Alright! After I finally got some free time, I tested this out with every lock in Skyrim (well, not 'literally', but you get the gist of it) and I haven't found a single incompatibility issue between this and LO. Thanks for making this, friend, and I hope you'll consider making more mods in the future.
Potentially, yes, although testing would be necessary for a more definite answer. However, even if they work fine, I cannot guarantee it would be well-balanced.
If i may throw in my two cents, while the vanilla lockpicking is definitely far too easy and by no means a realistic/lifelike replication of lockpicking, i almost feel like this mod might skew it completely in the opposite direction.
Something i've always felt is that lockpicks should realistically be significantly more durable than they are in the game; the fact that they break as easily as if they were made of pretzels never really made sense to me considering they appear to be iron. This mod seems to make them more fragile to the point of near absurdity, which while i completely understand the reason/sentiment behind it; it does make lockpicking even the easiest, dirt cheap locks extremely frustrating. Only being able to "test" at most two spots for an incredibly brief moment of time with a single lockpick before it snaps like a toothpick. So imo, rather than the locks feeling difficult, it simply feels like the tools im using to pick them are terrible instead.
I concur. I like mods that add a challenge, but this is only challenging because it eats through my lockpicks. It's not challenging in the sense that I have to think or work harder.
That is only partially true. Whilst the mod does indeed make the lockpicks themselves break faster, the sweet spots are also significantly smaller compared to the vanilla game. In fact, the latter is the main reason for why the mod becomes harder. The fact that the lockpicks easily break is technically the lesser of two challenging aspects.
Working harder isn't necessarily just done during the lockpicking minigame in itself, but rather all the preparations you'd need to make with potions, perks and gear to boost your lockpicking skills.
Slowly but surely, I am working on getting a compilation of the best features from previous mods out there to the Special Edition. Among those features, Skylock is very likely to be included.
However, I'd like to ask a few things: In terms of comparison, how well would a character with lockpick skill 100 and related perks do when opening a master level lock, while this mod is installed? Would it be, let's say, comparable to an unmodded fresh character with skill 10 and no perks trying the same? If so, I'm totally sold.
And second, is there any chance that we will get different flavors in the future; something like easy, medium, hard edition?
It's actually a lot harder than what you imagine here. A character with lockpick skill 100 and related perks would still need to do a tremendous amount of planning and preparing in order to open a master level lock. In terms of the overall difficulty level, it is currently intended to be about as hard as it would be for someone in real life to open the best locks on the market.
In other words, the master level locks are still technically able to be picked, but don't count on it. It's just a possibility that remains for the sake of realism – but the player is never really supposed to even come close to making it. (It is also worth pointing out that doors in the game that "require key" only do so because of quest-related reasons, but they aren't necessarily supposed to be "harder" than the master level locks.)
Your second suggestion about making several editions with varying difficulty levels is a great idea that I am glad you brought up. I had not considered it until now, but I do realize it's an idea that makes a lot of sense. I am not really doing anything more with the legendary edition in terms of modding, but when I get to work on the SSE version of this mod, I would definitely want to take your suggestion into consideration.
Thanks for explaining this. And your point about keys makes an astonishing amount of sense ...
Makes me wonder how a lock smashing mod would go along with yours. I'm imagining this combination as immersive, but maybe unbalanced. Would your changes to locks affect the probability to break them as well?
I cannot answer that question for sure, because it would all depend on how the lock-smasher mod was constructed. If it was a completely separate feature, I am relatively convinced it would work just fine. However, if it would be a bit more complex and relied on the vanilla lock settings in order to determine the difficulty, there might be some unexpected compatibility issues.
If I was to give it a guess, I would assume that the former is the case, simply because such a mod likely is easier to make. I would thus recommend you to try it out, and most likely getting it to work fine. However, as I stated above, I cannot promise that with absolute certainty.
Big fan of all your mods including this one, but I was wondering if you could make skylock compatible with Perkus Maximus (perk overhaul mod), because it levels up the two trees(Dexterity and Wayfarer) instead of just Dexterity. I think this is because PM combined the Lockpicking and Picking pocketing tree into Dexterity, and the Wayfarer perk tree is a new one made by the mod author. The Wayfarer tree is in the place of the original Lockpicking tree and that might be why skylock is also leveling that tree up.
If there is a compatibility issue along the lines of what you just described, then that issue is most likely affecting anyone with PM installed, regardless if they also use Skylock or not. Skylock doesn't do anything more than to just increase the game settings for the locks. Essentially, Skylock is the vanilla game, just with a lot harder difficulty settings.
That's something I could definitely recommend too. Personally, I used Ordinator from start instead of even trying out PM, mostly due to the fact that the latter would require a ton of special preparations, whilst the former just works out of the box.
As a matter of fact. They make Skyrim a little more realistic. Can you make an All In One RPG mod? (an esp) I have limited space and would like to use all of your RPG mods. Thank you
That would indeed be interesting. The issue with that though, is that if I was to combine the mods into one, more people would complain about not liking certain aspects while really enjoying the rest. And if they were to be made toggleable, some people may find themselves with comparability errors, or even more frustrated if they lacked SkyUI. The current simplicity is really nice.
True. Although five mods is not some sort of end goal. I won't feel done until there is a mod to counter each and every one of the unrealistic aspects of Skyrim. I'm actually surprised that there are so many opportunities to make mods like these that are reasonably unique, despite the sheer amount of content on the Nexus.
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I'll do some testing of my own when I get the time. Should be interesting.
Will do.
Something i've always felt is that lockpicks should realistically be significantly more durable than they are in the game; the fact that they break as easily as if they were made of pretzels never really made sense to me considering they appear to be iron. This mod seems to make them more fragile to the point of near absurdity, which while i completely understand the reason/sentiment behind it; it does make lockpicking even the easiest, dirt cheap locks extremely frustrating. Only being able to "test" at most two spots for an incredibly brief moment of time with a single lockpick before it snaps like a toothpick. So imo, rather than the locks feeling difficult, it simply feels like the tools im using to pick them are terrible instead.
Working harder isn't necessarily just done during the lockpicking minigame in itself, but rather all the preparations you'd need to make with potions, perks and gear to boost your lockpicking skills.
However, I'd like to ask a few things:
In terms of comparison, how well would a character with lockpick skill 100 and related perks do when opening a master level lock, while this mod is installed? Would it be, let's say, comparable to an unmodded fresh character with skill 10 and no perks trying the same? If so, I'm totally sold.
And second, is there any chance that we will get different flavors in the future; something like easy, medium, hard edition?
In other words, the master level locks are still technically able to be picked, but don't count on it. It's just a possibility that remains for the sake of realism – but the player is never really supposed to even come close to making it. (It is also worth pointing out that doors in the game that "require key" only do so because of quest-related reasons, but they aren't necessarily supposed to be "harder" than the master level locks.)
Your second suggestion about making several editions with varying difficulty levels is a great idea that I am glad you brought up. I had not considered it until now, but I do realize it's an idea that makes a lot of sense. I am not really doing anything more with the legendary edition in terms of modding, but when I get to work on the SSE version of this mod, I would definitely want to take your suggestion into consideration.
Makes me wonder how a lock smashing mod would go along with yours. I'm imagining this combination as immersive, but maybe unbalanced.
Would your changes to locks affect the probability to break them as well?
If I was to give it a guess, I would assume that the former is the case, simply because such a mod likely is easier to make. I would thus recommend you to try it out, and most likely getting it to work fine. However, as I stated above, I cannot promise that with absolute certainty.
Tracking for now, need new headphones before I start my planned character.
She (me) will curse me for what I'm doing to her (me)...
Can you make an All In One RPG mod? (an esp)
I have limited space and would like to use all of your RPG mods.
Thank you
You can still download them individually. A full edition and 5 standalone version for example. (-;
Skyrim needs good mods that make the game more realistic.
I'm looking forward to the next one. . .(-;