Sometimes NPCs seem to teleport through locked doors. NPC then stands in my room (eg. in inns) but the door is still locked and there is no other way in.
Yes, that's exactly what they do when you sleep, usually when they had decided to use a chair or a bed in your room. Removing the temptation should help, and, lo and behold, there is a mod that does just that (no guarantee, I never tried it.) https://www.nexusmods.com/skyrimspecialedition/mods/52315
Edit: Argh, of course it needs a patch to my city overhaul (and Holds has MANY plugins to patch). I guess I live with the npc room stalking. And bash those stalkers around with battle cry. Its 40 for each as bounty but thats worth it.
How do I troubleshoot this? It hasn't worked for me in long time. It did work, it was great, now I shift-e anything and it just opens, or closes... Tried reinstalling. I suspect load order somehow, but no idea where this needs to go, or what could conflict with it.
I'm afraid that all I'm able to suggest is to try a couple of things. First, make sure that you're testing the mod where it's supposed to work: internal no-load doors in inns and player homes. A) When I say SHIFT+E, I assume that the "activate" key is "E" as in the default Skyrim settings. If it's different for you, try SHIFT+"your activate key". B) Maybe some mod is conflicting in the use of the "SHIFT" key, so you might try to change it to something else as suggested in the description. The position in the load order doesn't matter.
Hm, I deffo use E to activate, however I have been trying to use it on external doors and gates, ones with no load on them, to try and keep things out. Base game, you can close a gate and a wolf or even a skeever can open it, which I find very strange. So I was trying to lock them, maybe thats my problem. I can lock them with the console, but I have to either pick t or unlock with console to open them again. I was hoping this mod might help with that.
Nope, this is made to lock/unlock internal doors in inns and player homes (mostly for role-playing, not for necessity.) It can also relock any other door or gate (interior or exterior) provided that it has a lock set in the .esp (ie., it was already locked) and you have the key to it. It could be easily modified to work anywhere and with anything, but I don't like the idea.
yeah, we just don't have any ability to bar doors or gates. I only play on master or legendary difficulty, with survival mode on, so sometimes being able to barricade yourself into somewhere safe would help a lot. It wouldn't be an easy win, as you can only stay in there so long without food and sleep. At the minute I'm having to use the console to do that, but that makes me feel a bit awkward about it. It feels wrong to open the console during combat....
Well, it would be similarly awkward even if this were made to lock anything without conditions. In inns you might have been given a key (virtual, in this case), the same at home. How could you quickly lock the first door you see anywhere if it doesn't have a lock or you don't have the key? :)
Well for me the idea would be to simulate barring the door. It would be the equivalent of a barricade, a bolt, or simply propping a chair or dresser against it, or wedging a rock under it so it wont open. I use the term "lock," loosely.
Hello! First of all great MOD you have done, it adds that bit of immersion needed. Locking myself in a room to relax is something I like to do both in real life, and in skyrim it seems. However I have a problem with changing 'L shift' to a gamepad key, it doesn't work. I have tried via the console as with SSEEdit but no solution. has anyone else had this happen to them?. I would appreciate any response.
I know zilch about gamepads, but a guess costs nothing... Are all gamepads the same? I see a warning below the codes about different keyboards that might not match up depending upon the key(s) in question. Could gamepads have such issue?
I wouldn't dare to say anything, but I don't think the gamepad will have any problems. I think this because in other mods like "Use or Take", where the 'decimalkeycode' is also needed, I can change the keys (gamepad) without problems. The difference of these two mods is the method they use, "Use or Take" you enter the 'decimalkeycode' through an'.ini' file. So I figured that the difference in the method could be the cause of the problem. It is worth mentioning that I have tried to make the same change to this mod (same key, same gamepad).
I would love if the activation was via Shout. It's so hard to remember all these shortcuts when returning to Skyrim after a break. Amazing mod none the less- best lock door mod out there in my opinion.
I have a problem. When the door is opened, the fade-out is repeated 2 times. It blinks once and then fades out again. can you fix this? I'm using "Simply Knock SE". Is this a problem? And I used the resaver. When I opened the door, I could see that it was continuously damaging my save if the blinking appeared. So I can't use this mod anymore.
Installing the quote: This should disable door animations file that tarlazo posted above solved the door fade out/ blinking/ double sound for me. I don't know if it will stop messing up the save, though.
Is there a chance for a patch for Immersive Interactions - Animated Actions? ? Everytime I lock my Inn Room Door, the animation from that mod pops up my lockpicking interface. Not a big problem, but annoying af!
It does disable the lock animation (no pop-ups,yay!), but also the opening of the door animation. Still, I'm happy to not have pop-ups, so I'll take what I can get! Thank you so much for this!
I've made some changes to this to work in SkyrimVR (basically removing the requirement to hold shift and replacing it with a condition that the player be holding a physical key in their hand when activating the door, with the key being something that can be stowed in a VRIK body holster) - can I get your permission to release it?
Installing midgame is fine. I wouldn't recommend removing it midgame because doors without a native lock have a basic one added on first activation, and you would have to pick them each time the cell resets.
This is great! Hope it solve NPC walking through the Banneredmare room issue once and for all! qq, if use to perk (shift + e) to unlock a locked door, the lockpick interface still shows up, is there anyway to avoid it?
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NPC then stands in my room (eg. in inns) but the door is still locked and there is no other way in.
Removing the temptation should help, and, lo and behold, there is a mod that does just that (no guarantee, I never tried it.)
https://www.nexusmods.com/skyrimspecialedition/mods/52315
Edit: Argh, of course it needs a patch to my city overhaul (and Holds has MANY plugins to patch).
I guess I live with the npc room stalking. And bash those stalkers around with battle cry. Its 40 for each as bounty but thats worth it.
Tried reinstalling. I suspect load order somehow, but no idea where this needs to go, or what could conflict with it.
First, make sure that you're testing the mod where it's supposed to work: internal no-load doors in inns and player homes.
A) When I say SHIFT+E, I assume that the "activate" key is "E" as in the default Skyrim settings. If it's different for you, try SHIFT+"your activate key".
B) Maybe some mod is conflicting in the use of the "SHIFT" key, so you might try to change it to something else as suggested in the description.
The position in the load order doesn't matter.
It can also relock any other door or gate (interior or exterior) provided that it has a lock set in the .esp (ie., it was already locked) and you have the key to it.
It could be easily modified to work anywhere and with anything, but I don't like the idea.
In inns you might have been given a key (virtual, in this case), the same at home.
How could you quickly lock the first door you see anywhere if it doesn't have a lock or you don't have the key? :)
Are all gamepads the same?
I see a warning below the codes about different keyboards that might not match up depending upon the key(s) in question.
Could gamepads have such issue?
It is worth mentioning that I have tried to make the same change to this mod (same key, same gamepad).
I suppose it might be more convenient, but imagining a dude shouting at a door and the faces of the other customers makes me chuckle :)
LOK FUK DOR !!!
Huh?
What the...?!
Dragonborn.....
Installing the quote: This should disable door animations file that tarlazo posted above solved the door fade out/ blinking/ double sound for me. I don't know if it will stop messing up the save, though.Everytime I lock my Inn Room Door, the animation from that mod pops up my lockpicking interface. Not a big problem, but annoying af!
Thanks for the mod by the way! Love your work!
Give it a try -- I can't test it, of course.
Still, I'm happy to not have pop-ups, so I'll take what I can get!
Thank you so much for this!
As of now, I haven't seen any incompatibility report.
ty for insanely fast response btw
I wouldn't recommend removing it midgame because doors without a native lock have a basic one added on first activation, and you would have to pick them each time the cell resets.
qq, if use to perk (shift + e) to unlock a locked door, the lockpick interface still shows up, is there anyway to avoid it?
If it does show up for an allowed door, something else is interfering.