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In my last tthread. I went over how the Sleight of Hand skill works mechanically. My main reason for this is because I saw a couple of posts about how "Loaded Pockets" works.

 

All of the information I'm presenting is pulled from items.gamedatabundle.

 

I would normally post the actual code, but there is quite a bit, so I'll just summarize below.

 

So, Loaded Pockets adds an item from a unique loot list in the pool of items that appears in a creature's inventory. When a creature is loaded into the world (when you load into a map) it's loot tables are weighed against one another, and one of them is loaded to the creatures inventory. This only happens once.

 

The specific loot tables affected with the chance of the Loaded Pockets item being added (rounded up) is as follows:

"Loot_Default_Pickpocket" = 1/11 = 9.09%
"Loot_Default_Pickpocket_Picker" = 1/24 = 4.17%
"Loot_Default_Pickpocket_Huana" = 1/11 = 9.09%
"Loot_Default_Pickpocket_Picker_Huana" = 1/24 = 4.17%
"Loot_Default_Pickpocket_Rauataian" = 1/11 = 9.09%
"Loot_Default_Pickpocket_Picker_Rauataian" = 1/24 = 4.17%
"Loot_Default_Pickpocket_Vailian" = 1/11 = 9.09%
"Loot_Default_Pickpocket_Picker_Vailian" = 1/24 = 4.17%

This means that Loaded Pockets generally affects humanoid creatures like faction NPCs, Shopkeepers, or random NPCs.

 

Loaded Pockets will on average have a 6.63% chance of spawning one of the 25 items in it's loot list to the creatures inventory.

 

The loot list of 25 Items it can generate are:

 

Stone of Power

Cloak of Protection

Gauntlets of Discipline

Mortification Bindings

Healing Hands

Ring of Unshackling

Ring of Overseeing

Stormturner Cloak

Nature's Embrace

Shorewalker Sandals

Swordsman's Bracers

Gauntlets of Reliability

Missile Gloves

Killer's Gloves

Rotward Amulet

Necklace of Fireballs

Cloak of Deflection

Physicker's Belt

Blunting Belt

Trollhide Belt

Amulet of Health

Torc of Intellect

Token of Faith*

Ring of Minor Deflection

Ring of Minor Protection

 

*This is the only way to get Token of Faith without console commands.  

 

It's important to note that a creature's pick-pocketable inventory is included in the inventory it drops when it dies. So you'll likely run into these items when you do faction bounties or get trigger happy at a faction's headquarters. 

 

So yeah. That's pretty much it. For a Berath's Blessing, it's actually pretty balanced. You'll still find plenty of instances of these items spawning, but not so much that you have piles and piles of the items from only a couple of excursions. 

 

 

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great research. this is something that i frankly wish was rolled into the base game, because as it is sleight of hand is pretty much a trap choice.

 

that way i can do some slightly more meaningful pick pocket while rolling one of the god challenges.

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Yeah, I agree.

 

You could modify items.gamedatabundle, changing all instances of: 

"Components": [
    {
        "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats",
        "Data": {
            "FullName": "Boolean IsGlobalValue(String, Operator, Int32)",
            "Parameters": [
            "bb_loaded_pockets",
            "EqualTo",
            "1"
        ],
        "Flags": "",
        "UnrealCall": "",
        "FunctionHash": 901380568,
        "ParameterHash": -1708035508
        },
    "Not": false,
    "Operator": 0
    }
]

to:

"Components": []

Just make sure you back up items.gamedatabundle, and know that when ever there is an update, you will have to redo the process. 

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As the murderhobo mantra goes: "If you can't kill it, steal it". 

 

Stealing this for a signature. I get the feeling you could write a Murder Hobo Bible.

 

Yeah, I agree.

 

You could modify items.gamedatabundle, changing all instances of: 

"Components": [
    {
        "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats",
        "Data": {
            "FullName": "Boolean IsGlobalValue(String, Operator, Int32)",
            "Parameters": [
            "bb_loaded_pockets",
            "EqualTo",
            "1"
        ],
        "Flags": "",
        "UnrealCall": "",
        "FunctionHash": 901380568,
        "ParameterHash": -1708035508
        },
    "Not": false,
    "Operator": 0
    }
]

to:

"Components": []

Just make sure you back up items.gamedatabundle, and know that when ever there is an update, you will have to redo the process. 

 

So basically you're saying this would make a relatively easy mod?

Edited by protopersona

"As the murderhobo mantra goes: 'If you can't kill it, steal it.'" - Prince of Lies

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The "Most Gentlemanly League of Murderhobos" unite! Gentlewomen and Gentlepeople are allowed, too. We're surprisingly inclusive- we murder everyone

 

Yeah. Problem is that Magran's Challenges disable mods- which is why you'd have to do a direct edit.

 

Not sure where the mechanism is for Challenges, but I'll take a gander later tonight to see if there's an easier way to do it.  

Edited by Prince of Lies
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You could likely (haven't tested) re-enable mods by changing the "Default" part GodChallengeGameData from global.gamedatabundle:

        {
            "$type": "Game.GameData.GodChallengeGameData, Assembly-CSharp",
            "DebugName": "Default",
            "ID": "e14ad382-49e9-45f6-840c-488c7c8d0418",
            "Components": [
                {
                    "$type": "Game.GameData.GodChallengeComponent, Assembly-CSharp",
                    "Type": "Default",
                    "DisplayName": 2051,
                    "StarsSprite": "",
                    "FilledConstellationSprite": "",
                    "SelectedConstellationSprite": "",
                    "DisableCheats": "true",
                    "DisableMods": "true",
                    "AddAbilityToPartyID": "00000000-0000-0000-0000-000000000000",
                    "CannotFleeCombat": "false",
                    "CannotPause": "false",
                    "CannotSlow": "false",
                    "ExperienceMultiplier": 1,
                    "EnemyLevelMultiplier": 1,
                    "ExpertMode": "false",
                    "TrialOfIron": "false",
                    "PathOfTheDamned": "true",
                    "LevelScalingOnlyUp": "true",
                    "ProhibitPartyMembers": "false",
                    "EnableEquipmentWear": "false",
                    "FogRevealRadiusBonus": 0,
                    "WellLitFogRevealRadiusBonus": 0,
                    "AdditionalEffectStrings": [],
                    "UIOrder": 0,
                    "EnableEndOfWorldCountdown": "false"
                }
            ]
        },

Change

"DisableCheats": "true", 
"DisableMods": "true",
"PathOfTheDamned": "true",
"LevelScalingOnlyUp": "true",

to:

"DisableCheats": "false", 
"DisableMods": "false",
"PathOfTheDamned": "false",
"LevelScalingOnlyUp": "false",

And you should have an uninhibited Magran's Challenges experience.

 

Just FYI - It would probably need to be a direct edit. And like the other workaround, every time the game updates, you would need to re-make the changes.

 

Another thing to note is that the UI elements stop you from enabling Berath's Blessings, so it's only really useful if you want mods, cheating, and freedom to change the difficulty (will be changed with the new patch). 

 

Also, again, make backups. :p

Edited by Prince of Lies
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The "Most Gentlemanly League of Murderhobos" unite! Gentlewomen and Gentlepeople are allowed, too. We're surprisingly inclusive- we murder everyone

 

LOL I'd join that.

 

 

Yeah. Problem is that Magran's Challenges disable mods- which is why you'd have to do a direct edit

 

I'm only referring to a mod to make pickpocketing more worth taking in the base game. Though then I guess you'd want to adjust Loaded Pockets too.

"As the murderhobo mantra goes: 'If you can't kill it, steal it.'" - Prince of Lies

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Nice guide! My current walkthrough has Loaded Pocket enabled and I've stolen several items on your list at level 10.

 

My question is does this increases the chance of other items, like gems, drugs or ingredients? I have the feeling that there are more of them too, especially drugs. But I can't be positive since it's highly random.

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No. it does not.

 

If you look at the code a couple of posts prior, you'll see that there's a boolean value: this is used to check if it's enabled- and if it is, it will load the lootlist. If it isn't it won't.

 

That's all Loaded Pockets changes. 

What file contains the loot tables? I'm trying to find if the Bracers of Deflections can spawn somewhere.

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items.gamedatabundle

 

You'll have to search for the item, grab it's GUID, then search with that. 

 

Edit: It's GUID is:

ca50e75f-26a5-4543-815f-f16f5efa02b4

 

There's no loot table with it in the base game. So you'll have to check the item.gamedatabundle from the DLC/Patches

Edited by Prince of Lies
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I had some extra time so took a look myself.

 

It appears in lax01_items.gamedatabundle under:

 

LAX01_Store_00_AI_Special_Items

 

It's sold by Engari in the Temple of Toamowhai in DLC2 (Seeker, Slayer, Survivor)

 

It's not attainable anywhere else. 

Edited by Prince of Lies
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I had some extra time so took a look myself.

 

It appears in lax01_items.gamedatabundle under:

 

LAX01_Store_00_AI_Special_Items

 

It's sold by Engari in the Temple of Toamowhai in DLC2 (Seeker, Slayer, Survivor)

 

It's not attainable anywhere else. 

Yes, I knew about this one. I just wanted to be sure it can't be found as random loot somewhere else.

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