0 of 0

File information

Last updated

Original upload

Created by


Uploaded by


Virus scan

Safe to use

About this mod

Replace the lockpicking minigame with skill based random chance.

Permissions and credits
This mod replaces the lockpicking minigame with a random chance based on your lockpicking skill and the lock's level. The point of this mod is to make the lockpicking skill and its perks useful. This mod is completely configurable, allowing for the chance of success and xp gained to be changed to your liking. 
All configuration is done by an MCM menu, so skyui is required.

This is rather old, but I figured I would upload it here as well for the sake of posterity.
Also on the steam workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=16765

If you find a bug, kindly report it.

The formula used to determine if you succeed in picking a lock is simple, the base chance is increased if your lockpicking skill is greater than the lock's level, if you have the perk for the lock's level, if you have the quick hands perk, and if you have the locksmithing perk. The chance is decreased if the lock's level is greater than your lockpicking skill. Finally, the chance is multiplied by a configurable amount, and then a random value is obtained to see if you succeed in picking the lock. 

XP is calculated in a similar manner, but is not random. The higher a lock's level is, the more XP is given. The default XP multiplier should be kept at a very small value for balanced leveling. 

Other options: 
A lock far enough above your lockpicking level is considered unpickable, you won't even attempt to pick the lock. A lock far enough below your level is considered to be too easy to be a challenge, and is guaranteed to be successfully picked. Lockpicking during combat can be enabled or disabled. 

There are 3 different sounds that provide feedback as to what happened. When a pick breaks, you hear a pick breaking. When you pick the lock, you hear the lock being picked. If you activate a locked object and have no picks, you hear yourself trying to force the object open. 

This mod is configured via an MCM menu. The mod can also be configured by manually changing the global variables, you can get a list of them with the command "help cjdLockpicking". 

This mod operates through use of the perk entry points. If a mod requires its own script to run for a locked object, there is a potential for conflict. In the MCM menu there is a lockpicking mode option. Selecting menued for this option can provide compatibility for some mods.
Furthermore, this mod is made with the vanilla lockpicking perk tree in mind. While it makes no changes to perks or the perk trees, other mods that do can cause features to not work or not work as intended.

The default configuration probably isn't balanced. 
Lock level and lockpicking level is in the context of novice, apprentice, adept, expert, master level, not the actual number. 
You can change the lock levels with the command "setGS <option> <number>" (the <option> has to be in quotes), defaults listed below: 

The number is what is used with lock and getlocklevel commands, with the default settings using the command "lock 43" on an object puts an Adept level lock on the object. 

Sometimes the script can take a while to run, so be patient.