CptTripps2012 Posted June 1, 2021 Share Posted June 1, 2021 (edited) Hello! I am working on a new (and extensive) crafting system. One of the things I wanted to make was different quality lockpicks. The idea being that using higher quality lockpicks would give a skill bonus when picking a lock. Obviously, this will require changing the code for picking locks in the game. problem is, I can't find the code anywhere in the creation kit to edit. If anyone knows where I can find this, would be a big help! thanks! The idea (pseudocode): Function Pickalock{ //check for best lockpick curLockpick = GetBestLockpick() bonus = GetPickBonus(curLockpick) Difficulty = LockDifficulty - (Player.LockpickRank + bonus) //Check if Lockpick broke and remove correct lockpick if LockpickBroken(){ Player.curLockpick.count -= 1 } } Edited June 1, 2021 by CptTripps2012 Link to comment Share on other sites More sharing options...
IsharaMeradin Posted June 1, 2021 Share Posted June 1, 2021 The strength of the lock is exposed and can be modified via script.GetLockLevelSetLockLevel Lockpicks are found randomly in chests via three different leveled lists, but they all contain the same lockpick base.LItemLockPick25LItemLockPick75LItemLockPick100 This leads me to believe that Bethesda wanted to do a tiered lockpick system but ended up going with a single lockpick and just improving the chances via perks. The various perks use the following entry points:Modify Lockpick Level AllowedModify Lockpick Sweet SpotModify Lockpicking Crime ChanceModify Lockpicking Key Reward Chance What you could do, instead of relying on the perk tree alone, is require the player to obtain and carry the correct level of pick before the perk can actually be applied. Higher level picks could be made to be valid for lower level perks. And of course, no picks, no perks applied. That is just an idea, you'd need to play around with it to see if something can work. Link to comment Share on other sites More sharing options...
CptTripps2012 Posted June 4, 2021 Author Share Posted June 4, 2021 The strength of the lock is exposed and can be modified via script.GetLockLevelSetLockLevel Lockpicks are found randomly in chests via three different leveled lists, but they all contain the same lockpick base. Hmmm.... So no way to choose which item is lost during the lockpick minigame. bummer. I guess it's a dead end then. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted June 4, 2021 Share Posted June 4, 2021 Not to my knowledge. But you could always use SKSE to register for the lockpick menu. If a regular pick is removed while the menu is up, put it back and remove the correct one. But how to get the game to visually and actually use your different lockpicks, I have no idea. There is a way because the Skeleton Key gets used over regular picks. I just don't know what that might be. Link to comment Share on other sites More sharing options...
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