Quote:
Originally Posted by Jadefang
I think the base scores for Thief skills work, but are eternally stuck at level 1, and racial bonuses don't work. However, Dex penalties (maybe bonuses too, haven't tested) seem to be implemented.
What I did (it also appears in my submission) is make a Who Tries event that tested for Find Traps, where the number 4 was required (because whenever I tried 5, it'd seem to always instant fail; seems you need your skill check to be greater than the value given, equal doesn't cut it). I tried a thief with 11 Dex (-5 Find Traps penalty) and they would fail the event, but a thief with 12 Dex or higher would always succeed.
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Well it looks like I have a bunch more work to do today.
I was working with the open locks skill and it would not work with any number (including 1) for any of 6 thieves I made (levels, 2, 4, 6, 8, 10 and 12) who all had above average (11+) Dexterity.
Just like that I'm back after some testing.

With a high level thief with high dexterity, and a who tries event set to 1, open locks and move silently work between half and two thirds of the time (which seems odd since I'm comparing against a constant), while pick pockets and find traps worked every time.
With even further testing with 4 thieves, all at 4th level but with Dexterity scores of 10, 11, 12 and 13, respectively. Dex 10, failed every time on all four skills. Dex 11 could open locks about 3/4 of the time but failed every time on the other three. Dex 12 succeeded every time on all but move silently, which he failed every time. Dex 13 succeeded every time at all 4 skills. I did each test 4 times with each thief.
That's all for now.
I originally posted that they were null strings, b/c the Logic Block/GPDL event I was using to show what was in the spot for each skill showed me a null string (but gave me numbers for other abilities such as attributes).