Fallout New Vegas
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S6S

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Sweet6Shooter

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About this mod

This is a systemic mod which allows the player to bypass locks on containers and doors by simply attacking them.

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Overview:
This is a systemic mod which allows the player to bypass locks on containers and doors by attacking them, at the cost of damaging melee/unarmed weapons and potentially destroying their contents.
Only the player's attacks will engage this system.
This system is entirely used in-game, with regular attacks. No menus at all - hit/shoot the container or detonate an explosive on/near it to attempt to force entry.

Details:
  • Any damaging weapon can be used to break into any locked container or door which is not considered "Inaccessible" or only openable via key.
  • Entry attempts use a binary "pass/fail" check of the forced entry attempt's "attack value" vs. the locked entity's "defense value". If the attack value succeeds, the container will be opened.
  • Repeated hits on a locked entity will decrease it's defense stat for the next hit, but for containers, each hit will perform some rolls for damaging or destroying the container's contents. A small message telling you the progress of the lock damage will pop up on each hit.
  • Locks that are broken by lockpicking can still be opened via forced entry, but it makes it twice as hard to do so.
  • Power attacks double forced entry attack values, but attempts that don't succeed will break the lock for lockpicking, and make future forced entry attempts harder.
  • Factors which affect the attack value include weapon weight, damage, current durability %, power attacks, whether the weapon is a throwing melee weapon or not, Perception, Agility, Intelligence, your weapon skill in relation to the weapon's requirement, and in the case of Melee/Unarmed weapons, your Strength's relation to the weapon's requirement.
  • Certain door/container types, like safes, ammo boxes, metal boxes, gates, gun cabinets, etc. will have a value modifier for their defense stat, making them harder or easier to force entry to. A few select container types like safes and ammo boxes also will have reduced chance for item damage or destruction.
  • Plasma attacks have a much greater chance for entry, but they increase the chance to damage or destroy items dramatically, and attempts that don't succeed will break the lock for lockpicking, and make future forced entry attempts harder.
  • Laser attacks are way less effective for entry attempts, but they have a much lower chance to damage or destroy items.
  • Melee/Unarmed weapons' durability will have a 1:1 multiplier on the initial (Weight + Damage) attack value that the entry calculation starts at.
  • The "overkill" value, which is the degree to which your attack value exceeds the defense stat, strongly affects item destruction chance. Using an appropriate weapon for the lock level, the lock's remaining durability, and your skill is important. If there is no overkill, the base item destruction chance is used without adjustment.
    Your SPECIAL bonuses are not counted when assessing the overkill stat vs. the defense stat.
  • Each hit initiates a formulaic chance-based roll to damage or destroy each of the container's contents.
    Keys, notes, and quest items are naturally excluded. Caravan cards, weapon mods, and skill books are optionally excluded. Skill books are excluded by default.
  • The hit which breaks the lock will have a substantially reduced change to damage or destroy items.
    This doesn't apply to explosives.
  • Luck is a big factor in reducing the chance for item destruction, and Repair also helps, though to a much smaller degree.
  • Hits on unlocked containers will still roll for item destruction, to demand a degree of care when using automatic ranged and melee weapons.
  • Explosives are highly effective at breaking locks, but they have a much higher chance to destroy or damage items. They are best suited to opening door locks, rather than containers. Luck and Repair have the biggest role in reducing damage or destruction chance when using explosives.
  • Melee/Unarmed entry attempts will damage the weapon that is used. Weapons which start at zero health when attacking, or would be reduced to zero by the damage from the entry attempt, will be completely destroyed and removed from your inventory. When this occurs, if you have another instance of that weapon in your inventory, it will be automatically equipped.
  • To abate the tedium of opening a menu to switch to a burner weapon you use to break locks or setting one on a hotkey, if you press your "grab" control (Default: RS for controller, Z for keyboard) while looking at a locked entity, you will automatically switch back to the weapon you last used to hit a locked item.
  • The degree of weapon health damage per hit is increased or reduced as your skill fails to meet or exceeds the weapon's skill requirement, respectively.
  • Bladed weapons will have a much lower chance to damage or destroy items, but they will suffer more health damage per hit. The degree of this extra health damage is reduced or increased again by a skill malus/surplus on top of it's initial effect on the calculation. It is also reduced by a surplus of Agility beyond the weapon's Strength requirement, though there is no penalty associated with Agility being lower than the Strength requirement.
  • Blunt weapons will increase or decrease the overkill value as your Strength and skill levels exceed or fail to meet the weapon's requirements.
  • Hitting an owned container/door will send a crime alert if you are detected.
    For TTW users, there is a scripted change to the Megaton Armory's owning faction to be the general Megaton resident faction, rather than the specific armory faction (which only Deputy Steel is in), so that you can't freely force entry on it's door. This does mean that attacking Steel can result in hostility by Megaton residents, which I have no intention to change - I always thought that it was strange that you can freely kill the armory attendant with no repurcussions. Sneak killing/disabling him should still maintain civility with Megaton.

Customization:
Nearly every facet of the mod can be customized freely in the config ini.
Please review the customization ini before asking questions about what can be configured/disabled!

Requirements:
JIP LN, xNVSE, Johnny, ShowOff, the usual stuff.
KEYWORDS is required.
Sweet Keywords is required.

Installation:
Regular installation.
Please endorse and vote if you appreciate the mod.

Patches:
Patching can be performed by adding the following keywords to the appropriate forms via a KEYWORDS formatted ini:
SafeContainer
AmmoBoxContainer
GunCabinetContainer
BrokenDoor
MetalBoxContainer
Gate
EnclaveContainer

Bugs:
Please report bugs in the bugs tab, not the posts. I get a notification when bugs are reported, but I have too many mods to keep up on the posts on all of them routinely.

Limitations:
I don't believe that there's a completely reliable way for me to factor ammo effects into this system. While I could check the player's currently equipped ammo at the time of the hit, this isn't always synchronous with the ammo that was used. While there was a recent JIP update that made various facets of a hit tracked on the projectile, including the hit's ammo, a great deal of the normally available information for npc/creature vs. npc/creature hits is not available when a door or container registers a hit using the OnHit event handler.

Questions:
MCM?
No. It's a waste of my time to bother setting that up when config inis are so quick to implement and easy to use.
Let non-player attacks trigger the system?
It would be a pretty big hassle, and I don't really see much value in it.
Make the proximity of the attack to the latch/hinge/keypad/etc. on the model matter?
As far as I'm aware, that would either be impossible, or an enormous pain to set up, and it would probably be incompatible with non-vanilla meshes and generally inconsistent in functionality.
Make the container's location relevant to the calculations/necessary weapon type (like doors in a vault requiring EMP effects)?
This would be difficult for me to set up in a way that I'd find satisfactory.
Add ___ container type as a factor?
I may elect to expand the keywords that the system looks for, but if I can't reliably and easily acquire a standard list of the appropriate base game forms for the item type by simply filtering either the model path or editor ID, I probably won't implement it.
Make "only open with key" locks breakable?
That would probably break sequencing for a bunch of stuff, so no.
What's the difference between this and B42 Bash?
This is completely systemic and formulaic, it works with any weapon, and it doesn't require a perk.

Permissions:
No need to ask me for permission to make patches or mods which interact with this system. If you use large swaths of this system in your own mod, please just credit me.
If you want to reuse the system wholesale in some way, please just ask - I'll more than likely allow it.

Support:
If you'd like to support my modding work or say thanks, feel free to donate via the Nexus or here at Ko-Fi.