This page was last updated on 13 April 2024, 4:41PM
Changelogs
Version 2.2.1
Added a more flexible workaround to issues with certain widgets not appearing with iWant Widgets NG
Fixed lock variant code to work with iWant Widgets NG (hopefully for real this time, let me know if anything still isn't working properly for you)
Added a safety control for widget visibility to prevent them sometimes wandering onto the screen when first loaded
Re-packed the base texture files without mipmaps to save some space and possibly avoid some reported issues with loading those
Version 2.2
Fixed an issue that was preventing many of the sprites from showing when using iWantWidgets NG. Let me know if you're still seeing any problems!
Added tentative workarounds that will hopefully let this mod work with iHUD and other mods that hide interface elements.
Altered MCM backend to use PapyrusUtil instead of FISSES for smoother auto-saving of settings. FISSES is no longer required in any capacity; if you have PapyrusUtil and enable auto-save, settings will now be automatically loaded when you start a new game without even having to open the menu. (If you previously had saved settings, you will need to re-select your preferred settings once.)
Version 2.1.1
Tiny change so you won't automatically sheathe your weapon at the start of this mod's minigame (shoutout to my bound weapons & Atronach sign character, who really doesn't have the magicka to re-cast bound sword after every lock)
That's it; should be safe to update anytime!
Version 2.1
Corrected handling of how many pins stay up when breaking a pick (pins always fall at skill level 0, one pin doesn't fall at skill level 25, etc up to four pins don't fall at skill level 100)
Added a MCM option to drop pins randomly when breaking a pick instead of always dropping the easiest pins
Version 2.0
Reworked portions of the minigame script to hopefully reduce issues around minigame startup and widgets ending up at unusual transparencies
Added support for lock variations by container/door model and location keyword, plus regular lockpick vs skeleton key; this base mod does not add such variations itself, you will need a texture pack that supports it to use the feature
Added a simple lockpick breaking animation
Added auto-attempt difficulty as part of the minigame interface instead of as a message
The "alternate" backend is now on and fade is now off by default; this can still be changed in the MCM, of course
Version 1.0.4
Merged controller test handling change; if you use a controller, try out the default backend and let me know if anything breaks still!
Added an option to configure screen size ratios (default 16:9) to allow resizing the minigame for other aspect ratios / unusual display setups
Added an option to not automatically open containers and doors when unlocking (so you can manually choose whether to open them or not)
Tinkered with widget initialization; hopefully the minigame should pop up a bit faster most of the time and widgets should be less likely to be mysteriously invisible due to load issues
Cropped empty space from some widgets to reduce file size & load times
Added a set of 'background' texture files which will be rendered behind the lock, pin, pick, and spring widgets; these are empty by default but could for example be used to add a wooden backdrop for the lock
Version 1.0.3
Picks now automatically stay in the same position after breaking, as I felt it was getting annoying and didn't really add anything to have to move the picks back to the tumbler you were trying
Lockpick start sound now plays when using the alternate backend
Added a level / experience display meter to the bottom of the minigame
Added a setting to use the new minigame only for locks above a certain level and to fall back to the default minigame otherwise
Script change which hopefully avoids crashing outright and instead shows a message when the default backend is used with a controller-- though I don't actually have a controller to test it, so let me know if I accidentally broke everything
(The alternate backend is still the best way to get the minigame working when using a controller)
Version 1.0.2
Adjusted difficulty and timings (slow and fast pin timings are now closer together and it's less immediately obvious whether a pin is fast or slow)
Indicator sound for slow pins retimed
Added an option to display all tumblers but have some set already for simpler locks
Added an alternate style of starting up the minigame which may work more smoothly (especially for those using controllers) -- this alternate style will generally not work correctly with mods that add another option on activating a locked object, like Simply Knock
Version 1.0.1
Mod should now fail slightly more gracefully if the widget library isn't loaded
Added some safety checks that should hopefully prevent crashes for folks using controllers; try it out and let me know if you're still having problems!