Oblivionesque Lockpicking Redone - Minigame

⭐ ⭐ (106 endorsements) 📥 13,525 downloads 📌 v1.0.3 📅 4/13/2024
🟠 Updated over a year ago

By LeucisticDinosaur · Gameplay

⬇ Download Mod Source: Nexus Mods ↗ 📅 Updated: 5/8/2025 📅 Created: 4/13/2024
⚠️ Install Order · 5 steps
1🛠️ SKSE64 — Skyrim Script Extender 64 Download ↗
2🔧 USSEP — Unofficial Skyrim Special Edition Patch Download ↗
3🖥️ SkyUI — SkyUI (MCM framework) Download ↗
4🧩 Address Library — Address Library for SKSE Plugins Download ↗
5🔧 SSE Engine Fixes — SSE Engine Fixes Download ↗

Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.

🔍 Analysis

  • 👍 0.8% endorsement rate
  • 🏆 #111 of 118 Gameplay mods in this game by downloads

📋 About This Mod

This mod adds a new pin-based lockpicking minigame, like the one in Oblivion. This is a re-implemented version of my Oblivionesque Locks which uses a new swf menu instead of the previous widget-based backend.  This means this version should be more responsive and visually smoother!

Visuals

The sprites packaged with the main download are quite simple, as you can see from the example images.  Replacers for these sprites are very welcome! Currently these are available:

Visually Realistic Lockpicking

Oblivioner Oblivionesque

Each piece of the minigame can be retextured with a custom swf, and different sprites can be used for different types of locks as well.  If you'd like to have a try at retexturing it yourself, there's an example file showing how to do this for a few lock varieties and simple png files with the default sprite dimensions available in the downloads.  For converting an image file to a swf, simple converters like swftools (source) should work.  Please feel free to contact me if you're having any trouble getting this working, I'd be happy to try and point you in the right direction!

If it's just the main sprites you want to retexture, you can do so just by overwriting the swf files directly under Interface/dino/oblivionesque/resources that are already present in the main file.  You don't actually need to add lock varieties, that's completely optional.

If you do want to add sprite varieties, they can be made for (1) location type keywords and (2) meshes used by the door/container object being lockpicked.  All sprite varieties should be placed under Interface/dino/oblivionesque/resources.

Within this directory, keyword sprites should be placed under keywords/KeywordEditorID (with "KeywordEditorID" replaced by the keyword in question).  For instance, the variety example download places sprites under keywords/LocSetNordicRuin to apply to objects within Nordic ruins.

Mesh sprites should be placed under meshes/ in a subdirectory structure that matches one in the actual meshes/ directory of the user's Skyrim install, and will apply to all container/door models that are under that path.  The example download uses meshes/clutter/dwemer to apply sprites to Dwarven objects.

Where multiple sprites might apply to a lock, the order of precedence is that a more specific mesh path overrides a less specific mesh path (so any sprites in meshes/clutter/dwemer/dwedresser01.nif/ will override meshes/clutter/dwemer/), any mesh path will override a location keyword path, and mesh paths and location keyword paths both override the default sprites under resources/.  So not all sprites have to be copied into a path for a lock variety; any that aren't there will fall back to the default sprites.

I think looking through the folder structure of the provided example

🤖 AI-enhanced — based on mod data

Oblivionesque Lockpicking Redone - Minigame replaces Skyrim's lockpicking with a pin-based minigame inspired by Oblivion, rebuilt with a new SWF menu for smoother, more responsive visuals. It supports custom sprites and lock varieties, with community retextures available. Ideal for players seeking a fresh lockpicking challenge with visual customization.

✨ Key Features

Adds a pin-based lockpicking minigame similar to Oblivion's
Re-implemented with a new SWF menu for improved responsiveness and visual smoothness
Supports custom sprites and lock varieties via SWF files
Includes example files and PNG templates for creating custom textures
Community retextures available, including Visually Realistic Lockpicking and Oblivioner Oblivionesque

📊 Pros & Cons

✅ Pros

  • Community-approved with 106 endorsements and over 13k downloads
  • New SWF backend makes the minigame feel smoother and more responsive than the old widget version
  • Highly customizable—you can retexture sprites or add lock varieties based on location or mesh

⚠️ Cons

  • Default sprites are simple, so you may want to grab a retexture mod for better visuals
  • Customizing sprites requires converting images to SWF, which is a bit technical
  • As a gameplay overhaul, it may conflict with other mods that alter lockpicking mechanics
🎯 Is This For You?
For Skyrim players who miss Oblivion's lockpicking minigame and want a fresh, more tactile experience. Also great for modders who enjoy customizing UI elements. Skip if you prefer the vanilla lockpicking or don't want to deal with potential compatibility issues.
📦 Install:Easy· Under 5 minutes

💡 Beginner Tips

  • If you want better visuals, install one of the retexture mods linked in the description—they're drop-in replacements.
  • To make your own sprites, use the included PNG templates and convert them to SWF with a tool like swftools.
  • Place custom SWF files in Interface/dino/oblivionesque/resources to overwrite the defaults.

📊 Mod Details

Game
Skyrim Mods
Author
LeucisticDinosaur
Version
1.0.3
Downloads
13,525
Endorsements
106
Category
Gameplay
Created
4/13/2024
Updated
5/8/2025

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