Look at a locked door/container/terminal and press a key (default Z) to perform a skill check to unlock it! Rewards full XP on success. Quick hack on Voidwalker's 'Bypass Minigames - Lockpick and Hacking' mod, version 2.0.0.
Check the original permissions on Voidwalker's 'Bypass Minigames - Lockpick and Hacking' mod!
https://www.nexusmods.com/newvegas/mods/65840
This mod is Voidwalker's work, modified and reproduced here in accordance with the permissions outlined on the page at the time of access (22nd of December, 2022).
File credits
Voidwalker, who did the original minigame bypass mod! https://www.nexusmods.com/newvegas/users/7397418
Donation Points system
This mod is not opted-in to receive Donation Points
Changelogs
Version 2.1
Fixed unhackable terminals not producing skill check messages.
Version 2.0
Refactored all the original code.
Added handling of objects with 'OnActivate' scripts, by activating the object following a successful unlock. (This is also more in line with vanilla lockpicking/hacking behavior.) This will fail if the 'OnActivate' script is REALLY picky and expects to be run on the object while its locked. If you run into one of these situations, please put in a bug report!
Added error messages for failed unlock attempts.
Replaced 'isKeyPressed' key detection with 'OnKeyDown' event-based key detection; reads config once at startup rather than 10 times a second all game.
Changed the bobby pin consumption skill check to be exactly twice the lock's skill level.
Version 1.1
Changed the bobby pin consumption to no longer occur if your skill level is twice that of the lock. (Or more accurately, 5/3 that of the lock for those interested in the exact number).
Look at a locked door/container/terminal and press Z (or any key of your choosing by modifying Config/MinigameBypass.ini) to perform a skill check to unlock it!
Lockpicking will consume a bobby pin, unless your skill is twice that of the lock level.
Messages are printed for failed unlock attempts.
Activates the object after picking (as with regular unlocking).
Added a keycode reference to the configuration file.
My motivation for this is that I think the minigames aren't really necessary. The real difficulty and satisfaction comes from planning, equipping, and building your character to deal with locks in the first place! Hence why I'd rather the bobby pins be guaranteed to be consumed too -- it just adds that little bit more to planning and equipping your character for lockpicking, and makes bobby pins a lot more rewarding when you know each one corresponds to a lock cracked open.
Afterall, which part of unlocking the high-skill safe was the most fun? The part where you put to use your last bobby pin, skill magazine, and coyote tobacco chew to just barely meet the skill level; or the part where you played a minigame, and reloaded because you broke the pick?