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Found 24 results

  1. Give lockpicks double durability. Probably fairly simple, I just have no idea how to do it. Also, I know this is fairly pointless because you could always get more lockpicks and they are weightless, but I have a mod to make lockpicks have 0.1 weight (because I think they should) and it's a long wait for the unbreakable lockpick perk at a lockpicking skill of 100.
  2. I saw this mod meant for skyrim (non special edition) and i'm surprised i haven't found it here. i would really appreciate it if someone made a mod where you can go into beast form and still do things like looting items, unlocking chests and maybe even talk to people if they happen to not be hostile towards you, like a follower. That would make beast form sooo much more efficient to use!
  3. So I wanted to create custom lockpick with the same look and perk as the skeleton key for using after having the thief's guild questline finished. The key isn't recognized as a lockpick and I can't pick locks with it. I duplicated... The skeleton key object The perk And the anim (i don't know what it is for. My serch turned it up. ) Now I would like to know how I get it to work as a normal lockpick and what I have to edit to do that. Thank you very much for your help! PS. A google search didn't turn up any useful informations. Edit. After further search I found a post where something with the block activation script was mentioned.What do I need to edit?
  4. I cann't understate how many times I have had to reload an old save to avoid using a key/password instead of picking/hacking. I know its not alot of experience that I loose out on but its still annoying. In simple terms I request one of 2 things: Either A mod that makes door keys and terminal passwords able to be dropped/stored in another inventory. Or A mod that adds a new prompt on interfacing with a lock/terminal to allow you to pick/hack the device even though you have the proper access. I don't know if either option is do-able but I thank you for your consideration. Sincerely, m9
  5. I found it weird that you seemed to have a screwdriver on you at all times, even when in the cryo pod. A solution I thought of to this would be to make the screwdriver a requirement for lockpicking. If you don't have a screwdriver, you can't open the lockpick. You could also use it as a weapon too. Perhaps there could be a few "legendary" screwdrivers that give you a unique perk if you have them in your inventory?
  6. Would it be possible for the bobby pin and lock model to be affected by the surrounding lighting like the pipboy when you use it? If not that then perhaps a way for the lock picking to look more like it's happening where ever you're doing it and not as a standalone mini game? That'd be sweet if it could be done. Rather in Fallout 4 and/or Skyrim. It'd definitely help with immersion. :smile:
  7. I've been several times in a situation where I want to lockpick a safe (for the XP) but I've already picked up the key! Since you can't drop keys, the XP is therefore lost. And even if you could, it's a pain in the a** to find the right key. What if there was a mod were you could choose to lockpick or use the key (say E for use key and R for lockpick) and the same thing with use password or hack?
  8. So you find an old tool box, oh no I don't know ho to pick locks so I'll just abandon it. Yeah right. Pretty much everything that's locked in F4 should have a rational way to open it. A tool box? Pry it open with a knife or screwdriver. Old door? Blow the lock out with a gun or punch it out with a hammer. Safe? Some explosive will do the trick. Bank vault? Mininuke time! This has been so obvious since F3 (not to mention the ES games) yet B insists on the silly minigame.
  9. Hello ! I thought lockpicking and hacking were a bit.. too easy. Having played a lot of Thief recently, I thought, why not slow the time while hacking/lockpicking. Or even let it flow normally ! This would make you think before hacking/lockpicking in an irradiated (Mass Fusion Containment Shed) or guarded area, and require more planning. Adding some detection a few meters around you when your lockpick brakes or when getting locked out would be nice, but optional. Changing the way you lockpick to a thief style would also be cool (when geck is released, I guess) but was not my main point. tl;dr:Time not stopped when hacking/lockpicking.(optional)Sound/detection when fail. Thanks for your time, Nonantes.
  10. So I modded lockpicks to weigh 0.1 (up from 0) and it worked fine (really simple) until the Creation Club update where lockpicks are now reverted back to the un-modded weight of 0. Anybody know what is going on? I suspect Survival Mode is screwing with the weight value (even though I have survival mode disabled). The Update.esm file changes lockpicks to weigh 0.1, the weight value for lockpicks in survival mode, but when survival mode in disabled lockpick have their vanilla value of 0. The .esl file for survival mode does NOT edit the lockpick item at all, so I'm thinking disabling survival mode also disables new features that are in Update.esm. Maybe if survival mode is disabled a script runs to change the weight of lockpicks to 0 (instead of the new default of 0.1) and this script overrides all other edited entries? I'm only guessing it works this way because I'm out of ideas as to why editing the lockpick entry no longer has any effect in-game apparently. Plus a complicated buggy backwards implementation seems like the way Bethesda likes to do things. Any ideas on how I can fix this? I know this seems like such a small thing, but I want to figure this out before more poorly implemented CC mods mess with my game in bigger ways.
  11. I'm not a modder so I don't know if something like this is possible, but how cool would it be if somebody could code something that would prevent you accumulating bounty points, and then make the effect enchantable? Imagine an item like a mask you could wear that would allow you to commit crimes without worrying about ruining npc relationships or getting arrested later in the event that you get caught in the act. Ideally getting caught would still make NPCs aggressive but removing the item out of sight would pacify the NPC as you're not who they are looking for anymore. Perhaps an easier way to do this is to just have the item clear your bounty points on activation / deactivation but this wouldn't be as cool as the aforementioned. I'm curious if you guys would enjoy something like this too!
  12. Loaded up new mods and lockpicking doesn't work AT ALL despite smashing the E button. I've verified the game files, mods are up to date and sorted, at least I think!? Unless I'm missing sth... also tried loading a new game, that doesn't work! I'm using NMM, LOOT and TE5 for the mods "GameMode=Skyrim Skyrim.esm=1Update.esm=1Dawnguard.esm=1HearthFires.esm=1Dragonborn.esm=1Unofficial Skyrim Legendary Edition Patch.esp=1BSAssets.esm=1BSHeartland.esm=1BS_DLC_patch.esp=1HighResTexturePack01.esp=1HighResTexturePack02.esp=1HighResTexturePack03.esp=1BarenziahQuestMarkers.esp=1TTR_Oghma_Infinium_A_Training_Station.esp=1Dual Wield Parrying_SKSE.esp=1SkyRe_Main.esp=1Rebirth Monster.esp=1DraugrDontShout - All 3 Shouts Removed.esp=1DraugrDontShout - Unrelenting Force & Frost Breath Removed.esp=1DraugrDontShout - Unrelenting Force & Disarm Removed.esp=1DraugrDontShout - Only Unrelenting Force Removed.esp=1DraugrDontShout - Disarm & Frost Breath Removed.esp=1DraugrDontShout - Only Disarm Removed.esp=1DraugrDontShout - Only Frost Breath Removed.esp=1Dr_Bandolier.esp=1IcePenguinWorldMap.esp=1loadscreentextsextrasass.esp=1loadscreensarcasmDLC.esp=1SkyUI.esp=1Hothtrooper44_Armor_Ecksstra.esp=1Skyrim Immersive Creatures.esp=1Skyrim Immersive Creatures - DLC2.esp=1Hothtrooper44_ArmorCompilation.esp=1Immersive Weapons.esp=1Rebirth Monster - SIC Patch.esp=1SkyRe_SIC Crossbowfix.esp=1Proper Aiming.esp=1BSHeartland - Meshes.esp=1BSHeartland - Textures.esp=1PerkusMaximus_Master.esp=1Alternate Start - Live Another Life.esp=1"
  13. I HAVE A DREAM First of all, I'm not a mod developer and don't know the first thing about creating mods or what's possible. That being said, I have a few ideas which I don't consider impossible, such as giving NPCs behaviour that makes them loot, pick locks and hack terminals depending on conditions. I believe this is possible because: -I've seen NPCs pick up weapons from dead bodies during combat and use them -companions and intimidated/hacked NPCs can be made to hack terminals and pick locks with animations __________ LOOTING __________ Why not allow NPCs to search bodies, outside of combat, within a certain radius (of either themselves or their base depending), and take specific items that meet their conditions? By putting factions into tiers it could go like this: -Diamond City guards (for example) would want to keep their baseball gear, but would take any caps, chems, meds and extra ammo for their equipped guns, however they aren't going to leave their posts to do so and would only target corpses within a certain radius of Diamond City -Scavengers are mostly interested in junk but would take anything above a certain weight/value ratio to sell, they travel so give them a radius around themselves to search in -Gunners want to keep their gear, but they're not just gonna pass up on free ammo, caps, chems and meds. Also they're really just defending themselves and like guards wouldn't leave a certain radius around their base -Raiders would take anything they can get their hands on (they should be taking prisoners too, prisoners mod based on Intimidation Perk anyone?) and they're on drugs so don't mind walking far to go get free s***, so give them a radius around themselves to loot from, then when there's nothing left they go back to their base -Super Mutants would take heavy weapons and all ammo, but mainly want to eat, and so should take all food and meat items (or again, take live prisoners to eat later or turn into Super Mutants) -All creatures and ghouls want to eat and would only take food items (there are also corpse eating animations) -BOS and synths want all your technology (energy weapons and ammo, some junk?) -BOS needs all the Fusion Cores they can get -(robots) Ada is always saying she wants spare parts ...etcetera _______________________ HACKING/LOCKPICKING _______________________ -The Raiders literally see me through the glass (destructible glass mod anyone?) and while most can't read and so can't hack terminals, they are used to breaking into containers and buildings (destructible locks mod anyone?) should be able to pick the lock on the door to come kill me and take all my s*** -Synths and robots in general aren't lockpickers (some of them are) but should be able to hack terminals to get doors open (Robobrain stuck behind a hackable door in the General Atomics factory was just retarded) -Gunners, BOS, etc can do both ___________________ MORE CONDITIONS ___________________ -can loot up to a certain carryweight (creatures/ghouls 25, humans 50, Robots/SuperMutants 100, etc) -whatever __________ SO YEAH __________ If someone smart is bored and thinks any of this is possible, or if it exists already, yeah...
  14. Pretty much what the title says. I have a menu that pops up when the user activates a locked chest/door, but the lockpick screen is still in the background. This is okay, but I want to be able to exit the lockpick screen when the user clicks one of the options. Thanks! P.S Sorry if this is the wrong forum, I'm new here.
  15. I've encountered an issue where all of a sudden, for no apparent reason, my lockpicking skill no longer increases properly. Breaking picks and paying for training levels up the skill, but actually unlocking things does not add anything. This happens regardless of my equipment, active potions, or lockpicking skill level. Making the skill legendary does not help. Loading an older save only provides a short-term solution (along with erasing hours of gameplay). Is there a fix/workaround for this?
  16. Okay, so this is for all of the Whovians out there. I had an idea for a mod (but have no idea how to make them D=). I would very much appreciate someone creating this. =D So, the mod: A Sonic Screwdriver Lockpick. This could be three things, a texture replacer for the standard lockpick (in the inventory, environment, and mini-game). Or, it could be an item, that you could use on a locked door. The function would be similar to that of a staff, but it'd create a noise and no projectile would be fired. It would, however, unlock the door you are looking at. Or, it could be both! =D Now, this is lore-unfriendly, I know. If someone decides to make it a tool, then it could be considered unbalanced. However, you must craft this at a forge, with several hard to obtain materials, then you must enchant it at an enchanting table (so that you can actually use it) and you must recharge it upon several uses. The items used to craft it could be: 3 flawless diamonds, 2 dalekanium ingots (crafted from 2 dwarven scrap, a malachite ore, and 2 gold ores and yes, I know that the screwdriver does not contain Dalekanium in the show, but I want more Doctor Who related items here. =3), a filled Black Soul Gem, and possibly a large pearl. These items are pretty hard to obtain without the use of cheats. Also, the screwdriver has about 10 uses, and can also relock/lock doors. To lock the door, you would point the screwdriver at the door, activate it, and a menu would pop up that allows you to select the difficulty (Novice-Requires a key). The better the lock the more uses are used. Also, upon using this item, anyone in about a 7 foot radius would hear the noise, and would be put into a suspicious state. If they are sleeping, they have to be in a 4 foot radius to be woken up. Alternate screwdrivers: You could have all the different screwdrivers from all of the different Doctors. They would all require the same materials, and have the same durability, but would be aesthetically different. Thanks for reading! I would love to hear back from a mod developer, especially if you are willing to create this. =D Thanks!
  17. Pretty much what the title suggests. Every time I go to lock-pick an object it brings up the normal lock-picking screen, but approximately a second later the whole game will stop responding and crash to desktop. I've included my mod load order below as an attachment, but for the life of me I can't figure out what is affecting or changing the lock-pick process. This seems to be the only thing wrong with my game right now. I don't normally resort to the forums unless I've looked everywhere for an answer, so any aid would really be appreciated.
  18. Replace it with a chance based system like the original Fallout games. Skyrim already has it. Why not New vegas?
  19. Would it be possible to create an alteration spell, which created an overlay while lockpicking? Basically, you would cast the spell, then try to pick a lock. While the spell is active, you would 'sense' the inner workings of the lock, represented by a colored glow overlaying the lockpick minigame. One portion of the glow would be a slightly different/more intense color, showing you were to start. Intensity and area of the glow would be determined by comparing the lock's level with your alteration level (or spell level if using multiple/tiered spells). The higher your spell/skill is and the lower the lock level, the narrower and more intense the colored area would be. I thought of this because I very much dislike the lockpicking minigame. I used various replacers in Oblivion, but those made it too easy. For Skyrim, I have only found mods that would qualify as 'cheats', or spells which would automatically unlock certain levels of locks, similar to the spells from Morrowind. I'd like to see something a bit inbetween, which allowed for leveling lockpicking and alteration at the same time. Basically, using a spell to cut down the amount of time it takes to pick a lock, while not cheating or breaking immersion. Thanks.
  20. 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
  21. Hello! I am working on a new (and extensive) crafting system. One of the things I wanted to make was different quality lockpicks. The idea being that using higher quality lockpicks would give a skill bonus when picking a lock. Obviously, this will require changing the code for picking locks in the game. problem is, I can't find the code anywhere in the creation kit to edit. If anyone knows where I can find this, would be a big help! thanks! The idea (pseudocode): Function Pickalock{ //check for best lockpick curLockpick = GetBestLockpick() bonus = GetPickBonus(curLockpick) Difficulty = LockDifficulty - (Player.LockpickRank + bonus) //Check if Lockpick broke and remove correct lockpick if LockpickBroken(){ Player.curLockpick.count -= 1 } }
  22. Is there a proper way for the game to recognize when the player has just finished lock-picking a container, so that a follower would comment on it? I tried making a scene for a quest under the Story Manager Event "Lock Pick", and also added the respective quest node to Lock Pick SM Event Node. None of these resulted in the follower commenting whenever I would lockpick a container. Help would be appreciated.
  23. Idea is I tried to find a global var, a game setting, but worthless. I think the best way is to use papyrus, 'cause I didn't find any vars in CK. I don't know how to get the value of lockpicks when in jail except making a trigger and run a script on it. I can get the current value of player's lockpicks using I suppose there must be another way to solve this so please, help me out.
  24. The lockpick/computer system is widely known as the worst feature of bethesda fallout games. it forces your 1INT 10STR Jet inhaling wasteland bandit to put 100 points into super stealthy lockpicking to get to 3/4 of the game content. I have an idea for a mechanic that would let you open doors/boxes without investing in lockpicking, but carry it's own penalties because of it. Unfortunately I'm new to the geck and can't modify these items myself. The Idea: a weapon effect on the baseball bat, fire axe, crowbar, and super sledge that let you automatically open easy, average, hard, and very hard locks respectively with the penalty of a SEVERE hit to stealth/detection distance. And by severe I mean if you don't clear the building beforehand, every bandit, bot, fiend, and legionnaire within render distance will detect and come after your courier as he wails on a lockbox. In short, no longer will you character get stumped by a half broken wooden door. Anyone feel like taking a crack at it?
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