Lock Breaching

Last updated for version `1.8.0-BETA-7`

*Main article:* Tech Lab

Many players have grown tired of the old lockpicking and hacking mini-games. They were interesting the first few times you use it, but have become tiring over 3 games. Most players even just bypass it completely, which removes some of the immersive feel from breaking locks. Horizon has its own style of breaching locks, which is balanced around the gameplay. There are several ways to craft lock breaching devices.

## General

A terminal can be hacked fully automatically without having to actively intervene in the process, locks can be blown and/or forced open. Based on the players position, standing or crouching, a third activator key allow to use a specific lock breaching device. Each specific lock breaching controller is set to "On" by default but can be turned "Off" in the Horizon Holotape which may be usefull, in case of another mod interfering with this option.

Lock breaching lasts a few seconds, during which the player can devote himself to other tasks for a moment, only breaking locks actively involves the player. When a device is activated, the lock is unusable until the process is finished. All devices make loud noises, and aren't supposed to be a stealthy way to open locks. Blasting locks can deal damage. Upon breaking into doors that zone into other areas, the act of animating the door automatically zones the player inside same as normal lockpicking.

Devices are divided into two groups:

* Low level version is given the [Advanced] suffix, these can only break novice and advanced locks
* High level version is given the [Master] suffix, these can break all locks.

Once the player carries high level devices there is technically no need to craft low level devices (except skill gain and earning caps). The system will always try to use the more advanced devices first on lower lock difficulties. If no high level devices for low level locks are available, it will then use a high level device.

Crafting devices needs appropiate Skill points and devices are available to craft using the Tech Lab and/or Field Kit. Lock breaching devices do not affect active skill gain while performing in the field, however crafting them will increase skill (see below).

## Obtaining

* Tech Lab (Lock Breaching)
* Some devices can rarely be found in Loot
* There's 1 explosive charge in the Sanctuary Root Cellar crate as an introduction to the devices
* Settler Missions can yield to Lock Breaching Devices

## Devices

### Locksmith Tools

This option is accessed while standing! A brute force method of breaking out the lock from doors and normal containers. Locksmith tools have a 100% chance to work, but can't be used for safes. Takes 4 seconds to smash the lock with sparks and sound effects all over the place. While smashing the lock, your character is unable to do anything else. Crafting locksmith tools gives no skill. Locksmith tools require Graphite instead of a Common Tool. There are two types:

* [Advanced] works on Novice/Advanced locks (Requires no Lockpicking Skill) to allow T1 tools at lower levels.
* [Master] works on Novice/Advanced/Expert/Master locks (Require Lockpicking 20)

### Auto-Dialer

This option is accessed while standing! Auto-Dialers are used to specifically break into safes by finding the combinations. They have a 100% chance to work. Every 4 seconds, it will figure out one of the combination numbers. Upon completing the last number, the device burns out. There are two types:

* [Advanced] works on Novice/Advanced locks (Requires: Engineering 20)
* [Master] works on Novice/Advanced/Expert/Master locks (Requires: Engineering 40 and Lockpicking 20)

### Auto-Hacker

Auto-Hackers are used to specifically break into computer terminals. They have a 100% chance to work. It will takes some time to hack in, displaying messages. Certain terminals can't be hacked and require a password. Crafting auto-hackers gains Science skill. There are two types:

* [Advanced] works on Novice/Advanced terminals (Requires: Science 20)
* [Master] works on Novice/Advanced/Expert/Master terminals (Requires: Science 40 and Hacking 20)

### Explosive Charge

This open can be accessed while sneaking! Explosive charges are used to break the locks for any type of container, safe, or door. The charge has a timer of 5 seconds, explosion occurs based on lock size and can hurt player and non-player character.

Explosives are not guaranteed to break safes, but do have 100% chance on doors and regular containers. Using explosives on safes scale based on the lock difficulty and the grade of charge. There are 2 types of explosive charges:

* [Advanced] works on Novice/Advanced locks (Requires: Explosives 20)
* [Master] works on Novice/Advanced/Expert/Master locks (Requires: Explosives 40 and Lockpicking 20)

Chances are based on lock and type of charge:

* [Advanced] 50% chance to crack an Advanced safe (100% chance with high grade charge)
* [Master] 50% chance to crack an Master safe (75% chance on an Expert safe)

## Device Crafting Cost

The tables below will show you the requirements for each Lock Breaching Device. As noted above you will need to build a Tech Lab first in order to gain the option to craft any device. All devices need Skill, gained either by choosing an appropiate Perk or by using the Skill Gain mechanic.

## Lockboxes

### Lockbox

Lockboxes can be selected in the "Aid" tab (Pib-Boy). Opening it requires Lockpicking skill and consumes 1 Bobby Pin. Upon opening, it will give a random, sometimes rare, item or caps. A very small amount of lockpicking skill (0.5 -1.0) is also credited.

There are 4 types of boxes: Basic, Standard, Difficult and Complex. Lockboxes can drop from various containers and even some NPCs and Settler Missions.

### Hackbox

Hackboxes (also called electronic lockbox) can be selected in the "Aid" tab (Pib-Boy). Upon opening it will give a random, sometimes rare item or caps. Hackboxes have a higher chance to roll legendary materials than standard Lockboxes. All Hackboxes give a very small amount of Hacking Skill when opened.

💾 **Developer Note:** This is done since Hacking usually has less uses Lockpicking out in the world, so Hacking Skill now gains a new advantage.

### Databox

The Databox can be selected in the "Aid" tab (Pib-Boy). Robots such as Mr Gutsy, Mr Handy, Sentry Bot, Assaultron can drop Databoxes. Opening a Databox requires a Decryption Key. Decryption Key's can be obtained from "Crazy Eddie" at the Market Trading Terminal. There is a 75 % chance to fail to open the Databox.

When you use the Databox, it will give items ?. All Databoxes give a very small amount of Hacking Skill when opened.

## Technical Issues

🌀 *The content below transcludes to Technical Issues.*
* Upon breaking into doors that zone into other areas, the act of animating the door automatically zones you inside (same as normal lockpicking). I may try to see if there's a way around this, without losing the door animation. I never liked how even normal lockpicking does that too.

## See Also

* Tech Lab
* Field Kit