A crime event addition would make a lot of sense. You can't pick the lock without repercussions. So why can i place a stick of dynamite on some locked box and get away with it. Everyone hears it and just ignores it. Major flaw in this otherwise awesome mod.
I want to add a requirement that the explosive being used must have a skill requirement greater than or equal to the lock level skill req.
For instance, an average lock requires a skill of 50, so you need to use an explosive with at least a 50 skill requirement (time bomb, C-4, etc.) Anyone know how I could go about that? Maybe add a perk that allows you to use 1 tier weaker explosives so you're not forced into only using nuka nades for every hard locks?
Without looking at FNVEdit I'm assuming this is "somewhat" compatible with Lock Breaker Crowbar? Would really like if there was a mod that mixed ALL alternate forms of lockpicking.
It is, however I'm trying to edit one in GECK right now so that the popup menus for both ONLY show up while crouching. I want to be able to standing interact with a door to insta interact or lockpick, then crouch while selecting explosive or crowbar. Additionally, I want to set crowbar to only work on broken locks.
Ideally : Approach locked door. Try to pick. Fail. Try again. Fail. Blow open lock? Nope. Try again? Destroy lock. Now use crowbar to break my way in after downing whiskey and buffout.
This mod is great. Thank you for your contribution to a better New Vegas. If explosives could be more effective based on their DAM, that would be a cool update. ie dynamite success rate is lower than C4 etc.
Very well done! Simple, useful, essential for an Explosives build, in my opinion. Never made sense to me why I couldn't use all that dynamite to open doors/locks. Nice to have the option to dump points into explosives for combat purposes with the added benefit of being able to open doors above my Lockpick skill. Thanks!
Could this be setup to instead ignore explosives skill for entry but instead factor it into % chance items are destroyed? Seems more realistic that anyone can blow somethings open but skilled persons would do it "better"
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For instance, an average lock requires a skill of 50, so you need to use an explosive with at least a 50 skill requirement (time bomb, C-4, etc.)
Anyone know how I could go about that? Maybe add a perk that allows you to use 1 tier weaker explosives so you're not forced into only using nuka nades for every hard locks?
And maybe bomb tiers for lock level??
Easy : Frag Mine
Normal : Satchel Charges
Hard : Timebomb
Very Hard : C4
Ideally : Approach locked door. Try to pick. Fail. Try again. Fail. Blow open lock? Nope. Try again? Destroy lock. Now use crowbar to break my way in after downing whiskey and buffout.
Any reason to believe this conflicts with TTW?
If explosives could be more effective based on their DAM, that would be a cool update. ie dynamite success rate is lower than C4 etc.
In FO 1 & 2 you could just blow s#*! up regardless of skill.