Author Topic: Pick Pocket Woes  (Read 332 times)

Legacy_Tiggers.no.tail

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Pick Pocket Woes
« on: June 20, 2011, 12:16:16 pm »


                I'm creating a rogue-centered mod. I've added between 3-5 items on each NPC that is flagged as pick pocektable. I've removed their OnDisturbed script which theoretically, should make it so they dont go hostile when they are pickpocketed. Yet, somehow, they still manage to aggro when the attempt is discovered. Did I miss something here? They're all of the faction 'Commoner'.
               
               

               
            

Legacy_Tiggers.no.tail

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Pick Pocket Woes
« Reply #1 on: June 20, 2011, 01:32:32 pm »


               Silly me, If you set the plot flag on a character it solves my problem (somewhat)
               
               

               
            

Legacy_Mudeye

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Pick Pocket Woes
« Reply #2 on: June 21, 2011, 06:10:37 pm »


               After poking around the net for a few minutes it appears that the npc is made an enemy before the OnDisturbed script is called.  I think that nw_c2_default8 is the OnDisturbed script and it just ensures that the fight starts immediately.  

You might try making your own OnDisturbed script that calls AdjustFactionReputation and raises the faction back up so that the PC is no longer an enemy.  You could also put whatever you want the npc to do into that script (like start a conversation of something).