Looks pretty cool. Would be nice if there was a way to match lock types to different types of locks. Maybe match the rusted theme to low class doors, cheap chests, etc, ex machine for dwemer, marble for strong boxes, etc.
+1 It would also be cool if each type of lock used a different locking mechanism and required a different technique to pick, to make the lockpicking minigame more varied. Not sure which modders on here would be up for something like that.
I was thinking the same thing, but more location based. Like Marble Madness for Solitude, Wooden Thrill for the College of Winterhold, obviously Deus Ex for Dwemer locks, etc.
This mod makes lockpicking a joy both from a technical viewpoint and artistic. I can open master chests at level 1 with this mod and actually enjoy the minigame and look forward with glee to the challenge of an Expert lock. My 9 year old granddaughter is also a wiz with the picks as well and normally opens with her first pick thanks to you Foggy. I have used this mod since it first came out on LE and havent found any to touch it, thank you so much for enhancing such a boring and very frustrating part of the game
Great work on these. I chose Deus Ex Machina as my go to retex for the locks but I also downloaded Grunge Rustical and Marble Madness as alternates. Thanks for all the choices. Endorsed.
Definitely a must-have mod. I get so tired of looking at vanilla locks... as other posters have mentioned, if the day ever comes when all the different locks can be applied to various containers this will make for a lot of happy thieves.
Just a thought, but what would really make this cool is if you could make an install option that used all the textures but assigned them to different types of crates so that all wood crates would use Wooden Thrill, Dwemer would use the Deus another, and so on so forth.
i would if i could..unfortunately bathesda assigned the one and only lock they had to everything..
maybe just maybe it is possible to do this with some heavy scripting..but i am not capable of doing this..it would be great if someone would take a look into this matter.
i am gonna discuss this with some other modders..maybe there really is some hope..just maybe.
its called automatic variants, which i'm not even sure works on statics.
the problem is that lockpicking is a menu, to access it at all you would need skse, as there are no native functions afaik http://www.creationkit.com/index.php?title=UI_Script
with the script extender you might be able to do it two ways, one is through texture sets, that implies you can put a texture set on the lockpicking mesh in ck though, for example with skse function isMenuOpen, Bool bIsMenuOpen = UI.IsMenuOpen("Lockpicking Menu") if (bIsMenuOpen) ;swap texture sets through an array or something here endif
the second way is creating custom menus with the skse function, OpenCustomMenu(String swfPath, Int flag), i have no idea if that even works, and these are somewhat esoteric so who knows when they will be included in the new script extender.
another way might be texture sets through a leveled list. although idk how or if you can access the lockpicking mesh from the ck directly.
ya .. i was thinking rust water damage wear around the keyhole.. new sounds like a high pressure vice snapping a key with a ball peen hammer or rattle spring sounds .. but i will get the wooden one and check it out but not .. art deco baroque or high tech..
If i make a WTF skyrim se edition yes the high tech one will be on my list Pronto along side pink haired greybeards macho dragons and rainbow bridges 10000% yes XD
43 comments
I have used this mod since it first came out on LE and havent found any to touch it, thank you so much for enhancing such a boring and very frustrating part of the game
maybe just maybe it is possible to do this with some heavy scripting..but i am not capable of doing this..it would be great if someone would take a look into this matter.
i am gonna discuss this with some other modders..maybe there really is some hope..just maybe.
the problem is that lockpicking is a menu, to access it at all you would need skse, as there are no native functions afaik
http://www.creationkit.com/index.php?title=UI_Script
with the script extender you might be able to do it two ways, one is through texture sets, that implies you can put a texture set on the lockpicking mesh in ck though, for example with skse function isMenuOpen,
Bool bIsMenuOpen = UI.IsMenuOpen("Lockpicking Menu")
if (bIsMenuOpen)
;swap texture sets through an array or something here
endif
the second way is creating custom menus with the skse function, OpenCustomMenu(String swfPath, Int flag),
i have no idea if that even works, and these are somewhat esoteric so who knows when they will be included in the new script extender.
another way might be texture sets through a leveled list. although idk how or if you can access the lockpicking mesh from the ck directly.
but
not .. art deco baroque or high tech..
If i make a WTF skyrim se edition yes the high tech one will be on my list Pronto along side pink haired greybeards macho dragons and rainbow bridges 10000% yes XD