Morrowind Lockpicking at Oblivion Nexus. MORROWIND LOCKPICKING v. Fearabbitrequires OBSE 0.
Contents: 1. Description. Installation. 3. Uninstallation. Playing the mod / inner workings of the mod- 4.
This mod changes the overall height of the various races and beasts in Skyrim. It also takes into account the gender of each race and beast, which means Males are. Children + Soul Gems is an add-on for SexLab Hentai Pregnancy that allows players and NPCs to have children and/or produce soul gems at the end of the pregnancy period. Nexus Mod Manager - Release Notes (and download links) - posted in Open Beta Feedback: I am going to use this post to announce new versions of NMM, including what has.
The Gift is a quest available in The Elder Scrolls V: Dawnguard. It can be obtained from. MOD-Morrowind. 'I recently downloaded Morrowind Graphics Extender and unpacked it to the Bethesda.' ยท 'd3dx9_30.dll is a DirectX file. Update your DirectX, it. MORROWIND LOCKPICKING v3.0 ===== by Fearabbit requires OBSE 0017 or newer! Contents: 1. Description 2. Installation 3. Uninstallation. This page is currently being rewritten as part of the Skyrim Quest Redesign Project. The page is being rewritten and checked in several stages.
Basic information- 4. The Chance- to- break system- 4. Lockpicks and Loot- 4.
Miscellaneous notes of possible interest. Credits. 6. Changelog. DESCRIPTION: Have you ever played Morrowind and thought "man, compared to Oblivion, this lockpicking system is much better!"? Or have you ever played Oblivion and thought "man, compared to Morrowind, this lockpicking system sucks!"? Or have you never played Morrowind, but still want a better lockpicking system for Oblivion?
Morrowind Uninstallation Software
Then this mod is for you. It gets rid of the lockpicking minigame and introduces Morrowind's realtime lockpicking system to Oblivion. It also features lockpicks of different quality, each with a unique texture. They can be found in loot and for sale at certain vendors, just like the usual lockpicks (which get turned into the lowest quality lockpicks of my mod once they're in the player's inventory). Unlike the vanilla lockpicks, my new lockpicks won't break if you fail to open a lock. Instead, every type of lockpick has an average lifespan of X uses. After every lockpicking attempt, there will be a calculation whether the lockpick breaks or not (and the closer you get to X, the more likely it will be).
Morrowind Uninstallation Programs
All of this can be adjusted in the INI file, so that you can reproduce Morrowind's system (each lockpick breaks after 2. The formula for success is exactly the same as in Morrowind, and can be found further below in this readme.
Note: This mod is very similar to Zumbs Lockpicking Mod, and is in fact heavily inspired by it. However, there are many things that are done very differently. My aim is to get an even more seamless, immersive and intuitive implementation of the system, and also to offer the possibility to *completely* recreate Morrowind's lockpicking system - while Zumbs Lockpicking Mod is, apart from the realtime aspect, actually not very similar to Morrowind, especially if you look at its inner workings. Another point is that Zumbs Lockpicking Mod has several bugs - not game- breaking or very noticable, but they can be avoided (for example, its crime detection system adds the bounty for lockpicking for each guard that sees you - if two guards see you, you get twice the bounty you'd normally get etc.).
So even if you love Zumbs Lockpicking Mod, you might still want to try this out; especially now that Morrowind Lockpicking is just as (or even more) customizable as Zumbs. INSTALLATION: - Extract the archive to your Oblivion\Data folder and activate the plugin "Morrowind Lockpicking. You can also choose to turn this into an omod, or to use BAIN - it's up to you.- This mod adds its items to leveled lists! You should tag the mod as Relev and rebuild your Bashed Patch if you're using Wrye Bash (which you really should download if you haven't done that yet, even though it's not required for this mod).- If you don't want to use Wrye Bash, then at least make sure that this mod loads after all the big overhauls you might have - otherwise you probably won't find the new lockpicks in the leveled lists.
If you use a Bashed Patch, you can put the mod wherever you want in your load order, as far as I know.)- Do NOT use Zumbs Lockpicking Mod together with this one! You'll have to make a decision which one you want to use.
Psymon I'm looking at you)3. UNINSTALLATION: - Remove all mod- added lockpicks from your inventory before uninstallation (if you DON'T open the inventory afterwards, you can also already add the same amount of normal lockpicks back to your character with a console command, see below).- The easiest and cleanest way to uninstall this is to use BAIN or an Omod; that way all components are removed from your game.- If you uninstall manually, be sure to remove the \menus\lockpick_menu. In order to keep your Data folder and the subfolders clean, you should of course remove the other files from this mod as well.- After uninstalling, you won't have ANY vanilla lockpicks. It might be a good idea to check how many mod- added lockpicks you had, and add that amount via the console. Open the console and type "player. A X", where X is the amount of lockpicks you want to add. PLAYING THE MOD / INNER WORKINGS OF THE MOD: 4.
BASIC INFORMATIONAll lockpicks added to your inventory can be found in the Weapons section of your inventory, because you will equip them in order to use them. There are 5 different lockpicks (the stats shown here are the *default* settings, which are the same as in Morrowind - Quality and Average Number of Uses can be customized, however!): 1. Apprentice's Lockpick: Quality 1.
Uses on average, Value 1. Journeyman's Lockpick: Quality 1.
Uses on average, Value 5. Master's Lockpick: Quality 1. Uses on average, Value 1. Grandmaster's Lockpick: Quality 1.
Uses on average, Value 2. Skeleton Key: Quality 5.
Uses on average, Value 1. They can be found as loot wherever you can usually find vanilla lockpicks, and for sale at certain vendors. You will never find the Skeleton Key as generic loot or for sale. It will, however, not replace the vanilla Skeleton Key either. Currently you can find it somewhere in the game (the place is kinda obvious). I might add a quest for this in later versions. Ideas are welcome!
In order to make a lockpicking attempt, equip a lockpick and "attack" the container or door you want to open. If the container belongs to someone else, make sure that you aren't seen by any law- abiding NPCs within 1.
The lockpicking attempt takes as long as the animation is playing - during that time, you can't move your character. The chance of success is calculated with this formula: Chance = 1. Security + Agility/5 + Luck/1. Lockpick. Quality * ( 0. Fatigue. Percentage * 0. Lock. Level. Lock.
Level is the normal lock level, which ranges from 1 to 9. Depending on that value, the game shows the lock as being "Very Easy", "Easy" etc.) Fatigue. Percentage is your current Fatigue divided by your maximum Fatigue (which means that the effect of Fatigue ranges from 0. If your chance value is below or equal to 0, the message "Lock too complex" will appear - so unless you can still improve by regenerating your Fatigue, there's no point in even trying to open that lock any further if you see that message. Key- only locks will always be "too complex" to open, for balancing reasons. THE CHANCE- TO- BREAK SYSTEMMorrowind Lockpicking since v.
Any parameter of the formula can be adjusted in the Morrowind. Lockpicking. ini file. It is possible to recreate Morrowind's system, or to do something entirely different. The formula it's all based on is: Chance = Break. Chance. Max * { [ Pick. Equipped. Uses - Pick.
Equipped. Avg. Uses - Break. Chance. Sec. Luck.
Eff * ( Security + Agility - 1. Break. Chance. Ascent + 0. This Chance is capped with the values Break. Chance. Max and Break.
Chance. Min. Pick. Equipped. Uses stands for the number of times you've already used your currently equipped lockpick, Pick. Equipped. Avg. Uses stands for the average lifespan this type of lockpick has. Break. Chance. Sec. Luck. Eff is a small number which handles the amount of influence Security + Luck has on the chance (which is a positive effect if the sum Security + Luck is higher than 1.
Break. Chance. Ascent is the value that determines how much the chance of breaking increases each time you use the lockpick.- Further information on this formula can be found in the Morrowind. Lockpicking. ini file.
I recommend leaving it at its default values, but the choice is yours.- On the TESNexus page of this mod, there are also images of graphs which show how changing the different parameters can have very different effects. LOCKPICKS AND LOOTIn the game, you can find lockpicks as loot - either in containers or on NPCs/creatures.
Most of the time, these cases are handled separately, so there is a certain chance of finding a lockpick in a loot container (vanilla: 1. Morrowind Lockpicking offers you to change these chances of finding lockpicks to suit your needs.
By default, they are already decreased, because one lockpick of this mod is more durable than one lockpick in vanilla, thus you don't need as many as before. In the Morrowind. Lockpicking. ini file, you can change them to your liking (this is explained in detail in the comments of the INI file). However, these chances only tell you whether you find a lockpick or not - they don't tell you *which* type of lockpick you'll find. There's a separate calculation that decides which it will be, and you can adjust those values as well. For example, you can completely remove Grandmaster's Lockpicks from loot lists, or you can make their chance really low by increasing the chance of all other lockpicks, or something like that (again, more information in the INI file).
MISCELLANEOUS NOTES OF POSSIBLE INTEREST- How vanilla lockpicks are handled and how the new lockpicks are put into the game: The mod will automatically check how many vanilla lockpicks are in your inventory, and then convert them to Apprentice's Lockpicks. For immersion reasons, vanilla lockpicks are now called "Apprentice's Lockpicks" as well, but they haven't been changed other than that). Likewise, because NPCs are not supposed to use the lockpicks as weapons, all lockpicks found in the game are actually misc items - they get turned into the corresponding weapon- type lockpicks after you've added them to your inventory.- Experience: In my mod, a successful lockpicking attempt gives you 2 experience points for Security, a failed attempt gives you 0. In vanilla Oblivion's Auto- Attempt feature, each attempt gives you 1.
In Morrowind, a successful lockpicking attmept gives you 2 experience points for Security, while a failed one gives you none at all. Make of that what you will; I think my experience points system is a good compromise.- Notes about merchants who sell lockpicks (contains Thieves Guild spoilers): 1.