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Forced entry
About This Mod
Description.
This system mode allows players to attack containers and doors to prevent them from being locked.
Only player attacks activate this system.
The system is used completely in the game and attacks normally. The menu is missing and the player tries to enter by striking/firing on the container or detonating explosives on or near the container.
Details:
Damaging weapons can be used to penetrate unlocked containers and doors.
In an attempt to crack, a binary pass/fail check is used between the "attacking value" of the attempt to crack and the "protective value" of the locked asset. If the attack value is successful, the container is opened.
Repeated impacts on a locked object reduce its protective value for the next impact, and in the case of a container, each impact damages or destroys the contents of the container. Each time a collision occurs, a small message pops up indicating the progress of the lock damage.
Locks broken by the knobs can also be opened by force, but the difficulty is doubled.
Power attacks double the value of a force break-in attack, but unsuccessful attempts break the lock and complicate subsequent attempts to break.
Attack power is influenced by factors such as weapon weight, damage, current strength, attack power, whether a weapon is a melee throwaway weapon, perception, agility, intelligence, your weapon proficiency depending on weapon state, and your strength depending on weapon state for melee/weapon.
Some types of doors and containers, such as crates, ammunition boxes, metal crates, doors, and gun cabinets, have a modifier added to their defenses, making them more difficult or easier to hack. Some types of containers, such as ammunition boxes and boxes, have a reduced chance of damaging or destroying items.
Plasma attacks greatly increase the chance of breaking, but the chance to damage or destroy items increases significantly, and unsuccessful attempts to break the lock to unlock them will complicate subsequent attempts to break.
Laser attacks are much less effective when trying to break in, but have a much less chance of damaging or destroying items.
Melee weapon/weapon strength is multiplied 1:1 by the initial attack value (weight + damage) at which the invasion calculation begins.
The value of "brute force" - the degree to which the force of attack exceeds the force of defense - strongly affects the probability of destruction of an item. It is important to use a weapon that matches the level of the lock, the residual strength of the lock and your skills. If no brute force is selected, the probability of destruction is not corrected and a base value is used.
Your SPECIAL bonus is not considered when evaluating overkill and defense statistics.
Each hit triggers a probability-based roll to damage or destroy the container's contents.
Of course, except for keys, notes and quest items. Caravan cards, weapon modifications, and skill books are optional. Skill books are excluded by default.
The impact that breaks the lock significantly reduces the number of modifications that damage or destroy the object.
This does not apply to explosives.
Luck is an important factor that reduces the likelihood of destruction of the item, and repair also helps, although to a lesser extent.
Hitting an unlocked container will still result in a throw at the object's destruction, so care must be taken when using automatic fire and melee weapons.
Explosives are very effective at breaking locks, but they have a much higher chance of destroying or damaging items. They are more suitable for unlocking doors than containers. When using explosives, luck and repair play the biggest role in reducing the chance of damage or destruction.
An attempt to enter from close range/unarmed will result in damage to the weapon used. Weapon with 0 hit points or 0 initial damage is completely destroyed and removed from the inventory. If you have another copy of this weapon in your inventory, it will be equipped automatically.
To reduce the need to open the menu to unlock or set a hotkey to switch to a burning weapon, pressing the "grab" control button (default: RS for controller, Z for keyboard) when looking at the locked object automatically switches to the last weapon used to strike it.
If your skill doesn't meet or exceeds your weapon skill requirements, your weapon's hit health rate will increase or decrease accordingly.
A blade weapon has a much lower chance of damaging or destroying items, but deals more damage to health per hit. The value of this additional health damage, in addition to the initial calculated effect, is again reduced or increased by the skill's low/high. It is also reduced if Dexterity is greater than the required Weapon Strength, but no penalty is applied if Dexterity is less than the required Strength.
The value of an overkill of a blunt weapon is increased or decreased by levels of Strength and Dexterity that meet or do not meet the requirements of the weapon.
Violation warnings are sent when a user hits a container or door.
For TTW users, a change was made to the scenario whereby a faction with a megaton weapon becomes a common faction "Megaton Dweller", rather than a specific faction with a weapon (only when using "Steel Assistant"). This means that an attack on Steele can turn the people of Megaton into enemies, but I don't mind changing that - it always seemed strange to me that you could kill a gunman of your own accord without any consequences. Civilization with Megaton must be maintained through imperceptible killing/deactivation.
Customize:
Almost all aspects of this fashion can be freely configured in config.
Before asking questions about what can be set/disabled, check the ini settings.
Requirements.
JIP LN, xNVSE, Johnny, ShowOff, normal.
KEYWORDS is required.
Sweet Keywords is required.
Installation:
Normal installation.
If you like this mod, please support it and vote for it.
Patches.
Patches can be performed by adding the following keywords to the appropriate form in the KEYWORDS format ini
Safe container
Ammunition Box Container
Weapons storage container
Broken door
Metal Box Container
Gate
Enclave Containers
Errors
Please report errors in the "Errors" tab instead of in the message. I get notifications for error messages, but due to the large number of mods I can't check all mods regularly.
Limitations:
I do not believe that there is a fully reliable way to reflect the effects of munitions in this system. Although it is possible to check the ammunition available to the player at the time of hit, this does not always synchronize with the ammunition used. After a recent JIP update, various aspects of the hit, including munitions, are now tracked on the projectile, but when a door or container registers a hit using a OnHit event handler, most of the information normally available to hit nps/creatures/creatures is unavailable.
Question.
MCM.
No, the configuration is fast and easy to use, but it's a waste of time to mess around.
Only non-player attacks are triggered.
It's quite exhausting, and I don't see much point in it.
Make the proximity of the attack to the latch/loop/key/etc. model problematic.
As far as I know, this is either impossible or too cumbersome to tune, probably incompatible with nevanilla cells, and not compatible in functionality at all.
Align the location of the containers with the calculations and types of weapons needed (e.g., storage doors that require an EMI strike). It's going to be hard to organize it in a way that makes me happy.
Additional container types.
The system can extend the list of keywords by which it searches, but if it cannot reliably and easily obtain a standard list of basic game forms suitable for a type of subject, filtering out the path to the model or editor ID, it will probably not implement it.
Make it possible to break the lock, which "cannot be opened without a key".
We're not doing this because it's probably going to break the order of things.
What is the difference between b42 and bash?
It is completely systematic and formulaic, can be used with any weapon and does not require any feathers.
Permissions:
You don't need to ask me for permission to create patches or mods that interact with this system. If you want to use most of this system in your own fashion, please specify my name.
If you wish to reuse this system in any way, please suggest.
Support.
If you want to support my fashion work or express your appreciation, feel free to donate via Nexus or here on Ko-Fi.
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