Morrowind
0 of 0

File information

Last updated

Original upload

Created by

Golken

Uploaded by

Golken

Virus scan

Safe to use

About this mod

Intended to be used with and requires MCP. This mod shows the lock level and trapped status of the door or container you're looking at according to your character's skill and attributes (for example, you will only know the exact lock level if your Security skill - or other stats, such as Mysticism - are high enough).
Future versions w

Requirements
Permissions and credits
This mod is meant to be used with the Morrowind Code Patch's hide Trapped and hide Lock level options and is essentially an unofficial MCP addon. The options can be found under the Game mechanics category within the MCP setup (Hidden traps and Hidden locks). It provides practical ways to make use of these options in your playthrough. This mod affects lockables - both containers and doors
The mod requires MWSE (Merzasphor's updated version) and the MCP option Lock level scripting (GetLevel function modification) to be enabled (it can be found under the Mod specific category). It doesn't actually require the hide options of MCP.

With this mod loaded and the MCP options all enabled, the gameplay is so: at Level 1, your character normally will not be able to detect locks and traps, as without this mod. You'll have to rely on probes or Telekinesis to always check for traps first, and try to open a container to see if it's locked (you won't know how strong the lock is). Once your improve your Security skill (and/or Intelligence attribute), you'll be able to tell the general strength of locks by looking at them (weak, sturdy, strong, very strong or incredible). When your Security skill is even better, you'll be able to tell whether the target is trapped, and its exact lock level.
To help mages as well, the Mysticism skill and Willpower attribute can also substitute for Security and Intelligence and grant the same benefits. But you'll need to raise them a little higher.
Future versions will complement the vanilla Open effect by adding new spells to detect and disarm traps (and make Telekinesis a little less reliable for doing so), adding more options for magic users.

Exact mechanics:
The mod consists of a single background script (no modifications to anything) and 2 globals for customization.
The requirement for being able to tell if a container is trapped and its exact lock level is:
Security + (Intelligence - 20) / 2 >= 60
or
Mysticism - 10 + (Willpower - 25) /2 >= 60

The requirement for being able to tell the general strength of a lock is:
Security + (Intelligence - 20) / 2 >= 30
or
Mysticism - 10 + (Willpower - 25) /2 >= 30

You can configure the numbers 60 and 30 to your liking by using console commands, for example to change them to 70 and 40, respectively, run:
set nksh_etl_exact to 70
set nksh_etl_vague to 40


I'll probably raise the Mysticism/Willpower requirement a bit once the spells are added.

A full readme will be added in the next version when the mod becomes less simple. Currently it's very small, so I'm just getting it out. I'll also change the mod's name if you help me find a better one...
You can configure/turn off every part of the mod by using a console command.

MWSE info
http://wiki.theassimilationlab.com/mmw/MWSE

MCP info
http://forums.bethsoft.com/topic/1617316-repairing-the-cogs-of-morrowind-37-mcp/