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brfritos
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Idea for the Lock picking bobblehead

Hey, got an idea for the lock picking bobblehead. Why not changing the +10 lock pick to raising the chance of a successful pick pocket or reverse pick pocket. ;)

Let's say 20%, regardless the luck and sneak skill.

This way it will conform to the other bobbleheads when using the rebalancing option in MCM.

 

I can't play TTW with the default bobbleheads anymore, the modified ones are much, much better. :D

TTW Version Compatibility: 

v2.9

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pintocat
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just where are you sticking

just where are you sticking the bobbypin? o.o  :P It sounds like a good option

jlf65
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Personally, I'd rather the

Personally, I'd rather the bobblehead affect how hard it was to break a bobbypin. I usually put in place a mod to make bobbypins from tin cans (regular or bent) since the damn things break like they were made of glass.

 

khumak
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jlf65 wrote:

jlf65 wrote:

 

Personally, I'd rather the bobblehead affect how hard it was to break a bobbypin. I usually put in place a mod to make bobbypins from tin cans (regular or bent) since the damn things break like they were made of glass.

 

Personally, I'd like to see it widen the "sweet spot" that you have to get the lock pick position into to actually open the lock.  It seems like in my games that sweet spot is frequently approximately 1 pixel wide.  I almost always end up just installing something that lets me bypass the minigame entirely because of that.

If the lock is a higher difficulty than my skill level then I expect the sweet spot to be miniscule or even nonexistent.  (I actually think master locks should not even be possible to pick if your skill level is less than 90 or so.)  If my skill level is higher than the lock difficulty though, it should be relatively easy to pick.  And locks more than 1 category easier than my skill level should have a sweet spot that is big enough that it's nearly impossible to fail.

brfritos
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pintocat wrote:

pintocat wrote:

just where are you sticking the bobbypin? o.o  :P It sounds like a good option

 

Now, now, now... let's not pry into others particulars, hun?

But I'm thinking in terms of the shady use of the skill. After all, we are talking about a skill that most of the time is used to rob, steal or trespass something, right?

 

jlf65 wrote:

Personally, I'd rather the bobblehead affect how hard it was to break a bobbypin. I usually put in place a mod to make bobbypins from tin cans (regular or bent) since the damn things break like they were made of glass.

 

I actually use a mod to REMOVE the lock pick and terminals "puzzle game" from FO3/FNV. LOL

Gosh, they are so annoying after a time.

 

But don't get me started, we have screwdrivers available in the game, why do we need bobby pins to begin with? ;)

pintocat
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I hate the stupid minigames

I hate the stupid minigames too, I made a mod to remove them :P

Deathclaw_Mayor16
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I dont mind the lockpicking

I dont mind the lockpicking mini game.It's the hacking one I hate.Which is why I use a mod so only one word is the right answer.

RoyBatty
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I like the pickpocket chance

I like the pickpocket chance idea but... we'd have to change the bobblehead itself, which really isn't a bad idea. Maybe we should change the speech one to something else too because that one also sucks.

undead4life
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I'm sure it'd probably be a

I'm sure it'd probably be a nightmare to script, but I wouldn't mind having a secondary speech check akin to a follow up question. So you find an NPC, fail the NV style speech check, but then get an opportunity to ask "you sure about that?" for some sort of FO3 style check. I know FO3's speech checks led to many people save scumming though, plus I have this feeling it'd not be easy to script.

jlf65
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undead4life wrote:I know FO3

undead4life wrote:

I know FO3's speech checks led to many people save scumming though, plus I have this feeling it'd not be easy to script.

Why I'd NEVER save and restore until I got the result I wanted!!

Yes, the FO3 checks were too easy to bypass. One of the many improvements to FONV. I never minded the mini-games, but in both Fallout and Skyrim, supposedly metal picks break way too easily. To really be realistic, picks should be very hard to break, but when they do break, they jam the lock on the first such break. No breaking dozens of picks before it jams. Then they needed the ability to unjam a lock with a special tool and a much higher lockpick skill. Maybe I'll work on a mod that does that.

 

brfritos
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RoyBatty wrote:

RoyBatty wrote:

 

I like the pickpocket chance idea but... we'd have to change the bobblehead itself, which really isn't a bad idea. Maybe we should change the speech one to something else too because that one also sucks.

 

Yeah, this one I was also thinking, but what can we do with something like speech or charisma?

They aren't much used in the game other than speech checks and barter.

The barter bobblehead already covered the issues concerning commerce.

 

How about the player gain a temporary +2 CH (4 points in speech) when talking with high charisma NPCs? That have 6 or more points for example?

Red (Big Town) have 7 CH, Moira have 7 CH, Scriber Jameson (Citadel) have 6 CH and Durga have 6 CH.

In NV Bitter-root also have 6 CH and a speech check when talking with him, as well Arcade.

Since Paradise Falls is usually discovered in the very beginning this could be somewhat usefull.

RoyBatty
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The pickpocket idea just ends

The pickpocket idea just ends up being a sneak bonus so that's not going to work because it's duplicate. Back to the drawing board on both of them.

As for the NV system of speech checks, I don't like them myself, too OP. If a player has to cheat his way through speech checks they are just robbing themselves. I prefer the FO3 way myself and I plan to make a mod to bring this back to New Vegas.

brfritos
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RoyBatty wrote:

RoyBatty wrote:

The pickpocket idea just ends up being a sneak bonus so that's not going to work because it's duplicate. Back to the drawing board on both of them.

Well yes, but isn't that the purpose of the bobbleheads? Provide a bonus to the associated skill?

Most of  bobbleheads in TTW do this, the barter bobblehead provide a beef up of 15% discount in prices, regardless your barter skill.

My proposition is to make the 20% bonus only be applied to pickpocket, not the sneak skill itself. The same goes for the speech bobblehead, it would only affect certain NPCs, not all of them.

It would be like the Stonewall perk, which provides the player with +10 DT, but only against melee weapons.

 

My original idea was to enhance the DT of the player by +2 only against NPCs with high charisma, but there aren't too many of them in DC/Nevada, most of them are weak in terms of combat and this would only work for a evil playthrough.

Quote:

As for the NV system of speech checks, I don't like them myself, too OP. If a player has to cheat his way through speech checks they are just robbing themselves. I prefer the FO3 way myself and I plan to make a mod to bring this back to New Vegas.

I simply don't know, I don't like the way the two games provide speech challenges at all, because in the two cases is simply a winning button.

I use a mod that hide the percentage required to pass a check, not the check itself. So you see simply [Speech] or [Survival] next to the phrase, but not the amount required. It adds a ton to immersion and suspense.

Like the conversation you have with Ulysses at his temple for example. If you meet certain conditions and follow a certain path you don't need a single speech challenge to convince him not to fight you.

The option is there, but it isn't required. But with the number or percentage next to the phrase, you simply hit the winning button, knowing everything will work.

khumak
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pintocat wrote:

pintocat wrote:

 

I hate the stupid minigames too, I made a mod to remove them :P

I think yours is the one I've been using :)  Haven't reinstalled yet after moving my Steam install away from the gimped /Program Files path.

RoyBatty
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Well the Bobbleheads are

Well the Bobbleheads are supposed to be 1/2 perks, so 20% is too high. Even then +10 sneak basically does the same thing which is what the original Sneak bobblehead did. That's what I was saying about it being a duplicate. Also in the next version we've rebalanced the bobbleheads to be less OP and make more sense in a couple cases as well as got rid of the VATS only bonuses since a lot of people don't use VATS which made them useless.

We like fresh ideas however, so keep 'em coming and maybe we'll eventually get one that makes sense to us too.

Just to note, we've thought about reducing the requirement for forcing a lock (basically lowering everything a full level), adding the ability to pick a lock again if you fail using Force like the terminal hacking perk. Ideally I would love to increase the sweet spot like Fallout 4's perk does, but not sure if we can make a custom entry point to pull that off.

brfritos
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RoyBatty wrote:

RoyBatty wrote:

 

Well the Bobbleheads are supposed to be 1/2 perks, so 20% is too high. Even then +10 sneak basically does the same thing which is what the original Sneak bobblehead did. That's what I was saying about it being a duplicate. Also in the next version we've rebalanced the bobbleheads to be less OP and make more sense in a couple cases as well as got rid of the VATS only bonuses since a lot of people don't use VATS which made them useless.

 

Well, lower the amount then, it doesn't even need to be a least common multiple of 5.

A pickpocket maneuver has a chance of working of you sneak skill plus +3% or %5 for example, without raising the sneak skill itself. Therefore you have a slightest higher chance of performing a pickpocket, but the sneak skill used for trying critical hits, exploration and concealment remains the same.

Don't know if it's possible though, there is a option in the GECK specifically for pickpocketing only?

Also I support the rebalancing of bobbleheads, it occurred to me that a lot of times I simply chase the bobbleheads and then return to the Mojave because of their stats. And the stats are also resulting in a "perfect" character.

Like the repair bobblehead, which basically nullify the drawbacks of Built to Destroy trait or the melee weapons bobblehead, which substitute altogether the Slayer perk (20% of melee bobblehead + two levels of melee hacker = Slayer perk for free).

And if you actually pick the Slayer perk after this is game over, you don't even need VATS or Turbo to fight deathclaws, because you swing your weapon so fast they don't have the chance to perform a leap or use their claws. LOL

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Call me old fashioned and a

Call me old fashioned and a party pooper, but I don't really see the point in adding a pickpocket bonus to a lockpick bobblehead .

Over the years I came up with probably close to 15 different bonuses for the lockpick bobblehead, the problem was that many of the ideas I came up with couldn't be implemented or were too over/underpowered. This bobblehead is breaking my head for years now .

Still, keep coming by and telling us your ideas, no matter if you think it sucks or doesn't fit, we like all ideas (don't let my initial opinion of the pickpocket implementation stop you from coming up with any ideas).

RoyBatty
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I don't recall a pickpocket

I don't recall a pickpocket one.

However we did come up with a solution for Lockpick, it now increases the durability of lockpicks.

Charisma now removes the karma requirement from companions.

That just leaves Speech.