of times, in MW equations it is not the PC's skill value that is the determinant so much as it is the difference between the PC's skill and the NPC's skill. I know that is how the Mercantile equations work and the combat equations too. So when you are testing use a char with the same sneak skill and luck level as your PC. Apologies if I am explaining stuff you already know how to do.

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MannyJabrielle
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Reged: 08/08/04
Posts: 40
Re: Settings Question [Re: Iudas]
      #2935244 - 08/16/04 07:50 AM

No apologies needed. It's a good reminder of basics that slip my addled mind (and it's been very addled... I just went to fiddle with a change I made to my download of the suran archery house, and SOMEhow I turned everyone's greeting into the packrat greeting from Tribunal O_o

Perhaps I should try that sleep thing and mod later. hehe.

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Re: Settings Question [Re: MannyJabrielle]
      #2935347 - 08/16/04 08:34 AM

I believe the higher the setting the harder it is. I know LDone put a crap load of info in his mod...just don't have it memorized.

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Iudas
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Re: Settings Question [Re: MannyJabrielle]
      #2935483 - 08/16/04 09:42 AM

Squeak eh
Well it will make a lot of conversing a lot less useful.
When you changed his mod in the TESCS and then saved it you changed the effective date of the mod and thus its load order.
Might try re-merging dialogues with TesTool.
There is a new version of Suran Archery Tradehouse out.
And sleep is contraindicated ... you are almost at the point where true genius escapes the shackles of reality.

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MannyJabrielle
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Reged: 08/08/04
Posts: 40
Re: Settings Question [Re: Iudas]
      #2940011 - 08/17/04 01:17 PM

I think it's the new version I got. I redownloaded it just a couple of days ago. Prior to that I was using the marksmanmod, but there were several things about it I just didn't like.

I did figure out what the problem was though. It wasn't me who messed with the dialogues. I pulled the esp out of the archive to replace the one I edited... the squeak thing's in that too, so the person I got the mod from messed with it, or he downloaded it from where-ever that way.

I just deleted the greeting out of the mod, things work fine now, and the quivers are all right-pauldrons like I wanted them

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