I just uploaded the latest source files i have. Feel free to do what ever you want with them. If someone releases a Perma version or an improved version of this mod please contact me .
Mod author was last active on 17 Dec 2015, so they've probably moved on.
Is there permission to port this to SSE by someone else?
I also notice that there are many crime detection improvements in this mod, such as animals, undead etc. not reporting crimes anymore. This is a crucial feature. Presumably it makes the mod NARC (No Animals Report Crimes) unnecessary?
I looked into the scripts. Here are my findings on the crime detection:
The script from Lock Overhaul appears to be using a formlist to determine if a crime is being committed. This formlist contains specific factions for the various holds (no animal or creature factions). Within these factions are listed members of those faction which are various NPCs. Therefore, if I'm reading the script correctly, it is only determining if the player is committing a crime against the NPCs listed within the factions in the formlist. Meaning animals should not report the crimes.
NARC specifically edits the individual factions themselves to tell those factions to ignore crimes. These are only the animal and creature factions. No NPC factions are touched.
I can not be certain if animals and creatures would still report crimes or not with just Lock Overhaul installed. It certainly appears that the script from Lock Overhaul will only trigger crimes if one of the specified NPCs are within the crime distance. An in-game test is needed to determine what the outcome is to be 100% certain.
Unfortunately, after an hour and testing and trying. I wasn't able to set up a good, repeatable test to determine if Lock Overhaul's script is working as advertised. It see no reason why it wouldn't be though. This means that NARC is likely redundant with this mod installed.
Since i got a new Job and got lots of stuff to do in my real life, I won't be able to continue my work on this mod anymore. If anyone wants to continue/improve this mod send me a message. I'm willing to share the source codes for this purpose.
p.s it can take some days for me to respond to your Messages.
Something I've noticed more of on the Nexus as the years go by are "Reborn" mods; i.e. people taking a mod and re-purposing it. I'd love to see this mod get the same treatment.
Maybe just putting out the source codes for anyone and everyone could make this happen.
Cant get it to work, for some reason there is no menu in MCM! Anybody else having this issue? Also the chest i was looking at, (which had an apprentice lock) before installing this mod somehow became empty unlocked after installing this mod!
does this mod copes with Requiem? I mean, requiem has its own lockpick perk tree, so that will not be detected right?
also, I wonder if I could try to smash or melt higher level locks, just taking much more time/mana with spells or breaking weapons like LootandDegradation mod does, may be a patch to integrate both? I mean like a lock integrity level that we would deplet by hitting it, just make a single reference, if we try to smash another lock, the previous lock integrity level would be replaced by the new one at 100%.
I would like to ask also for item inside chests to have a chance of getting destroyed, and we could get informed in some way what was lost. and, even more fun, if something gets destroyed that is magical or even a potion, some kind of explosion or fire could hit the player and knock him down , like a trap.
Works fine with Requiem, even the latest - just make sure the mcm settings for this mod line up with how Req handles things (set the first two lock types to level 1 or 5, the next two to 50, and keep master at 100, for example).
I'm sure you're probably aware, and if you don't you might not care since it doesn't seem to be actively gamebreaking and this was last updated a couple years ago, but Lock Overhaul seems to be throwing errors if SkyRe isn't installed based on a check you have it running.
Pretty sure it's just checking whether SkyRe is installed or not and enabling additional SkyRe-based functionality if it is. Lots of mods do this and a side effect of how to check for mods is errors in the log, but they are harmless.
770 comments
If someone releases a Perma version or an improved version of this mod please contact me
done: http://www.nexusmods.com/skyrim/mods/64011/?
http://www.nexusmods.com/skyrim/mods/64011?
And yes the source scripsts are outdated. Some will not even compile.
http://www.nexusmods.com/skyrim/mods/71530/?
Is there permission to port this to SSE by someone else?
I also notice that there are many crime detection improvements in this mod, such as animals, undead etc. not reporting crimes anymore. This is a crucial feature. Presumably it makes the mod NARC (No Animals Report Crimes) unnecessary?
The script from Lock Overhaul appears to be using a formlist to determine if a crime is being committed. This formlist contains specific factions for the various holds (no animal or creature factions). Within these factions are listed members of those faction which are various NPCs. Therefore, if I'm reading the script correctly, it is only determining if the player is committing a crime against the NPCs listed within the factions in the formlist. Meaning animals should not report the crimes.
NARC specifically edits the individual factions themselves to tell those factions to ignore crimes. These are only the animal and creature factions. No NPC factions are touched.
I can not be certain if animals and creatures would still report crimes or not with just Lock Overhaul installed. It certainly appears that the script from Lock Overhaul will only trigger crimes if one of the specified NPCs are within the crime distance. An in-game test is needed to determine what the outcome is to be 100% certain.
Unfortunately, after an hour and testing and trying. I wasn't able to set up a good, repeatable test to determine if Lock Overhaul's script is working as advertised. It see no reason why it wouldn't be though. This means that NARC is likely redundant with this mod installed.
p.s it can take some days for me to respond to your Messages.
Something I've noticed more of on the Nexus as the years go by are "Reborn" mods; i.e. people taking a mod and re-purposing it. I'd love to see this mod get the same treatment.
Maybe just putting out the source codes for anyone and everyone could make this happen.
Turn out: I just had it in the wrong order in my merge. It seems to work fine now.
I mean Skyrim launch and i can see mod data in console but MCM dosnt appear at all.
https://www.nexusmods.com/skyrim/mods/14457/?
I mean, requiem has its own lockpick perk tree, so that will not be detected right?
also, I wonder if I could try to smash or melt higher level locks, just taking much more time/mana with spells or breaking weapons like LootandDegradation mod does, may be a patch to integrate both?
I mean like a lock integrity level that we would deplet by hitting it, just make a single reference, if we try to smash another lock, the previous lock integrity level would be replaced by the new one at 100%.
I would like to ask also for item inside chests to have a chance of getting destroyed, and we could get informed in some way what was lost.
and, even more fun, if something gets destroyed that is magical or even a potion, some kind of explosion or fire could hit the player and knock him down