Lockpicking Game Settings

Post » Sat Feb 19, 2011 10:11 am

Hey!

I was wondering if anyone has a clue what these settings do (presented with default values):
fLockPickLevelBase = 0.0fLockPickLevelMult = -1.0fLockPickAutoBase = 45.0fLockPickAutoDifficulty = 0.3fLockPickAutoOffset = -4.0fLockPickBreakBase = 0.05fLockPickBreakMult = -0.001fLockPickQualityBase = 1.0fLockPickQualityMult = 0.02fLockSkillBase = 0.0fLockSkillMult = 1.0fLockTrapGoOffBase = 0.02fLockTrapGoOffMult = -0.002


From what I can see, a lot of these have a "base" and a "multiplier". One question would be does the multiplier get applied i.e. what's the formula.

"LockPickLevel" - no idea what this is for.

"LockPickAuto" - these probably relate to the auto-attempt game.

"LockPickBreak" - not sure what this does. If you catch the tumbler, it doesn't break, if you don't it breaks. It's pretty 1/0 as far as I see it. But it might be related to the "auto-attempt" - then it would make some sense.

"LockPickQuality" - I'm not sure what this one does. As far as I know there is no "master's lockpick" in the game. It might refer to the way the lockpicks influence the Security skill. Not sure what the multiplier does.

"LockSkill" - could this influence the speed with which the tumblers fall? Or do you think it does something else?

"LockTrap" - ones are pretty self explanatory - the chance for the trap to go off, and some multiplier thing.

Any help on these would be greatly appreciated!

Kind regards,
cc
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adam holden
 
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Post » Sat Feb 19, 2011 3:06 am

The WIKI is usually a good resource.
http://cs.elderscrolls.com/constwiki/index.php/Settings
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Sweets Sweets
 
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Post » Fri Feb 18, 2011 7:44 pm

The WIKI is usually a good resource.
http://cs.elderscrolls.com/constwiki/index.php/Settings


Uh, yeah... But aside from "fLockPickAutoBase", none of these settings are documented. That was the first place I checked.

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Rachie Stout
 
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Post » Sat Feb 19, 2011 8:23 am

It just means nobody has figured them out yet. If you do, you should update the WIKI pages.
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Causon-Chambers
 
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Post » Sat Feb 19, 2011 3:01 am

From what I can see, a lot of these have a "base" and a "multiplier". One question would be does the multiplier get applied i.e. what's the formula.

I have no idea about those, but in general, Oblivion calculates a value by having a base + (a multiplier multiplied with a relevant player value). Ex, from settings I have experience with, is the amount of weapon/armor health applied by one swing of a repair hammer:

fRepairArmorerBase + (Armorer skill * fRepairArmorerMult) + (Strength * fRepairStrengthMult)

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Spaceman
 
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Post » Fri Feb 18, 2011 11:58 pm

It just means nobody has figured them out yet. If you do, you should update the WIKI pages.


Will do... if I do :)

I have no idea about those, but in general, Oblivion calculates a value by having a base + (a multiplier multiplied with a relevant player value). Ex, from settings I have experience with, is the amount of weapon/armor health applied by one swing of a repair hammer:

fRepairArmorerBase + (Armorer skill * fRepairArmorerMult) + (Strength * fRepairStrengthMult)



Thanks TheNiceOne! That helps.

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Victoria Bartel
 
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Post » Fri Feb 18, 2011 6:33 pm

I don't recall any instances of trapped locks in the game, so those settings may not be used at all. I'd suspect that the inclusion of Auto-attempt conflicted with trapped locks and they were dropped during development.

The variables for "Pick Quality" similarly look like a residue of an earlier design, as there's only one quality of pick in the game without mods. (The skeleton key is an override of the game, rather than a participant, so I'm not counting that). From their inclusion, I'd guess that the original game design had various qualities, with differing chances to break if the pick attempt failed, so the "Pick Break" factors may also be obsolete. Again, they probably went out when Auto-attempt came in. There's no point in separate break chances if the only two outcomes are broken pick or lock opened.

So my guess is you'll never find out what they do, because they don't!
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Kayleigh Mcneil
 
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Post » Sat Feb 19, 2011 7:04 am

I don't recall any instances of trapped locks in the game, so those settings may not be used at all. I'd suspect that the inclusion of Auto-attempt conflicted with trapped locks and they were dropped during development.

The variables for "Pick Quality" similarly look like a residue of an earlier design, as there's only one quality of pick in the game without mods. (The skeleton key is an override of the game, rather than a participant, so I'm not counting that). From their inclusion, I'd guess that the original game design had various qualities, with differing chances to break if the pick attempt failed, so the "Pick Break" factors may also be obsolete. Again, they probably went out when Auto-attempt came in. There's no point in separate break chances if the only two outcomes are broken pick or lock opened.

So my guess is you'll never find out what they do, because they don't!


Thanks ghastley, that does help. It also goes along with my reasoning from the OP. I guess that leaves us with these unanswered questions:

fLockPickLevelBase = 0.0fLockPickLevelMult = -1.0fLockPickAutoDifficulty = 0.3fLockPickAutoOffset = -4.0fLockSkillBase = 0.0fLockSkillMult = 1.0


The Autos don't really interest me a lot as they relate to that side of the mini-game.
And I fiddled a bit today with the "LockSkill" part.
I thought that LockSkillBase 0 and LockSkillMult would give 100% chance for the tumblers to fall slowly at 100 Security and 0% at 0. Like the formula was fLockSkillBase + fLockSkillMult * Security. It doesn't appear to work like that though. I'll try more combinations in the hope of gaining additional information.

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Mylizards Dot com
 
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Post » Fri Feb 18, 2011 11:30 pm

Actually I was suggesting that maybe all them may be bogus, but then there wouldn't be any Auto parameters in there. It's possible that these numbers are only used to control the Auto, and the rest of the mini-game doesn't have any settings. This is using the player's skill with the controls, not the character's skills, so it would make sense to have parameters only for the computer-controlled picking.
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Kellymarie Heppell
 
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Post » Sat Feb 19, 2011 8:49 am

Actually I was suggesting that maybe all them may be bogus, but then there wouldn't be any Auto parameters in there. It's possible that these numbers are only used to control the Auto, and the rest of the mini-game doesn't have any settings. This is using the player's skill with the controls, not the character's skills, so it would make sense to have parameters only for the computer-controlled picking.

Took a quick look, none of the settings appear to be used except for the two "auto" ones. Which means security skill is entirely irrelevant to the mini-game. (wtf?)
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Tasha Clifford
 
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Post » Fri Feb 18, 2011 9:01 pm

Actually I was suggesting that maybe all them may be bogus, but then there wouldn't be any Auto parameters in there. It's possible that these numbers are only used to control the Auto, and the rest of the mini-game doesn't have any settings. This is using the player's skill with the controls, not the character's skills, so it would make sense to have parameters only for the computer-controlled picking.



Took a quick look, none of the settings appear to be used except for the two "auto" ones. Which means security skill is entirely irrelevant to the mini-game. (wtf?)


Thank you guys!

I guess that settles it. And scruggsy: lol!

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Da Missz
 
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Post » Sat Feb 19, 2011 1:04 am

This is somewhat related so I won't bother making a new thread.

What do you reckon would be the best way to disable the lockpicking mini-game, while still retaining the auto-attempt thing? One way that I thought of was making both the tumblers and the lockpick invisible. However, that might still be doable by some people.

I'm wondering if there's a way to start the auto-attempt on activation of the lock. Some people have already removed the lockpicking mini-game so I know that part is possible.

Thanks!

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Roberto Gaeta
 
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Post » Fri Feb 18, 2011 11:37 pm

Took a quick look, none of the settings appear to be used except for the two "auto" ones. Which means security skill is entirely irrelevant to the mini-game. (wtf?)


Pretty much, because it's up to the player to figure out the timing of when the tumblers fall. The character's security skill does come into play when you break a lock pick. If you're picking a hard lock at low skill, all the locked tumblers will fall. If you're picking a hard lock at apprentice or above, not all of the tumblers will fall. So there's a check in there when you break a lockpick, but I don't think it has anything to do with the settings crimson is trying to figure out.

@crimson: I think there was a mod out there that did that already. It might be called Morrowind style lockpicking or something like that. I know the Morrowind style lockpicking one introduced different quality lockpicks, like Morrowind has, but I also thought it got rid of the lockpicking mini-game. You might try searching Nexus for it.
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Gen Daley
 
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