I found serious problem. This mod seems to allow player to lock only one of two doors linked to each other. For example, megaton house can only be locked outside of building but tenpenny suite can only be locked inside of building. I think this problem happens because geck automatically blocks key assignment of the latter door when linking two doors.
I have read around, how do you obtain the key? Is it an automatic "printout" type key like Skyrim gives you for picking locks? (Perk provided of course) Is it moved to the game menus Keyring?
Why, it's so simple of course, key is an item. For example: you steal clinic's key from Doc Church in megaton and u automatically use it to lock doors by pressing a key on your keyboard. This is not a cheat mod, you can't lock doors "magically" without owning a key to that door, I'm sorry. You must obtain a key to the door you want to lock, how you obtain it is by playing the game. Some doors don't have in-game obtainable keys.
Hell, I'm missing pick locks from Morrowind. That was great: animations, the idea, no stupid repeatable games. And now we have ... nothing :( Thanks for sharing this one, but I prefer an old fashion way via using an item :)
Morrowind instead had you repeatedly poke the container with your lockpick until the random number generator finally decided to let you open it. How is that better?
@ZuSkunks >How is that better? It is not better or worse. It is boring! There are already three game have been released with the same mini-game: Fallout 3, Skyrim and Fallout 4. The mini-game itself is not bad or good. I would say it's okay.
I am sure that next Bethesda's game will use a new pick locking mechanic and probably it will be like it was in Morrowind. The bad news is it will use 64-bit animations and there are no left a man who will able to port it to Fo3/FNV.
Why? Because it is a current trend, a mainline, a mainstream, you name it. Many people likes Dark Souls because it have no pauses at all. In comparison, all Bethesda's games of the last decade are using lots of pausing menus (Gamebryo-like at least). This is bad, IMHO. That's why I am missing for Morrowind ideas :)
Lock picking a door while the game is not paused seems like a great idea, It would be much more intense to get caught. Just imagine if somebody sees you while you are trying to lock pick a door.
well, to me at that time when Morrowind was released, D& rule-set rpg kinda popular among us. dice roll combat are okay at that time, even the lock-picking stuff also use dice roll to determine action. but I agree in this era of modern when RPG has been evolved, d20 are not that appeal to majority of people, people who play Morrowind back in the day will still appreciated dice roll combat in that game but not newcomers today.
Good idea but I disagree. The design also harkens back to old school RPG game menus. People like those old interfaces still - it assured someone at some point will design updated menu systems and choices to reflect both tastes. There is more to it than an engine limitation too. It was the neat way (the lock picking mini-game) in which they worked around the limitation.
So, does this allow me to lock doors that are not locked previously? Like, any door... I can just lock it? If this is the case, cool. Would be good for keeping out those annoying npc's that like walking in when you're being bad. Anyway, this is how I interpreted it from the description page.
I'm starting to feel like a jerk updating every time something goes wrong, but here I go: Mod worked good in the previous version after the 2nd update, this new update (Nov 12) doesn't work for me. Not sure why it pooped out on me, but it might have to do with some door ownership issues from another mod perhaps. I think I may have deleted a key and it could be conflicting with your mod. Either way I'm gonna stick to the last version until a new update comes out again. Love the mod, just was surprised the update set me back to square one.
EDIT: Nah, definitely an issue on my end it seems. None of the versions will work for me now, so I guess it could be a corrupted save file bloated from the removal and addition of all the new versions over and over, along with some other mods that got removed. Gonna try on a fresh save tomorrow.
I'm sorry, this issue was a bug that caused the mod to stop working due to an invalid key form. I have already fixed it as of 1.03. I have no idea how it slipped my initial testing, but so far no one had ever reported it until you. Thank you!
Great to see the fallout 3 modding community to be around, hope it gets as active as new vegas nexus. It's a great game and modding can trully increase its lifetime (just look at skyrim modding or kotor 1/2...ect.)
23 comments
Thanks for sharing this one, but I prefer an old fashion way via using an item :)
>How is that better?
It is not better or worse. It is boring! There are already three game have been released with the same mini-game: Fallout 3, Skyrim and Fallout 4. The mini-game itself is not bad or good. I would say it's okay.
I am sure that next Bethesda's game will use a new pick locking mechanic and probably it will be like it was in Morrowind. The bad news is it will use 64-bit animations and there are no left a man who will able to port it to Fo3/FNV.
Why? Because it is a current trend, a mainline, a mainstream, you name it. Many people likes Dark Souls because it have no pauses at all. In comparison, all Bethesda's games of the last decade are using lots of pausing menus (Gamebryo-like at least). This is bad, IMHO. That's why I am missing for Morrowind ideas :)
@Genin32
I sent you a PM, please, look at it.
#gh0stwizard
I sent you a PM regarding it.
EDIT: Nah, definitely an issue on my end it seems. None of the versions will work for me now, so I guess it could be a corrupted save file bloated from the removal and addition of all the new versions over and over, along with some other mods that got removed. Gonna try on a fresh save tomorrow.