OMOD Ready Archive Regular version. INI needs to be configured before first run
Requires Oblivion Script Extender
One of the many oversights made by Bethesda was the irregular way the Havok physics engine and the crime system worked together. The Grab key, apparently, is under used due to the fact that grabbing an object, which belonged to an NPC, caused the crime system to add a bounty to the player, assuming that the player was "stealing" the object.
This mod changes that aspect of the game and adds a completely new substratum of mechanics which work in tandem, seamlessly blending into the original game. In short, PiiiP : Enhanced Grabbing gives you every reason ( and then some ) to use that underrated Grab key.
Short Feature List : -
For instance, you grab an expensive dagger and the NPC start's to watch you closely. You move around grabbing it, while staying in sight, he won't mind. Now you make a move by starting to sneak and trying to get out of sight. A few seconds later, you manage to get undetected and after making sure you are not seen, you pocket the silver dagger, chuckling to yourself all along (mumbling about the stupidity of the game characters). You've hardly closed your inventory, when the dagger's owner gets the willies and runs around looking for you, eventually arriving at the place you were last seen by him. You sit barely a foot away; almost sure that he won't find you. Then all of a sudden, he figures out that you are there and lets fly a cheesy remark – "This better be good ...". He looks around for the dagger, while you desperately hope that you'd get lucky. Unfortunately, your luck doesn't hold and he discovers that you'd stolen his precious merchandise. "Thief! You won't get away with this" (or something similar) is his 1st response to the outrage he just figured out, which is swiftly followed by a cry for help. A minute later, you're answering to a guard.
That's just one of the many (slight exaggeration) outcomes of such an event. The reaction of the owner is determined by the various factors where logic is the key element of the formula used and chance plays only a very little role.
For instance; you are cleaning out a dungeon, looking for a particular treasure chest. When you finally venture upon it, you find to your dismay, that it's being guarded by a huge and rather menacing bandit. He hasn't seen you yet – but he will – should you consider a direct approach. A sneak attack is out of the question as he stands on an elevated platform, which can only be reached by jumping. You evaluate your options - You've got a heavy set of Dwemer boots and the "Deadly Reflexes 5"mod. A conclusion is reached - You remove the boots from your inventory and throw it within hearing distance of the bandit. The huge oaf hears the noise and gets down investigating, while you wait patiently for the right moment to pass by. The bandit reaches the noise's point of origin and looks around for the source. Not yet, you say to yourself. After a few futile seconds of searching, the "victim" abandons his attempt to locate the perpetrator of the noise and focuses his attention on the shiny set of boots at his feet. Greedily, he reaches down to pick them up; thinking about his luck …when the moment arrives! You leap into action and trigger the DR 5 sneak attack, the dazzled NPC just looking up to see your sword coming down on his neck. A second later, his body goes limp. Five minutes after that, you happily prance out into the sun with your loot bag filled to the brim.
Comes bundled with the Item-Dropper™, which scans your inventory and drops the heaviest object for quick use.
For those using Hex_0ff's brilliant 'Unnecessary Violence', there is now a patch available that allows Noise Maker to be triggered by it's Throw Item feature. So you can enjoy better accuracy and math when it comes to the flinging !
PiiiP v0.5 was released a few weeks ago on the TESNexus - Tesnexus.com
ModDB page to be updated soon. A shot list of the new features: