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.