Skyrim Special Edition
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DevInTheDetails

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DevInTheDetails

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33 comments

  1. NikiRandom
    NikiRandom
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    This works great. Especially handy in tandem with "You Got Caught" if you enjoy taking risks : -)
    1. DevInTheDetails
      DevInTheDetails
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      I'm glad you enjoy this too, lol
  2. Sineastra
    Sineastra
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    Just what I was looking for! Thank you for the mod.

    Can I edit the script somehow to lock the door with 101 (Requires a key)? For immersion purposes. I mean I would very much like to lock a door to be unlocked only with the skeleton key in my house where i store all my gold, for example.

    I mean i change the crosshairRef.Lock(lockLevel) to crosshairRef.Lock(101) but it still novice.
    1. DevInTheDetails
      DevInTheDetails
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      You and JamesHalliday says same thing about lock level, so I just started to think about additional function to choose it in user's end.
    2. DevInTheDetails
      DevInTheDetails
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      To answer your question, you need to use SetLockLevel() function to set the level to the door.

      I implemented it in newer version, so please read it if you are still interested in.
  3. justWidle
    justWidle
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    impressive. Very based. Now let's see Paul Allen's mod.
    1. DevInTheDetails
      DevInTheDetails
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      I didn't know who he is though... : )
  4. GrumpyOldNord
    GrumpyOldNord
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    But why?
    Because I don't want to be bothered by Lucien or other followers and NPCs when I do O-things with beautiful people in skyrim.

    And this is exactly why I'm here. All the other locking mods seem to have issues with Simply Knock, so hopefully this one works with my setup.
    _____
    EDIT: Works like a charm! Thanks for this.
    1. cryofax
      cryofax
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      I'll second this. My Dragonborn was in the middle of the deed with Jenassa in his master bedroom. Halfway through they are surrounded on all sides by followers who have run of the mansion, just chatting away and staring at them. As hilarious as it was, it made me want to get a mod like this for immersion. Compatibility with the awesome Simply Knock is also appreciated.
    2. DevInTheDetails
      DevInTheDetails
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      Yea, I also love Simply Knock, everyone should not play Skyrim without it.
  5. SuperPowerGreat
    SuperPowerGreat
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    This is exactly what i'm looking for! Thank you so much, bro!!
    1. DevInTheDetails
      DevInTheDetails
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      I'm glad it works for you!
  6. WinterSouls41
    WinterSouls41
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    Good mod, best mod, 10/10 mod. It simply just work, marvelous.
    1. DevInTheDetails
      DevInTheDetails
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      Thanks, wintersouls23!
  7. JamesHalliday
    JamesHalliday
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    It's so ridiculous when you're getting busy with your spouse and the steward just trundles on in, walks right up to the two of you, looks down and says, "What do you need, my thane?"  Gee, I wonder.  What could I need?  I need you to GET THE F*** OUT OF HERE, YOU IDIOT!!"  Lol.

    Wonderful idea.  Endorsed.  However, for those looking for a stronger lock, and who aren't terribly concerned with breaking immersion, and who aren't squeamish about using the console, I'd like to point out that it's stupidly, trivially easy to open the console, click on a door, and type "lock 101", then "unlock" when finished.
  8. DevInTheDetails
    DevInTheDetails
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    Actually, I'm pretty satisfied how this mod works, but still am trying to implement stronger lock as studying how mods and game work.

    1: Collision marker for navcut

    This was the way "Lock Me Tender" mod do, making one collision marker in
    somewhere and teleport it to cover the locked door, so NPCs stop
    splinting in the locked door. But this way PC can lock only 1 door at
    time. So I tried second way.

    2: Putting a big transparent block(activator/furniture) around the locked door

    This works if the block is big enough, and with making multiple collision inside of it.
    I tried a model of barrel and wall to make this, and this kind of
    activator/furniture are able to duplicate in runtime. This means, Player
    can lock and wrap a lot of doors as they want.

    And this can prevent even the load door which connecting cells to be used.

    It works ...while the PC is in same cell.
    When PC moved another cell and come back to the locked door, it is still locked but
    NPCs may teleport into the cell connected to it. And because the door
    models Bethesda made are too varied in point of default direction and
    base position, this block must be big. It's not beautiful I say.

    Then other ideas came up to me.

    3: Disabling the doors.

    This really works well, but too strong.
    When locking, duplicate the same door model without destination, and then disable the original door.
    It's hilarious to watch General Tulius and Vivienne just standing or
    roaming in Solitude avenue, and they DON'T TELEPORT after PC changed the
    cell or waited hours with T key.

    Still, even if I locked the Angeline's Aromatics' entrance, Vivienne should be able to get in because she has the key.

    And now I'm here, need to implement the unlocking part with enabling the door again safely.  -> done!!

    Anyway, I may not release these if there are no demand, because stronger lock was not my intention to make this mod. If there's someone has any idea to develop this mod, please inspire me.
  9. hongsi7
    hongsi7
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    You won't know how long I've been waiting for this mod. Your mod is light and nice. I made love with Elisif yesterday at the Dragon Gallery's Safe House. There were Inigo, Bilja, Sophia, and Lucien on the first and second floors, but the door was locked, so we made love freely. What a free life this is! Today I returned to Safe House after an adventure. Sophia and I went into the shower and locked the door. We started making love... Inigo opened the door and came in! My God... our secret meeting wasn't perfect. Hahaha...Inigo is also a master of unlocking...
    1. DevInTheDetails
      DevInTheDetails
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      Haha, thanks for sharing your experience, I'm glad to read your way of rp.

      In my observation, NPCs can not be completely shut out with locking, because they can teleport small distance in some occaisions. Like when they are moving to the interactive furnitures, crafting stations, and spot like cleaning floor with broom, like they are stuck in somewhere narrow with other actors etc.

      So, this lock is just like a movavle barrier and imperfect to block NPCs, but still, I enjoy using this and hopefully you too.
    2. hongsi7
      hongsi7
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      Inigo did not teleport. This guy slammed the door open and came in. It's like a younger brother is making love with her girlfriend in the warehouse and the bad brother suddenly opens the door and walks in! And Inigo started clapping and mocking us. The reason is because you are using the Spectator Crowds mod. My friends never just ignore me when I'm in love...but...I just love it because it's so natural. thank you Thank you very much.
  10. TommyTanaka
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    I like this. For immersive purposes, not even necessarily just O-stuff privacy. Some "Hey, I paid for this room, it'd be nice to not have to wake up with half a dozen people staring down at me" privacy would be nice. Though while I'm wishing for that, I'd also wish for more inn rooms that actually have doors... 

    Now I just have to make my obligatory amused observation comment. "You can ... unlock the door(s) ... as long as they are not locked." Definitely the easiest doors to unlock. "In other words, you can't lock ... locked doors". Yeah, hotels get pissed off when I try to do that.
    Sorry, I'm not nitpicking your grammar. I just enjoy accidental incongruities like that and can't help but point them out. It's like trying to not say something when someone mentions being a "marital arts" master. On that note, I do also enjoy the wordplay of your username. 

    Did I mention that I like this? I just wanted to make sure that was clear. I really do appreciate people who make and share this sort of Quality of Life mod. 

    - Tommy "Yes, I'm just barely aware of just how often I use 'just'; I just can't help myself" Tanaka
    1. DevInTheDetails
      DevInTheDetails
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      Thanks Tommy, I'm glad you like this.

      And yes I'm aware of the fraws, but am not sure how to write this mod's function which is toggling lock status in these contexts.

      I made this to check lock levels, lock/unlocked status, open/closed status, and ownership of parent cell of the door. It's difficult to explain clearly for me.  Can you suggest how should I correct the description?
    2. TommyTanaka
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      Okay, been a while since I played Skyrim, and not currently installed so I can't experiment. Let's see if I understand its function. 
      Lock level: 0 (not locked), 1 (novice), 2 (apprentice)... 5 (legendary), 6 (requires key)
      Lock state: 0 (unlocked), 1 (locked)

      If lock level is 0, the power can switch lock state from 0 to 1 or 1 to 0. Else {
      The power can switch lock state from 0 to 1.}

      I'm not sure I'm reading the player-owned condition correctly. It seems to be saying that in a player-owned cell the power can lock or unlock any door regardless of what kind of lock it might have started with. If so that would change the plain English description of the power's effect. Also potentially break certain quests. A couple of questions, both to understand its limitations and help give a simple and clear description of what it does:
      1. How do usage point 5 ("You can unlock the door which you locked with pushing same key") and caution point 4 ("Be careful about lock-picked doors. You can lock it again, and its lock level are preserved. So in case you want to open the door again, you need to break it one more time" interact? 
      ?Example: A door with an Adept lock. 
      ??a. You use the power on the door. Nothing happens.
      ??b. You pick the lock. It is now unlocked.
      ??c. You use the power on the lock. 
      ?It appears that the door would now be locked again, still with an Adept lock.
      ??Note that from a literal reading of that last sentence of the caution point, if you pick the lock again you will then be able to use the power to both lock and unlock that door even though it's still an Adept lock. I don't think that's what you meant but I want to be thorough.
      2. Am I correct in assuming that it only works on doors within cells (like the one in your video), not doors between cells (like doors between houses and outdoor cells)?
      3. Does it specifically only work on doors, and not other types of objects? Some examples being chests (which might already be locked,) jars (which you do have to interact with to see the contents,) and cheese wheels (which can be interacted with but are not containers)?
    3. DevInTheDetails
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      Hi Tommy, sorry for late and thank you for taking time.

      > 1.
      > ?Example: A door with an Adept lock.
      > ??a. You use the power on the door. Nothing happens.
      > ??b. You pick the lock. It is now unlocked.
      > ??c. You use the power on the lock.

      a,b, and c are all correct, and use the power to lock the door again, door status is back to the a status again. It's locked with adept level, and can't be opened with this power. PC needs to unlock it again if they want to pass through.

      > 2.
      No, this can lock/unlock cell loading doors and exterior doors, too.
      But this can't prevent NPCs pass through when their AI package make them to use doors.

      This is about what do you mean in "work" in the question tho.

      > 3.
      Yes, this checks base object types, so containers are excluded.