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ProtonZero

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ProtonZero

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About this mod

SPERG addon that replaces lockpicking minigame with a percentage chance (a la Morrowind).

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I cannot recommend this mod due to repeated issues I can't figure out how to resolve. Basically, there is a small chance on each lockpick attempt that the entire activation system will break and the door cannot be interacted with, even if unlocked by console. Use at your own risk.

If you're a Creation Kit scripting expert, I would be a happy camper if you figured out the problem.

I wanted to create a brand new Skyrim experience for myself, and one element of that is changing lockpicking to just be a percent-based chance instead of a minigame. Some mods already do this kind of thing, but none that integrate with seorin’s SPERG - Skyrim Perk Enhancements and Rebalanced Gameplay.

Overview
Your base chance to successfully pick a lock is equal to 1.2 times your Lockpicking skill, minus the difficulty of the lock (0/25/50/75/100 for Novice/Apprentice/Adept/Expert/Master), with a maximum chance of 90%. Beyond this base chance, the Thief perk increases your chance by 20, and the Locksmith perk increases your chance by 10 while removing the 90% limit.

Practical examples: 15 Lockpicking starts you out with an 18% chance to pick Novice locks and that’s all. By 25, you have a 5% chance to pick Apprentice and 30% to pick Novice. At 75, you have a 15% chance to pick Expert, 40% for Adept, 65% for Apprentice, 90% for Novice. At 100, with all relevant perks, you have a 50% chance to pick Master, 75% to pick Expert, and 100% for Adept and lower.

The only thing preventing you from attempting a lock is having a 0% chance of success (and lockpicks, of course).

Breaking a pick gives no experience, but picking successfully gives more XP than before. This compensates for high-level locks being impossible to pick for at low levels.
  • Novice: was 2, now 10
  • Apprentice: was 3, now 14
  • Adept: was 5, now 18
  • Expert: was 8, now 22
  • Master: was 13, now 26


Perk Changes
SLOP modifies three perks from their SPERG originals to better suit this system.
  • Thief: Now grants +20% pick chance in addition to its other effects. (This makes it the only non-auto perk that improves picking locks.)
  • Locksmith: Requires 100 Lockpicking instead of 75, and is still an auto-perk. Instead of its original effect, it now grants +10% pick chance, removes the 90% limit, and if a lock has a 100% chance to unlock, you don’t need a pick for it.
  • Unbreakable: Requires 75 Lockpicking instead of 100, and is still an auto-perk. Instead of its original effect, it now causes lockpicks to only break half the time when you fail to pick a lock. It’s been renamed to Tough Picks to reduce confusion.


MCM Configuration
The default settings provided follow the normal Skyrim experience as far as object interaction goes. If you have SkyUI installed then you can change your default lock action based on several different circumstances, such as whether or not you have a key, whether your skill is too low, and how many picks you have. For example, if you’re a major stickler for XP, then you can configure SLOP to always ask before you use a key.

Known Issues
Sometimes, the picking sequence never restores control to the player, forcing a load of the last save game. This seems to be a widespread issue with the EnablePlayerControls command. If this happens, you may be able to restore control manually by using this command in the console. If anyone finds a solution to this, please let me know.

Feedback
This is my first mod! If you think anything could be done to make it more fun, more balanced, or more efficient, I welcome all forms of feedback in the comments; I’ll get back to you as soon as I’m able :)