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75 Lockpick is required to persuade Elijah to come down to the Sierra Madre vault.I came across this randomly while doing my own research trying to fix this issue and I thought I would share it.ġ - Edit My Documents\My games\Fallout 4\Fallout4.iniĢ - Go on the section bellow in the same file and add the following strings :įUIPowerArmorGeometry_TranslateZ=-18.5000įUIPowerArmorGeometry_TranslateY=460.0000.50 Lockpick is required to unlock the truck door at Cottonwood overlook during the quest Eye for an Eye.35 Lockpick is needed to persuade God to follow the Courier.Marked patrol armor (+2 depending on Perception, a perfect Perception of 10 will see no benefit.).Advanced riot gear helmet (+2-4 depending on Perception, a perfect Perception of 10 will see no benefit.).Most hats (+2 depending on Perception, a perfect Perception of 10 will see no benefit.).Party Time Mentats (+2-4 depending on Perception, a perfect Perception of 10 will see no benefit.).Mentats (+2-4 depending on Perception, a perfect Perception of 10 will see no benefit.).Coyote tobacco chew (+2 depending on Perception, a perfect Perception of 10 will see no benefit.).Absinthe (up to +6 with 100 Survival, a perfect Perception of 10 will see no benefit.).Locksmith's Reader (+10 or +20 with Comprehension).Optics Enhancer (+2 depending on Perception, a perfect Perception of 10 will see no benefit.).Tumblers Today (+3 or +4 with Comprehension).Leveling up (10 + half of INT + 2 with Educated perk).With the prerequisite skill, picking a lock takes the form of a mini game (see Lock for details). Their skill must, again, be at least the lock rating to try, and locks are rated at 25% increments: Very Easy - 0%, Easy - 25%, Average - 50%, Hard - 75% and Very Hard - 100%. Lockpick in Fallout: New Vegas operates in much the same way as Fallout 3, with the Lockpick skill determining which locks the game will allow the lockpicker to attempt picking. Mentats (+2-10 depending on Perception, a perfect Perception of 10 will see no benefit).Tumblers Today (+1 or +2 with Comprehension perk).Leveling up (10 + INT + 3 with Educated perk).The chance of forcing the lock can be found by taking their skill, subtracting the requirement for the lock, and adding 10%.Įxample: Skill of 67 - Average lock (50) + 10 = 27% chance. Investing in this skill also increases the probability of successfully forcing the lock open, which, combined with the Infiltrator perk, can be a convenience mechanism. With the prerequisite skill, picking a lock takes the form of a mini-game. The skill must be at least the lock rating to try, and locks are rated at increments: Very Easy - 15%, Easy - 25%, Average - 50%, Hard - 75%, and Very Hard - 100%. In Fallout 3, the Lockpick skill determines which locks one can attempt to pick. Example: A starting Perception of 5 and Luck of 5.
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