See the second sticky post for features to be included in futures updates
Please Note : If you used a previous version of locky bastard, the way you "choose" which action you use changed. No more weird weapons swapping / drawing, this is now based on the distance at which you stand from the door / container : - When you're a few steps away, you can shoot, wether you're crouching or not. - When you're close to a door, the prompt become the one to kick instead. - When you're crouching and close to a door/container, the prompt become the one to detonate it.
Overall, this make the mod much more convenient to use as you don't have to swap weapons or bother waiting for the sheathing / drawing animations to use the new features.
Some stuff I'd be glad you respect to keep this comment section readable:
For request, compatibility patches and suggestion, please open a topic in the FORUMS tabs.
Before asking a question or making a critic about balance / consistency / realism, please check the README.
For verified bug reports, use the BUGS tab. Please check what's already in here, and the known issues in the README before doing so.
Keep in mind that things like "my game crash" or "the mod not working" are in 99% due to the shaggy modding support on FO4. Check your installation, INI, mod manager, ENB settings, etc..., that's not an issue with this mod itself.
If you don't know how to install mods for FO4, please don't ask here, find a guide that explain it in detail instead
For the record, I'm officially taking over this mod from the Caretaker. I don't intend on modifying it at all, but I will track bugs. I'm primarily taking it over because its an awesome mod and it will roll perfectly into my a new mod I'm working on.
Apparently, the caretaker is still backlogged, and I still do not have permission to edit this mod.
As for the bug, I haven't encountered it, but I will attempt to duplicate it and fix it. Of course, I can't upload until I have control over this page.
I just downloaded this and while I haven't done any extensive testing on it yet, I wanted to say "thanks" for maintaining this mod. I really think this fits well for RP purposes, but more importantly it gives us additional yet immersive options for dealing with locks in the game. And of course, the added bonus of companions such as Strong not getting all pissy lol. Anyway, if I run into issues I'll come back to report them, but until then, thanks to you and the original modder!
Quick question, how's that personal mod of yours coming along? And will we need to use Locky Bastard as a requirement?
Just wondering, any way to let a missile launcher or Fat-Man 'destroy' the lock on a locked door? Also if that's possible would let me figure out how to let mod-added weapons like grenade launchers take out doors as well.
I see in the formID list for explosives that work with the mod (LB_Detonators) it lists the WEAP record for applicable mines and grenades, but I'm not sure if simply adding, say, the missile launcher to it and shooting a missile at a locked door would work, or if there's something with the explosive effect of the missile itself that would need to go there, or something else.
The Locky Boom perk makes a horrible sound when you scroll over it inside the pipboy menu. Like....a startling and headache inducing sound. I have no clue what it is, because it's not the explosion sound effect, unless it was bitcrushed or compressed.
EDIT: Actually it was the Locky Kick perk, not the explosive one it seems. Went into xEdit and deleted the LB sound file the perk was using.
IDK, it conflict with: LevelUpMenuEx, Be Exceptional & Humble Perks Pack; Combo.. With it, I am the god of picking locks!!! As an example: Gamestart in Vault 111 -> Cyrolator Case -> Master Lock ->No problem! A use of kicks, shots or even explosions are not necessary at all, in my particular case^^..too bad but I need another mod!
any mod that modifies perks will conflict with each other, unless the mod author or you blend them together, or do a lazy patch for it. that's how the engine works. this applies to any mod, that modifies base game stuff, they will conflict or overwrite each other.
I actually would like just to kick usual doors like a badass. Without locks, just a second option of opening. It'll be usefull when somebody behind it and you have no time to watch how slow it is opening
Would it be possible to make it so that kicking a door down gives you affinity with strong? If he hates picking locks, surely he would love to break the door down
236 comments
See the second sticky post for features to be included in futures updates
Please Note : If you used a previous version of locky bastard, the way you "choose" which action you use changed. No more weird weapons swapping / drawing, this is now based on the distance at which you stand from the door / container :
- When you're a few steps away, you can shoot, wether you're crouching or not.
- When you're close to a door, the prompt become the one to kick instead.
- When you're crouching and close to a door/container, the prompt become the one to detonate it.
Overall, this make the mod much more convenient to use as you don't have to swap weapons or bother waiting for the sheathing / drawing animations to use the new features.
Some stuff I'd be glad you respect to keep this comment section readable:
For request, compatibility patches and suggestion, please open a topic in the FORUMS tabs.
Before asking a question or making a critic about balance / consistency / realism, please check the README.
For verified bug reports, use the BUGS tab.
Please check what's already in here, and the known issues in the README before doing so.
Keep in mind that things like "my game crash" or "the mod not working" are in 99% due to the shaggy modding support on FO4.
Check your installation, INI, mod manager, ENB settings, etc..., that's not an issue with this mod itself.
If you don't know how to install mods for FO4, please don't ask here, find a guide that explain it in detail instead
Enjoy the mod.
Kesta
As for the bug, I haven't encountered it, but I will attempt to duplicate it and fix it. Of course, I can't upload until I have control over this page.
I just downloaded this and while I haven't done any extensive testing on it yet, I wanted to say "thanks" for maintaining this mod. I really think this fits well for RP purposes, but more importantly it gives us additional yet immersive options for dealing with locks in the game. And of course, the added bonus of companions such as Strong not getting all pissy lol. Anyway, if I run into issues I'll come back to report them, but until then, thanks to you and the original modder!
Quick question, how's that personal mod of yours coming along? And will we need to use Locky Bastard as a requirement?
https://www.nexusmods.com/fallout4/mods/52888
I see in the formID list for explosives that work with the mod (LB_Detonators) it lists the WEAP record for applicable mines and grenades, but I'm not sure if simply adding, say, the missile launcher to it and shooting a missile at a locked door would work, or if there's something with the explosive effect of the missile itself that would need to go there, or something else.
EDIT: Actually it was the Locky Kick perk, not the explosive one it seems. Went into xEdit and deleted the LB sound file the perk was using.
that's how the engine works.
this applies to any mod, that modifies base game stuff, they will conflict or overwrite each other.