Lockpicking and Hotwiring (CONTROLLER SUPPORT) 1.02
1 870
48
1 870
48
Lockpicking Expanded and Enhanced (with controller support!)
Description:
Lockpicking Expanded and Enhanced is a modification to Grand Theft Auto V designed to enhance the single-player experience. Vehicles will now need to be either lockpicked or smashed into, and hotwired to start.
One of things that was most disappointing about GTA V was how shallow the mechanics were (such as the wanted system). The vehicle break in mechanics are arcadely and oversimplified, but this mod aims to add depth to it. Now, you must be mindful of your surroundings while attempting to steal a vehicle or you risk police attention or hostility from peds.
I took a lot of inspiration from AndreyevOkonievsky's mod, such as the minigame concept and the lockpicking animation. However, his mod no longer works, so I made this instead.
Controls (configurable in .ini):
Press F - Enter vehicle (if vehicle is locked, player will try opening the doors)
Press E while holding F - player will break into vehicle forcefully (loud approach)
Press R while holding F - player will lockpick the vehicle (silent approach)
LockPicking:
S to move pin up (will go down automaticaly)
Q to pick pin
Hotwiring:
S and W to turn pick left and right
Q to pick (3 stages)
The progress bar will raise / lower depending on how close you are to the pin. You have to rotate the pick and find where the progress bar is highest, then pick to move on successfully to the next stage. Once all 3 stages are complete, the progress bar will turn green, and you then turn the ignition clockwise until it turns to "START".
Watch the featured video for a better understanding of how it works.
I highly recommend playing this mod alongside the Better Chases plus (Arrest Warrants) mod (as well as the Stolen mod made by the same author) and PEV (or any other police AI mod) for the ultimate immersive experience. Also, this mod probably works great with Vlad's Export Garage.
Features:
Lockpicking and Hotwiring minigame
If pedestrians see you attempting to break in to car, chance to call police or confront you (especially in gang areas)
Player can now choose between lockpicking a car or smashing the window
Brake lights will automatically turn on if car is stopped.
If car alarm goes off when police are in search mode (flashing stars), the car will be suspicious to the police until alarm shuts off (or the car gets spotted by police).
Vehicles such as helicopters, motorbikes, ATVs, and bicycles are easier to be spotted in when police are in search mode. This was a logical decision I made, as the player is completely exposed in a motorbike, ATV, or bicycle. And helicopters stick out like a sore thumb in the sky.
Disables vehicle flipping and tilting control when in mid-air or upside down (can be turned on/off depending on your preference).
most settings will be configurable in .ini file.
Installation:
If not already, install ScriptHookV and ScriptHookVDotNet and their requisites
Drag the contents of the .rar into your GameDirectory/scripts (e.g. C://ProgramFiles(x86)/Steam/steamapps/common/Grand Theft Auto V/scripts)
If a scripts folder is not already in your game directory you can make one. Name the folder "scripts".
changelog:
1.02
- fixed bug with brake lights
- hotwiring minigame only appears when player is in driver's seat
- help text will display only once player has attempted to enter locked vehicle
- hotwire minigame will automatically exit should a locked car somehow be turned on
- bug fixes
1.01
- Added Controller Support
- Added prompts that display controls while lockpicking / hotwiring
1.00
- initial release
Notes:
This mod should be story-compatible. The script uses flags that shouldn't affect player-owned vehicles and mission entities.
Upon testing, sometimes Franklin (not sure for other characters) will not smash the window but play a lockpicking animation. This is due to the way the game was designed - to my knowledge there is not a way to remove this lockpicking animation and make it so that Franklin will only play the breaking in animation. If any fellow mod makers know a solution to this, please let me know.
Some cars like the Blista and Sultan spawn in the world unlocked (not sure if this occurs in vanilla GTA aswell, as my game is modded). Also they are flagged as not needing to be hotwired, so the hotwiring minigame won't activate for these models. As I'm not sure if this is due to modded files, please let me know in the comments if this is the case for you aswell and I'll change the code to accomodate for this.
Aspect Ratios other than 16:9 may skew the PNG images (won't affect gameplay at all, just might not look as aesthetically pleasing).
Description:
Lockpicking Expanded and Enhanced is a modification to Grand Theft Auto V designed to enhance the single-player experience. Vehicles will now need to be either lockpicked or smashed into, and hotwired to start.
One of things that was most disappointing about GTA V was how shallow the mechanics were (such as the wanted system). The vehicle break in mechanics are arcadely and oversimplified, but this mod aims to add depth to it. Now, you must be mindful of your surroundings while attempting to steal a vehicle or you risk police attention or hostility from peds.
I took a lot of inspiration from AndreyevOkonievsky's mod, such as the minigame concept and the lockpicking animation. However, his mod no longer works, so I made this instead.
Controls (configurable in .ini):
Press F - Enter vehicle (if vehicle is locked, player will try opening the doors)
Press E while holding F - player will break into vehicle forcefully (loud approach)
Press R while holding F - player will lockpick the vehicle (silent approach)
LockPicking:
S to move pin up (will go down automaticaly)
Q to pick pin
Hotwiring:
S and W to turn pick left and right
Q to pick (3 stages)
The progress bar will raise / lower depending on how close you are to the pin. You have to rotate the pick and find where the progress bar is highest, then pick to move on successfully to the next stage. Once all 3 stages are complete, the progress bar will turn green, and you then turn the ignition clockwise until it turns to "START".
Watch the featured video for a better understanding of how it works.
I highly recommend playing this mod alongside the Better Chases plus (Arrest Warrants) mod (as well as the Stolen mod made by the same author) and PEV (or any other police AI mod) for the ultimate immersive experience. Also, this mod probably works great with Vlad's Export Garage.
Features:
Lockpicking and Hotwiring minigame
If pedestrians see you attempting to break in to car, chance to call police or confront you (especially in gang areas)
Player can now choose between lockpicking a car or smashing the window
Brake lights will automatically turn on if car is stopped.
If car alarm goes off when police are in search mode (flashing stars), the car will be suspicious to the police until alarm shuts off (or the car gets spotted by police).
Vehicles such as helicopters, motorbikes, ATVs, and bicycles are easier to be spotted in when police are in search mode. This was a logical decision I made, as the player is completely exposed in a motorbike, ATV, or bicycle. And helicopters stick out like a sore thumb in the sky.
Disables vehicle flipping and tilting control when in mid-air or upside down (can be turned on/off depending on your preference).
most settings will be configurable in .ini file.
Installation:
If not already, install ScriptHookV and ScriptHookVDotNet and their requisites
Drag the contents of the .rar into your GameDirectory/scripts (e.g. C://ProgramFiles(x86)/Steam/steamapps/common/Grand Theft Auto V/scripts)
If a scripts folder is not already in your game directory you can make one. Name the folder "scripts".
changelog:
1.02
- fixed bug with brake lights
- hotwiring minigame only appears when player is in driver's seat
- help text will display only once player has attempted to enter locked vehicle
- hotwire minigame will automatically exit should a locked car somehow be turned on
- bug fixes
1.01
- Added Controller Support
- Added prompts that display controls while lockpicking / hotwiring
1.00
- initial release
Notes:
This mod should be story-compatible. The script uses flags that shouldn't affect player-owned vehicles and mission entities.
Upon testing, sometimes Franklin (not sure for other characters) will not smash the window but play a lockpicking animation. This is due to the way the game was designed - to my knowledge there is not a way to remove this lockpicking animation and make it so that Franklin will only play the breaking in animation. If any fellow mod makers know a solution to this, please let me know.
Some cars like the Blista and Sultan spawn in the world unlocked (not sure if this occurs in vanilla GTA aswell, as my game is modded). Also they are flagged as not needing to be hotwired, so the hotwiring minigame won't activate for these models. As I'm not sure if this is due to modded files, please let me know in the comments if this is the case for you aswell and I'll change the code to accomodate for this.
Aspect Ratios other than 16:9 may skew the PNG images (won't affect gameplay at all, just might not look as aesthetically pleasing).
Първо качено на: 28 ноември 2024
Последно обновено на: 04 декември 2024
Последно изтеглено: преди 1 минута
39 Коментари
More mods by ViceCityVigilante:
5.0
1 537
19
0.01
Lockpicking Expanded and Enhanced (with controller support!)
Description:
Lockpicking Expanded and Enhanced is a modification to Grand Theft Auto V designed to enhance the single-player experience. Vehicles will now need to be either lockpicked or smashed into, and hotwired to start.
One of things that was most disappointing about GTA V was how shallow the mechanics were (such as the wanted system). The vehicle break in mechanics are arcadely and oversimplified, but this mod aims to add depth to it. Now, you must be mindful of your surroundings while attempting to steal a vehicle or you risk police attention or hostility from peds.
I took a lot of inspiration from AndreyevOkonievsky's mod, such as the minigame concept and the lockpicking animation. However, his mod no longer works, so I made this instead.
Controls (configurable in .ini):
Press F - Enter vehicle (if vehicle is locked, player will try opening the doors)
Press E while holding F - player will break into vehicle forcefully (loud approach)
Press R while holding F - player will lockpick the vehicle (silent approach)
LockPicking:
S to move pin up (will go down automaticaly)
Q to pick pin
Hotwiring:
S and W to turn pick left and right
Q to pick (3 stages)
The progress bar will raise / lower depending on how close you are to the pin. You have to rotate the pick and find where the progress bar is highest, then pick to move on successfully to the next stage. Once all 3 stages are complete, the progress bar will turn green, and you then turn the ignition clockwise until it turns to "START".
Watch the featured video for a better understanding of how it works.
I highly recommend playing this mod alongside the Better Chases plus (Arrest Warrants) mod (as well as the Stolen mod made by the same author) and PEV (or any other police AI mod) for the ultimate immersive experience. Also, this mod probably works great with Vlad's Export Garage.
Features:
Lockpicking and Hotwiring minigame
If pedestrians see you attempting to break in to car, chance to call police or confront you (especially in gang areas)
Player can now choose between lockpicking a car or smashing the window
Brake lights will automatically turn on if car is stopped.
If car alarm goes off when police are in search mode (flashing stars), the car will be suspicious to the police until alarm shuts off (or the car gets spotted by police).
Vehicles such as helicopters, motorbikes, ATVs, and bicycles are easier to be spotted in when police are in search mode. This was a logical decision I made, as the player is completely exposed in a motorbike, ATV, or bicycle. And helicopters stick out like a sore thumb in the sky.
Disables vehicle flipping and tilting control when in mid-air or upside down (can be turned on/off depending on your preference).
most settings will be configurable in .ini file.
Installation:
If not already, install ScriptHookV and ScriptHookVDotNet and their requisites
Drag the contents of the .rar into your GameDirectory/scripts (e.g. C://ProgramFiles(x86)/Steam/steamapps/common/Grand Theft Auto V/scripts)
If a scripts folder is not already in your game directory you can make one. Name the folder "scripts".
changelog:
1.02
- fixed bug with brake lights
- hotwiring minigame only appears when player is in driver's seat
- help text will display only once player has attempted to enter locked vehicle
- hotwire minigame will automatically exit should a locked car somehow be turned on
- bug fixes
1.01
- Added Controller Support
- Added prompts that display controls while lockpicking / hotwiring
1.00
- initial release
Notes:
This mod should be story-compatible. The script uses flags that shouldn't affect player-owned vehicles and mission entities.
Upon testing, sometimes Franklin (not sure for other characters) will not smash the window but play a lockpicking animation. This is due to the way the game was designed - to my knowledge there is not a way to remove this lockpicking animation and make it so that Franklin will only play the breaking in animation. If any fellow mod makers know a solution to this, please let me know.
Some cars like the Blista and Sultan spawn in the world unlocked (not sure if this occurs in vanilla GTA aswell, as my game is modded). Also they are flagged as not needing to be hotwired, so the hotwiring minigame won't activate for these models. As I'm not sure if this is due to modded files, please let me know in the comments if this is the case for you aswell and I'll change the code to accomodate for this.
Aspect Ratios other than 16:9 may skew the PNG images (won't affect gameplay at all, just might not look as aesthetically pleasing).
Description:
Lockpicking Expanded and Enhanced is a modification to Grand Theft Auto V designed to enhance the single-player experience. Vehicles will now need to be either lockpicked or smashed into, and hotwired to start.
One of things that was most disappointing about GTA V was how shallow the mechanics were (such as the wanted system). The vehicle break in mechanics are arcadely and oversimplified, but this mod aims to add depth to it. Now, you must be mindful of your surroundings while attempting to steal a vehicle or you risk police attention or hostility from peds.
I took a lot of inspiration from AndreyevOkonievsky's mod, such as the minigame concept and the lockpicking animation. However, his mod no longer works, so I made this instead.
Controls (configurable in .ini):
Press F - Enter vehicle (if vehicle is locked, player will try opening the doors)
Press E while holding F - player will break into vehicle forcefully (loud approach)
Press R while holding F - player will lockpick the vehicle (silent approach)
LockPicking:
S to move pin up (will go down automaticaly)
Q to pick pin
Hotwiring:
S and W to turn pick left and right
Q to pick (3 stages)
The progress bar will raise / lower depending on how close you are to the pin. You have to rotate the pick and find where the progress bar is highest, then pick to move on successfully to the next stage. Once all 3 stages are complete, the progress bar will turn green, and you then turn the ignition clockwise until it turns to "START".
Watch the featured video for a better understanding of how it works.
I highly recommend playing this mod alongside the Better Chases plus (Arrest Warrants) mod (as well as the Stolen mod made by the same author) and PEV (or any other police AI mod) for the ultimate immersive experience. Also, this mod probably works great with Vlad's Export Garage.
Features:
Lockpicking and Hotwiring minigame
If pedestrians see you attempting to break in to car, chance to call police or confront you (especially in gang areas)
Player can now choose between lockpicking a car or smashing the window
Brake lights will automatically turn on if car is stopped.
If car alarm goes off when police are in search mode (flashing stars), the car will be suspicious to the police until alarm shuts off (or the car gets spotted by police).
Vehicles such as helicopters, motorbikes, ATVs, and bicycles are easier to be spotted in when police are in search mode. This was a logical decision I made, as the player is completely exposed in a motorbike, ATV, or bicycle. And helicopters stick out like a sore thumb in the sky.
Disables vehicle flipping and tilting control when in mid-air or upside down (can be turned on/off depending on your preference).
most settings will be configurable in .ini file.
Installation:
If not already, install ScriptHookV and ScriptHookVDotNet and their requisites
Drag the contents of the .rar into your GameDirectory/scripts (e.g. C://ProgramFiles(x86)/Steam/steamapps/common/Grand Theft Auto V/scripts)
If a scripts folder is not already in your game directory you can make one. Name the folder "scripts".
changelog:
1.02
- fixed bug with brake lights
- hotwiring minigame only appears when player is in driver's seat
- help text will display only once player has attempted to enter locked vehicle
- hotwire minigame will automatically exit should a locked car somehow be turned on
- bug fixes
1.01
- Added Controller Support
- Added prompts that display controls while lockpicking / hotwiring
1.00
- initial release
Notes:
This mod should be story-compatible. The script uses flags that shouldn't affect player-owned vehicles and mission entities.
Upon testing, sometimes Franklin (not sure for other characters) will not smash the window but play a lockpicking animation. This is due to the way the game was designed - to my knowledge there is not a way to remove this lockpicking animation and make it so that Franklin will only play the breaking in animation. If any fellow mod makers know a solution to this, please let me know.
Some cars like the Blista and Sultan spawn in the world unlocked (not sure if this occurs in vanilla GTA aswell, as my game is modded). Also they are flagged as not needing to be hotwired, so the hotwiring minigame won't activate for these models. As I'm not sure if this is due to modded files, please let me know in the comments if this is the case for you aswell and I'll change the code to accomodate for this.
Aspect Ratios other than 16:9 may skew the PNG images (won't affect gameplay at all, just might not look as aesthetically pleasing).
Първо качено на: 28 ноември 2024
Последно обновено на: 04 декември 2024
Последно изтеглено: преди 1 минута
@bollocksfortnite https://www.gta5-mods.com/scripts/locked-vehicles
@ViceCityVigilante bro thx for this mod. why can it conflict with the Persistence mod from ImNotMental?
https://ru.gta5-mods.com/scripts/i-m-not-mental-s-persistance-mod
If both of these mods are installed at the same time, then yours works, but Persistence stops working. Rather, it works half-way - I can only open the car, but close (save) it does not.
@ViceCityVigilante Does this require Nightly Scripthookvdotnet?
@ViceCityVigilante the problem with that mod and other locking cars mod is that you can still forcefully break the window and just magically hotwire the car so its useless
@Starfox1993 yea I'm using nightly build so probably
@bollocksfortnite I'm not sure what you're asking? Jedijosh's mod does pretty much everything you're looking for, just don't use the break in key or change the bind to something you'll never use. What would be the point of my mod if you can't break in to anything lol. If you just want hotwiring only, you can configure it in my .ini file, and use Jedijosh's mod so you can't access locked vehicles.
@dany1263 Are you sure its my mod causing issues? A lot of recent comments are saying persistance doesn't work anymore.
@ViceCityVigilante new glitch report, hotwire mini game gets skipped, the car starts everytime
@ViceCityVigilante would it be possible for you to contact me on discord, i would like to ask something privately, ive got a mod coming up that could use lockpicking and could use your input
@HKH191 shot you a dm bro! (my username is Anatoly Dyatlov)
@jerome74 not getting this happening "everytime". But yea some vehicles get the hotwire minigame skipped. My script checks for cars that need to have the hotwire animation when jacking in order to flag them for hotwiring minigame. I guess some vehicles, maybe online are set to false automatically by the game, leading to this happening. But it shouldn't be too immersion breaking. Maybe in the next update I'll see what I can do.
@ViceCityVigilante Hmm, that's weird. If I delete your mod, then persistence works
thx for answer
@ViceCityVigilante honestly i can live without the hotwire and just use the lockpicking mini game, but to be clear about the bug, i still see the hotwiring animation, the hotwire mini game starts then closes quickly (flashes on the screen), then the car starts without me doing anything..
This didn't happen on the previous version, but if its just on my end, im ok with just the lock picking, thanks again for your hard work
Im gonna run some more tests to see if it developed some incompatibility with another mod i have
@jerome74 yea not having this issue occur upon testing, must be on your end.
@ViceCityVigilante hey man, is it possible for you to override other mods ability to turn the vehicle on so that you can only turn the car engine on after you hot wired it??
@D4F0RG0TT3N I got the same issue, do you know whats causing it?
@rasem209 I don't know bro but I have Manual Transmission script installed and it has a feature that allows you to turn the vehicle on and off. I just hope this mod could override that feature so that if you steal a car, the engine can only be turned after being hotwired.
doesnt work with persistence, delete this mod and persistence works again. strange.
@lll4269lll @D4F0RG0TT3N the way this script works is that the car is set to undriveable until the hotwire minigame is complete, then engine is starting is set to true. If manual transmission also has a feature that turns the vehicle engine on and off, then there's literally nothing I can do to stop the engine being turned on until the car is hotwired lol. Some mods are just going to be incompatible because they use the same flags, that's just modding for you.
@ViceCityVigilante I agree, i am just stating it for others who are having issues. Also i was just curious as to why it would be conflicting with a mod that saves your vehicle, was just strange to me as they should be able to work in tandem. Thank you for the explanation.
@ViceCityVigilante aight man thank you, goated mod btw.
Brother is there any way you can make this work with the non nightly build of scripthook and older game versions?