Absolutely love this mod, but would it be possible to add a pouch that acts as a container for lockpicks inside our inventory? Something similar to this mod but for lockpicks https://www.nexusmods.com/skyrimspecialedition/mods/109747?tab=files. It would help alleviate some inventory lag and clutter.
That would require a lot of work, and I'm not sure I'm up for that right now. If I ever end up moving more of the papyrus code into the dll side for performance I might keep it in mind.
I do have both of these, but the main problem is I have quick loot and all lockpicks are just randomly appearing in random places and not all together which makes quick looting a bit annoying.
I can add a name field to the _EAL.ini file if you want, but I'm in the middle of trying to update to 1.06 to load the model dynamically without closing then reopening the lockpicking menu, which is significantly more difficult than it has any right to be, so it might take awhile.
I did it with a custom Skyrim Organized Sorting config right after this was released, but uninstalled that mod because I was spending all my time renaming things to soothe my OCD lol. It worked fine as far as I can remember.
I've updated Amazing Lockpicks to version 2.00 and added an optional name field to the _EAL.ini file. I'm still in the process of updating Amazing Lockpicks - Additions and Amazing Lockpicks - Radiance's Alternative EAL files to use the name field, but I have updated Amazing Lockpick's Alternative EAL file to allow the default unchanged names, parentheses such as 'Lockpick (Gold)', and brackets like 'Lockpick [Gold]' as requested.
Could change the leveled lists chance to return nothing. I'm not sure if there is a way to increase the chance of getting a regular iron lockpick and reduce the chance of everything else. Pretty sure there would have to be some way though.
Potentially would be possible with BoS, where you could specify chance of replacing default lockpick with X% of new lockpicks. Tho not sure if it could handle the other changes such as lockpick strength this mod makes (and the swaps would not be leveled i suppose)
I could be wrong, but I think the ones placed in the world are placed directly and not through a leveled list. So all of the ones lying around in the world will just be the vanilla iron lockpick. I do have a Base Object Swapper patch in Amazing Lockpicks - Enhancements that will cause the ones lying around to pull from the leveled list and potentially be a unique one instead.
Huge update! Thanks for it. I actually haven't installed Amazing Lockpicks on my shiny new modlist yet, but I'll be sure to take it for a spin after all your time spent getting Remember Lockpick Angle compatibility up and running.
I'm having an issue where one of CCOR,WAACF, Honed Metal, and/or Book of Silence (or all of them) just aren't seeing the new recipes. Any Ideas where I should put these in a load order? I also have Crafting Recipie Distributor but that's not helping, either.
Thoughts on if a Mammoth Tusk, Troll Skull, Horker Tusk, or Dragonbone Lockpick would make sense for a Hunter Edition? I'd imagine the sound aspect for a different snap wouldn't conflict with Security Overhaul SKSE - Lock Variations because the alphabetical load order already makes the lockpicks model work in the first place. Not sure how the textures would look on such a small model though.
Should be safe. You might notice a discrepancy between the number of unique lockpicks and lockpicks available when you interact with a lockpicking menu. That's an issue I'm looking to improve on going forward. If you notice a difference, you should be able to correct it by placing all of your lockpicks into a container then grabbing them again.
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Added Amazing Lockpicks - Radiance with gem-based lockpicks with new textures and 4 new models.
Otherwise, you'd have to open the esp in SSEEdit or the Creation Kit and rename their names.