[RELz] Zumbs' Overhauled Real-Time Security

Post » Sat Feb 19, 2011 9:38 am

Update: Version 2.2 has been uploaded, fixing a bug where canceling placement of an explosive still counted as a crime.

This mod introduces real-time lockpicking, hacking, and lock smashing (a.k.a. lockbashing) with melee weapons, guns and explosives. The player also gain the ability to try to pry open a lock. It is highly configurable, as discussed in section 5.

Zumbs Overhauled Real-Time Security (ZORTS) has the following in-game features:

  • Lockpicking: Equip the Bobby Pin in the weapons tab, point your crosshair towards a locked object and press attack. Please be advised that picking a lock you do not own may anger the locals.
  • Hacking: Holster your weapons, point your crosshair towards a terminal and press 'H'. Hacking a terminal you do not own may cause anger amongst onlookers. Hacking can be interrupted by pressing the attack control.
  • Lockbashing: Equip a weapon, point the crosshair towards a locked object and press attack. A lock can be very sturdy, and may require a lot of work before it opens. Be advised that the locals may consider destruction of property a serious criminal offence. The current HP of the container is shown if 'H' is pressed.
  • Explosives: Equip an explosive, point your crosshair towards a locked object, and press attack. This will open a menu where you can choose a timer. If you are not proficient with explosives, it may detonate while you try to place it. As it is quite dangerous to be near the explosion when it goes off, it is advised that you vacate the blast radius. This highly dangerous method will likely be considered to be a very serious criminal offence by locals.
  • Prying: Equip a knife or a crowbar, point your crosshair towards a locked object, and press 'P' to attempt to pry open the door. This may anger the locals.
  • Configuration Menu: The menu can be opened by holstering your weapon and pressing 'P'. The configuration menu allows you to toggle minigames on/of, disable everything but lockbashing, apply the factory (install) settings, apply the default settings, and toggle debug mode.
  • In-game documentation: Look under notes in your pip boy for basic instructions.


LIMITATIONS: Only ONE lock can be lockbashed at a time. Bashing at another lock will clear the effects on the first lock unless it has been bashed open. This limitation includes usage of explosives: Only one lock can be mined at a time.

WARNING: Trying to break open locks in the Wasteland may cause passers by to assume that you are a thief and react accordingly.

DOWNLOAD: http://www.fallout3nexus.com/downloads/file.php?id=9801 | http://planetfallout.gamespy.com/mods/391/Zumbs-Overhauled-Real-Time-Security

Screenshots:
http://www.fallout3nexus.com/downloads/images/9801-1-1257005380.jpg
http://www.fallout3nexus.com/downloads/images/9801-3-1257005380.jpg
http://www.fallout3nexus.com/downloads/images/9801-4-1257005380.jpg
http://www.fallout3nexus.com/downloads/images/9801-2-1257005380.jpg

Videos:
http://www.youtube.com/watch?v=8nQYas15v2M
http://www.youtube.com/watch?v=YgLkFJjYxsQ
http://www.youtube.com/watch?v=nAmfUNwUKfA

Requirements
Fallout 3 with the 1.7 patch (it may work with earlier patches)
Fallout Script Extender v1.2 beta 2 or later (can be found at http://fose.silverlock.org)

Installation
FOMM:
  • Open the Package Manager.
  • Press "Add new" and browse to whereever you saved the archive.
  • Press "Activate" and follow the instructions on the screen.
Manual:
  • Extract the archive to a temporary location.
  • Copy all files except the fomod folder to your Fallout 3/Data folder.
  • Open your favorite mod manager.
  • Activate "Zumbs' Overhauled Real Time Security.esm".
As such you are done, but there are a number of options. If you
  • Prefer not to disable the minigame, activate "ZORTS - Enable minigames.esp".
  • Only want lockbashing enabled, activate "ZORTS - Lockbash only.esp" (this enables the minigames).
  • Want the possibility of explosives and lockbashing causing content destruction, enable either "ZORTS - Content Destruction - Normal.esp" or "ZORTS - Content Destruction - Extreme.esp", but not both! Quest items are protected.
  • Want custom HP and traps for containers, activate "ZORTS - Custom HP.esp". Compatibility patches for FOOK2 and FWE are included. Only use one of the Custom HP esps.
  • If you use FOOK2 or FWE, you may want to disable their flavors of Explosive Entry and Menubased Lockpicking and Hacking, by activating "ZORTS - Disable FOOK2 activate.esp" or "ZORTS - Disable FWE activate.esp".
  • FWE users should note that "ZORTS - Disable FWE activate.esp" also include detection of FWE crowbars and the FWE science book perk.

If you use a custom attack key and wish to use real-time lockpicking, please open the in-game Configuration Menu and enable custom attack key compatibility.

Uninstallation
FOMM:
  • Open the Package Manager.
  • Press "Deactivate".
Manual:
  • Open your favorite mod manager and uncheck "Zumbs'_Overhauled_Real_Time_Security.esp".
  • Delete the following files:
ZORTS - Content Destruction - Extreme.esp
ZORTS - Content Destruction - Normal.esp
ZORTS - Custom HP - FOOK2.esp
ZORTS - Custom HP - FWE.esp
ZORTS - Custom HP.esp
ZORTS - Disable FOOK2 activate.esp
ZORTS - Disable FWE activate.esp
ZORTS - Enable minigames.esp
ZORTS - Lockbash only.esp
ZORTS.ini
Zumbs' Overhauled Real Time Security - readme.txt
Zumbs' Overhauled Real Time Security.bsa
Zumbs' Overhauled Real Time Security.esm

Upgrade
FOMM:
  • Open the Package Manager
  • Disable ZORTS v1.x
  • Install as above
Manual:
Uninstall ZORTS v 1.x and iInstall as above

Compatibility
This mod does not modify anything in the game, so it is likely to be compatible with most mods out there. It even works with "Explosive Entry" by Lap and "Menu Based Hacking and Picking" by angleae. It does, however, use the keys 'H' and 'P', for central functionality. The keys used can be changed, as discussed in Section 5. It can be placed anywhere in your load order.

The custom HP for selected containers are, however, likely to conflict with some mods, as a script has been added to a number of containers and doors. Compatibility patches for FOOK2 and FWE are included. Garybash tags have been added so garybash users can construct a bashed patch to ensure only scripts are overwritten.

Advanced Configuration
This section is an overview of how to configure the mod beyond the Configuration Menu. ZORTS is highly configurable, as most parts of it is controlled by Globals. The settings are described in more detail in ZORTS.ini, but include:
  • Difficulty of different tasks
  • The option to disable parts of the mod
  • The option to pick key only locks (use with caution)
  • Reassinging keys
  • Crime toggle
After making your changes, start up the game, open the console and write
bat Data/ZORTS.ini
press return and close the console. Note that you have to do this every time you start a new game.

Version History
Version 1.0: Initial release (October 31st 2009)

Version 1.1: Released on November 1st 2009
  • New Feature: Configuration menu
  • New Feature: "Jamming" of locks during lockpicking now has Infiltrator support
  • New Feature: Support for hand-to-hand lockbasing
  • Bugfix: Hacking "breaking" terminals disabled

Version 1.2: Released on November 5th 2009
  • 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

Version 2.0: Released on August 8th 2010
  • 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

Version 2.1: Released on September 13th 2010
  • New Feature: Added 3rd person lockpicking animation
  • Tweek: More difficult to dodge traps
  • Tweek: Increase explosives damage by 50%
  • Tweek: Terminals can now jam - infiltrator perk saves against it (but cannot fix it)
  • Bugfix: Show conditions for Master Safecracker perk
  • Compatibility: Hopefully fixed an issue with RTS where the attack key would not be disabled when lockpicks were out.
  • Compatibility: Increased bonus for FWE lockpicking book perk
  • Compatibility: Recognizes FWE crowbar (use ZORTS - Disable FWE activate.esp)
  • Compatibility: Detects FWE science book perk to improve chance of hacking a terminal (use ZORTS - Disable FWE activate.esp)

Version 2.2: Released on September 25th 2010
[/list]
[list]
[*]Bugfix: Canceling placement of explosive no longer counts as a crime
Terms of Usage

You are free to use, distribute and edit this mod. If you do either of these things, I ask that you kindly notify me.

Thanks
- The FOSE team for their hard work
- The NifTools team for NifScope
- ElministerEU for FO3Edit
- Timeslip and L0ki for Fallout Mod Manager
- Breeze for the very cool fomod install script
- The Valhalla project for figuring out how to make idles play
- All the nice people at the forums and modding sites for sharing their knowledge
- The people who were nice enough to file bug reports
- Frostbitex460 and lordinquisitor for letting me use their models
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Brιonα Renae
 
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Post » Sat Feb 19, 2011 2:42 am

Have to ask: what happens to the lockpick/hacking minigames?
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Laura Richards
 
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Post » Sat Feb 19, 2011 10:19 am

The Nexus link doesn't work.
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Alex Vincent
 
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Post » Sat Feb 19, 2011 6:57 am

You can decide when you install the mod. You can disable the minigames, or leave them be. This is not a problem as lockpicking and hacking is not initiated by pressing 'E', but rather by equipping a pair of Bobby Pins (added when the mod starts) and pressing attack (lockpicking), or holstering your weapons and pressing 'H' (hacking).

Edit:
The Nexus link doesn't work.

Should be fixed now :)
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Brian Newman
 
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Post » Sat Feb 19, 2011 8:47 am

Does this conflict with Explosive Entry?

Edit - Oops! Ignore!
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sw1ss
 
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Post » Sat Feb 19, 2011 6:55 am

Super Sledge vs Very Hard Lock?
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Victoria Bartel
 
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Post » Sat Feb 19, 2011 12:52 am

If you have time ...
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Susan
 
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Post » Fri Feb 18, 2011 10:25 pm

YES! YES! YES! YES!


Did I mention YES?!




FINALLY! I get to crowbar my way into these damned doors! You sir, have just dipped your self in awesomesauce.


YES!
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Kaley X
 
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Post » Fri Feb 18, 2011 11:04 pm

Alright! Your lockpicking mod is a must-have for my Oblivion installation, and I was hoping to see something similar for FO3. I dislike minigames in my RPGs, so you really have my thanks for this. Good job.
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Josh Trembly
 
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Post » Fri Feb 18, 2011 5:57 pm

Would it be too much to ask for ya to add unarmed (or knuckle/power fist type weaponry) lock bashing, or is it okay if I just futz around a bit with the scripts myself for personal use?
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louise tagg
 
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Post » Fri Feb 18, 2011 11:14 pm

I notice trying to bash a lock, that it will often crash if you press the button a couple times (not tap-tap-tap, but kind of spaced out at least 10 seconds).


Couldn't let me bash at all with a sledgehammer, and I couldn't figure out whether or not the bobby pin was working.



But using a knife to pry open a door was wicked.
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carly mcdonough
 
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Post » Sat Feb 19, 2011 6:02 am

You sir, have just dipped your self in awesomesauce.

:lol:

Alright! Your lockpicking mod is a must-have for my Oblivion installation, and I was hoping to see something similar for FO3. I dislike minigames in my RPGs, so you really have my thanks for this. Good job.

Thanks!

Would it be too much to ask for ya to add unarmed (or knuckle/power fist type weaponry) lock bashing, or is it okay if I just futz around a bit with the scripts myself for personal use?

I have put it on my todo list for the next version. You are also allowed to play around with the scripts to add it (take a look at the ZumbsSecurityControlQuest questscript).

I notice trying to bash a lock, that it will often crash if you press the button a couple times (not tap-tap-tap, but kind of spaced out at least 10 seconds).

If you press attack every 10 seconds, you get a crash? I will check that out.
Couldn't let me bash at all with a sledgehammer,

That is strange. I will take a look at the sledgehammer.
and I couldn't figure out whether or not the bobby pin was working.

You should be able to equip the bobby pin (it is in the weapons tab), point your crosshair towards a locked lock and press attack. This should play a stabbing animation and a sound. If you are not successful, you may break a bobby pin, but if you succeed a success-sound is played. If the lock is much to difficult for you, a "I don't have a snowballs chance in hell" message is shown.
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Silencio
 
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Post » Fri Feb 18, 2011 9:10 pm

I notice trying to bash a lock, that it will often crash if you press the button a couple times (not tap-tap-tap, but kind of spaced out at least 10 seconds).
If you press attack every 10 seconds, you get a crash? I will check that out.
I have been unable to reproduce the crash. Could you specify which lock you used for testing and which mods you are using?

Couldn't let me bash at all with a sledgehammer
I will take a look at the sledgehammer.
I tried it out with Fawkes Sledge Hammer, Sledge hammer, Super Sledge, and Followers Cross Super Sledge. All seems to be working fine ... all though there may be some balancing issues. Are you sure that the lock were in the crosshair? Also note that the prying does not work with sledge hammers.
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mimi_lys
 
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Post » Fri Feb 18, 2011 9:08 pm

I for example had a crash when using a knife to pry open the easy locked mailbox in the TestQAItems cell...
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Farrah Lee
 
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Post » Sat Feb 19, 2011 5:24 am

I for example had a crash when using a knife to pry open the easy locked mailbox in the TestQAItems cell...

I just investigated, and were unable to cause a crash. What is your load order?
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JUan Martinez
 
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Post » Fri Feb 18, 2011 8:27 pm

Zumbs, this was an instant download for me!

I haven't had a chance to try it out in my game yet (as I'm still working on updating my own mod), but I know that I'm going to LOVE this as much as I loved your Oblivion Lockpicking mod.
This one will be likely be added to my FO3 Journal's mod list as soon as I get a chance to play test it.

Thanks sooo much for making a mod that deals with one of my top immersive-breaking gripes. :)
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JD FROM HELL
 
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Post » Sat Feb 19, 2011 3:05 am

I just investigated, and were unable to cause a crash. What is your load order?


This do any good? ;)
[X] Fallout3.esm[X] Anchorage.esm[X] ThePitt.esm[X] BrokenSteel.esm[X] PointLookout.esm[X] Zeta.esm[X] Unofficial Fallout 3 Patch.esm[X] SP_Destruction_MASTER.esm[X] CALIBR.esm[X] Enhanced Weather - Rain and Snow.esm[X] FOOK2 - Main.ESM[X] FOOK2 - [DIK] DLC Improvement Kit.ESM[X] FOOK2 - [[censored]] World And Neighbourhood Kit.ESM[X] Mart's Mutant Mod.esm[X] FOSE Detect.esm[X] IbIui.esm[X] Unofficial Fallout 3 Patch - Operation Anchorage.esp[X] Unofficial Fallout 3 Patch - The Pitt.esp[X] Unofficial Fallout 3 Patch - Broken Steel.esp[X] Unofficial Fallout 3 Patch - Point Lookout.esp[X] Unofficial Fallout 3 Patch - Mothership Zeta.esp[X] Faster Moving.esp[X] FOOK2 - Main.esp[X] FOOK2 - [DIK] DLC Improvement Kit.esp[X] SP_Destruction - 1 - Deadlier Explosions.esp[X] SP_Destruction - 3 - Bathrooms.esp[X] SP_Destruction - 3 - Containers.esp[X] SP_Destruction - 3 - Electronics.esp[X] SP_Destruction - 3 - Furniture.esp[X] SP_Destruction - 3 - Misc Movable Static.esp[X] SP_Destruction - 3 - Misc Items.esp[X] SP_Destruction - 3 - Vehicles.esp[X] SP_Destruction - 3 - Weapons and Ammo.esp[X] SP_Destruction - 4 - DLCsCOMBINED.esp[X] SP_Destruction - 8 - Mothership Zeta.esp[X] Enhanced Weather - Rain and Snow in Fallout.esp[X] Enhanced Weather - Weather Sounds in Interiors.esp[X] Enhanced Weather - Sneak Bonus during Storms.esp[X] Enhanced Weather - Rainbows.esp[X] Fellout-Full.esp[X] Fellout-Anchorage.esp[X] Fellout-BrokenSteel.esp[X] fellout-pointlookout.esp[X] DK_BulletTime.esp[X] UPP - Pack 1.esp[X] UPP - Beverage Perks.esp[X] UPP - Experience Perks.esp[X] UPP  - Quest Perks.esp[X] UPP - Original Perks.esp[X] UPP - Pack 2.esp[X] DriveableMotorCycle.esp[X] GalaxyNewsRadio20[M].esp[X] SniperZooming.esp[X] CASM.esp[X] FOOK2 - Mothership Zeta.esp[X] FOOK2 - [EVE] Energy Visuals Enhanced.esp[X] EVE Operation Anchorage.esp[X] WeaponModKits.esp[X] WeaponModKits - FOOK.esp[X] WeaponModKits - ThePitt.esp[X] WeaponModKits - OperationAnchorage.esp[X] WeaponModKits - BrokenSteel.esp[X] WeaponModKits - PointLookout.esp[X] Mart's Mutant Mod.esp[X] Mart's Mutant Mod - DLC Anchorage.esp[X] Mart's Mutant Mod - DLC The Pitt.esp[X] Mart's Mutant Mod - DLC Broken Steel.esp[X] Mart's Mutant Mod - DLC Point Lookout.esp[X] Mart's Mutant Mod - Hunting & Looting.esp[X] Mart's Mutant Mod - Tougher Traders.esp[X] Mart's Mutant Mod - Natural Selection.esp[X] Mart's Mutant Mod - Zones Respawn.esp[X] Mart's Mutant Mod - FOOK2.esp[X] Mart's Mutant Mod - FOOK2 - DIK.esp[X] XtraSPECIAL.esp[X] XSZeta.esp[X] Weight.esp[X] 1PipboyPDA.esp[X] Disable Auto-Aim.esp[X] Realistic Interior Lighting.esp[X] Realistic Interior Lighting - OA.esp[X] Realistic Interior Lighting - BS.esp[X] IbIui - OA.esp[X] IbIui - Pitt.esp[X] IbIui - PL.esp[X] IbIui - BS.esp[X] Sally Fix 2.esp[X] FOOK2 - The Ban Hamma!.esp[X] DarNifiedUIF3.esp[X] Zumbs'_Overhauled_Real_Time_Security.esp

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Love iz not
 
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Post » Fri Feb 18, 2011 11:48 pm

Those idiotic minigames removed!

Thank you.
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Lucky Girl
 
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Post » Sat Feb 19, 2011 2:44 am

This do any good? ;)

That is quite a collection you have there :) Were the crashes consistent?
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Angelina Mayo
 
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Post » Sat Feb 19, 2011 3:01 am

This looks very cool. :thumbsup: Downloading............
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Laura Ellaby
 
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Post » Sat Feb 19, 2011 12:09 am

A new version has been uploaded. It has the following changes/features:
  • New Feature: Configuration menu
  • New Feature: "Jamming" of locks during lockpicking now has Infiltrator support
  • New Feature: Support for hand-to-hand lockbasing
  • Bugfix: Hacking "breaking" terminals disabled


And thanks for all the nice comments!
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Anne marie
 
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Post » Sat Feb 19, 2011 1:56 am

That is quite a collection you have there :) Were the crashes consistent?


Hmm... I tried today but no crashes :P Also updated to 1.1 and no crashes.
Altho another bug: 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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Laura
 
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Post » Sat Feb 19, 2011 7:52 am

Hmm... I tried today but no crashes :P Also updated to 1.1 and no crashes.
Altho another bug: 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...

Hmmm ... that is strange. I have not encountered those bugs. Seems I will have to print out the script, brew a cup of coffee and go over it, line by line :read: Thanks for the feedback :tops:
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Rex Help
 
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Post » Sat Feb 19, 2011 9:04 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"?
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Laura Simmonds
 
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Post » Sat Feb 19, 2011 5:02 am

I would say yes that's probably your problem. I just lockpicked a couple of locks a few mins ago using L-mouse button as attack and it works fine. :)



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

Good job.
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Mrs Pooh
 
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