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Destructor36

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destructor36

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About this mod

Lockpicking requirements gate your ability to access loot. Un/Lock spells and lock smashing provide alternatives, but with greater limitations to reward specialization in Lockpicking.

Requirements
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Translations
  • Mandarin
Changelogs
Lockpicking Requirements, Lock Smashing, and Un/Lock Spells


Lockpicking requirements gate your ability to access loot. Un/Lock spells and lock smashing provide alternatives, but with greater limitations to reward specialization in Lockpicking.

  • Locks have Lockpicking skill or perk requirements based on their level. By default, locks of a given level will require their respective perk from the lockpicking tree. These have been adjusted to be acquirable at lower levels: 15/30/45/60/75. The perk requirement can be toggled off in the menu to just use skill level, and the level each tier of lock requires is fully configurable.
  • New Un/Lock spells open or create locks based on Alteration skill, including touch-range spells which are silent and ranged spells which cause noise on impact. Requirement levels from Novice to Master by default: 20/40/60/80/100 (configurable). These work like they did in Morrowind and Oblivion: you cast them at the container or door and don't need to activate it after, no pop up menu like when using the Tower Standing Stone ability.
  • You can smash locks with a power attack, depending on your weapon skill. Requirement levels from Novice to Master by default: 25/50/75/100/120 (configurable).
  • Each approach to opening locks levels the appropriate skill.
  • Level requirements are fully configurable, but are balanced out of the box to encourage training & specialization. Lockpicking as the most-specialized skill has the lowest requirements, lock smashing as the least-specialized has the highest. Master-level locks fall outside the level cap for one-handed/two-handed weapons, so will only be unlockable with picks or magic. Only Master-level Alteration mages will be able to open Master-level locks. Characters who have invested in Lockpicking will be able to open Master-level locks with just Expert-level Lockpicking skills.
  • If using my Skills mod, your Lockpicking skill will start at 10, below the level requirement of 15 needed to pick locks and train the skill, unless you have a racial bonus to Lockpicking (Argonian, Khajiit, Wood Elf, and Nord). You'll need to find a trainer, skill book, or fortification potion to get started, creating a new early game milestone for thief characters. The skill limit is configurable if you don't like this dynamic.
  • Staffs and scrolls that will open locks of up to Adept level can be found and purchased, as a backup for characters who don't want to invest in any of these skills.
  • Breaking a lockpick will now cause a noise. The first tier of the vanilla Quick Hands perk now makes breaking a lockpick silent, while the second tier has its original function of letting you pick locks in the open without getting detected. This creates a greater sense of progression for lockpicking. This will require a patch for any mods that edit Quick Hands, but does not actually edit the structure of the perk tree.
  • Being witnessed breaking a lock will give you a bounty equivalent to trespassing, unless you are the lock owner or the owner is your ally.


Requirements

Compatibility and Troubleshooting
  • No known unexpected incompatibilities. Don't use alongside other mods adding similar features.
  • Flagged as ESL


The mod suite
This mod was originally created as part of a large gameplay mechanics expansion mod that was designed to expand on under-used systems in Skyrim, bring back features from Morrowind and Oblivion, and implement features in a non-player-centric way to let NPCs use them. It's now standalone, but will play well with and have a similar design aesthetic as these mods that were also part of that suite:


My mods