******************************************************************************************** SKK mods for Fallout4 will no longer be maintained on nexusmods.com from July 2021
If you have read the comprehensive solution description and still need support, use the SKK Mods Discord channel? https://discord.gg/tgKNT77DC8
If you are looking for an SKK solution that has been removed from this site to respect the author's IP, or would like to stay up to date with other content, you can find it on SKKMods.com? http://skkmods.com
There is not actually a holotape as the description say but a key with a holotape options id for .SKK AutoUnlock Key : xx001EDA (the xx its load order)
player.additem xx001EDA; help ".SKK AutoUnlock Key" 4 note use this ^^^ command to find the xx , and then use the 1st but changing the xx.
as part of an effort to make AUL work in FO4VR I encountered the following in your article and code """"cqf SKK_AUL "SKK_ULScript.DisableMod" ; Run to shutdown prior to disabling the mod.""" Is the missing A in "SKK_ULScript. A typo in the article? I think I understand what the function does (unregister from events and clear Aliases) what I do not understand why and when such functionality is needed (it is not found in many mods) any help or references to help would be greatly appreciated
I set out with SKK mods to prove that non intrusive quality engineered scripted solutions can be safely installed and removed at any time from savegames.
This was to counter the general belief that scripted mods are dangerous from so many clueless, shockingly bad and downright dangerous scripted mods in popular circulation. Of course there is always the underlying consdieration of potential conflicts from load order changes in a save game, but, there is zero need for scripting to add issues.
Having published over 30 uninstallable complex scripted mods I gave up on that effort as not may in the user base seem to appreciate or even care about quality engineering. It can't compete with UHD nipple retextures and oversized lactating physX enabled breasts.
I dont know why but sometimes its not unlocking everything, like unlocking safe but not unlocking computer I dont know why its last on my load order and can you please make autoloot mod too I love all of your mods.
Yes I am already using that I think you mean corpse loot ? its perfect but what about junk and other stuff around us when we are wandering ? it could have been perfect if you make mod looting them.
I don't use the auto-unlock but the quick unlock key. It works fine most of the time but when I revisit an area I've previously cleared all containers are missing the quick unlock key that was there the first time I cleared the area. Those containers and terminals can only be opened the default way. This is on a basically vanilla load order.
Is it likely that the cells have reset so the respawning object have been re-locked ?
If so, that's a tough issue as this solution has to add a keyword to items it unlocks so it doesn't keep offering the unlock due to a bug in the game GetLockLevel() function. I would expect reset/respawn objects to clear that keyword when they reset.
Best I can offer in the short term is my Open Anything mod that has a similar function to bypass any lock, but it also has to add a keyword so it will only work for the next cell reset cycle. And then be locked out (oh, the irony).
I see, thanks. Yeah, the cells were reset when I revisited them and the containers and terminals were locked again. No big deal if it isn't possible to change that, I'll keep using my lockpicking and hacking skills for those few occasions then.
Would you care to elaborate what exactly that bug with the GetLockLevel function is?
I removed the keyword application and check from the mod and everything seems to be working as expected. I even can auto-unlock objects that got relocked after a cell reset.
Auto unlock is less affected as conditional logic is applied.
The issue is with the SKK_AULUnlock*Perk conditions that enable the unlock AddActivation option.
Perk Condition Subject.GetLocked can return TRUE when a Subject.GetLockLevel 0 or 25 lock is actually UNLOCKED (the script version IsLocked is 100% accurate).
Perk Condition Subject.GetLockLevel can report 0 (unlocked) rather than 25 Novice like the Sanctuary house safe (this also affect script GetLockLevel function).
I have not used the AutoUnlock radius function for some time now, prefer the perk AddActivate approach which I have extended into Open Anything which includes animated doors, elevators and id cards.
It worked for one lock, and now no matter what the lock difficulty is I get "This lock is too difficult..." I have high enough lock picking skill and 90+ bobby pins
Edit: Okay, so it is specifically Novice locks that are impossible to auto-pick, right now. Very strange. Right now my lock picking skill is Advanced, and Advanced is the only lock type that I can pick. I'm not sure if when I get to Expert, it will only allow me to auto-pick Expert locks, but it seems to be heading that way.
I have the exact problem. Bypass works totally fine. Autounlock and quickunlock sometimes stop working randomly for a while, with the correct perk of course. It happens not only on locks but terminals as well.
If automatic detection stops working "for a while" that sounds like overload in your scripting system causing the events to lag player movement. You may want to try running the Script Lag Detector.
This seems to be specific to Novice locks, even with master perks learned. Advanced, Expert and Master locks unlock just fine. While tinkering around with xEdit I noticed there are two Novice lock entries available for Lock Data on a placed object, one is called "Novice 1" and the other one "Novice 25". Could that be related to this issue?
Yes, that's the cause for this issue. I tracked down a terminal with a Novice lock that wouldn't unlock automatically or with the Quick Unlock key and then changed it's lock from Novice 1 to Novice 25 in xEdit. After that change, the terminal unlocked automatically.
Yup the issue is that "some Novice locks report LockLevel 0 and IsLocked FALSE rather than 25/True like Sanctuary house safe "
The workaround for the Perk Activation is to add a keyword SKK_AULUnlocked to activated objects so they are not re-picked after being unlocked.
The consequence is that the keyword attachment seems to persist through cell reset and object respawn. So the container is re locked but the "I have been unlocked" SKK_AULUnlocked keyword is still on it.
I don't notice it as I run with all encounter zones configured for noreset and iHoursToRespawnXXXX at 99999 because I don't want stuff popping that has already been dealt with ;)
I solved the problem by making a minor change to your SKK_AULScript. In line 144: From ElseIf (ThisLock.GetLockLevel() == 25) To ElseIf (ThisLock.GetLockLevel() == 25 || ThisLock.GetLockLevel() == 1)
I thought when a "Novice 25" lock returns 25 as lock level the "Novice 1" would return 1. So far all the locks seem to properly unlock.
Auto lock-picking isn't working for generic loot container locks, unless I disable auto lock-picking radius and then re-enable.While auto locking-picking isn't working, both the Unlock and Bypass activators are missing.After I disable & re-enable radius scanning, auto lock-picking will then work once for all locks within that radius, but scanning stops working as I move through the world. When I fast-travel, auto lock-picking will work once upon arriving, and then cease working. The same behavior occurs when entering an interior cell.
FYI: I keep the scanning radius set to Near, just in case script lag is an issue. I'm running over 200 plugins, so it's totally possible ;-)
I've tried changing options (Bypass option) to bypass perk requirements (even disabling XP/Affinity bonus, even though this setting should be redundant with the Bypass option enabled), and auto lock-picking will still stop working after the initial disable/enable.
Full disclosure: I am running Loot Detector from Xatmos, which auto-loots generic, unlocked containers - and this feature isn't working either, and hasn't been for quite some time - just thought I'd supply that additional information.
EDIT: I've also encountered the "This lock is too difficult" message for novice locks when the Unlock container activator option is enabled. I haven't tried changing options from Unlock to Bypass to troubleshoot that issue, but I will.
The radius unlock does sound like a problem in your scripting system if the first one works and subsequent don't. This solution moves a marker to the current unlock location then registers for a distance greater than event (or teleport) from that marker. I would guess that loot detector does similar.
The script is clearly receiving player teleport events but not the object distance change events. Nothing I can offer on that except something is wrong in the script system of that savegame.
From reading the description and comments, I'm assuming the % chance to break is the same for every difficulty of lock, and only breaks a single pick?
I use GCM to turn my pin durability down to almost nothing, and routinely break 5-10 pins on matter locks... I'm still not really running out... Scarcity is a thing I'm investigating concurrently.
Anyway, as a feature request, I would super appreciate if the function broke picks at the given % rate until the lock is opened, and perhaps multiply the break rate by the level of lock? (actually I guess divide the inverse, so we don't get over 100%...)
Obviously, if the function runs out of picks before the lock opens, you're out of luck!
And while I'm wishing, perhaps notify the player how many picks were spent?
Using the console configuration article https://www.nexusmods.com/fallout4/articles/1037 you can set the chance to break [ SKK_AULBreakPercent ] to whatever you want, and breakage notifications are already included in [ SKK_AULNotifications ].
Having different break rates for lock levels is over complex for a mod that is trying to SIMPLIFY the whole unlocking things situation.
Greetings~ Love your mods and all you do for us! You really do kick ass, take names, chew mo bubblegum and leave many of us asking who was that masked man?!? Yours, Mr. Knowbody
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The author has locked this comment topic for the time beingSKK mods for Fallout4 will no longer be maintained on nexusmods.com from July 2021
If you have read the comprehensive solution description and still need support, use the SKK Mods Discord channel? https://discord.gg/tgKNT77DC8
If you are looking for an SKK solution that has been removed from this site to respect the author's IP, or would like to stay up to date with other content, you can find it on SKKMods.com? http://skkmods.com
SKK solutions are provided as-is for personal use only. No commercial use, monetization, re-use, packaging, re-packaging or distribution of SKK created code/scripts in whole or in part is allowed.
© 2021 [email protected] all rights reserved.
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id for .SKK AutoUnlock Key : xx001EDA (the xx its load order)
player.additem xx001EDA;
help ".SKK AutoUnlock Key" 4 note
use this ^^^ command to find the xx , and then use the 1st but changing the xx.
""""cqf SKK_AUL "SKK_ULScript.DisableMod" ; Run to shutdown prior to disabling the mod."""
Is the missing A in "SKK_ULScript. A typo in the article?
I think I understand what the function does (unregister from events and clear Aliases)
what I do not understand why and when such functionality is needed (it is not found in many mods)
any help or references to help would be greatly appreciated
I set out with SKK mods to prove that non intrusive quality engineered scripted solutions can be safely installed and removed at any time from savegames.
This was to counter the general belief that scripted mods are dangerous from so many clueless, shockingly bad and downright dangerous scripted mods in popular circulation. Of course there is always the underlying consdieration of potential conflicts from load order changes in a save game, but, there is zero need for scripting to add issues.
Having published over 30 uninstallable complex scripted mods I gave up on that effort as not may in the user base seem to appreciate or even care about quality engineering. It can't compete with UHD nipple retextures and oversized lactating physX enabled breasts.
Anything that the autounlock radius does not unlock should be unlockable with the activation perk.
There is a player auto looting function in Survival Utilities.
Not many, only ~ 3 in the Commonwealth so they must be configuration exceptions.
If so, that's a tough issue as this solution has to add a keyword to items it unlocks so it doesn't keep offering the unlock due to a bug in the game GetLockLevel() function. I would expect reset/respawn objects to clear that keyword when they reset.
Best I can offer in the short term is my Open Anything mod that has a similar function to bypass any lock, but it also has to add a keyword so it will only work for the next cell reset cycle. And then be locked out (oh, the irony).
I removed the keyword application and check from the mod and everything seems to be working as expected. I even can auto-unlock objects that got relocked after a cell reset.
The issue is with the SKK_AULUnlock*Perk conditions that enable the unlock AddActivation option.
Perk Condition Subject.GetLocked can return TRUE when a Subject.GetLockLevel 0 or 25 lock is actually UNLOCKED (the script version IsLocked is 100% accurate).
Perk Condition Subject.GetLockLevel can report 0 (unlocked) rather than 25 Novice like the Sanctuary house safe (this also affect script GetLockLevel function).
I have not used the AutoUnlock radius function for some time now, prefer the perk AddActivate approach which I have extended into Open Anything which includes animated doors, elevators and id cards.
I have high enough lock picking skill and 90+ bobby pins
Edit: Okay, so it is specifically Novice locks that are impossible to auto-pick, right now. Very strange. Right now my lock picking skill is Advanced, and Advanced is the only lock type that I can pick. I'm not sure if when I get to Expert, it will only allow me to auto-pick Expert locks, but it seems to be heading that way.
The workaround for the Perk Activation is to add a keyword SKK_AULUnlocked to activated objects so they are not re-picked after being unlocked.
The consequence is that the keyword attachment seems to persist through cell reset and object respawn. So the container is re locked but the "I have been unlocked" SKK_AULUnlocked keyword is still on it.
I don't notice it as I run with all encounter zones configured for noreset and iHoursToRespawnXXXX at 99999 because I don't want stuff popping that has already been dealt with ;)
Hey-Ho.
From ElseIf (ThisLock.GetLockLevel() == 25)
To ElseIf (ThisLock.GetLockLevel() == 25 || ThisLock.GetLockLevel() == 1)
I thought when a "Novice 25" lock returns 25 as lock level the "Novice 1" would return 1. So far all the locks seem to properly unlock.
Auto lock-picking isn't working for generic loot container locks, unless I disable auto lock-picking radius and then re-enable.While auto locking-picking isn't working, both the Unlock and Bypass activators are missing.After I disable & re-enable radius scanning, auto lock-picking will then work once for all locks within that radius, but scanning stops working as I move through the world. When I fast-travel, auto lock-picking will work once upon arriving, and then cease working. The same behavior occurs when entering an interior cell.
FYI: I keep the scanning radius set to Near, just in case script lag is an issue. I'm running over 200 plugins, so it's totally possible ;-)
I've tried changing options (Bypass option) to bypass perk requirements (even disabling XP/Affinity bonus, even though this setting should be redundant with the Bypass option enabled), and auto lock-picking will still stop working after the initial disable/enable.
Full disclosure: I am running Loot Detector from Xatmos, which auto-loots generic, unlocked containers - and this feature isn't working either, and hasn't been for quite some time - just thought I'd supply that additional information.
Loot Detector
EDIT: I've also encountered the "This lock is too difficult" message for novice locks when the Unlock container activator option is enabled. I haven't tried changing options from Unlock to Bypass to troubleshoot that issue, but I will.
The script is clearly receiving player teleport events but not the object distance change events. Nothing I can offer on that except something is wrong in the script system of that savegame.
I use GCM to turn my pin durability down to almost nothing, and routinely break 5-10 pins on matter locks... I'm still not really running out... Scarcity is a thing I'm investigating concurrently.
Anyway, as a feature request, I would super appreciate if the function broke picks at the given % rate until the lock is opened, and perhaps multiply the break rate by the level of lock? (actually I guess divide the inverse, so we don't get over 100%...)
Obviously, if the function runs out of picks before the lock opens, you're out of luck!
And while I'm wishing, perhaps notify the player how many picks were spent?
Having different break rates for lock levels is over complex for a mod that is trying to SIMPLIFY the whole unlocking things situation.
Otherwise it would be another broken autolooting mod.