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Now *you* can be pickpocketed, and more!

Strip-Pocketing, "Driveby" DD/KFT/RH Equipping, Chems/Alcohol/Arousal force-applying and Instant Tattoos + Cummed on (while sleeping)! 

Now can affect you while you're sleeping or awake! 

 

Beta version in the support thread.

 

Backstory/Lore/The TL-of-DR:

 

Wait, you think you're the only one who can steal? The wasteland is full of poor and desperate people, many of them can't even survive a few steps away from their own beds, some are a day from becoming a raider, few used to be, so what do you think will happen when some oddball smartass who seems to have infinite wealth comes to town, handing over what seems like endless amounts of valuables to anyone with enough caps to take it from them? You'd better keep your eyes open, your weapon ready and your pockets closed. Better sleep light, since they can also get you while you rest!

 

This mod adds NPC pickpocketing the Player-Character to Fallout 4, NPCs will target Caps, Food, Drink, Guns, Armor*, Chems+Health items (yes both in the same group), Ammo, Misc (default off) or Junk. They can also reverse pickpocket, slipping you some chems, or some booze, an arousal potion maybe, maybe they'll just slip a collar on you instead? How about a tattoo? If you are dressed like you're asking for it, you're more than likely to get it taken from you. Adjust your item groups and chances of things happening to your liking or playstyle, want them to take a handful of 0.1 weight items when they steal? Or just one because they're expensive and precious to you? It's your loot buddy, you can lose it however you see fit.

* armor means anything your character can equip typically (across this entre page)

 

If you want an even more lore-like reason, the NPC knows you're pickpocking from them in those games, come on they can see you when you're right next to them, they're not allowed to move at all, thats against the rules. How about these thief NPCs? Maybe they have a little CHIM of their own? Maybe they know one of the rules you need to follow is that if you attack them, you're not getting your stuff back since all their friends will attack you and you'll die or load the game, and you both know it. 

 

It isn't very fleshed out at the moment and needs a lot of work and additions. Right now the only way to get your loot back after it has been taken is killing the NPC, pickpocketing them back or other classic methods. If anyone was curious as to why? I was playing Skyrim with its own Devious Devices forever ago and wondered why no one had done similar in regards to being reverse-pickpocketed DD or having clothing stolen by people who want to sneak a peek?  Anyway, now its done, on Fallout 4 at least. As far as I know this is the first mod of this type that has been created for Fallout 4 or Skyrim.

 

Base features:


-Get stolen from from most/all item types by NPCs, from 1 item per steal to a lot of things stolen from you, eventually making your Hot Pockets, no pockets at all.
-Get chems/alcohol/tattoos/restraints etc applied by NPCs instead of/alongside being pickpocketed (mostly social/"bad" drugs). 

-Get stolen from and/or chems/drugs/tattoo's etc applied while you sleep. NPCs can be real (so you have a chance of recovering what was stolen) or just take your stuff and vanish forever.

-If you have your weapon out and are looking at them approaching you, they will reconsider.

-"Only in conversation" optional mode, so no thief will be chosen to do anything unless you are talking to someone else, the thief can still steal after you left conversation however if they haven't already. 
-Sex Attributes Support: NPCs may apply bonus arousal (+20) to the player if they are sub-90, Arousal Level is one of the possible modifiers for if the mod fires.
-Equipped items, 0-Weight items, "Below X-Value" items can all be disabled as theft targets; Bobbypins, base-game magazines, holotapes, notes and *most* quest items are hard-protected by a formlist. (If you find any from the base game+base DLC that are not, let me know, none of the DLC Community Content quest items are currently protected and I play old-gen so I don't know if new ones were added)
-Devious Devices : Collars, Wristcuffs, Vibrators, Plugs, Hoods, Gags < all equal chance, other groups didn't make sense to be able to just casually put on someone before they're aware what's happening. Can probably be expanded to have different weights to each group later, likely won't be "cleaned" to remove specific items from any group. DD items shouldn't be stolen or double stacked.

-KFT : Arm bindings, Gags/Hoods, "Anything from the mod". Can be used with the DD chances at the same time but not recommended.

-Real Handcuffs : Collars/Handcuffs 80-20 chance for the normal/harder levellists from the mod, so 80% chance of normal handcuffs 20% hinged/high security. 80% chance of a normal/mk2-3 collar, 20% chance of a throbbing mk2-3. Watch out for overlap, also this is more "dangerous" than most DD/KFT.

-Tattoos After Rape basic support : NPCs can apply a tattoo as a reverse action.

-Commonwealth Moisturizer basic support: Can wake up a little gooey....
-SAKR (original) support (Exposed or Skimpy Detection) and 2 player-chosen slots that should work if you don't use SAKR for nudity (untested)

-Thief can (chance) go invisible (good at sneaking!)
-Lower weight items are typically taken in stacks/groups, the scaling can be altered
-Some basic location support
-Activation based off certan states of your character, wealth, health, equipement, armed. Can become compoundingly difficult/frequent.
-Small knocked effect on-action (can be disabled but is very non-offensive)
-Timers; one to call a new Thief/timeout the old one, one to delay the call

-Optional "Fade-to-Black" when the NPC "uses/equips" something on the player. 

-Gamble+Option heavy: Chance of occurance with modifiers and chance modifiers for each group, many things to choose from.
-Simple debug notifier enable/disable via MCM

 

 

It is meant to be played with Sex Attributes for the base Arousal increase effect + my Arousal Helper mod for the Forced-Chems/Alcohol to be more effective, Devious Devices and/or Kziitd Fetish Toolset and/or Real Handcuffs for the force-equipping and SAKR for skimpy/nudity detection and Tattoos after rape for tattoo handling and finally Commonwealth Moisturizer for cum when you wake up, using this with Sex Harassment may cause a lot more butt-smacks so adjust your frequencies as NPCs will get right up into you sometimes and may end up behind you. If the mod doesnt function right away just disable/enable it from the MCM/Hotkey and it should work.

 

Extra stuff that may be nice to know but you could find out later yourself without reading:

 

Spoiler

On the chances for Pickpocketing/Reverse categories on the 2nd page, they are typically weights, not percentages, so if you have multiple higher figures and one at a low figure it will be much much less likely to ever happen at all unless other categories are empty.

 

Currently only 1 set of "reverse" actions (DD+Chem-Alch Apply+Arousal+Tattoo) can happen per thief roll at most, what this means is you will get at most per-successful thief : one DD applied + one chem or booze applied + one Arousal bonus of 20 applied, plus whatever items they stole. Sometimes the script would be too fast for the engine and do multiple actions from the same category, its more "ok" for theft than applying effects in my eyes so this was the most reasonable method I could think of in the meantime other than making a sometimes slow/stuck process slower.

 

Sleep Ghosts Thieves leave a different note than NPC Theives.

Cum application is a sleep-only action and "costs" nothing to the thief.

Sleep ignores the standard activation settings and exclusively uses its own. 

 

Using the console or other methods, tagging an NPC with : " setav HP_NotEligible 1 " should make them ineligible to become a thief.  

 

If you have the "Extra action chance reducer" too low with a high maximum and higher minimum, you will more than likely experience issues/lag with the notifier as it tries to feed you all the information, it may be too low right now on the default settings for the notifier on 1. You may have better luck increasing the Bulk Multiplier instead.

 

The minimum and maximum budget are not real minimums and maximums, the NPC can take less if the category only has less to take and the last action can take a single item or stack worth infinitely more than any number you set, it exists more as a Budget-limiter, since sometimes you blow your budget, sometimes you're under budget. 

 

Everything in the Armour and Weapons categories are both are seen as 0-weight and both categories bypass the "0 weight protection" that the other categories get.

A flat figure also means your actual weapons can get stolen instead of endless pipe rifles, come on dude, what thief wants to take a pipe rifle or board when theres a legendary assault rifle fully modded with a custom paintjob are you serious.

 

"Equipped Protection" also includes the equipped weapon and grenade, so you could theoretically *stash* value in caltrops/armed gear or grenades as a cheat or super hardcore run.

 

I know it looks a little goofy with them sneaking directly at you, before this they were Sex-Harassment running at you at staring you in the face while they stole. At least they can go invisible now.

I hope the mod works well enough that I don't need to fix anything too soon (bottom of the first MCM page has a few little tools) and that you enjoy it. :)

 

 

Known/Possible Issues+Bugs: (Most possibles are assumptions based off how it is made/from testing/guesses), bugs will hopefully get fixed:

 

Spoiler

K=Known P=Possible

 

New:

K: If you use any mod to change the default "sneak" animation, say to a crawl for example, the NPCs will also use that animation as well. This can change their movement behaviour as they may get stuck on things and the speed may be affected as well. You should probably increase their chance to go "invisible" to counteract the goofyness. 

 

K: Settlers in Settlements (typically anywhere that can be built in) will not actively move towards the player. This can also include some Caravan Guards. It may extend to any NPC that is "working". If you pass by one that has been assigned as a Thief, they will still be able to perform the actions. There may be a workaround to this in a later version. 

K: Theft is jank looking (the NPC just tries to get close then stares at you for a while) - put the invisible thieves chance higher up to counteract this.
K: Notifier latency/steal lag - only really happens with high budgets and lots of steals

K: AAF is not currently being detected by this mod so theres a fair chance you will be stolen from while in a scene or other effects, also NPCs may be selected to be a thief while in a scene meaning you wont get stolen from until that scene ends / a new thief is chosen (this actually happens semi often in Diamond City). I suggest setting up the hotkey in the MCM at the bottom of page 1 for a fast stop/start if you suspect this has happened.
K: The equipped effects from Zaz packs (like used in my other mod SAAH) will be counted as stealable like all other armour, this includes the covering hands equip, (my SAAH mod will re-equip it on-timer by default) but this mod will count that item piece toward the budget used (provided you have allowed the Thief to steal "equipped" items, by default equipped are protected, otherwise they will only be able to take it if it is unequipped).
K: Invisible thieves can be assigned, most wont do anything (theres one named bruce in the fens), some will steal (one in diamond city) - many in Bunker Hill (but those ones may just be underground) - may have been fixed in a previous patch/version

K: If you use Sex Harassment or other mods that will "take over" an NPC, this may steal the NPC, or the NPC may be stolen from this mod by that one at times. Will likely occur more often if you also use the extra included .esp for Sex Harassment as both have the same settings for choosing an NPC (timers should be different but may clash at times as well, both mods should be fine running at the same time typically aside from this)
P: Possibly not targeting every item available in game (should also get mod-items as-is)
P: Combat Strip Lite possibly may have script issues due to unequipped broken/damaged armour being stolen (I don't play damaged/broken armour, just unequip+timer mode and havent looked at this part of the script so I won't know, but it still is possible), this isnt un-fixable 
P: Combat itself may not snap the NPC out of their desire to grab that sweet booty
K: NPC with scripts that are meant to fire the first time you meet them will also happen, if they are a thief this may cause them to stick around to talk instead of being released. There are a lot of NPCs out there that do this especially in Diamond City. This isn't a huge issue, just annoying if your "thief" wants to sell your Meat or something.
P: NPCs will typically beeline toward you and there is no danger/threat awareness on their side so using it in hostile areas isnt a good idea, or maybe it is.
K: If you attempt to use a category from a mod that you dont have, you may break those rolls if they would have won (most of the reverse actions)
K: MCM always needs work
K: Probably heaps of other issues, I've never done anything like this before and this took longer than I had hoped

P: Tattoos after rape may not always apply a tattoo, may replace a tattoo, may use a random tattoo or tattoo over an existing one. 

P/K:If a quest item/actually important item gets stolen let me know so I can build a list of protected items, the current list is likely missing some things, only base-game+DLC items can be added, if you want to add to this list for a specific mod you will need to make a mod for this list or use robco patcher (maybe). 

K/P: I only play old-gen ( v1.10.163 ) so I have no idea if it works on newer versions.


Ok cool have you thought about??: (In the mystical future)

 

Spoiler

-What about if you didnt need to only pickpocket or kill them to get your loot back?
     Maybe in the future this will be expanded on since it seems natural (or another mod/modder can do it) as of now the only thing is an option to tag the last thief who has your stuff, the rest is still in the inventory of the other thieves. 
-Guards stopping the thieves and bribing them to get your stuff back: really this just seems like far too much work since theres only like 30 NPCs in the biggest settlement and guards only exist there
-Of course all the issues I would like to fix at some point, a lot of it comes down to time + effort and neither is infinite.

-Considering making extension-mods to counter zero-dependency with other mods so its easier + more overall control, still intend to keep the core-mod free from requiring more than it already does which should hopefully be nothing, provided the user who has none sets all the sliders to 0 to help the inventory/roll searcher.

-Wow yes you can help me, thanks for asking. You can also make extensions and bug fixes and improvements and post them here, it's much better than me needing to do it alone plus you probably use mods that I don't or can do things I cannot. I'm not very skilled at quest-building or dialogues or AI routines any of that side so if someone who is wants to try build the "get your loot back" side of the mod, please do so. Or just make your own extension to this so it's wholly yours.

My personal take on adding new things is "if the player doesn't like it, can they just disable it/ignore it" which goes along side my "it's an optional mod so why limit the players options" thoughts. 

 

Using the hard reset (near the bottom of page 1) in the MCM usually is enough to shut down/restart the mod for updated versions instead of needing to clean a save, not always though. Turn notifications to 1 before clicking to see the state of the mod (on/off). Otherwise load your save without the mod, save, load with the mod.

 

@riveth Has a beta for a newer version with expanded features available for download in the support forum for this mod.

Edited by Franco Cozzo


What's New in Version 0.0.8

Released

0.0.8 - Needs a clean/new save or NPCs will only do reverse actions (unless you want to enable and use the new toggle for the rest of your current save)

 

- Stolen items can disappear forever (if you want it to be that way) thanks @Nuka Cherry for the idea.

 

0.0.7rc3

- Unbroke normal theft approaches + theft (the main part of the mod) thanks @Yosh36 for the heads up
- Made KFT/DD actually able to equip while the player sleeps (oopsie)
- Added Real Handcuffs support (collars/handcuffs) 80-20 chance for the normal/harder levellists from the mod, so 80% chance of normal handcuffs 20% hinged/high security. 80% chance of a normal/mk2-3 collar, 20% chance of a throbbing mk2-3. thanks @SheogorathTheInsane for the idea. 

- Please let me not have broken anything else

 

0.0.7rc2

 

- Sleep theft now should follow location-limiters. You can choose to disable this, or for Commonwealth Moisturiser alone to still work while you sleep. 
- Fixed settlement theft occuring when it should not (it was sharing the toggle with towns)

 

0.0.7rc

 

- Commonwealth Moisturizer support for sleep-mode only. Should detect the NPC and apply their cum colour if not humman but I haven't tested with any NPCs, just ghost. 

 

Older versions:

 

Spoiler

0.0.6

 

Sleep Theft:
- Sleep theft now should work, you will get a note every time it happens (so if your notifcations are off you'll still know). It still needs a valid NPC in the area to occur so it likely wont happen in "the wild". 
- Added chance for sleep theft (Ignores the other roll, so you can have the mod as "only sleep thefts")
- "Ghost" thief option can steal your stuff while you sleep, leave a different note than the standard and you'll never ever know who did it. This doesn't need or use an NPC in the area (you will also lose the items forever). Ghost theives can be used as an option for when there are no valid NPC thieves, or as the default. 

- Tats After Rape support: NPCs can now apply a random Tattoo as a reverse action.

Additions:
- Optional "only while talking to someone" mode, since that's when you're more likely to be distracted and pickpocketable. Any thief called during this time will still be on their way to steal from you when the conversation ends if they haven't done their actions yet. The person you're in conversation with is always ineligible to be the current thief. Using this mode you'll want to lower the timers or increase the chances for it to actually be more likely to happen.
- Yes, you can do "Only Sleep and Only when talking to someone" as the only times the mod will fire. 

 

0.0.5
-Optional "fade-to-black" (approx 1.5 seconds for chems/arousal, 2 for DD/KFT) as any reverse action is applied to the player (may be multiple fades if multiple events occur). Player is "stuck" for ~1/2 a second during this time.

-Added 3 FormLists + Chance Sliders for other mods/modders/people to use. Items added to those lists (manually or with robco) should be seen the same as all other items in the game, there will likely be some crossover and double-up due to most items already having at least 1 keyword that would be seen by the mod (I assume) but this way if it isnt, people can use these. These are un-tested but should work.
  -HP_CustomList_A -HP_CustomList_B -HP_CustomList_C 
-The items from those lists will follow the same rules as basic items, so if your mod only has 0 weight items that are worth 0, they will likely be blocked if the toggles disallow 0 weight or 0 value items being taken. Considering adding a 4th category to act similar to weapons/armor in that its a flat value that ignores weights. 

Somehow I lost the code for the thief to have a chance to go invisible AND KFT things. I have re-added them back in and hope they work as they did before + that nothing else is broken.

0.0.4b

Unbroke TheifAlias from being repopulated between sessions
Added a condition to exclude non-enabled NPCs (might stop "fake" NPCs that cant be seen from stealing)
Toggle System notifications now should only be seen if notifications are on setting 1 (maximum), on 2 (basic) you shouldn't see them.
Toggle System added .reset to quests for a real flush, just in case also cleaned startup script (shouldn't be noticable).
Added Hard Toggle click to the MCM instead of a hotkey alone, cleaned up text/wording of the optins in that area
Cleaned incorrect address in unused recovery quest

0.0.4a
-altered Thief Alias and script to make HP_NotEligible 1 actually work as intended
-added blocks to the GetValidThief function inside the script to not assign Companions/Followers as Thieves, added check to make sure they wont become thieves if they are in a scene 
-added Essential and Protected NPCs from being able to be excluded as Thieves, default enabled for Essential (like children, Preston, Mission-Critical NPCs etc as they cannot be killed), default disabled for Protected.

-disallowed mannequins to be thieves (lol) <- 0.0.4 has this as a bug

-0.0.4 was also not an ESL which may cause problems. If you installed this you *may* need to load a save before or try a resave or disable/load/save/enable.  < also fixed in 0.0.4a.                    If you are updating from 0.0.3 at worst a Disable/Enable mod from within the MCM via the hotkey will/should work but it probably doesn't need it.

-discovered bug that Settlers/Workers typically will not move if they are selected to be thieves, this can include Caravan Guards. Note that if they are selected and you walk by them, they will still steal/apply. A workaround may be possible in a later version. 

Big thanks to @MSM_Alice for their help. (and also to everyone using the mod, providing suggestions and bug reports)


0.0.3a - re-release
-ActorValue not GlobalVariable for HP_NotEligible 1 
    Target NPC in console -> setav HP_NotEligible 1
-actually included the scripts so it will work

0.0.3
-Hopefully fixed the timer misbehaving
-Look at an NPC while you have a weapon out to stop them from trying to pickpocket you (within 1500 game-units)
-New Global to disable some NPCs from being thieves : HP_NotEligible , any NPC with HP_NotEligible 1 will not be able to be a thief. Set it in the console. 
-ModConfigMenu location address fix
-Source included

0.0.2
-Added some KFT support for reverse-applying restraints. Choices are Arms, Gags/Hoods, and "anything from rope or tape categories", hopefully this covers most bases (and "just works"). The DD and KFT shouldnt conflict much (unless you choose the "any" from KFT then I can't control it) as I put in some basic protections for hands/gags/hoods but there are still double up issues, typically if you already have the DD equipped and it wants to equip KFT it will just give the item and count it but shouldnt remove cuffs/bindings typically, some DD will unequip some KFT (gags/hoods). KFT also shouldn't get stolen or overwritten by itself (unless you use the "any" list, again). It probably wont respect the choice-settings in KFT itself. They should be *ok* to use together but a little weird at times due to slots and etc. Later on I will probably expand the DD options so this will be less of an issue.
-Added basic function that will let the thief have a chance to go invisible as if they have a stealth boy or are just really good at sneaking (thanks @jb. for the code)
-Defaulted all mod-required globals to 0 to minimise problems for people who don't use them.

 



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