Oblivion

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LogicDragon

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LogicDragon

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  1. fr1tzzZ
    fr1tzzZ
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    You cannot open the door with the key if locklevel <100 or you have lockpicks\skeletonkey in your inventory. Script imperfection i guess.
  2. Incudust
    Incudust
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    hAD ANYONE ELSE NOTICED THAT WITH THIS MOD, SUDDENLT TELEKENISIS spells are able to open chests from a distance and take items out? as in, if u have a telekinesis spell equipped, u can look at a chest from a distance and open it. u dont need to cast the spell for this to work by the way. equip the spell, look at a chest across a room, and press the button you use for opening doors and chests and voila u can loot whatever container it is without even being next to it. i think telekinesis also allows u to pick any locks without being near the chest or container 
  3. The Black Ninja
    The Black Ninja
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    GREAT mod, been using it for ages now. I love how many configurable settings this has, really makes it a thorough lockpicking OVERHAUL. By the way, it is not really compatible with real time lockpicking. There are issues, as the other allows you to just circumvent the minigames by using the equipped lockpick (also circumventing the skill restrictions if you use that). The only issue with this mod for me is that I love how it restricts the ability to lockpick based on skill, really makes lockpicking more challenging; but I wish it would let quest doors and chests be pick-able at any skill level. I need to get into a house for a thieves' guild quest, and my skill is too low, same with my alteration skill. I'll just have to disable the setting temporarily to get past that.
    EDIT: Actually there is a bug I'm getting that I forgot to mention, if I pickpocket keys they won't work on doors. It still says "lock too complex". Damn.
    1. AllisterHenderson
      AllisterHenderson
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      Is there a fix for the pickpocket key bug?
      I want to try this mod to replace the Vanilla Oblivion mini-game which I don't like.....

      EDIT: I believe the solution to this bug is to just disable the feature that restricts you from picking locks with a difficulty above your security skill : set RTLMain.restrictLock to 0

      However I did spot a mistake in the INI..... Under the Two Worlds II Minigame Settings section...
      -------->
      ; Amount of skill experience gained from breaking a lockpick.
      set RTLSkyrim.skillUsageLockpickBroken to 0.25

      ...........this is accidentally 'copy & paste' from the Skyrim Minigame Settings section...
      It needs to be manually corrected to :

      ; Amount of skill experience gained from breaking a lockpick.
      set RTLTwoWorldsII.skillUsageLockpickBroken to 0.25

      PS... I think this mod will work well with  A Few More Lockpicks + Highly Visible Keys And Lockpicks + Lockpick Toolkit

      PPS.....I also like LogicDragon's other mods Enhanced Mounted Combat (EMC) & Oblivion - Enhanced Camera.

      (Note: Also need Enhanced Mounted Combat - Thieves Guild Fix when using EMC?).

      EDIT : Unfortunately it has since come to my attention that Real Time Lockpicking Minigames is incompatible with Ultimate Leveling.
    2. LenaWolfBravil
      LenaWolfBravil
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      I think  a lot of these problems have to do with faster computers. A key press remains registered as active for several frames, and I believe this is the issue. I cannot use the option to restrict locks to security skill at all. If I activate a door with a lock that is too complex, I get the message "Lock too complex" but then the game still starts the default Oblivion mini-game, but with mouse controls still disabled. This makes it impossible to work it or even to exit it. The only option without resorting to console, is to quit the game. Alternatively, you can open console and issue command "enablemouse" which gives you your mouse controls back, so you can either play the Oblivion minigame, or at least click "Close". Suppose you click "Close", it closes, and immediately it comes up again - for the same lock. This is because your original "activate" key down event remains active while the script has already moved on. I tried to build in a timer for it to wait a few frames, but was unsuccessful, so my only option is not to restrict locks so that this problem wouldn't come up.

      The Oblivion minigame that is started after "Lock too complex" message is not started by the mod - this comes from the game itself. I know it because I disabled all Oblivion minigames in mod INI.
    3. AllisterHenderson
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      LenaWolfBravil> Thanks for sharing your findings

      So it looks like the locks can't be restricted so must set RTLMain.restrictLock to 0

      I noticed you seem to be quite handy with Construction Set and have published some patches. I assume you are using the great Ultimate Leveling (UL) mod..... Have you by any chance had a go at making a patch so that Real Time Lockpicking Minigames (RTLM) will work with (UL)? It was reported here that you get no XP rewards picking locks with RTLM using both XP mode or Skill Based Mode of UL.

      Dispensation made a similar patch for using Real Time Lockpicking + UL here. He used Maskar's instructions in UL's readme :
      Spoiler:  
      Show

      13.4 Real Time Lockpicking
      To receive experience from lockpicking while using the mod Real Time Lockpicking a small change to one of its scripts is required. Find the following code in the script called aaaMigLockpickQS and add the text in BOLD below:

      target.Unlock
      If IsModLoaded "Oblivion XP.esp"
      Call aaaMigLockpickOblivionXPFunc
      ElseIf GetSkillUseIncrement Security
      TriggerPlayerSkillUse Security 0 level
      ModPCMiscStat 8 1
      Else
      ModPCMiscStat 8 1

      EndIf

      Maskar also said in his readme:
      "Mod authors can add support for Ultimate Leveling by adding the following line of code":
      Spoiler:  
      Show

      DispatchEvent "OnXPMessage" (ar_Map "xp"::xp "message"::mystring)

      Where mystring is your string_var text and xp the amount of xp given to the player character. Setting this value to 0 will simply show the message. This is, for instance, used by my overhaul to show tamed animals gaining experience.
    4. LenaWolfBravil
      LenaWolfBravil
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      AllisterHenderson - thanks! But I don't use Ultimate Levelling... I don't see anything wrong with the standard levelling system, so this is one less mod I need to have in my load order. My PC is quite low spec, so I have to be careful. I've got other modding projects going on, so forgive me if I bow out of this one.
    5. AllisterHenderson
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      Okay, I look forward to seeing your other modding projects appear on Nexus when finished
    6. AllisterHenderson
      AllisterHenderson
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      Actually I was just looking at the script:
      Spoiler:  
      Show

      ; Object was unlocked
              if unlockflag == 1
                  ModPCMiscStat 8 1 ; Locks Picked + 1

                  ; Determine skill exp earned
                  if minigameType == 0
                      if lockLevel == 0
                          set skill to RTLOblivion.skillUsageLockpickVeryEasy
                      elseif lockLevel == 1
                          set skill to RTLOblivion.skillUsageLockpickEasy
                      elseif lockLevel == 2
                          set skill to RTLOblivion.skillUsageLockpickAverage
                      elseif lockLevel == 3
                          set skill to RTLOblivion.skillUsageLockpickHard
                      else
                          set skill to RTLOblivion.skillUsageLockpickVeryHard
                      endif
                  elseif minigameType == 1
                      if lockLevel == 0
                          set skill to RTLSkyrim.skillUsageLockpickVeryEasy
                      elseif lockLevel == 1
                          set skill to RTLSkyrim.skillUsageLockpickEasy
                      elseif lockLevel == 2
                          set skill to RTLSkyrim.skillUsageLockpickAverage
                      elseif lockLevel == 3
                          set skill to RTLSkyrim.skillUsageLockpickHard
                      else
                          set skill to RTLSkyrim.skillUsageLockpickVeryHard
                      endif
                  else
                      if lockLevel == 0
                          set skill to RTLTwoWorldsII.skillUsageLockpickVeryEasy
                      elseif lockLevel == 1
                          set skill to RTLTwoWorldsII.skillUsageLockpickEasy
                      elseif lockLevel == 2
                          set skill to RTLTwoWorldsII.skillUsageLockpickAverage
                      elseif lockLevel == 3
                          set skill to RTLTwoWorldsII.skillUsageLockpickHard
                      else
                          set skill to RTLTwoWorldsII.skillUsageLockpickVeryHard
                      endif
                  endif
                  if skill
                      IncrementPlayerSkillUse Security 0 skill
                  endif
                  target.Unlock

      And I noticed that 'elseif minigameType == 2' , which corresponds to the Two Worlds II Minigame is missing. Maybe that is why, in the INI, the amount of skill experience gained from breaking a lockpick while using the Two Worlds II Minigame is RTLSkyrim.skillUsageLockpickBroken and not RTLTwoWorldsII.skillUsageLockpickBroken......

      I haven't installed it yet, because I am rebuilding my computer, but I don't suppose you noticed while using the Two Worlds II Minigame whether you actually received any XP points for unlocking a lock or not?
    7. LenaWolfBravil
      LenaWolfBravil
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      Not had it long enough yet to notice! Besides, as a mage, Lena Wolf can just zap any lock she wants.
    8. AllisterHenderson
      AllisterHenderson
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      Hahaha... true
  4. LumosX
    LumosX
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    So what's the autoattempt key, or has that been removed completely?
    Standard oblivion lockpicking >>> any other lockpicking btw; the real-time component just makes it even more fun.
  5. Incudust
    Incudust
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    I'm having a slight problem with this mod. When i have a telekinesis spell active i can pick a lock from many yards away even without casting the spell. How can i fix this? Also, this may be unrelated but with the loot menu mod I can take items out of containers the same way.
  6. grodofraggins
    grodofraggins
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    This is one of the greatest mods for this game yet. I can't play without it now.
  7. ALEKSSANDROS
    ALEKSSANDROS
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    my PC movements are not blocked when I activate the minigame :S What can be the problem?
    1. grodofraggins
      grodofraggins
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      Maybe your not using a newer skeleton, make sure your using Growlf or the new SUPREME based off Growlf (shameless plug)
  8. Death lok
    Death lok
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    I seem to be having trouble with this mod, I've used it before with HUDstatus bars, but for some reason even after putting the text in the Hud Status bars.ini to get the text to show on the minigames, It won't show on screen.
  9. rockbiter68
    rockbiter68
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    Hey LogicDragon, using this with your other mod, Enhanced First Person Camera, and when I crouch, the lockpicking, um, menu I guess I would call it, appears mostly off my screen. I can't see what I'm lockpicking.
  10. MaliciousCarrot
    MaliciousCarrot
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    Is it possible to bash locks with this mod too?
    1. LogicDragon
      LogicDragon
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      No, but it's compatible with other mods that do lock bashing.