0.13.5 - Saving resets lockpick attempt on residences [CLOSED]
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- Posts: 107
- Joined: Mon Sep 23, 2019 6:15 pm
0.13.5 - Saving resets lockpick attempt on residences [CLOSED]
Normally you can only be unsuccessful once per lockpicking level for a specific lock, meaning once you have failed a lock you have to wait for the next lockpicking level to try again. However if you save the game (quicksave or normal save or autosave) you can try again immediately meaning you can brute force one lock over and over again to level your lockpicking skill. You don't even have to load the savegame. Merely saving the game will work.
- Interkarma
- Posts: 7251
- Joined: Sun Mar 22, 2015 1:51 am
Re: Saving resets whether you have tried picking a lock.
I've tested both exterior and dungeon doors (each has a different mechanism to record lockpick attempts), and do not reproduce this. Stepping through code in both cases shows the last attempt being recorded and tested correctly. Saving does not reset the attempt.
If you provide a save in front of the door you're experiencing this with, I'll be happy to test that specific character and door.
Please also ensure you can reproduce with all mods disabled.
If you provide a save in front of the door you're experiencing this with, I'll be happy to test that specific character and door.
Please also ensure you can reproduce with all mods disabled.
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- Posts: 107
- Joined: Mon Sep 23, 2019 6:15 pm
Re: Saving resets whether you have tried picking a lock.
I just reproduced this with all mods off, here is the save.Interkarma wrote: ↑Sun May 22, 2022 9:04 pm I've tested both exterior and dungeon doors (each has a different mechanism to record lockpick attempts), and do not reproduce this. Stepping through code in both cases shows the last attempt being recorded and tested correctly. Saving does not reset the attempt.
If you provide a save in front of the door you're experiencing this with, I'll be happy to test that specific character and door.
Please also ensure you can reproduce with all mods disabled.
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- Posts: 107
- Joined: Mon Sep 23, 2019 6:15 pm
Re: Saving resets whether you have tried picking a lock.
https://mexa.sh/k5d92tcksijl/Daggerfall ... 3.mp4.html
And here is a video doing this in 0.13.5 vanilla.
And here is a video doing this in 0.13.5 vanilla.
- Interkarma
- Posts: 7251
- Joined: Sun Mar 22, 2015 1:51 am
Re: Saving resets whether you have tried picking a lock.
Thanks for save. Will take another look when I can.
- Interkarma
- Posts: 7251
- Joined: Sun Mar 22, 2015 1:51 am
Re: 0.13.5 - 0.13.5 - Saving resets lockpick attempt on residences
I've reproduced using your save. The key here is that you're lockpicking a residence. These aren't serialized and their last lockpick attempt isn't part of permanent data. The act of saving also flushes temp building data for unnamed residences, creating the issue in report.
This doesn't happen for named buildings such as shops, banks, and guilds. I'll think about a solution, though I prefer not to save information about every residence the user interacts with.
Serializing discovery data for unnamed residences also creates name conflicts when a quest needs to override that building for a quest, which is why residences stopped being serialized in the first place.
This doesn't happen for named buildings such as shops, banks, and guilds. I'll think about a solution, though I prefer not to save information about every residence the user interacts with.
Serializing discovery data for unnamed residences also creates name conflicts when a quest needs to override that building for a quest, which is why residences stopped being serialized in the first place.