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StorybittenSoul

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StorybittenSoul

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About this mod

If you have the key to a door or chest, logically you should be able to lock it up. This mod allows you to do just that! Whenever you close a door or container that you have the key for, you can choose to lock it. Be warned, anyone with the correct key can unlock it again.

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I went through a lot of trouble to get that open, and you're just going to lock it again? Typical.  -Rogues, probably

CURRENTLY IN BETA - PLEASE SUBMIT ANY BUGS FOUND



What it does:

You've been carrying around all those jangly metal keys, even after you've used them. Now, they are actually useful for more than just getting into trouble. You can now lock people out! It's like casting Arcane Lock, except without magic, and no time limit. Mundane Lock, I suppose?

Whenever you close a door or container that you have the key for, you will be prompted to lock it or leave it unlocked.
Choosing YES locks it, choosing NO leaves it as-is (though you can open and close it again to lock it if you so desire).

New Strategies!
Want to divide enemy forces? Let some come through, then lock the door. Or, get into position without giving enemies the same access.

Tom-Foolery!
Feel like freeing Volo was a mistake? Lock him back in, or give Gribbo a taste of the birdcage.

Roleplay Opportunities!
Big into Multiplayer RP? Go lock yourself into a jail cell and throw the key out of reach for a great meet-cute, or take over Moonrise Towers to make it you new multi-family player home.


What it doesn't do:

If you can't unlock it, this won't give you the ability to lock it. This mod currently determines whether a key can be used to lock something the moment it is unlocked.

If it's a door between different maps (has a loading screen), it will not give you the opportunity to lock the door behind you. I might try to code a workaround for that.

Similarly, if you pick open a lock, the key won't work with that lock anymore, even if you previously used the key to lock it. Hopefully it goes without saying that destroying an object will prevent you from locking it.

If it isn't technically a key, or goes away when used, it (probably) won't work - For example, the Grove Library and Vault "keys" won't give you locking power. (Sidenote, I may add the ability to close and lock the Grove Library with the "Key," but that is a future feature if I get around to it.)

Be warned - if you steal a key from a guard, that guard will be locked out, BUT any other guards with the same key can still unlock it, as can anyone in your party using Magic Pockets. This was the hardest part of the mod to make work, but it was important to me that you not somehow change the lock when locking it. This should keep re-locking things from causing some sort of sequence break, but I might have missed something. PLEASE submit a bug report if you find a softlock or similar situation.

If you include duplicates, there are over 350 useable keys in the game. I have not tested every key. If you come across a key that you believe ought to be able to lock something but you can confirm it doesn't, put in a bug report detailing the name of the key (if you know it), where you got it (if you can recall), and what it should be able to lock and I'll do what I can to get it working.

Any containers, doors, or other (un)lockables added by other mods will NOT work with this mod. Similarly, if a lock or key is modified by another mod it may not work with this anymore. These things can be patched fairly easily, but patches will need to be requested or added by their respective mod authors.


Compatibility:
I expect this will NOT work with mods like Skeleton KeyAuto Lockpicking, or Locks Begone! 
As stated above, any keys from mods have to be manually added by me or be otherwise patched.

You are invited to create Compatibility Patches or Native Compatibility to your own mods! See the FAQ Below.


Mod Update Plans:
  • Patch some non-standard keys/locks to work with this mod
  • Add lockpicking compatibility
  • Maybe add key creation for locks which don't have keys.
  • Refactor some coding for efficiency, maybe based on Act

My other Mods:
Ectoplasm - Ghost Blood Surface and Spells - A custom damaging surface with a necromantic vibe.
Bloodrage Mist Surface - Another custom Surface that causes anyone to Rage, even outside of combat.

Actual Fire Surface Damage Boost - While standing in Fire Surfaces, they deal 1d4 Fire Damage AND cause Burning
Lightning Surface Damage Boost - While standing in Electrified Surfaces, they deal an extra 1d4 Lightning Damage
Custom Surface Creation Guide - A PDF Guide for Modders about changing and creating Surfaces.
Surface Summons - WIP, but when complete will allow you to Summon from Surfaces.

FAQ:
Spoiler:  
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  • Q: How can I make my mod's keys work with this?
    Spoiler:  
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    A: This mod relies on a long Osiris Database called DB_Keys to work. The database contains each key's Level Name (technically not needed at the moment), the Local or Root Template of the Key, and the Key ID. To add to the database, create an entry like this:
    DB_Keys("Level_Name",(ITEM)Your_Key_GUIDSTRING_00000000-0000-0000-0000-000000000000,"Key_ID")
  • Q: How did you create this mod?
    Spoiler:  
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    A: I learned Osiris code, then found out that Osiris can't access an item's Key ID, gave up, came back to it months later, gave up again, learned some Khonsu code, found out that won't do it either, gave up again, then got interested in it again and decided to use some Script Extender, got intimidated and asked for some advice, and was gifted an answer by THE LaughingLeader, who wrote an SE script that was able to pull the Key ID of every item that had one in the game! It dumped it to an external file, but I just took that and put it in an Osiris Database, thus avoiding learning an actual scripting language!
  • Q: Does this use Script Extender?
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    A: Nope. I used some SE code to get the information I needed, but I wanted this to be accessible to everyone, and plan to release it on Mod.io once I can be confident I didn't miss any huge bugs.
  • Q: This has nothing to do with Surfaces. Aren't you the guy who makes Surface mods?
    Spoiler:  
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    A: Ao forbid a modder have hobbies. Yeah, but I'll get back to that soon enough. This is a feature I kept wishing was in the game, and now it is!