As you can see, you get various dialogue options depending on your Intelligence, Wisdom, Charisma, Lore and Reputation scores. The initial requirements are fairly low (12 for either INT/WIS/CHA, 20 for Lore and 14 for Reputation) However, each merchant keeps track of how many times you've tried to talk your way of a theft, and these values exponentially rise with every further failed theft attempt. This goes up to a maximum of 3 freebee attempts after which no amount of talking will be able to convince that merchant of your "innocence". Anyway, even after all of your "second chance" attempts have been spent, the merchant won't go hostile. Instead, he will report the theft to his superiors/guards which will lower your reputation by 2 and prevent you from shopping at that merchant's store ever again. Any thoughts?
Revised Thievery addition - [IMPLEMENTED]
#1
Posted 13 March 2009 - 08:00 AM
As you can see, you get various dialogue options depending on your Intelligence, Wisdom, Charisma, Lore and Reputation scores. The initial requirements are fairly low (12 for either INT/WIS/CHA, 20 for Lore and 14 for Reputation) However, each merchant keeps track of how many times you've tried to talk your way of a theft, and these values exponentially rise with every further failed theft attempt. This goes up to a maximum of 3 freebee attempts after which no amount of talking will be able to convince that merchant of your "innocence". Anyway, even after all of your "second chance" attempts have been spent, the merchant won't go hostile. Instead, he will report the theft to his superiors/guards which will lower your reputation by 2 and prevent you from shopping at that merchant's store ever again. Any thoughts?
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#2
Posted 13 March 2009 - 10:00 AM
You might also add checks for low rep, as few people would risk to anger a band of infamous never-do-wells.
BTW, I thought it was impossible to track which exactly item was stolen ('you can have you trinket back')?
Edited by GeN1e, 13 March 2009 - 10:01 AM.
#3
Posted 13 March 2009 - 10:25 AM
GeN1e, on Mar 13 2009, 03:00 PM, said:
#4
Posted 13 March 2009 - 10:37 AM
GeN1e, on Mar 13 2009, 07:00 PM, said:
Good point. I'll add the corresponding options for characters with extra low reputation (7 and below).
Daulmakan, on Mar 13 2009, 07:25 PM, said:
Yup, those sentences are merely there for flavor.
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#6
Posted 13 March 2009 - 07:20 PM
So anyway, how do you get the dialog to run? I thought the turning-hostile was hardcoded?
#7
Posted 13 March 2009 - 07:52 PM
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#8
Posted 13 March 2009 - 08:08 PM
erik, on Mar 14 2009, 12:15 AM, said:
An element of chance in there, I hope? Letting the character embarass himself further by unconvincing babbling...
Nope, just simple attribute checks as I'm not particularly fond of having a randomness factor in dialogues (scripts are a different matter).
Quote
That's a nice idea but I should note that it's not always Player1 who does the talking on a failed theft attempt. It's actually the party member who botched the theft (i.e. Nalia in the screenshot above) so there's not much point in adding a separate set of interjections.
Edited by aVENGER, 13 March 2009 - 08:26 PM.
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#9
Posted 13 March 2009 - 08:09 PM
jon-eli, on Mar 14 2009, 04:20 AM, said:
Unfortunately, the method that I'm using only works in BG2:SoA and ToB areas at the moment. This is because the merchant reaction in those games is managed by STEALAMN.BCS, STEAL25.BCS, STEALPIR.BCS and a few other scripts which I deliberately don't touch (i.e. STEALUND.BCS the Ust Natha Drow merchants) in coordination with STOLEN.DLG. Minor patching to the scripts and dialogue files were all that was needed for this change to work. OTOH, in BG1 (and Tutu) things seem to work a bit differently - the hostile reaction seems to occur automatically there since the aforementioned scripts are not being used by the BG1 merchants. I'll see if I can work around that somehow.
Quote
As noted above, the hostile reaction after a failed theft attempt (from a store) does not seem to be hardcoded. However, the hostile reaction upon a failed pickpocket check (i.e. failing to pick a creature's pocket) does, and there's not much I can do about that.
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#10
#11 -erik-
Posted 14 March 2009 - 01:32 PM
aVENGER, on Mar 13 2009, 08:08 PM, said:
erik, on Mar 14 2009, 12:15 AM, said:
An element of chance in there, I hope? Letting the character embarass himself further by unconvincing babbling...
Nope, just simple attribute checks as I'm not particularly fond of having a randomness factor in dialogues (scripts are a different matter).
While I'm not fond of knowing that all the choices that actually come up in a situation will be successful. Kind of ruins suspense.
#12
Posted 14 March 2009 - 03:01 PM
Quote
Nothing prevents the use of
+~CheckStatGT(PC,14,INT)~+ ~Calm down, I did nothing wrong.~ GOTO success +~CheckStatLT(PC,15,INT)~+ ~Calm down, I did nothing wrong.~ GOTO failureform.
#13 -Glabro-
Posted 18 March 2009 - 12:52 PM
This component would mean no more relying on load-saving and would finally let the stealing be sensible.
Now, if only someone did that economy rehaul so the money would matter even towards the end, and you couldn't get everything fast, the game would become exponentially more interesting.
#14
Posted 08 May 2009 - 11:23 AM
aVENGER, on Mar 14 2009, 06:09 AM, said:
I've managed to resolve this.
As of the upcoming RR v4.11, the merchants in the BG1 part of the game (i.e. in BGT/Tutu) will also give the player a chance to talk his way out of a failed theft attempt.
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#15
Posted 08 May 2009 - 04:27 PM
Does this work for mod creatures too? For example, we have some merchants with a StealFailed() trigger that shout for help and turn Enemy(). They also have their own dialogues of course. Would this work for them, or if not, can we pinch the code?
Aurora * BG1 NPC * Gnomes * Haiass * Infinity Animations * Level 1 NPCs * Lost Items * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * In Progress: Adjusted Portraits * DSotSC (Tutu)
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * PSPad Highlighters * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"As the body itself is slow to grow and quick to decay, so also it is easier to damp men's spirits and their enthusiasm than to revive them..."
-Cornelius Tacitus, Agricola
#16
Posted 08 May 2009 - 08:26 PM
Miloch, on May 9 2009, 02:27 AM, said:
I'll look into it.
Quote
Right now, only those creatures that use one of the default in-game scripts which contain StealFailed() will be affected. Since I also use a custom dialogue file which checks for the INT/WIS/CHA/Reputation/Lore of the character who failed at the theft attempt, the other scripts wouldn't work without that anyway. However, if the creatures added by your mod already have their own custom dialogue file for failed theft attempts, feel free to borrow (and expand) the RR approach if you'd like. Otherwise, just give me the names of the appropriate scripts and I'll include them in a dedicated ACTION_IF block and patch them through RR.
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#17
Posted 08 May 2009 - 09:35 PM
aVENGER, on May 9 2009, 04:26 AM, said:
Quote
Aurora * BG1 NPC * Gnomes * Haiass * Infinity Animations * Level 1 NPCs * Lost Items * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * In Progress: Adjusted Portraits * DSotSC (Tutu)
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * PSPad Highlighters * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"As the body itself is slow to grow and quick to decay, so also it is easier to damp men's spirits and their enthusiasm than to revive them..."
-Cornelius Tacitus, Agricola
#18
Posted 08 May 2009 - 10:35 PM
Miloch, on May 9 2009, 07:35 AM, said:
RR's Sap is loosely based on the PnP version, as described in the Arms and Equipment Guide. Basically, it's just a club which deals non-lethal (unarmed) damage.
Quote
Most of it is, though the aforementioned part relevant for the BGT/Tutu merchants isn't there yet. Anyway, the code is not complex at all, I'm simply making the merchants fire off a custom dialogue file on a failed theft attempt. I do so by adding this block to their scripts:
IF
StealFailed([ANYONE])
!Allegiance(Myself,ENEMY)
THEN
RESPONSE #100
StartDialogOverride("RR#STLN1",LastTrigger)
END
Using the StartDialogOverride() action ensures that the merchant's default dialogue is not overwritten by my custom RR#STLN1.DLG. Instead, RR#STLN1.DLG fires off only when needed and checks the thief's stats. If they are sufficiently high, the dialogue increments a LOCALS variable by one after each failed theft attempt, otherwise the variable maxes out right away. Once the variable reaches a certain point, the merchant in question refuses to have any further dealings with the thief and lowers the party's reputation by 2. This currently occurs after 3 failed theft attempts. It should be noted that a merchant will never turn hostile and/or try to attack the thief with this approach, he will simply refuse to have any further dealings with the party. Check the RR tp2 and the corresponding files for more details.
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#19
Posted 11 May 2009 - 06:01 AM
aVENGER, on May 9 2009, 06:35 AM, said:
I was wondering though - does this apply also to pickpocketing or just merchant shop thefts? If not the former, is there any way to implement that? Sure, a lot of people might get violent if pickpocketed, but it's unlikely a lowly merchant with any sense would try to take on a fully armored party.
Aurora * BG1 NPC * Gnomes * Haiass * Infinity Animations * Level 1 NPCs * Lost Items * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * In Progress: Adjusted Portraits * DSotSC (Tutu)
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * PSPad Highlighters * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"As the body itself is slow to grow and quick to decay, so also it is easier to damp men's spirits and their enthusiasm than to revive them..."
-Cornelius Tacitus, Agricola
#20
Posted 11 May 2009 - 06:31 AM
Miloch, on May 11 2009, 11:01 AM, said:
aVENGER, on Mar 14 2009, 01:09 AM, said:
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