Dude... Like, dude... This is one of the best utility mods ever. Really brings back that Fallout 1 and 2 feeling. And I always maintained that my chances of performing an action in an RPG should depend on my CHARACTER'S stats and skills, not on the player's skill at a minigame.
That said, I can attest that there seems to be no XP awarded for picking locks this way. But, eh, I can live without that too. There's more than enough XP in the game anyway.
You sir, right now are a godsend. This is the only way I can currently pick locks with an instant ctd lockpick screen whose origins I cannot for the life of me trace in my modification set. This is perfect until hopefully one of the nexus guys can help me out over in the trouble shooting forums. Endorsed.
Huge question for all you modders why dont u say download with fomm or download manually then find it in your downloads then place it in fomm instead its alot easier :/
Question, does this work more like Oblivion's auto-lock picking, or if you fail using this system does the lock jamb? Because I would love to actually have a use for my surplus of 50+ lockpicks.
But I made a few small changes when I use it. If my lockpick skill is above 100, the auto-pick entry point won't always appear. Simple fix was to change it to >= 100.
Also, there's a challenge counter for locks picked by the player. By using the unlock function, the counter never increments. My personal fix for this was instead of unlocking the object, if my skill is greater than the lock level, I set the object to "lock 5" and then activate player. So I still have to go through the mini-game with a very small chance of failing. Of course, I skip the whole calculation of breaking bobby pins too.
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That said, I can attest that there seems to be no XP awarded for picking locks this way. But, eh, I can live without that too. There's more than enough XP in the game anyway.
Endorsed, in any case.
Not sure if it's intended or a problem only I am having, but I don't seem to get xp for unlocking things.
But I made a few small changes when I use it.
If my lockpick skill is above 100, the auto-pick entry point won't always appear. Simple fix was to change it to >= 100.
Also, there's a challenge counter for locks picked by the player. By using the unlock function, the counter never increments. My personal fix for this was instead of unlocking the object, if my skill is greater than the lock level, I set the object to "lock 5" and then activate player. So I still have to go through the mini-game with a very small chance of failing. Of course, I skip the whole calculation of breaking bobby pins too.