The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

35 ratings
Randomized Lockpicking
Category: Gameplay
File Size
0.418 MB
Mar 17, 2012 @ 5:26pm
Jun 18, 2015 @ 3:10pm
8 Change Notes ( view )

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Randomized Lockpicking

This mod replaces the lockpicking minigame with a random chance based on your lockpicking skill and the lock's level. The point of this mod is to make the lockpicking skill and its perks useful. This mod is completely configurable, allowing for the chance of success and xp gained to be changed to your liking.
All configuration is done by an MCM menu, so skyui is required.

Also on the skyrim nexus:

If you find a bug, kindly report it.

The formula used to determine if you succeed in picking a lock is simple, the base chance is increased if your lockpicking skill is greater than the lock's level, if you have the perk for the lock's level, if you have the quick hands perk, and if you have the locksmithing perk. The chance is decreased if the lock's level is greater than your lockpicking skill. Finally, the chance is multiplied by a configurable amount, and then a random value is obtained to see if you succeed in picking the lock.

XP is calculated in a similar manner, but is not random. The higher a lock's level is, the more XP is given. The default XP multiplier should be kept at a very small value for balanced leveling.

Other options:
A lock far enough above your lockpicking level is considered unpickable, you won't even attempt to pick the lock. A lock far enough below your level is considered to be too easy to be a challenge, and is guaranteed to be successfully picked. Lockpicking during combat can be enabled or disabled.

There are 3 different sounds that provide feedback as to what happened. When a pick breaks, you hear a pick breaking. When you pick the lock, you hear the lock being picked. If you activate a locked object and have no picks, you hear yourself trying to force the object open.

This mod is configured via an MCM menu. The mod can also be configured by manually changing the global variables, you can get a list of them with the command "help cjdLockpicking".

This mod operates through use of the perk entry points. If a mod requires its own script to run for a locked object, there is a potential for conflict. In the MCM menu there is a lockpicking mode option. Selecting menued for this option can provide compatibility for some mods.
Furthermore, this mod is made with the vanilla lockpicking perk tree in mind. While it makes no changes to perks or the perk trees, other mods that do can cause features to not work or not work as intended.

The default configuration probably isn't balanced.
Lock level and lockpicking level is in the context of novice, apprentice, adept, expert, master level, not the actual number.
You can change the lock levels with the command "setGS <option> <number>" (the <option> has to be in quotes), defaults listed below:

The number is what is used with lock and getlocklevel commands, with the default settings using the command "lock 43" on an object puts an Adept level lock on the object.

Sometimes the script can take a while to run, so be patient.
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Seraphine Jan 13 @ 10:38am 
good now port it over to xbox one lol
also waiting for something like bounty forgery mod on steam to get ported over to xbox one
cjdeakin  [author] Nov 6, 2016 @ 2:36pm 
cjdeakin  [author] Oct 29, 2016 @ 8:22pm 
I intend to port this mod over to Skyrim SE, no promises on when though. I've read that the SkyUI team is not going to port SkyUI to SE, which means there is no MCM menu. This means I will have to recreate the old configuration power. It isn't a hard thing to do, but it will take some time and I am currently rather busy with other things.
Doghman The Great Oct 29, 2016 @ 9:56am 
May you please update this mod for SSE? Thank you :)
Seraphine May 21, 2015 @ 6:18pm 
Ok thanks so much for snagging the problem and resolving it, Im sure others will like it aswell. :)
cjdeakin  [author] May 21, 2015 @ 2:35pm 
Ok, it now works, at least on a vanilla install with just skyui and skse. Uploaded the update. Also note that the configuration power has been removed so mcm is absolutely required. Let me know if you wanted that and I can add it back in.
Seraphine May 21, 2015 @ 10:33am 
Ok glad I gave you the heads up. :)
cjdeakin  [author] May 21, 2015 @ 10:24am 
Ok, so it is this mod that is causing the problem. I'm not sure how long it will take me to fix, but it should hopefully not take more than a few hours.
Seraphine May 20, 2015 @ 10:01pm 
No problem, It could be one of my mods interfering for all i know see if anyone else has the same problem.
cjdeakin  [author] May 20, 2015 @ 7:18pm 
Thank you for clarifying, I should have time to take a look tomorrow.