Lockboxes

Lockboxes

 * This lootable item (goes into your AID tab) consumes 1 Bobby Pin when you use it
 * When you use the lockbox, it will give a random item (sometimes rare) or caps
 * When you use the lockbox, it will give you a message saying how many bobby pins you now have left
 * All lockboxes give a very small amount of Lockpicking Skill when opened
 * There are 3 types of boxes: Basic, Standard, and Complex
 * Basic Boxes don't require any skill, and give +5 xp
 * Basic Boxes give mostly common junk/caps with a chance for a few types of rare loot
 * Standard Boxes require 90 Lockpicking Skill, and give +15 xp
 * Standard Boxes have a better selection (and chance) of rare loot
 * Complex Boxes require 180 Lockpicking Skill, and give +30 xp
 * Complex Boxes have a much better selection of rare loot, including: gunpowder, legendary parts, meds, chems, and more
 * Lockboxes can drop from various containers and even some NPCs and Settler Missions
 * Since these are looted items, they are easy to store away if you currently don't have the skill or pins yet
 * If you never plan to open them, you can sell them for caps at most vendors

Electronic Lockboxes

 * This lootable item (goes into your AID tab)
 * When you use the lockbox, it will give a random item (sometimes rare) or caps
 * Electronic lockboxes have a higher chance to roll legendary materials than standard lockboxes*
 * All electronic lockboxes give a very small amount of Hacking Skill when opened
 * There are 3 types of boxes: Basic, Standard, and Complex
 * Basic Boxes don't require any skill, and give +5 xp
 * Basic Boxes give mostly common junk with a chance for a few types of rare loot (similar to lockboxes)
 * Standard Boxes require 90 Hacking Skill, and give +15 xp
 * Standard Boxes have a better selection of rare loot (similar to lockboxes)
 * Complex Boxes require 180 Hacking Skill, and give +30 xp
 * Complex Boxes have a much better selection of rare loot (similar to lockboxes)

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

Q: Why move the reward of high hacking/lockpicking skill to lockboxes instead of containers?

''A: One thing I hated about FO4 by default, is when you don't have enough skill to open a safe in the field, you always say "I could come back to this later I guess", but let's be honest you never remember where that stuff was. Instead, I would rather allow you more options to build/buy locksmith tools to deal with that immediately, and put more pressure on the skill for opening "portable" boxes, that you can deal with later on. You can either store them, or vendor them if you dont plan to skill up. It also adds more use for hacking skill, since that felt too limited.''