About this mod
"I'm a master at locks and terminals. See that cheap lock on that toolbox? I can pick it with my teeth. That office terminal with the weak security? I can hack that in my sleep."
-- Sole Survivor
So just open the easier stuff already!
- Requirements
- Permissions and credits
- Changelogs
Updated for NextGen. Recompiled the scripts and repacked into new ba2 archives. Left the original version for OldtGen players - will probably leave it up for forever, don't ask for support with OldGen though. I cannot do that.
We all love, Love, LOVE the lockpicking and hacking minigames. They are so immersive and do not break the flow of play in any way, whatsoever. /sarcasm
I do agree with the immersion. To a point. Not once the Sole Survivor gets really good (Master-level) at Locksmith and Hacking.
By that point, the Sole Survivor isn't going to twiddle with weaker locks - it's two flicks and a quick twist with the bobbypin, and through as if you had the key in hand. Ditto for hacking weaker terminals.
So just open the easier stuff already!
~~~Existing Mods~~~
Yes, there are auto-lockpick and auto-hacking mods out there already. The ones that I've seen lack one thing IMO: Companions do not react to them. This breaks what I consider a fairly important part of immersion (as well as potentially losing out on Companion affinity).
There is the old school as well - mods which widen the sweet-spot for locks (Easy Lockpicking) and reduce the number of passwords visible for terminals (Easy Hacking). You can even tweak your "godrays.txt" file (see Ultra Quality Godrays Performance Fix) to make these minigames easier, with the following commands added to the file:
setgs fSweetSpotEasy 800.0
setgs fSweetSpotAverage 800.0
setgs fSweetSpotHard 800.0
setgs fSweetSpotVeryHard 800.0
setgs iHackingMaxWords 1
setgs iTerminalDisplayRate 1200
There, you don't even need this mod. You're welcome.
~~~Details~~~
This mod acts slightly differently - it attempts to keep the basegame as unchanged as possible, while allowing things to be sped up once the Sole Survivor gets really skilled. This means that at the start of learning how to pick a particular difficulty of locks, or hack a particular difficulty of terminals, you still play the minigame as normal. As the Sole Survivor gets better, you only need to play the minigames on the tougher locks/terminals.
Eventually (at Locksmith 4 and Terminal 4) - you don't have to play the respective minigames again. Yes, there's now an actual ingame reason for taking the final levels of those two skills!
How these minigames now work (Hacker/Locksmith):
Level 0 (no skill) - minigame for novice locks/terminals
Level 1 (Advanced skill) - minigame for advanced locks/terminals, automatic for novice locks/terminals
Level 2 (Expert skill) - minigame for expert locks/terminals, automatic for novice/advanced locks/terminals
Level 3 (Master skill) - minigame for master locks/terminals, automatic for novice/advanced/expert locks/terminals
Level 4 (top skill) - automatic for novice/advanced/expert/master locks/terminals
~~~Special Bonus~~~
You may decide that you want those minigames - for whatever reason. There is MCM options for turning the automatic hacking / lockpicking back to classic mode. That also saves you from having to revert your game if you've decided that this mod is not for you: just toggle it back to classic and make a note to remove the mod with your next playthrough.
~~~Known Bugs and Gotcha's~~~
Wait-what? BUGS?!
Yeah, bugs. They're minor. Revert to the classic minigame if they bug you.
While the Companion affinity / conversation system does trigger - I cannot trigger it in situations where the Sole Survivor picks an owned lock. Whether door or container. For some reason, perk conditions act weirdly and papyrus to get the owner or if the item is owned either returns NONE (no owner) or FALSE (the item is not owned). Even though the damned interface is showing red and is just-short of grabbing you by the throat and shaking you and screaming "you're doing something bad!" Goodneighbor Warehouses, I'm looking at you.
This means that Piper (for eg) gets a little affinity boost - never a "[Piper disliked that]" when picking an owned lock. Personally I always thought that behavior was friggin' stupid anyway - how's she gonna know that someone owns that particular locked toolbox found randomly out in the wasteland? So while I'd like to get it working like vanilla, I'm not too broken up about it. I consider it a little bonus feature, though YMMV. If you can figure out how to do it, please show me!
Strong. I have never taken him as a serious Companion. This mod was not tested with him as a Companion. While I *think* that he will continue to hate picking locks and hacking terminals, we will have to see - let me know either way.
=edit=
Turns out that Strong acts as per Strong (ie he dislikes everything) which is good.
~~~F.A.Q.~~~
Q: Your mod broke my game!
A: Uninstall this mod and revert to a prior save.
Q: Would you make X tweaks to this mod?
A: No.
Q: XBox?
A: Eventually.