Research:Security and Crime
Security
Actions affected | On lockpicking and probing |
Description | Affects doors and containers. |
Implementation status | Implemented |
Analysis status | Verified |
On picking a lock
x = 0.2 * pcAgility + 0.1 * pcLuck + securitySkill
x *= pickQuality * fatigueTerm
x += fPickLockMult * lockStrength
if x <= 0: fail and report impossible
roll 100, if roll <= x then open lock else report failure
On probing a trap
x = 0.2 * pcAgility + 0.1 * pcLuck + securitySkill
x += fTrapCostMult * trapSpellPoints
x *= probeQuality * fatigueTerm
if x <= 0: fail and report impossible
roll 100, if roll <= x then untrap else report failure
Pickpocketing
Actions affected | On pickpocket (activate while sneaking) |
Description | |
Implementation status | not started yet |
Analysis status | Mechanic is broken and shouldn't be used as it is, but verified |
Pickpocketing is a multi-stage process. Not all items in the NPC's inventory are available, depending on the initial rolls. There are checks on a steal attempt, and when the window is closed.
On initiating
for each item stack:
roll 100, stack is visible if roll <= pcSneak
On picking an item
fatigueTerm = fFatigueBase - fFatigueMult*(1 - normalisedFatigue)
#where normalisedFatigue is a function of fatigue. empty fatigue bar -> 0.0, full fatigue bar -> 1.0
#note fatigueTerm is normally 1.25 at full fatigue.
#checks the whole stack no matter how many you try to take
#note: filled soulgems have the value of an empty soulgem due to a missing calculation
stackValue = itemValue * itemsInStack
valueTerm = 10 * fPickPocketMod * stackValue
x = (0.2 * pcAgility + 0.1 * pcLuck + pcSneak) * fatigueTerm
y = (valueTerm + npcSneak + 0.2 * npcAgilityTerm + 0.1 * npcLuckTerm) * npcFatigueTerm
t = x - y + x # yes, that is what it does
if t < pcSneak / iPickMinChance:
roll 100, win if roll <= int(pcSneak / iPickMinChance)
else:
t = min(iPickMaxChance, t)
roll 100, win if roll <= int(t)
On closing the pickpocket window
Same calculation as taking an item, but with valueTerm = 0.
Comments
The stealing process is highly broken for most items; any item or stack of items worth over 100 septims has such a negative result that it is picked at minimum chance, and this is at maximum all stats. A player with stats around 50 is picking at minimum for anything valuable. The available items window is not reset after every successful steal, only when you close the window and retry the pickpocket.
Bounties and Reporting
Bounties
Thieves Guild Reductions
Prison
Prison time is proportional to the bounty. Skills can be lost during time spent in prison, except Security which can improve.