Will58448 Posted February 27, 2018 Share Posted February 27, 2018 Every rank of the Locksmith perk adds 0.10 to 'Mod Auto Lockpicking Chance'. Does anyone know what this actually does? If anything? Link to comment Share on other sites More sharing options...
FlashyJoer Posted February 27, 2018 Share Posted February 27, 2018 Its quite evident. It adds (mod = modify) 0.10 to the total for the lockpicking chances, which range from 0.0 to 1.0 (0 to 100). Link to comment Share on other sites More sharing options...
JackRob Posted February 27, 2018 Share Posted February 27, 2018 (edited) Its likely leftover from the "auto-attempt"/"Force Lock" feature that's been present in previous games like Oblivion and Fallout 3/NV, and no longer has any real effects since they scrapped the feature for lockpicking in Fallout 4. Edited February 27, 2018 by JackRob Link to comment Share on other sites More sharing options...
FlashyJoer Posted February 27, 2018 Share Posted February 27, 2018 (edited) It is not a 'leftover'. It is the actual perk that allows you to pick locks on basic, advanced, expert and master locks. Each level of the perk modifies the value for base chance to unlock successfully - ie, makes the sweet spot a little larger. Upon investigation of this in the CK, it appears that you may in fact be correct. The sweet spot has its own actor value and the level of the lock is determined by a value on gates. Very strange but then this is Beth we are talking about... Edited February 27, 2018 by joerqc Link to comment Share on other sites More sharing options...
Will58448 Posted February 27, 2018 Author Share Posted February 27, 2018 Yeah I wondered if it might have been remains of a scrapped feature, seeing as past games had an option to force the lock like you said. Cheers for reply. Just thought I'd double check before deleting it. Link to comment Share on other sites More sharing options...
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