I put this mod in in the middle of an adventure but I haven't recieved a single 'weapon' lockpick. I downloaded all three other files this one uses (two with one having a bug fix patch) and tried spam clicking the normal lockpicks. Any idea what may have gone wrong?
I'll be honest, I didn't like it at first, it seemed to me like it wasn't working...turns out that was because I was testing it out in my own home (Arborwatch) on locks I added myself through the console, which the mod seemed to ignore completely. So I disabled it...this was a bad idea, since this meant being unable to open any lockpicking menus, being that they had been overwritten when this mod was installed - not sure if this happens when disabled in Vanilla, but it does with DarnUI. So, to recap: installing mod, activating .esp, deactivating .esp with DarnUI - unable to show lockpicking menu, might wanna look into that and make it clear to anyone uncertain about using the mod.
Not that they should be uncertain, because on locks that are actually meant to be there (rather than added by "lock xx" in the console), this mod is just incredible, I love using it and it definitely deserves endorsement.
EDIT: So uh, it seems it doesn't handle all vanilla locks too well after all...for some reason, locked citadel hall doors in Oblivion main towers (in this case, The Lust Keep, Random Oblivion World 7) go completely ignored for no discernible reason. They're locked, but I can't "attack" the door with my lockpick, the only way to enter is unlocking through the console. I went and tried "lock" command on a Punished, and that worked fine... very strange, and I have no idea why that'd happen. Might wanna check it out, unless you know the answer already?
EDIT 2: And this is the part where I notice no one has commented in over a year...heh. Now I feel like one of those lunatics who talks to themselves.
So far this feels quite excellent. It's got the same immersive feel as the other real-time lockpicking mod, and seems less glitchy. I also like being able to affect the process (compared to the other one, which leaves it entirely to chance) and no longer magically knowing how difficult a lock I'm looking at is. I do wonder though if it'd be possible to edit the picking animation so that it wouldn't make your view bob up and down? It's a little distracting in first-person mode.
This looks nice - I greatly liked the other real-time lockpicking mod, so I'll give this a try. A request though - could we get an explanation for what exactly the settings in the ini do?
Sounds interesting, though I agree with an earlier comment that pictures are needed. I've downloaded it and will give it a try once BOSS recognizes it. Has it been reported to the BOSS team yet?
ADDENDUM: I have reported this mod to the BOSS team.
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Not that they should be uncertain, because on locks that are actually meant to be there (rather than added by "lock xx" in the console), this mod is just incredible, I love using it and it definitely deserves endorsement.
EDIT: So uh, it seems it doesn't handle all vanilla locks too well after all...for some reason, locked citadel hall doors in Oblivion main towers (in this case, The Lust Keep, Random Oblivion World 7) go completely ignored for no discernible reason. They're locked, but I can't "attack" the door with my lockpick, the only way to enter is unlocking through the console. I went and tried "lock" command on a Punished, and that worked fine...
EDIT 2: And this is the part where I notice no one has commented in over a year...heh. Now I feel like one of those lunatics who talks to themselves.
I do wonder though if it'd be possible to edit the picking animation so that it wouldn't make your view bob up and down? It's a little distracting in first-person mode.
A request though - could we get an explanation for what exactly the settings in the ini do?
ADDENDUM: I have reported this mod to the BOSS team.
@Endoril