[RELz] Zumbs' Overhauled Real-Time Security

Post » Sat Feb 19, 2011 3:34 am

When I try to use the new Bobby Pin weapon upon a container, I press attack and nothing happens. Same thing happens when I try to bash (not pry) the lock open.

Is it because my attack key is "F" and my forward key "L-Mouse"?

I used FOSEs IsControlPressed precisely to get around that problem. I'll check it out and see if I can find a solution. And just to be sure ... when you press attack, nothing happens? Not even the "usual" melee attack?

BTW Zumbs, this is a really great mod, everything seems to be working well so far. :)

At least someone got it working :celebration:
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james tait
 
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Post » Sat Feb 19, 2011 4:09 am

When I get near a locked container, I can't attack at all (which I assumed was the idea). But, if I stand in the same place, if I turn to an unlocked container and just point my crosshair at it, I can swing my weapon or fire it as normal.

What is working is the prying. It's so refreshing to just crowbar into a locked house or chest. Way more fun than picking it.
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Mark
 
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Post » Fri Feb 18, 2011 9:55 pm

When I get near a locked container, I can't attack at all (which I assumed was the idea). But, if I stand in the same place, if I turn to an unlocked container and just point my crosshair at it, I can swing my weapon or fire it as normal.

Thanks for the elaboration. This tells me that the IsControlPressed function does not work as I expected when controls are mapped to non-default keys. I will start looking for a workaround.

Edit: I have reproduced the bug :celebration:
Edit2: The bug is fixed, and the fix will be in version 1.2 when it comes out :foodndrink:
Edit3: Finally managed to reproduce and fix this bug ... v1.2 is gonna rawk!
when i want to stuff a grenade on a container to blow it open it either thinks i want to pry it open or just plays the rattling sound...

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RAww DInsaww
 
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Post » Sat Feb 19, 2011 1:03 am

I have just uploaded a new version with the following bugfixes and tweeks:
  • Bugfix: Non-default attack key can now be used (toggle in configuration menu)
  • Bugfix: HUD now updates when lock is unlocked
  • Bugfix: Equipable Bobby Pins removed when lockpicking is disabled
  • Bugfix: Placing explosives is now viewed as assault
  • Bugfix: Should now work in god mode
  • Bugfix: Fixed bug where using explosives after prying caused game to think player were prying
  • Tweek: If player sneaks when lockbashing, the player is unsneaked
Have a nice day :)

DOWNLOAD: http://www.fallout3nexus.com/downloads/file.php?id=9801 | http://planetfallout.gamespy.com/mods/391/Zumbs-Overhauled-Real-Time-Security
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Kira! :)))
 
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Post » Sat Feb 19, 2011 4:40 am

I like your comments and ideas, but maybe we should take up that discussion in the relz thread for http://www.gamesas.com/bgsforums/index.php?showtopic=1052651 and not FWE?

Done.

My http://www.fallout3nexus.com/downloads/file.php?id=9801 has real-time lockbashing included. When you install it, you can even disable all other features. It were, however, balanced with vanilla damage in mind, so bashing things open works a bit faster than intended. The weapon is damaged when bashing, but there is (currently) no chance of items being damaged. When I get around to it, I intend to add a few FWE specific improvements, such as more HP and damage absorbtion.
That option actually exists in my security overhaul as well. You can use knives to pry open locks. I would have added crowbars as well, but I only recently got permission from Frostbitex460 to use the meshes and textures from the crowbar mod.

The major problem with these features are that the mod were built with near 100% compatibility in mind. This had the unfortunate consequence that I only had the lock level of a lock to compute HP and damage threshold. Thus, bashing a blast door locked as Very Easy is just as difficult as bashing a crumbling closet with a Very Easy lock. The infrastructure for adding custom HP to containers and doors are in place (and, just like scripted traps, have been since v 1.0), but I held back from adding them, as I foresaw a need for a lot of compatibility patches with a lot of mods that I did not use at the time, as it would require editing a lot of containers.

Awesome! Really nice to hear a FWE specific version is coming! :)
Just an idea, but perhaps you could add skill-based damage modifiers and other restrictions to make things more challenging? For example, now you can just equip about any weapon and just blast or bash the lock until it dies. You could even use the baseball bat on a very hard lock and it will eventually crumble. Perhaps you could make it so that certain "groups" of weapons have little to zero chance of damaging a high level lock while certain other groups can? Or the misfortune of missing the lock when firing; a higher small/big guns skill would increase the chance of hitting a lock + induce criticals (imagining the player would face away to protect his/her eyes <- cliche action-movie logic). I also really like the prying option, makes Strength more useful for players with low lockpick skill. Maybe you could add a menu-based option for "kicking" a container? Depending on the weight of your armor you could make certain damage calculations (if you imagine something like heavier armor=better and heavier boots). Perhaps being overencumbered would actually give you a bonus and increases the damage of your kicks? Mighty Foot engaged!

EDIT: You know, a new perk could be nice to have with a shiny name like "Ultimate Safecracker" or something like that. It will be activated when you find a rare book, containing the log of a true master cracker. The book will earn you insight about the inner workings of locks, allowing you to damage higher level locks since you have a better understanding of their weak spots. It won't require a certain level in lockpick since all it teaches you is where the weak spots are. In order to earn more ranks, the player would have to read the story of the master cracker and follow him to various (more dangerous) locations. Perhaps it could be a three-tier perk:

(Another method of "grouping" the weapons to shoot/damage higher level locks)
- 1st rank: You can now break the more difficult locks using energy weapons. There is also a 40% higher chance the items in the container will remain undamaged.
- 2nd rank: You can now break the more difficult locks using energy weapons and big guns. There is also 55% higher chance the items in the container will remain undamaged.
- 3rd rank: You can now break the more difficult locks using energy weapons, big guns and explosives. There is also a 60% higher chance the items in the container will remain undamaged.

I thought it would be nice to rank-up by breaking a x amount of locks at first but that would make things far too easy. As you can see, there is still a risk of using weapons on a lock instead of good old lock-picking but that makes this path all the more exciting. Perhaps a little rough on the edges but it could be a nice idea.

Maybe you should also take a look at Classic Fallout, where you had the Expanded Lock Pick Set and Electronic Lock Pick MKI/MKII. You could make it so that higher level locks need the Expanded Lock Pick Set and that Electronic Locks can only be opened with Electronic Lock Picks. Doing so however will put definite limitations on players from gaining access to multiple parts of the game, but that would give a really nice twist to the whole lockpicking/bashing experience in return! Since this is also the most silent way, it is really nice to have too.
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Guinevere Wood
 
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Post » Sat Feb 19, 2011 8:14 am

Just an idea, but perhaps you could add skill-based damage modifiers and other restrictions to make things more challenging? For example, now you can just equip about any weapon and just blast or bash the lock until it dies. You could even use the baseball bat on a very hard lock and it will eventually crumble. Perhaps you could make it so that certain "groups" of weapons have little to zero chance of damaging a high level lock while certain other groups can? Or the misfortune of missing the lock when firing; a higher small/big guns skill would increase the chance of hitting a lock + induce criticals (imagining the player would face away to protect his/her eyes <- cliche action-movie logic).

At the moment, locks have a "damage absorbtion" stat, that absorbs a fixed amount of damage from each hit. The idea were exactly to be able to protect strong locks from weak weapons (or rather, strong containers from weak weapons). The problem in using it were that to make it realistic, I would have to customize this stat for many locks in-game, causing compatibility issues. In the next version, however, I plan on adding the functionality as an addon, with compatibility versions for the large mods.

I also really like the prying option, makes Strength more useful for players with low lockpick skill. Maybe you could add a menu-based option for "kicking" a container? Depending on the weight of your armor you could make certain damage calculations (if you imagine something like heavier armor=better and heavier boots). Perhaps being overencumbered would actually give you a bonus and increases the damage of your kicks? Mighty Foot engaged!

At the moment, you can "equip" your fists and hit the door. Kicking in doors is an interesting alternative, but someone would have to produce the kicking animation, as I have zero animation experience.

You know, a new perk could be nice to have with a shiny name like "Ultimate Safecracker" or something like that.

If I add a chance that using violence on a container could damage contents inside, your idea of a perk to reduce the chance of damaging contents would be a nice touch. At the moment, however, I do not plan on adding a chance to damage contents of two reasons. The first one is a configuration issue. I do not like using in-game menus to configure a mod, because I would have to re-configure everytime I start a new game. At the moment, this is the only feasable way of doing it, as FOSE does not yet support the bat command from the console. The second reason is that, as far as I know, it is not possible to detect quest items, which means that quests can be broken by accident. This would be ok if quests were constructed to be robust enough, but it is my clear understanding that most quests are not robust enough to handle the disappearance of a quest item.

Maybe you should also take a look at Classic Fallout, where you had the Expanded Lock Pick Set and Electronic Lock Pick MKI/MKII. You could make it so that higher level locks need the Expanded Lock Pick Set and that Electronic Locks can only be opened with Electronic Lock Picks. Doing so however will put definite limitations on players from gaining access to multiple parts of the game, but that would give a really nice twist to the whole lockpicking/bashing experience in return! Since this is also the most silent way, it is really nice to have too.

The Oblivion version of my lockpicking mod (hacking did not exist, and Scryggs had made an excellent lockbash mod), had three different qualities of lockpick sets which could be obtained by converting existing lock picks to equipable sets. I did not add that functionality to this mod, as I had problems with getting scripts to run on bobby pins in the players inventory. The alternative were to add them to merchants which I had little experience in doing. However, this http://www.fallout3nexus.com/downloads/file.php?id=10010 has made me think on bringing different qualities back. Electronic lockpicks are a problem because of compatibility. I would have to configure some locks to be pickable only with electronic lockpicks, which would only work with containers/locks were I explicitly set them to require this set of tools.

Thanks for the ideas and comments!
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stevie critchley
 
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Post » Sat Feb 19, 2011 2:56 am

At the moment, you can "equip" your fists and hit the door. Kicking in doors is an interesting alternative, but someone would have to produce the kicking animation, as I have zero animation experience.

Lol, I never thought about using bare fists to open doors! I will try that sometime, haha. As far as I know, custom animations are impossible as of yet. You can however rig a custom model with a existing bethesda made skeleton. Perhaps you could make it so that, for example "K", would run a kick-sound and a certain amount of damage would occur on the door, together with a displayed message about "Kicked the door for 34dmg" or something?

If I add a chance that using violence on a container could damage contents inside, your idea of a perk to reduce the chance of damaging contents would be a nice touch. At the moment, however, I do not plan on adding a chance to damage contents of two reasons. The first one is a configuration issue. I do not like using in-game menus to configure a mod, because I would have to re-configure everytime I start a new game. At the moment, this is the only feasable way of doing it, as FOSE does not yet support the bat command from the console. The second reason is that, as far as I know, it is not possible to detect quest items, which means that quests can be broken by accident. This would be ok if quests were constructed to be robust enough, but it is my clear understanding that most quests are not robust enough to handle the disappearance of a quest item.

Don't know anything about scripting but isn't it possible to mark quest items as indestructable? Or maybe they could be transported temporarily to another container while damage is running over the other container? You will probably have to delay the "opening" of the container one the lock breaks for the player, so there is enough time to transport the quest item back for the latter.

The Oblivion version of my lockpicking mod (hacking did not exist, and Scryggs had made an excellent lockbash mod), had three different qualities of lockpick sets which could be obtained by converting existing lock picks to equipable sets. I did not add that functionality to this mod, as I had problems with getting scripts to run on bobby pins in the players inventory. The alternative were to add them to merchants which I had little experience in doing. However, this modders resource has made me think on bringing different qualities back. Electronic lockpicks are a problem because of compatibility. I would have to configure some locks to be pickable only with electronic lockpicks, which would only work with containers/locks were I explicitly set them to require this set of tools.

Sounds like it would be a difficult chore applying all that stuff to hundreds of containers/locks in the game! If you ever get around implementing those quality sets, let me know if you need any custom models. I can make these for you if you want.
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Jessie Butterfield
 
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Post » Sat Feb 19, 2011 4:53 am

Lol, I never thought about using bare fists to open doors! I will try that sometime, haha. As far as I know, custom animations are impossible as of yet. You can however rig a custom model with a existing bethesda made skeleton. Perhaps you could make it so that, for example "K", would run a kick-sound and a certain amount of damage would occur on the door, together with a displayed message about "Kicked the door for 34dmg" or something?

I'm not an animator, but Umpa has a lot of custom animations in his mod, so I doubt it can be impossible, unless you meant something else? Getting it to fire is fairly easy, though there are a number of unexpected gotchas. Incidently, I just found a http://www.fallout3nexus.com/downloads/file.php?id=8137. Got to look into that when I get the time.

Don't know anything about scripting but isn't it possible to mark quest items as indestructable? Or maybe they could be transported temporarily to another container while damage is running over the other container? You will probably have to delay the "opening" of the container one the lock breaks for the player, so there is enough time to transport the quest item back for the latter.

The mods I saw using destructible contents, such as Explosive Entry, handled it by emptying the container and adding scrap metal. What is needed is some way of iterating through the inventory of the container, and recognize quest items. There have been a lot of requests in the FOSE thread for such functionality, but I'm unsure as to how much is actually possible.

Sounds like it would be a difficult chore applying all that stuff to hundreds of containers/locks in the game!

It is, but bear in mind that it is not all of the containers that need editing. Also, the scripts that need to be applied are pretty small - the functionality is handled elsewhere. My original intention were that other modders should be able to apply the effects to their locks with ease. I also looked into a way of doing it so that the other mods did not have to depend on my mod as a master. Did not succeed, unfortunately.

If you ever get around implementing those quality sets, let me know if you need any custom models. I can make these for you if you want.

I will most definately keep that in mind!
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Jesus Duran
 
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Post » Sat Feb 19, 2011 5:14 am

Awesome, that kick mod looks fun! I always thought it was impossible to add custom animations thanks to the lack of proper tools. Luckily, I happened to stumble upon a animation tutorial today that will hopefully give me more insight on this :)
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danni Marchant
 
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Post » Sat Feb 19, 2011 3:29 am

Hey brilliant stuff I love how eveything's animated. What ticked me off vanilla was how was nothing was animated not eating drinking etc. and it's exciting having to hack the comp before moriarty came back, you can still spend eternity reading the damn thing but this is a step.

Im confused are ther actually any crowbars in the game or added to the game? I can't find anything but everything else suggests otherwise.

I don't think that kick is a custom animation at all, It's used on cockroaches. In any case you really don't want to kick a door in that manner, or anything for that matter. Also wouldn't breaking a door down um, break the door or swing it open. A better route is just to use SKykappa's Destructible doors. Very unfortunately melee and unarmed attacks have no effect on them however.
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Inol Wakhid
 
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Post » Sat Feb 19, 2011 7:25 am

Im confused are ther actually any crowbars in the game or added to the game? I can't find anything but everything else suggests otherwise.

Alas, no. I did not get permission to use crowbar meshes until recently, even though everything in the mod is ready for it. I just forgot to remove the mention of it from the description.
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Jonathan Braz
 
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Post » Fri Feb 18, 2011 11:52 pm

I asked a question in the FWE thread concerning your great mod, but as it seems they are quite busy and relaxing after working for a long time on releasing that great mod, perhaps I should be asking you. In FWE you gain skill perks for reading books which adds bonuses to Science and Lockpicking. Will these have any effect in your mod, cause I load it after FWE, as I can't play without your mod. It's a tad hard to notice if it does anything, so maybe you could answer my question. Thanks in advance for any help :)
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C.L.U.T.C.H
 
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Post » Sat Feb 19, 2011 5:18 am

I asked a question in the FWE thread concerning your great mod, but as it seems they are quite busy and relaxing after working for a long time on releasing that great mod, perhaps I should be asking you. In FWE you gain skill perks for reading books which adds bonuses to Science and Lockpicking. Will these have any effect in your mod, cause I load it after FWE, as I can't play without your mod. It's a tad hard to notice if it does anything, so maybe you could answer my question. Thanks in advance for any help :)


Thanks for bumping this - looks exactly like what I was looking for. :)

EDIT: Seems to work perfectly. Many thanks for this!
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Alba Casas
 
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Post » Sat Feb 19, 2011 6:32 am

Thanks for the info Arkngt. Was holding off starting the game for real as my character was specialized in Science and Lockpicking. I assume if it didn't work I could just turn off ZORTS, but then again it's too great a mod to leave out :)
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Benito Martinez
 
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Post » Fri Feb 18, 2011 6:43 pm

I asked a question in the FWE thread concerning your great mod, but as it seems they are quite busy and relaxing after working for a long time on releasing that great mod, perhaps I should be asking you. In FWE you gain skill perks for reading books which adds bonuses to Science and Lockpicking. Will these have any effect in your mod, cause I load it after FWE, as I can't play without your mod. It's a tad hard to notice if it does anything, so maybe you could answer my question. Thanks in advance for any help :)

I don't think the bookperks from FWE help the lockpicking in this mod. The Bookperks in FWE simply let you force open locks without a chance to fail.
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Nicholas C
 
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Post » Sat Feb 19, 2011 2:39 am

Thanks for clearing that up :)
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kristy dunn
 
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Post » Sat Feb 19, 2011 4:50 am

I don't think the bookperks from FWE help the lockpicking in this mod. The Bookperks in FWE simply let you force open locks without a chance to fail.

I was wondering if you could elaborate a bit on this? As far as I can see, the FWE lockpicking book perk changes the value of fLockSkillBase, but I cannot find any information on this gamesetting on the wiki.

Edit: I did some googling, and it seems that fLockSkillBase has an impact on how easy it is to force open a lock. Set at 100 the PC gets a 100% chance to force open a given lock. Does anyone have any experience on how fLockSkillBase is related to the chance of forcing open a lock?
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jaideep singh
 
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Post » Sat Feb 19, 2011 12:44 am

Version 2.0 is now available on Nexus and Planet Fallout. It features the following changes:

  • New Feature: Crowbar added to leveled lists using scripts for compatibility (models by Frostbitex460)
  • New Feature: Added lockpicks of better quality (custom models by lordinquisitor)
  • New Feature: Added lockpick repair kit for high quality lockpicks (custom model by lordinquisitor)
  • New Feature: Optional destruction of contents when lockbashing and using explosives
  • New Feature: Perk to lessen the destruction of contents available at level 6 if Explosives:50+ (suggested by ApOkwARG)
  • New Feature: Optional custom HP with FWE and FOOK2 compatibility patches
  • Compatibility: Detection of FWE, Arwens Realism Tweeks and Fallout Advanced for increased lock HP
  • Compatibility: Detection of FWE bookperk for lockpicking
  • Compatibility: Optional disabling of Explosive Entry and Menubased hacking and picking for FOOK2 and FWE
  • Compatibility: Added garybash tags where needed
  • Tweek: Added clarification on the ability of explosives to explode in your head
  • Bugfix: Fixed bug where breaking the last bobby pin did not unequip the equipable bobby pin
  • Bugfix: Weapons with no ammo can no longer damage a lock

Please note that version 1.x should be uninstalled before installing version 2.0!

DOWNLOAD: http://www.fallout3nexus.com/downloads/file.php?id=9801 | http://planetfallout.gamespy.com/mods/391/Zumbs-Overhauled-Real-Time-Security
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Peter P Canning
 
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Post » Fri Feb 18, 2011 10:09 pm

With latest version.

Whenever I have my character pick a lock with bobby pin in 3rd person the animation is all whack - it looks like he is bending over and trying to pick the lock under his leg.

Last time I saw animations that messed up was when I added ironsight mods without patches.

I looked in the bsa and it seems the animations added are unique file paths, so I'm not sure what is causing this.
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latrina
 
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Post » Fri Feb 18, 2011 8:35 pm

There are no 3rd person lockpicking animations, so it is no surprise that it looks strange. Similarly, there are no 1st person hacking animation, which is why it changes to 3rd person for the duration of the animation. I suppose, I could force a jump to 1st person if lockpicking in 3rd person?
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Leticia Hernandez
 
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Post » Sat Feb 19, 2011 3:51 am

Well why not have it like with Oblivion where you just jam the lockpick at the lock?

Wait was the oblivion version of this using custom animations for 3rd? I can't remember.

Well anyway - thought maybe you didn't know - not game breaking just weird.
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laila hassan
 
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Post » Sat Feb 19, 2011 2:44 am

Well why not have it like with Oblivion where you just jam the lockpick at the lock?

Wait was the oblivion version of this using custom animations for 3rd? I can't remember.

Oblivion came with 3rd person lockpicking animations, and a stabbing animation that worked well enough for 1st person animations, so it supported both 1st and 3rd person lockpicking. Fallout 3 came with a 1st person stabbing animation, but no 3rd person animation for lockpicking. To my knowledge no similar 3rd person animations exist, neither in the game nor as a modders ressource. So, to get 3rd person lockpicking animations, I would either have to make them myself, which is beyond my ability (and I do not have the time to learn), or I would have to use some inappropriate 3rd person animation, such as brahmin tipping.

Well anyway - thought maybe you didn't know - not game breaking just weird.

I just did not anticipate that someone would be playing Fallout 3 in 3rd person :)
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!beef
 
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Post » Sat Feb 19, 2011 1:04 am

How about no animations? Just have the character stand there. You can still hear the lockpicking as a cue.

And of course in 3rd person - I play both games mostly in 3rd person - only for aiming and sniping 1st person. That is the beauty of these games.
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Jenna Fields
 
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Post » Fri Feb 18, 2011 10:20 pm

I think I would prefer an animation to just standing there. I'll take a look at what idles are available and see if there is anything remotely reasonable.
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Kelly Tomlinson
 
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Post » Sat Feb 19, 2011 2:20 am

Will this work with FWE 6.0? And also how will this work with containers that are added by quest mods that adds new areas? Could you be a bit more specific about how traps are handled?
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kelly thomson
 
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