Ive run into an issue where whenever I lock a door it immediately becomes inaccessible and I have to use to console command to unlock it. I've tried finding a list of mods that are incompatible with locksmith but I can't find anything that suggests what might be causing this.
Try using this instead Hands Off - Lock Settlement Containers and Doors at Fallout 4 Nexus - Mods and community (nexusmods.com) It's a slightly more up to date version and I've never had a problem with it. It only lets you lock and unlock doors and containers you've placed however, unlike this one that lets you lock doors out in the wasteland. Anyone who's worried about possible bugs being created by using this mod, I'd suggest using Hands Off instead.
great mod but some way to toggle the feature on and off would be useful cause it's kind of annoying to have every single door and container lockable even ones you don't own..
Edit: figured out why it was not working.. had to go into the main menu then click mods(in game main screen)scroll down.. click locksmith.esm let it reload... boom.. idk why it needs enabled like that.. since i use vortex.. but im just glad it works! it gives a new gameplay aspect that is so simple yet so epic..
Fantastic work, however a warning to anyone using mods with LooksMirror as this breaks that functionality. Once in it's done, you have to revert to an earlier save to fix it. This includes any player home or settlement such as Elianora's mods using the LM functionality.
This works on literally everything, only issue I have with it aside from breaking mirrors is you have to be really careful when jumping around containers everywhere... if you don't aim your camera around them you'll be locking instead of jumping. It's quite aggravating when you're in a rush lol. It also can open doors meant to stay locked (every inaccessible door not meant to be picked shows the same as a container locked by the mod hotkey, and can be unlocked as such) and when open will lead to nothing but the void, so be careful what you try to unlock.
Otherwise, functions as advertised and is really useful to keep NPCs from stealing your s#*! or opening doors you want to stay closed. It won't keep them out of rooms but it will keep the doors closed lol. If you want to keep NPCs out of areas altogether you can use this mod. It won't work on all modded companions (F4-111 tends to not give a s#*! lol), but it does work on all NPCs/settlers.
Personal issues and LM conflict aside, it's a great mod and I decided to just go with it for the rest of my playthrough. By the time I noticed my mirrors were broken I realized I don't really care about the mirror function anyway.
PS - If you really want to keep your mirror and locks both you can use the newer mod Immersive Locks.
This mod has a side benefit useful to those that don't like Piper.
You don't need Piper to open the gate to Diamond City. You just go up to the big door, unlock and then open it. Just for that it's worth a download. I always felt so... dirty... after playing Piper's game to fool Danny.
Yes, I .... reaaaally can't stand her, just as much as I can't stand delphine in skyrim, even tho its an intro piper and the mayor, I never actually tried that xD with this mod active o.o ..
Even works with weapon displays, so you can build a museum without Dogmeat bringing you that first laser musket you displayed for sentimental value, or a settler wandering off with Righteous Authority again.
Endorsed. While it doesn't always keep everyone out, as they sometimes teleport inside, as least not everyone and their grandma is making my home their hangout now.
They do be obsessed with my working stove and comfortable sofa though. Even after I places the same items in other homes as well... Still, better to have one or two people teleport in to cook, than having 15+ people hanging out in my kitchen/livingroom.
Idk what I'm doing wrong but this doesn't work for me at all. Maybe I'm missing something. I'm not sure if there is something I need to do in game to activate this but I can't seem to figure it out. I manually install all my mods and this is at the bottom of the list in the in game mod screen and its activated "locksmith.esp" is in my Fallout 4/Data folder. \steamapps\common\Fallout 4\Data\Scripts has the .pex file and a folder called fragments. Inside that has a folder called perks. Inside that has another PRKF_aaLockDoorPerk_01000F99.
doesn't matter which door I use, I just have a normal open/close. Containers are just the normal transfer option.
Do I need to add the perk? like Player.addperk 01000f99 or something in a console command.
I can usually handle manual mods pretty easily but I don't know why this one has me stumped. I'm also using f4se **edit, I found somewhere that this mod may conflict with the "place anywhere" mod, I am also using that as well including "modern Firearms" "SMM" "WorkShopFramework" and "razemysettlement"
**Last edit - I installed this mid save game - Will this only with in a completely NEW game?"
install the mod manually/vortex (both worked) then load the game... go into the built in mod menu... and click locksmith.esm (the checkmark will highlight) then it will reload and tada! works like a charm.. so weird.. i could not get this to work for like a week... stumbled into that menu... and boom!
I used it to lock the armory in the castle as I made it a room and put a bed in it. Ronnie shaw teleports to the bed EVEN if there are free beds elsewhere and the door is locked.
This mod uses scripts, can it be uninstalled mid playthrough?
Unsure about your question of uninstalling but in regards to the bed situation, is it possible to assign her a bed like you can with other Settlers? I'm not aware but if so, try assigning her a bed and see if that helps.
476 comments
It's a slightly more up to date version and I've never had a problem with it.
It only lets you lock and unlock doors and containers you've placed however, unlike this one that lets you lock doors out in the wasteland.
Anyone who's worried about possible bugs being created by using this mod, I'd suggest using Hands Off instead.
This works on literally everything, only issue I have with it aside from breaking mirrors is you have to be really careful when jumping around containers everywhere... if you don't aim your camera around them you'll be locking instead of jumping. It's quite aggravating when you're in a rush lol. It also can open doors meant to stay locked (every inaccessible door not meant to be picked shows the same as a container locked by the mod hotkey, and can be unlocked as such) and when open will lead to nothing but the void, so be careful what you try to unlock.
Otherwise, functions as advertised and is really useful to keep NPCs from stealing your s#*! or opening doors you want to stay closed. It won't keep them out of rooms but it will keep the doors closed lol. If you want to keep NPCs out of areas altogether you can use this mod. It won't work on all modded companions (F4-111 tends to not give a s#*! lol), but it does work on all NPCs/settlers.
Personal issues and LM conflict aside, it's a great mod and I decided to just go with it for the rest of my playthrough. By the time I noticed my mirrors were broken I realized I don't really care about the mirror function anyway.
PS - If you really want to keep your mirror and locks both you can use the newer mod Immersive Locks.
You don't need Piper to open the gate to Diamond City. You just go up to the big door, unlock and then open it. Just for that it's worth a download. I always felt so... dirty... after playing Piper's game to fool Danny.
Endorsed
They do be obsessed with my working stove and comfortable sofa though. Even after I places the same items in other homes as well... Still, better to have one or two people teleport in to cook, than having 15+ people hanging out in my kitchen/livingroom.
doesn't matter which door I use, I just have a normal open/close. Containers are just the normal transfer option.
Do I need to add the perk? like Player.addperk 01000f99 or something in a console command.
I can usually handle manual mods pretty easily but I don't know why this one has me stumped. I'm also using f4se **edit, I found somewhere that this mod may conflict with the "place anywhere" mod, I am also using that as well including "modern Firearms" "SMM" "WorkShopFramework" and "razemysettlement"
**Last edit - I installed this mid save game - Will this only with in a completely NEW game?"
This mod uses scripts, can it be uninstalled mid playthrough?