Please leave any questions under the POSTS section, and any bugs under the BUGS section.
If you read the changelog for version 1.1.0 you will notice that there are advantages and disadvantages to the new implementation. Most notably, the new implementation does not work for pre-placed containers and doors in settlements. This is due to Bethesda not establishing a link between the pre-placed objects and their respective settlement via the WorkshopItemKeyword (or via any other method for that matter). Subsequently, I've left versions 1.0.0 and 1.0.1 up for those who prefer how things worked in those versions. Personally, I'll be using version 1.1.0.
Does this stop Dogger aka Dogmeat robbing stuff from shelves LOL.
One of my mods is Better Armoury (BAM) and i couldnt for the life of me figure out how each day one of the laser muskets in the gun rack was disappearing. The armoury was getting smaller by the day lol, at first i thought a settler had grabbed them for use and then one day opening Dogmeats inventory and I find them all there, cheeky thieving magpie playful hound ROFL.
I really like the mod. I was getting tired of Dogmeat opening my doors at the Red Rocket all the time. I was a little disappointed that I couldn't lock the actual Red Rocket doors and I had to build walls with the doors lined up in order to lock them. Other than that, Its an awesome mod.
This mod allows you to lock any containers and doors that are linked to a settlement that you own. Bethesda has not linked all pre-existing workshop objects to their respective workshop. In your particular case you should be able to do this using the "setlinkedref 54bae workshopitemkeyword" console command while you have the door selected.
For future reference, "54bae" is the Red Rocket workshop ID, which you can get by selecting the workbench in the console. You can make sure that you have the correct object reference selected in the console using the Highlight Console Reference mod.
Can you please explain this for a noob like me? I mean how to do this? I tried selecting the door in console and entering setlinkedref 54bae and still cant lock the sliding doors.
You should consider adding this to the description. I was having trouble figuring out which version to download after reading the sticky comment since I too was trying to lock the doors at Red Rocket. After doing this, the mod works great. Though, sadly, it doesn't stop the thieving SoBs from spawning inside of my workshop ;)
Is it possible to change the lock level of novice to master? I don't mind going into FO4Edit or Creation kit, it just seems master or expert would feel more secure. Just lmk pls
You can use the console after you lock it, click on the object and enter Lock 100 to lock it at master level. This is a repeating chore though, as a re-lock sets it back at novice.
I found the looks mirror bug, lol, and grabbed the patch. As a manual modder, I should load your mod, the patch and looks mirror in that order, correct? Or should I load looks mirror first?
I'm having an issue where i can lock doors but i cant unlock them again so i have to use a bobby pin, i have the unlock option enabled in the MCM, nothing is overwriting the mod and have already tried placing it at the bottom of my loadorder.
Also there are no conflicts when try that in fo4edit
Okay scratch that i just read your description 1 more time and i realised i have a mod that adds an option for unlocking doors, disabled that and it works perfectly now
I've also found that the older version of Wasteland Imports mod does the exact same thing to this mod and prevents you from unlocking doors and containers unless you use a bobby pin.
"Okay scratch that i just read your description 1 more time and i realised i have a mod that adds an option for unlocking doors, disabled that and it works perfectly now"
there isnt really a fix as far as im aware other than just disable the added function for the mod
Lol poor settler xD Are you building a raidar type settlement then ? If you lock cage door, no idea about the teleport, they'd stay there for maybe a day or two, ...
they will likely teleport outside once you leave the settlements and come back, this is more useful to lock containers and stop settlers from stealing your s#*!, maybe also during raids so you lock the main door and the attackers can't just barge in (unless they just spawn inside lol)
121 comments
If you read the changelog for version 1.1.0 you will notice that there are advantages and disadvantages to the new implementation. Most notably, the new implementation does not work for pre-placed containers and doors in settlements. This is due to Bethesda not establishing a link between the pre-placed objects and their respective settlement via the WorkshopItemKeyword (or via any other method for that matter). Subsequently, I've left versions 1.0.0 and 1.0.1 up for those who prefer how things worked in those versions. Personally, I'll be using version 1.1.0.
One of my mods is Better Armoury (BAM) and i couldnt for the life of me figure out how each day one of the laser muskets in the gun rack was disappearing. The armoury was getting smaller by the day lol, at first i thought a settler had grabbed them for use and then one day opening Dogmeats inventory and I find them all there, cheeky thieving magpie playful hound ROFL.
:)
For future reference, "54bae" is the Red Rocket workshop ID, which you can get by selecting the workbench in the console. You can make sure that you have the correct object reference selected in the console using the Highlight Console Reference mod.
Lock 100
to lock it at master level. This is a repeating chore though, as a re-lock sets it back at novice.
Or should I load looks mirror first?
Is there a doors only version?
Anyways, fantastic mod... too often you dont know to laugh or cry when filching settlers after an attack...
Also there are no conflicts when try that in fo4edit
Okay scratch that i just read your description 1 more time and i realised i have a mod that adds an option for unlocking doors, disabled that and it works perfectly now
"Okay scratch that i just read your description 1 more time and i realised i have a mod that adds an option for unlocking doors, disabled that and it works perfectly now"
there isnt really a fix as far as im aware other than just disable the added function for the mod
Are you building a raidar type settlement then ?
If you lock cage door, no idea about the teleport, they'd stay there for maybe a day or two, ...