A variety of essential features for handling locks, and thief oriented character features. SKSE FREE 100% Compatible with Chesko's "Simply Knock" 100% Compatible with my "Simpler Knock" 100% COMPATIBLE with all PERKS OVERHAUL (ordinator and such) No latency SCRIPT
-Moved script execution from perk to magic effect for better control.
-Improved theft detection using GetItemCount() before and after interaction.
-Added support for checking stolen items via FormList (aaaBumpkeyTest).
-NPCs now react with a voiced "Hey!" when bumped into.
-Theft alarm (SendStealAlarm()) now triggers only if the player steals and moves away.
-Fixed SendStealAlarm() by referencing a hidden object.
- IsSmallBump condition detection removed to improve activation while sprinting. Condition still remains 90 in pickpocket, sprinting and activate the actor (not hostile towards the player).
- Refined logic to prevent false alarms and improve NPC responses.
Version 2.4
- The MCM menu is back!
- Improved over all quality and performance of all scripts.
- The Pilfer Ability conditions have been fixed and simplified. Now the ability work as was intended, the skill requirement for pilfer has been increased to 85 in PickPocketing. But now has a 100% success rate.
- When bashing a lock, there were some inconsistencies with the way the possibility of bashing was activated. Causing some occasional "Not working" scenario. Now all should be fixed.
- Removed cell edits, the book of the analog menu is added directly from the Alias, removed all unused objects. Again, there are plenty of mods that let you drop quest items.
Version 2.3
- A conflict with the mod "ward functionality extended" will occur when using the ward spell to block, now will work as intended.
- The book added to the player is now a quest item cannot be dropped and weights nothing.
Version 2.2
- Removed the apprentice lockpick block, i realized it was too much difficult skill up properly with it.
- Modified the smash lock feature, to be able to smash a lock you must be blocking, not in combat, and bash (weapon bash) it with a mace or warhammer.
- Updated conditions to make sure the npc that reports your smashed lock is not a friendly npc or a follower.
- Added flagged .esl file.
Version 2.1a
-removed a wrong perk condition
Version 2.1
- You won't receive anymore 2 menu books of "lockpicking is essential" at the start of the game when the mod starts
- The alias filling of the closest actor who spots you if you break a lock has been improved, should work in a more realistic way.
- Now to break a lock you have to use a power attack wich is much louder.
- Now also activating a lock targets a potential breakable lock. (basically to target a breakable lock you dont have to equip or unequip blunt weapon anymore, is enough to activate the lock, familiarize with this using the quest marker)
Version 2.0
- New save required
- Now SKSE free
- A message menu can be found reading the book "Lockpicking is essential" the book is added to the player starting a new game. Everything is editable.
- A new feature added, "Pilfer". If you have 50+ Pickpocket you will be able to deliberatly "bump" in the prey to steal from. By running towards an actor(not essential) and activate it will make him/her falling to the ground and there is a 15% chanche that you get the chance to pickpocket all the valuables plus weapons, BUT there is also a 75% that you just throw him/her to the ground. BEWARE this action is kind of rude and violent, leaving the targeted actor is offensive and you will get charged for assault, staying and caring will give you the chance to apologize and nothing will happen.
Try this new feature and tell me what you think!
Version 1.8
- Reworked the crime system script to ground up, guards, and lock owners will arrest you if you get detected (sound and sight) while breaking a lock.
- To smash a lock now you need to equip a mace or a warhammer to locate your target lock, this can be pointed by a quest marker (can be disabled in the mcm)
removed the .esl version untill i'm 100% sure this version works.
A save without the mod activated is required to update or a new save.
Version 1.7a
- Corrected some condition function, my bad.
- Some other minor fixes to scripts.
Version 1.7
- Added MCM menu
- Added .ESL version
Version 1.6a
- 1.6A uses LOCKPICKING SKILL dependency on accessing to lockpicking UI instead of perks. If you are using ordinator like perks overhauls.
Version 1.6
- Build the foundation of Tweaking system check the sticky to Auto-tweak this mod. What can be tweaked:
You can turn on/off the crime system
You can turn on/off the perk wall to access to lockpicking UI
You can turn on/off the activation block when sneaking if you don't have the proper perk
You can turn on/off the ability of seeing the level of the lock if you don't have the proper perk
You can turn on/off Mace or Warhammer (or both if you don't like bashing) Bash open lock.
You can edit the Smashing ability curve by working on percentage. This is the formula (0.635 * Game.Getplayer().GetActorValue("OneHanded/TwoHanded") + Game.GetPlayer().GetLevel() * aaaCrushAbilityFloat.GetValue().
aaaCrushAbilityFloat is a Global variable Float that is 1.0 that is like 100% By editing to 0.5 you slow the growth of the abilty by half and by editing 1.5 you increase it by 50% and so on. For example I'm level 20 and i have 80 in One handed skill so let's say i have halved the crushabilityfloat (0.5)
0.635 * 80 + 20 * 0.5 = 35.4 (So i might surely open Novice, Apprentice and maybe some Adept locks)
- Corrected some conflicts with Unlock Spell Staff and Scroll and viceversa
- Corrected Apprentice Sneak activation block wich missed a condition
Version 1.5
- SKSE is now needed to scan doors property.
- Redone completely the Bashing lock script. There where inconsistencies wich i fixed. But i also added the Crime system. Now if you bash a lock that isn't yours and you get witnessed you will get a bounty and arrested if guards are nearby. All this work with vanilla system and also in Bruma.
- To properly update, disable the .esp in the manager, make a save without the mod, reactivate, and zone in another cell and you are done!
Version 1.4
-A new update.
The compatibility with simply knock was very clunky due to SK being a little intrusive in the sistem of lockpicking. But i managed to find the code to seemingsly put this mod on it without breaking the immersion feeling.
The result is the same of before but is more stable and less incline of spam bugs or overall still the chance of opening that f***ing Lockpicking UI.
Let me know about it in the comments!
This update should work on a existing save!
Version 1.3a
-Corrected an error of mine. Didn't Unblocked the activation of locks. Sorry my mistake.
Version 1.3
Reworked the mod from ground up:
-Still completely SKSE FREE also VR compatibile.
-REAL Unlock BASH with standing power attack on the lock. Weapons who breaks locks are maces and warhammers. The formula is this 0.63*1h(or 2h)skill+player level. (You will start opening expert locks at least at level 25 or more, and crush master locks near 38. Then with legendary you will always go back a little but the more you level the more you won't need the skill)
- 100% compatible with Chesko's simply knock. Works wonderful as immersion with my mod.
- As always novice locks are lockpickable from the start, but i made that if you don't have the relative perk (from apprentice and so on) you will not get in the UI the level of the lock. Substantially i wanted to be "Lockpick" a skill in wich the player if is proficient should be able to detect also the skill of the lock etc.
Version 1.2
Version 1.2
-I've removed the open lock spells. And created a standalone mod. The mod is "Unlock spell, staff and scroll" check it out here on the nexus!
-Broking locks and lockpicking had some issues in living together, now they should work fine.
-Various fixes
Version 1.1
Two relevant fixes
-While before at any distance by commanding a follower you could open wi-fi a door now to open the door with your hand you need to be in the activation button distance from the lock.
-This will permit to follower to ask them to open the lock (a vanilla funcionality restored).
-Corrected the condition in which if you had more than 1 of the same Key the lock would not use relevant key (The condition was GetKey == 1, changed to GetKey == True)
100% Compatible with Chesko's "Simply Knock" 100% Compatible with my "Simpler Knock" 100% COMPATIBLE with all PERKS OVERHAUL (ordinator and such)
Lock picking is a too much inflactioned skill in Skyrim, should be a prerogative of thieves character not a closed road to anyone who wants to open a lock.
Also being able to being unseen as you pick a lock or being capable to recognize the level of the lock.
This doesn't mean that a lock is a mountain you cannot climb, a good hit on a lock should do the trick to break the mechanism.
This mod modifies that by changing lock picking features and adding variants.
-Now "Lock picking" the relative level lock will REQUIRE the relative level (beside novice locks), this "restriction" revalue "Pickpocket" skill, if you don't have the skill you will need the Key, this makes more sense than being capable of opening a master lock at level 25, also if you don't have the relative skill you will not be capable to see which level the lock is.
-Sneaking without the relative skill of the lock on the door in crosshair will block activation for lock picking. Learning to pick a lock without other seeing you should be the basis of burglary.
-Until you have the relative lock picking skill, you cannot see the skill level of a locked door. Did you remember that lock you couldn't open?
-For those brute out there, REAL bash open locks. Only maces and war hammers can crush locks (made sense for me, since an edged weapon will ruin the edge). The formula is this: 0.63*1h (or 2h)skill+player level. (You will start opening expert locks at least at level 25 or more, and crush master locks near 38. Then with legendary you will always go back a little, but the more you level, the more you won't need the skill). This can be changed in the script directly. Increasing the 0.63 value will increase exponentially the locks you can open. Decrease it to increase difficulty.
- As of 1.5v CRIME SYSTEM ADDED. Crushing a lock will give a proper alarm and bounty if caught in the crime.
- As of 2.0 "Pilfer" ability added: If you have 85+ Pickpocket, you will be able to deliberately "bump" in the prey to steal from. By running towards an actor (out of combat) and activate it will make him/her falling to the ground. BEWARE this action is kind of rude and violent, leaving(+250 units away) the targeted actor is offensive, and you will get charged for assault, staying close to the victim will give you the chance to apologize and nothing will happen.
Holding the specific key who opens the lock will have priority on all kinds of Lock picking features. You can have finally your PURE WARRIOR - THIEF Lock picking experience!
The mod activates at the changed location. No boring menu's involved. NO HEAVY SCRIPTING (no latency scripting), INTEGRATED IN VANILLA UI. THE MOD IS ESSENTIAL, check the weight of this mod!
SKSE FREE
The mod can be installed and removed without issues or save games corruption. (always Save your game before adding a mod)
Installing procedure: Use your favorite mod manager or put the files in the Data folder of SSE.