I've been working out a way to add lock picking to my mod, and I now have one method that's working pretty well at the moment; (though it's subject to change from tweaking and possible engine update in the near future).
Here is a brief clip of it in action: http://www.youtube.com/watch?v=feu_pOWk43E
For interested modders, here a zip file of the base 3D model and UI Icon for my custom lock pick object. This is not a link to my [unfinished] Lockpick mod, it is just the model and texture assets for anyone wanting assets to use in a lock pick mod of their own.
Here: https://docs.google.com/open?id=0B2XjRU ... UVlZ3M1S00
Or on the Nexus: http://grimrock.nexusmods.com/mods/98
Lockpicks are a GO! (soon)
Lockpicks are a GO! (soon)
Last edited by Isaac on Thu Nov 08, 2012 7:05 am, edited 1 time in total.
Re: Lockpicks are a GO! (soon)
That's great! I like the idea. However, it seems really powerfull now, wouldn't be better to increase the break probability or to base it on dexterity as well?
Re: Lockpicks are a GO! (soon)
Interesting stuff! I was wondering if you are going to add a 'difficulty' for each lock, based on the aspect of the lock itself.
Something like: iron lock - very easy
ornate lock - medium
gold lock - nearly impossible.
but maybe this idea it's not necessary at all for EOB - I think.
Something like: iron lock - very easy
ornate lock - medium
gold lock - nearly impossible.
but maybe this idea it's not necessary at all for EOB - I think.
Re: Lockpicks are a GO! (soon)
3socks wrote:That's great! I like the idea. However, it seems really powerfull now, wouldn't be better to increase the break probability or to base it on dexterity as well?
Nothing is balanced just yet, I'm just happy it works ~for the moment.crisman wrote:Interesting stuff! I was wondering if you are going to add a 'difficulty' for each lock, based on the aspect of the lock itself.
Something like: iron lock - very easy
ornate lock - medium
gold lock - nearly impossible.
HaunterV asked about DC as well, and I have two easy methods that could be used to add DC to a lock when placing or editing them. The DC could be used as a +/- bonus to the skill roll, and this would work very nicely with the system I have in place. Currently the pick can break in 4% of failed attempts (not all attempts, just the failing ones); they also break for 'critical failures', where the difference between Dexterity and the roll is more that 39... the DC in place, could change the 39 to a higher or lower number depending on the difficulty. Harder locks would break picks easier. DC could also alter the apparent Dexterity score ~making failure far more likely; (this is sort of the same as the first one though).
(And maybe the DC could change the 4% breakage as well, but I dunno yet.)
I plan to try these out, and see what works best ~while still being fun.
Last night I was able to click locks with the pick [in Eye of the Beholder], about 25 times without breaking the pick. So since I plan to only place picks where they existed. For that version of the Lockpick mod, I will leave the breakage rather low.but maybe this idea it's not necessary at all for EOB - I think.
Re: Lockpicks are a GO! (soon)
Very nicely done, Isaac!
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Re: Lockpicks are a GO! (soon)
This is really nice Isaac ! I like it.
I don't know what you are planning for the EOB mod, I mean between beeing respectful to the original game or adding some nice ideas to it. But here are some of my ideas to improve this a bit.
Anyway this is looking good so far !
I don't know what you are planning for the EOB mod, I mean between beeing respectful to the original game or adding some nice ideas to it. But here are some of my ideas to improve this a bit.
- Make different lockpicks, some more harder to brake than others.
Maybe some with bonus on certain type of locks. - Tweak the success rate with the rogue level as well as the dexterity.
So that more experienced characters have higher success rates and lesser chance of breaking the picks.
Anyway this is looking good so far !
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Re: Lockpicks are a GO! (soon)
Just to let you know, there is a lockpick system in The Lost continent you might want to look at. 6 different LP qualities (for the partly random crafting system), different locks difficulties, based on Dext, rogue level, and a "lockpicking" custom skill. Evry time, chance to break the lockpick or not and / or open the door.
Based on hidden pressure plate. I never had words it was buggy, so it should wbe working pretty well. TLC ressource is available, check the thread.
Based on hidden pressure plate. I never had words it was buggy, so it should wbe working pretty well. TLC ressource is available, check the thread.
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Re: Lockpicks are a GO! (soon)
Great ! It seems to be a very fun system. Just an idea, different lock picks tool set to open different kind of lock would be great. It would also be easy this way to add a required skill level for the use of the tool set (assassination skill come to mind). This way, some rogues are just not skilled enough for some locks.
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