Explosive: Same thing only using dynamite. Success based on skill and stats. Higher level locks need more dynamite to open. Perk has a requirement of Explosives 75.
Guns: Shooting a lock out. Success based on skill and gun damage/ammo type. Higher level locks need AP or specialized ammo(breaching rounds) to open. Perk has a requirement of Guns 75.
Reason for the high skill level requirements is to define them as specialty skills. Not to mention taking one of your perks. Thoughts?
Update:
Got Melee working. Going to list off the features added(-)/planned(*) so far for clarity's sake.
- Perk added. 3 ranks. Req lvl 8, Str 6, Melee 60
- Rank 1; Easy and Very Easy locks allowed.
- Rank 2; Normal
- Rank 3; Hard and Very Hard
- Chance based on Str/Luck/Melee (45/20/35)
- Higher Str. has best effect...
- BUT, each attempt damages equipped melee weapon by a percentage based off skill
- Higher stats, better chance
- Higher stats, more damage done to weapon
*(Planned)
* Weapon Stats factor in to chances
- heavier weapons better chance, etc
- Need NVSE for this I think
* Failures causing possible alert to nearby NPC's