gep5 Posted December 2, 2010 Share Posted December 2, 2010 A simple request really. Whenever i am on the run from the guards and lock myself in a room to buy some time. The guards can still get in regardless of the lock level. is there any way to disable this universal guard access? Link to comment Share on other sites More sharing options...
GreatLucifer Posted December 2, 2010 Share Posted December 2, 2010 Put a script on the door. The script is really simple, but you would have to put it on every door... Perhaps there is an easier way, but not one I can think of. And this would be quite the job... Lucifer Link to comment Share on other sites More sharing options...
majikmonkee Posted December 2, 2010 Share Posted December 2, 2010 how do you lock the door? do you have to use console commands for that?? Link to comment Share on other sites More sharing options...
GreatLucifer Posted December 2, 2010 Share Posted December 2, 2010 (edited) Yes, lock = lock total (needs a key), unlock = open (always), and lock# gives it a securitylevel, 1 being very easy and 100 being "needs a key". Lucifer Edited December 2, 2010 by GreatLucifer Link to comment Share on other sites More sharing options...
majikmonkee Posted December 3, 2010 Share Posted December 3, 2010 K. I used the console to lock before, seems like vanilla should allow re locking from inside anyway. Oddly, I've seen guards stuck trying to get into locked buildings from outside before. Link to comment Share on other sites More sharing options...
theuseless Posted December 3, 2010 Share Posted December 3, 2010 (edited) Find a house that you like. Put a new script on the front door (you might want to make it a unique ID, explained below): begin onActivate isActiveRef == playeractivate elseif ; <----- isActiveRef == (Companion ID name)activate ; <----- endif That last little part is if you like a companion (I'm a solo player so I would take out the parts between and including the <--- ) That will make your house only accessible by you. I can't remember if it is isActionRef or isActiveRef? I have had too many drinks and have been away from home for too long.... Anyways, open the cs, find the mod that you like, set it as active and then click load. Find the cell with the exterior door (double click the yellow box in front of the door in the interior cell). Double click the exterior door, you will see its 'editor ID' you want to change that (make it a new, unique name, like xxxdoor001 where xxx is your unique id. Click OK and when it asks if you want to make a new form, click yes. Drag the door and make sure that there isn't another door there (it does that for some reason on my comp). Now double click the door again. It should read that it is your own door (your editor ID name for it). Make a new script of the type object. You can make the script work just for you if you delete the code between and including the arrows. Save the script. Hopefully I remembered the command. One of the two aforementioned should work. You then need to find the original interior door. Uncheck the 'Teleport' marker. Remember the name of the door. If it doesn't have one, give it one. Then go back to your outside door. Double click your new door. Click on the 'Teleport' tab. Now click the cell submenu, find the interior cell of the mod you are working on. Then in the subfield below that, you should be able to pick the name of the interior door. If you have done this correctly, then it should be golden and click ok. Now you need to position the yellow box so that it is somewhere that you can walk. Double click it when you are done and move the other one. Another easy way to make it so that the guards can't see you is to alter the path grid. Open the mod that you want to change with the Construction Set (set as active). Find the front door. Click on the button to make the path grids visabel, I would give a screen shot, but I don't have the CS on the comp I'm using. Once you can see the path grids, click the ones that are attatched to the door (purple lines going to them). Press the delete key to kill them. Once there are no paths to the door, the guards and no npc period should be able to even know it is there. That is somewhat of an assumption, but it works on my pc :wink: Hope that this helps, if not, check out some of the tutorials on these forums and the wikitheuseless -edit- if you still can't do this in 2 weeks when I come back, it would take me no time to complete for you. I hope that you are inspired to make your own mods, but if you can't get it, I will make it for you. I will make the door that you want and then you will be able to place it wherever. It really is simple. As I have said, I don't have my comp at hand so all advice is from memory, but it should work (I know the pathgrid one works on my comp). Sorry if I confused or left something out.... Edited December 3, 2010 by theuseless Link to comment Share on other sites More sharing options...
gep5 Posted December 3, 2010 Author Share Posted December 3, 2010 Ok thanks, one question though. Is there any way to apply the script to every door? Link to comment Share on other sites More sharing options...
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