Proper uninstallation is a lie, removing a mod without consequence is a lie.
Some mod updates may not require a new save 90% of the rest of they will. 100% of the time is suggested.
Some plugins will save you from a lot of crashes, that is good. Some others will delete some data from your save that is also fine. But disinstalling a mod mid-save with skyrim will ALWAYS means that the save is corrupted.
We Mod Author can only create content by touching as less as original game data as possibile, and in the update process create content and modifying it in the smartest way possible to avoid to remove data.
I don't know how the mod works, i didn't read how it works, i don't want to know how it works, i just installed this mod randomly, killed Nazeem at the cloud district and i knocked at a random door and no one is answering. Why? ... Holy crisped potatoes give strength... Ehm, if you are saying that you are knocking that would mean that the prompt is popping, so the mod started successfully. Did the notifications about time passing showed? ("Is taking a while" and "looks like nobody is home"). If this is the case then, i suppose, nobody is home? Can this mod be considered a heavy scripted mod? Nope, is 13kb (Simply Knock is 798kb). Also, is all handled by 1 quest. You are a fraud, don't you know that "heavy scripting is not related to how data heavy is"? If you take the time to check HOW my system works, you will see that is all focused on a While statement with a foolproof safeguard which repeats an already built in use of the search of the house owner present in the original game. Does this mod modify assets, cells, locations etc.? As of 2.2v the mod adds a unique key to the door of Merryfair farm (in the Rift). (Installing the JKs skyrim patch for this mod will for said mod) Does this mod modify anything else? Yes will give an already existing key of the Honningbrew residential area to their bosses (in a dynamic way without touching references), same for Verner and Anneke of Darkwater crossing, also to Drevin and his wife of Merryfair farm, these are inconsistencies with the game that should be fixed by the unofficial patch, maybe they will one day. Are you going to upload to Bnet the mod? Yup, eventually The mod is not working/Functional... ... I cannot knock at the door: Installation issue (Are you sure the mod is properly installed, and you are knocking on an exterior cell door of a Habitation?)
... I have the key but i cannot use it: The normal activation of doors (Lock picking, using keys) works WHILE THE PLAYER IS MOVING (ACTIVATE A DOOR WHILE STANDING STILL WILL TRIGGER THE DOOR KNOCKING MENU)
... getting access to houses by knocking is too hard:
I've made PLENTY of ways to gain access to houses. The difficulty is random.
With Dibella blessing you can knock non-stop
in the last update i basically give a cheat object :-)
RIFTEN > Helga bunkhouse (shrine of Dibella) > Gift of charity. Potions of glibness. Speech craft Trainers. etc.
... Can you prolong the visitor state when i'm considered a total stranger that gets to get in someone else's house with the power of bla? Ok so, you heard yourself, right? Also, you have unlimited time to talk to the NPC you have chosen to talk with at the start of the knocking procedure.
What does it mean, SKSE free and not requiring additional files? Means simply that everyone can enjoy the feature of this mod, not only a restricted group of peapole.Also is console compatible.
thank you. I understand why I can't throw away books. I'm using version 2.6b and am having some issues. When you knock on your friend's door and are invited, the conversation window will open again. The other thing is, if you knock on the door of Anga's Mil Omon house and try to persuade him, you will hear the lock open, but you will not be able to warp inside.
Ciao! Enderal non è propriamente "Skyrim" quindi non è prettamente supportato. Detto questo, è altamente probabile che funzioni lo stesso se hanno usato lo stesso sistema di determinazione delle Location (io me lo auguro, sarebbe stupido non farlo). Se lo provi e puoi testimoniare che funziona non solo mi faresti un favore ma aiuteresti altre persone a sapere che possono usarlo.
What a wonderful mod. However, it needs a simple "Use Key" option as well. The whole "run into a door"/"sneak into a door" to unlock breaks immersion, and is buggy at best.
You don't need to "run" into a door but just be moving for the normal activation, let's face it peapole runs into doors anyway. Also, i removed the message menu for a natural experience, you should check it out.
CAN YOU GET AN ANIMATOR TO MAKE A "KICK THE DOOR OPEN' VERSION/MOD ? I CAN'T FIND A MOD THAT DOES THIS AND WOULD MAKE A GREAT OPTION FOR CERTAIN GAMEPLAYS :-)====
First of all, thank you for your hard and useful work, I would like to report a bug to you, sometimes I only press the interactive key (E) once, but the menu option appears twice, can you see what is going on?
Only thing not liking is Knocking Animation, something is just off about it. But this works better than SImply Knock and integrates better with Take A Peek mod and the other mod where you hold SHIFT+E to interact differently with things. Thanks for all the hard work.
Great mod, my only question is, why is it that when i add certain doors to the aaaDoorExcudedFromKnockingType and aaaDoorExcudedFromKnockingRef formID lists, it still lets me knock at these doors? Even on a new game... weird, any advice? Thank you again for the mod! ENDORSED. ~dan
I will look into the matter you described, but i recently tested the feature and it was working. Can you be more specific? (Which door? What situation?)
Took this one for a (5-year-old replacement) ride on current game ; noticed this : - slight jump after knocking - multiple selection menu pops again when inside, can't escape/cancel that nor the answer/response - while inside, a long message chews up the screen and the allocated 20 seconds free time (I'd see a notification timer instead) I've been known to be wrong as well but I like this approach BTW, is Simply Knock - Tower Stone Fix still necessary ?
- The slight jump is a fix to remove skyrim longtime bug that will keep on screen a "say" dialogue. - Never had those issues let me check. - Same here, there is no message programmed inside the house. This is simpler knock, the activation prompt for the tower stone works even while moving so was never a issue.
Do you have Immersive Interactions installed? I do, and I believe it's made this mod stop working - it's most likely the case since the mod has a built-in integration/patch for Simply Knock. So this one needs a patch I guess; hopefully one of the authors can make one soon since I don't want to switch and endure the heavy scripting of Simply Knock.
I can guess the patch is as simple as going in the perk which handles the interaction and removing it so that simpler and simply knock can do what they have to do.
293 comments
Proper uninstallation is a lie, removing a mod without consequence is a lie.
Some mod updates may not require a new save 90% of the rest of they will. 100% of the time is suggested.
Some plugins will save you from a lot of crashes, that is good. Some others will delete some data from your save that is also fine. But disinstalling a mod mid-save with skyrim will ALWAYS means that the save is corrupted.
We Mod Author can only create content by touching as less as original game data as possibile, and in the update process create content and modifying it in the smartest way possible to avoid to remove data.
I don't know how the mod works, i didn't read how it works, i don't want to know how it works, i just installed this mod randomly, killed Nazeem at the cloud district and i knocked at a random door and no one is answering. Why?
... Holy crisped potatoes give strength... Ehm, if you are saying that you are knocking that would mean that the prompt is popping, so the mod started successfully. Did the notifications about time passing showed? ("Is taking a while" and "looks like nobody is home"). If this is the case then, i suppose, nobody is home?
Can this mod be considered a heavy scripted mod?
Nope, is 13kb (Simply Knock is 798kb). Also, is all handled by 1 quest.
You are a fraud, don't you know that "heavy scripting is not related to how data heavy is"?
If you take the time to check HOW my system works, you will see that is
all focused on a While statement with a foolproof safeguard which repeats
an already built in use of the search of the house owner present in
the original game.
Does this mod modify assets, cells, locations etc.?
As of 2.2v the mod adds a unique key to the door of Merryfair farm (in the
Rift). (Installing the JKs skyrim patch for this mod will for said mod)
Does this mod modify anything else?
Yes will give an already existing key of the Honningbrew residential area
to their bosses (in a dynamic way without touching references), same for
Verner and Anneke of Darkwater crossing, also to Drevin and his wife of
Merryfair farm, these are inconsistencies with the game that should be fixed by the unofficial patch, maybe they will one day.
Are you going to upload to Bnet the mod?
Yup, eventually
The mod is not working/Functional...
... I cannot knock at the door: Installation issue (Are you sure the mod is properly installed, and you are knocking on an exterior cell door of a Habitation?)
... I have the key but i cannot use it: The normal activation of doors (Lock picking, using keys) works WHILE THE PLAYER IS MOVING (ACTIVATE A DOOR WHILE STANDING STILL WILL TRIGGER THE DOOR KNOCKING MENU)
... getting access to houses by knocking is too hard:
... why new game is needed? On first install?
On first install, obviously a new game is not needed, but ONLY IN THAT CASE. Please by the divines read this, may Talos guide you to enlightenment.
... Can you prolong the visitor state when i'm considered a total stranger
that gets to get in someone else's house with the power of bla?
Ok so, you heard yourself, right? Also, you have unlimited time to talk to the NPC you have chosen to talk with at the start of the knocking procedure.
What does it mean, SKSE free and not requiring additional files?
Means simply that everyone can enjoy the feature of this mod, not only a restricted group of peapole.Also is console compatible.
Thank you Acherones for this:
Simpler Knock - Knock sound replacer
I warn you that without the booklet, you won't be able to add or remove unknockable or knockable doors from your play through.
I'm using version 2.6b and am having some issues.
When you knock on your friend's door and are invited, the conversation window will open again.
The other thing is, if you knock on the door of Anga's Mil Omon house and try to persuade him, you will hear the lock open, but you will not be able to warp inside.
https://www.nexusmods.com/skyrimspecialedition/mods/114543
Enderal non è propriamente "Skyrim" quindi non è prettamente supportato.
Detto questo, è altamente probabile che funzioni lo stesso se hanno usato lo stesso sistema di determinazione delle Location (io me lo auguro, sarebbe stupido non farlo).
Se lo provi e puoi testimoniare che funziona non solo mi faresti un favore ma aiuteresti altre persone a sapere che possono usarlo.
Grazie delle parole carine.
Also, i removed the message menu for a natural experience, you should check it out.
Other than that, great mod!
Thank YOU for the great mod.
I used only original game asset, the knocking animation apparently was designed to be used in some way in the game but never was.
espically it not fading out before the animation starts
instead it just spins or something
Thank you again for the mod!
ENDORSED.
~dan
I will look into the matter you described, but i recently tested the feature and it was working. Can you be more specific? (Which door? What situation?)
Thanks.
- slight jump after knocking
- multiple selection menu pops again when inside, can't escape/cancel that nor the answer/response
- while inside, a long message chews up the screen and the allocated 20 seconds free time (I'd see a notification timer instead)
I've been known to be wrong as well but I like this approach
BTW, is Simply Knock - Tower Stone Fix still necessary ?
- Never had those issues let me check.
- Same here, there is no message programmed inside the house.
This is simpler knock, the activation prompt for the tower stone works even while moving so was never a issue.
Edit: seems to be Skyrim Souls