Fallout New Vegas
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Puppettron

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Puppettron

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About this mod

Mod allows more options for bypassing locks, through demolitions, shims, shotgun breaching, prying, bashing, cutting, and shooting. mod is practically abandoned at the moment, lost all my files a while ago.

Requirements
Permissions and credits
Better Breaching Readme

version information: 1.1 updated release

Compatibility: Mod adds ammo to lists ammoList12ga and ammoList20ga

requirements: FNV + all DLC, NVSE

Summary: Mod allows alternate ways of bypassing locks without using Lockpicking or Lockpicks, and rewards player for doing so.

Details: Upon loading the mod, your character will be given the Blow the Lock! perk, which will allow him to use explosives and his explosives skill to bypass locks. It also allows shotgun breaching of wooden doors. Breaching Rounds for shotguns are also craftable with this perk, recipes are on the reloading bench.

The perk, Breacher, is available at lvl 6 with 25 Repair and 25 Explosives to allow the character to craft and use Breaching Charges and Lock Shims to bypass locks. Shims allow the character to bypass locks using his repair skill, with a chance of breaking a shim, while breaching charges come in 4 strengths, and can only unlock doors that are weaker than that. Crafting recipes for shims and breaching charges are only hidden by the perk, so once you have Breacher you can see those recipes.

No method included in this mod is capable of blasting through doors that have a lock level above 100, as objects set higher than that are keyed. Experience gains from bypassing locks in any manner included in the mod are set to one level lower than lockpicking gains, so your character will still gain xp for bypassing an obstacle, but not as much as if he used Lockpicking.

Nuts and Bolts: Mod adds an activate choice to locked objects based on parameters set by the perks. All of them require the character to be sneaking and the locklevel of the object to be <= 100.

Shotgun breaching requires that the object be a wooden door, as defined by a formlist included in the mod for wooden doors, that the character has equipped a weapon in the WeaponShotgunList formlist or the bbAlternateShotgunBreechWeaponsLow formlist or the bbAlternateShotgunBreechWeaponsHigh formlist, as well as sneaking and locklevel <= 100. The alternate formlists are empty, they exist so that you can add other weapons that are not on the formlist WeaponShotgunList. When activated the script checks your weapon and ammo against ammoList12ga, bbAlternateShotgunBreechWeaponsHigh, and bbAmmoBreachingRounds. If your currently equipped ammo is 12ga or your weapon is in the alternate breach weapons formlist, it sets your power to 2. if it's not, then it sets it to 1. if your ammo is in the breaching rounds formlist, it increases your power by one. It then checks the lock level vs your power: power 1 can open lvl 50 or lower locks, power 2 can open lvl 75 or lower and power 3 can open 100 or lower. It fires your gun, and if your power is high enough to bypass the lock, then it unlocks the door.

Blow The Lock allows you to use demolition weapons vs a lock. It requires that your currently equipped weapon be in the perkDemolitionExpert formlist or the bbAlternateExplosivesList formlist, and that you are sneaking and the lock is <= 100. bbAlternateExplosivesList is an empty formlist to allow you to add weapons to this list that aren't in the perkDemolitionExpert formlist. When selected, the script checks your weapon and ammo against the formlists for grenade and rocket ammo and the type of equipment it is. It then checks your explosives ability vs the lock level. If your explosives skill is less than the locklevel, then if you're carrying a grenade or a launcher weapon, you fire the weapon in front of you. If you're using a mine weapon, the door fires a mine
weapon at you -- so that mines are set to unfriendly towards you when used. If your explosives
is >= the lock level, then a harmless explosion is placed at the locked object, you get knocked
over, and the object unlocks.

Breaching charges come in Small, Medium, Large, and Huge. The levels of the breaching charges dictate the level of the locks one can breach with them: 25 or less for small, 50 or less for medium, 75 or less for large, and 100 or less for huge. Just have a powerful-enough charge in your
inventory to blast the lock, and you're good.

Shims cause the script to compare your Repair Skill to the lock's Level. If your repair >= Lock Level, then you unlock the lock. The Script then makes a percentile roll, vs (luck * 5) +
(repair /4), and if it rolls higher, you break a shim. Shims are easy to make and cheap, so that
will probably stop bothering you soon enough.

Update: added prying, bashing, cutting, and shooting to bypass methods, details in readme.

update 1.3:  added knife shims.  knife shimming is a default breach action (usable with free perk) that allows you to bypass locks either with an equipped knife (defined by formlists, easy to find and adjust if you're using newer knives) or with butter knives in your inventory.  it doesn't appear to be buggy, i could be wrong.

update 1.4:  cleaned up scripts, added Lutana necessity -- Lutana now has a perk function that checks if the player has the key to the object you're activating, now you can't get free xp by breaching things you have keys for.