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Showing results for tags 'lockpicking'.
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All of a sudden, lockpicking doesn't work. I can click on the locked item, my skill is high enough, and I get both audio and text confirmation that I was successful - but the lock doesn't open. I can do this repeatedly, as seen in the screenshot below. The object just stays forever locked. I'm on the latest version: 5.0.0.0040 with no mods or override files. I've tried restarting, verifying game file integrity, reinstalling, retraining the character, leveling up a different character with lockpicking. I even went back to a very old save (before this started happening), and it's still a problem. May have started around the time of the latest patch, but I'm not certain. My save file is too large to attach here, but I can send it via another method if that helps. Any assistance is appreciated - I'm 100 hours into the game, and it's pretty annoying to lose this functionality all of a sudden.
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hello, In short, after patch 1.03 my user created rogue cant lockpick anymore, i tried to reroll a new one but i got the same issue. Basically now im a bit stuck cause i cant find a workaround, i tried to spec other chars for lockpicking but they are not yet enough high to avoid the problem. i was reading the forum to search about this issue, ive found this topic https://forums.obsidian.net/topic/75207-cant-interact-with-locks-after-patch/?hl=lockpick, which anyway seems not to address the lockpicking issue at the end. System Specs win7x64 - 16gb - radeon 7770 game client from GOG.com (wich i know could put online patches slower then steam) Thx, the game is amazing anyway
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Quote from J.E.Sawyer (full post), emphasis added: That part in italics seems misguided, for a very simple reason: Disarming traps and picking locks is a Mechanics skill check. Therefore, reaping all XP rewards will require a Mechanics-focused character in your party. None of the other sources of XP require specific skill focus. Between bestiary, exploration, and quest/objective rewards, together with carefully-designed levels, progression should be plenty frequent without forcing players (or at least "power players") to max Mechanics. That skill's plenty desirable without binding it to an XP pool. What do you guys think? Sign the poll and speak your mind. (I realize there is another thread that touches in this issue, but its survey is broader and its discussion has mostly devolved into yet another combat XP debate. So please, focus discussion on Trap and Lockpick XP, and whether it's good for the game. Thanks!) Edit: To clarify (thank you, wanderon) the problem isn't so much that Trap/XP is bound to Mechanics, it's that the other skills are NOT bound to XP pools. Even Bestiary unlocks are not strictly Lore-gated; low-Lore parties can unlock entries, they just need to fight more of a given beast. Even if each skill had an associated "XP activity", though, we'd have to make the usual-suspects group of rogue, wizard, fighter, etc., or else lose out. You may as well pick a skill for your character on creation and have it auto-level. Why provide multiple skill points per level if you're going to max one?
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