About displaying the chance of success: What I might do is to display the level of the lock, not the actual chance. Because the chance is something the character shouldn't know - he might recognize the type of lock (i.e. the lock level) and then calculate his chances by himself, but a lock that says "you'll probably need 5 attempts till I'm open!" seems a bit too unrealistic to me.
With the value of the lock level, it's not that hard to calculate the chance anyway - you can make a pretty good estimation by calculating ( 1.5 * Security - LockLevel ).
The advantage of displaying the lock level is that I can easily change the lock level that way - because that is something I'm a little bit annoyed about - it seems that there are actually only 5 possible values for the locks (0, 7, 40, 80, 99). I might be wrong, but there don't seem to be any values in between. I could get the lock level, then randomly calculate a number that is within the range of the lock type (so for Very Easy, it could be a value from 0 to 6, for Easy from 7 to 40 etc.), then store it in the GMST (and display it that way at the same time) and then change the lock level accordingly. If I exclude the default values, I also have a way of knowing whether the lock has already been adjusted or not.
(I'm actually writing this down so that I won't forget this idea.

Okay yeah, I agree. It is a lame excuse. The thing is that there are certain actions in the game that "destroy the illusion" of your invisibility, so to say, and lockpicking is one of them (as far as I know, you turn visible when you pick a lock in vanilla, too). It really is cheating if you have that easy way to avoid being seen while picking a lock - while you can't open doors without turning visible, opening the door is not the crime. So you can avoid any crime detection by simply turning invisible, which is cheating and I should do something to prevent that.

edit: Okay, I browsed the CS Wiki and didn't find any function such as DispelNthAE... I'll use that then, and the next version will include it.
