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tesnexus8

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tesnexus8

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20 comments

  1. LukeEndo
    LukeEndo
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    • 4 kudos
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    1. digitaltrucker
      digitaltrucker
      • account closed
      • 38 kudos
      Oh yes, please
  2. BionicleFan005
    BionicleFan005
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    • 2 kudos
    Thank you so much for this mod. I have an issue with the locks in my game (refuse to be unlocked no matter what) and this mod lets me work around that while I try to fix the problem.
  3. AngelWyngs
    AngelWyngs
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    • 48 kudos
    I don't think this is compatible with SPERG
  4. LeanWolf
    LeanWolf
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    This is simple but great. Like the desc says: makes the lockpicking perks actually useful (I never touched that tree before). It's surprisingly satisfying when a chest simply pops open!
  5. tesnexus8
    tesnexus8
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    Found an edge case: if a lock is pickable but also has a key (Dwemer Museum) and you have the perk for that lock's level, you'll pick the lock rather than use the key, so you get skill use that you shouldn't.
    I'll see if I can fix it over the weekend.

    * Fixed in 1.02
  6. Gankaku
    Gankaku
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    I'm going to try this today. I was picking a lock, and as a master locksmith I recently thought "Why in the world do I pick locks and have them break if I am a master locksmith?" I don't have much or anything in the tree but my skill is 100. Additionally, it's a waste of time picking the locks now since I'm maxed out. There's no leveling or anything for it, right? So this mod looks like what I need.

    Edit: OK after reading your instructions again (I was tired the first time ok!?!) I realize it works with the perks. I thought if my lockpicking was 100 I could stop fighting the locks. No such luck, huh?
  7. ShadeSneaker
    ShadeSneaker
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    Just took this for a testrun: with this file active I am unable to open anything locked, when trying to activate a locked door/chest nothing happens at all. (this goes for any lock that I have the perk for, locks that are above my current perk level works normal)
    I have no other mods that affects locks/lockpicking...Any ideas ?
    I love the idea and will be tracking this for now.
    edit: took a closer look in tesvedit and noticed some script calls that points to apparently missing files: PRKF_NoviceLocks00_000F392A, PRKF_ApprenticeLocks25_000BE125, PRKF_AdeptLocks50_000C3680, PRKF_ExpertLocks75_000C3681 and PRKF_MasterLocks100_000C3682.
    these are (as far as I can tell) not part of the game or any of the DLC's - I checked scripts\source and the .BSA files
    1. TheHuntress1970
      TheHuntress1970
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      Same here. I'm not able to activate any lock; though, I love the idea. I'm assuming as Shade was saying but I only tested it at my current level for locks and no dice.

      I was thinking for the immersion and RP aspect is that the minigame would still be there but it would be a simple turn and click. No fussing about.
    2. tesnexus8
      tesnexus8
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      I've repacked it: see if that fixes it for you.
    3. ShadeSneaker
      ShadeSneaker
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      BINGO !works like a charm now
      Endorsement incoming for finally getting rid of that mini-annoyance called lockpicking.
  8. half1004
    half1004
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    • 1 kudos
    Good mod! Thanks ^^
  9. tesnexus8
    tesnexus8
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    Lotus97: Perk points are much more valuable than lockpicks. Spending 5 perk points to unlock master chests is more than enough cost.
    That's how I see it too. And since there's Unbreakable, I think the idea that it "should" take lockpicks when you've paid for perks is in conflict with the standard game.

    Lotus97: And you still need lockpicks until you get all 5 ranks.
    You still need A lockpick even then. I did it that way so if something takes all your lockpicks for quest reasons this won't break it.

    ShadeSneaker: nothing happens
    No idea, sorry. I only made this last night, but I tested it in the Thieves Guild training room and I know it works for all of the chests in there.

    midgard8: I guess it's not compatible with perk overhauling mods
    It depends. Anything that deletes the normal main locks perks won't work. Anything that just moves them around should be fine, as long as you load this after them.

    Deepblue321: This also makes the unbreakable picks perk useless.
    True, but Unbreakable makes Master Locks pointless anyway. The Skeleton Key is still really useful - this isn't a cheat mod where EVERY lock automatically opens for you: only the ones you've spent perk points on do. Now though, if you actually invest perks in Lockpicking you can eventually return the key and complete the quest - and you don't have to yawn through doing the minigame even though you can't ever fail to pick a lock without losing any lockpicks at all.
  10. Taffer42
    Taffer42
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    • 33 kudos
    When you automatically pick a lock, does it still cost you a lockpick?
    1. Chieron26
      Chieron26
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      normal picking doesn't automatically cost lockpicks either, only when they break.
    2. Deepblue321
      Deepblue321
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      I think that's what Taffer is getting at.
      When you break a lockpick, the ammount you have is decreased obviously.
      But if you automatically open it, there's no such thing as breaking it.

      So once you have all the perks, this would mean that at this point you no longer break lockpicks.
      This also makes the unbreakable picks perk and the skeleton key useless.

      Unless it acts like Morrowind and gives you a chance of breaking the lockpick instead of opening the lock.

    3. madpaddy
      madpaddy
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      Yes each time you auto unlock a lock it should use one lock pick otherwise lock picks become a waist of time.
    4. kevkas
      kevkas
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      I agree, maybe, to keep things interesting and useful, auto-unlocked Novice locks should spend 1 lockpick, Apprentince locks should spend 2 lockpicks, Adept 3 lockpicks, Expert 4 lockpicks, and Master 5.

      Another take could be a harder approach, such as: Novice 1 lockpick, Apprentice 3, Adept 5, Expert 8 and Master 10. (I would much rather have this progression, to force the player to at least spend some resources getting lockpicks)

      All in all, I like the concept of this mod.
    5. Lotus97
      Lotus97
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      Perk points are much more valuable than lockpicks. Spending 5 perk points to unlock master chests is more than enough cost. And you still need lockpicks until you get all 5 ranks.

      You guys should try Lock Overhaul if you want opening of locks to use picks. There's a setting called Autopick where you use a random amount of lockpicks to open the lock.