0 of 0

File information

Last updated

Original upload

Created by

thetrader

Uploaded by

ProbablyManuel

Virus scan

Safe to use

315 comments

  1. thetrader
    thetrader
    • premium
    • 365 kudos
    Locked
    Sticky
    SSE Port

    SSE Port is available at GitHub. Download Skyrim_Unlocked_SSE_1.7.4.7z and install it with your mod manager. A nexus page will be added once Skyrim Unlocked 2.0 is released.

    Skyrim Unlocked 2.0

    When porting Skyrim Unlocked to SSE, I realized how much it was the first mod I created. As my understanding of Skyrim and programming in general increased, so did my quality standard. A lot of the edits are done in a way I nowadays consider bad practice or incomplete. Thus I have decided to completely rework the mod in a more well-developed manner. This doesn't mean that the current version has actual issues that negatively affect the game in any way.
    For the end-user not much is going to change with 2.0 because the scope of the mod remains the same. Perhaps the most important change will be that compatibility patches for Live Another Life, Open Cities, Immersive College of Winterhold, Requiem and possibly other mods are no longer necessary.

    ETA is entirely unknown. Progress can be tracked here.
  2. ftwranger
    ftwranger
    • member
    • 19 kudos
    That's good man, that's reeaal good because I've got the perfect mod for ya:
    saying it with a hysterical laughter? if so count me in lol
  3. khauru
    khauru
    • member
    • 1 kudos
    It's a nice incentive to have for roleplaying, but some things don't make sense, like Nightgale Hall being open? There's like a giant rock you have to lift with a ritual... I wonder how many places like this author unlocked, that's not exactly "immersive"
    1. ProbablyManuel
      ProbablyManuel
      • premium
      • 365 kudos
      Hmm, I didn't remember that the rock in front of Nightgale Hall was a door when I removed it. I agree that this edit should be reverted.
    2. khauru
      khauru
      • member
      • 1 kudos
      Yeah, it's probably easy to miss, cause i think there's no sound to it being moved or anything, maybe it just disappears after talk with karliah at the stone, but it's definitely there without Unlocked, and it's not there with it. Besides, there's absolutely nothing useful in there without the quest anyway
  4. JadeMythriil
    JadeMythriil
    • member
    • 2 kudos
    Does this conflict with lighting mods?
    1. ProbablyManuel
      ProbablyManuel
      • premium
      • 365 kudos
      No.
  5. Demonzmagic
    Demonzmagic
    • member
    • 0 kudos
    Can someone tell me what the point of this mod is, if using literally any of the options breaks the quests? LOL epic fail
    1. ProbablyManuel
      ProbablyManuel
      • premium
      • 365 kudos
      Reading mod descriptions tends to go a long way in the modding scene.
  6. ainul58
    ainul58
    • member
    • 0 kudos
    I searched "69420" as the mod number and found this awesome mod. THANKS guy! Also dimhollow crypt (dawnguard) is still blocked by a boulder. I think you missed it.
  7. Aethuviel
    Aethuviel
    • member
    • 1 kudos
    I looked, but I didn't find this before trying to get through Irkngthand without the thieves guild, and with console commands... only to get bamboozled in the final room. Now this should be more fun and successful. :D (I'm not dumb, I will restart from well before I entered the place.)
  8. GoodwinGamerJack
    GoodwinGamerJack
    • member
    • 0 kudos
    your mod has the funny 69420 in it's link, that's how I got here lol
  9. Tyler799
    Tyler799
    • premium
    • 9 kudos
    EDIT: It's not Skyrim Unlocked, Requiem, or the custom patch I made for Statefix and SU. Looking into it more now.
  10. Jediwolf96
    Jediwolf96
    • supporter
    • 0 kudos
    I really love this mod, I really hope you can unlock areas of Dawnguard and Dragonborn in the future.
  11. vhcanton
    vhcanton
    • supporter
    • 3 kudos
    I see some locations have the "requires key" not replaced by a "master" level lock, but completely unlocked from the get go - e.g. Kilkreath ruins. I'd like to ask, is there any specific reason for that? Isn't it possible to just replace the requires key by a master level lock? - thus making it more reasonable that only mid-high level characters have access to such originally inaccessible places?
    Thank you.

    Plus question: Is version 2.0 ever coming out?
    1. thetrader
      thetrader
      • premium
      • 365 kudos
      Some locations like Kilkreath Ruins have the "requires a key" lock removed only for immersion purposes. You still need Meridia's beacon to access more than the first room.

      If I feel like 2.0 is never going to come out, I will release the current progress as 2.0.
    2. vhcanton
      vhcanton
      • supporter
      • 3 kudos
      Ok, but Kilkreath was just an example. I can name others that behave just the same in your mod (completely unlocked, instead of having a master lock on them). Namely, Saarthal and Snow Veil Sanctum, for instance. Why not give them master level locks instead? (specially in Snow Veil Sanctum, where Mercer talks about the difficulty of the lock in the door - if you visited the place before, you'd see no lock on the door at all, which is pretty inconsistent IMO)
    3. thetrader
      thetrader
      • premium
      • 365 kudos
      At least with Requiem, adding master locks reintroduces the problem that certain builds are locked out of places unless they make meta-decisions that contradict the character's background.

      For Snow Veil Sanctum there is a plausible in-game reason. The lock on Snow Veil Sanctum was installed by Karliah only when fleeing there during the Thieves Guild questline. After all, no other draugr crypt has such a lock installed.

      For Saarthal you can handwave that the College of Winterhold only discovers Saarthal when you join them. Alternatively, I could place some atronachs in front of Saarthal prior to the quest that were summoned by the College of Winterhold to guard the place from looters.
    4. vhcanton
      vhcanton
      • supporter
      • 3 kudos
      Well, I was actually thinking of an approach as less intrusive as possible (even less so than your original mod), and that proposition of having atronachs in front of the door just goes totally in the opposite direction...