I love the idea as it makes sense. While I do like the idea, I'm noticing I'm finding way too many lockpicks from this mod... I do hope you add a rarity chance or a mcm menu to decide their drop so the player will avoid ending up with too many lockpicks, or perhaps make it so that they don't spawn as loot and only you, knows how to smith them.
This mod looks cool but is it compatible with Weighted lockpicks or at least have a way to give the lockpicks weight I just have always used weighted lockpicks and I don't want to stop now
Slightly compatible, but can also potentially replace it. The _EAL.ini files I use support changing lockpick weights. Under misc files, there is a FOMOD with a variety of different weights available including 0.1 like Weighted Lockpicks.
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.
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Or anything that changes the difficulties of locks?
- I noticed your rare lockpicks MAY or MAY NOT be working and I cannot tell
Otherwise, you'd have to open the esp in SSEEdit or the Creation Kit and rename their names.