[REL] Morrowind Lockpicking

Post » Mon May 16, 2011 12:15 am

http://tesnexus.com/downloads/file.php?id=31424

New in v2.1:
New and even better animation made by UK47. Also, script from alternative ESP file has been included in the ESP file, together with a menu to choose between the two systems. "Dummy items" made for the leveled lists are now made to remove themselves once a menu is opened, so that the player will never see them, even if he has a mod that makes all armor playable.

The main difference really is the new animation. It looks really great, I think. :)
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Chica Cheve
 
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Post » Sun May 15, 2011 5:11 pm

http://tesnexus.com/downloads/file.php?id=31424

New in v2.1:
New and even better animation made by UK47. Also, script from alternative ESP file has been included in the ESP file, together with a menu to choose between the two systems. "Dummy items" made for the leveled lists are now made to remove themselves once a menu is opened, so that the player will never see them, even if he has a mod that makes all armor playable.

The main difference really is the new animation. It looks really great, I think. :)

Nice. It'd be cool to see a video of the animation, by the way.
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James Potter
 
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Post » Sun May 15, 2011 4:28 pm

This is getting better by the second. Keep on keeping on!
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J.P loves
 
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Post » Sun May 15, 2011 7:27 pm

Thank you both, but I fear I've released version 2.1 a little bit too early. There was a very small bug that kept the animation from showing for one of the two scripts. It is now fixed, so if you've downloaded version 2.1 before reading this (or rather, before "1 hour before reading this"), you should download it again. :-/

A video is on its way. YouTube says 30 minutes, I should be able to put it on TESNexus just before heading to university.
It will be very quick, just showing a lockpicking attempt from first person, third person and vanity mode. I don't know why it's 200 MB in filesize, but I guess we'll be able to watch me picking a lock in HD. ^_^
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Monika
 
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Post » Sun May 15, 2011 3:10 pm

This is a big improvement on Oblivion lockpicking, unfortunately though I can't see any animation and there is no reaction from npc's when unlocking an owned door. I'm keeping it in the load order regardless of that though.
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Lou
 
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Post » Sun May 15, 2011 11:26 pm

That is awesomness Fearrabit!
Instant download. And I must admit that after a while of using Zumb's, I found oddities about its system.

This is going in the Daggerfallesque mod list as well! :D

Thanks for doing this!
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JR Cash
 
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Post » Sun May 15, 2011 6:16 pm

This is a big improvement on Oblivion lockpicking, unfortunately though I can't see any animation and there is no reaction from npc's when unlocking an owned door. I'm keeping it in the load order regardless of that though.


Are you using the new version I just uploaded an hour ago?
Crime detection always worked flawlessly for me, however. Maybe the only witness was someone with a low responsibility?

Cliffworms - Thanks! :) Glad you like it.

edit: http://www.youtube.com/watch?v=yi63sQpPylE
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Alkira rose Nankivell
 
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Post » Mon May 16, 2011 6:33 am

Yes its the latest file, I downloaded it again and resinstalled just in case. I tried it lockpicking a door in view of guards instead of npc's and got arrested, it's been a while since I've played oblivion so it was a bit of surpise about the npc's low responsiblity. The animation will not play, though lockpicks break when their limit is reached and my security skill goes up so everything else is working.
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Marilú
 
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Post » Sun May 15, 2011 11:11 pm

*sighs*

You're right about the crime detection. I hadn't noticed that earlier, but apparently merchant NPCs don't raise an alarm if you're picking a lock.
The strange thing is - the only condition my crime detection had was that NPCs don't use the AI Packages Follow, Escort, Accompany etc with the player as a reference. Merchant NPCs use the AI Package "Travel" without any reference, so they should behave just like any other NPC. However, since they're offering services, they secretly use a Follow package with the player as a reference anyway.
So instead of the real AI package, the script gets the (kind of wrong) information that the NPC is following the player, and he's excluded from the crime detection (because it's assumed that he's a companion).

Solution: New file is up, the AI package condition has been removed from the crime detection script.
This effectively means that responsible companions will call the guards if you're picking a lock right in front of them. (Just noticed that the readme still says otherwise... will have to correct that.)
I don't like this solution a lot, but it's better than having merchants, of all NPCs, be totally ignorant of your lockpicking their stores.

What really annoys me is that Zumbs Lockpicking Mod had exactly the same conditions for crime condition, yet nobody in all these years ever noticed this problem... :P
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Claudz
 
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Post » Mon May 16, 2011 7:22 am

I'm curious why people go to such lengths to prevent high-responsibility companions from reporting crimes. Isn't that kind of the point of a high responsibility score? There are plenty of situations where someone following the player should report a crime, which is why I do no such thing in Lock Bash Omega. If a supposedly 100%-loyal companion has a high responsibility, that seems to me like a bug in the companion.

That being said: I've never used a companion mod. Is there some weird engine quirk I'm unaware of which necessitates this hoop-jumping?
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Chris Duncan
 
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Post » Mon May 16, 2011 7:08 am

That is exactly my point of view as well, tejon. I don't use companion mods myself, so I'm not sure if that is a big issue anyway.
It may be that some old companion mods didn't consider the importance of a low responsibility, and now the modders aren't around anymore to fix it. But then, these companions would have problems with ALL crimes the player does, so there's no real point in preventing that for ONE type of crime. :shrug:

So yeah, I'm pretty sure removing that condition was a good thing. I kept it in because I saw no harm in it, but I've been proven wrong.
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chloe hampson
 
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Post » Mon May 16, 2011 2:13 am

Awesome mod!

One question though: how does it work with OOO's trapped chests?

Thanks.
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*Chloe*
 
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Post » Sun May 15, 2011 5:43 pm

To add something, I believe there is already a lock-picking animation that is unused in Oblivion, or perhaps it is used in Shivering Isles. Maybe that can be used as an alternative, and modified for use in first-person as well.
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Stephanie Valentine
 
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Post » Mon May 16, 2011 5:29 am

Geez. There's a picklock animation for doors and one for chests. How could they not have used them?
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Nims
 
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Post » Sun May 15, 2011 8:30 pm

Geez. There's a picklock animation for doors and one for chests. How could they not have used them?

We might as well implement them now.
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Quick draw II
 
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Post » Sun May 15, 2011 11:47 pm

So is no-one else having problems with the animation not working, if it's working for everyone else I'll just put it down to a peculiarity with my game and not worry about it.
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RaeAnne
 
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Post » Mon May 16, 2011 2:33 am

RebelMax - I don't know, I've disabled those traps in my game. Feedback on that issue would be appreciated. However, I'm currently thinking about making my own traps, so that I can add some probes to this mod, so the question might be obsolete soon. :)

Katnap - Why don't you disable all your other mods, load the game, and see if it works? With Wrye Bash, all you need to do is save your current load list, then load the "Bethesda ESMs" load list and activate Morrowind Lockpicking. Afterwards, simply load your usual load list again.
That way you could at least figure out if it's a mod conflict.

Geez. There's a picklock animation for doors and one for chests. How could they not have used them?

What, where?!
I know of the one where the character kneels down and picks a chest (which was used in Zumbs mod), but that one was too long to use for my purposes. If there is really another lockpicking animation, please tell me where I can find it.
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Anna Watts
 
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Post » Mon May 16, 2011 6:50 am

It's in the SI meshes BSA. Something like "meshes/characters/_male/idles/picklock.kf and picklocklow.kf.

One is crouched and picking a lock about doorknob height, the other is kneeling and reaching low to about chest height.
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Hilm Music
 
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Post » Mon May 16, 2011 2:28 am

Okay, that animation looks good, but it has two substantial flaws that the animation by UK47 doesn't have:
First, it looks weird in 1st person (hell knows why, I don't understand where the difference is between the two animations in this case)
Second, and this is the important one: it takes ages to play!
(Third, it requires SI.)

Unless there's a way to speed up the animation, I don't think I'll use it. It's already lengthy enough to try and open a lock with my mod, I don't need another second extra for each attempt, during which the player has to wait without anything going on in the meantime (except the animation playing, of course).
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Sarah Knight
 
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Post » Mon May 16, 2011 8:05 am

Perhaps the animations can be modified. And used for people who have SI of course.
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Chase McAbee
 
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Post » Sun May 15, 2011 6:49 pm


Katnap - Why don't you disable all your other mods, load the game, and see if it works? With Wrye Bash, all you need to do is save your current load list, then load the "Bethesda ESMs" load list and activate Morrowind Lockpicking. Afterwards, simply load your usual load list again.
That way you could at least figure out if it's a mod conflict.



I loaded up a save game profile that has just oblivion/si esms and there is no animation. The animation file is in the right directory.
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Cedric Pearson
 
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Post » Sun May 15, 2011 11:23 pm

The concept of probes and traps on chests is totally radical!
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Chris Johnston
 
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Post » Mon May 16, 2011 6:59 am

Katnap - I'm so sorry that the animation doesn't work for you, but I have no idea why :( For further testing, you could try starting a new game with only Bethesda ESMs and Morrowind Lockpicking and then see if the animation is showing - maybe it's something in your savegame... but in any case I fear I'm lost.

The concept of probes and traps on chests is totally radical!

I would love to implement that, yes, but there are still problems to figure out. For example, I wouldn't want to go through the whole game and change containers or doors to be trapped, I'd rather do that on the fly; and for that I need to think of conditions a door or container has to meet in order to be a "trap candidate", which can get rather complicated.
So better not hope to see that feature soon.

For the next version, I'm trying to find a way to remove Invisibility spells from the player when he's picking a lock - right now he stays invisible, which can be exploited too easily. If I don't find a good way to do it, I guess I'll have to forbid the use of Invisibility spells instead of removing them (i.e. chance of success is 0 when invisible - I'd probably put in a message saying something like "Damn it, I can't see my lockpick! It's impossible to pick a lock under these circumstances!").
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louise hamilton
 
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Post » Sun May 15, 2011 6:36 pm

Great mod!

A couple things:
- This should be tagged with "Relev" for the chance of none changes to leveled lists to work properly with a bashed patch.
- Idea: instead of writing the unlock chance to the console, how about having it show up on the HUD? All you'd need to do is something like
SetStringGameSettingEX "sLockLevelNameVeryEasy|Very Easy %.0f %%", LockpickChance

and then restore the setting to normal after a short time (when the animation finishes playing?).

edit: nvm
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Prisca Lacour
 
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Post » Sun May 15, 2011 10:35 pm

- This should be tagged with "Relev" for the chance of none changes to leveled lists to work properly with a bashed patch.

Augh, thanks for reminding me... I need to go learn me up on tags. :P

Idea: instead of writing the unlock chance to the console, how about having it show up on the HUD? All you'd need to do is something like
SetStringGameSettingEX "sLockLevelNameVeryEasy|Very Easy %.0f %%", LockpickChance

and then restore the setting to normal after a short time (when the animation finishes playing?).

No reason to even set it back, IMO. This mod will change it every time it displays, and changes to GMSTs aren't saved so when this mod goes away everything will be normal.

Regarding invisibility -- I completely disagree that it would have any effect at all on lockpicking. It's an entirely tactile process, the kind of thing that's frequently easier if you close your eyes. Why is the ability to pick a lock when invisible a problem, anyway? You can't actually open the door/container without becoming visible... anyway, if you do think the picking process needs to break invis, that's easily done.

array_var eachlong indexForEach each <- player.GetActiveEffectCodes	if eval (each["Value"] == GetMECode INVI)		let index := each["Key"]		player.DispelNthAE index	endifLoop

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saxon
 
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