Oblivion

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PrettyMurky

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PrettyMurky

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About this mod

Gets rid of the vanilla lockpicking minigame, and brings it into real time. Lockpicking is done with equipable lockpicks, basing your chance of successfully picking a lock largely on character skills; but with the chance to improve your odds and prevent pick breakages, if you have keen enough hearing, and quick enough reactions.

Permissions and credits
Name: Lockpicking for Real Time
Version: 1.01
Requirements: Real-time Interactions
Author: PrettyMurky

It seems I forgot to include the animations in the original release; so here is the proper, full version.

Description
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Gets rid of the vanilla lockpicking minigame, and brings it into real time. Lockpicking is done with equipable lockpicks, basing your chance of successfully picking a lock largely on character skills; but with the chance to improve your odds and prevent pick breakages, if you have keen enough hearing, and quick enough reactions.

Details
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This mod aims to combine that I consider to be the best aspects of the various other mods that try and bring lockpicking into real time, as well as bringing in a human skill element, so as to balance realism and fun as best as possible.

EQUIPPABLE LOCKPICKS:
If the player has any lockpicks in their inventory, they will be given a zero-weight, lockpick 'weapon'. The Skeleton Key is replaced with its own, wieldable version.

PICKING LOCKS:
to attempt to pick a lock, equip either the lockpicks, or the skeleton key, and 'attack' a locked door or container; you must keep your target in the crosshair for the duration of the picking attempt. If you are trying to get somewhere you shouldn't, and an NPC sees you, you will be reported for a crime. If the lockpicking attempt is unsuccessful, there is a chance you will break you lockpick. Your success chance is based mostly upon your security skill, and the difficulty of the lock in question; however there is also a...

HUMAN ELEMENT:
Whilst the lockpicking takes place, listen out for a 'clink', if you hear it, and click your mouse attack button fast enough, you will hear the sound of a pin being locked, and as a result you ensure that your lockpick wont break, as well as increasing your success chance. However there is a small loss to your chances if you are too slow, with a larger loss if you click too early. You are less likely to be presented with the 'clink' at lower lock difficulties; and the higher the difficulty, the faster your reactions have to be. If you arn't sure whether you are doing it right, or wish to pracice; 'set pml.Debug to 1' in the ini file, then in open console in your game, and enter 'tdt'. This will provide feedback on when to click, and if you were fast enough.

SKELTON KEY: As mentioned, when the player has the vanilla skeleton key in their inventory, it will be replaced with a wieldable version. The skill bonus has been removed, but it will never break.

JAIL: When you are in jail, the wieldable lockpick will be hidden in inventory(all quest items are hidden this way). However it is still there, and can be accessed if it is hotkeyed in some way(RTI includes a UI based weapon selection system). The skeleton key will be stored in the evidence chest as usual.

OPEN SPELLS:
Casting 'Open Lock' on an offlimits door is now considered illegal. If you are seen by the owner, or someone who doesn't like you; you will be reported.

SUCCESS CHANCE:
Any skill level can attempt any lock, but if attempting a lock, much higher than your own skill; the odds of success get much longer. There are options in the ini that can be used to tweak this. I will provide more information if anyone is interested.
Even doors that would usually require a key can be unlocked, however even at 100 security skill, the success chance is 1 in 4000. This feature can not be turned off, however the multiplier can be set as high as desired, to make it even less likely.

HIDING LOCK DIFFICULTIES:
Whereas the difficulty of the lock would usually be displayed on mouseover, this mod sets them to simply say 'Locked'. If you wish to turn this feature off; the relevent lines in the ini file can be deleted or commented (';'at the start of the line) out.

Future Versions
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The current version is, as far as I can tell, fully functional and bug-free. If there are any problems, or good suggestions, I will try to fix or implement them respectively.

Install & Uninstall
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Copy the files into your Oblivion\Data folder, and activate the esp. To uninstall, simply delete them.

Credits
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Zumbs, for the item meshes, and lockpicking sound.

Compatability
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Make sure this is installed after any UI replacers, so it can overwrite the lockpicking menu. This Shouldn't clash with anything, but if there are any problems, let me know,