Morrowind
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Piepers and TheLys and DarkDragon and lelimule

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lelimule

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About this mod

This mod allows to use brute force to open most doors and containers. It also locks the doors of most shopkeepers/NPCs/Guilds at night (optional and editable, activated by default). Breaking locks is illegal in populated area ; you get bounty on your head if you’re detected (editable).

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This is my enhanced version of Lock Bash Enhanced ; this last one is a mod by Piepers, TheLys & DarkDragon. Big credits to them. If they want me to remove my mod, i will do it.


The chance to break the lock depends of the door/container (editable), the weapon (including fist), the skill and/or the strengh. The player, or the weapon, can be damaged. While bashing, you get a 100 penalty in sneaking.


My enhancements :
- Some bugs corrections (including forgotten things)
- Improvement of the « night time doors lock » owners setting
- Better angles to hit door/container
- Better mathematical simulation
- Big improvement of the detection mechanism (to put a bounty on your head)
- Messages improvements
- When you hit a lock, actors around come to see what's happening!... (*)
(*) Only with the last version (3.0) and with No More Indifferent Actors To Combats. If you don't use OpenMW, or if you don't use No More Indifferent Actors To Combats, it's better to stay with version 2(.0).


If you hit a locked door/container, and you get detected, you will get a bounty on you head if you’re in a « populated » area. Populated area are all these cells families : Vivec, Ald-ruhn, Balmora, Caldera, Ald Velothi, Dagon Fel, Seyda Neen, Sadrith Mora, Mournhold, Pelagiad, Tel Branora, Vos, Tel Mora, Suran, Raven Rock, Gnaar Mok, Gnisis, Hla Oad, Khuul, Maar Gan, Molag Mar, Dren Plantation, Tel Aruhn, Skaal Village, Arvel Manor, Ules Manor, Morvayn Manor, Omani Manor, Balur's farmhouse, Alof's farmhouse, Dirara's farmhouse, Llovyn's farmhouse, Manat's farmhouse, Nilera's farmhouse, Piernette's farmhouse
If you want to change this list, you have to edit my lb_isolated script…

In my opinion, the crime bounty for a lock bash must be equal to « Trespass » x 2. As trespass crime is 5 (Morrowind original value) i set lock bash crime bounty to 10 (default value ; editable, see below). So if you hit a door/container eleven times (and you’re detected in a populated area) you will get 10 crime bounty on your head, eleven times (10 x 11 => 110).


Console commands with default values examples (you can ignore case):
*******************************************************************

set Lock_Bashing_Lock01 to 20
set Lock_Bashing_Lock02 to 40
set Lock_Bashing_Lock03 to 60
set Lock_Bashing_Lock04 to 80
set Lock_Bashing_Lock05 to 100
set Lock_Bashing_Lock06 to 130
set Lock_Bashing_Lock07 to 160
set Lock_Bashing_Lock08 to 200
; change base lock "health". These are default values.
; the higher the lock number ID, the harder it is to bash efficiently
; the higher the value, the longer it is to bash open

set Lock_Bashing_FinalAngle to 1
; if set to 0, disables the way door/container look broken when finally open

set Lock_Bashing_Distance to 150
; max distance between you and the lock to allow bashing
; might be useful to change it for BIG doors like Dwemer ones

set Lock_Bashing_Crime to 10
; bounty for being seen bashing in « populated » area

set Lock_Bashing_NightLocks to 1
; set to 0 to disable (some) doors locked at night (or other part of the day)

set Lock_Bashing_PL_beginhour to 0
set Lock_Bashing_PL_endhour to 7
set Lock_Bashing_RL_beginhour to 21
set Lock_Bashing_RL_endhour to 8
set Lock_Bashing_SL_beginhour to 21
set Lock_Bashing_SL_endhour to 8
; set the begin and end hours for some doors to be locked during a part of the night/day : PL : some « public » doors (including some guilds); RL : some « residencial » doors ; SL : some « shop » doors. (you can enter numbers from 0.000 to 23.999 : for example, 23h30 is 23.5)


Known problems :
*****************

- You have to find the right position and angle to hit a locked door/container
- Any actor can detect you, even a friend or a rat… (But if you’re not in a « populated » area, there is almost no consequence).
- Incompatible with a lot of mods modifying doors/containers (this mod attach a script to a lot of doors and containers, and change the ID of the « night lockable » doors).
- If you have some mods who add new doors/containers ID, these new items aren’t bashable, unless you attach to them one of the bash script of this mod (lb_level<x>, or DL_<...> for « night locked » doors).
- Door bashing is based on door type, NOT on lock level. Thus, it would be possible to easily bash a door with a level 100 lock if the door uses a simple wood model.
- Because it is done in mwscript, you see this mod is a little bit « rustic ». In LUA it is possible to do way better, but for the moment there isn’t such a lua mod who work for OpenMW...

Example of little incompatibilities: UMOPP put a script on 3 Census and Excise doors; and Note to Hrisskar put a script on a Census and Excise chest. -> In my load order i choose to put my mod after UMOPP (so, for these 3 doors, the "bash" script replace the UMOPP door script), and before "Note to Hrisskar" (so, for this chest, the "Note to Hrisskar" chest script replace the "bash" script).


Recommanded mods :
- No More Indifferent Actors To Combats, of course. (read description above) 
Coherent Guard Reaction


Big credits to Piepers, TheLys & DarkDragon (and to the precursors behind them).