Infiltrator - Lockpicking Overhaul (Chinese update)
An in-depth lockpicking expansion featuring new ways to handle locks, including melee combat, shooting, and the "forced lockpicking" system returning from Fallout 3 and Fallout New Vegas. All options have consequences and rewards.
Screenshots 6 screenshots
About this mod Machine translation
An in-depth lockpicking expansion featuring new ways to handle locks, including melee combat, shooting, and the "forced lockpicking" system returning from Fallout 3 and Fallout New Vegas. All options have consequences and rewards.
Original address:
Prefix:
MCM (optional, this module does not require this as a prerequisite, but it is highly recommended. Allows you to customize and customize this module as needed.):
Updated Chinese address on May 12, 2025:
~~Updated Chinese address on April 14th:
Updated on March 24th:
Version 5.0.0
---Major update---
Added: You can now break locks with an equipped one- or two-handed melee weapon. Unlocked abilities depend on your Grand Alliance Perk level, and your chances of success depend on your strength.
Changed: All alternative lockpicking options have slightly reduced success chances.
FIXED: All lockpicking options now play the correct unlock failure sound effects.
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Overview
Forced lock picking is back! You now have the option to force open locks that are 1 level below your Locksmith talent level, slam open locks that are 1 level below your Slam Perk level, and shoot lockpicks that are below your Penetrator level! All options have small risk and small reward.
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Important: You need the first level of the corresponding Perk for this method to see this option. E.X. You must have a Level 1 Locksmith to see the option to force unlock.
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You now have the option to save a little time, but at the cost of a small amount of experience points and potential inconvenience.
Force opening and unlocking stuck locks comes with sound effects and toggleable notifications.
Slam Lock comes with sound effects, toggleable notifications, random animations and random sounds.
Shot Lock comes with sound effects, toggleable notifications and ammo loss.
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ESL tagged ESP | No vanilla edit | Compatible with anything that doesn't do the same thing | Install anytime
Other matters
Once you've unlocked a failed force-bad lock, you can no longer force it open. You must open the lock normally. Unlock the lock by pressing interact several times. Slamming the lock will also consume some health points.
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In true RPG style, your special attributes determine your success at forcing lockpicks and unlocks. You can decide whether Perception, Dexterity, or Luck is the deciding factor in MCM. Strength is the decisive special attribute of blasting lockpicks. Perception is the decisive special attribute for shooting lockpicks.
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If XP is enabled in the MCM, force-opening a lock will gain roughly half the XP you would normally gain from selecting the lock normally.
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You can only select a lock that is 1 level lower than the relevant Perk level. You cannot forcefully open the lock by overstepping the level.
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Locksmith 1 - Cannot force the lock to open
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Locksmith 2 - Can force open novice locks
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Locksmith 3 - Can force open advanced locks
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Locksmith 4 - Can force open expert locks
Basher 1 - Can't hit the lock with a heavy hit
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Basher 2 - Can hit the novice lock hard
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Basher 3 - Can hit hard to open advanced locks
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Basher 4 - Can hit the expert lock with a heavy hit
Penetrator 1 - Can shoot through novice locks
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Penetrator 1 - Can shoot through advanced locks
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Penetrator 2 - Can shoot through expert locks
Notes
That's all. You can customize Infiltrator in MCM. Have fun!
grateful
LOC (ItsMeJesusHChrist) - Used to create icons and assets used in thumbnails and banners.
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alegendv1 (yoyoma3010) - Helps with proper Perk tuning of lockpicking levels.
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Augoeides - Helps with proper skill conditioning for locked objects.
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.