I was never entirely happy with how I did terminal Rebooting so I finally got around to making it chance based, just like with Forcing locks. Terminals are now "Flushed" and the chance is modified by Intelligence and Luck. Failure to Flush a terminal will cost Action Points unless you have the last rank of Hacker. I figured this was better and more convenient than using an arbitrary junk item as a requirement.
Note: While it only has an AP cost on failure, a certain amount of AP is required to attempt Flushing a terminal; 20 (Novice), 30 (Advanced), 40 (Expert), and 50 (Master). I'm iffy on this matter, so I'd appreciate feedback.
Excuse me, Mod Author, but is it possible to change the Force Lock/Flush button into something else other than 'r'? Because your mod seems to conflict with another mod I have installed: https://www.nexusmods.com/fallout4/mods/26171?tab=description
And i wondering... maybe you can help me. I've got a mod that lowering loot, and sometimes, there is nothing in locked boxes. But the game is showing "empty" and "Force lock" butons...
Do you think it is possible to replace the "empty" buton by the original buton (the level of the lock)?
Great mod Brad. I've really grown tired of all the minigames and much prefer character skill based lockpicking. This is exactly what I wanted. I really like how you thought about balance and added skill checks, chance for failure and AP cost. Thanks so much for this, it will be a permanent addition to my collection.
Mine is just not working. I thought it was because I was using LevelUpMenuEx, but even if I add more Locksmith perks via console commands, it still does not work. I don't really care about the hacking, but I do know that the "Force Lock" option is not showing up. I swear I had seen this feature before in-game, but it was not from this mod, but this is the only mod that has this feature shown publicly as a feature. This is pretty frustrating since I even checked the mod in FO4Edit and found no conflicts with this mod at all. I really don't know what's wrong.
EDIT: It seems I can only flush terminals, but not lock pick.
EDIT 2: Looks like it was Wasteland Imports. It also implements a "Force Lock" feature. I'll have to remove this mod. Endorsed, but I wish there was a version with only the "Flush Terminal" feature.
Hey man, I am having some strange behavior here that is probably not this mod's fault but for some reason whenever I get into combat or whip out my weapon the game constantly thinks I am picking locks and either awards me exp or removes a pin. I can't figure out how to fix it with the creation club or FO4edit cause I don't understand what triggers those scripts. How might I go about trying to fix this?
That is very strange. The only thing that activates the scripts is the player pressing R when looking at a terminal or lock, as that's how the perk functions.
I seem to have broken the mod. It works as intended with lockpicking only, I am able to force lock dependent on my ranks in Locksmith but not terminals, only when I have the mod uninstalled (either through NMM or manually). When I install the mod, I lose the ability to force locks, but gain the ability to force hack terminals.
I'm most interested in figuring out what went wrong and how to fix it.
See, I'm the other way around, It's so odd. I can flush terminals but no matter what I attempt, the popup will not occur for force picking locks. At max lockpicking skill and everything.
36 comments
I was never entirely happy with how I did terminal Rebooting so I finally got around to making it chance based, just like with Forcing locks. Terminals are now "Flushed" and the chance is modified by Intelligence and Luck. Failure to Flush a terminal will cost Action Points unless you have the last rank of Hacker. I figured this was better and more convenient than using an arbitrary junk item as a requirement.
Note: While it only has an AP cost on failure, a certain amount of AP is required to attempt Flushing a terminal; 20 (Novice), 30 (Advanced), 40 (Expert), and 50 (Master). I'm iffy on this matter, so I'd appreciate feedback.
... which also uses 'r' to implement its script.
And i wondering... maybe you can help me.
I've got a mod that lowering loot, and sometimes, there is nothing in locked boxes.
But the game is showing "empty" and "Force lock" butons...
Do you think it is possible to replace the "empty" buton by the original buton (the level of the lock)?
EDIT: It seems I can only flush terminals, but not lock pick.
EDIT 2: Looks like it was Wasteland Imports. It also implements a "Force Lock" feature. I'll have to remove this mod. Endorsed, but I wish there was a version with only the "Flush Terminal" feature.
I'm most interested in figuring out what went wrong and how to fix it.
Excellent work, thanks so much