Lock theft is illegal
Why would a merchant sell you a key so that you can come back and rob him or her later? Skyrim throws locks at you like candy, which makes no sense.
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About this mod Machine translation
Why would a merchant sell you a key so that you can come back and rob him or her later? Skyrim throws locks at you like candy, which makes no sense.
Skyrim takes partying seriously. Merchants bought and sold them. Ordinary people walked around with them in their pockets. Locked boxes can contain them, and even children's toys have a chance of dropping them.
Locks are illegal (my Skooma's sister model is illegal), this change is bullshit and it stops respected (semi-respected) merchants from buying and selling locks. However, criminals and other questionable businessmen will continue to conduct transactions. This mod also removes latches on chests, pockets, and other containers. This new rarity is reflected in a modest increase in latch prices.
For similar mods, either remove them from the tier list or limit their availability in merchants. This mod does both and more.
Technically, this mod:
Add the VendorNoSale keyword to the password sign so that general merchandise merchants will not buy or sell them.
Changed general lock selection level list to give 100% chance of returning zero lock
Removed locks from several level lists, including chests, pockets and toys as well as some NPCs.
Created new illegal vendor and level lists for use by specific merchants (mainly Thieves' Guild and Khajiit merchants).
Passwords placed in the game world are not edited.
Gives bandits and thieves new opportunities to drop locks.
Since the latches are now harder to find, this increases their value.
It's all very simple, no need to change the script or add anything. Adding or removing mid-game should be no problem. Depending on your settings, changes to levels and vendor lists may take several days to update.
compatibility:
Modifying certain vendor lists, level lists and containers' modules will conflict. It should be easy to patch conflicts manually in xEdit. Including it in a "mash" or "smash" patch may also solve the problem.
Mods that add craftable locks should be fine. In fact, this mod should supplement them as long as you don't have access to the new lock prices in this mod.
This mod changes five minor NPCs (one is a corpse) that I think have not been touched by other mods. If you do find a conflicting mod (e.g. maybe blackface), please let me know and I'll make a patch.
Requires Hearthfire and Dragonbone DLC. Any changes to USSEP are forwarded, but this is not a hard requirement.
This plugin is an ESPFE.
Compatibility with Skooma is illegal:
There is a synergy patch in the optional files section that should be loaded after Skooma for Illicit and Lockpicks for Illicit to make them play properly together. I combined all three into one plugin, but that's it.
credit
Inspired by old Trader Nick and Merchant like Merchant and Citizen No Lock and Klaus' Lock Bobby Pin (both excellent) and many other similar mods.
Great assistance using xEdit and UESPWiki.
Thanks
All modders who provide us with the joy of working. Seriously send them a donation or at least a kudos. Approval of the mod you are using.
MO2 developers (buy Ko-Fi from them) and a few people who help keep things fun and interesting in the Mod Organizer 2 Dev Discord server: Elwaps, paleo, Nyx, and KhrysINXS.
If you want to find me on Discord, I'm twizz0r #5776, usually in the #modding channel at Mod Organizer 2 Dev.
Postscript: I'm always looking for help and constructive criticism, but I'm not here to be abused. If you don't like my work, please don't use it and move on.
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Skyrim treats lockpicks as party favors. Merchants buy and sell them. Ordinary people walk around with them in their pockets. Locked chests contain them and even children’s toys have a chance to drop them.
Lockpicks are Illicit (a sister mod to my Skooma is Illicit) changes that nonsense by keeping respectable (and semi-respectable) merchants from buying or selling lockpicks. Criminal and other questionable merchants will continue trade in them, however. The mo …
Install & use Install: follow the bundled instructions
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- 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.