[REL] Lock pick Slave Bracers

Post » Tue Mar 15, 2011 1:38 am

Inspired by http://www.gamesas.com/index.php?/topic/1132702-lockpicking-slave-bracers/, I put a simple mod together. No one turned up a similar mod so I thought I would give it go;

Readme:

Lockpick Slave Bracers - A Morrowind plugin

v1.0 (effective beta)
By
Miles Acraeus

Requires Tribunal and Bloodmoon.


Credits:
Bethesda Game Studios

Content:

Adds the ability to use lockpicks to free slaves of their bracers. Given the proper requirements, the topic, -Use Lockpick will be available as an alternative to a slave key. This is skill dependent vs. the quality of the pick you are using:

Pick and minimum skill needed:


Apprentice 61
Journeyman 56
Master 51
Grandmaster 41
Secret Master 31
Skeleton Key 16

Other changes: The only NPC modified is, Yakov in the Suran Slave Market (slavescript added).

What has not been changed: Cattle are excluded, as are non-scripted quest related slaves and Abebaal Egg Mine slaves.

Note: this action does not modify your security skill.

You can get it http://www.tesnexus.com/downloads/file.php?id=35580 at the Nexus.

Hopefully I got all the loose ends, if not let me know and I'll correct. :hehe:

Now I need to go drink a beer...
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Craig Martin
 
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Post » Mon Mar 14, 2011 6:58 pm

wow. Nice, effective, unique and needed.

thanks for this! its something that once you see a mod for you realise - why didnt the devs put that ingame?
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KiiSsez jdgaf Benzler
 
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Post » Tue Mar 15, 2011 5:04 am

Sounds awesome, and clears up a big logical flaw Bethesda left in. Three questions though. First, why make the Skeleton key take any skill, when it's supposed to be able to open any lock? Two, does it degrade the pick? Not actually sure if scripts can do that. Three, how will this work with things like Juniper's Twin Lamps, are they compatible or will picking the lock prevent the slave from being detected as freed?
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Farrah Lee
 
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Post » Mon Mar 14, 2011 3:49 pm

Mmm sounds pretty good I hope there no huge script for doing this like the bash lock mods
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Sammygirl
 
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Post » Mon Mar 14, 2011 2:08 pm

wow. Nice, effective, unique and needed.

thanks for this! its something that once you see a mod for you realise - why didnt the devs put that ingame?


That seemed to be the general consensus in the original thread. Someone did mention that it may make it too easy. I put some thought into balance with a skill check vs. pick type. Maybe this will work for the 'purist' or maybe not... :shrug:

Three questions though. First, why make the Skeleton key take any skill, when it's supposed to be able to open any lock?


This was just a balance issue I was addressing. I wanted the player to have at least a rudimentary security skill to handle an 'obscure' locking device :)

Two, does it degrade the pick? Not actually sure if scripts can do that.


I thought of this from first draft. It very well could be a future option (as is with vampire cattle), but alas I didn't get very far into researching this (as well as the skill increase modifier).

Three, how will this work with things like Juniper's Twin Lamps, are they compatible or will picking the lock prevent the slave from being detected as freed?


It's been so long since I've played the Twin Lamps (damn fine mod though I do recall). This mod does not change SlaveScript or the "Go free" topic.

Now having said that I must extend my left arm fully for a -> :facepalm:

Freed slave counter and disposition modifier! How could I forget that! Okay, updated file will be posted soon.

Mmm sounds pretty good I hope there no huge script for doing this like the bash lock mods


I haven't tried that mod.

It's a running global at 59 lines. I didn't notice any performance issues, but if someone does, let me know. I might be able to increase the efficiency.
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Sarah Knight
 
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Post » Mon Mar 14, 2011 5:14 pm

What a wonderful idea! Thank you!
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Justin
 
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Post » Tue Mar 15, 2011 2:41 am

Very nice! Thank you. :)
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luis dejesus
 
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Post » Mon Mar 14, 2011 7:02 pm

Will download once its updated, thanks for this, simply brilliant idea!
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Harry Hearing
 
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Post » Tue Mar 15, 2011 5:12 am

Okay, got the file updated. http://www.tesnexus.com/downloads/file.php?id=35580 fixes the slave counter and disposition modifier.

Sorry about that guys. :blush2:

Any further problems, use the contact info in the readme or PM me here.
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Mistress trades Melissa
 
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Post » Mon Mar 14, 2011 5:04 pm

Okay, got the file updated. http://www.tesnexus.com/downloads/file.php?id=35580 fixes the slave counter and disposition modifier.

Sorry about that guys. :blush2:

Any further problems, use the contact info in the readme or PM me here.



This is such a brilliant mod, that it you should not feel sorry at all, thank you so much for this, it will be nice to not have to worry about dropping keys out of Flig's Key ring any longer! :D
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Maddy Paul
 
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Post » Mon Mar 14, 2011 5:32 pm

Sounds awesome, and clears up a big logical flaw Bethesda left in. Three questions though. First, why make the Skeleton key take any skill, when it's supposed to be able to open any lock?


I was testing out something in game, and I can verify that even with the skeleton key, you cannot ALWAYS open a lock. I had a character with starting security (I think 5) and it didn't let me open a 100 lock door.

Two, does it degrade the pick? Not actually sure if scripts can do that.


scripts cannot do this. Not sure if MWSE can, AFAICT for what I've seen it can only return the amount not set it.

ST
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Kat Stewart
 
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Post » Mon Mar 14, 2011 11:49 pm

Thank you for this.
Clever. :thumbsup:
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Jeff Turner
 
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Post » Mon Mar 14, 2011 8:50 pm

What a neat idea, good work. :thumbsup:
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Myles
 
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