It's called a skill requirement, much like you cannot hack until trained.
TheUnbeholden wrote:
The only issue I see is players who wish to save lockpicks by quickloading after realizing they found shit gear, but honestly lockpicks aren't so common so we should have the right to tbh. People who specialize in lockpicking still have the advantage of taking everything they find & everything seems to be more or less handy to have anyway... except for flares/nightvision goggles.
That's a bit skewed? "Players who specialize in lockpicking should be able to have everything, yet players who don't get to check every locked container and just leave it if it's crap?". So specialise in lockpicking which costs rather a lot and the only benefit is crap items?
Besides in vanilla, between keys, explosive crates, explosives in general and lockpicks you can raid everything locked yet have 20 lockpicks at all times untrained.
Not in my mod. You may need to walk away from a locked container if you have not specialised.
I think that is the whole point of the skill in the first place. Much like the skill system itself or the augmentation system, or the weapon modding system or the inventory system, you cannot have everything. It's solid design imo, meaningful choice and replayability, and also
restricting you from becoming a walking tank. In most modern RPGs they just give you everything.
Lockpicking can be abused vanilla because the game was designed for new players (obviously), this mod is designed for long-time players.
Between all the other changes and this, I hope for it to feel like your first playthrough again in gameplay terms, better even.
I'm sure some will not like the mod, but I certainly will.
TheUnbeholden wrote:Didn't Biomod solve the issue, by allowing higher trained levels to carry more grenades.
Hmm, that may be a better and simpler solution. I'll have a think.
EDIT: Yes gone with this idea, it is better. Not that my idea was bad, this one is just better in this case.
And swimming turned into athletics allowing you to run and jump faster/higher on top of the swimming.
I have never played biomod, although I knew about athletics. How does faster running and higher jumping work- did Lork (I think his name is) nerf speed enhancement to counter the faster movement and jumping gained from the skill?
Does it make avoiding projectiles, grenades and melee attacks and general danger (hazards, mines etc) too easy without using speed aug?