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.