Davidheat Posted January 26, 2009 Share Posted January 26, 2009 In fallout 3 we get keys and have them forever, but after they unlock a door there not needed anymore, so i was hoping for a Mod that would re-lock doors in the game, so you can lock or unlock a door, from NPC moving freely in a area, and to find a safe place to heal/reload from Monster attacking you. And you must have the key to unlock/lock the door Link to comment Share on other sites More sharing options...
SparcMan Posted January 27, 2009 Share Posted January 27, 2009 I was thinking of the same thing. I think if you have a key for a door or container, you should be able to re-lock it. Preferably with a different key on the keyboard to avoid annoying dialogs every time you pass through a re-lockable door.I would also like to see the ability to re-lock previously locked doors and containers that you don't have a key for - you have to be able to pick locks one (maybe two?) skill magnitude higher in order to re-lock without a key. It could be useful for evading pursuit by running through a door and locking it behind you (if it's a lockable door) or locking items into a container for safekeeping (prevent it from respawning if that's even possible) Link to comment Share on other sites More sharing options...
Davidheat Posted April 1, 2009 Author Share Posted April 1, 2009 i agree SparcMan Link to comment Share on other sites More sharing options...
TGBlank Posted April 2, 2009 Share Posted April 2, 2009 You are under the assumption that npcs cant open locked doors or containers.Sadly, you are wrong about that.Meaning any door-locking or container-locking would be highly pointless. Link to comment Share on other sites More sharing options...
Dragarr Posted April 2, 2009 Share Posted April 2, 2009 I don't know about that TGBlank, there are a few times I have killed someone in Rivet City and been swamped by having too many near-by hostiles and have ducked into a room to recover. I have used the console command to lock the door and even on times I have used a value of 10 (pathetically low) not one of them have been able to unlock it. Link to comment Share on other sites More sharing options...
TGBlank Posted April 2, 2009 Share Posted April 2, 2009 Weird, i've seen companions open very hard locks with ease, so did a ghoul once if i'm not mistaken.They also don't seem to have any problem with very hard containers -.- Link to comment Share on other sites More sharing options...
Davidheat Posted April 20, 2009 Author Share Posted April 20, 2009 I just did a test, and it seems that NPC can't unlock doors, i have tested it with Raiders, and they know i was there, and that all could not open the door, I have it at Lock 50, but i do think that they can Pick lack doors if set lower, i have not tested it yet Link to comment Share on other sites More sharing options...
eleglas Posted April 20, 2009 Share Posted April 20, 2009 Use this script and put it onto any Activator such as a button (search for: genelec), then link the activator to the door via linked reference. SCN LockDoorScript Ref MyLink Begin OnActivate Set MyLink to GetLinkedRef If MyLink.getOpenstate == 1 MyLink.setopenstate 0 MyLink.Lock 255 ElseIf MyLink.GetOpenState == 0 MyLink.Unlock MyLink.SetOpenstate 1 EndIf END Remember, you MUST link the door to the activator. Link to comment Share on other sites More sharing options...
Davidheat Posted April 21, 2009 Author Share Posted April 21, 2009 i cant use G.E.C.K. very well, and i was hoping that if you have a key it would lock it self once you close the door, and it well unlock once its open, But Thank you for Script, Eleglas, i well give you 1 Kudo Link to comment Share on other sites More sharing options...
eleglas Posted April 21, 2009 Share Posted April 21, 2009 I suppose you could I could write a script for a gun that when you shoot the door it will lock it. I'll have a think and see what i come up with. EDIT! This script might work, its untested as fallout doesn't work on my laptop. SCN UnLockGunScript Ref Door Begin ScriptEffectStart Set Door to GetLastHitCritical If Door.getlocked == 1 Door.Unlock Else Door.Lock 255 EndIf END You will have to make a gun with a very high critical chance (like 10000000%) as well as adding this script into a base effect and then an object effect. I can do all that for you tomorrow after collage, but I suggest you try and do it tonight, I can talk you through it if you want. Link to comment Share on other sites More sharing options...
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