[Beta] Locking Bashing Mod

Post » Sat Apr 02, 2011 1:29 pm

I feel my Lockbashing mod is finally ready for testing. (I've played with it a bit without any issues thusfar.) The only thing I think is really subject to change at this point as far as functionality is concerned is the formula for determining the locks for which the player can bash, which will be configurable and probably be dependent upon weapons and Strength, Luck, and Security. (Right now it's only dependent upon the last three.)

Anywho, the mod works at the "cost" reducing the VFX/Sounds of the Open spell, so that when my script calls upon the open spell on the target there are no spell visual-effects or sounds. Essentially the Hit and Casting effects have been replaced with a custom effect that does nothing; the other two spell effects are still intact. The sounds have been replaced with "blank" sounds. I may just include some optional ESP in the final release that makes all the open spells already in the game also have a 1 point feather effect or something similar so that they do make sounds. But in reality, most of the people who use this mod will only truly benefit from it if they aren't much of a spellcaster anyways. I also changed the "Your spell has unlocked the target." GMST to " Your action has unlocked the target." My recommendation is to just see what it's like in-game. :hubbahubba:

Anywho, to actually bash a door or chest you just attack it when you are in range of it. I feel it works much like it would have if it was originally in the game, which was my primary goal. (Only works with melee weapons.)

Requires MWSE.

http://www.4shared.com/file/CG0Ez5Zr/Lockbashing_in_Morrowind.html

Any comments or ideas about how one could improve the mod are welcome here. And of course, any bugs reports are more than welcome. :foodndrink:
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Teghan Harris
 
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Post » Sat Apr 02, 2011 6:38 am

By the way, I won't have immediate access to internet for a while starting today, so for a while my replies shall be kinda slow. (Thankfully there are libraries. xD)
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Rhysa Hughes
 
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Post » Sat Apr 02, 2011 7:08 pm

Sounds great. Downloading it now.

Edit: Just tried it out and I have to say this is the best approach I've seen to getting lock-bashing into the game. Nicely done Linora.
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Emilie M
 
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Post » Sat Apr 02, 2011 7:13 pm

I'll have to try it out. I didn't like the other lock bashing mods because they all did more than I wanted them to (adding locks to houses, schedules, and locking buildings at night).

:) I'll give it a try and I'll post back how it played with my morrowind.
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Far'ed K.G.h.m
 
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Post » Sat Apr 02, 2011 4:47 pm

I'll have to try it out. I didn't like the other lock bashing mods because they all did more than I wanted them to (adding locks to houses, schedules, and locking buildings at night).

:) I'll give it a try and I'll post back how it played with my morrowind.

Yep, all this does is make it so you can bash locks. It's compatible with mods too. :P

And I definitely look forward to your post about your results. :D
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Daddy Cool!
 
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Post » Sat Apr 02, 2011 1:24 pm

Seems to work perfectly. :) I think this earns a place in my semi-permanent modlist. I'll keep playing with it some more and see if I can't break it.
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Ana Torrecilla Cabeza
 
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Post » Sat Apr 02, 2011 6:58 pm

Awesome! Now nothing can stand in the way of my Nord barbarian!
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YO MAma
 
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Post » Sat Apr 02, 2011 6:21 pm

I haven't played this yet but does it make a sound each time you bash the door? Like how in Daggerfall, each time you hit the door it made a whacking sound.
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Jade MacSpade
 
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Post » Sat Apr 02, 2011 4:46 am

I haven't played this yet but does it make a sound each time you bash the door? Like how in Daggerfall, each time you hit the door it made a whacking sound.

Yep. ^_^
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Hazel Sian ogden
 
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Post » Sat Apr 02, 2011 1:11 pm

After having played with it for a bit I noticed using the lock picks still gives you the bashing noise. Its a bit jarring to hear a bashing noise using a lockpick (sometimes I might find something I can actually pick the lock easily enough).

Is there anyway to check to see if the player has a lockpick or a probe equipped?

If GetWeaponType gives a 'unarmed' status while holding a lockpick or probe then perhaps you can make it so you have to use a weapon to bash locks?
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Spaceman
 
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Post » Sat Apr 02, 2011 8:09 pm

After having played with it for a bit I noticed using the lock picks still gives you the bashing noise. Its a bit jarring to hear a bashing noise using a lockpick (sometimes I might find something I can actually pick the lock easily enough).

Is there anyway to check to see if the player has a lockpick or a probe equipped?

If GetWeaponType gives a 'unarmed' status while holding a lockpick or probe then perhaps you can make it so you have to use a weapon to bash locks?

Unfortunately it returns 0, the status of the short-blade. (But I like hand-to-hand bashing anyways. :P)

Basically, with MWSE I can just scan for lockpicks in the players inventory, and see if any of them are equipped. So I'll just do that. :twirl: That way I would avoid issues with mods that potentially add new lock picks. :P

I am also implementing that weapon-skill-based system in the next beta. So that you bash better with weapons you are good with. Also, the bashing difficulty will be configurable through a general multiplier that is applied to the player's overall bashing power level after all calculations are done.
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Chris Guerin
 
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Post » Sat Apr 02, 2011 10:34 am

Excellent news. Can't wait for the next version.
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Lisa Robb
 
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Post » Sat Apr 02, 2011 10:58 am

Awesome. :D Also looking forward to the next version.:)

It makes combat pretty interesting too. Firing arrows at a bandit who is running away from me and I accidentally hit a gate. Ended up unlocking the gate which I thought was pretty cool. ^^"
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Calum Campbell
 
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Post » Sat Apr 02, 2011 6:17 am

When you said it works with mods, does that mean it will work with locked items that have IDs unique to the mods or does it add a script of sorts to all the standard locks (if you understand what I'm trying to say in my rambling)?
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Rachel Cafferty
 
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Post » Sat Apr 02, 2011 6:21 am

It will work with mods. It uses MWSE global script to get the ID of the object the player is looking at when the player attacks, checks if the object a container or a door, does some chance calculations, and on success will unlock it.

So it does not add a script to any objects and will/should work with any locked container/door. I can't imagine a scenario where it wouldn't work though.

:) Its very well done. The best lock bash mod I've used. ^^

I have no other issues to report except for the lockpick thing. But thats already being worked on. :)

(edit: Thats what I got from my quick look at the script at least.)
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Amysaurusrex
 
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Post » Sat Apr 02, 2011 12:48 pm

EDIT: Disregard the question. It does work with werewolves :D
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Ally Chimienti
 
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Post » Sat Apr 02, 2011 6:51 pm

i'm just curios, but why do you have to sacrifice the VFX / sound FX of open spells to disguise the use of a spell when there is the unlock script function? :blink:
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phillip crookes
 
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Post » Sat Apr 02, 2011 9:20 am

i'm just curios, but why do you have to sacrifice the VFX / sound FX of open spells to disguise the use of a spell when there is the unlock script function? :blink:

The unlock function can only unlock, and there is no way to track the level of lock otherwise, unfortunately.
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Judy Lynch
 
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Post » Sat Apr 02, 2011 10:57 am

The unlock function can only unlock, and there is no way to track the level of lock otherwise, unfortunately.


I am not an xpert at MW scripting, but why not use that in combo with a check for lock levels? such as if else statements (or Im not sure if MW scripts have cas statements) and just have 10 increments(or 9 I guess for 10 to 100)

In regards to the sound, I would just use something in the "middle" that suggests bashing open a lock, but also sounds like its unlocking. There is a spell labeled lock splitter after all. hah But thats just my opinions.
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Pants
 
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Post » Sat Apr 02, 2011 8:24 am

I am not an xpert at MW scripting, but why not use that in combo with a check for lock levels? such as if else statements (or Im not sure if MW scripts have cas statements) and just have 10 increments(or 9 I guess for 10 to 100)

In regards to the sound, I would just use something in the "middle" that suggests bashing open a lock, but also sounds like its unlocking. There is a spell labeled lock splitter after all. hah But thats just my opinions.

There is no way to check for lock levels. The bash sound only happens when you bash, not when you use a spell or lockpick. (with the lockpick thing fixed in the newer version I'm working on) There is already an unlocking sound built into the game.
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RUby DIaz
 
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Post » Sat Apr 02, 2011 11:45 am

argh! it's gone! does somebody have a link or can upload it and send me the link via mail? that'll be awesome!
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LuBiE LoU
 
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Post » Sat Apr 02, 2011 10:25 pm

the page says "The file link that you requested is not valid. "

otherwise sounds cool.

ST
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Kelsey Hall
 
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Post » Sat Apr 02, 2011 5:04 pm

Since the original download link seems to be gone, you can download it here for now. This mod was too good to simply let it fade away.

http://www.2shared.com/file/bgT0TjmB/Lockbashing_in_Morrowind.html
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Laura Mclean
 
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