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
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
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?
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.
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
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.
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
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...
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
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!
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
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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
●L@0x5[scrippts/oblivionlockpicking/player.lua
●Lua error: module not found: openmw.markup
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?
- 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.
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.
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
edit: it is a conflict with Devilish Needs.
Great work, thanks!
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?
Also, pocking people with lockpicks is next level realism