It's so weird how dedicated they were to gating off higher levels of magic with skill progression (probably a good design decision) but didn't at all do the same for security.
@@Anno_AD honestly with the tumbler perk thing at every 25 security it feels like some of the devs probably thought the mini game WOULD be nearly impossible at low security levels
@@theoldknight85 I admit I liked the lock mini-game in oblivion to be way better than the disaster that I think fallout 3/NV/Skyrim/fallout 4 were, because it was a player skill based system, or rather player skill mattered more than the skill itself. The bobby-pin system I felt was very luck based, as it was trial/error and saccing pins to find the "sweet spot" rather than paying attention with sound/visual cue.
You can click when the pin goes up fast, but it's just a much more narrow window where it will successfully stick. I will get used to clicking them fast on harder locks, so counterintuitively I will sometimes struggle with easy locks since the pins move slower.
i used to be really good at clicking on the fast ones, not sure how considering my reaction time is so bad they realized something was off when i was in kindergarten LOL
This video also contains a misconception: the security skill *also* controls the speed of the tumblers moving up. With skill of 100, all tumblers move with the same rate. At 0, they are very irregular at their speed rate.
To be a bit more clear, you can time the picking of the locks on the pins when they have cycled to the fast and fastest options, it's just hard to time unless you have experience with it. For example, with the fastest pin speed, you actually have to click as soon as you initiate the pin's movement in order to set that pin. As for the others the timing is a bit less ridiculous, as in, not setting the pin Almost before the pin has even moved. I didn't know you would need negative attribute stats in order to remove magicka regeneration and in order to negate player movement. The shield one was spot on, nice tip for 2 handed users to tack on another enchantment. Anyways, cool video and Great Job!
@@claytucker5025 great point about the lockpicking. When I first watched a guide on it years ago they threw everything in there and it was just overwhelming and I didn’t fully grasp it. For some reason the audio tipped really messed me up, I have SUPER slow reaction time with my hearing. I probably should’ve mentioned it though, everyone is different. I tried to super simplify this one, if it goes up slow, you click. Ooga booga master thief no like reading.
You definitely CAN set a quick tumbler. But it's really really unreliable to try and do that since you basically have to anticipate it being a fast one, and you will fail if your guess is wrong. So it only makes sense to try to set the slow tumblers.
Security is a useless skill once you’ve mastered the lockpicking minigame, which doesn’t take long once you realize that the the sound file played when it’s okay to “lock” each pin in place has a distinct “click-cleek” sound. It’s a lot easier to realize when it’s the right time to click based on audio vs. visual stimuli.
You can listen to the lockpick minigame, when it slides up slow and you want to click and keep it in place it makes a double click sound. When it will fail and break a lockpick it will make a single click sound. You can do this minigame easier if you close your eyes. The security skill will change the frame timing in which you can click to make it stick. At very low security you can pick that lock pretty quickly for that 500 gold every new character. At night no one is around to see. The timing window is still pretty low.
Thank you for the explanation! I sort of had the hang of it regardless of level, but it never mentally clicked to me that the *up* speed was the important part.
It'll probably come into play by your illusion deep dive, but explaining spell effectiveness + mob level offset/caps would be worthwhile. It's enlightening to realize that simply having a major skill armor bumps your spell effectiveness to A-range immediately, in addition to all the passive armor, until you've basically beaten the game at level 25 or so
Best lockpicking minigame. Well, maybe not the best but probably my favorite. Not sure if Oblivion shares the system with Morrowind as far as speed. I damaged Vivec's speed to the point he was moving in extreme slow motion by using a 100% weakness to magic for 1 second coupled with a damage speed of 20-30 for 5 seconds. It took several applications, but watching him move in a frame-by-frame manner as I zipped around & punched him was a memorable moment. Its one of those things you do. I figured my speed was fine at 381, but I could damage their speed to increase the gap even more. That way, I could bombard a swarm of cliff racers with a damage speed spell and leave them in the dust instead of taking them on.
I picked Alteration as a major skill on my first playthrough, even though I really focused on getting good at picking locks. This combination was simply bc I didn't know what I was doing, but being a master at lockpicking AND having all or almost every unlock spell sure makes you feel completely unstoppable.
Spells and auto attempt spam for me on the lockpick mini game. I cannot for the life of me do it with a mouse. I had no problem on console with a controller, but for some reason my brain goes dumb with a mouse in my hand.
Could you do a guide on general combat tips, while also explaining what causes stagger and if different weapons are more likely to cause stagger or not? I *feel* like two handed hammers cause staggers more but that could be complete placebo
At some point for sure, but I still need to do lots of research and I really want to get out the destruction deep dive and play my stealth archer more first
@@dmas7749I think it is similar to the damage formula. If you are over your “base” max fatigue (think damaging agility, then using a fatigue fortify spell) you basically cannot be staggered
Oblivion lockpicking has always been my favorite video game lockpicking minigame ever, and I still hope that one day maybe Bethesda will give us this again. They probably won't, but good god, I hope they stop using the Fallout/Skyrim system
The Fallout 3 system is pretty much expected now, it is in so many games that aren't even Bethesda titles that I expect it will return in ES6. They did use a different system in Starfield though, so maybe they will innovate with ES6 too, but I'm not holding my breath
@@exantiuse497 before ES6, they will do the remaster of oblivion, morrowind, arena, daggerfall, skyrim, starfield, TESO... and when the modding community will have modded all theses games, the compilation will be called "ES6" Yes, i hate bethesda for stealing our work.
I've heard about the "10 luck gives you 4 skill levels" thing before, but is that incremental? For example, does having 55 luck effectively give you 2 skill levels or do you have to wait until it gets to 60 before anything happens?
@@Zunbil yes it is incremental, so 53 luck would be +1 to everything because 40% of 3 is 1.2 I believe it always rounds down, I’ve honestly never tested it. I can do that pretty easily by adding 1 luck and seeing if spell costs change. I’ll do that tonight and let you know after my feral beasts (toddlers) are asleep
the formula is SkillModifiedByLuck = SkillInQuestion + ( 0.4 * (Luck - 50 ) ) and this implies that you don't actually need to reach 100 to min/max, AND, that you don't need 100 luck, since it will "only" give you 20 points on all your attributes. so, if you are born under the sign of the thief and your class has a luck bonus, you will only need to reach 94 in a skill. it will not grand you the "master" leve and aptitudesl however, but this does not really matters. exemple : a master in acrobatics can jump on water, with the right timing. a journeyman in alteration can walk on water, and therefore, jump on water, without any timing issue. going from 96 to 100 in speed will not affect the gameplay that much, but reaching 4 more luck gives you 1 point in every skills, even those you never "farmed", and because you'll be more proefficient, it will help you to use theses skills. now, why where you in jail ? ;)
@@implayingsomebass4753 it allows you to equip it as well as a bow or two handed weapon. You do not benefit from the armor, but the enchantment still works. It’s so all builds get 9 pieces of enchant-able armor and one handed characters don’t get an extra one.
@@theoldknight85 It's kind of interesting that this is possible, and I can't tell if it was intentional or not, but it's somewhat realistic. Irl you CAN use a strap shield while wielding a 2 handed sword or polearm, and you can definitely use it to block like that, though you won't be as flexible with it, naturally. Though it is odd why it doesn't contribute to your armor but still gives you the enchantment ability. You'd think it would be opposite, but who knows if they actually intended to allow you to do it.
a couple of nitpicks: increasing acrobatics or athletics past 100 does have an effect, and you could've demonstrated the shield thing by unarming yourself to equip your fists less nitpick: the title is pretty misleading. there's no lockpicking guide in this video
Agility is worthless for lockpicking, security only changes auto attempt chance (and the tumblers staying up perk), and you wait until the tumbler goes up slow to click. 😂 felt like a guide to me, sorry I definitely could’ve spent more time on that part though
Looks like it's worth leveling luck to 50 at least. Wouldn't want to be operating at 96% efficiency later in the game. Good stat in Morrowind, absolutely gutted in Oblivion. Fortifying your luck or damaging the NPC's luck does not seem like a good use of time, even if it's like 50 points.
All races in Oblivion start with 50 luck, the effects from going below that are mainly hypothetical as a remnant from Morrowind (where all races start at 40)
the formula is SkillModifiedByLuck = SkillInQuestion + ( 0.4 * (Luck - 50 ) ) Don"t overthink it, it's just a way to tell you "nobody's perfect, and you should not be obsessed by minmaxing like an incel in a weight room"
I hope they cook up something clever for the lockpicking skill in tes 6 or leave it out. The minigame adds to the thief fantasy but the skill seems technically pointless in Oblivion and Skyrim. Same for speechcraft.
Lockpicking should be simple and in real time to incentivize thieves to learn NPC patrols so they don’t just abuse the time stop mechanic of minigames. Cutting lockpicking is just dumb because now you just cut out an entire playstyle and faction. Bethesda is just stupid and doesn’t know how to make a different lockpicking minigame after Fallout 3 for nearly 2 decades.
Plus speechcraft literally got gutted to the point it no longer functions as intended. In Daggerfall, you literally can’t talk to some NPCs because your PC talk like an idiot or they have their own language.
Yeah making it real-time would give them more to work with I think. Don't misunderstand, I think they should keep a minigame regardless, I was just refering to the skill specifically :) @@joshwist556
An Oblivion remake that's just a UE5 coat of paint slapped onto a current gen port is not going to get far, with all the complicated, obsolete, and ass backwards systems that will leave the modern console audience scratching their heads in confusion.
i may be salty, be they're going to do more than a "coat of paint", they will steal every popular mod on the nexus, copyright it, and call it a day, or "creation club"...
Common misconceptions about the imperial guards.
They don't teleport to a crime scene they just have 1000 security
They have GPS tracking on reported criminals :).
It's so weird how dedicated they were to gating off higher levels of magic with skill progression (probably a good design decision) but didn't at all do the same for security.
@@Anno_AD honestly with the tumbler perk thing at every 25 security it feels like some of the devs probably thought the mini game WOULD be nearly impossible at low security levels
@@theoldknight85 I admit I liked the lock mini-game in oblivion to be way better than the disaster that I think fallout 3/NV/Skyrim/fallout 4 were, because it was a player skill based system, or rather player skill mattered more than the skill itself. The bobby-pin system I felt was very luck based, as it was trial/error and saccing pins to find the "sweet spot" rather than paying attention with sound/visual cue.
High Security makes it so fewer tumblers fall back down when you break a pick, too, which makes harder locks less frustrating
You can click when the pin goes up fast, but it's just a much more narrow window where it will successfully stick. I will get used to clicking them fast on harder locks, so counterintuitively I will sometimes struggle with easy locks since the pins move slower.
i used to be really good at clicking on the fast ones, not sure how considering my reaction time is so bad they realized something was off when i was in kindergarten LOL
This video also contains a misconception: the security skill *also* controls the speed of the tumblers moving up. With skill of 100, all tumblers move with the same rate. At 0, they are very irregular at their speed rate.
To be a bit more clear, you can time the picking of the locks on the pins when they have cycled to the fast and fastest options, it's just hard to time unless you have experience with it. For example, with the fastest pin speed, you actually have to click as soon as you initiate the pin's movement in order to set that pin. As for the others the timing is a bit less ridiculous, as in, not setting the pin Almost before the pin has even moved. I didn't know you would need negative attribute stats in order to remove magicka regeneration and in order to negate player movement. The shield one was spot on, nice tip for 2 handed users to tack on another enchantment.
Anyways, cool video and Great Job!
@@claytucker5025 great point about the lockpicking. When I first watched a guide on it years ago they threw everything in there and it was just overwhelming and I didn’t fully grasp it. For some reason the audio tipped really messed me up, I have SUPER slow reaction time with my hearing. I probably should’ve mentioned it though, everyone is different.
I tried to super simplify this one, if it goes up slow, you click. Ooga booga master thief no like reading.
You definitely CAN set a quick tumbler. But it's really really unreliable to try and do that since you basically have to anticipate it being a fast one, and you will fail if your guess is wrong. So it only makes sense to try to set the slow tumblers.
Security is a useless skill once you’ve mastered the lockpicking minigame, which doesn’t take long once you realize that the the sound file played when it’s okay to “lock” each pin in place has a distinct “click-cleek” sound. It’s a lot easier to realize when it’s the right time to click based on audio vs. visual stimuli.
I still use visual, if you keep tapping the pin it goes in sequence and i just wait for the pin to be noticeably slower
skeleton key, lockpicking isn’t that fun skeleton key everytime LOL
same! @@olchum7605
Just level alteration or get the skeleton key.
I prefer just skipping them entirely with a custom open very hard lock spell.
You can listen to the lockpick minigame, when it slides up slow and you want to click and keep it in place it makes a double click sound. When it will fail and break a lockpick it will make a single click sound. You can do this minigame easier if you close your eyes. The security skill will change the frame timing in which you can click to make it stick.
At very low security you can pick that lock pretty quickly for that 500 gold every new character. At night no one is around to see. The timing window is still pretty low.
Thank you for the explanation! I sort of had the hang of it regardless of level, but it never mentally clicked to me that the *up* speed was the important part.
you can actually do the minigame blind
there is an audio cue for when a pin will lock in
I literally close my eyes when I do it because the visual cue only makes it harder for me
It'll probably come into play by your illusion deep dive, but explaining spell effectiveness + mob level offset/caps would be worthwhile. It's enlightening to realize that simply having a major skill armor bumps your spell effectiveness to A-range immediately, in addition to all the passive armor, until you've basically beaten the game at level 25 or so
Best lockpicking minigame. Well, maybe not the best but probably my favorite.
Not sure if Oblivion shares the system with Morrowind as far as speed. I damaged Vivec's speed to the point he was moving in extreme slow motion by using a 100% weakness to magic for 1 second coupled with a damage speed of 20-30 for 5 seconds. It took several applications, but watching him move in a frame-by-frame manner as I zipped around & punched him was a memorable moment.
Its one of those things you do. I figured my speed was fine at 381, but I could damage their speed to increase the gap even more. That way, I could bombard a swarm of cliff racers with a damage speed spell and leave them in the dust instead of taking them on.
Lets go this is the one I was waiting for
So excited for this one. I love the speech craft minigame too. I might be the only one.
First time i played Oblivion i could not be bothered with this minigame, open spell was the way to go until i got the Skeleton Key
I picked Alteration as a major skill on my first playthrough, even though I really focused on getting good at picking locks. This combination was simply bc I didn't know what I was doing, but being a master at lockpicking AND having all or almost every unlock spell sure makes you feel completely unstoppable.
Spells and auto attempt spam for me on the lockpick mini game. I cannot for the life of me do it with a mouse. I had no problem on console with a controller, but for some reason my brain goes dumb with a mouse in my hand.
Could you do a guide on general combat tips, while also explaining what causes stagger and if different weapons are more likely to cause stagger or not? I *feel* like two handed hammers cause staggers more but that could be complete placebo
At some point for sure, but I still need to do lots of research and I really want to get out the destruction deep dive and play my stealth archer more first
i wanna say fatigue plays a role
@@dmas7749I think it is similar to the damage formula. If you are over your “base” max fatigue (think damaging agility, then using a fatigue fortify spell) you basically cannot be staggered
The shield thing is the same when unarmed too btw
Why are the cheats where you set your attribute to 255 limited there, whereas using a fortify spell or glitched enchanting can make you go beyond 255?
Oblivion Speed 0 = Morrowind Speed 100
Oblivion lockpicking has always been my favorite video game lockpicking minigame ever, and I still hope that one day maybe Bethesda will give us this again.
They probably won't, but good god, I hope they stop using the Fallout/Skyrim system
The Fallout 3 system is pretty much expected now, it is in so many games that aren't even Bethesda titles that I expect it will return in ES6. They did use a different system in Starfield though, so maybe they will innovate with ES6 too, but I'm not holding my breath
ESO's lockpicking mini-game is very similar to Oblivion's
I could never figure it out when I was a kid. Liked the persuasion minigame though.
@@exantiuse497 before ES6, they will do the remaster of oblivion, morrowind, arena, daggerfall, skyrim, starfield, TESO... and when the modding community will have modded all theses games, the compilation will be called "ES6"
Yes, i hate bethesda for stealing our work.
shadow hide you
I've heard about the "10 luck gives you 4 skill levels" thing before, but is that incremental? For example, does having 55 luck effectively give you 2 skill levels or do you have to wait until it gets to 60 before anything happens?
@@Zunbil yes it is incremental, so 53 luck would be +1 to everything because 40% of 3 is 1.2
I believe it always rounds down, I’ve honestly never tested it. I can do that pretty easily by adding 1 luck and seeing if spell costs change. I’ll do that tonight and let you know after my feral beasts (toddlers) are asleep
the formula is
SkillModifiedByLuck = SkillInQuestion + ( 0.4 * (Luck - 50 ) )
and this implies that you don't actually need to reach 100 to min/max,
AND, that you don't need 100 luck, since it will "only" give you 20 points on all your attributes.
so, if you are born under the sign of the thief and your class has a luck bonus, you will only need to reach 94 in a skill.
it will not grand you the "master" leve and aptitudesl however, but this does not really matters.
exemple : a master in acrobatics can jump on water, with the right timing. a journeyman in alteration can walk on water, and therefore, jump on water, without any timing issue.
going from 96 to 100 in speed will not affect the gameplay that much, but reaching 4 more luck gives you 1 point in every skills, even those you never "farmed", and because you'll be more proefficient, it will help you to use theses skills.
now, why where you in jail ? ;)
How do you equip a shield with a 2 handed weapon? I've never known about that trick.
@@implayingsomebass4753 it allows you to equip it as well as a bow or two handed weapon.
You do not benefit from the armor, but the enchantment still works. It’s so all builds get 9 pieces of enchant-able armor and one handed characters don’t get an extra one.
@@theoldknight85 It's kind of interesting that this is possible, and I can't tell if it was intentional or not, but it's somewhat realistic. Irl you CAN use a strap shield while wielding a 2 handed sword or polearm, and you can definitely use it to block like that, though you won't be as flexible with it, naturally. Though it is odd why it doesn't contribute to your armor but still gives you the enchantment ability. You'd think it would be opposite, but who knows if they actually intended to allow you to do it.
a couple of nitpicks: increasing acrobatics or athletics past 100 does have an effect, and you could've demonstrated the shield thing by unarming yourself to equip your fists
less nitpick: the title is pretty misleading. there's no lockpicking guide in this video
Agility is worthless for lockpicking, security only changes auto attempt chance (and the tumblers staying up perk), and you wait until the tumbler goes up slow to click.
😂 felt like a guide to me, sorry I definitely could’ve spent more time on that part though
Looks like it's worth leveling luck to 50 at least. Wouldn't want to be operating at 96% efficiency later in the game. Good stat in Morrowind, absolutely gutted in Oblivion. Fortifying your luck or damaging the NPC's luck does not seem like a good use of time, even if it's like 50 points.
All races in Oblivion start with 50 luck, the effects from going below that are mainly hypothetical as a remnant from Morrowind (where all races start at 40)
the formula is
SkillModifiedByLuck = SkillInQuestion + ( 0.4 * (Luck - 50 ) )
Don"t overthink it, it's just a way to tell you "nobody's perfect, and you should not be obsessed by minmaxing like an incel in a weight room"
I hope they cook up something clever for the lockpicking skill in tes 6 or leave it out. The minigame adds to the thief fantasy but the skill seems technically pointless in Oblivion and Skyrim. Same for speechcraft.
Lockpicking should be simple and in real time to incentivize thieves to learn NPC patrols so they don’t just abuse the time stop mechanic of minigames. Cutting lockpicking is just dumb because now you just cut out an entire playstyle and faction. Bethesda is just stupid and doesn’t know how to make a different lockpicking minigame after Fallout 3 for nearly 2 decades.
Plus speechcraft literally got gutted to the point it no longer functions as intended. In Daggerfall, you literally can’t talk to some NPCs because your PC talk like an idiot or they have their own language.
Yeah making it real-time would give them more to work with I think. Don't misunderstand, I think they should keep a minigame regardless, I was just refering to the skill specifically :) @@joshwist556
An Oblivion remake that's just a UE5 coat of paint slapped onto a current gen port is not going to get far, with all the complicated, obsolete, and ass backwards systems that will leave the modern console audience scratching their heads in confusion.
They could just watch my videos, should be fine
@@theoldknight85 As long as they patch that loading screen regarding Willpower, they will be ok.
@samwild6630 Simple as that. Lol
i may be salty, be they're going to do more than a "coat of paint", they will steal every popular mod on the nexus, copyright it, and call it a day, or "creation club"...
My favorite lockpocking system