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Alystin

Uploaded by

angleae

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About this mod

This mod allows the player to bypass they lockpicking and hacking minigames through a menu shown whenever a locked terminal, container, or door is activated. Simply press the desired action and a script determines success or failure.

Permissions and credits
Beta 8.3
Hardcoded vanilla & point lookout terminals into the script. Now the script will detect if you have the password for those terminals (and only FO3 vanilla/Point Lookout). Obviously, Point Lookout is now required.

Beta 8.2
Altered perk selection menu at beginning to pop-up after you have talked to Amata in your bedroom (it was having a problem with the chargen menus).

Beta 8.1
Oops, corrected doors/terminals not auto-opening after successful pick/hack.

Beta 8
Replaced formulas with the ones developed in FWE (I was never really cared for mine and intended to get back to them)
Minor script tweaks
Added choice at startup to choose between both lockpicking & hacking, lockpicking only, hacking only, and none (intended for FWE inclusion)

Beta 7
Now correctly detects keys for transition doors (going from inside to outside) when the "locked" door is on the other side.

Beta 6
Added support for the RobCo computer widget
Added XP rewards for successful lockpicking and hacking

(Formerly Skill Based Hacking & Picking)
(FOSE required for beta 5 but not beta 2, beta 2 does not have key detection)
This mod allows the player to bypass they lockpicking and hacking minigames through a menu shown whenever a locked
terminal, container, or door is activated. Simply press the desired action and a script determines success or failure.
(the bottom option is the default action and can bring up the minigame)

Curently there is no way to determine if a player has the correct password to unlock a terminal, as such you will
have to keep track of your passwords (FOSE team is aware of this).

Base chance of success (Pick/Hack) = ((( skill - square root (skill) ) * 2.25 ) - lock level )(Maximum of 95, Minimum of 5)

If lockpicking results in a failure it rolls for success again, if a 2nd failure results, your bobby pin breaks.
If hacking results in a failure it rolls for success again, if a 2nd failure results, the terminal is locked out.

You can only pick/hack a lock equal to twice you skill or less.

If the base chance is above 100 (by formula, marked with *) there is no chance of terminal lockout.

Having the infiltrator perk will give no bonus but will prevent bobby pin breakage.
Having the computer whiz perk will give no bonus but will prevent terminal lockout.

Base chance of forcing locks = (strength * 5 + weapon bonus) (lead pipe +5, tire iron +10, sledgehammer +20, super sledge/tenderizer +25)

If force lock attempt fails it rolls for success again, if the 2nd roll is greater than half the lock level the door is jammed.

To uninstall: bring up the console, type "startquest zremoveperk" (without the quotes), wait about 5 seconds then go into your perks and
make sure the perks lockpicking and computer hacking aren't on your list of perks (they will be at the very bottom)

TO DO List:
wait on FOSE to finish GetOpenKey or create GetPassword to determine password needed for locked terminals
re-tweak formula (I'll probably never be happy with them)
possibly insert a wait time of a couple seconds between button selection and unlock
possibly put in sound effects (locks picking, keyboard tapping, chime for success, buzzer for failure, etc)

Forum Link: http://www.bethsoft.com/bgsforums/index.php?showtopic=932672&hl=

To remove one part of the mod (pick+force or hacking) open the console and type:
(note: replace xx with appropriate number for where the mod is in your load order)
player.removeperk xx000ea6 (for pick+force)
or
player.removeperk xx000eb4 (for hacking)


Forum thread: http://www.bethsoft.com/bgsforums/index.php?showtopic=934185&hl=