Hi I'm looking for a specific behavior of a unlock spell. For playing a mage. This mod is closest to what I want that I have found. I want it to have a chance to open locks higher than your skill. Like this chance to open = skill³ / difficulty³ So ex. if you have 50 in skill you get 12.5% chance to open a master lock. (50³ / 100³ = 0.125) If you have 10 in skill you get 0.1% chance to open a master lock. (10³ / 100³ = 0.001) And of course 100³ / 100³ = 1 So when you are at skill or above you get 100%+ chance to open the lock.
I hate needing to ether grind up the casting skills before hand or leave high level chests unexplored. Would it be possible to do an alternative script like this? Or is there a mod that dose exactly this that i have missed?
Thanks a lot for this spell, and the script to base it on alteration only. Since I'm also using "frostfall" and "stealth skills rebalanced", I certainly don't want to rely on the lockpicking skill.
Casting the spell results in detection while playing in stealth mode, even if NPCs are quite a distance from the player's location. As I'm a stealth ranger, I've had to resort to picking locks too much to make the spell viable for me, but it works great otherwise.
[Edit] With an exception: trap triggers are supposedly "unlocked", but the trap is still sprung. Works fine on regular chests and doors, but not these.
That's intentional, you need quiet casting to avoid that issue.
I don't think there's anything I can do about the trap triggers, unless Bethesda decides to implement the Open effect in the Creation Kit allowing us to target objects with spells.
If I could I would remake this mod such that you use the already available Telekinesis spell to open locks. Basically you would point at the locked object and cast Telekinesis, the the higher the rank, the longer you will need to cast. I'm pretty sure I'd need SKSE to do this, but I have no idea how to implement it. If anyone has any suggestions please let me know!
Best unlock mod out there. Tried many, this is my favorite and seems balanced (incentive to be a thief and not have lock picking sealed to you on early levels; incentive to be a mage and eventually be able to blast open those damned chests)
Love it. I disliked all spells I could find but this one is something amazing! No stupid text boxes or 5 random spells.. Excellent work! Will Endorse this when I can!
I found this mod a few weeks ago and I've loved having it for my mage character. It works exactly like an Open lock spell should...directly on contact without any additional message boxes popping up to ask if you want to unlock the chest or door. I also appreciate that it scales up automatically as my skills improve, no need to have 5 different Open Lock spells taking up space in my inventory. It's hard to believe how little recognition this mod has gotten. It works flawlessly for me. Thank you so much for your excellent work!
Just a thought, but have you considered the idea of adding in something similar for fighter characters? Like a bash ability for doors. Arena and Daggerfall had these abilities so many years ago, so that you could either play a Mage, Fighter, or Thief. Nowadays you have to play the polyglot who is a master of every skill.
Perhaps you should consider the idea of including a spell which leverages physical abilities for non-mage/non-thief characters. Just a thought.
I installed the mod. I found the book in the library but their was no spell in it. I would appreciate some help with installing this mod. As it is, I cannot endorse this mod.
19 comments
This mod is closest to what I want that I have found.
I want it to have a chance to open locks higher than your skill.
Like this chance to open = skill³ / difficulty³
So ex. if you have 50 in skill you get 12.5% chance to open a master lock. (50³ / 100³ = 0.125)
If you have 10 in skill you get 0.1% chance to open a master lock. (10³ / 100³ = 0.001)
And of course 100³ / 100³ = 1 So when you are at skill or above you get 100%+ chance to open the lock.
I hate needing to ether grind up the casting skills before hand or leave high level chests unexplored.
Would it be possible to do an alternative script like this?
Or is there a mod that dose exactly this that i have missed?
[Edit] With an exception: trap triggers are supposedly "unlocked", but the trap is still sprung. Works fine on regular chests and doors, but not these.
I don't think there's anything I can do about the trap triggers, unless Bethesda decides to implement the Open effect in the Creation Kit allowing us to target objects with spells.
Unfortunate. Was really hoping for a spell that would more or less dispense with the lockpick nuisance with no requirements. Txs anyway.
Will Endorse this when I can!
Perhaps you should consider the idea of including a spell which leverages physical abilities for non-mage/non-thief characters. Just a thought.