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Lockpicking Overhaul
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Category: Gameplay
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0.166 MB
Nov 5, 2012 @ 7:50am
Jan 5, 2013 @ 5:01pm
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Description
Prefer Nexus? Get the mod here:
http://skyrim.nexusmods.com/mods/22950

In vanilla Skyrim, the lockpicking skill is pretty useless. I can pick a master lock at level 1 with enough patience and lockpicks. The only point in going to 100 lockpicking is to make the whole frustrating process slightly less annoying. This mod changes that. At lower skill levels, you will be unable to pick high level locks. You will also have a very low chance of picking low level locks - you are extremely likely to break 5 or 6 lockpicks just on a novice lock. As your skill increases, higher level locks become pickable, and lower level locks become significantly easier to pick.

Lock Destroying
If you have the relevant perks, you can use iron or steel daggers to break a lock (with a 100% chance to be unlocked), but the weapon will be destroyed in the process. This does not work on Master level locks

Lock Forcing
You can attempt to pick locks which you do not have the prerequisite skill level for, but your chance to pick is halved, and if you fail the lock will become damaged and be harder to pick next time (Novice level locks will become apprentice, etc). Does not work on Master locks.

Lock Melting
Instantly bypass any lock (even Master) at level 1 (no perks required). The downside to this approach is that the Acid required to melt locks can only be crafted, and the materials are somewhat rare. You need some Frostbite Venom and some Fire Salts, and a cooking pot.

Pseudo-Random Distribution
Lockpicking Overhaul uses an optional PRD system to determine pick chances. The aim of this system is to improve the randomness algorithm by preventing long lucky and unlucky streaks. This is done on a per-lock basis, and works by starting off with a lower base chance than what is shown in the corner. As pick attempts fail, the chance increases until either the lock is picked or it reaches 100%. It is reset with every new lock. This feature is off by default, and can be turned on using the configuration book or the MCM menu.
19 Comments
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Steve Remington  [author] Jun 4 @ 4:49am 
Also, the reason it gets harder to pick is because you have actually damaged the internal mechanism, meaning the lock is more difficult to turn. A bit counter intuitive, i'll admit, but it kinda makes sense and gives a penalty for taking a risk
Steve Remington  [author] Jun 4 @ 4:48am 
Zarty, the Nexus version has lock bashing.
Kongen af Swag May 27 @ 1:33pm 
Best lock mod there is right now. Seriously underrated! If you're open to suggestions, I would like some way to bash locks in, if that's possible to balance. You could base it off one-handed and two-handed, I've seen it done in another mod on nexus but it's gone now. (Bashing probably shouldn't be usable on higher-level locks though.) You could make it alert everyone nearby to balance it out a bit and make it realistic. Perhaps, like it's been previously suggested, it should have a chance to destroy loot in containers.
^Perhaps all that is better for a standalone, if you actually decide to make it. Anyway, this mod is awesome as it is.

On a side note, may I suggest the consequences of Lock Forcing be reset after some time? It seems weird that a lock automatically gets improved by being repeatedly attempted. Unless the explanation is that people replace it with a better lock. I don't know how lockpicking works in real life, but it seems a little strange.
Mr.Shaggnificent Jan 17 @ 1:00pm 
The "lock destroy" piece would be very cool for non thief classes. like in D&D if your strength was high enough you could just smash doors. maybe there could be a chance to destroy some loot if it's used on chests.

@corrupted minds:
on the first window when you start the game, the "data files" option.
funfight22 Jul 8, 2013 @ 1:11pm 
I think Dissidify means if two doors use the same key, like key A opens two different doors, if you pick one of those doors, because they both use the same lock, for a time you should pick the other door easier or instantly.
Baron Porkface Feb 2, 2013 @ 4:31pm 
Could you make it so that keys are way harder to steal to make the key perk more useful?
Steve Remington  [author] Dec 16, 2012 @ 4:16am 
OK The newest version is now up on steam (3.42 on nexus). Bugs mentioned should now be fixed
Graeme- Coarse Gentleman Dec 9, 2012 @ 10:44am 
@generalhappypie, I had to unsubscribe because of a similar issue where no doors or chests would open unless I spammed E.
[HHoD] GeneralHappyPie Dec 8, 2012 @ 4:15pm 
Just curious. Has anyone encountered an issue with this mod where the ingame keys for doors and chests stop working? I can have the key in my inventory, try to open the door and nothing happens. I'm having to console all the stuff that requires 'keys' at the moment...
Angry Nov 11, 2012 @ 1:04pm 
I really like this mod too. I do have a suggestion though. Perhaps you could improve the "lock destroying" concept. In my opinion, that seems like it should be more of a smithing perk than a lockpicking perk, because it doesn't give lockpicking xp. I think that the lockpicking tree should give options that makes "legit" lockpicking easier while smithing options would create ways to avoid picking a lock completely.