If I tweaked the ZORT ini file to match your FWE changes wouldn't new containers be covered regarding lockbashing as well?
I'm unsure what you mean? HP of containers are increased if FWE is detected, if that is what you are asking. Changing the lockbash settings in the ini will have global efffect on all locks, mod added or not.
One thing that I think is a bit off, is that with your otherwise glorious mod, tagging Lockpicking becomes less important as with default settings you do not need to max it out at all. And even less so with the Skill Book Perks from FWE and even more so with better Lockpicks.
The main advantage of lockpicking (compared to other means of opening locks) is that lockpicking is silent. Lockbashing, prying or usage of explosives is noisy, so it cannot be performed with to many witnesses near. Naturally, if you are alone in the middle of nowhere, there is not other problem than time usage (and destruction of your weapon) keeping you from bashing open a lock. You do, however, have a point with the skill book perks from FWE and the better lockpicks. But the better lockpicks are reasonably rare and you need to have a high skill to get of the FWE book perks (at 40, the bonus is just +1, and at 100 it is +9 to your roll after reading at least 27 books).
Of course I could just tweak the ini to match my requirements, but I find it a bit hard to come up with a good balance between never succeedíng opening a lock and needing to max my lockpicking skill. My current character has tagged Lockpicking and I'd rather not have to start over yet again. Maybe you could give me a few pointers as math isn't my strongest side
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Basicly, the method used to determine success is that if
2d(ZumbsLockpickDiceToRoll) + LockpickSkill - ZumbsLockpickSkillPenalty + bonuses is larger than the locklevel of the lock, the lock is picked. Note that (unlike Oblivion) the Very Easy locklevel is 0, Easy is 25, Average is 50 and so on in increments of 25. The point of the algorithm used to determine success is that if you have x in lockpicking, you will on an average roll be able to open a lock of locklevel x. So, a starting character with lockpicking tagged will likely open the Very Easy and the Easy locks in the first try, but will need some tries to open an Average lock. Hard or Very Hard locks will be to difficult.
To make it more difficult, you could reduce ZumbsLockpickDiceToRoll or increase ZumbsLockpickSkillPenalty. Increasing ZumbsLockpickSkillPenalty will make the roll more important, and reducing ZumbsLockpickDiceToRoll will make your skill more important when determining success. As two dice are rolled, the roll mentioned above will tend towards the average roll (ZumbsLockpickDiceToRoll + 1), as can be seen on http://topps.diku.dk/torbenm/troll.msp (enter sum 2d25 and chose "Calculate probabilities" to see the probabilties).
I expect that setting ZumbsLockpickDiceToRoll to 20 will give a decent tradeoff between making it slightly more difficult, but still having a reasonable chance to pick open a lock. That is, to have a ~50 % chance to open an Average lock you would need to have a lockpicking skill of 54 (using bobby pins and no bookperk). With the first level of the bookperk, you would need to have 52, and with the highest quality lockpicks you would need 42. For a Very Hard lock (locklevel 100), you would need 104 to get a ~50 % chance, compared to 99 with default settings.