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  1. Playing that unlocking minigame is tedious. I would like it if "Alohamora" just automatically unlocked the door. Alternatively, I wouldn't mind it if it only auto-unlocked lesser locks. For example, if you have Alohamora II, then any level-I lock will open automatically. If you have Alohamora III, then any lock II and below would unlock automatically. Or perhaps only having to accomplish the mini game once just like learning new spells. If someone could develop this mod, that would be awesome.
  2. 360 camera vertical movement. is needed to do ninja stuff. 10/10 recommend just make sure to attach a motion sickness warning lol.
  3. How about an easy lockable door/hatch mod for ships, outposts, and properties. Id love to be able to lock the hatch into the captains quarters of my ship so all the crew quit using my private armory, bed, seats, etc. plus they just randomly stop down the hallway to my quarters and trap me in or out of the space! Should be easy, right? (For someone who knows how to create mods)
  4. USEFUL ship building mod requests here! Lockable Doors/Airlocks: The ability to lock (not digipick) doors/airlocks in your ship (or outpost, for all you outpost builders). I hate having my crew going into my (3 total habs) captains quarters, or going down the hallway leading to my quarters (made from Deimos spines) and stopping, blocking my way in or out. Locking airlocks/doors would be an asset for securing a 1x1 storeroom (or habitat room) that the end user has filled with crates, safes, displays, and the like. More Flip/Rotate Options for ALL Habs and Ship Parts: Id love to be able to turn a 2x1 hab into a 1x2 or a 3x1 into a 1x3 etc. There are also some structural parts that just aren't able to be flipped or rotated that would be useful on a build if you could attach in a different orientation (IE: Taiyo Endcap). More 1x1 Habs: 1x1's are mostly useless (as of right now). Some useful 1x1 habs would be clutch in ship building! IE: 1x1 staircase, 1x1 bunk room for crew beds, 1x1 bathroom, 1x1 Kitchen area, and even some smaller existing habs like a 1x1 armory or a 1x1 computer core, etc. The ALL TIME Favorite Request........... placeable/blockable doors and ladders. All three of the above "requests" would benefit from the ability to place or block doors, and everyone wants to be able to block ladders without having to do the porthole or weapon plate glitch. Turret Reset: When you land your turrets go back to the standby position rather than pointing all different directions from your last battle. When landed or flying and trying to take pics (or just admiring your build) it looks ridiculous to see your automated turrets clipping into the ground or other parts of your ship because of the angles they were firing in 20 minutes ago! They need to go back to the standby or resting position after say 30 seconds of no enemy being present. Auto Turret Control: Would be nice if the assigned key for the auto turrets functioned as an arm/disarm button. Sou you could quickly and easily turn the auto turrets on or off (in case you don't want to totally annihilate your enemy and board their crippled vessel) In the 1st picture you'll see the cockpit (Cabot) leading to a 1x1 companionway (with my docker ladder) which in turn leads to the hallway (Deimos spines) to my 3 hab "captains quarters" (consisting of Nova Living Quarters, Captains Quarters, and Armory). The 2nd picture shows the door between the hallway and the "Captains Quarters". Ideally I would like to place a door between the companionway and the beginning of the hallway to keep NPC's from entering the hallway and stopping (which they do often), thereby BLOCKING my access to my quarters. Or at the very least be able to lock the door at the end of the hallway effectively keeping NPC's out of my quarters. The door from the Bridge to the Companionway is ok, and wouldn't need locked as that's where we dock/board, but there's no door between the companionway/hallway which is the ONE place i would like to put one. https://lh3.googleusercontent.com/pw/ADCreHfAeiPbnyfxJh5rcMp04-uhmTtYCJRG_J9MEvxVy23wBUI_fxCsvuCGN-iAOFBQCvi7Mc9-BZO2DrpeQgeTV6d2ZNtJKBtSfNdxWNKO7CCpQkvEntmTbzWRuE9wrG4F9TO1zMuhCV2tLCtmahsgNlorzQjnHLGz7XiW_zG8cUucZILybvhufn1fh_FTzB9RS9U_zyMgLIhE_bMfHpjVYQ0ULNT-c-B0gJ_pr9Wn5AOuqYNaBoyxkg5VOZzfBh90VjE4Z9WdgcxiPMBqTbG8IRiu2xZa3SFNnzDhbe595PQ7mWS1wH-en3tqGY1giyx8EROqAOO94-Tay-HTWg1HtHiXREE5iG6MAWu3sxafS2m92X0Fv_FawMYmkIT0YFIaKZLjTy1QreGTqE39n442EmPzU3HsXcJWNigdvSo5_0eYTLO1GNNllARRgbpAxJg2ZZtpUAfs92ArZXn-r4xsVvAi8gBsGrUp0enTVIGFTjmGcfVFQRSoO-fA9_UC5WMpklKcSExJ3JizzZ7PIoisWEg2Tf_qZ6cQlquCeGvLJX89F6CPOQfjeCQtIFr5DcqJykMEB4vTBeyXNS5-EjRrHoivWbVaxwrgK7hxVt_1qUJucIKSH27ptALgsDGbcWVNJVAMfW0jv6BqqLv1Cp_hVQLnkJmilPdEPFV2Nup-E8n9LmsC-O_YjcSwPacNZwAt3ar17gspVAgVXVc9-fozsBsBvF-M60L2ncK-3x4qWx1og0qlVLdrWeZk65sj35_RvTqJhDZ8IrzyRLj0Z0M5qMQU3sC9zk1kUHVjZACBSR0tc9Fnh8dWYOqNCy8KF8aU_XnkF7yYdHxS15nVGAjQwviEQsXF7jnosLRR79msz2VHdtkkxn085TTFQLplgw9D0kQVwpW5e4SesX7RJZskxix5uQ=w706-h706-s-no?authuser=0 https://lh3.googleusercontent.com/pw/ADCreHexRz6tKeN8lCAyosm8OkIO0vRd3Z461cz2a582CQoCeo22MNfrTgG5bPUfF3AzqreTGdAiqfD7H18clJ1L_j2dVMyFnTqbEKd7gsbdxgVBVGSdW6ygyJz58kfDon8BPpFuDZHwotgT9hcTOcZZYMtb0DJbdYO7YinKohcpX9Jvec-NbC7urA-lkhsz4EBwgBfm_V5c7JqskCo2AfFYZQZd0CHq4Ukxj4RiZAmJrknyO7RP9V3b4LDmpBPmhuA8riXOS-a2aibGRP-F1XVaBkkE86HKevE6_T_SWDOVc-K03E1zXE9HD7VufASXlps8ZXgJKK4xRfkbtJPEOtgS2Er9Cp8mH33KRi4LAleraG8MZRs0WaJ7KXPcjTwwVciteTEHZVrJpl4OpK7sWh5e1Ksu6Fs5Y2aAx6AnkqheRSU--gwYGYp2-8ggqD7tXaZ6-X8aCTrJmxZv5IxW_2CbZ7t7kr85NtV3NG4b4T2s6CUqyEVHx_q124fzrAc9yuOcbDNZUtL4h82j82-6utNHwtQu0_2XTEOoKFGpe2Qdlke7KSU1L0UAUt_aSbgw_zL78jfXkL6yZ7ONwaISDUAvg5xXPFadDnMTOLSZV0xJoipINAtOmrHyfKbEUfCkMbtHJmr3fx_qyP_CalxuTlby_VAWy165grxR0c3NDB77j933YJzYA9ChYGfbTfyeWoDM7Z731kbIgctNFwRW0gdEZwXMfwqQLmzcRR_ScQsYhwPR83mYaMP06aLEJHCgEyRRZDdlD2WC9I3-c0M7vq2Qt8o--6uNHS7nWRds8R7-C2bvlXayTKh5uTpNrMVfEbpjdVt71_VBmwx3htl8opU-0wUxPBnYUTwA-zrkwnTVHKjGi_ydZqrsbZUXeGvyGoRsEOhTqF0UvlIAEykGCx_JylCZGA=w803-h803-s-no?authuser=0
  5. There should be a mod that lets you unlock any door, safe, anything. Meaning that a level 3 could actually unlock a Master safe, but it will be VERY hard. That's where the difficulty perks come in, making it easier - yeah, just like in Skyrim. I loved the feeling when I unlocked my first Master chest without any lockpicking perks. To put it simple: Make a mod that lets you unlock anything with perks making it easier instead.
  6. Hail modders! Im looking for a mod that is an item that allows you to bypass the lockpicking minigame. something that would allow you to use it instead of a normal pick to automatically open the locks. Really dont care for the lockpicking mingame, but still want access to normal leveling of the trees, as sometimes the lockpicking trees influence other talents. Thanks!
  7. I've searched up, down, and all around for a solution for this problem (which has been a known one since 2012), but couldn't find a solution anywhere. I start up the game, all's well and good, FPS is locked at 60, exactly where I want it to be, as to not have every object in a square mile fly off to Sovngarde. Then, the Youtube video playing on my second monitor ends, and I want to go look for a different one. So, I alt+tab, go about my business, and return to the game only to find out the framerate is now unlocked. First of all, I know I can globally cap framerates in Nvidia Control Panel, which I have done, to 144, since I own a monitor that supports it. Second, I've tried multiple configurations of the .ini files and NvidiaCP to try to get things working the way I want them, but there's still always that difference before and after alt+tabbing. If I could just completely turn off Skyrim's frame capping, I can set a cap in NvidiaCP to Adaptive-Halved, effectively capping the framerate at 72 FPS, which would be perfectly acceptable (and does work! ... after alt+tabbing), but before alt+tabbing the game is locked at 30... I know about "iPresentInterval", but this seems to have zero difference on the described issue. If anyone has found a solution to this, I'd appreciate it a crap-ton if you'd share that solution with me.
  8. So I am decided to redo a mod I am currently working on and remake it from scratch it will be a sewer expansion pack. Before entering a message will pop up warning you of the dangers you face, once you click ok and travel through the door locks behind you preventing you from leaving then you have to find your own way out. How to make a massage pop up ? How to make a door lock once you travel through it ?
  9. Please ignore this request. Ten seconds after I posted it I discovered that merely activating the esp allowed me to remove the lock. Duh. !! :facepalm: On my right pane in Mod Organizer I have one ESP that has the lock symbol on it. I simply cannot get this unlocked. It has a mind of its own and jumps around all over the place, yet won't move where I want it. Right clicking the lock symbol does not bring up the unlock menu. Please - what might be going on and how can I fix this? Thanks!
  10. Simply enough, The ability to lock the skyrim difficulty on certain characters to novice, apprentice, adept, expert, master, or legendary. Why? Because i know that everyone has raged hard enough to turn it to novice from legendary. I don't want the ability to succumb to my ignorance and lack of self control.
  11. would it be possible to remove the "pause" effect of lockpicking, making it possible to be detected/attacked/interupted while trying to pick a lock? pretty much all lockpicking mods on nexus seem to be for cheaters (ie. easy open locks, open lock spells etc.). evidently not everyone shares my enthusiasm for the minigame that i do. if this is something someone would be willing to do or give me some pointers on whether its possible to do it myself that would be much appreciated! -thanks for reading and responding!
  12. I feel like the lockpicking system in fallout needs to change. I'm requesting for someone to make a mod where you can already unlock Advanced, Expert, and master locks and also change the perk 'lockpick' so that each rank decreases the difficulty of lockpicking - similar to each rank of the Tumblers Today magazines. To counteract the overpowerness of the mod, the difficulty of lockpicking could be initially harder than the vanilla game.
  13. Hey everyone, I'm wondering if there is a way to check if a terminal has been locked permanently or if a lock has been broken, and make part of script run when that happens. It would preferably only involve vanilla scripting, so I don't have to add NVSE as a requirement for one tiny part of the mod. If anyone knows how/if this can be done it'd be appreciated. Cheers, BayK.
  14. Hi, I've been looking around and there mods to make your followers have infinite ammos with any weapons and stuff which is nice but if we use followers as a mule and put tons of things on them or tell them to pick up stuff and then take it all using the R key I believe you will get all the junk, weapons and gear so take away the weapon as well or even the equipment you put on. So a mod to lock their gear somehow would be nice~
  15. Just a simple mod that does so there are no level restrictions on perks like "req level 12: Str:5" if you get my drift.. Think I saw somewhat like mod but I cant remember the name tho. Gah!! found it.. Delete thread please.. (sorry)
  16. I am seeking a mod that allows me to create Settler Proof doors. That is, doors they cannot open, but ones I can. Basically, I want to attach a lock to any Settlement door of my choosing, powered or unpowered. These are the desired functionalities: Unpowered door lock: Opens with a key carried in the Player Character inventory.Powered door lock: used in place of the switch to open/close powered doors. Opens with a swipe keycard carried in the Player Character Inventory. If a mod already exists that meets these criteria, feel free to recommend it.
  17. do not know if its possible or not but would really like lockpicking minigame to be in real time, always found it quite pointless to have infinte time to pick a lock even in broad daylight. would make lockpicking more challenging in some situations, and a reason to invest in perks.
  18. Would it be possible for the bobby pin and lock model to be affected by the surrounding lighting like the pipboy when you use it? If not that then perhaps a way for the lock picking to look more like it's happening where ever you're doing it and not as a standalone mini game? That'd be sweet if it could be done. Rather in Fallout 4 and/or Skyrim. It'd definitely help with immersion. :smile:
  19. This is more of a two part mod idea, but both are relevant. ------------------------ Remember the days of Oblivion, where you felt like you were actually picking a lock? You had to actually bump the tumblers in a lock to unlock it? I remember. While the new method isn't bad, it's certainly not an improvement in my eyes. More of a side-step to the Oblivion method. I feel this needs upgrade to both. I propose merging the two methods. Using Oblivion's tumblers and Fallout's new method. First and foremost, no more being unable to attempt picking a lock because you don't have the skill. You can try, but you have a high chance of failure. So here's how it'd work. http://s.hswstatic.com/gif/lock-picking-cylinder.jpg The instance pops up and you see an isometric view of a lock with standard internals. Both the lockpick (bobby pin, I suppose) and the screwdriver are placed where they are in FO4's lockpicking. The screwdriver will apply a small force on the lock on it's own, to give the tumblers a holding position, like you would do on a standard lock in real life. Now, the bobby pin pushes through once, bumping the tumblers. Depending on your character's skill and the strength of the lock, some of the tumblers may immediately hold in place. A button could be assigned to brush the tumblers again, with diminishing returns on how well it works. The rest, you'd have to bump individually, just like in oblivion. Once you have all the tumblers held in place, you then use the screwdriver and finish unlocking the lock. Your character's skill will play a part in this as well. On your travels, you may notice some tumblers on the lock are dark or 'hidden'. These tumblers might not lock in place where you think they do. If they don't, and you turn the screwdriver, you'll break the bobby pin (it doesn't make sense, but it's a good mechanic and bobby pins are everywhere). These 'dark' tumblers appear more often if you are at or below a lock level, though if you aren't lucky even a rank 4 locksmith may notice dark tumblers on a novice lock. (preferably, dark tumblers would be randomized up until the lock is accessed, then the dark tumblers are there regardless of backing out, however once the lock is opened, the dark tumbler 'status' is reset) Of course, a rank 4 locksmith might also get lucky and just find that brushing the tumblers opens the lock for him! If you're lucky, you may be able to run across and old world lockpicking kit! If you do, you'll find two perfect tools for unlocking doors. A hook lockpick and a tension wrench! The hook lockpick has a high durability, and won't break for ages, but the tension wrench could. Luckily, once you've discovered either the lockpicking kit or one of the lockpicking comic book/magazines in the world, you will then be able to craft one or more at the standard crafting bench. 'But the screwdriver doesn't break, why would we want the tension wrench?' you may say, but ah! the tension wrench decreases the likelihood of 'hidden' tumblers by a whole 50%! And they are cheap, as you can make 3 per steel. The hook lockpick unfortunately isn't craftable by the player, but if you know who to look for, or get lucky, you can buy or find more in the wild. (Deacon might just be impressed enough with your skills with a lockpick to hand you his own personal kit! Although, it's the standard kit, so no special goodies there) ------------------------ Of course, picking locks on a door is one thing, but safes in fallout don't have keyholes, so what gives, Bethesda? Well, I got the idea covered here too. This is where immersion really plays a part in it, because picking a safe requires some auditory clues! (finding a stethoscope will help here a lot!) http://fallout4database.com/wp-content/uploads/2015/11/41-279x303.jpg Rather than your silly keyhole on a safe, you'll have an instance pop up with--spoilers--the front of the safe! ...makes sense, yeah? So here's the catch, there's two combination padlocks on the front of fallout safes. That means you have two dials to deal with on the safe. Luckily, we're keeping to simple combination padlocks, for the sake of sanity. Novice safes will only have one disc per dial, advanced will have three between them, expert four between, and master five or six between, each ranging between one to three discs per dial. The normal method is to go by each individual number and hope for a tell-tale sign that you've managed to get the right number. This is both time-consuming and boring in the long run, especially with how many safes are in the wasteland. So, rather than base the picking on numbers, we're going with an auditory sound and slightly faster motions only. Rather than a volume change, it will be an audibly different sound. Think: 'tick tick tick, tock' sort of difference. Depending on skill and lock level, the sound will have a more observable change. Alternatively, you could equip a stethoscope and use that as well, increasing by one skill level the difference in sound. Here's how it'll function. When the instance firsts pops up, both dials will spin counter-clockwise and stop on their own, to show resetting the discs. Then the player will have to grab the top lock with his mouse and simply start turning it, first in a clockwise motion. Listening for the 'click' that will say you're on the right number, then if the dial has more discs, you'll move it back counter-clockwise to the next click. Once the upper dial is finished, rinse and repeat on the lower. Now, once you have at least one perk upgrade in locksmith, you'll get a green 'vats' ring around a dial once it's completely finished, so getting that first skill point is helpful. The second point will tell you how many discs there are per dial. The third will increase the difference in the successful click sound, while the last will give you a green ring around each dial for each correct position. Those locksmith masters sure can fly through a safe, huh? Unfortunately, a master level locksmith takes a while to get to, requiring level 45 and a perception of 7! Because of the increase in requirements for rank 4 of locksmith, the mod would be adding some benefits to picking a key lock as well, changing the tension wrench benefits to 75% and the ability to craft a screwdriver into a much stronger tension wrench, giving you a huge durability boost of 500% but only a 20% chance of less dark tumblers. ------------------------ As a side note, I have tried in the past to learn how to mod, but having ADHD makes doing such things extremely difficult for me. I would absolutely love to help make this mod, but I fear I'd be more hurtful than helpful when it comes to coding and the like. I can help in other ways, such as typing up the mod page. I'm not sure how much more I could help than pushing the idea and hoping someone can make it.
  20. Hello great modders! I don't know if I'm doing something wrong or what but it drives me mad while selling tons of items (guns/armor) and move my favourite/equipped items. I know that there is option to change name of items so they will appear on top but they still can me moved to trader inventory. On top of that Power Armor cannot be renamed so all PA elements pops in the middle of clothes UI (moved PA item requires to cancel trade, get out of PA, put part again into PA, and enter PA - drives me mad). Maybe there is this kind of mod already (but I couldn't find it) that locks or even hides equipped items from trade menu? Why they appear in this menu in first place? It would be great to be able to lock any item form moving it in trade menu (like Quest items? Active quest items cannot be sold/moved) so we could lock not only equipped items but for example all weapons that player uses.
  21. Again, sorry if there's already a thread(s) for this, but I'm doing some scripting for my quest. The only place I found a duplicate answer was on the Steam forums, unanswered from 2013. I have a dungeon, and there's a few things I want to set up. 1. Have the exterior's door be locked (unpickable) until a certain stage in a quest. 2. Advance the quest when the player enters the cell. I have an idea of how I would accomplish the second, but it requires a way for the door to be locked UNTIL a certain stage, or else the player can jump way into the quest before they even get to stage 10. I quickly wrote and placed this script on a candle near the entrance so that when you enter the dungeon it will run the script. int blackJadeDungeonEntered Event OnLoad() if (blackJadeDungeonEntered == 0) BlackJadeDungeonLoadProperty.SetStage(20) BlackJadeDungeonLoadProperty.SetObjectivedisplayed(20) blackJadeDungeonEntered = 1 endIf EndEvent I know there's an OnCellLoad() function, but I wasn't quite sure how to implement it so I went with this. Using an integer, with my testing it seemed to hold it's value and only activate once. TL;DR I need a way to have the door locked until a certain quest stage, at which it will become unlocked. Thank you!
  22. I thought about a mod wich makes lockpicking more like it is in real-life, something that is similar to Oblivion's lockpicking with moving pins up and down. Maybe with a different number of pins or a smaller area for the right position of the pins depending on wich difficulty the lock has. I don't know if this is somehow possible to make or to balance. If someone is already working on something like that (and it isn't Top Secret) please sent me a link or something. Greetings from Germany.
  23. When I got to Hangman's Alley, I tried opening this door. I had several mods downloaded, including easy pick, faster exp, longer power lines, easy hacking, and _allperks, to try out for the fun of it, but I can't seem to revert it to original. I have uninstalled and reinstalled the entire game, deleted the files, yet I can't revert, and I now also can't open anything that is locked.
  24. I've always thought that these futuristic computers were pretty lame as they barely do much of anything, so I've been trying to configure a terminal to exercise various functions. The question is, how? I'm still pretty new to the whole modding world and have been watching and reading tutorials every chance I get. I know how to configure a terminal to do various things, but I can't figure out how to set one to control more than one object and its children. This is fine if all you want your terminal to do is unlock something, but how would I go about setting a terminal to control door locks, container locks, lights AND turrets? If each terminal can only have one linked reference, how would I go about accomplishing this task? Can you linkedref to and from a sub-menu terminal? If so, wouldn't there need to be an instance of the sub-menu terminal in the cell? And if there IS an instance of the sub-menu terminal in the cell, how would you get that instance to activate its linkedref rather than that of the main terminal? Any insight and/or theories to this dilemma would be greatly appreciated. Thanks in advance, - NNG
  25. I was thinking about trying this mod as leveling lockpicking when playing a non-thief seems a bit off as far as role play goes... Anyway two caveats for me keep me from jumping on it-- 1.) PerMa compatibility. The author noted earlier that he wrote this mod with SkyRe compat in mind, but as T3nd0 no longer maintains that project and has moved onto PerMa I'm sure many others have also moved on as I did. The main problem seems to be with the auto-lockpicking feature levelling the wrong skill. Beyond that it sounds like it is pretty compatible. 2.) No chance to break stuff inside containers. I really love the idea of opening locks with spell or sword for my non-thief mages and warrior characters; but I also think such shortcuts should have drawbacks, which this mod currently seems to not cover. I liked how NN2 allowed this but you chanced losing the delicate stuff inside a chest. So while metal coins, armor, and weapons usually remained you might lose potion bottles and scrolls to such methods (food or clothing too). I am no mod author but as I envision such a system-- using a cold spell might destroy potion bottles just as water freezing in a stoppered bottle shatters it. A fire spell might burn scrolls or clothes or perhaps boil away the potion... Smashing likely would only damage bottles and such but it's subjective. If a potion gets smashed and leaks on clothes or scrolls; are they ruined too? I could live with whatever a mod wizard put in place if there was such an option (toggleable in MCM I guess like the other features for those who don't need such immersion) but without such a malus to such a bonus as this mod provides I don't use it. Anyhow the original author cannot maintain it any longer and has released his source code and permission for someone to run with it: http://forums.nexusmods.com/index.php?/topic/886894-lock-overhaul/page-71&do=findComment&comment=20360824 The mod is popular and slick but needs to be reborn to accommodate newer mods and all playstyles! Incorporating a toggle option patch for No Psychic Lock Knowledge (http://www.nexusmods.com/skyrim/mods/44115/?) would also be a sweet add for immersion minded folks!
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