DiodeLadder Posted December 17, 2018 Share Posted December 17, 2018 Hi guys, While testing my mod, I kept seeing this strange problem, and I thought I'd post about it. It seems that the lock level "Requires Key" somehow gets ignored by NPCs, and these doors can be opened accidentally by them without keys. The worst offender is of course Dogmeat - he'd run around like a lunatic, and opens the doors marked as "Requires Key" randomly. With other NPCs, it tends to happen when a combat is going on and they are running into cover. This accidental unlock/open would happen even if the door is marked as "minimal use". If the companions are told to open these doors by the player, of course they would tell you they can't do it. Meanwhile, for the lock levels between novice and master, this "accident" would never happen. This is a problem for designing a quest, because the door marked as "Requires Key" for controlling the progression becomes useless. If I wanted to have the player kill a boss enemy to obtain the key to get to the next room or something, Dogmeat can totally ruin it by being Dogmeat. Only way I can stop this from happening is by locking the door at master level, but then the lock can be picked. Pretty annoying stuff, lol. Link to comment Share on other sites More sharing options...
Deleted49413338User Posted December 17, 2018 Share Posted December 17, 2018 Can you add both? master lock pick and requires Key? Link to comment Share on other sites More sharing options...
DiodeLadder Posted December 18, 2018 Author Share Posted December 18, 2018 Hi Oynlen, thanks for chiming in! Any doors with lock levels between novice and master can have keys that can open them without lockpicking, of course, but then again, the reason why one would want to use the "requires key" level lock is that you specifically want the player to obtain the key instead of picking the lock. Master lock can be picked. I have a feeling Bethesda used "Requires Key" level locks mostly on load doors, because until Fallout 4, building interiors used to be behind load doors that led to interior cells. The door handling in AI package is still designed around that, so the place like Covenant has doors with auto locking script because the package won't be able to lock/unlock the regular door. Link to comment Share on other sites More sharing options...
Deleted49413338User Posted December 18, 2018 Share Posted December 18, 2018 I can see the issue. I thought maybe having it as a master lock would be preferable to having the companion open it. I though maybe there might be a way of adding both that would still require the key, not an Or type thing. Bummer Link to comment Share on other sites More sharing options...
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