Did someone mention my name? ;) Unfortunately, this is hardcoded - there's only one instance of the lockpicking minigame, which is hardcoded to be called when you activate a locked container (regardless of the lock level). There's currently no way to change the visuals on any one lock without changing all of them. Removing the text is really easy, but I can't see a way to allow the player to try to pick the unpickable lock (and find it unbreakable themselves the hard way). The only way around this I think would be very messy - temporarily adding a perk to the player that makes the sweet spot very small and difficult to find, but even then there would be a very small chance you could pick the lock, which may break certain quests/triggers if the lock is not meant to be unlocked yet. Plus, each locked container that needs a key would need to be modified with a script that adds this perk - so it'd take forever to do in the CK, and wouldn't apply to any modded locked containers - and I can foresee a few other hitches with implementation too. So unfortunately not really viable. As for the first part, I can remove the text and upload as an optional file to the mod page, but wouldn't it then seem really odd that when you try to activate the lock, nothing happens - no lockpicking minigame, and no text explaining why?