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Idea for the Lock picking bobblehead

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brfritos
Posts: 66
Joined: Tue Nov 01, 2016 2:16 am

Idea for the Lock picking bobblehead

Post by brfritos » Fri Feb 10, 2017 3:06 pm

Hey, got an idea for the lock picking bobblehead. Why not changing the +10 lock pick to raising the chance of a successful pick pocket or reverse pick pocket. ;)


Let's say 20%, regardless the luck and sneak skill.


This way it will conform to the other bobbleheads when using the rebalancing option in MCM.


 


I can't play TTW with the default bobbleheads anymore, the modified ones are much, much better. :D



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pintocat
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just where are you sticking

Post by pintocat » Fri Feb 10, 2017 3:16 pm

just where are you sticking the bobbypin? o.o  :P It sounds like a good option



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jlf65
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Personally, I'd rather the

Post by jlf65 » Fri Feb 10, 2017 4:05 pm

Personally, I'd rather the bobblehead affect how hard it was to break a bobbypin. I usually put in place a mod to make bobbypins from tin cans (regular or bent) since the damn things break like they were made of glass.


 



khumak
Posts: 139
Joined: Thu Aug 25, 2016 2:18 am

jlf65 wrote:

Post by khumak » Fri Feb 10, 2017 6:33 pm

[quote=jlf65]


 


Personally, I'd rather the bobblehead affect how hard it was to break a bobbypin. I usually put in place a mod to make bobbypins from tin cans (regular or bent) since the damn things break like they were made of glass.


 


[/quote]


Personally, I'd like to see it widen the "sweet spot" that you have to get the lock pick position into to actually open the lock.  It seems like in my games that sweet spot is frequently approximately 1 pixel wide.  I almost always end up just installing something that lets me bypass the minigame entirely because of that.


If the lock is a higher difficulty than my skill level then I expect the sweet spot to be miniscule or even nonexistent.  (I actually think master locks should not even be possible to pick if your skill level is less than 90 or so.)  If my skill level is higher than the lock difficulty though, it should be relatively easy to pick.  And locks more than 1 category easier than my skill level should have a sweet spot that is big enough that it's nearly impossible to fail.



brfritos
Posts: 66
Joined: Tue Nov 01, 2016 2:16 am

pintocat wrote:

Post by brfritos » Fri Feb 10, 2017 7:01 pm

[quote=pintocat]


just where are you sticking the bobbypin? o.o  :P It sounds like a good option


[/quote]


 


Now, now, now... let's not pry into others particulars, hun? laugh


But I'm thinking in terms of the shady use of the skill. After all, we are talking about a skill that most of the time is used to rob, steal or trespass something, right?


 


[quote=jlf65]


Personally, I'd rather the bobblehead affect how hard it was to break a bobbypin. I usually put in place a mod to make bobbypins from tin cans (regular or bent) since the damn things break like they were made of glass.


[/quote]


 


I actually use a mod to REMOVE the lock pick and terminals "puzzle game" from FO3/FNV. LOL


Gosh, they are so annoying after a time.


 


But don't get me started, we have screwdrivers available in the game, why do we need bobby pins to begin with? ;)



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pintocat
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I hate the stupid minigames

Post by pintocat » Fri Feb 10, 2017 9:24 pm

I hate the stupid minigames too, I made a mod to remove them :P



Deathclaw_Mayor16
Posts: 122
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I dont mind the lockpicking

Post by Deathclaw_Mayor16 » Fri Feb 10, 2017 10:11 pm

I dont mind the lockpicking mini game.It's the hacking one I hate.Which is why I use a mod so only one word is the right answer.



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RoyBatty
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I like the pickpocket chance

Post by RoyBatty » Sat Feb 11, 2017 12:51 am

I like the pickpocket chance idea but... we'd have to change the bobblehead itself, which really isn't a bad idea. Maybe we should change the speech one to something else too because that one also sucks.


Image

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jlf65
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undead4life wrote:I know FO3

Post by jlf65 » Sat Feb 11, 2017 7:09 pm

[quote=undead4life]I know FO3's speech checks led to many people save scumming though, plus I have this feeling it'd not be easy to script.


[/quote]


Why I'd NEVER save and restore until I got the result I wanted!! wink


Yes, the FO3 checks were too easy to bypass. One of the many improvements to FONV. I never minded the mini-games, but in both Fallout and Skyrim, supposedly metal picks break way too easily. To really be realistic, picks should be very hard to break, but when they do break, they jam the lock on the first such break. No breaking dozens of picks before it jams. Then they needed the ability to unjam a lock with a special tool and a much higher lockpick skill. Maybe I'll work on a mod that does that.


 



brfritos
Posts: 66
Joined: Tue Nov 01, 2016 2:16 am

RoyBatty wrote:

Post by brfritos » Sat Feb 11, 2017 8:49 pm

[quote=RoyBatty]


 


I like the pickpocket chance idea but... we'd have to change the bobblehead itself, which really isn't a bad idea. Maybe we should change the speech one to something else too because that one also sucks.


[/quote]


 


Yeah, this one I was also thinking, but what can we do with something like speech or charisma?


They aren't much used in the game other than speech checks and barter.


The barter bobblehead already covered the issues concerning commerce.


 


How about the player gain a temporary +2 CH (4 points in speech) when talking with high charisma NPCs? That have 6 or more points for example?


Red (Big Town) have 7 CH, Moira have 7 CH, Scriber Jameson (Citadel) have 6 CH and Durga have 6 CH.


In NV Bitter-root also have 6 CH and a speech check when talking with him, as well Arcade.


Since Paradise Falls is usually discovered in the very beginning this could be somewhat usefull.



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