They can be found as loot wherever you can usually find vanilla lockpicks, and for sale at certain vendors. Skeleton Key: Quality 5.0, 50 Uses on average, Value 1000 gold Grandmaster's Lockpick: Quality 1.4, 25 Uses on average, Value 200 goldĥ. Master's Lockpick: Quality 1.3, 25 Uses on average, Value 100 goldĤ. Journeyman's Lockpick: Quality 1.1, 25 Uses on average, Value 50 goldģ. Apprentice's Lockpick: Quality 1.0, 25 Uses on average, Value 10 goldĢ. There are 5 different lockpicks (the stats shown here are the *default* settings, which are the same as in Morrowind - Quality and Average Number of Uses can be customized, however!):ġ. #LOCKPICK GUN VS HAND MOD#PLAYING THE MOD / INNER WORKINGS OF THE MOD:Īll lockpicks added to your inventory can be found in the Weapons section of your inventory, because you will equip them in order to use them. Open the console and type "player.additem 0000000A X", where X is the amount of lockpicks you want to add.Ĥ. It might be a good idea to check how many mod-added lockpicks you had, and add that amount via the console. After uninstalling, you won't have ANY vanilla lockpicks. In order to keep your Data folder and the subfolders clean, you should of course remove the other files from this mod as well. If you uninstall manually, be sure to remove the \menus\lockpick_menu.xml file, otherwise the lockpicking minigame will still be disabled. The easiest and cleanest way to uninstall this is to use BAIN or an Omod that way all components are removed from your game. Remove all mod-added lockpicks from your inventory before uninstallation (if you DON'T open the inventory afterwards, you can also already add the same amount of normal lockpicks back to your character with a console command, see below). Do NOT use Zumbs Lockpicking Mod together with this one! You'll have to make a decision which one you want to use. (If you use a Bashed Patch, you can put the mod wherever you want in your load order, as far as I know.) If you don't want to use Wrye Bash, then at least make sure that this mod loads after all the big overhauls you might have - otherwise you probably won't find the new lockpicks in the leveled lists. #LOCKPICK GUN VS HAND PATCH#This mod adds its items to leveled lists! You should tag the mod as Relev and rebuild your Bashed Patch if you're using Wrye Bash (which you really should download if you haven't done that yet, even though it's not required for this mod). You can also choose to turn this into an omod, or to use BAIN - it's up to you. #LOCKPICK GUN VS HAND ARCHIVE#Extract the archive to your Oblivion\Data folder and activate the plugin "Morrowind Lockpicking.esp". So even if you love Zumbs Lockpicking Mod, you might still want to try this out especially now that Morrowind Lockpicking is just as (or even more) customizable as Zumbs. My aim is to get an even more seamless, immersive and intuitive implementation of the system, and also to offer the possibility to *completely* recreate Morrowind's lockpicking system - while Zumbs Lockpicking Mod is, apart from the realtime aspect, actually not very similar to Morrowind, especially if you look at its inner workings.Īnother point is that Zumbs Lockpicking Mod has several bugs - not game-breaking or very noticable, but they can be avoided (for example, its crime detection system adds the bounty for lockpicking for each guard that sees you - if two guards see you, you get twice the bounty you'd normally get etc.). However, there are many things that are done very differently. Note: This mod is very similar to Zumbs Lockpicking Mod, and is in fact heavily inspired by it. The formula for success is exactly the same as in Morrowind, and can be found further below in this readme. All of this can be adjusted in the INI file, so that you can reproduce Morrowind's system (each lockpick breaks after 25 uses) exactly, or take a completely different approach. After every lockpicking attempt, there will be a calculation whether the lockpick breaks or not (and the closer you get to X, the more likely it will be). Instead, every type of lockpick has an average lifespan of X uses. Unlike the vanilla lockpicks, my new lockpicks won't break if you fail to open a lock. They can be found in loot and for sale at certain vendors, just like the usual lockpicks (which get turned into the lowest quality lockpicks of my mod once they're in the player's inventory). It also features lockpicks of different quality, each with a unique texture. It gets rid of the lockpicking minigame and introduces Morrowind's realtime lockpicking system to Oblivion. Or have you never played Morrowind, but still want a better lockpicking system for Oblivion? Have you ever played Morrowind and thought "man, compared to Oblivion, this lockpicking system is much better!"? Or have you ever played Oblivion and thought "man, compared to Morrowind, this lockpicking system sucks!"? Playing the mod / inner workings of the mod
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