marbleman on 23/7/2017 at 22:30
I have some guards carrying keys, but when I pickpocket them, they are no longer able to open the locked doors. The only way I can come up with is giving a guard a copy of the exact same key put into "generic contents" so that you can't pick it. However, won't it raise the total pickpocket count and make some pickpockets unobtainable?
R Soul on 23/7/2017 at 22:43
The game doesn't count links whose Data value is Generic Contents. You can see it for yourself without even having to get the FM ready for the game. In game mode, use the debrief command and you can get to the Stats screen.
marbleman on 23/7/2017 at 22:53
Thanks! Although, my stat screen just says "Difficulty: Normal." I have the two basic scripts loaded, but I don't have any objectives yet.
Zontik on 25/7/2017 at 06:44
Quote:
I have some guards carrying keys, but when I pickpocket them, they are no longer able to open the locked doors.
It's logical.
R Soul on 25/7/2017 at 17:50
True, but the reaction isn't. It will either stop or continuously bump into the door.
There's a way with NVScript to set up a reaction, but an extra key saves effort.
Zontik on 27/7/2017 at 13:33
Quote:
True, but the reaction isn't.
That's why I try to avoid belt keys now. Any reaction after stealing is wrong, and no any reaction is wrong too.
Another reason: if you knockout AI with a key on his belt and don't notice that, you can spend hours searching the key in the whole level.
marbleman on 27/7/2017 at 14:29
This won't be a problem in my mission I hope. I don't like keyhunts myself, so all the keys are placed right next to the doors that they are supposed to open.
I know that guard being able to locked doors after being pickpocketed is less logical, but I like it more this way.
ZylonBane on 27/7/2017 at 15:28
Quote Posted by marbleman
I don't like keyhunts myself, so all the keys are placed right next to the doors that they are supposed to open.
Err... then why have a key at all?
marbleman on 27/7/2017 at 15:30
1) A key can be hidden.
2) A key can be carried by a guard, pickpocketing whom adds extra challenge. Or it can be not on a guard but simply in a hard-to-reach area.
3) A key can be placed on another side of an unpickable door to add a shortcut once the player has reached that area.
LarryG on 27/7/2017 at 17:09
But you said that
Quote Posted by marbleman
... all the keys are placed right next to the doors that they are supposed to open.
So, why have the door locked? Your 1, 2, 3 don't apply with the key next to the door.