About this mod
Lists all characters, containers and locations containing the keys opening the door you are looking at.
- Requirements
- Permissions and credits
- Donations
Of course, you may not want to run this feature all time, so it's easy to enable/disable it.
Installation/Uninstallation
Mod consists of two parts. Mod itself and "database".
- Install mod with your mod manager as usual.
- Move file "f314_KeyKeepers.txt" into your Skyrim folder (near the SkyrimSE.exe). Sorry, I do not know why it's not working with mod organizer.
- As any scripted mod, uninstallation in mid-playthrough is not recommended.
There's a database for Vanilla+DLC+USSEP (with plugins order equals the masterlist of USSEP)
Now thankfully Omniguous avaliable English version of database!
Compatibility
- Compatibility depends on your database: initial database has only Vanilla+DLC+USSEP support.
- Keys from mods, not added to the database just will not recognized, other will works fine
- You MUST update the database after EVERY change in your load order (otherwise modded keys may not be found).
- You can update the database in xEdit to make recognizable all added doors, keys etc.
Updating
- Updating the database NOT requires new game
Patch
To add new keys in the database you need xEdit installed.
- Move "KeyFinder.pas", "mtefunctions.pas" and "UselessCore.pas" into "Edit Scripts" folder located in your xEdit destination.
- Run xEdit in your mod organizer
- Go to "messages" tab, right click -> Clear
- Pick all files, right click -> Apply Script
- Find script "KeyFinder" and run it
- Results will be in "Messages" tab. Copy it in your database file. Make sure that there's no empty strings (last string shouldn't empty)
- Remove first and last lines - that's xEdit info.
- File should contains some lines, each contains a number and string.
- If you want you may change strings constants at start of the file.
- If you familiar with format() in pascal, feel free to change output in "getAnsStr" function.
Translation
I tried make esp and patcher easy translatable, just change const strings and run it in your version of skyrim.
How to disable/enable
- To disable in console put "set f314Keys_Running to 0";
- To enable in console put "set f314Keys_Running to 1";
- If mod disabled, options will not shown - you will lockpicking as usual.
Why it said "..." ?
"No one has this key":
- There are many quest locked doors without physically existing key, but door unlocked somehow during the quest.
- Second option - there's a kay in game, but it added by not default script, so my patcher can't handle it
Key belongs to random generated npc, e.g. bandit, usually walking near the locked door.
"Guard (one of)":
There's a specific Guard with this key. E.g. guard in prison.
Plans
- Maybe I'll add some immersive features, not just using supervision to read info about keys in notifications.
- Feel free to suggest improvements
Known issues
- Some mods adds chests like "All my super mod items", and my patcher not always detect them. So, this chest may be listed too.
Requirements
Credits
Ryan (Fudgyduff) for CommonlibSSE
ElminsterAU for xEdit
My other mods
- New game sound on continue - plays New Game sound when you load last saved game.
- Numerical dialogue options - choosing dialogue options by 1-9 on keyboard.
- NPC stamina matters (SKSE) - disallow NPC attacking until he has enough stamina.
- Just take books - allows you to take books while sneaking.
- Print F (modders recource) - adds printf functionality in Papyrus.
- FenixDisenchanter (modders recource) - adds reliable disenchanter (both player created and found in game disenchants).