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Quad2Core

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Quad2Core

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  1. Quad2Core
    Quad2Core
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    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 .
    1. tonycubed2
      tonycubed2
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      lol!!!!!!!!!!!! i was just going to post if there was a perma version!! Sigh...
    2. tonycubed2
      tonycubed2
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      Almost done with perma compatible version.

      done: http://www.nexusmods.com/skyrim/mods/64011/?
    3. tonycubed2
      tonycubed2
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      Perma 4.3 patch now available

      http://www.nexusmods.com/skyrim/mods/64011?

      And yes the source scripsts are outdated. Some will not even compile.
    4. chinagreenelvis
      chinagreenelvis
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      It's not based on this mod, but I did create something similar from the ground up.

      http://www.nexusmods.com/skyrim/mods/71530/?
    5. MithrandirBG
      MithrandirBG
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      Do You plan on releasing a SSE edition?
    6. aristotle99
      aristotle99
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      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?
    7. TechAngel85
      TechAngel85
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      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.
  2. Quad2Core
    Quad2Core
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    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.
    1. fireundubh
      fireundubh
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      Why not just upload the source scripts? I'd like to change the number of lockpicks used when auto lockpicking, but I can't.
    2. Bizzquik
      Bizzquik
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      I like fireundubh's idea.

      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.
    3. Quad2Core
      Quad2Core
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      just uploaded them
    4. tonycubed2
      tonycubed2
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      Patch for perma and adds one new feature: http://www.nexusmods.com/skyrim/mods/64011/?
  3. Debatemaster1
    Debatemaster1
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    Doesn't work when merged, unfortunately.
  4. deleted150923488
    deleted150923488
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    Thank you for helping to make Skyrim into more of an RPG, and less of a dumb hack-n-slash for kiddos. 
  5. Juicebox93
    Juicebox93
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    Does this work with Security Overhaul?
  6. JayayePea
    JayayePea
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    • 10 kudos
    I can see an optional file on here, it mentions something about source files, my question is, what are source files? 
    1. Jakemessi
      Jakemessi
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      source file: <code> javascript.js "if doesn't running go to 2 if running go to 3 <code> something like that i guess
  7. hodegar
    hodegar
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    works now on SSE with skse 64, just extract bsa and save esp in new CK
    1. Denson01
      Denson01
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      I cant make it work in my SSE

      I mean Skyrim launch and i can see mod data in console but MCM dosnt appear at all.
    2. drayker87
      drayker87
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      I am having the same issue.
    3. mfvicli
      mfvicli
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      Thanks hodegar, converted and works great!
  8. Bob100
    Bob100
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    Does anyone know if this works with sse
  9. davidgilbertking
    davidgilbertking
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    Guys, does this work with Open and Lock Spells?
    https://www.nexusmods.com/skyrim/mods/14457/?
    1. User_21469989
      User_21469989
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      Hi, It already has open locks spells.
  10. ghussak
    ghussak
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    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.
    1. BINARYGOD
      BINARYGOD
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      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).
  11. Selonianth
    Selonianth
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    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.
    1. bluedanieru
      bluedanieru
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      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.
  12. Khumak
    Khumak
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    I think I've run into a minor compatibility issue with Perkus Maximus. The auto pick function still works but it seems to get confused by the fact that Perkus Maximus changes Lockpick to Wayfarer and instead combines Lockpick and Pickpocket into Dexterity (it uses the old Pickpocket skill slot instead of Lockpick though which I verified by boosting my Pickpocket skill with the Disparity mod and seeing that it increased my Dexterity, boosting Lockpick instead boosts Wayfarer). So sometimes the auto pick option is available, other times I have to either pick it manually or smash the lock. I haven't seen any sort of compatibility patch for this and Perma.