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krypto5863

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krypto5863

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About this mod

A simple script that attempts to resolve the lockpick abundance issue, so players don't end up with 50 lockpicks by mid-game and lockpicks become more of a valuable finite resource.

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Why
Whether it's Elder Scrolls or Fallout, you'll eventually find yourself at a point where lockpicks aren't a big deal. You have a whole mess of them. This is because of two reasons:

1. Lockpicks are abundant loot.
2. You can finish the entire game with a single lockpick and never need another one.

How
What this mod ultimately targets is problem 2. Without messing with LeveledLists or something else, we attack the issue of lockpick usage by making lockpicks more commonly removed. We do this by calculating removal chances of a lockpick when you successfully pick a lock based on three variables:

1. The base removal chance. How likely it is that a player will have a lockpick removed upon a successful lockpicking attempt.
2. Lock difficulty modifier. Harder locks will make it easier for you to lose a lockpick.
3. The player's lockpick skill modifier. The better you are, the less likely you are to lose a lockpick.

The formula is simple:
BaseBreakChance+ (LockLevel * LockDiffMod) - (BreakChanceLevelMod* PlayerLockpickLevel)

The outcome of this formula is then compared to a random roll. If the roll is below or equal to this value, a lockpick is removed. However, if the player breaks the lock, a lockpick is always removed.

All the multipliers and base removal chances can all be adjusted to suit your tastes in the config ini file.

Please keep in mind that this does not change how lockpicking works and it doesn't affect the minigame at all (Well, technically the LockpickLevelHealthMult option does, but it's a minor configurable tweak to a game setting). All this script does is detect when you've completed a lockpick attempt, check the outcome, and "roll a dice" to decide the removal odds of a lockpick.

Usage
It should be noted that StewieAI's Tweaks has an option for remembering lockpick health that you may want to disable if you're going to use this mod as it can throw off the lockpick usage balance. Also, I suggest Skillfull Lockpickery for added difficulty if you're a seasoned lockpicking veteran. Lastly, after testing, I've come to the conclusion that alone, this mod cannot stem the ridiculous abundance of bobby pins so I might suggest a loot scarcity mod to complement.

In the ini file, the following settings can be tweaked:

LockpickLevelHealthMult: This settings is how much health is added to the lockpick by each level of lockpicking.
BaseBreakChance: The base removal chance. This value is modified by the other values like player lockpick skill and lock difficulty.
BreakChanceLevelMod: How your lockpick skill affects the removal odds.
LockDiffMod: How the difficulty of the lock affects removal odds.

By default, I think the config correctly favors the lockpicking skill having a moderate but appreciable affect on your lockpick saving chance, and also how the difficulty of each lock scales by your lockpick level.