About this mod
Enables the option to lockpick locks after already possessing their keys. (Yes, this is normally not possible.) Terminals can now also be hacked after already possessing their passwords.
- Requirements
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This mod enables the option to lockpick locks after already possessing their keys.
Terminals can now also be hacked after already possessing their passwords.
Ever noticed how when you own the key for a locked door, you lose the option to attempt lockpicking the door? In my case, the foreknowledge of this bizarre game mechanic has forced me to literally avoid picking up (or being given) keys until I've managed to open their corresponding doors with just lockpicks and skill.
Why would it matter how you unlock something?
The obvious reasons:
- Experience points.
- Extra challenge.
- Getting the most out of the game.
The not so obvious:
Fallout New Vegas, like Fallout 3 before it, maintains a record of the number of things you've managed to lockpick.

You get nothing for using a key.
So on the one hand, the creators of the game acknowledged that players would place some value on personal statistics such as this, yet on the other hand, because keys unavoidably unlock their corresponding locks, the creators damaged the utility of this statistic, in effect punishing the player for being resourceful enough to find more than one solution to locks.
Out of all the locked doors, safes, etc. in Fallout New Vegas, there are close to 100 which fall into the category of being open to both lockpicking and unlocking with a key. And there are about 30 computer terminals which can similarly be either hacked or opened with passwords.
Do you like to be the sort of player who can collect all of those completely optional keys? And wouldn't you rather have the completely reasonable and realistic option of choosing what to do when you find those locked doors and safes? (And terminals?)
New in V1.3:
- Terminals can now also be hacked even after already possessing their passwords.
- Fixed a bug that would prevent NPCs from passing through some previously-locked doors.
- Tightened the mod with the use of newer functions.
- Yukichigai Unofficial Patch adherence.
Caveat:
- A lot of world edits in this one. Be certain to place this mod above mods you use which are specifically designed to change lighting and similar data, such as Interior Lighting Overhaul.
Requirements:
- New Vegas Script Extender (NVSE)
- JIP LN NVSE
- Dead Money
- Honest Hearts
- Old World Blues
- Lonesome Road
Notes:
- Despite the more convenient functions made available since the first version of this mod, the process still probably won't work on doors/containers/terminals added by other mods.
- For compatibility concerns, the worst (and essentially unlikely) case would be if another mod replaces one of the affected doors/etc., in which case the replaced doors would merely lose the option of choosing how to open them.
- Like always, minimal testing was undertaken, in order to lessen my exposure to the game before I've started playing it. Not really expecting anything besides possibly a door or two I missed.
- V1.2 fixes some DLC locks.
Other New Vegas mods I made:
Bugs:
- Asterra's Many Fixes - Fixes a lot of things not covered by Yukichigai Unofficial Patch.
- Remember Ammo Count On Reload - Prevents the game from fully reloading your weapon every time you load a saved game.
- No More Double Open & Close Sounds - Corrects for longstanding audio bugs associated with opening and closing doors and containers.
- Restoring Hope Quest Morale Fix
- Debt Collector Quest Fix
Personalization:
- Less Constant Music - Reduces the incidence of background music from 100% to 25%.
- Doc Mitchell Easier to Impress - Forces Doc Mitchell to judge the player character's S.P.E.C.I.A.L. on a 1 to 9 scale, rather than 1 to 10.
- Snowglobe Tweaks - Minor lore-friendly tweaks to make snowglobes less clunky.
- Show Pickpocket Success Rate - Adds a note to the pickpocket menu indicating the pickpocket success rate for the highlighted item.
- Loot Unconscious Victims - Lets you open the inventory of any equipment-carrying enemy who has been immobilized.
- Asterra's Lore-Friendly Challenges - Adds several challenges aimed at exhausting what the game has to offer.
- Get Both Alien Blaster And YCS/186 - Gives lore-friendly access to both weapons in a single game.
- Implant GRX Recycler - Forces each individual dose of Implant GRX to have its own 24-hour recycle.
- Beyond the Beef Tweaks - Changes to the Beyond The Beef quest aimed at improving options and making the conclusion more fulfilling.
- Empty or Not Empty - Removes the magical ability to clairvoyantly know when containers are empty, until they've been checked.
- Eddie Hears An Explosion - Irons out one of the clunkier moments in the game. (Improved since the first version.)
- Dark Craving - Adds the cannibal addiction feature from Fallout 4's survival mode.
- Legendary Difficulty - Matches Skyrim's "Legendary" settings.
- Higher Female Protagonist Voice
- Higher Voice for Veronica
- Choose Lockpick Or Use Key - Provides the option of lockpicking doors and containers regardless of whether you already have the key.
- Wild Wasteland Checklist - A menu-based, self-updating checklist of all of the Wild Wasteland content.
- Honest Hearts Workbench Crate Luck - The skill book crates in Honest Hearts obey the player character's luck.
- JSawyer Mod Vanilla Number Of Perks - Makes the perk count end at the vanilla 25, rather than JSawyer Mod's 17.
Redacted or redundant due to subsequent osmosis into mods from other authors: