Revised NPC behavior on failed theft attempts
In the unmodded game, a merchant would instantly turn hostile (and often try to attack a fully equipped, combat-ready party) whenever a party member failed to steal an item from his store. Similarly, neutral, non-joinable NPCs would simply turn hostile after a failed pickpocket attempt. This component alters that behavior as follows:
- Merchants will no longer turn hostile after a failed theft attempt. They will instead opt to report the theft to their superiors (thereby lowering the party's reputation) and refuse to have any further dealings with the party
- A PC can now talk his way out of a failed theft/pickpocket attempt if one of his mental attributes and/or Lore and Reputation score is high enough
- Neutral, non-joinable NPCs will now initiate a special dialogue after a failed pickpocket attempt rather than simply turn hostile
- If a familiar fails a pickpocket check against a non-hostile NPC it will be reprimanded (which will make it run around in panic for a short while)
In summary, whenever you fail a theft or a pickpocket attempt, you now get various dialogue options for dealing with the situation depending on your Intelligence, Wisdom, Charisma, Lore and Reputation scores. The initial requirements are fairly low (12 for either of the mental attributes, 20 for Lore, 14 for good Reputation and 7 for bad Reputation). However, each NPC keeps track of how many times you've tried to talk your way out of a theft, and the aforementioned requirements exponentially rise with every further failed attempt. Also, even with the highest attribute scores, you can have no more than 3 botched theft attempts per NPC. After that, no amount of talking will be able to convince that particular NPC of your "innocence". Lastly, this component allows parties with a high reputation and party members with a charisma score above 10 to pay a fine to various law enforcers (Flaming Fist, Amnish Centurions, Saradush Militia) after a failed theft attempt instead of having to face them in combat. The amount of gold that needs to be paid depends on the party's reputation or the charisma score of the party member who had committed the theft.