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Lockpicking rebalanced
   
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19 Apr @ 4:02pm
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Lockpicking rebalanced

In 2 collections by team_on
IWK+: Primitive Tech & Survival Modpack III
270 items
IWK+: Primitive tech & Survival Modpack II
139 items
Description
Totally rebalance all locks and strength requirment for them. Total 100+ locks changed, basically every lock in the game.

All doors can be broken with strength. Doors in bigger houses require more strength and have harder locks
All storage have looks too. Barrels is easiest. And safe/weapons storage is the hardest.

Without training lockpicking in Shinobi Towers or your base you can't steal items from shops.
You need skilled lockpicker or Tools to loot all those ruined labs. Storages witout items don't have locks, so you woudn't waste your tools for useless storage.
Slaves start would be much harder, because you can't lockpick from your cage rigth from start.

Examples:
- Shackles - 60 lockpicking or 60 strength to break
- Prisoner Pole - 50 lockpicking or 33 strength
- Cage - 65 lockpicking or 90 strength
- Cannibal Cage - 55 lockpicking or 54 strength
- Small Shack door - -10 lockpicking or 30 strength
- Outpost door - 30 lockpicking or 75 strength
- Battel storages - 40 lockpicking or 30 strength
- Small box storages - 45 lockpicking or 45 strength
- General storage(big iron box) - 50 lockpicking or 60 strength
- Safe and weapons storage - 55 lockpicking or 75 strength
- Lockpicking is avarage for world. Usually it randomised by +- 10. Better factions(like Second Empire, Traders Guild, etc) have +15 to that. While some low-tech factions(like Fogmans, Empire Peasants, Rebel Farmers) have -20 to that. HN locks is easier that UC locks.

More cool lockpicking mods
Lockpicking Tools by 2PercentNate - add Lockpicking Tools that can store in belt slot and work as regular tools
IWK+ Lockpicking Tools - Integrate Lockpicking tools into IWK+ and add research and craft for it
Lockpicking rebalanced - total locks overhaul for lockpicking and breaking with strength
IWK+ Lockpicking rebalanced - integrate previous mod into IWK
Lockpick Anyway by Baron Von Kekatron - allow you to lockpick, even if you have 0% chance. Default is 5%
Sneaking is Sus by Lawh - NPC warn you, when you is and would attack if you ignore it
If you have some suggestion - post it in comments

More vanilla-like rebalanced mods
Lockpicking rebalanced - harder lockpicking and ability to break locks with strength(in vanilla it sometimes required 270 strength to break a lock)
Sensible Training Expanded - training dummies for almost every stat
Marathon Run Speed - Vanilla Balance - slow down the entire world
Sensible Martial Arts + Dodge Strafe - patch for 2 best vanilla-like martial arts mods

Mod order
[6]----------[Buildings]----------.mod
[6.1]--------------------(Building Edits).mod
Lockpicking rebalanced.mod

If you don't know what is mod order - read Proper Load Order & You and Kenshi Load Order Organizer and Kenshi Mod Manager[github.com]. Kenshi Mod Manager can even detect conflicts with mods.

Need Import?
- Yes. All locks generated on first load, so you need to import to have new values.

Safe to remove midsave?
- Partially. You can remove it. But after removing all lock would have modded values. So you need to import after removing this mod to have default values.
3 Comments
team_on  [author] 28 Jun @ 1:42pm 
>What is exactly the difference between "hardness" and "lock level bonus"?
lock level bonus - as is. Flat level bonus for this specific building. Basic lock level specified per faction in faction settings.
hardness - it's about how hard to break lock with strength or tools. For strength game uses hardness*3 value. And for tools game uses hardness*10 for timer.

Also, each faction have this settings, that affect locks:
1. cages lock level - base lock for all cages
2. containers lock level - base lock for all storage buildings
3. doors lock level - base lock for all doors
4. lock level random - randomized lock value for both sides. So if you write here 10 - this means that lock can be randomized by +-10.

In conclusion, lock level = faction lock level + lock level bonus(from building) + randomized value from faction.
And for strength/tools it uses just hardness

> Is possible with this mod to find locks of 90?
Yes. Ancient safe can have up to 90.
robertoa7667 28 Jun @ 10:26am 
Nice, just imported to try it. Could you give a quick explanation of the changes in the fcs? and how did you make it so strenght is viable and still upgrading the difficulty?
What is exactly the difference between "hardness" and "lock level bonus"? How do each work individually and in conjuction? I read the fcs but it doesn't seem clear to me. some values (i don't mean barrels) are lower than vanilla, which surprised me, i imagine is because the lock level bonus.

Is possible with this mod to find locks of 90?

The info would be valuable in case someone wants to further edit it to their liking. Thank you so much for your work and sharing it!
Mr_President 24 Apr @ 5:55am 
Nice