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You have quick hands and sticky fingers, and for those favoring a stealthy method of foe disposal (or gathering items such as keys from folks without resorting to gunplay or fast-talking), this is a fine perk to take. Remember Rank 2 is the only way you're able to drop in a live grenade as a special present, and only if your adversaries haven't seen you.Fallout 4 Vault Dweller's Survival Guide description

Pickpocket is a Perception perk in Fallout 4.

Effects[]

Taking ranks of this perk increases the chance to successfully pickpocket NPCs without getting caught. Higher ranks grant the ability to place live grenades into NPCs' inventories from yours, allowing for a surprise attack, as well as the ability to steal NPCs' equipped weapons and items like armor and clothes.

Ranks[]

Rank Requirements Description Form ID
1 PER 1, LVL Your quick hands and sticky fingers make picking pockets 25% easier. 0004D88A
2 PER 1, LVL 6 Picking pockets is now 50% easier. You can place a live grenade in a person's inventory. 000E3702
3 PER 1, LVL 17 Picking pockets is now 75% easier, and you can steal equipped weapons. 000E3703
4 PER 1, LVL 31 Picking pockets is now twice as easy, and you can steal equipped items. 001D248F

Notes[]

  • Increasing the Agility stat can increase your chance at a successful use of Pickpocket by 1% per point. Heavier objects, such as most heavy armor pieces, incur a major penalty to your chances.
    • The heaviest equipped objects, including the minigun and Gatling laser, may not be pickpocketed as their weight reduces the chance to zero.
  • The maximum chance to pickpocket any object in Fallout 4 is 90%, regardless of any other perks, bonuses, or item weight modifiers.
  • Pickpocketing the fusion core from someone wearing power armor will cause them to exit the power armor.
  • In order to pickpocket equipped items, the player must be hidden from the target.
  • Uniforms and outfits can be "farmed" via Rank 4. So long as the target is stripped of all worn clothing (including armor), they will reset their outfit when the player re-enters the cell.
  • The game allows you to steal a synth uniform from certain synth NPCs in the Institute so long as they are not walking, such as when they are sweeping or acting as a merchant. These uniforms may be otherwise unobtainable even if the synth is killed.
  • The description for rank 4 is partly misleading: "twice as easy" means a 40% chance to pickpocket (without any ranks of this perk) is now 80%, it does not multiply from previous ranks.
  • All NPCs will turn hostile if they catch you pickpocketing them. This is also true for companions even if they have maximum affinity, and/or have been romanced.
  • Equipped weapons can be pickpocketed prior to rank 3 by a two-step process. First pickpocket all of the ammunition type for the equipped weapon. This will cause the weapon to be unequipped by the NPC. On subsequent pickpocketing attempts the now-unequipped weapon will be available to steal.
  • Rules of placing items in an NPC's inventory (also known as "reverse pickpocketing"):
    • Any normal item type can be placed onto the victim, at any rank, with the same chance of success as for stealing the item.
    • Placing items carries exactly the same risks as stealing them, in that the NPC will turn hostile if they detect the activity. This is true even when placing beneficial items like Stimpaks or ammunition in their inventory.
    • Placing items by pickpocketing is the only way to transfer items to NPCs who are not allied settlers or companions. Whether the NPC will equip or use the items transferred is dependent on their AI package.
    • Rank 2 adds the ability to place grenades in the live state rather than place inactive grenades.
      • Only the first grenade placed per reverse pickpocketing session will be in the live state. All other grenades placed will be non-live.
      • Vertibird signal grenades can be placed. They will ignite but the detonation itself will not cause the recipient to become hostile.
      • Artillery smoke grenades can be placed, causing the artillery (if in range) to fire at the coordinates where the recipient was when the smoke grenade detonated. The smoke grenade detonation itself will not cause the NPC to become hostile.
      • Transferring grenades to allies is not viable above rank 1, as the first grenade transferred will go live and explode. The ally will either be dead or become hostile.

Gallery[]

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