New Features - Sneaking options: Introduced separate settings for lockpicking actions when the character to lockpick is sneaking/hiding. This includes individual options for containers, doors, and owned locks. They are all enabled by default.
Fixes and Improvements - Actions consumed in combat: 1.0.0 resolved an issue where action points were unintentionally consumed while using the mod in combat or turn-based mode. Sorry about that! - 1.1.0 addressed more edge cases in turn-based mode. Lockpicking during turn-based mode was left as a manual action by design. - 1.1.1 addressed an issue where interacting with locks that your party has the key for would inadvertently initiate a lockpicking attempt. You should also not have any issues with combat or other side-effects anymore at all. - 1.1.2 is a maintenance update that adds Volition Cabinet as dependency (adds config reload command, improves config parsing robustness, etc) and bumps required SE version.
Implementation is still shitty, sometimes you'll need to interact twice, but it should just work fine most of the time.
Is there any alternative or working version of "Use Best Sleight of Hand"? That mod hasn't been updated since late 2023, and I just tested it... It doesn't work.
So for me this only seems to apply when I am controlling Tav. Any other character it doesn't work. I don't see an option to change that, I thought it might be a setting. Do you have any idea why that might be?
Seems to be working for me. I noticed that I had to have lockpicks on the character I'm using, magic pockets doesn't seem to work. I do have the picks stuffed inside a the bag full of bags mod gear bag and that still works at least. Sometimes I do have to click twice though and sometimes the interface is just delayed. Delay could just be from slowly killing my game with mod overload though.
is the mod supposed to make it so when you click a locked door/chest it pulls up the lockpicking roll? if so it works after i click a locked chest twice but not on doors
idk if you still care but from the last line of the pinned thread >Implementation is still shitty, sometimes you'll need to interact twice, but it should just work fine most of the time. that and the lockpicks on character the person above mentioned seem to be the only defects I've come across.
The only thing that this mod needs is the ability to read other party member inventories and items within (modded?) containers.
I have a "Gear" bag that I keep all my lockpicks/disarming tools within. And I typically have my strongest character carry it.
If this mod could do checks for these two conditions, that would be wonderful. As it is, keeping lockpicking tools on my "exploration" character is really counterintuitive to my normal playstyle.
For people who's exploration character _IS_ their strongest character, this is probably not as much of a deal, however, your exploration character is always going to be full of loot, so being able to keep your tools in a bag/container would still be a major improvement.
I think i finally understood how this mod works. I wasn't understanding why sometimes it was working and sometimes not To make it work, the controlled character must have lockpicking tools in is own inventory. Is it possible to make it work even if those tools are in anyone else's inventory?
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New Features
- Sneaking options: Introduced separate settings for lockpicking actions when the character to lockpick is sneaking/hiding. This includes individual options for containers, doors, and owned locks. They are all enabled by default.
Fixes and Improvements
- Actions consumed in combat: 1.0.0 resolved an issue where action points were unintentionally consumed while using the mod in combat or turn-based mode. Sorry about that!
- 1.1.0 addressed more edge cases in turn-based mode. Lockpicking during turn-based mode was left as a manual action by design.
- 1.1.1 addressed an issue where interacting with locks that your party has the key for would inadvertently initiate a lockpicking attempt. You should also not have any issues with combat or other side-effects anymore at all.
- 1.1.2 is a maintenance update that adds Volition Cabinet as dependency (adds config reload command, improves config parsing robustness, etc) and bumps required SE version.
Implementation is still shitty, sometimes you'll need to interact twice, but it should just work fine most of the time.
>Implementation is still shitty, sometimes you'll need to interact twice, but it should just work fine most of the time.
that and the lockpicks on character the person above mentioned seem to be the only defects I've come across.
https://www.nexusmods.com/baldursgate3/mods/6402
I have a "Gear" bag that I keep all my lockpicks/disarming tools within. And I typically have my strongest character carry it.
If this mod could do checks for these two conditions, that would be wonderful. As it is, keeping lockpicking tools on my "exploration" character is really counterintuitive to my normal playstyle.
For people who's exploration character _IS_ their strongest character, this is probably not as much of a deal, however, your exploration character is always going to be full of loot, so being able to keep your tools in a bag/container would still be a major improvement.
To make it work, the controlled character must have lockpicking tools in is own inventory.
Is it possible to make it work even if those tools are in anyone else's inventory?