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SilverDragon437

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jase1126

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About this mod

This mod will replenish the items that you pickpocket from NPCs and adds a mod config to allow you to enhance your pickpocketing experience.

Permissions and credits
Changelogs
Introduction:
This mod is made to enhance the pickpocketing and thieving experience by making pickpocketing a long-term profitable endeavor.

The Problem:
In skyrim, when you steal an item from an NPC they will not ever gain any new items. Ever. This means that using pickpocketing has a hard limit as to how often you can do it, and how viable it is to do as a means of making money in skyrim. The well of items to pick runs dry, and the skill becomes obsolete.

The Solution:
This mod (attempts to) fix(es) that. When you take an item from an NPC, they will gain another (random) item after an elapsed time. This means that you can steal stuff from an NPC and then come back some time later to find their inventory replenished with new loot to steal! Thus, you will never run out of things to pickpocket from NPCs. They will gain items that they could have initially spawned with.


Update 1.5
I fixed (or attempted to) most of the things that 1.3 should have. Remade some of the code from scratch, and redid a lot of it so it runs smoother. I also made a lot of the settings able to be changed in the MCM, like the time it takes for items to respawn and the item limit threshold for when to add new items. I narrowed the loot down to 3 levelled lists: PocketsPoor, PocketsCommer, and PocketsRich. This should keep things fairly consistent with things people would gain anyway. I also took away the annoying messages.

Also, .espl version, so no slot is consumed in your load order.

Update 1.3
Nuuuuuu!


Update 1.2!
You know, its a little immersion breaking when Brenuin is asking you to spare a coin and it turns out he's holding 10 gold diamond amulets, daedric armor, and more gold than the Thalmor Embassy. Version 1.2 will now only strictly choose between 3 default NPC loot lists (Poor, Common, and Rich.)

In prior versions, I had raised the pickpocket max chance cap to 100%. A lot of people didn't like this while some did, so I instead reverted the default value back to 90, but implemented the ability to change it at will in the Mod Config Menu. It should also be able to persist between game loads. You can also alter the min pick chance.


Optional Poverty mode
Do you dislike money? Have you ever wanted to piss Tonillia off when you show her your stolen goods? Now comes with an optional Poverty Mode that can be toggled in the Mod Menu. This will make the replenished loot spawn mostly low quality and low value items with a very small chance for something actually good.


Now with a Mod Menu!
A mod menu that actually works! You can adjust the absolute min and max chances to pick all items. There are a few other settings for the mod itself.

Now with item overflow protection!
Have you ever ventured into somebody's pockets, and then time and space exploded? Does Nazeem now have too many trinkets to show off when he visits the cloud district? Are you questioning the laws of physics after grabbing the thief's eye perk from ordinator? A problem the prior version introduced was item overflow, and the update fixes that. Items will not regenerate if the NPC has over 12 6 items. I'm sorry, but those are the rules.



Installation:
Use a mod manager of your choice. Move the .esp file high up in your load order (before as many mods as you can.) This will allow it to use any alterations that other mods may have made to leveled lists.

Updating:

It is ideal to update and then make a new game. This will ensure the proper version of the script gets used.
(1.2 to 1.3 - I reordered the formIDs to make the esl file. This means that your save might yell at you as if you don't have the mod anymore when you actually do. Nothing to worry about, though you might need to re-do your MCM settings.)

Though, if you update in the middle of a playthrough, the new versions of the scripts will not take effect on NPCs you had previously pickpocketed (or even talked to.) This means they will still respawn with the older version's items. tl;dr - it still works, but may not work as desired. (This is because of how skyrim's save files work - its not something I can fix.)


Other relevant information:

The way it works is that after picking an item, a new item with spawn in a random amount of time (determined by the min and max time values in the mod config menu.)

This will only work if NPCs already have items to steal.

If an NPC has more than 6 items, they won't get any new items until they go under 6. The new items added can actually spawn multiple items, so sometimes you'll see an NPC respawn with more than 6 things. But they will never respawn anything until their inventory count goes less than 6. (1.5 update - this is now configurable)

This mod uses a perk, 2 abilities, and 2 scripts. It is very lightweight.

Upon loading the game for the first time with the mod on, you should get a notification telling you that the pickpocket forever mod is initialized. You can also see its presence in your active abilities screen.

FAQ
Q: So like... how does it actually work?
A: This will give you an ability when you start the game with it. This ability will auto-inject a scripted ability onto any NPC you interact with via pressing the key to pickpocket them. When an item is removed from their inventory, the script will choose a random item from various levelled lists that the NPCs already use. A random time interval is also selected for each item to be added, between 30 minutes to 36 hours game-time. After the time is elapsed, the item will be added to the NPC.

Q: Is it compatible with Ordinator? Specifically, the thief's eye perk
A: Yes. Items will not regenerate if an NPC has over 6 items. Also, this mod doesn't interact with ordinator in any way, so you should be fine.

Q: Is it compatible with mods that add NPCs?
A: Yes. The scripts are dynamically injected into NPCs you interact with when you open their inventories to pickpocket them. This means that it isn't restricted to just vanilla NPCs, and it won't require any compatibility patches for custom NPCs.

Q: Does this alter an NPC's default inventory?
A: No. Quest items and pre-defined items are not altered. This does not change inventory items around in any way, it simply adds new items when one is taken.

Q: Will this affect my followers?
A: No, under most circumstances. The effect won't be used on someone inside the CurrentFollowerFaction. That isn't to say you still can't break things, but I did make an attempt...

Q: I have mods that add items to levelled lists. How do I integrate them with this mod?
A: Make sure this mod is high up (before other mods) on your load order so that the other mods' leveled lists can take precedence over the default lists. Put the other mod after this one in your load order.

Q: My game and/or papyrus seems laggy after I've used the wait or sleep menu.
A: This is because the scripts are adding items to people whose pockets you've picked all over the world all at once. Just give your game a few minutes to catch up, and it will. The lag will go away after a minute or two, and things will function normally again.

Q: Is it quickloot compatible?
A: Maybe. I just released the 1.3 version which has an optional compatibility mode made just for quickLoot. It might work, but I can't guarantee it just yet.

Q: When using quickloot compatibility mode, I'm getting the brawl bug.
A: Download one of the many Brawl Bugs patch/fixes floating around nexus. If that doesn't solve it, you might have to untoggle quickloot compat mode for that brawl.

Q: I use (mod) that retroactively alters my min and max pick chances. Yours keeps messing with it. Um....?!
A: In 1.3, I added the option to turn off my mod's ability to manage these pick chances.

Q: Xbox version? Please?
A: I'm sorry, but no. This requires SKSE for many of its core functions to work, as well as the Mod Menu. While it would be possible to make a separate version just for xbox, I don't want to invest the time into doing that. If you're interested in developing an xbox version, feel free.

Q: PS4 version?
A: Not possible. Sony doesn't allow using custom scripts in skyrim PS4 mods, so even a non-skse version wouldn't work. Thanks, sony.


I also declare this mod "Forever Free." For more information about the Forever Free promise, please see the Forever Free Page