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Borjoyzee

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borjoyzee

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  1. TheONLYPantha
    TheONLYPantha
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    Frankly I just want to be able to lock my cages and jail cells. Any 4 year old can lock a door, why do we need level ANYTHING to lock a door? I'd like just a simple click menu with lock/unlock options. Perhaps it could be made so that the menu only comes up if the door is either unlocked or locked by way of this mod.
  2. SkyriManiaK
    SkyriManiaK
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    So you can lock a door with a lockpick eh..?

    I'd like to see that actually. Cool mod I guess. But would have been better to add a player ability called "lock smith" or "key master" or something. Because using a lockpick to lock is just kinda silly.

    Think about it!

    1. borjoyzee
      borjoyzee
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      No. I wanted every single door to be lockable, and not every door has a key. Capisce?
    2. LotteryDiscountz
      LotteryDiscountz
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      I actually like this way of locking doors with a lockpick. It's like you are skilled enough to jam the mechanism into locked position using your pick so that a normal person can't unlock it. But then you're skilled enough to unjam it easily later. My thief character would certainly do this- and now *will* do this as soon as I install- thanks!
    3. borjoyzee
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      You're welcome.

      Also I think some people forget it's just a game, and will take every opportunity to pick apart something inconsequential. I've never really understood that. Not to mention there are limitations to what you can do with the kit.
  3. borjoyzee
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    No I wouldn't have edited existing perks, like you said compatability issues. I meant with regards to someone locking themselves in. Also I'm not even sure you can add another effect to an already existing perk. And I tried to add this to a second rank of Locksmith just to see, but it would not have it for some reason. But I've had success with perks for example that perk that increases fire, ice and lightning damage. Vanilla you can only do it once but in a personal mod I've made I added more ranks that was basically the same effect just with more ommph per rank, and it worked fine.

    Anyway scaling might be the answer yes, I'll look into it when I have time.
  4. Kuugenthefox
    Kuugenthefox
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    I don't like this idea of editing the existing lockpick perks
    that'll break compability with other mods that do so and it's pretty likely that that will reduce the number of people using this. I'm not sure if this is possible but can't you just branch the skill off apprentice lockpicking and then have it scale it's effect to your lockpick level? I know mighty magick can do the scaling of effects based on magic skill level so this should be possible.
    Essentially, it would look like this
    Apprentice Lockpicking -> branches off to Lock Doors, which at that level ( 25 ) only allows novice locks to be set. lvl 50 allows apprentice locks, lvl 75 adept locks and lvl 100 expert locks
    you could add 200 for master locks in case people play with an uncapper if you want to. ( not sure if this would conflict with a non-uncapper game but it shouldn't )
  5. borjoyzee
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    Can't fault the logic. Anyway it's a low possibility granted, but you never know. Thanks.
  6. monsto
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    what is there 5 lock levels? Use the existing lockpicking tree. When you take the 2nd level in lock picking, you get the ability to lock at novice level. "Picking apprentice level locks is much easier, and you can set locks to novice level." So when you get master lockpicking, you get expert locksetting. In this way, all you have to do is change the text of the perk and the player doesn't "burn" skill points on what really amounts to an accessory skill.

    as far as the 'what if' goes, i don't think it's up to you to sweat it. What you've done here is simply make a tool. if someone uses this tool to shoot themselves in the foot, it's not really your problem. If the player is only able to lock a level down from your ability, it should be pretty easy to open it back up anyway. But if they can't, well, "you should have thought of that before locking yourself in that closet. dummy."

  7. borjoyzee
    borjoyzee
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    Also, regarding the novice level of locking doors, consider the following:

    1 - At novice level, the chance of locking yourself in a room is virtually eliminated if you are down to your last pick. If you've only one pick left trying to open a very hard door it could break and then what.

    2 - Enemies, unless they have a key, won't be able to unlock it regardless if it's very easy or very hard. If they did have the key, well they could open it anyway. So, does lock level really matter?

    3 - More ranks mean more points to have to use to level it up, points better used on other perks. At least with only one rank, well...it's only one point.

    Thoughts?
  8. borjoyzee
    borjoyzee
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    Thanks for testing. I did wonder whether it would be compatible with such mods, that's why I decided to branch it off from Locksmith instead of adding another rank to it.
  9. Kuugenthefox
    Kuugenthefox
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    Just add additional ranks to the perk. One for novice, two for adept, three for expert, four for master. sure, this skips the apprentice rank but you don't want to be wasteful, yes? I tested this and it's compatible with "better lockpicking" mods and also the uncapper.
  10. borjoyzee
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    Hmm, good idea. Thanks.