0 of 0

File information

Last updated

Original upload

Created by

Ralts

Uploaded by

therealralts

Virus scan

Safe to use

81 comments

  1. ItIsAnarchy
    ItIsAnarchy
    • member
    • 0 kudos
    When F10 after I'm loaded in all the way it say: cant start 
    Lua error, module not found


    I put data in mod folder moved the .omwscript to where esp are and added path to data in omw cfg file. Do I need to further unpack the script folder in the data or what?

    Btw In the option tab(in game) under scripts the mod is showing up and I can change settings but it's still the vanilla lockpicking and I changed to play mini game even with 100% chance that's when noticed the F10 msg 
    1. ItIsAnarchy
      ItIsAnarchy
      • member
      • 0 kudos
      ●[03:38:28.931 E] Can't start
      ●L@0x5[scrippts/oblivionlockpicking/player.lua
      ●Lua error: module not found: openmw.markup
    2. therealralts
      therealralts
      • supporter
      • 29 kudos
      Your version of OpenMW is outdated
    3. ItIsAnarchy
      ItIsAnarchy
      • member
      • 0 kudos
      Hey thanks. I  thought that might be it I’m playing on android build it says .49 in corner and can use Lua but I was hoping for the best your mod looks really cool though, great idea 
    4. ItIsAnarchy
      ItIsAnarchy
      • member
      • 0 kudos
      Got it updated took a while since pc and droid version # don’t match but damn great job that’s so freaking sweet in practice 
  2. VitruvianGuar
    VitruvianGuar
    • premium
    • 137 kudos
    Absolutely gorgeous! This is a dream come true, really. This was the final drop that persuaded me to try OpenMW. 

    Couple of considerations. 

    It seems that you are using agility as a lockpicking stat, while by default security is tied to intelligence. Maybe add an option to use either of these stats? 

    What does advanced mode do exactly? You need to both be in a green zone and lock the tumbler at the right time?
    1. therealralts
      therealralts
      • supporter
      • 29 kudos
      Thank you!
      - Although security's governing attribute is intelligence, the actual vanilla success formula uses agility. The mod's formula is pretty much a 1:1 reimplementation of that. Levels gained in security will still count towards intelligence.
      - Yes, you need to keep the tension in the green zone. If it's too high, your pick will break and pins won't budge, and if it's too low, set pins will fall back down.
    2. VitruvianGuar
      VitruvianGuar
      • premium
      • 137 kudos
      the actual vanilla success formula uses agility.

      I know, but considering that every other similar formula fits the pattern of 

      Skill + GoverningAttribute/5 + Luck/10

      It seems quite likely that it's a Bethesda's mistake and so an optional fix would be a good idea.
    3. therealralts
      therealralts
      • supporter
      • 29 kudos
      Ahh, okay. Sure, I could include that in the next update.
  3. morrowindnostalgia
    morrowindnostalgia
    • member
    • 11 kudos
    Love the idea! 

    Just installed and can't get it to work (OpenMW 0.49+). I have the menu in my scripts and can choose all the options, but picking locks seems to work just as normal.
    In fact, picking locks just automatically succeeds for the some strange reasonlol 
    1. therealralts
      therealralts
      • supporter
      • 29 kudos
      Do any errors come up when you hit F10 and try lockpicking? If not, please DM me your load order and I'll investigate!
    2. Sslaxx
      Sslaxx
      • member
      • 1 kudos
      Doesn't seem to work with existing saves. Tried it with my existing saves, and the normal lockpicking/probe behaviour happened. The Oblivion-style minigame only worked with a new game.
  4. Serraphi
    Serraphi
    • supporter
    • 4 kudos
    its time to abandon MWSE. It's over. OPENMW won. It's the future. GIVE IT UP OLD MEN. 
    1. Triads2
      Triads2
      • supporter
      • 0 kudos
      i want muse :(
    2. cpriper
      cpriper
      • member
      • 0 kudos
      s3maphore
    3. Leortam
      Leortam
      • member
      • 0 kudos
      I can't get OpenMW to work for me 
  5. Toma400
    Toma400
    • member
    • 2 kudos
    Keeping fingers crossed for MWSE port done one day! I'm currently making ultimate immersion modpack to celebrate Grasping Fortune, so if you ever make the port, will include this mod as part of it <3
  6. MisterMoonsugar
    MisterMoonsugar
    • premium
    • 35 kudos
    Have you considered implementing something like Oblivion's speechcraft minigame? Not sure how that would work without NPC facial expressions, but by Vehk, Morrowind's RNG speechcraft is my most despised of the game's subsystems...
    1. therealralts
      therealralts
      • supporter
      • 29 kudos
      Agreed on not caring much for MW's system. I think Oblivion's is pretty fun but really easy without much consequence for failure. I'd probably want to rebalance it somehow or come up with something new entirely
    2. MisterMoonsugar
      MisterMoonsugar
      • premium
      • 35 kudos
      Someone recently recreated the system for Fallout: New Vegas here, just wanted to give you a heads up if it gives you any ideas.

  7. Jiopsi
    Jiopsi
    • premium
    • 19 kudos
    I'm getting a lot of texture flickering.

    edit: it is a conflict with Devilish Needs.
  8. Phobos90
    Phobos90
    • member
    • 19 kudos
    This is absolutely fantastic! 


    Great work, thanks!
  9. SneakyThief
    SneakyThief
    • supporter
    • 4 kudos
    Wanted to ask if when picking a Chest/Small Lockbox that if its possible to hide the Tooltip?
    It covers a portion of the Picking UI
    I found I can manually turn off the UI with F11 but that hides the Info-Box!

    Any tips on that? 
  10. Denis418
    Denis418
    • premium
    • 28 kudos
    I love mini-games. They help interact with things normally unreached by basegame gameplay. And Oblivion lockpicking is one of the best memories of the game for me.

    Also, pocking people with lockpicks is next level realism