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cjdeakin

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cjdeakin

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16 comments

  1. yexian7
    yexian7
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    • 10 kudos
    tow points:
    1. the message box, best to set "unlock" be default, currently is "exit", if you won't lockpick you won't touch a locked door at all.
    2. did i mistake something? unlock won't triggle crime bounty.
  2. Runestones
    Runestones
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    could you upload a video? =/
  3. michawn
    michawn
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    Perkus Maximus causes the issue where the mini gamer still starts but you can cancel it out and just continue to pick it and try, seems like something with perkus maximus is causing the issue with the mini game screen still poping up but it still tries to pick it and still works as intended. Would hope we could get some resolution to this issue its not game breaking in any way just more of a annoyance to deal with when using a big overhaul like perkus maximus, but all in all its a must have for someone who just finds the lockpicking overly tedious and tiresome of doing the same locks over and over again.
    1. Scarecrow23
      Scarecrow23
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      I too am finding this issue highly aggravating. I want to love this mod but am currently just slightly annoyed at having to go back and forth all the time.
  4. jensern
    jensern
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    This is a great idea :-)

    Would you consider a Requiem patch?
    1. cjdeakin
      cjdeakin
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      In terms of patches, while they would not be difficult to add in they would increase script complexity considerably or mean having multiple versions of the mod. As an example, lets say there is a mod that changes the wax key perk to do something different. I could handle this in the script by detecting the presence of the mod and then having the scripts acting on that change. For instance, the mcm menu would need to have the wax key option replaced with something more fitting, and the lockpicking script would need to check if it should use the wax key functionality or the replaced functionality.

      Naturally, that would have to occur for every change a mod makes, and there would be need for conflict detection when using multiple mods. For mods that makes lots of changes, that means a large increase in complexity, and making more compatibility patches is an even further increase. I would like the scripts to remain fairly simple for ease of maintenance and to keep them as responsive as possible.

      Furthermore, I recall that Requiem makes lockpicking considerably harder, and I would want the default settings of the mod to reflect that change, as well as for any other mod I made a compatibility patch for, which represents yet another increase in complexity.

      As I stated earlier, I could release multiple versions of the mod meant to work with other specific mods, but this vastly increases the complexity of maintaining this mod due to the differences in the scripts.

      In short, I am currently disinclined to making compatibility patches, but I will consider doing so for the large overhauls such as Requiem or Perkus Maximus if people feel this mod would benefit from such a patch.
    2. jensern
      jensern
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      Great :-)
    3. dctesnexus
      dctesnexus
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      A requiem patch would be awesome!
    4. Enojitothebrave
      Enojitothebrave
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      +1 on the Requiem version request. I'm currently using a workshop only mod called Immersive Lockppicking which does something similar to your mod, but has issues with locks with keys (if you have the associated key, you can't interact with lock, though if the key is optional, sometimes if you spam the interaction you can force a check which opens the lock.) Even though I have to console unlock objects troubled by this behavior, I wouldn't play without it, or at least wouldn't until I saw your mod.
    5. cjdeakin
      cjdeakin
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      Ok, I have added some basic Requiem compatibility. You can check the changelog for details. I currently do not implement a default configuration for Requiem, so I highly recommend that if you use this you also make picking lots somewhat harder. Since this was made for Requiem 1.9, there might be some unintended effects when using an earlier version.
    6. dctesnexus
      dctesnexus
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      Thanks for this! Do we need a clean save or new game when updating to v8? Thanks again!
    7. Enojitothebrave
      Enojitothebrave
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      Thanks, greatly.

      Also, I noticed last night (Using the 1.7 version) a weird bug, I think. Apparently you have to be standing for the mod to work? I have debugging messages on because I was trying to figure out why I wasn't getting experience on a particular lock, and thought it may be a key being used, and then accidentally opened something while standing. What I found was when standing everything works as intended, but when sneaking, I seem to automatically open locks with no messages and no vp.

      It's not a huge deal, as all it means in practice is that I don't get credit for those rare occasions I have to pick a lock while sneaking, but it is weird.
    8. Enojitothebrave
      Enojitothebrave
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      I just picked a lock while sneaking and everything seemed to work okay so I don't know what the problem was before.

      Thanks again for your mod, love it!
    9. cjdeakin
      cjdeakin
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      There is no need for a clean save to update. If there was a need for a clean save, I would have said so.
  5. lilmetal
    lilmetal
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    I find the lockpicking in this game pretty annoying, and would much rather let the numbers do the work.
    Hate that every open-world game released after FO3 used a clone of the system.
    Thanks!

    I'll try this with Perkus, and will report back.

    EDIT: Seems to work very well so far. Thanks again. Endorsed!
    Recommend using along with the No Psychic Lock Knowledge mod: http://www.nexusmods.com/skyrim/mods/44115
  6. zephose
    zephose
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    I think this could definitely be useful for people who aren't very good at the lock picking minigame. Otherwise, not so useful really.