FALLOUT 3
CherryBomb Locks by MangoMan
Fallout 3 » Gameplay Effects and Changes
Added: 13/03/2009 - 03:02AM
Updated: 14/03/2009 - 09:37PM

19 Endorsements

1.01 Latest version

872 Unique D/Ls

1,075 Total D/Ls

7,672 Total Views

Uploaded by MangoMan

Description

Last updated at 21:37, 14 Mar 2009 Uploaded at 3:02, 13 Mar 2009

CherryBomb Unlocking by MangoMan (Dave Cousineau) v1.01
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Installation:
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Simply copy the .esp file to your Fallout3/Data directory, and then select it in your data files window from the Fallout 3 loader.

Description:
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I like in a game, especially an RPG, when you have many ways of overcoming obstacles such as things that are locked. In this game, there are only two ways to unlock things: pick the lock, and sometimes but not usually, hack a nearby computer. This mod adds another way to unlock things: use explosives on the lock.

With this mod, for most locks that you encounter you will have the ability to attempt to unlock the container or door with a cherry bomb. The details are a bit complicated but are outlined here:

- Your "skill" at blowing locks is combined from 75% of your explosives skill, and 25% of your lockpicking skill (both capped at 100). I chose these numbers because, realistically, understanding how explosives work is more important than understanding how locks work, but understanding how locks work is not useless either. The specific formula is:

CherryBombSkill = (LockPickSkill + (ExplosivesSkill * 3)) / 4

- Your chance to successfully disable the lock is calculated from your "Cherry Bomb Skill", your luck stat, and the level of the lock. The specific formula is:

ChanceToUnlock = (CherryBombSkill + LuckMod) + 50 - LockLevel

Where LuckMod is between -15% and +15% for luck stats of 1 to 10 respectively (3% for each point of luck above or below 5).

and LockLevel is between 0 and 100 for very easy and very hard locks respectively. (+ 50 - LockLevel gives a range of between +50% and -50% chance depending on difficulty of the lock).

- You also have a chance to jam the lock every time you fail to unlock it, derived from your CherryBombSkill and luck. The LockLevel does not apply to this chance. The specific formula is:

ChanceToJam = (100 - (CherryBombSkill + LuckMod))

This gives a high chance of a jam for a low skill, and viceversa. Notice that you only have a chance to jam if you failed to unlock the lock, meaning the actual chance to jam is smaller. (If you have a 50% chance to unlock, and a 50% chance to jam on fail, you really have a 25% chance to jam overall.)

- You also have a chance to injure yourself, completely dependant on your explosives skill, and your luck. (You CAN kill yourself!). The chance to injure is always rolled, regardless if you opened the lock or not. The specific formulas are:

ChanceToInjure = (100 - (ExplosivesSkill + LuckMod))
DamageRange = (100 - (ExplosivesSkill + LuckMod))

If you are injured you will be hit for a random number between 1 and 100% of the DamageRange. The most you could be hit for is about 110 or so give or take (Lowest Explosives you are likely to have is about 5, with a -15 if you have 1 Luck gives 100 - (5 - 15) = 110).

- If you successfully unlock the lock, you will be awarded just as much experience as if you had used bobbypins.

- You can attempt to unlock any lock this way, as long as you have a cherry bomb, but your chance of success will not necessarily be above 0%, and your chance of jamming the lock on a failure could be 100% or more.

- If you jam the lock, it will enter the "Requires Key" state, since I could not find a way to make a lock enter the "Broken" state. Both states are functionally the same. Also, I scripted it in such a way that if you have Infiltrator you can try again one more time. Actually with infiltrator you can fail 1 force attempt and jam 1 bomb attempt, and the lock will still be useable. With Infiltrator, only once you have failed 2 force attempts or 2 bomb attempts will the lock actually become jammed. This is not so bad since I don't think Infiltrator is a very popular perk anyway.

- When activating a container or door, you will only be presented with the option to cherry bomb it (or not) if the object is locked, it did not already have a script, the lock is pickable (locklevel <= 100 and not broken), and you have a cherry bomb in your inventory. Otherwise the object will behave as it normally would without the mod. All of the information about your chances is presented in the message box so that you can make the right choice. If you can use bobby pins, that is always the better choice, since cherry bombs are not as plentiful as bobby pins, and you can't jam the lock with bobbypins unless you try to force it.

Conflicts:
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NOTE: my original advice for conflicts was incorrect.

I have written a script, and added it to nearly every door and container in the game. This means this mod will conflict with any other mod that changes a container or a door. I had said to ensure that you load this mod before any others, and the other mod would simply overwrite this one where necessary. While that is true, it seems the engine doesn't quite work how it is supposed to. If a mod overwrites my script with nothing, it *should* behave normally. Unfortunately it seems the OnActivate event *stays* overridden, but becomes blank, and any object that has an overridden but blank OnActivate script is unusable, since once you have overridden OnActivate, you must call Activate to get default functionality, and a blank script does not have an Activate call.

This means that if you load this mod last, my mod will remove any changes to containers or doors that any other mods may have made. And if you load this mod first, you may encounter containers or doors that refuse to open/close, if the other mod changed the object, but has no script.