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Thread: Guards opening locked doors after being pickpocketed

  1. #1
    Member
    Registered: Apr 2016

    Guards opening locked doors after being pickpocketed

    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?

  2. #2
    Member
    Registered: Jan 2001
    Location: Formby, NW England
    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.

  3. #3
    Member
    Registered: Apr 2016
    Thanks! Although, my stat screen just says "Difficulty: Normal." I have the two basic scripts loaded, but I don't have any objectives yet.

  4. #4
    Member
    Registered: May 2006
    Location: Russia
    I have some guards carrying keys, but when I pickpocket them, they are no longer able to open the locked doors.
    It's logical.

  5. #5
    Member
    Registered: Jan 2001
    Location: Formby, NW England
    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.

  6. #6
    Member
    Registered: May 2006
    Location: Russia
    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.

  7. #7
    Member
    Registered: Apr 2016
    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.

  8. #8
    ZylonBane
    Registered: Sep 2000
    Location: ZylonBane
    Quote Originally Posted by marbleman View Post
    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?

  9. #9
    Member
    Registered: Apr 2016
    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.
    Last edited by marbleman; 27th Jul 2017 at 11:36.

  10. #10
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    But you said that
    Quote Originally Posted by marbleman View Post
    ... 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.

  11. #11
    Member
    Registered: Apr 2016
    Okay, you might be confused becuase of "right next to a door," but I meant nearby, nor far, in the same room...

    English is not my native language, but I try
    Last edited by marbleman; 27th Jul 2017 at 13:44.

  12. #12
    Desperately dodgy geezer
    Registered: Nov 2001
    Location: The Wailing Keep
    And also 3) applies to the situation you described.

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