Skyrim Special Edition
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Hackfield

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95 comments

  1. Agnusthemagi
    Agnusthemagi
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    This is indeed a great mod!
    For those with compatibility questions I have a consel, place it just before bashed patch, but dont give it any bash tags. Generate your bashed patch normally, this way the scripts for the lock related loot will be passed on to the bashed patch, while any other mods that alter the container's contents will alter the contets in the bashed patch. You may check in SSEEdit after generating, but the important part is having the script in the containers.
  2. lightswitchUK
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    Seems like a good candidate for Synthesis patch or even Skypatch.
  3. BobTheBobCatt
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    Will there be a patch/addon for Beyond Skyrim Bruma or no?
  4. BoredErica
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    Could you include psc files with the scripts please? I'd like to study how it works.
  5. JazzyKitty
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    Hi, I'm sorry to bother you about this, but regarding the updated script, is there any way to make a version based on the pickpocket skill instead of lockpicking?

    I use Hand to Hand, and that mod changes lockpicking into an unarmed skill, while it renames pickpocket into security, and merges the lockpicking/pickpocket perks into that tree. So, I'd only get extra loot if I got better at punching people, lol.

    Thanks for making the mod, btw, it's a neat idea.
    1. Driftlv1
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      EDIT: Nvm i'm dumb
    2. Hackfield
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      Added a version of lockpicking related loot for Hand to Hand (and any other mod using the Pickpocket Actor Value for Lockpicking related stuff)
  6. Yestokeee
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    it seems (at least for me) that this mod overwrites completely Rebalanced Leveled Lists no matter the load order
    1. Olioster
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      you need to do some conflict resolution in xEdit.
  7. Olioster
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    I think I've figured out why people seem to think this mod doesn't work. A good amount of the the leveled lists used by this mod are the low chance ones (10-25% chance to have an item, with the higher chance lists only being used on expert and master locks) and they are only given one or two chances to roll. Couple that with the low amount of expert and master locks relative to the easier ones has the chance of this mod's script triggering extra loot to be seemingly very low.
    1. Rex7Dragon95
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      it probably would work better if it worked more like this mod Lucky Loot https://www.nexusmods.com/fallout4/mods/38590
      as the Lock Related Loot in fallout 4 is a bit of a lie
      there definitely needs to be more of a dice roll to this.
    2. Hackfield
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      I could make a version showing a notification each time a leveled list is added to a locked chest (that's how I tested the mod) but I figured it would be kind of annoying since the notifications would fire each time you load a cell with chests in it. 

      That said, what do you mean by the lock related loot in Fallout 4 being "a bit of a lie"?

      Unfortunately, Skyrim has no attributes like Fallout, so I can't add "Luck" to the mix when deciding what leveled list is added, therefore the loot is only related to the lock level only like in vanilla FO4 (aswell as perks in the lockpicking tree adding more loot and all that, but that's vanilla behaviour).

      If I understand correctly, you want less dice rolling and more stat weighting? I could do it, but the only stat I feel could increase the amount of loot in a container is the lockpicking skill level :/
    3. Olioster
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      I would love a version that told you when the script added extra loot to the chest. The lockpicking skill idea sounds cool, too.
    4. Hackfield
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      Added a debug script under Miscelaneous, should replace the original script.
      Not suitable for general gameplay tho, although swapping between the Debug one and the Main one shouldn't leave any consequences.

      Will work on a stat weighted version during the weekend.
    5. Rex7Dragon95
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      the thing about Lock Related Loot in fallout 4 and me saying its a bit of a lie is that most of the loot is set and not random or affected by luck, or lock level in some cases.
      the only 2 perks that mess with loot are, Fortune Finder (You find more bottle caps in containers.) and Scrounger (You find more ammunition in containers.)
      witch is why Lucky Loot exists that and the (S.P.E.C.I.A.L. Video Series: Luck) that plays at the start of the game it says that Luck has a play on loot but it dose not nor i have never found an empty box in vanilla fallout 4.

      as for the less dice rolling and more stat weighting
      its more like wanting a mix of both.

      like what Olioster said
      Spoiler:  
      Show
      I think I've figured out why people seem to think this mod doesn't work. A good amount of the the leveled lists used by this mod are the low
      chance ones (10-25% chance to have an item, with the higher chance lists
      only being used on expert and master locks) and they are only given one
      or two chances to roll. Couple that with the low amount of expert and
      master locks relative to the easier ones has the chance of this mod's
      script triggering extra loot to be seemingly very low.

      what would help this is the lockpicking level would also have an effect on the loot like a buff

      the dice rolling is fine its just that the lower tear locks are predictable like what Olioster is saying about why it looks like its not working.
      the mod dose work as i found not much in some master chests and a lot in others.
    6. Hackfield
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      Thanks for explaining, so it's not really the Lock Related Loot that is a lie, but the Luck stat itself and the "Luck Related Loot".

      As for the dice rolling, I do not touch vanilla leveled lists with this mod, so the dice rolling of getting (or not) loot is always there because that's how leveled lists work.

      In any case, I came up with this idea, let me know what you think.

      Regardless of the lock level, and its related loot, your lockpicking skill will also add leveled lists to locked containers.
      I'll tag the mechanics as spoiler in case someone prefers the mystery.
      Spoiler:  
      Show

      Lockpicking is a very easy skill to level, so lower levels (20-) will not grant any additional loot (vanilla races start with a minimum skill level of 15 anyway),
      20+ will grant a small chance of getting extra novice loot,
      40+ will grant chances of getting novice or apprentice loot,
      60+ will grant chances of getting novice, apprentice or adept loot,
      80+ will grant a guaranteed novice loot plus chances of apprentice, adept or expert,
      90+ will grant a guaranteed apprentice loot plus chance of getting adept, expert or master loot.

      Both lock related loot and lockpicking related loot are independent from each other.

      So here's three examples:
      Spoiler:  
      Show

      With a lockpicking skill of 25, a container with a master level lock will have the original loot + the loot related to its lock (master) + a small chance of getting novice container loot.

      With a lockpicking of 90+, a container with a novice lock will have the original loot + the loot related to its lock (novice) + a chance of getting master, expert or adept loot + guaranteed apprentice loot.

      With a lockpicking of 90+, a container with a master lock will have the original loot + the loot related to its lock (master) + a chance of getting master, expert or adept loot guaranteed apprentice loot.


      Let me know how that sounds to you.
    7. Ranzan27
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      I really like the lockpicking skill idea. Because I still get rather empty master lock chest. Especially the strong box ones. A lot of those have high skill locks.
  8. Siven80
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    Is it safe to uninstall this mod and continue my save game?
  9. Indominus113
    Indominus113
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    For those looking for a solution to make this work with Legacy Of The Dragonborn, there´s a mod for that:
    https://www.nexusmods.com/skyrimspecialedition/mods/48344 
    Cheers 
    1. rasberryyy
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      But I don’t want or use the other needed mods :(
    2. TNate1018T
      TNate1018T
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      cope
  10. bananamoonpie
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    Does anyone know how this would interact with “Lora - Loot Overhaul - Rarity and Abundance”? Would it require patching?
    1. dives41
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      Late reply, but in SSEdit there are a lot of conflicts if that matters to you.
  11. Nuedere
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    For those wondering if this mod actually works, be sure to check for conflicts. Using this with Legacy of the Dragonborn doesn't work for instance as it gets overwritten, same for some other mods such as Rebalanced Levelled Lists. Search for the mod in SSEdit and just make sure your latest loading mod has the records that this mod needs to work.
    1. Glanzer
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      +1

      I also see that the Lock Related Loot plugin overwrites items from Spell Research, and overwrites attached scripts from SIC (which I think cause critters to spawn when opening a few of the chests, not sure). So a bit of manual patching to a new patch file would work.

      On another note, there sure doesn't seem to be many containers listed in the plugin. Seems like there should be hundreds. This mod probably needs to have some optional ESPs for containers from other (non-vanilla) mods.
    2. Eliijahz
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      I have LOTD and this mod how do I edit it to make it work ?
    3. Nuedere
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      You will need SSEEdit to do this, just incase you haven't used it.

      Load your load order, and go down to LockRelatedLoot.esp, and look inside the "container" sub-section. Any conflicts that are there should be apparent, with the conflicts at the top of each record being the culprits. As this picture shows, I need to move the scripts from LockRelatedLoot over to DBM_TreasureHunter_Patch.esp in order to resolve conflicts. https://imgur.com/a/AiJzsox

      Remember that if you copy records DIRECTLY into another esp (from LockRelatedLoot directly into DBM_TresureHunter_Patch for example), LockRelatedLoot will become a master file for DBM_TreasureHunter_Patch and will be required for DBM_TreasureHunter_Patch to function in the future. As a result you may wish to create a new esp that can handle file resolution conflicts which can be removed without issues.

      Checking for any other conflicts below should be a good idea just incase since you can see what other items may or may not be appearing due to conflicts. Hope this helps, sorry for the slow reply I only just got back to modding myself.