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chinagreenelvis and PrancinShowPony

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PrancinShowPony

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About this mod

Disables the lockpick mini-game and replaces it with a percentage system dependent on your current skill level and perks.

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This mod is an enhanced version of Immersive Automatic Lockpicking by chinagreenelvis.


IMPORTANT: This mod doesn't include all the necessary files. You also need the files from Immersive Automatic Lockpicking. Simply overwrite the necessary ones with the files from this mod. And don't forget to endorse it as this mod would not have been possible without chinagreenelvis's original.
Immersive Automatic Lockpicking.esp should not be used, as this mod edits the same records.



Differences between this mod and Immersive Automatic Lockpicking:

  • Added an MCM menu, and thus much greater customization.
  • Better user feedback, with visible chances for each lock level and messages upon failure.
  • The Skeleton Key is now accounted for and lockpicks will never break if the player has it.
  • A small amount of Exp is now gained each time you fail an attempt, as it happens in the vanilla mini-game when you break a lockpick.
  • Support for Ordinator.
  • The calculation of the odds is almost completely different for compatibility and customization reasons.
  • The Locksmith perk has a different mechanic: Every time you fail an attempt at picking a lock, you get a flat +0.5% on your next attempt. This bonus stacks but resets upon interacting with a different locked object.

Rough explanation of how the calculations work:

  • Each lock level is assigned to a difficulty value. Novice: 50Apprentice: 100Adept: 200Expert: 400Master: 800.
  • Your Lockpick level is your base value. If your Lockpick level is 50 and you have no perks or buffs, then you will have a 100% chance to pick Novice locks, 50% chance to pick Apprentice locks, 25% chance to pick Adept locks, and so on.
  • Perks simply act as multipliers for your base Lockpick level value. For ex., the perk Apprentice Locks multiplies your Lockpick level value by 1.5x, so if your Lockpick level is 50, then the calculations will interpret it as 75.





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Original mod description taken from Immersive Automatic Lockpicking:

Immersive Automatic Lockpicking is an overhaul to the Skyrim lockpicking system which skips the lockpicking mini-game and makes several other changes:

  • Activating a locked door or chest without a key will play a lock jiggle sound.
  • Activating the lock while in sneak mode (or while swimming) will attempt to pick the lock. 
  • Locks are picked using a chance-based system that is heavily influenced by perks and the appropriate skill level. 
  • Failed attempts will play a lockpick movement sound a number of times equal to the strength of the lock. (The longer you hear the rotation sounds, the harder the lock level.) 
  • Lockpicks have a one-third chance of breaking when an attempt fails. Completely customizable.
  • Attempting to pick a lock will alert nearby citizens and guards - if the player is currently detected. A high sneak skill level will decrease the chances of a hostile response and instead cost the player an amount equal to a trespassing fine. 
  • Successfully picking locks yields experience points, as before. Unlocking a door with a key does not.

A simple explanation of the chance based system is that players with a Lockpicking (Fingersmith in Skyrim Redone) skill of 15 have a 20% chance of successfully picking a novice-level lock. (A skill level of 30 makes this a 40% chance, and so on.) 
Customizable.
Each higher level lock is twice as hard to pick as the one below it. 


PERKS 

Novice Lockpicking (Light Fingers 1 in Skyrim Redone) will grant a 30% increase in lockpicking chance. Apprentice Lockpicking (Light Fingers 2 in SkyRe) grants a 60% increase. Adept is 90%, and so on, with each level increasing the odds in 30% increments. What this means is that a player with a skill level of 15 and the first perk in the series is treated as if his skill level were close to 20. Customizable.

The Locksmith perk cuts the difficulty of all locks in half. All other perks should work as normal. 


MOD COMPATIBILITY



KNOWN ISSUES 

  • If you click on a locked door or chest many times in quick succession, the vanilla lockpicking game may eventually appear. It may also appear spontaneously, though rarely. The mod will continue to function as normal despite this. (When this happens, the game is activating the lock before the mod script has a chance to disable it. It may be a problem with system speed.) An unintended feature is that if you're low on lockpicks and you don't want to take your chances, you can try to "force" the vanilla game to come up on the fly without altering the variables mentioned above. You can also use this method to activate doors that may otherwise be unintentionally disabled.
  • Ordinator: The perks Lockdown, Hotwire, and Percussive Maintenance may not work. I need confirmation.


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Planned features:

  • The ability to craft and buy higher quality lockpicks which would give you a flat +% bonus to each lock level, or being outright required for higher level locks. (as it is in Morrowind)
  • Being able to use Alteration/Destruction/One-Handed/Two-Handed instead of/in combination with Lockpicking skill.