"No CD" is bad idea, reduced CD with formula would be a better solution, more critter skill rewarding.
If lockpick fails, standard CD is used and lock remains unlocked ofc.
If lockpick is a success, the CD on lockpicking is dependent on high much higher ur roll on the picked lock was, for example, if u barelly reached the minimum required to pass, u get max CD, and if your roll exceedes the picked lock by soemthing close to 100, you would get min (=0sec) CD. Rolls between would have CD timer between these two values accordingly to the roll and min to pass difference.
Basically, the higher ur lockpick skill is (+ item bonus) the shorted lockpick CD you get if you succede.
This would simulate the time you spend bothering with the lock, in case of multiple locked objects. In case of only 1 locked object, this would not make any difference, since if you succeded, you move on to other non-lockpick activity anyways.
Edit: While browsing the code I found out the following:
- There was no code for electric lock picks, just in case someone found one.
- The chance to pick locks, is not like a roll for a crit, that sometimes just happens. If the lock (complexity) difficulty is higher or equal to your lock pick skill value (+bonus form item), there is no chance to open the lock. There is always a chance to fail however, the min. chance of failure is the usual 5%.
- Lock picks raise the your skill only if they are in active hand, (not in offhand, not in inventory) and they have a chance to break of 1/31 regardless of pick success or failure.