Feature #1336

Reverse pickpocketing

Added by Alex McKibben almost 4 years ago. Updated 5 months ago.

Game Mechanics
Target version:
Start date:
% Done:




The ability to place an item into an NPC's inventory through the same interface accessed when pickpocketing an NPC.

Related issues

Duplicated by OpenMW - Feature #2523: OpenMW: placing items into NPCs inventory Rejected 05/08/2015


#1 Updated by scrawl . almost 4 years ago

  • Target version set to openmw-future

#2 Updated by scrawl . almost 3 years ago

  • Duplicated by Feature #2523: OpenMW: placing items into NPCs inventory added

#3 Updated by Jeffrey Haines almost 3 years ago

  • Status changed from New to Feedback needed
  • Assignee set to Jeffrey Haines

Is this a feature we should follow through with? Could be quite interesting with mods.
Go place this rare fertile egg on so and so. Then they get caught with it...

It makes sense.

Question, if I steel an item and place it back did I still steel the item?

#4 Updated by sjek - almost 3 years ago

it could be better to leave as still stolen

if all vanilla and mod script checks have all doonce short execution it would work. putting it back before anybody noticing it's stolen maybe. same change to put pack as with speech craft admire/taunt ?

best would be simple as possible bounty removal and item check in same cell instance as stealing althought that goes for same game mechanics .p for further can be taken those discussions on forum for improvements

or putting it to settings.cfg like toggle sneak without extra features + leaving it for modding

#5 Updated by Jeffrey Haines over 1 year ago

  • Assignee deleted (Jeffrey Haines)

Removing myself while I update bug tracker.

#6 Updated by Alexei Dobrohotov 7 months ago

  • Subject changed from Reverse Pickpocket to Reverse pickpocketing
  • Description updated (diff)
  • Category set to Game Mechanics
  • Status changed from Feedback needed to New

#7 Updated by Andrei Kortunov 7 months ago

Can we use this feature before 1.0?

#8 Updated by Randy Davin 7 months ago

I think its good since it gives more options for stealth characters while it doesnt affect gameplay negatively at all. For example, some potions are useless because the base game only allows you to use it yourself.

But reverse pickpocket should also have a success magnitude based on sneak skill.

Its up to the developers to decide if they want to implement this before 1.0 because this introduces an entirely new type of gameplay for the game.

Aside, I could not think of any negative side effect if this feature is implemented before 1.0

#9 Updated by Andrei Kortunov 7 months ago

  • Status changed from New to In Progress
  • Assignee set to Andrei Kortunov
  • Target version changed from openmw-future to openmw-0.43
  • % Done changed from 0 to 80

#10 Updated by Andrei Kortunov 7 months ago

  • % Done changed from 80 to 90

#11 Updated by Andrei Kortunov 7 months ago

  • Status changed from In Progress to Resolved
  • % Done changed from 90 to 100

#12 Updated by Marc Zinnschlag 6 months ago

  • Target version changed from openmw-0.43 to openmw-0.44

I'll move this to the next milestone for now, but I still think it does not belong into pre-1.0 and will become redundant in the de-hardcoding process of post-1.0 development.

@scrawl Want to weight in on this topic?

#13 Updated by Andrei Kortunov 5 months ago

  • Status changed from Resolved to New
  • Assignee deleted (Andrei Kortunov)
  • Target version changed from openmw-0.44 to openmw-future

The reverse pickpocketing should be handled via scripts after 1.0, so my implementation was rejected.

#14 Updated by Andrei Kortunov 5 months ago

  • % Done changed from 100 to 0

Also available in: Atom PDF