Fallout 4
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Adzscott

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adzscott

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About this mod

Skillbased and dynamic overhaul of the hacking and lock-picking mini-games.

Permissions and credits

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Picking a lock, or hacking a terminal is fun and novel the first few times, but gets old very quickly. This mod aims to remove these rather tedious mini-games from your Fallout 4 experience.
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***New files uploaded. Please see comments for an up to date changelog***


Features


Four different ESP files are available for download, two for terminal hacking, and two for lock-picking. One of each of the two is a standalone (i.e: it acts are a compliment to normal gameplay mechanics) and the other a replacement (i.e: it replaces normal gameplay mechanics). Use of a mod manager such as the NMM is highly recommended.

This mod replaces the target mini-games with skill based checks to determine if a lock is picked, or a terminal hacked.
  • Success at hacking is determined by the player's intelligence and luck skills.
  • Success at lock-picking is determined by the player's perception and luck skills.

DYNAMIC LEARNING
Each terminal hacked or lock picked grants a small increase to the success chances of future hacking and lock-picking attempts. If you do the same thing 1000 times you're bound to get a little better at it eventually, no?



PERK OVERHAUL
The changes made by this mod render the associated vanilla perks useless, so I changed them up a little bit.

  • Locksmith perks now decrease the chance of bobby-pins breaking with each rank. At rank 4, bobby-pins will never breaks and locks will never jam shut.
  • The magazine "Tumblers today" grants EXP bonuses to successful lock-picking attempts. At rank 5, the EXP gained is effectively doubled.
  • The Hacker perks grant EXP bonuses to successful hacking attempts. At rank 3, the ability to booby-trap terminals and radios is unlocked!



BOOBY TRAPPING?
Once rank 3 of the Hacker perk is unlocked, wily players gain the ability to rig terminals and radios to explode! Sneak-activating whilst in possession of a circuitry junk-item will cause the player to rewire the devices internal components to violently detonate in (approximately) 10 seconds. Who ever said nuclear powered radios were safe?
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How does it all work?

Once activated, the players perception (or intelligence, for hacking) skill is multiplied with their luck skill. The generated integer is then added 0.4* the number of successful lock-picking/hacking attempts so far. Thus:

PI = ([Perception or Intelligence])*(Luck)+(0.4*[Locks or terminals unlocked]).

This number is then compared to a randomly generated integer which corresponds to the lock-level.

  • 0-25 for Novice Locks
  • 0-50 for Advanced locks
  • 0-75 for Expert Locks
  • 0-100 for Master Locks
If PI is greater than the random number, the attempt is successful! Otherwise the attempt fails. Not so hard.

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 COMPATIBILITY AND THANKS

This mod is my first foray into the horrible beast of a language that is papyrus. Thus, to create this mod I asked numerous questions on the Nexus forums and the like when I became stuck. Special thanks go out to:


Reddit user _Robbie, Nexus users KataPUMB, MasterMagnus, Ashnal, bigCman123, Kesta and especially OpenSaucer for letting me have a peek at some of the papyrus for his mod. If you want to inject a little more explosive drama into your lock-picking attempts, go check out his mod here:

                                                                               EXPLOSIVE ENTRY.

This mod makes small changes to the descriptions of the locksmith and hacker perks. This means any mod which also changes these perks will likely be incompatible (load order dependant). Unfortunately, other lock-picking/hacker overhauls are likely also incompatible, as the fallout 4 engine only lets you have a certain number of activate options available at any one time. :/


Changelog:

1.0:  First upload
1.1: Patched a bug where "level 0" locks would not open.