no, we've got a survival bobblehead instead of big guns now. it's pretty nifty.
Optional "TTW_Bobbleheads.esp" Description of the Bobbleheads bonuses.
- Puppettron
- Gary
- Posts: 1715
- Joined: Sat Nov 23, 2013 10:47 pm
no, we've got a survival
- Puppettron
- Gary
- Posts: 1715
- Joined: Sat Nov 23, 2013 10:47 pm
talked to roy, seems like a
talked to roy, seems like a good idea.
for LP: scrounge perk for junk. chancenone 75% - 90%. LL filled with the purest junk around and some useful junk.
- Risewild
- Posts: 3219
- Joined: Mon Oct 01, 2012 9:14 am
Puppettron wrote:
[quote=Puppettron]
talked to roy, seems like a good idea.
for LP: scrounge perk for junk. chancenone 75% - 90%. LL filled with the purest junk around and some useful junk.
[/quote]
Just a question? What part of getting more junk out of containers have to do with being able to pick locks? Most containers are not even locked
just my opinion.
Some Ideas:
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Increases the chance of finding more Bobby Pins in containers and dead enemies.
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Can't remember when it was that I lost a bobby pin trying to unlock something, the mini game is so easy.
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Increases the chance of successfully forcing any lock by 25% .
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Never used the force lock option ever...
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15% of lowering the difficulty of the lock by one level the first time the player activates it.
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Don't even know if this is possible to make.
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Some chance of automatically open locks based on their difficulty the first time the player activates it. Example: 20% easy, 15% medium, 10% hard, 5% very hard. Also it could be linked to how much skill the player has, for example it could only work if the player has the lockpick skill necessary to unlock the lock, or increase the values by 5% if that is the case.
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Don't even know if this is possible to make.
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- Puppettron
- Gary
- Posts: 1715
- Joined: Sat Nov 23, 2013 10:47 pm
Quote: Just a question? What
[quote] Just a question? What part of getting more junk out of containers have to do with being able to pick locks? Most containers are not even locked
just my opinion. [/quote]
very little. what's the science skill have to do with destroying robots? or the survival skill with your runspeed?
lockpicking is a horribly narrow skill that is hard to work with here because so much of it is hardcoded into that stupid minigame. the forcelock option is based on your skill and the lock's difficulty, for example, so forcelock would require changing those values, but forcelock is only available in the minigame so changing those values would change how the minigame performs -- essentially making forcelock 25% easier would require making lockpicking itself 25% easier. bobbypins are too insignificant to be attached to a bobblehead -- they're supposed to be half-perks, not 1/8th perks :P. the last two look so difficult to make that it's pretty much not worth it, like inventing an engine that runs bodyheat to run your kids' powerwheels
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JaxFirehart
- Posts: 3003
- Joined: Wed Sep 12, 2012 12:33 am
part of the problem with
part of the problem with setting up a scrounger imitator is that it would require modifying leveled lists, or heavy scripting. Modifying tons of lists in both wastelands is out, so the scripting would work. As far as loot, I would be happy to see it spawn a few extra lockpicks sometimes, but I agree that's somewhat pointless. Of course, if we are going to go heavy scripting, we may as well do something interesting, like lowering lock levels or, if that's a pain, (lock level vs skill chance based)insta-unlock.
When all is said and done, I'm actually okay with the LP bobble just giving +10 LP, since they don't ALL do it anymore it makes it unique.
- RoyBatty
- Gary
- Posts: 7742
- Joined: Sun Apr 27, 2014 10:26 am
- Location: Vault 108
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JaxFirehart
- Posts: 3003
- Joined: Wed Sep 12, 2012 12:33 am
I'd be down with +5, since NV
I'd be down with +5, since NV made skills harder to come by.
Of course, if we ever come upon a great perk for lockpick, no reason we can't use it.
- RoyBatty
- Gary
- Posts: 7742
- Joined: Sun Apr 27, 2014 10:26 am
- Location: Vault 108
Sounds like a plan for now,
Sounds like a plan for now, and if some brilliant idea happens we can indeed replace it later.

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AnvilOfWar
- Posts: 208
- Joined: Wed Oct 09, 2013 7:59 am
Could the Lockpick Bobblehead
Could the Lockpick Bobblehead be used in some form of pick pocket chance perk?
It fits the theme of getting things.
- RoyBatty
- Gary
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