why making this even more easy? :D lock picking in games is not even close to be hard or complicated. but everything needs to be easy nowadays so ppl can rush thru their games :D
I know I'm late but you should totally do that I'm modding my game to be just insanely hard and if you could make the lock picking way harder that would be sick imagine going in for an easy lock and it's harder then a hard lock
Throwing my 2 cents in here: Because it's f*#@ing lame, if it was an actual mini game and not "find a sweet spot" then i'd gladly have a normal or harder one, but this "skyrim-esque" lockpicking is a goddamn disgrace that has infected majority of games with """lockpicking""" in them.
I modified the code and I believe it works. Takes. //a LockpickDifficulty(s, <-- difficulty identifier //b s, <-- localized description //c f, <-- durability (larger -> harder to break picklocks) //d f, <-- movement possibility range (angle around the required value where you can move the lock - angle per side) //e f, <-- success angle - how much can one deviate from the required angle and still succed(per side) //f f, <-- angle randomization range (per side) //g f, <-- angle randomization - excluded part (per side) //h f, <-- hold to fast-break time (seconds) //i i, <-- lockpicks amount to fast-break //j i, <-- cube level //k i, <-- required lockpicking skill level //l i) <-- required lockpick break skill level //a SafeDifficulty(s, <-- difficulty identifier //b s, <-- localized description //c i, <-- combination lenght //d i, <-- max number //e i, <-- tolerance //f f, <-- fast-break //g i) <-- cube-level //a FrequncyDifficulty(s, <-- difficulty identifier //b s, <-- localized description //c f, <-- range min //d f, <-- range max //e i, <-- divisor //f f, <-- blocked angle left and right from 6 o'clock, defaults to 0 //g f) <-- time to hold in valid position for success sub main() { //a b c d e f g h i j k l LockpickDifficulty("easy", "&Lockpicking_Easy&",100, 90.0, 90.0,90.0,0.0, 1.0, 1, 0, 1, 1); LockpickDifficulty("medium", "&Lockpicking_Medium&",100, 90.0, 90.0,90.0,0.0, 1.0, 1, 0, 1, 1); LockpickDifficulty("hard", "&Lockpicking_Hard&",100, 90.0, 90.0,90.0,0.0, 1.0, 1, 0, 1, 1); LockpickDifficulty("impossible", "&Lockpicking_Imposible&",100, 90.0, 90.0,90.0,0.0, 1.0, 1, 0, 1, 1); LockpickDifficulty("cube1", "&Lockpicking_Imposible&",100, 90.0, 90.0,90.0,0.0, 1.0, 1, 1, 1, 0); LockpickDifficulty("cube2", "&Lockpicking_Imposible&",100, 90.0, 90.0,90.0,0.0, 1.0, 1, 2, 1, 0); LockpickDifficulty("cube3", "&Lockpicking_Imposible&",100, 90.0, 90.0,90.0,0.0, 1.0, 1, 3, 1, 0); LockpickDifficulty("cube4", "&Lockpicking_Imposible&",100, 90.0, 90.0,90.0,0.0, 1.0, 1, 4, 1, 0);
//a b c d e f g SafeDifficulty("safe", "&safe&", 3, 99, 0, 0, 0); SafeDifficulty("easy_safe", "&safe&", 3, 39, 0, 0, 0);
//a b c d e f g FrequncyDifficulty("frequency", "&TriggerUse&", 80.0, 450.0, 1, 30, 3.0);
/* CustomizeDifficulty("frequency") { //StartAudioEventName("wwise name"); //StopAudioEventName("wwise name"); //CloseHalfRange(15.0); // -/+ from valid angle //GoodHalfRange(2.0); // -/+ from valid angle //MoveThreshold(0.0); //minimal change to trigger move wwise event //MoveTimeout(2.5); // move wwise event timeout in seconds } */
Without this mod, my strategy is to tap the turn lock button while slowly moving the pick from left to right. I note the angle of the pick when it starts to let me turn, then note again when it doesn't let me turn. Then, I put the pick in the middle of that window and succeed about 75% of the time, only needing minor adjustments the other times. Even hard locks are very fast with that method.
With your non-cheat version of the mod, all it does is make it so you can attempt to turn the lock in a very wide range of angles. This doesn't make it any easier to find the success angle. Instead, you waste time turning the lock a lot to find out if your attempt is successful or not.
Making the success window size almost the same as the turnable lock would make lockpicking easier without being a complete cheat. I would even bump up the size of the turnable window on the hardest locks. Below are the values I decided to use in my lockpickingminigame.scr
I misunderstood the values. Instead of having a 60 degree window to move the lock and 59 degrees inside that, the numbers above make it so you have 59 degrees to succeed and 60 degrees on either side of that window to move the lock. I have revised my values to be 15 degrees to move the lock for all difficulties around the same generous success windows.
You can open the pak file with 7-zip or what ever you like, extract the contents, modify the scr with a text editor (I like notepad++), save and repack into a zip and rename the extension to pak.
39 comments
//a LockpickDifficulty(s, <-- difficulty identifier
You didn't change the correct variables.//b s, <-- localized description
//c f, <-- durability (larger -> harder to break picklocks)
//d f, <-- movement possibility range (angle around the required value where you can move the lock - angle per side)
//e f, <-- success angle - how much can one deviate from the required angle and still succed(per side)
//f f, <-- angle randomization range (per side)
//g f, <-- angle randomization - excluded part (per side)
//h f, <-- hold to fast-break time (seconds)
//i i, <-- lockpicks amount to fast-break
//j i, <-- cube level
//k i, <-- required lockpicking skill level
//l i) <-- required lockpick break skill level
//a SafeDifficulty(s, <-- difficulty identifier
//b s, <-- localized description
//c i, <-- combination lenght
//d i, <-- max number
//e i, <-- tolerance
//f f, <-- fast-break
//g i) <-- cube-level
//a FrequncyDifficulty(s, <-- difficulty identifier
//b s, <-- localized description
//c f, <-- range min
//d f, <-- range max
//e i, <-- divisor
//f f, <-- blocked angle left and right from 6 o'clock, defaults to 0
//g f) <-- time to hold in valid position for success
sub main()
{ //a b c d e f g h i j k l
LockpickDifficulty("easy", "&Lockpicking_Easy&",100, 90.0, 90.0,90.0,0.0, 1.0, 1, 0, 1, 1);
LockpickDifficulty("medium", "&Lockpicking_Medium&",100, 90.0, 90.0,90.0,0.0, 1.0, 1, 0, 1, 1);
LockpickDifficulty("hard", "&Lockpicking_Hard&",100, 90.0, 90.0,90.0,0.0, 1.0, 1, 0, 1, 1);
LockpickDifficulty("impossible", "&Lockpicking_Imposible&",100, 90.0, 90.0,90.0,0.0, 1.0, 1, 0, 1, 1);
LockpickDifficulty("cube1", "&Lockpicking_Imposible&",100, 90.0, 90.0,90.0,0.0, 1.0, 1, 1, 1, 0);
LockpickDifficulty("cube2", "&Lockpicking_Imposible&",100, 90.0, 90.0,90.0,0.0, 1.0, 1, 2, 1, 0);
LockpickDifficulty("cube3", "&Lockpicking_Imposible&",100, 90.0, 90.0,90.0,0.0, 1.0, 1, 3, 1, 0);
LockpickDifficulty("cube4", "&Lockpicking_Imposible&",100, 90.0, 90.0,90.0,0.0, 1.0, 1, 4, 1, 0);
//a b c d e f g
SafeDifficulty("safe", "&safe&", 3, 99, 0, 0, 0);
SafeDifficulty("easy_safe", "&safe&", 3, 39, 0, 0, 0);
//a b c d e f g
FrequncyDifficulty("frequency", "&TriggerUse&", 80.0, 450.0, 1, 30, 3.0);
/*
CustomizeDifficulty("frequency")
{
//StartAudioEventName("wwise name");
//StopAudioEventName("wwise name");
//CloseHalfRange(15.0); // -/+ from valid angle
//GoodHalfRange(2.0); // -/+ from valid angle
//MoveThreshold(0.0); //minimal change to trigger move wwise event
//MoveTimeout(2.5); // move wwise event timeout in seconds
}
*/
}
With your non-cheat version of the mod, all it does is make it so you can attempt to turn the lock in a very wide range of angles. This doesn't make it any easier to find the success angle. Instead, you waste time turning the lock a lot to find out if your attempt is successful or not.
Making the success window size almost the same as the turnable lock would make lockpicking easier without being a complete cheat. I would even bump up the size of the turnable window on the hardest locks. Below are the values I decided to use in my lockpickingminigame.scr
?LockpickDifficulty("easy", "&Lockpicking_Easy&",1.9, 60.0, 59.00,90.0,0.0, 3.0, 2, 0, 1, 1);
LockpickDifficulty("medium", "&Lockpicking_Medium&",1.9, 45.0, 44.00,90.0,0.0, 3.0, 3, 0, 1, 2);
LockpickDifficulty("hard", "&Lockpicking_Hard&",1.9, 30.0, 29.00,90.0,0.0, 3.0, 5, 0, 1, 3);
LockpickDifficulty("impossible", "&Lockpicking_Imposible&",1.9, 25.0, 24.00,90.0,0.0, 3.0, 7, 0, 1, 4);
?
LockpickDifficulty("easy", "&Lockpicking_Easy&",1.9, 15.0, 60.00,90.0,0.0, 3.0, 2, 0, 1, 1);
LockpickDifficulty("medium", "&Lockpicking_Medium&",1.9, 15.0, 45.00,90.0,0.0, 3.0, 3, 0, 1, 2);
LockpickDifficulty("hard", "&Lockpicking_Hard&",1.9, 15.0, 30.00,90.0,0.0, 3.0, 5, 0, 1, 3);
LockpickDifficulty("impossible", "&Lockpicking_Imposible&",1.9, 15.0, 25.00,90.0,0.0, 3.0, 7, 0, 1, 4);
whats the path to find lockpickingminigame.scr
thanks
many thanks love this mod
much appreciated