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Posted

https://www.nexusmods.com/skyrim/mods/44115/?

 

This is such a simple fix, and yet so awesome! I think it would fit STEP:Core perfectly. Any thoughts?

 

::EDIT::

 

Wrye Bash merges it into Bashed Patch. It's a pure winner to me :)

 

This simple mod removes the visual tag that lets you know if a lock is apprentice, adept, master, etc. - now you need to try and pick the lock and judge the difficulty level yourself!

 

No difficulty settings are changed, it just removes the visual tag that gives you some sort of psychic prior knowledge before you even attempt to pick the lock.

 

How can you know what level a lock is just by looking at it - when visually they all look identical?!

 

It removes the level of the lock from displaying both when you look at a locked door or chest, and in the lockpicking mini-game screen. Use your skill and experience to judge how difficult a lock is!

Posted

Heh, I always assumed if I'm (me, the character not me, the player) good enough to pick even basic locks, I'm good enough to at least have an idea of how difficult a lock is going to be to pick. That aspect of lockpicking never broke immersion for me personally. :)

Posted

I think along with this mod someone should make one that changes the mesh and textures to reflect different difficulty of locks. Then you would learn which locks are harder to pick and which ones are easier based on the shape of the lock. Any locksmith can look at a luck and know if it would be easy or hard.

 

Sent from my HTC One using Tapatalk

Posted

I think along with this mod someone should make one that changes the mesh and textures to reflect different difficulty of locks. Then you would learn which locks are harder to pick and which ones are easier based on the shape of the lock. Any locksmith can look at a luck and know if it would be easy or hard.

 

Sent from my HTC One using Tapatalk

Now THAT is a mod I would love to have. :)

Posted

Like it!

Just started a new test character with only vanilla Skyrim to see what annoys me the most about the game, so I can get my mod preferences straight.

Lockpicking is ranked amongst the top 10.

This mod together with a overhaul will make lockpicking a lot more interesting.

Now I just have to find a mod that removes the "I cannot pick that lock, it is too hard for me"-message or make it a "Find it out yourself!"-one ;-)

Posted

Like it!

Just started a new test character with only vanilla Skyrim to see what annoys me the most about the game, so I can get my mod preferences straight.

Lockpicking is ranked amongst the top 10.

This mod together with a overhaul will make lockpicking a lot more interesting.

Now I just have to find a mod that removes the "I cannot pick that lock, it is too hard for me"-message or make it a "Find it out yourself!"-one ;-)

 

You can do it in TES5EDIT, just need to find the right message and Copy and Override to a new ESP file, editing as you please.

Posted

I personally really enjoy the changes to lockpicking (well, and stealth and pickpocketing too!) from Stealth Skills Rebalanced mod if you're looking for something to complement this mod. Much more rewarding gameplay imo ... but I'll stop before I go too far off topic :P lol.

  • 2 weeks later...
Posted

Did someone mention my name? ;)

 

I think along with this mod someone should make one that changes the mesh and textures to reflect different difficulty of locks. Then you would learn which locks are harder to pick and which ones are easier based on the shape of the lock. Any locksmith can look at a luck and know if it would be easy or hard.

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.

 

Now I just have to find a mod that removes the "I cannot pick that lock, it is too hard for me"-message or make it a "Find it out yourself!"-one ;-)

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?

Posted

I'm currently using lock overhaul which adds a "this lock is too hard to unlock". The mini game will still open, but the lock is in fact not unlockable by the player by any means. Removing that message was what I originally meant.

 

 

Gesendet von meinem iPad mit Tapatalk

Posted

Welcome to the forums, Jackstarr. Thanks for your mod, it adds to immersion! I did change your [Locked] message to a simple "It's locked" (square brackets looked weird in game, and "It's locked" just seems more immersive to me, personally), but if not for your mod, I would never knew!

 

FYI, if you message z929669 on Nexus to confirm your identity, you'll get a shiny Mod Author badge here on STEP :)

 

Hope you'll pop in more often and get involved in our lovely community!

Posted

I did change your [Locked] message to a simple "It's locked" (square brackets looked weird in game, and "It's locked" just seems more immersive to me, personally), but if not for your mod, I would never knew!

That's cool - I just kept the brackets on the optional file for the sake of consistency - there are brackets in vanilla stating lock level, as well as on other items, such as the containers - which I fixed in my other mod "No Empty Tag on Empty containers" (https://www.nexusmods.com/skyrim/mods/31463) /shamelessplug.

 

I use the main version of No Psychic Lock Knowledge myself, with no text at all.

 

FYI, if you message z929669 on Nexus to confirm your identity, you'll get a shiny Mod Author badge here on STEP

Just sent a PM.

 

Hope you'll pop in more often and get involved in our lovely community!

Thanks for the welcome - Shall do!

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