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Option to lock doors (again)


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Posted

I believe I found such an option in one of the sex mods a while ago, but I cannot remember the mod. Can you help? :)

Posted

U just want to lock any door ( with for example key?... ) 

 

i can make script like this for you if u want...

 actualy Mod with MCM menu and configs :x...

 so for example if u have door in front of you u can for example push "F" on ur keyboard and lock them with key or lock level...

 

just let me know and ill make it for u in around 2/3 hours... :x...

 remember to ping me because i almost never re-read topics if i already read it and there is no ping 4 me...

Posted
1 hour ago, Veldon said:

I believe I found such an option in one of the sex mods a while ago, but I cannot remember the mod. Can you help? :)

 

SLHH+ has a check box to add a Perk to re-lock doors if you have the appropriate key.

Posted

Well... idk about SLHH+...

 i don't remember it having that option :x...

 

But i made little script that allows You to lock any doors You want

 You can craft one of 4 keys ( Diamond / Ruby / Emerald / Sapphire Key )

 

You can use those Keys to lock door, You can also use same lock to unlock those doors ( or just lockpick them - they locked with Your current Lockpick level ) +/-

 so for example if You use Diamond Key to lock Door and Your lockpick level is 80 it will be something around Adept / Expert Lock

 

_LockTheDoor.rar

 

This mod have already working Script and ESP but still MCM Menu is missing

 

in order to lock Door just find any door ( it must be closed and it must be actual door - not all things are doors ( for example Prison door in AbandonedPrison01 ) )

so just find Door and push "B" key on Your keyboard ( im gonna add option for MCM to change that )

 

but first u need Key... u can use AddItemMenu to get Keys ( if u lose them u can always craft them on Anvil - they should be able to be sold )

 

 

 

If u have some Ideas what should be added more :x... let me know...

 ahh and btw... One key u can use for multiple Doors ( as many as u want tbh... so for example Diamond Key u can use for 1209580159 doors :P )

 

but i dont recommend you to use it on too many doors... and atm. there is no "Clear" function :x...

 #soon Update xD lol

Posted

@-̒̈́̕?̖̪̼?̒̈́̕??̒̈́̕?- (Thads?)
Thank you very much for your generous offer. I appreaciate your kind effort, though I am looking for a smaller approach out of fear that it might cause problems. I am no modder, but I assume a general option to lock doors might interfere with scripted scenes – especially if you lock doors that should not be locked. An option to relock doors for which you (and specific NPCs) already have a key (as in SLHH) seems to be more safe to me.

 

Quote

there is no "Clear" function :x...

What will happen if you uninstall the mod? Will the door stay locked (without a key to open it) or is the lock removed at the moment of uninstallation?

 

 

@Mez558

Thanks to you as well.
So it's SLHH … Damn!  Why had it to be that Mod?!
I always had issues with the uninstallation (several attempts), because the MCM never got removed properly. Right now it is in my "Giftschrank" (poison cabinet) for that reason. No wonder that I did not find the right mod during my search.

Posted
12 hours ago, Veldon said:

What will happen if you uninstall the mod? Will the door stay locked (without a key to open it) or is the lock removed at the moment of uninstallation?

 

No, doors are locked depends on Your current Lockpick level ( if You have 90 Level Lockpicking you have 1% chance for Master Lock 91 Level is 10% Master Lock )

 So doors can be open without Key via lockpicking... if You delete Mod You will simply delete all data Mod have so once u install it back all doors will be default

 so even if u locked them with for example Ruby Key and then deleted Mod door can be open only with Lockpicking

 

Here u can see vid how it works:

Spoiler

 

 

by "no clear / clean" function i means that 

if You lock door with for example Ruby Key and then unlock that same door with Lockpick or Magic from different Mod

then door will stay registered to Ruby Key, if You use Diamond Key to lock door again then door will be registered again this time for Diamond Key

so it will be registered for two doors at once... also if u unlock door again with lockpicking and then lock it with Ruby Key again

 

it will be registered in Ruby Key twice... and once in Diamond Key...

 

atm. Script register door to key when door is locked with that Key

and unregister only when door is unlocked with same key...

 

so Script still need some options to clear door from registers when door is open by Lockpicking or Magic or other things from other mods...

 

 

 

About Scenes... yee... if u Lock door that is important for scene it will cause problems :x...

Posted
11 hours ago, -̒̈́̕?̖̪̼?̒̈́̕??̒̈́̕?- said:

About Scenes... yee... if u Lock door that is important for scene it will cause problems :x...

Thank you again for all your effort, but that is a dealbreaker for me. ? 

 

It is quite hard to keep Skyrim in good shape if you run it in WINE – let alone all the mods that can cause trouble.

ATM I am using a test char to find / create a nice and tidy setup with new (LL) mods (and functions) for my main char.

Interim result: Changing mods mid-game was a … not so good idea. Currently I am fed up with stuck scenes due to my mod tests.

 

Aside from than I have a different style of play in mind that relies on the existing keys, so that you can lock and unlock doors as you do IRL.

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