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kreiste-wSkeever-powerofthree

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powerofthree

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About this mod

SKSE based framework for replacing overused lock model with unique lock variants.

Requirements
Permissions and credits
Changelogs




Oftentimes it will take a mod that tackles a specific aspect of a game for you to realize that anything needed changing at all. Security Overhaul - Lock Variations by Kreiste, wSkeever, and powerofthree gives many locks in the game unique models.
The Security Overhaul Lock Variants and Security Overhaul Add-Ons mods add a whole bunch of new lock designs for you to peer at while you're heroically robbing Skyrim of its every last Septim. The locks range from startlingly beautiful to mystically eerie to fairly disgusting, but they're all lore-friendly and wonderfully animated. There are even new sound effects to accompany some of the weirder designs.
Thanks to the appropriately titled Security Overhaul SKSE - Lock Variations and Security Overhaul SKSE - Add-ons mods, you will never have to pick the nondescript again. Now you can enjoy the artisanal tastes of up to 11 uniquely designed locks to immerse you in Skyrim's universe.
Description
  • Gives locks their own unique model and sound effects based on chest/door type
  • Currently covers Dwemer, Falmer, Snow Elf, Apocrypha, and snowy chests/doors
Related Mods




Requirements
FAQ
Q: Can I install, uninstall, upgrade this mid playthrough?
A: Yes

Q: Does this work with the "Anniversary Edition update" (v1.6)?
A: Yes, as of version 2.0

Q: Does this work with Special Edition (v1.5.97)?
A: Yes

Q: Is there a VR version?
A: Yes: Security Overhaul SKSEVR - Lock Variations VR

Q: Does this work with <popular lock replacer mod> as well?
A: Yes

Q: Mod isn't working even though I have installed all the requirements?
A: Uninstall Wearable Lanterns MCM Fix. Wearable Lanterns MCM Fix included an LE/Oldrim version of StorageUtil.dll which will completely prevent SKSE from loading any dll plugins.
Adding your own locks
Lock models should be written to an .ini file containing the suffix "_LID", in the Data folder (for example, MyCustomLock_LID.ini).
They should follow this general format:
[LockType|LocationEditorID]
Chest|FormIDOrTextureSetPath|underwater = LockModelPath
Door|FormIDOrTextureSetPath|underwater = LockModelPath
Lockpick|FormIDOrTextureSetPath|underwater = LockModelPath

CylinderSqueakA = UILockpickingCylinderSqueakA 
CylinderSqueakB = UILockpickingCylinderSqueakB
CylinderStop = UILockpickingCylinderStop
CylinderTurn = UILockpickingCylinderTurn
PickMovement = UILockpickingPickMovement
LockpickingUnlock = UILockpickingUnlock
  • LockType is based on model path of locked object.
  • FormIDOrTextureSetPath is for replacing locks based on textureset/chest/door formID or textureset path. This is prioritized over regular entries.
  • underwater flag is for replacing locks on underwater objects.
  • Replacing lock sounds (CylinderSqueakA, LockpickingUnlock) requires editorID of the sound descriptor.
Examples
Falmer chests (clutter/falmer/...)
[Falmer]
Door = interface/lockpicking/sos/lockpick_FalmerLock01.nif
Chest = interface/lockpicking/sos/lockpick_FalmerLock01.nif
Lockpick = interface/lockpicking/sos/lockpick_FalmerLock01_P.nif

CylinderSqueakA = NPCChaurusInsectInjured
CylinderSqueakB = NPCChaurusAttackSD
CylinderStop = NPCSpiderFrostbiteAttackBiteSD
CylinderTurn = NPCChaurusInsectInjured
PickMovement = UILockpickingPickMovement
LockpickingUnlock = NPCChaurusDeathSD
Noble chests (furniture/noble/...):
[Noble]
Door = interface/lockpicking/myNobleLock_D.nif
Chest = interface/lockpicking/myNobleLock_C.nif
Ayleid locks (bsheartland/Architecture/doors/ayleid/...):
[Ayleid]
Door = interface/lockpicking/ayleidLock_D.nif
Chest = interface/lockpicking/ayleidLock_C.nif
Some specific nif (MyMod/MyMesh.nif):
[MyMesh.nif]
Door = interface/lockpicking/sos/lockpick_DwemerLock02.nif
Chest = interface/lockpicking/sos/lockpick_DwemerLock02.nif
Replacing snow covered ruins chest (using editorID of snow textureset)
[Ruins_LargeChest]
Chest|TextureSetRuinsChest01Snow = interface/lockpicking/sos/lockpick_RuinsLargeChestSnow.nif
Underwater and generic lock replacement. Generic lock replacements (with no section) should go above all other entries
Door|NONE|underwater = interface/lockpicking/sos/lockpick_Lock01_Water.nif
Chest|NONE|underwater = interface/lockpicking/sos/lockpick_Lock01_Water.nif

[Ruins_LargeChest]
Chest|NONE|underwater = interface/lockpicking/sos/lockpick_RuinsLargeChestUnderwater.nif
Location based locks (requires Location EditorID)
[Winterhold|WinterholdLocation]
Door = interface/lockpicking/sos/lock_winterhold.nif
Credits
Plugin source