A different type of mod from me. Created during the heatwave when it was too hot to work on 3D stuff.
As this was a mod created for personal testing, I consider it complete & working as intended.
Version 1.31 - Fixed incorrectly named translation files (which fixes $tags showing in-game)
Version 1.3 - Fixed Novice Lock Range
Version 1.2 - Experience Gain now calculates the Thief Stone & Rested Bonuses - Added Consume Lockpicks option (with Skeleton Key checks) - Changed blocking method of the vanilla UI - Sound Notifications are now enabled by default - Added translation support
Version 1.1 - Added Experience Gain (Vanilla values. Further increased by the Thief Stone) - Added Sound Notifications
Love the mod. Lockpicking in Skyrim is massive irritating after you've done it once or twice. The one thing this mod would REALLY benefit from is hotkeys. Specifically a hotkey to enable/disable auto-unlocking doors would be awesome. A lot of times I just want to look at a door to see if it's locked or not so that I know if I can enter without the house owner getting mad. The mod unlocks the door and then I don't have a way to tell later if the door is unlocked because I did it or because the house owner is "awake" so I never know if I can go into the house without trouble.
I just use mod menu to turn door unlock off and on. It works but it's way too many clicks to turn one setting on and off.
This mod disables the lockpicking interface entirely, which conflicts with Simply Knock... there are a few situations where I would love the NPC to let me in, but overall I prefer this mod. A "meet in the middle fix" is have the interface still popup and run your script on a key trigger (button press) after it does. Spit balling here this mod is just fine as it is.
Hi, not sure if this is a bug or a conflict at my end. I was using this mod primarily for chests and it was working fine, until I couldn't get into the Fort Fellhammer Mine even though I had the appropriate key from the Bandit Leader in my inventory. The usual Interact action did nothing.
I do have the 'Dragon Claws Auto-Unlock' mod, but nothing else that affects lockpicking in general.
There are a number of doors that have keys that don't work properly, it's a bit of a headache. Pinewatch is a good example, it has a key but the door doesn't have it assigned
Is there any way to change which skill gets XP? If using Hand to Hand, I will get Hand to Hand experience instead of Security XP as seen here. The mod makes the Pickpocket tree into Security, which has lockpicking perks. The Lockpicking tree becomes Hand to Hand, ergo experience from this mod gives me XP in that tree. Is this done in the scripts or can I modify it within xEdit?
The mod advances lockpicking EXP via script, where it would otherwise be lost for not completing the lockpicking minigame. I can't do much about some other authors personal vision of merging vanilla skill trees, but if I do update this at some point I'll consider adding a MCM option to change the EXP type you get.
didn't want to write this as a bug report in case it's a mod conflict on my end or I didn't properly understand something, but with this mod enabled and the settings posted in the link below, I can't open any doors out in the wild, like cages or the trap door at Robber's Gorge, even if I have the key to those places. The lockpick minigame also doesn't show up, though I suppose that's the entire point of the mod. Additionally, when I turn on the Auto-unlock function for doors, it unlocks them using lockpicks (as my settings are set up that way) instead of using the key for that door
It's been a while since I've messed with this but I went and checked and you're right, the trap door at Robbers Gorge won't open even if you have the key. Looked in my old code and there's no checking for keys.
I did a bit of poking around and some doors have keys which don't appear to be linked to the door at all (which would suggest that I can't detect the key and can't stop mod from taking lockpicks) I also found that when adding the Pinewatch Key to my inventory, I couldn't open the door. That was with the mod both enabled and disabled, so it makes me wonder if some other common mod broke something. Will check more tomorrow.
70 comments
As this was a mod created for personal testing, I consider it complete & working as intended.
Version 1.31
- Fixed incorrectly named translation files (which fixes $tags showing in-game)
Version 1.3
- Fixed Novice Lock Range
Version 1.2
- Experience Gain now calculates the Thief Stone & Rested Bonuses
- Added Consume Lockpicks option (with Skeleton Key checks)
- Changed blocking method of the vanilla UI
- Sound Notifications are now enabled by default
- Added translation support
Version 1.1
- Added Experience Gain (Vanilla values. Further increased by the Thief Stone)
- Added Sound Notifications
Version 1
- Release
LE: Click Here
SE: Click Here
I just use mod menu to turn door unlock off and on. It works but it's way too many clicks to turn one setting on and off.
Love this mods concept.
I do have the 'Dragon Claws Auto-Unlock' mod, but nothing else that affects lockpicking in general.
my MCM settings
Think I'm just going to re-write it