• If you have a mod, tool or prefab, please use the Resources section. Click Mods at the top of the forums.

[Modlet] KHLockpicks 18.3 ver

Tristam

New member
http://www.mediafire.com/file/ekbmg2vprezjv7u/KHLockpicks.zip/file

Full credits and respect towards KHaineGB for the original mod. https://7daystodie.com/forums/showthread.php?95976-Lockpicking-Modlet

This mod works like the original. You craft a lockpick, now renamed to LQ Lockpick, and equip it in your toolbar. You can then unlock (upgrade with right click) most locked objects including doors and safes. The advantage of it over the default lockpick is that it works on doors, won't break until after you use it so it only takes on per lock, and only costs 20 scrap iron.

Other changes I personally made:

  1. Reduced the number of "hits" until objects are unlocked. From an average of seven to an average of 2-3, in order to keep the item relevant when you have purple tools.
  2. Made it work on vault doors and hatches, since they're the reason I wanted the mod in the first place.
  3. Removed the progression tree completely, so that it works as-is. By default, it would unlock at level 2, but the vanilla lockpick's recipe unlocks at level 1. So I just made it so you can access it from the start. There's also no need for a speed increase since the lockpicks all work faster than originally intended. The only thing left out is the reduced noise, but there needs to be more reason to use the vanilla Lockpicks over the LQ ones.
  4. Localization is removed. So the description of the lockpick won't show. (this is due to make skill level at "modding") ***changed, thanks to KHaineGB.


Mod is provided "as-is" and won't receive major support.

EDIT 2: Reverted to previous upload due to my own incompetence. Works again.

 
Last edited by a moderator:
Google Drive link leads to Error 404 (not found) :(
It's probably because the link was put outside the URL tag and as a result, it was visually shortened (note the three dots in the link). Since it starts with https, it is converted to a link, but only its shortened version which isn't valid. To fix the problem, OP would have to put the original link inside the URL tag like in the example below:

Code:
[[spoiler][/spoiler]URL="https://www.google.com"]CLICK HERE[/url]
 
Last edited by a moderator:
hey, im new to the game, does this mod cancels out the requirement to craft a lockpick (schemitics/perk) ?
No, it adds another lockpick, the LQ Lockpick. LQ Lockpicks specialize in opening doors and safes by equipping the lockpicks and holding the right click button. Just like when you're upgrading a wooden block with a stone axe. There are advantages and disadvantages to using the LQ Lockpics or the vanilla version, so feel free to experiment with both.

 
Well, it doesn't seem to work. I get NRE's when right-clicking on doors and safes. Hope this bit of code is enough. Also, when trying to unlock the reinforced wooden doors, it tells me I need an iron door, suggesting that maybe it's trying to upgrade to the iron door?

Code:
NullReferenceException: Object reference not set to an instance of an object
 at ItemActionRepair.CanRemoveRequiredResource (ItemInventoryData data, BlockValue blockValue) [0x0011a] in <abc1cae220c641248ccf17f83a8861d4>:0 
 at ItemActionRepair.ExecuteAction (ItemActionData _actionData, System.Boolean _bReleased) [0x0067b] in <abc1cae220c641248ccf17f83a8861d4>:0 
 at ItemClass.ExecuteAction (System.Int32 _actionIdx, ItemInventoryData _data, System.Boolean _bReleased, PlayerActionsLocal _playerActions) [0x0041a] in <abc1cae220c641248ccf17f83a8861d4>:0 
 at Inventory.Execute (System.Int32 _actionIdx, System.Boolean _bReleased, PlayerActionsLocal _playerActions) [0x00037] in <abc1cae220c641248ccf17f83a8861d4>:0 
 at PlayerMoveController.Update () [0x0251c] in <abc1cae220c641248ccf17f83a8861d4>:0 

(Filename: <abc1cae220c641248ccf17f83a8861d4> Line: 0)

NullReferenceException: Object reference not set to an instance of an object
 at ItemActionRepair.CanRemoveRequiredResource (ItemInventoryData data, BlockValue blockValue) [0x0011a] in <abc1cae220c641248ccf17f83a8861d4>:0 
 at ItemActionRepair.ExecuteAction (ItemActionData _actionData, System.Boolean _bReleased) [0x0067b] in <abc1cae220c641248ccf17f83a8861d4>:0 
 at ItemClass.ExecuteAction (System.Int32 _actionIdx, ItemInventoryData _data, System.Boolean _bReleased, PlayerActionsLocal _playerActions) [0x0041a] in <abc1cae220c641248ccf17f83a8861d4>:0 
 at Inventory.Execute (System.Int32 _actionIdx, System.Boolean _bReleased, PlayerActionsLocal _playerActions) [0x00037] in <abc1cae220c641248ccf17f83a8861d4>:0 
 at PlayerMoveController.Update () [0x0251c] in <abc1cae220c641248ccf17f83a8861d4>:0 

(Filename: <abc1cae220c641248ccf17f83a8861d4> Line: 0)

2020-02-16T19:34:01 118.377 INF 98.55797 SleeperVolume 2985, 36, 1680. Restoring at 3012, 40, 1725 'zombieSoldier', count 32
NullReferenceException: Object reference not set to an instance of an object
 at ItemActionRepair.CanRemoveRequiredResource (ItemInventoryData data, BlockValue blockValue) [0x0011a] in <abc1cae220c641248ccf17f83a8861d4>:0 
 at ItemActionRepair.ExecuteAction (ItemActionData _actionData, System.Boolean _bReleased) [0x0067b] in <abc1cae220c641248ccf17f83a8861d4>:0 
 at ItemClass.ExecuteAction (System.Int32 _actionIdx, ItemInventoryData _data, System.Boolean _bReleased, PlayerActionsLocal _playerActions) [0x0041a] in <abc1cae220c641248ccf17f83a8861d4>:0 
 at Inventory.Execute (System.Int32 _actionIdx, System.Boolean _bReleased, PlayerActionsLocal _playerActions) [0x00037] in <abc1cae220c641248ccf17f83a8861d4>:0 
 at PlayerMoveController.Update () [0x0251c] in <abc1cae220c641248ccf17f83a8861d4>:0 

(Filename: <abc1cae220c641248ccf17f83a8861d4> Line: 0)
 
@CrypticGirl, thanks for the heads up. There was a simple mixup and mistakes were made. The original upload is back, and it works like a charm again. Thanks.

 
...it works like a charm again.
Much obliged, sir! Just some suggestions, but it would be super sweet if there were other options included with this, beyond just basic lockpick set...

lockpicksImprovised - basically bobby pins, paperclips, coat hangars or any other small thin metal scraps that could be bent into a makeshift lockpick (slow and quiet, lowest durability, slight penalty to success, can be made by anyone with zero skill and enough scrap iron)

In example:

https://www.itstactical.com/skillcom/lock-picking/how-to-make-a-paperclip-lock-pick-that-works

lockpicksProfessional - only useful in the hands of a skilled expert and fabricated by someone with a machine shop and advanced metallurgy (slow and quiet, highest durability, large bonus to success, requires advanced tools and skills to craft)

In example:

https://www.lockpickshop.com/G-3SET.html

lockpicksGun - slightly noisy way to quickly pop a lock (fast and slightly noisy, durability based on quality color, average success, requires repair kits to fix and advanced tools and skills to craft)

In example:

https://www.lockpickshop.com/lock-pick-guns.html

detCord - guaranteed to open a vault door SUPAH fast, but bring ALL the zeds to the schoolyard (fastest and EXTREMELY loud, one use per roll, chem lab and yeah science to craft, "U.S. Army Engineer Sapper Handbook" perk required to use without blowing yourself up too)

In example:

https://en.wikipedia.org/wiki/Detonating_cord

 
I like how you think, but that's beyond the scope of the mod and my skill level. I actually want things simplier. I even made a mod for myself to increase lockpick success to 100% for vanilla picks just because I hated crossing my fingers everytime I was opening a safe. Only to lose 15 picks on one safe with nothing in it, while other times getting it on one. It just wasn't fun. So while these ideas are golden, I don't see using them, so I'm not going to be interested in making them. But they would be nice to stumble across on another person's server.

Lastly, I have zero modeling abilities. So you'd be looking at different colored nail guns or something, haha. But if you want to change it, or anyone else for that matter, I give full permission. (not that it was originally my mod anyway, but still)

 
Gotcha. No pressure m8! Just brainstorming. TBH the vanilla lockpicks as is, should be assumed to be improvised, because no one breaks that many on one fkin lock without jamming it...

 
Looking at the xml, am I correct that this mod replaces the vanilla upgrade path of locked doors?

I guess that means it's impossible for a block to have more than one UpgradeBlock property?

 
Looking at the xml, am I correct that this mod replaces the vanilla upgrade path of locked doors?
I guess that means it's impossible for a block to have more than one UpgradeBlock property?
Yes, I was surprised to see this, but yesterday I was upgrading the regular iron door to the vault door and instead of a nailgun, I had to use this lockpick to upgrade it. As for materials required for the upgrade, it seems like there was no change.

 
Back
Top