Modathon

Forced Entry Mod

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Forced Entry mod for Fallout: New Vegas
Latest20 Apr 2026
Uploaded21 Mar 2026
Version2.14
36.79 KB
Total Files Sizes
0
Unique DLs
0
Total DLs
1
Total Files

Forced Entry

File Size36.79 KB
Game Image for Fallout: New Vegas
3
Gameplay

Overview:

This is a systemic mod which allows the player to bypass locks on containers and doors by attacking them, at the cost of ammo or melee/unarmed durability, and the risk of destroying their contents.

Only the player's attacks will engage this system.

This system is entirely used in-game, with regular attacks. No context menus - hit/shoot the container or detonate an explosive on/near it to attempt to force entry.

A small UI element is used to indicate the target's current defense and break values.


Details:

  1. Any damaging weapon can be used to break into any locked container or door which is not "Inaccessible", only openable via key, or broken.
  2. Each attack will damage the container or door's health value, and once that value is reduced to zero, it will be unlocked.
  3. Hitting an owned container/door will send a crime alert if you are detected.
  4. For TTW users, there is a scripted change to the Megaton Armory's owning faction to be the general Megaton resident faction, rather than the specific armory faction (which only Deputy Steel is in), so that you can't freely force entry on its door. This does mean that attacking Steel can result in hostility by Megaton residents, which I have no intention to change - I always thought that it was strange that you can freely kill the armory attendant with no repercussions. Sneak killing/disabling him should still maintain civility with Megaton.


Attack:

  1. Weapon damage, perk bonuses, and power attack damage modifiers affect attack values. Certain weapons like plasma, throwing melee, laser, and explosives have modifiers that increase or decrease the calculated attack value.
  2. Melee and unarmed weapon attack values are affected by weapon weight as well, and it is a very large factor in the effectiveness of their attacks.
  3. If your weapon skill is less than the requirement of the weapon, your attack value will be reduced in proportion. (25/50 requirement = 50% attack effectiveness)
  4. If your Strength is lower than the weapon's requirement, each hit will damage the appropriate arm by 1 point for each point of malus, depending on whether the hit is right handed, left handed, or both.
  5. Relevant melee hits with a crippled arm will reduce the effectiveness of the attack by 25% each.


Target Health:

  1. Certain door/container types, like safes, ammo boxes, metal boxes, gates, gun cabinets, etc. will have a value modifier for their defense stat, making them harder or easier to force entry to.


Item Destruction:

  1. Each hit has a chance to destroy one or more of the items in the container. Armor/weapon condition is not affected - they are either untouched or destroyed outright per hit, just like with other item types. (Uniques are not excluded! This is a deliberate aspect of balancing.)
  2. A Junk item is added to the container when something breaks, in an amount equaling the total value destroyed. (100 caps or a 100 cap value item is destroyed = 100 Junk added) 1000 Junk can be crafted into a scrap metal.
  3. Keys, notes, and quest items are naturally excluded from description. Caravan cards, weapon mods, and skill books are optionally excluded, but their destruction is turned on by default.
  4. Explosives are highly effective at breaking locks, but they have a much higher chance to destroy or damage items. They are best suited to opening door locks, rather than containers.


Melee Durability:

  1. Melee and unarmed weapons will suffer damage on each hit in proportion to the defense value of the entity. By default, if a weapon hits zero durability on a hit, it will be destroyed outright. (Uniques are not excluded!) Otherwise, it will be unequipped. If you have another one of that weapon type when it breaks, the next one will automatically be equipped. Hits which break/unequip items do not perform any lock damage.
  2. To abate the tedium of opening a menu to switch to a burner weapon you use to break locks or setting one on a hotkey, if you press your "grab" control (Default: RS for controller, Z for keyboard) while looking at a locked entity, you will automatically switch back to the weapon you last used to hit a locked item.


Customization:

Nearly every facet of the mod can be customized freely in the MCM/config ini.


Requirements:

xNVSE

JIP LN

Johnny Guitar

ShowOffNVSE

KEYWORDS is required.

Sweet Keywords is required.

UIO, The Mod Configuration Menu and MCM Extender are required.


Vanilla SWEEP OR Better Melee Durability are functionally required. Vanilla melee durability is all over the place, and it's a total mess to balance Forced Entry around.


Installation:

Regular installation.


Patches:

Patching can be performed by adding the following keywords to the appropriate forms via a KEYWORDS formatted ini:

SafeContainer

AmmoBoxContainer

GunCabinetContainer

BrokenDoor

MetalBoxContainer

Gate

EnclaveContainer


Notes:

Currently there can be some lag when player-originating explosions hit multiple containers at once. I'm considering making the system only apply to targets that are directly hit by explosion projectiles, but I'm undecided.


Bugs:

Please report bugs in the bugs tab, not the posts. I get a notification when bugs are reported, but I have too many mods to keep up on the posts on all of them routinely.


Questions:

Let non-player attacks trigger the system?

It would be a pretty big hassle, and I don't really see much value in it.

Make the proximity of the attack to the latch/hinge/keypad/etc. on the model matter?

As far as I'm aware, that would either be impossible, or an enormous pain to set up, and it would probably be incompatible with non-vanilla meshes and generally inconsistent in functionality.

Make the container's location relevant to the calculations/necessary weapon type (like doors in a vault requiring EMP effects)?

This would be difficult for me to set up in a way that I'd find satisfactory.

Add ___ container type as a factor?

I may elect to expand the keywords that the system looks for, but if I can't reliably and easily acquire a standard list of the appropriate base game forms for the item type by simply filtering either the model path or editor ID, I probably won't implement it.

Make "only open with key" locks breakable?

That would probably break sequencing for a bunch of stuff, so no.

What's the difference between this and B42 Bash?

This is completely systemic and formulaic, it works with any weapon, and it doesn't require a perk.


Credits:

Without Stentorious's help there would never have been a UI bar, and without his MCM Extender I'd have left the whole thing in config inis instead of setting up an MCM. Thanks so much!


Permissions:

Do whatever. Literally whatever you want.


Support:

If you'd like to support my modding work or say thanks, feel free to donate here at Ko-Fi.

Permissions and credits

  • Do all the assets in this mod belong to you and/or do you have permission to redistribute these assets?

    Yes

  • Do you allow others to upload fixes, compatibility patches or updates for your mods as a separate mod page?

    Yes, no need to contact me first

  • Do you allow others to upload edits to your mods as a separate mod page?

    Yes, no need to contact me first

  • Do you allow others to use assets in your mods in their own mod pages with credit?

    Yes, no need to contact me first. Earning GGP is allowed

  • Do you allow translations for your mod?

    Yes, no need to contact me first. Earning GGP is allowed

  • If you consented to derivative works (updates, translations, assets being in another mod), can they be made through the use of AI?

    No. I do not allow any derivative work of mine to use Generative AI in any way

Forced Entry

Type: Main
Date uploaded19 Apr 2026
File Size36.79 KB
Unique DLs0
Total DLs0
Version2.15

See installation instructions