Oblivion

File information

Last updated

Original upload

Created by

Uploaded by

Lap

Virus scan

Safe to use

Tags for this mod

About this mod

-Bashable locks on doors and chests -Disarmable traps on doors and chests -Detect traps Spell -Better chest loot -No more lockpicking in combat -\"Fixed\" the skeleton key -Established minimum security requirements to pick certain levels of locks -The ability to trap mostly hard locks instead of them all equally. -The ability to extract

Permissions and credits
Mirrors
-Bashable locks on doors and chests
-Disarmable traps on doors and chests
-Detect traps Spell
-Better chest loot
-No more lockpicking in combat
-"Fixed" the skeleton key
-Established minimum security requirements to pick certain levels of locks
-The ability to trap mostly hard locks instead of them all equally.
-The ability to extract rare poisons from disarmed traps.
-Very easy to customize in the console (Don't like a feature? Then turn it off or modify it)







=====================================
Security Rebalance: Trapped Doors, Chests, and Bashable Locks
Version: 1.23
By: Lap
Email: [email protected]
=====================================

Table of Contents
-----------------
I.Features
II. Summary
III. Installation & Customization
IV. Compatibility
V.Designer Notes
VI. Mechanics
VII. Legal Stuff
VIII. Bugs/Problems?
XI. Change Log

I. Features
---------------
Listed on top for TESSOURCE viewing.

II. Summary
-----------

This mod will randomly trap a little less than half of all locked doors and chests in the game. The harder the lock the harder the trap is to disarm. Masters of security will also have a small chance to extract rare poisons from disarmed traps. Traps have many different affects that range from flat out damage to paralysis and armor deterioration. These traps scale with level so they will always be at least of some concern. Mages also must watch out as their unlock spells do not disarm traps. Any mage of mysticism will be able to buy the detect traps line of spells from Alves Uvenim in the Leyawiin Mages Guild.

Also new to this mod is the ability to bash locks. Simply equip a weapon (not a bow) and Activate, not attack, a door. If you are strong enough there is a chance you will break the lock but at the cost of the durability of your weapon or your own health if you are using your fists. The best things to open doors with are blunt weapons (though if you have immense amounts of blade skill and no blunt you'll be better off using a sword). Detecting, disarming, and bashing locks have an exponential difficulty curve so don't expect to be able to do hard and very hard with ease.

There are lots of other small things mentioned in the features section above.

III. Installation & Customization
---------------------------------
Extract "Security Rebalance-Traps and Bash Locks.esp", this readme into your oblivion\data directory. Enable this mod by clicking "Data files" and selecting "Security Rebalance-Traps and Bash Locks.esp".

As for customizing just go into the console and type "set ****** to #" where ***** is a variable listed below and # is a number.

LapTrapDifficulty (Default 0)- Adds a modifier +/- to the detection and disarming formulas. Higher is harder

LapPercentTrapped (Default 40)- The percent of all traps to be trapped. Set to 0 for no traps.

LapNoCombatLock (Default 1)- Enable no lock picking in combat situations.

LapMinLock (Default 1)-Enables minimum security requirements for locks.

LapLockLevelDeterminesTrapChance (Default 0)- Just what it says. If enabled it will add bonus for higher level traps to be trapped. At the default of 40 trapped this would be about Very easy-42% Easy- 47% Average 52% Hard 67% Very Hard 73% These are probably high so if you use this make sure to turn down the
LapPercentTrapped to subract the difference between this and 40 to get the trap chances.

LapBashLockDifficulty (Default 20)- The difficulty in bashing locks. Higher is harder. Turn off this ability by setting it to 100.

LapAllLocksOpenable (Default 0)-If enabled this will turn most every door that is key only to very hard. *May screw up quests and stuff so do at your own risk*.

IV. Compatibility
-----------------
This mod is compatible with all mods that do not modify the scripts on standard doors and chests. Also any mod that modifies Alves Uvenim will not be able to buy the spells. There really shouldn't be any problems. If you use a loot mod and want to use it with this either actually delete the chest references in that mod by yourself or selecting the mods in a different order when activating them so this one stays on top (trust me this is more important).

V.Designer Notes
----------------
I'm up to suggestions on how to tweak the formulas and I love feedback in general. One of the things I was undecided about was whether or not to make the trap effects unable to be reflected or absorbed but I decided against it with no strong argument either way. Sure someone can cast spell absorb right before they open a chest but that costs them magicka and there's still a chance the trap will go through...not to mention all locked door/containers aren't even necessarily trapped, wasting further magicka. There are no traps in guild areas or inns in which you are a member (what a pain this was).

VI.Mechanics
------------

Interested in how the mod works on a more technical level? Essentially most every door and container is assigned a script. This script determines everything. The first time a container or door is loaded it is randomly decided if it will be trapped or not. When any player uses it (NPCs will not set off traps) the main portion of the script executes. The following checks happen:

*This an very dumbed down explanation which doesn't include most of the customization options, actual equations, and coding workarounds*
*If you have any questions about how it works contact me*


If the player has a weapon equipped:
1. The game will check the weapontype and determine if the player has the strength and skill to open the door.
a. If the player is too weak to ever accomplish this the game will tell the player.
b. If the player can potential break the lock it will roll a formula based mainly on strength and weapon skill, setting off any traps.

If the player has no weapon equipped.

1. Check to see if the player is an a guild area or the only way to open is with a key and if it is then no trap is set.
2. Check to see if the trap has been previously triggered or detected as well as detecting if the player is in combat.
3. If not detected run an equation using Security, and to a much lesser extent a random number and the players luck.
4. FAILURE: If the player fails to detect the trap it is sprung and the script than randomly chooses one of the traps and scales the damage to the player's level range. There is a small chance the player will dodge the trap based on their agility and luck.
5. DETECTED: If the player does detect a trap they will be given a choice if they want to try and disarm it. If they try to disarm it a similar check to the detection check will be run though this one is harder.
6. FAILURE: Same as the previous FAILURE.
7. SUCCESS: The script will run the same check again. Success of this roll is considered a critical success and the player will extract a random poison from the disarmed trap. If not the trap is still disarmed and the script lies dormant.

VII. Legal Stuff
----------------
This mod is protected by international copyright laws. Don't sell it for profit or package it without the readme. Any site may host this so long as the zip is unmodified and has this readme in it. If you wish to incorporate part of this mod into yours just ask me and I'll probably give you permission and even help out.

VIII. Bugs/Problems?
--------------------
The only known problem is if you are using the standard "Security Rebalance-Traps.esp" and there is a pickable door (not a key only door as most quest keys are) and you don't have any security skill then you will not be able to use a key if you have one. Either open it will a spell, cheat to open, or use one of the customization commands. There is no way around this as the prescene of a key for a door cannot be called for in a script. Other than that email me any bugs.

XI. Change Log
--------------
1.21-Hotfix
Fixed AI problems with locks.
1.2-Major Release:
-Added lock bashing
-Added more sounds
-Added detect traps
-Added customization globals
-Unified the esps.
-Made chest loot better
-No more lock picking in combat
-Inns no longer contain traps (only applies to original Oblivion inns).
-"Fixed" the skeleton key.
1.1-Fixed a sound bug and added the LocksONLY version to the rar.