Good mod; great idea. I like how the guards can break a door open during an alert. Would it be possible to add a requirement of possessing the key to a door or a lockpick to lock that particular door, for difficulty balancing purposes (bathrooms, etc. excepted, I guess)? Keep up the good work.
could we perhaps have a mod where doors remain closed after being unlocked? and or where the doors stay open when opened? thank You for all the awesome mods!!
i did, but i don't use that mod anymore cause i got fed up of slow climbing up the pipes and some other acrobatics. but i'd really love to see a mod where doors remain closed/open, and not closing on their own :D
This is one of the funnest new mods I've seen! I just started playing with it, and I've already had multiple instances where it's been very nice to be able to lock an NPC in a bathroom!
It's also funny: There have been many comments online where Hitman players would like a prison level in a Hitman game, and IOI has said they can't do it because they can't make locked doors for NPCs. You just proved them wrong, and for free!
Quite enjoying experimenting with this. What would I need to edit to prevent guards from breaching doors? Having a play around with blocking off entry/exit routes
If you go into "lockable doors.entity.patch.json" and change: { "x": 5.25, "y": 5.25, "z": 1 } to { "x": 50, "y": 50, "z": 50 }it should prevent guards from breaching doors.
Very useful mod. I have noticed that NPCs sometimes manage to open the doors even when you lock them, though, but overall it's been working as intended.
Im curious about how this mod was implemented, in terms of realism. Does the lock depend on what side of the door your on?
For example, 99% of all doors in rl can only be locked and unlocked from the inside. So it would be impossible theoretically to lock someone in a bathroom, but you could potentially lock people from getting inside.
I was going to make locking only work from the inside, but it turns out IOI doesn't consider inside/outside consistently when making doors - bathrooms typically have the inside in the right place but shops in Sapienza often have the "inside" of the door on the outside of the shop. I figured it's easiest just to allow locking from both sides to avoid confusion.
I went into Helen West's house, led her into her bathroom by turning on the tap, locked her in and waited, and she just busted the door open no problem and caught me, door couldn't be closed or locked or interacted with at all after that. It would make sense if alert guards did this, e.g kicking down a door to a room they heard gunshots in, but not random people who aren't even alerted. Really cool idea for a mod tho.
Alright I gave it another shot and I think if an NPC has just finished investigating a distraction like a sink overflow or generator being turned on and you lock them in, for whatever reason they'll bust the door open on their way back to their post, but if you just lure someone into a room with a coin or something and lock them in, they won't.
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It's also funny: There have been many comments online where Hitman players would like a prison level in a Hitman game, and IOI has said they can't do it because they can't make locked doors for NPCs. You just proved them wrong, and for free!
{ "x": 5.25, "y": 5.25, "z": 1 }
to{ "x": 50, "y": 50, "z": 50 }
it should prevent guards from breaching doors.Thank you for your great efforts in the modding scene.
For example, 99% of all doors in rl can only be locked and unlocked from the inside. So it would be impossible theoretically to lock someone in a bathroom, but you could potentially lock people from getting inside.