Any idea why the mod is not working on one of the doors of Karlirah's house in Balmora? Upper doors are locked from the outside, but unlocked from the inside. If i leave the house from the inside, I turn around and the doors are locked. EDIT: The mod does not work on any of the doors in Balmora. EDIT: It works fine since version 2.08. Tnx
is it possible this mod locked me in to andrano tomb? i couldnt get out and had to just reinstall the game. im not complaining, just trying to figure out if this caused it. i did have the expanded tomb+retribution, i think its called, installed.
Uhm. The only way I think you could trigger locking the tomb inside door from this mod without the player doing exactly that, is to having locked the outside linked door previously. If you did that, it could be a bug with the mod. If you did not try to lock the exterior linked door, probably some other mods conflict disabling the link between the interior door and the exterior door marker. But you should not need to reinstall everything for a blocked door, usually you can just open the ingame console, click the door and type: unlock if the door still does not work you could use teleportation/intervention/recall, or the console commands to teleport away, e.g. COC Balmora
ah, i see. thanks for the quick reply. I was able to get out with the console of course but the quest was stuck, essentially making my main quest unable to move forward. i didnt know which of the 300+ mods bugged out so i just decided to start over. thanks again for the help!
Well, if you are restarting anyway and not already used it maybe try the + retribution merged version, I've played it and tried to iron out some incompatibilities.
ya no, its every door that is locked with a key will lock itself again upon entering and not allow me to open it with the key again to get out. idk maybe another mod is messing with it since i see no one else really has this problem but i cant figure it out. im just using the console and the teleport command as needed.
NOTE TO PEOPLE. this mod does NOT prevent hostiles from following you through LOADING doors (Doors that open to a different cel as indicated by the name change) that is not this mod's fault. Rather it is that it can be difficult, from what I have heard, to program hostiles taking into account if the door they are in front of is locked. Instead they always follow the player if they have noticed them (bugs and the like ignored, of course)
oh I have some issues. The door out from Sellus gravius's office won't let me out after already going to balmora (i do NOT use an alternative start mod) and the office where you first enter the census office, is still locked from the inside after going through creation. I am currently stuck within two places with doors I cannot easily escape from
I've just uploaded the update, it should work better. In case of emergency you can unlock a door easily 1. open the in-game console 2. click the door 3. type unlock and press [Enter] key
yeah, that doesn't work. It states "make sure to ask Sellus Gravius about your duties before leaving" problem is, he doesn't have that as a dialogue option and I do not have the directions nor my package for Caius Cosades anymore. What in the..
Uhm, this mod does not touch dialogue so maybe you have some other conflict, if you just started and are still in Seyda neen starting quest probably better to try from a new fresh game session or check especially if alternate start mods (or other mod changing dialog for starting NPCs) you may be using are working if you don't see in dialog a clickable quest topic but you know what it should be (e.g. duties) you can solve it from the in game console with e.g. addtopic "duties" if the topic exists(and is enabled at that quest stage) it will be added
uhm, if you are using vanilla start are you sure you grabbed the papers from the table after hearing "make sure to ask Sellus Gravius about your duties before leaving"? else the guard will not unlock the door if you don't have them
No, you misread, Sellus Gravius is the man telling you your duties. I had already delivered my package. Sellus Gravius gives the items you need directly, he doesn't place it on the table.
then no other idea other than a mod changing the dialog/script for Sellus Gravius, or some glitch at the start so you'd better restart. or try this from the ingame console to force restarting that quest part before talking to him about duties SetJournalIndex A1_1_FindSpymaster 0 AddTopic duties Anyway, this has probably nothing to do with my mod so maybe better talk about it somewhere else if you still need help with the starting quest, probably the Morrowind Discord #troubleshooting channel is the best place
your hint for dialogue options did not work. I talked to hriskar and he doesn't have the topic fargoth's hiding place, so I tried adding it in, but it does not work.
well, it usually works to unhide the topic link as long as the topic is still existing/not filtered out. As this one is a standard topic for a vanilla quest, there are 2 possible reasons: 1.the related journal index may be already maxed/end quest e.g. getJournalIndex MS_lookout >= 100 2. some mod is changing the quest.
It is not a texture pack, it is a mix of textures I used and kept or tweaked in years playing. Probably some vanilla more or less intelligent scaled up as base, probably often overwritten with textures by Connary, An Old Friend, Apel and a few others, atlased when possible. I'm not very good at describing such things as I don't even track the originals much, except when I need to update something or answer this kind of questions. Most people reason about modding Morrowind by installing this or that package with a certain priority, I mod by making my personal Morrowind world/Data Files folder my thing and eventually updating the original packages with what I change, does it make sense?
animated containers will probably still play the open animation before the lock can be applied, but the chest should be locked in theory after the animation. [EDIT] uhm actually I am not sure as I am using a personal tweaked version of animated containers. I will see if i can find a more robust way to make the lock option compatible, probably it needs to split the event code with higher priority
For some unknown reason, it does not work with the Dragon Door mod. The attacker still follows the PC to a new cell. The magic lock doesn't hold him back.
maybe the dragon door mod does not check for locks? try this: 1. use a mark spell/enchantment out of a cave 2. go inside, open the game console, click the interior door, when you see the door ID on the console header type: Lock 40 [enter] in the console, this should lock the interior door 3. aggro the enemy in the cave, use a recall to previous mark outside the cave, see if enemies can follow you through the console-locked interior door. if they can follow, it is not a mod conflict, it is just that dragon door does not take locked doors into account
I think I checked with Pursuit Enhanced a lot of time ago and it worked, but if current Pursuit Enchanced enemies still follow with the hand made steps I described in previous post to lock the door by console it means they too do not check for the locked door anyway. if they do not follow through a console-closed from the inside door but they follow if you lock the outside door using my mod then it means my mod does not work as expected
I did this: I locked the door of the house from the outside, then aggro any NPC through the console "StartCombat Player", then moved to the interior of the house through the magic of "Recall". The door was indeed locked from the inside, but the enemy appeared after me and continued to attack me. I think it makes no difference that the aggro through the console or hit the NPC, in this case... In fact, the mod is interesting, but I want to understand why it does not work as it should.
the mod seems to be working as expected (you lock the outside door -> inside door gets locked too). it is responsibility of the NPCs behavior mod to check for the activated door to be locked and e.g. check for NPC security/being able to unlock the door before entering just to be sure, maybe use the cheat mod or a more than 1 mark mod to check if both exterior and interior doors are synchronized before activating them e.g. assuming you have 2 marks/using the cheat mod to teleport inside 1. lock the outside door 2. aggro the enemy 3. recall/cheat mod to inside 4. activate the inside door (it should be locked) 5. recall/cheat mod to outside 6. activate the outside door (it should still be locked) if both are locked and the enemies still follow you, it means the NPCs behavior mod is simply ignoring the locks or always unlocking (I am pretty sure current Dragon Door is not implementing a locked door check because I took a look at the code very recently)
Something strange ... I had an old version of the mod installed (no MCM settings) and it synchronize the doors. I updated the mod and now the doors have stopped synchronize altogether. Checked on several doors. I even checked it on a game without mods, and started a new game of Seyda Neen. Mod does not work! But there are MCM settings. I guess I'll have to refrain from this mod ...
Yes, I have already updated to version 1.15, but alas, the mod does not work. No synchronization of locked doors. Apparently I need to make a video for demonstration, because I don't know how to show it. A little bit later ...
ok, version 1.16 should be fixed [EDIT] a little more details: version 1.15 was relying on getGlobal returning an integer value for short/long global variables, but MWSE-Lua was returning a float so comparing to 0 did not work as expected. this has been fixed in mod version 1.16 comparing to >= 0.001 (a workaround as integers should be integers). MWSE-Lua has been promptly updated (thanks Null) in the meantime to return correct short/long values so you can just update MWSE-Lua (e.g. start MWSE-Update.exe as usual) instead of updating this mod to 1.16 (or do both updates, it does not hurt).
Also, this mod works/updates the linked door things only when player actually activates/locks/unlocks a door. This is done only during this event to avoid looking for the proper door to synchronize too often (as it may need searching/measuring distance from the door teleport marker to all doors in the linked cell, as game does not store a direct door->linked door information, just a door->destination marker information so you have to scan for destination marker nearby doors and it can get tricky e.g. think about the 3 very close doors to under skar redoran quarters).
Hi abot, just wanted to report that this (awesome) mod has some weird interaction with mods that lock doors through scripts. I noticed it while working on a patch for welcome to the arena. When starting a fight the doors leading to the team bloodworks should close and then open again as soon as the opponed dies but they don't get locked if I have this mod on. I suspect it might be the same for many mods that do something similar.
Uhm, i have updated it adding also a check for the non-standard variable Arena_Fight the mod is using for some reason instead of using only the standard DuelActive, try the update, same link, if this does not work i have no other idea at the moment, the lua mod changes to the door should be always skipped now when one of these 2 variables is greater than 0
Okay this one works! For some reason it works perfectly for the door of the opposite team (which gets locked immediatly) while the door of your team (the one you use to get into the arena pit) seems to take some seconds to get locked. But it does get locked so I guess we can say this fixed the issue:) Thanks!
if you mean the More Traps non Lua MWSE mod, they should be compatible, but in theory it could happen that e.g. you unlock a loading door to a bandit cave, activate the door, the MWSE-LUa lock tune mod on activate ensures the door at the other side is open, but when you are inside the bandit cave the More Traps MWSE mod relocks the internal door, so when you try to go out it is locked
I don't have More Traps installed atm, but I might get it for some future playthroughs, so thanks for the warning, much appreciated! The Door Locks mod I mentioned is this one Door Locks. It's a also MWSE mod and in the readme you provided, says that it is compatible with other door lock mods, but I just wanted to double check since I'm not sure if that one is also a LUA mod as this one and if there could be some incompatibilities between them. Thanks
Ah, that one, I did not even remember it. Yes, it should be fully compatible, I think that the probability that you may activate the exterior door exactly the same frame the hour check of the door lock mod triggers is very low.
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EDIT: The mod does not work on any of the doors in Balmora.
EDIT: It works fine since version 2.08. Tnx
But you should not need to reinstall everything for a blocked door, usually you can just open the ingame console, click the door and type:
unlock
if the door still does not work you could use teleportation/intervention/recall, or the console commands to teleport away, e.g.
COC Balmora
1. open the in-game console
2. click the door
3. type
unlock
and press [Enter] key
if you don't see in dialog a clickable quest topic but you know what it should be (e.g. duties) you can solve it from the in game console with e.g.
addtopic "duties"
if the topic exists(and is enabled at that quest stage) it will be added
or try this from the ingame console to force restarting that quest part before talking to him about duties
SetJournalIndex A1_1_FindSpymaster 0
AddTopic duties
Anyway, this has probably nothing to do with my mod so maybe better talk about it somewhere else if you still need help with the starting quest, probably the Morrowind Discord #troubleshooting channel is the best place
1.the related journal index may be already maxed/end quest e.g. getJournalIndex MS_lookout >= 100
2. some mod is changing the quest.
Most people reason about modding Morrowind by installing this or that package with a certain priority, I mod by making my personal Morrowind world/Data Files folder my thing and eventually updating the original packages with what I change, does it make sense?
[EDIT] uhm actually I am not sure as I am using a personal tweaked version of animated containers. I will see if i can find a more robust way to make the lock option compatible, probably it needs to split the event code with higher priority
try this:
1. use a mark spell/enchantment out of a cave
2. go inside, open the game console, click the interior door, when you see the door ID on the console header type:
Lock 40
[enter] in the console, this should lock the interior door
3. aggro the enemy in the cave, use a recall to previous mark outside the cave, see if enemies can follow you through the console-locked interior door. if they can follow, it is not a mod conflict, it is just that dragon door does not take locked doors into account
What pursuit mod did you check with?
if they do not follow through a console-closed from the inside door but they follow if you lock the outside door using my mod then it means my mod does not work as expected
In fact, the mod is interesting, but I want to understand why it does not work as it should.
just to be sure, maybe use the cheat mod or a more than 1 mark mod to check if both exterior and interior doors are synchronized before activating them
e.g. assuming you have 2 marks/using the cheat mod to teleport inside
1. lock the outside door
2. aggro the enemy
3. recall/cheat mod to inside
4. activate the inside door (it should be locked)
5. recall/cheat mod to outside
6. activate the outside door (it should still be locked)
if both are locked and the enemies still follow you, it means the NPCs behavior mod is simply ignoring the locks or always unlocking (I am pretty sure current Dragon Door is not implementing a locked door check because I took a look at the code very recently)
I guess I'll have to refrain from this mod ...
[EDIT] a little more details: version 1.15 was relying on getGlobal returning an integer value for short/long global variables, but MWSE-Lua was returning a float so comparing to 0 did not work as expected. this has been fixed in mod version 1.16 comparing to >= 0.001 (a workaround as integers should be integers).
MWSE-Lua has been promptly updated (thanks Null) in the meantime to return correct short/long values so you can just update MWSE-Lua (e.g. start MWSE-Update.exe as usual) instead of updating this mod to 1.16 (or do both updates, it does not hurt).
Also, this mod works/updates the linked door things only when player actually activates/locks/unlocks a door. This is done only during this event to avoid looking for the proper door to synchronize too often (as it may need searching/measuring distance from the door teleport marker to all doors in the linked cell, as game does not store a direct door->linked door information, just a door->destination marker information so you have to scan for destination marker nearby doors and it can get tricky e.g. think about the 3 very close doors to under skar redoran quarters).
I noticed it while working on a patch for welcome to the arena.
When starting a fight the doors leading to the team bloodworks should close and then open again as soon as the opponed dies but they don't get locked if I have this mod on.
I suspect it might be the same for many mods that do something similar.
I'd be glad to do more testing if I can be of any help:)
Thanks!
The Door Locks mod I mentioned is this one Door Locks. It's a also MWSE mod and in the readme you provided, says that it is compatible with other door lock mods, but I just wanted to double check since I'm not sure if that one is also a LUA mod as this one and if there could be some incompatibilities between them. Thanks