Menu Based Hacking and Picking BETA
⚪ Last updated 2010Preview

🔍 Analysis
- 👍 4.9% endorsement rate — high engagement, a strong quality signal
- 🏆 #287 of 403 Gameplay Effects and Changes mods in this game by downloads
📋 About This Mod
Beta 8. 3 Hardcoded vanilla & point lookout terminals into the script. Now the script will detect if you have the password for those terminals (and only FO3 vanilla/Point Lookout). Obviously, Point Lookout is now required. Beta 8. 2 Altered perk selection menu at beginning to pop-up after you have talked to Amata in your bedroom (it was having a problem with the chargen menus). Beta 8. 1 Oops, corrected doors/terminals not auto-opening after successful pick/hack. Beta 8 Replaced formulas with the ones developed in FWE (I was never really cared for mine and intended to get back to them) Minor script tweaks Added choice at startup to choose between both lockpicking & hacking, lockpicking only, hacking only, and none (intended for FWE inclusion) Beta 7 Now correctly detects keys for transition doors (going from inside to outside) when the \"locked\" door is on the other side. Beta 6 Added support for the RobCo computer widget Added XP rewards for successful lockpicking and hacking (Formerly Skill Based Hacking & Picking) (FOSE required for beta 5 but not beta 2, beta 2 does not have key detection) This mod allows the player to bypass they lockpicking and hacking minigames through a menu shown whenever a locked terminal, container, or door is activated. Simply press the desired action and a script determines success or failure. (the bottom option is the default action and can bring up the minigame) Curently there is no way to determine if a player has the correct password to unlock a terminal, as such you will have to keep track of your passwords (FOSE team is aware of this). Base chance of success (Pick/Hack) = ((( skill - square root (skill) ) 2. 25 ) - lock level )(Maximum of 95, Minimum of 5) If lockpicking results in a failure it rolls for success again, if a 2nd failure results, your bobby pin breaks. If hacking results in a failure it rolls for success again, if a 2nd failure results, the terminal is locked out. You can only pick/hack a lock equal to twice you skill or less. If the base chance is above 100 (by formula, marked with ) there is no chance of terminal lockout. Having the infiltrator perk will give no bonus but will prevent bobby pin breakage. Having the computer whiz perk will give no bonus but will prevent terminal lockout. Base chance of forcing locks = (strength * 5 + weapon bonus) (lead pipe +5, tire iron +10, sledgehammer +20, super sledge/tenderizer +25) If force lock attempt fails it rolls for success again, if the 2nd roll is greater than half the lock level the door is jammed. To uninstall: bring up the console, type \"startquest zremoveperk\" (without the quotes), wait about 5 seconds then go into your perks and make sure the perks lockpicking and computer hacking aren\'t on your list of perks (they will be at the very bottom) TO DO List: wait on FOSE to finish GetOpenKey or create GetPassword to determine password needed for locked terminals
📊 Mod Details
- Game
- Fallout3 Mods
- Author
- Alystin
- Version
- 0.8.3
- Downloads
- 2,140
- Endorsements
- 104
- Category
- Gameplay Effects and Changes
- Created
- 12/30/2008
- Updated
- 7/25/2010
🔧 How to Install Fallout 3 Mods
Download from Nexus Mods.
📖 Full step-by-step install guide for Fallout 3 →
Visit the official mod page for specific installation instructions for this mod.
🎮 Need cheat codes or console commands? Check ur gaming wiki for Fallout 3 commands, item IDs, and more.
Keep browsing — more Fallout 3 mods await