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Lockpicking

Nord Doorlock includes an optional lockpick workflow.

Enable Globally

Config.EnableLockpick = true

Enable Per Door

Enable Lockpick in the door wizard.

Door structure:

lockpick = {
    enabled = true
}

Default Key

Config.LockpickKey = 74 -- H

Lockpick Configuration

Config.Lockpick = {
    item = 'lockpick',
    consumeOnSuccess = false,
    consumeOnFail = true,
    fallbackSuccessChance = 45,
    oxDifficulty = { 'easy', 'easy', 'medium' },
    oxInputs = { 'w', 'a', 's', 'd' }
}

item

Inventory item required before the attempt starts.

consumeOnSuccess

When true, one configured lockpick item is removed after a successful attempt.

consumeOnFail

When true, one configured lockpick item is removed after a failed attempt.

fallbackSuccessChance

Percentage used when an ox_lib skill check is unavailable.

oxDifficulty / oxInputs

Passed to lib.skillCheck when supported.

Server Validation

Before starting a lockpick attempt, the server checks:

  • The door exists
  • The player is near the door
  • Lockpicking is globally enabled
  • Lockpicking is enabled for the door
  • The inventory bridge reports the required item

The server stores a short-lived pending attempt and validates it again when the client returns the result.

Standalone Inventory Warning

The default standalone inventory fallback cannot verify a real inventory item and therefore returns success for inventory checks.

If your standalone server uses a custom inventory, integrate it in:

server/bridge/inventory.lua

This is strongly recommended when lockpick items must be enforced.