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Fantafaust

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Fantafaust

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33 comments

  1. Hydr0ponic
    Hydr0ponic
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    Gotta be honest here: the Automatic Unlockers was great and all. But, it would've been nice if the final upgrade for the Auto-Unlock is not a consumable anymore. Probably a nitpick here, but it is useful for multiple chests like in Diamond City unmarked bank or Falon Department Store hidden vaults.

    The only reason I say this is because a) I have a Be Exceptional mod installed that makes Lockpick and Hacking more accessible and b) even without the aforementioned mod, it's a waste of materials for something that can only be used ONCE.

    I give a 7.5/10 rating, probably useful, but way too excessive.
  2. Electrohead1
    Electrohead1
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    I've encountered an issue after installing Ultimate Hacking. The position of prompts for regular "hack" and "autohack" is now swapped and they both make the player start the regular hacking. 
    1. Fantafaust
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      I guess there was an update for UH, I'll have to look at it
  3. quinnoxneptune
    quinnoxneptune
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    Does this work for Fallout London, and if not, can a version be made for it? I really like the concept of the mod.
    1. Fantafaust
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      So long as it's still a door or terminal, they should work, but of course the holotapes might not be what FOL uses in their terminals(I haven't played it)
  4. Sssses52
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    Can you make a version that would allow you to unlock any level of the lock/terminal, regardless of what level of hacking the player has, but at the same time require a lot of resources for crafting, and so that they can also be found in the world or bought from merchants?
    1. Fantafaust
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      I mean you can already unlock locks and terminals of higher levels with either more time or more unlockers used, the locksmith/hacking perks just reduce that usage.
      I can't recall if I added them to merchants though
  5. acescolar
    acescolar
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    Hi, thanks for sharing the mod. Just wondering the latest version 1.1 LOOT says that the ESL flag will cause some save game problems. Is that alright to ignore or is it something to be worried about? Thanks.
    1. Fantafaust
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      I believe the concern is that if the load order changes a lot, you could lose the items because they'll have a different id.
      Should be fine otherwise
    2. acescolar
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      I see. Thanks for the quick reply.
    3. ilego
      ilego
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      Can I make a request
    4. Fantafaust
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      If it's reasonable, sure
    5. 4estGimp
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      Plugins running FormID in the extended FormID range must not use an invalid plugin header.  It will corrupt saves.  I've not checked this mod but the header is probably 0.95 when it must be 1.0.

      Here's an article:  Version 0.95 Plugin Header Issues
    6. Fantafaust
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      I used fo4edit to xompact it and mark it as an esl before renaming it, is there some process I'm missing here?

      EDIT: Come to think of it, I think I added some globals after I made it an esl, but it showed as fine in fo4edit, so I assumed it was ok.
      Do you think it actually added them past the range and fo4edit didn't show it because it's an esl?
  6. KamSolastor
    KamSolastor
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    As a thought on compatibility issues, would including something like Dynamic Activation Key into the mod assist with that? 

    Also, do you know how compatible it might be with S7 (perk overhaul) and Locky Bastard? I wouldn't think it would, but thought I'd ask. 
    1. Fantafaust
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      S7 should be fine, but locky bastard will need a patch.
      As for Dynamic Activation, it only alleviates conflicts between mods that use it

      EDIT: added some more patches
    2. KamSolastor
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      I'm not sure if the locky bastard patch is working - been playing around with it a bit, but I'm only seeing options to autohack locks, no option to shoot/kick at all. Any ideas as to what might be going on?
    3. Fantafaust
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      I prioritized using my unlockers since they're a Consumable resource, when you run out you'll you'll see the other options
    4. KamSolastor
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      Ah, gotcha
    5. KamSolastor
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      -Double post-
  7. Aderod
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    Could you make a even simpler version of Automatic Unlockers?  A one universal item that until is in player inventory will automaticly unlock both doors and computers even on master level locks/passwords. That would be a 100% cheat item, but I think people would use that insted of 123456 minigame.
    1. Fantafaust
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      Would this be an item you have to find, or just be given?
      Would it get used up, or would it be infinite?
      Do you want to have to click the door/terminal to unlock it, or just look at it?
    2. Aderod
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      1. This is basically a cheat item so it could be spawned in player inventory when mod is installed or make it a bit lore friendly. For example that could be a Electronic lock pick Mk III produced by Wattz Electronics so player can find it in Wattz Electronics shop or maybe a tool made for Defense Intelligence Agency agents so player need to go to Switchboard.
      2. This would be a infinite tool. Until player have it in inventory, player can open any lock. There was a item in F3 called Food sanitizer, until player have it in inventory player get more hit points when consuming food. That would be a similar mechanic.
      3. There will be still a choice. If player want minigame press "X", if you want auto unlock press "Y", basically like in your mod. I dont know mechanic behind those minigames, will auto unlock prevent player from getting experience and affinity points or this can be set somehow?
    3. Fantafaust
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      Since it fulfills your request, I'm gonna make a cheat mode for this mod, which you can turn on in the MCM. It'll work exactly the same except you don't lose the items.
      So you find it or buy it, and you can use them infinitely, and just sell the extras.

      EDIT: uploaded new version with cheat mode MCM option
    4. Aderod
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      Thank you for adding cheat option.
  8. xKEJWIIx
    xKEJWIIx
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    or after gain XP normally after unlocking it?
    1. Fantafaust
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      I don't understand the question?
    2. KamSolastor
      KamSolastor
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      I think they're trying to ask, if you autopick a door, or autohack a terminal, do you get any XP from it?
    3. Fantafaust
      Fantafaust
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      Ah, no, you shouldn't get xp from using them
    4. xKEJWIIx
      xKEJWIIx
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      it's a pity because a little xp for me won't hurt when opening locks (and even though I have a quick opening mod, I mostly choose manual opening *but only medium/difficult/very difficult)
    5. Fantafaust
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      I suppose i can add an option for it

      EDIT: Option added :)
  9. Electrohead1
    Electrohead1
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    So if I set it to "off" in MCM menu then the mod will use the time based option is that correct? 
    1. Fantafaust
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      Oh I must've misremembered when I was typing up the MCM.
      That's correct, Off will be time-based.

      I'll fix that to actually say the options instead of On/Off on Sunday :)

      EDIT: Fixed