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  1. So in OOO, they added restrictions to the player so that you cannot lock pick certain locks if they are too high of a level for you as a player. This is great, i love not being able to get into high level loot at lvl 1 anymore because that always seemed like such a BS workaround to free loot, also made the security skill completely useless (skeleton key?). What I'm wondering is if I can make the restrictions harder- I want novice to only be able to open very easy and easy locks, apprentice average locks, journeyman hard locks and expert very hard. Currently OOO lets you open lots with a skill level of 5 (up to average on some chests, any door- even very hard,) OOO only lets you disable the restrictions it already has in, and I can't seem to find an OOO INI to mess around with. Any thoughts on how I can restrict what locks you can pick based on your security skill level?
  2. Hail modders! Im looking for a mod that is an item that allows you to bypass the lockpicking minigame. something that would allow you to use it instead of a normal pick to automatically open the locks. Really dont care for the lockpicking mingame, but still want access to normal leveling of the trees, as sometimes the lockpicking trees influence other talents. Thanks!
  3. I was wondering if it would be possible to replicate more or less the Fallout 4 functionality of disarming the chime alarms that are present in nearly all Skyrim dungeons. It would massively add to immersion, especially for stealth / thieves players. It would also be functional because right now, followers can trigger them even if you passed them with ease. A similar thing for pressure plates and other traps that reactivate (spike doors) would be great too. Ideally, it should be based on Lockpicking (to succeed without triggering the sound and detection of hostile or neutral NPC's) and/or Stealth (to vary the base difficulty).
  4. Greetings all! Apologies if this is the wrong forum, but I'm not really sure where to poist. Years ago when I first played FNV, I got so sick of the lockpicking and hacking business that I downloaded a couple of mods from Nexus that helped me immensley. The lockpicking one showed me the "bar" with red, yellow, and green sections... you'd spin the lockpick until you were in the green then you could pick it. You could still fail if you weren't careful;... I liked this because it wasn't a full-on "click to unlock" cheat, but it saved me from that damn frustrating "minigame" Likewise the hacking mod... it dramatically reduced the amount of crap on the screen so your guess now only had half a dozen choices instead of a couple of dozen. Not an insta-hack, and you could still fail, but it made it so much easier. Alas, I can;t find either of these mods now. I was inspired to play again after visiting the Pioneer Saloon in Goodsprings, NV the other day... Anyone know what happened to these mods? Is there something similar available now? Thanks!
  5. actually makes lockpicking hard and gives you an incentive to take the perks? Beyond the first rank that you have to take to unlock the ability to try any lock, the lockpicking game is so easy I personally don't need to take any perks. I can't remember the name but before I wiped my computer and reinstalled everything I had another mod like this that let me attempt to pick master locks without even needing a single rank of the perk and I could pick master locks with very little trouble. I'd always have the cryolator before leaving vault 111. https://www.nexusmods.com/fall... I love the idea that you can try to pick any lock right from the start because that makes sense. Even if you suck at lock picking irl, there's no invisible force keeping you from trying to pick a lock if it's too complicated for you. My issue is that Bethesda has used this same lockpick mini game since Fallout 3 and after 10 years of it I'm so experienced I can almost do it blindfolded and go by the sound alone. I want to be able to try to pick any lock right from level 1 but I want it to be so difficult to pick master locks that I have an actual reason to take the perks that make picking locks easier.
  6. I wanted to try giving Power Armor the ability to break down doors. Luckily, there are two mods that exist that do the key components of this; Locky Bastard has a kick for doors, and Splinterz makes some weak doors into explodable objects. I could really use help understanding how these mods work. Even looking at them in FO4Edit I don't feel like I'm wrapping my head around how they operate yet. I mostly want to find the way the Locky Bastard author managed to get the power attack kick animation to activate by pressing F when targeting a locked door (or a door in general in my case), and then I want to have that effect apply to the breakable doors of Splinterz by applying the 500 damage the Splinterz author specifies is necessary to break one of his doors. Implementing this perfectly into the Commonwealth is not my priority right now as this is part of a proof-of-concept for a gameplay rework I've been doing, and will probably remain private until I have a more complete version of that rework to show. If I can get it to work on 1 door I specifically made and planted in the middle of sanctuary I will be happy. Thank you for any input!
  7. Cannot figure it out how to make lockpicking getting exp with pickpocketing. What script should I write? any help please
  8. I feel like the lockpicking system in fallout needs to change. I'm requesting for someone to make a mod where you can already unlock Advanced, Expert, and master locks and also change the perk 'lockpick' so that each rank decreases the difficulty of lockpicking - similar to each rank of the Tumblers Today magazines. To counteract the overpowerness of the mod, the difficulty of lockpicking could be initially harder than the vanilla game.
  9. Hi i have two mods I have been searching for but haven't been done, so i googled a mod request forum and here I am now, I hope some one would consider doing these, as it would be neat to see this happen. I am also sure someone else posted ideas similar before, but considering im sorta new to this forum, im not aware of such posts. Any way so here are my two ideas, 1. fallout and Skyrim lock picking, I started out on Oblivion, over the years I moved into Fallout and Skyrim, and enjoyed the lock picking style of that, I have seen oblivion lock pick mods for Skyrim and fallout, but not the other way around for oblivion. 2. All skills level you up I have played quite a few mods that change the leveling: OOO, oblivion XP, and simple auto leveling, But I haven't been able to find a mod that has what im wanting, and that is simply being able to level up with any skill instead of just major alone, in other words have the game treating every skill as if they were all major and being able to advance with any skill, but without changing leveling rates, and keeping the style of sleeping to level up. When I have to use major alone I feel a bit limited in my style of game play, considering all the different quests in oblivion, it feels limited when because of me creating a mage character, I have to level up in the fighters guild with magic abilities because my major skills were magic, so a mod that makes all skills somewhat major, would be a real improvement to the base vanilla game play. I understand how much time has to be put into mod development, and the odds are very slim of someone wanting to do this, but I thank you for your time, and at least reading this, and i pretty much love what the community has done with oblivion over the years.
  10. The Fallout Readius The Fallout Readius was an official alternative "mobile" version of the Pip-Boy 3000 in some of the early versions of the series, later on someone made a mod for both FO3 and :NV that replaced the clunky Pip-Boy with the Readius, http://www.nexusmods.com/newvegas/mods/36646/? so that outfits looked splendid on your character, instead of having it ruined by the plastic box. I was wondering if the same mod could be implemented in FO4, but with an optional version that lets you call your companions to meet up with you, so you don't have to figure out where they are located (in settlements, etc.) it could be done in a rough and not very immersive way; simply a timer and the "player.placeatme" command, but I figured there must be some modders that could tweak it to perfection. Personal Sidenote I don't use Perception on any of my characters, so lockpicking is impossible if I don't have Cait as a companion, as she can pick the most advanced locks out there - I just hate when I stumble across something interesting and I decided to travel with a useless dog instead, then I have to mark the spot and come back later, which usually never happens. I don't know if any of you can relate to that.
  11. do not know if its possible or not but would really like lockpicking minigame to be in real time, always found it quite pointless to have infinte time to pick a lock even in broad daylight. would make lockpicking more challenging in some situations, and a reason to invest in perks.
  12. Disabling traps is really dull and doesn't hold any risk since you can keep trying if you happen to fail; it would be good if traps had difficulties the same as locks do and depending on the difficulty, the trap will have a number of attempts. Novice = 10 tries Apprentice = 5 tries Adept = 3 tries Expert = 2 tries Master = 1 try If you run out of attempts the trap will trigger, likewise if you exit the process the trap will trigger. The perks will follow the lockpicking tree, additionally a perk to disable these without picking them would be awesome, somewhere near the top of the tree. Similar to how you can walk over pressure plates without triggering them with the perk. I'm no modder so if someone would like to give this a shot that's be great!
  13. Hello! I would like to ask, if there is a mod already there, that focuses on lockipicking minigame. For example, more kinds of locks would mean more kinds of minigames. It bugs me, that every lock in Skyrim has the same function and every chest has the same lock. I was doing some researches, but I didn't find such mod. I would be glad, if every kind of chest would have a different mechanism and interface when you start to lockpick it. Like dwemer, ancient nordic, falmer etc. chests would have different lockpicking minigame from eachother. I think it would make lockpicking minigames more fun, immersed and overhauled and not so same repetetition, because players and myself included start to get annoyed by the same imprint that Bethesda made + it doesn't make sense that dwemers had the same locks and locking function as current nords. I would make this mod if there is no one, but I don't know how to make such a task.
  14. I thought about a mod wich makes lockpicking more like it is in real-life, something that is similar to Oblivion's lockpicking with moving pins up and down. Maybe with a different number of pins or a smaller area for the right position of the pins depending on wich difficulty the lock has. I don't know if this is somehow possible to make or to balance. If someone is already working on something like that (and it isn't Top Secret) please sent me a link or something. Greetings from Germany.
  15. I had immersive FP on and my cursor was having a hard time pointing at a Trap Trigger by a door. I redied my weapon since my configure switches to vanilla FP when I do and I pulled out a dagger. Then it hit me: What if lockpicking requires a dagger in order to activate? I mean, where do you think the dragonborn even pulled out a dagger to lockpick when it ain't in the inventory to begin with. This is a simple mod where you at least need to carry a dagger of any type to begin lockpicking. I hope someone out there can make this simple mod a reality.
  16. So, all in all, Fallout 4 is a pretty good game with a few things that could use some tweaking. A few of these tweaks have become evident and should be made. Unfortunately, I have no experience with modding. The idea for the mod(s) is that in power armor... (1)When you're looting, it shows better loot than what you're wearing currently with a plus on the side. But when you have power armor on, it has to be better than the power armor for the plus to show up. Because of the long and tedious animation, it is annoying to take off the power armor every time you want to loot somebody. Even with a mod that speeds up the animation, it still takes longer than it would to just ignore the power armor in terms of looting. (2)Whenever you're about to hack, lockpick, and a few other actions, it will say "You cannot do this in Power Armor." Again, it's stupid and tedious to get out of the power armor, hack, and get back in. (Especially if you're in combat.) So as a recap, a mod or set of mods that would fix the looting system and actions in power armor would be great.
  17. Something that's always bugged me about unlocking chests, especially in falmer areas, is that the lock interface is always the same, regardless of the actual object or door being unlocked. I know that there may be limitations in the ways that lockpicking is set up, and I may have totally missed an existing mod, but would it be possible for a mod to be made that varies the actual lock on the lockpicking minigame between doors, chests, strongboxes, safes, falmer and dwarven chests, etc. ?
  18. My latest playthrough is something of a hacker, the kind of person who enjoys delving into other people's secrets (character was inspired by Watch Dogs, I'll admit it). The only issue? Hacking and Science are barely useful at all, not really worth taking in the game. So, let's give that a change, eh? Let's give Science a bit of a do over and let it be substituted for other skills, namely Lockpicking. It might not be particularly realistic or anything, but it makes the most logical sense to me as both are used to gain access to locked objects. I'll give some leeway here, however anyone wants to do it is fine by me, I would just appreciate being able to use science to open that safe.
  19. I was thinking about trying this mod as leveling lockpicking when playing a non-thief seems a bit off as far as role play goes... Anyway two caveats for me keep me from jumping on it-- 1.) PerMa compatibility. The author noted earlier that he wrote this mod with SkyRe compat in mind, but as T3nd0 no longer maintains that project and has moved onto PerMa I'm sure many others have also moved on as I did. The main problem seems to be with the auto-lockpicking feature levelling the wrong skill. Beyond that it sounds like it is pretty compatible. 2.) No chance to break stuff inside containers. I really love the idea of opening locks with spell or sword for my non-thief mages and warrior characters; but I also think such shortcuts should have drawbacks, which this mod currently seems to not cover. I liked how NN2 allowed this but you chanced losing the delicate stuff inside a chest. So while metal coins, armor, and weapons usually remained you might lose potion bottles and scrolls to such methods (food or clothing too). I am no mod author but as I envision such a system-- using a cold spell might destroy potion bottles just as water freezing in a stoppered bottle shatters it. A fire spell might burn scrolls or clothes or perhaps boil away the potion... Smashing likely would only damage bottles and such but it's subjective. If a potion gets smashed and leaks on clothes or scrolls; are they ruined too? I could live with whatever a mod wizard put in place if there was such an option (toggleable in MCM I guess like the other features for those who don't need such immersion) but without such a malus to such a bonus as this mod provides I don't use it. Anyhow the original author cannot maintain it any longer and has released his source code and permission for someone to run with it: http://forums.nexusmods.com/index.php?/topic/886894-lock-overhaul/page-71&do=findComment&comment=20360824 The mod is popular and slick but needs to be reborn to accommodate newer mods and all playstyles! Incorporating a toggle option patch for No Psychic Lock Knowledge (http://www.nexusmods.com/skyrim/mods/44115/?) would also be a sweet add for immersion minded folks!
  20. Couldn't find a mod that would allow me to pick a lock for which I already own the key. I think that it would be more immersive if one had the choice: Whether or not you want to use your key. At this point, I would also like to ask if locks will be relocked. I'm only experiencing this when NPCs catch me trespassing or - obviously - the thiefguild's chests in the training room. Maybe I didn't waited long enough, but if it should be true that locks generally aren't relocked, maybe add that feature, too? That would almost mean everything to me - well, maybe not, but I would be pretty damn grateful.
  21. Hey everyone. Ok, so I'm new to the whole modding scene. For the most part when I have bugs and such on my game I just uninstall the last mod I added and that usually fixes whatever problem I have. However this problem I can't seem to solve. Here's my problem: Whenever I try to lockpick a chest or something, the screen immediately turns green-blue/green and all audio is cut off. The game still thinks I'm playing though since I can access the menu to quit the game and see my healthbar below. So i would like to ask if anyone out there knows how to fix this bug somehow? I would really appreciate it. Thankyou!
  22. Just a small mod idea; adding a practice lock to the game for the player to use to level his lockpicking skill. This would provide a way for someone to level grind their lockpicking skill immersively without having to use console commands to continually re-lock a random door before picking it again, and without having to search the world for unopened locks to pick. Since it would be a practice lock for an aspiring theif, it could be in Honeyside or somewhere else a thief might call home. It should re-lock automatically right after it is successfully picked to allow for continual use, and may not even be on an actual door or chest, but could be just embedded onto a board in the wall or on the desk or something, existing solely for the purpose of practice. There are some particulars that could be tweaked for immersion and balancing, but that's the basic idea. p.s. I actually have something like this irl to practice lockpicking on, and thought an aspiring thief in skyrim might want one.
  23. Okay. So. after a bit of searching, ive not come up with anything, so I thought i'd ask here. Skip the next paragraph if you dont wanna hear my story-time. So back in the old Oblivion days, I loved lockpicking in game. i was super proud of being able to pick level 100 locks at a low level without looking, and at times, even without listening. then Fallout 3 came along and a new lockpicking mechanism was implemented. everyone liked it better, everyone thought it was the best thing ever and im here like "well s***, this is stupid; i dont want to pick like this! and why cant i pick this master lock without being level 100?" nevertheless, I was butthurt. So here I am. i was wondering if someone could make a mod that brought back the old system. people have done some impressive stuff in bethesda games, mod wise, so why not a conversion/converge-en. Is a "Oblivion Lockpicking In Skyrim" mod feasible? also i found that a lot more people hated the Oblivion lockpicking.. so it may not be easy to find someone willing. if Skyblivion was possible, why not the lockpicking? Thanks in advance -Tom
  24. Alright, before anybody throw pebbles at me.... I've thinking of this for sometime now, a alternative play style for those who don't always play as a master lock or whatever. It is becoming the same old recipe: Or you lock pick or hack terminal... I mean some locked doors can't have a keyhole. Like a "bunker" heavy door, would that be feasible to a hairpin? Anyways, I'll make my point quick before I get boring (if not already am). So here's the deal: Disabling the lock pick options where applicable, but adding the key on the place... like so, adding a "hidden quest" for the key to spawn when you try to open a door. Or a password reminder in some desk for a terminal in this case. So For example: I enter a building and go to a door that happens to be locked, so now should trigger a key to spawn depending on the former skill required to open, and/or my chances of finding the key based on the player 'lockpick' skill. Let's say that is a easy door, its key should be very near, if it is a hard or very hard it should be far. Maybe adding some description like hints from where the key should be from... like "this key has a keyring of the robco..." same with key cards. My intention is to add an element of immersion to the game... Also as an alternative is to simply make simple wood door unlocked by shooting at the lock, stronger the door the more firepower would be required. Well that's would be cool for people that are bored for having to lvling up lockpick. I'm aware that project Nevada have a explode lock option. So there is a hope maybe? Also I would like to add that luck could be considered like: High luck, could make you find the key under the front carpet... So I think I made my thoughts clear and hopefully other people find interesting too. Thanks! PS. If someone happens to know how to plan this things, but are not willing, and it is not very hard, I could use direction on how to do it myself, but I never modded before.... so yeah.
  25. Hey guys, Not sure if this exists, but thought I'd toss it out there as an idea. Im playing a mage character on master with some major difficulty mods, and as a compulsive looter I of course have been picking every lock/chest. The problem is that this has been raising my lock picking pretty fast, which is bad for roleplaying purposes and because I level too quickly (and enemies are leveling with me cuz of some mods). Anyway, that's not the important part, on to the idea... A lot of mods add unlock spells, but most require your level of a particular school to match that of the lock for them to work. This would make sense, except with enough lock picks/time I can pick any lock no matter how difficult. So what if someone could make a mod that would make the unlock spell just take more time depending on the lock difficulty/your skill? That way with enough time/magicka a mage could pick any lock, and as your skill leveled the process would slowly speed up, eventually becoming almost instant (which makes sense lore-wise too, since a mage who can directly alter the insides of the lock should be able to unlock anything given enough time, and a stronger mage should be able to do it faster/easier). Not sure how easy/possible this would be, just thought it sounded sweet! If a mod like this already exists then point the way! Thanks in advance
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