Version A: Is intended with realism in mind. It makes sense to have keys to locks that you've constructed yourself, but not so much to have keys to every door in the Commonwealth. This version also cuts down on potential quest breaking, since you can open a lot of doors you shouldn't be able to with the default Locksmith mod. So no more opening Diamond City!
Version B: Is intended to accomplish the former no-quest-breaking thing, but still allow the player to Lock doors out in the world. I imagine it's like barricading a door when something is chasing you. I've done it myself with Locksmith, and it's pretty fun. BE AWARE of the disclaimer in the description. This version has some kinks if you happen to Lock something and then Pick the Lock you just Locked. Just don't pick your own Locked things. Easy-peasy.
It's to prevent being able to unlock any random door you want that's above Novice. It's very cheat-y that way. No, NPCs can't unlock doors unless someone has made that a mod.
First: Thanks for this great mod, i love it. :) Now i can lock my doors & containers (just) in settlemets. Second: Is there a chance to expand the whole system with "Option A" to the player house "Home Plate"?
Dam you for making this. I'm going for realistic mods and I always used Locksmith and just....overlooked why I can lock every door. I need this to please my realism side but damnit I'm used to locking every door. It helps in my super hardcore mode. Decisions Decisions....
Hey, nice. The whole being able to lock any door thing was what kept me from downloading the original Locksmith. If it's just limited to your settlements, though? Primo. Now I can finally give the mod a go. Thanks!
I will say that as soon as I get Release 2 of my modlist out in the wild I will send some people this way :) Simple edits like these can make a world of difference. Thanks! Got me thinking - should be able to apply a similar edit to prevent a player from taking crops from a non-owned settlement right? Bothers the hell out of me I can walk up to say Tenpines bluff and start taking their crops right away..
Happy to help! I did the edit for myself, then figured maybe others could use it as well. Locksmith is a fantastic mod, but I find it hard to resist the temptation of "Unlocking" my way into places I shouldn't be lol.
21 comments
Version A: Is intended with realism in mind. It makes sense to have keys to locks that you've constructed yourself, but not so much to have keys to every door in the Commonwealth. This version also cuts down on potential quest breaking, since you can open a lot of doors you shouldn't be able to with the default Locksmith mod. So no more opening Diamond City!
Version B: Is intended to accomplish the former no-quest-breaking thing, but still allow the player to Lock doors out in the world. I imagine it's like barricading a door when something is chasing you. I've done it myself with Locksmith, and it's pretty fun. BE AWARE of the disclaimer in the description. This version has some kinks if you happen to Lock something and then Pick the Lock you just Locked. Just don't pick your own Locked things. Easy-peasy.
Second: Is there a chance to expand the whole system with "Option A" to the player house "Home Plate"?
Greetings.
That's a neat idea for the crops!