You can dig a hole with your hands, with some difficulty of course, but you also have this nice shovel that you could use and it would make digging the hole considerably easier. "nah i'm just going to use my hands instead". ...???
If you have the key just use the key, why do you want to open a door with lockpicking when you have the key to open that lock with the push of a button. I - i don't understand. :/
Stewie added this functionality (albeit without the choosing menu, since such minutiae are better-suited for actual mods) to his Tweaks recently. Personally, I feel the explanation in this mod's description elaborates all the angles for why someone might want this, but I definitely acknowledge that most people don't care. That is, after all, a good explanation for why I had to be the first person to make it.
While I admit I have no interest in TTW and so cannot personally test, my understanding is that said mod uses New Vegas as its base. So it would be hard for me to see why it wouldn't work.
So far, on a TTW playthrough I cannot choose to lockpick or to choose a key in DC. It may be a mod conflict, though. Do some of Stewie's Tweaks conflict?
Apologies, I misunderstood what you were asking. What I meant was that it shouldn't break TTW. But what this mod achieves isn't something that can be done in a transparent fashion—at least, not with modders' tools. Transparency can be achieved on the engine level with something lower level. Ex.: Stewie's Tweaks now includes an option to enable lockpicking doors when you already own the key, and as far as I know, it does this regardless of whether the door is vanilla or not. However, its implementation is, by necessity, threadbare: You have to know in advance that a door is going to be unlocked with your key, and hold "shift" to bring up the lockpick menu instead. Perhaps a combination of both approaches would be the best solution.
Just a warning for anyone using this mod: during Come Fly With Me, the Bright Followers will refuse to enter the basement as this mod changes the base of the door (base ID 840ac). This door really shouldn't be affected by this mod seeing as it's impossible to lockpick, which leads me to suspect that there are more instances of doors being changed when they shouldn't be. Still, this particular problem is extremely easy to fix - just navigate to that record in xEdit and revert the change.
I found this bug a year ago and forgot about it, and probably wouldn't have remembered while I was giving the mod its long-delayed update to work with terminals the same way it does with locks. The issue wasn't that the base form was changed; it was a script oversight. Changing the base form remains the best way to get this done without potentially tripping up other mods that might modify any of the doors, containers or terminals. And for what it's worth, you may be mis-remembering the nature of that particular door -- it's an "easy" lock, and there's nothing stopping the player from heading straight there to lockpick it.
You're welcome. I also had this problem with the door leading to the planetarium in REPCONN HQ (E6C90), which prevents the tour guide from unlocking it for you. Oh, and sorry about the mistake - I've never gone down there without talking to Jason first, so I just assumed only he had the key.
That was actually the plan. I had all kinds of Skyrim modding plans, but lost interest in the game too quickly. The idea was that I'd stay on top on Bethesda releases going forward, but then FO4 ended up being what it is. Now who knows.
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If you have the key just use the key, why do you want to open a door with lockpicking when you have the key to open that lock with the push of a button.
I - i don't understand. :/
I found this bug a year ago and forgot about it, and probably wouldn't have remembered while I was giving the mod its long-delayed update to work with terminals the same way it does with locks. The issue wasn't that the base form was changed; it was a script oversight. Changing the base form remains the best way to get this done without potentially tripping up other mods that might modify any of the doors, containers or terminals. And for what it's worth, you may be mis-remembering the nature of that particular door -- it's an "easy" lock, and there's nothing stopping the player from heading straight there to lockpick it.
Would love to see this kind of mod for Skyrim, any chance of it?