Fallout New Vegas
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S6S

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Sweet6Shooter

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13 comments

  1. falloutloubegas
    falloutloubegas
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    I've played around with a lot of "forced entry" and "lockbreak" mods but almost all of them run into the same problem of obsoleting the lockpicking skill entirely. Testing it on a few doors and containers, the "defense value" plus "overkill" system seems perfect. While lockpicking remains safer, more consistent, and (crucially) silent, weapon entry can take a lot of (real) time, and if you use melee weapons to save on your scarce ammo, then it's more likely for you to break the lock. There's a lot of trade-offs and an enjoyable sense of educated gambling going on under the hood, and the costs of even a successful forced entry can be a lot more than just a few broken bobby pins, resulting in something extremely emergent and making the choice between when to bash a lock instead of trying to pick it a persistent one.

    Basically, there are so many risks involved, and so many things to calculate before attacking an important lock, that whenever I catch myself thinking "This is way too fucking complicated, why don't I just try to pick this one regular-style?", it's how I know that this mod is working perfectly for me.
  2. jedp15
    jedp15
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    Anyone use the mod LockedOut with this? Any adverse interactions? It basically has a chance to make a lock unpickable if you fail (imagine getting the bobby pin stuck in the key-hole).
  3. PresidentKoopa
    PresidentKoopa
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    Regardless of lock level or my explosives skill, grenades will not move any lock integrity more than 1 % . Bullets and melee work great, and even increasing the explosives multiplier still gets me no improvement in damage done to lock. Anyone else have this, or should I write this up to mod conflicts? 

    I had made a similar post back in December but no else seemed to have the explosives issue i do. this is with march 13 update. set explosives damage to 20x and lock explosive defense to 0.1 multiplier, modav.explosives 100. 
  4. izzyknowz
    izzyknowz
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    Thanks, just wondering....do you sleep?
  5. Averagemed
    Averagemed
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    Kotor vibes
  6. Sweet6Shooter
    Sweet6Shooter
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    Looks like there is indeed an issue with ranged weapons at the moment that was introduced after my original testing. It can be fixed, but it might take me a day or two to resolve.
  7. FriedStephen
    FriedStephen
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    I love the concept, but in my early game testing so far it seems that projectile weapons don't work. I've confirmed that melee weapons and grenades work, but guns don't trigger a message and the lock health doesn't seem to be affected. I don't know if this is an incompatibility with another mod, but I've tried putting it lower in my load order than other gameplay mods yet no change. I hope this can be fixed. 
    I would also suggest formatting the condition pop-up to have a space between the colon and percentage.
  8. PresidentKoopa
    PresidentKoopa
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    next step towards the im-sim i've always wanted.

    is this supposed to register projectile / energy weapon hits? i don't get any corner message update when i do that. only through melee and explosives. would love to use guns to open doors. 

    chainsaw is hilarious and feels great to use to open doors. sledgehammer with high melee feels great too!

    tho, grenades seem strange, like the integrity only moves one or two% pts when I throw frag gren with 60 explosives skill. decided to use this in tandem with simple explosive entry and i tell myself it is a skillfully shaped charge that way.
  9. Asesinamen
    Asesinamen
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    Does the default crouching melee attack count as a power attack for forced entry purposes?
    1. Sweet6Shooter
      Sweet6Shooter
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      I believe so.
  10. 5FingerButtPunch
    5FingerButtPunch
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    Just downloading this now. Super excited to test. With your description some of the default setting I would implement would be restricting certain kinds of doors to types of damage. Like bunker or reinforced doors to only being effected by plasma and explosive damage. If that isn't already done in some capacity. Would be a little more realistic if someone wasn't able to just get through the weapon storage at Gomorha with 1000 rounds from a .22 pistol lol.