Oblivion

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arafuse

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arafuse

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About this mod

This mod allows you to knock on almost any locked door, which will have a chance of alerting an NPC in the target cell to come and answer it. It does so in a completely dynamic way using OBSE, so should work with content added from any other mod. This works both from exterior and interior cells.

Permissions and credits
This mod allows you to knock on almost any locked door, which will have a chance of alerting an NPC in the target cell to come and answer the door. It does so in a completely dynamic way using OBSE, so should work with content added from any other mod. This works both from exterior and interior cells, so you can do things like knock on locked doors inside of castles, locked bedroom and basement doors in houses, etc.

How this mod works:
* When you activate a locked door which is off-limits, you'll knock on it instead of picking it.
* To pick the lock instead of knocking, sneak while activating the door.
* After knocking, one of the NPCs in the target cell (selected at random) may come and answer the door after some delay.
* If nobody is in the first cell, someone from an adjacent cell (such as the basement or private quarters) might come and answer, but they might not hear you the first time. If they do, it will take them longer to get to the door.
* Any sleeping NPCs may also not be awakened the first time you knock. 
* Anyone you wake up or pester with repeated knocking may be angry and have a lower disposition when they come outside (but only if they detect you!).
* Anyone you persuade or charm enough after answering the door might unlock the door for you and let you inside.
* NPCs will linger outside the door for a bit and then go back inside, unless they wander away from the door, get caught up in combat, or die.
* Sometimes, NPCs will just completely ignore your knocks, so you can never be sure if the place is empty or not.

This mod is completely configurable by editing 'INI\Dynamic Door Knocking.ini'. Please see the comments in that file for complete details about all the different mechanics of this mod.

Changelog:
* v1.2
    - Fixed issue causing some rooms to be missed when looking for NPCs to answer the door.
* v1.1
    - Script optimizations and state fixes.
    - Fixed missing default value for maxKnocks when INI not present.
* v1.0
    - First stable release after testing.
    - Fixed potential issue of dead people answering doors.
    - Fixed quest script priority.
* v1.0beta3:
    - Fixed a bug where door lock levels weren't being detected properly.
    - Removed Oblivion.esm as master file as it was unnecessary.
* v1.0beta2:
    - Fixed a bug where NPCs were unable to activate doors affected by the script.
* v1.0beta1:
    - Initial beta release.

Technical info:
* The entire mod is actually just 2 scripts, and makes no static changes to any references.
* When a cell is loaded, the mod scans any doors in the area that have locks on them and makes them 'knock-able'.
* This mod only affects persistent load doors that are 'off-limits', for compatibility reasons.
* This mod by default doesn't affect doors that needs keys, to prevent accidental sequence breaking, but this can be changed in the INI.
* The mod only affects doors that do not already have scripts attached to them, so should not interfere with any other mod's scripts.
* Only persistent NPCs will answer the door, due to limitations of how OBSE works.

Known issues:
* When loading a game, sometimes doors in the current cell aren't immediately knock-able. Leaving and re-entering the cell will fix this.