Fallout New Vegas
0 of 0

File information

Last updated

Original upload

Created by

Bob Kazamakis

Uploaded by

dAbalo8

Virus scan

Safe to use

Tags for this mod

About this mod

Failing to pick a lock manually only incurs a loss of a bobby pin in vanilla game, whereas failing to hack a terminal will lock you out of it. Lock picking being this lax compared to hacking is... mindboggling? And the game gives you 100s of bobby pins too, so you can theoretically pick any lock as long as you have the pins for it... But no more!

Requirements
Permissions and credits
Changelogs
LockedOut! is simple and effective! Failing to pick a lock manually only incurs a loss of a bobby pin in vanilla game, whereas failing to hack a terminal will lock you out of it. Lock picking being this lax compared to hacking  is... mindboggling? And the game gives you 100s of bobby pins too, so you can theoretically pick any lock as long as you have the pins for it... But no more!

Simply told, LockedOut! checks for your character's chances against the lock they are engaged with and with the consideration of the character's luck it decides how to punish you. Punishments range from none (vanilla) to the lock becoming entirely unpickable.
...Before you ask, yes, LockedOut! does account for the Infiltrator perk.

I whipped this up in a rather short time for personal use but the result seems to be a nice, little, niche mod that someone might be looking for. Ideas on how LockedOut! could be improved are greatly appreciated (but not guaranteed to be necessarily adopted!)

Requirements:
xNVSE v6.2.6
JIP LN NVSE

Recommended:
lStewieAl's Tweaks and Engine Fixes - LockedOut! was designed to be used with "bPickLocksWithoutSkill = 1" which allows to attempt picking of any lock regardless of the skill requirements. (This is not a HARD requirement.)

Compatibility:
Should be compatible with everything.

Known bugs:
None.

Kinks that I would rather iron out:
Currently LockedOut! cannot actually break the lock, it just sets it to unpickable. If there is a function that can actually break the lock from the script (I couldn't find any) or if such function is to be made in the near future and is brought to my attention, I will update the mod accordingly.

Installation:
Use a mod manager, preferably MO2.

Uninstallation:
Installation but in reverse.

Permissions:
Go nuts! (but if you do something interesting with it, give me a shout.)