简单敲SE

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详细介绍

简单简介

在3DM Mod站下载上古卷轴5:重置版最新的简单敲SE Mod,由Chesko制作。qjcnc3313c在我们的平台上分享了这个免费且高质量的游戏模组,让玩家们可以享受到更加丰富的游戏体验。快来3DM Mod站下载并尝试吧!

详细介绍

Mod作者: Chesko Mod版本: 1.0.3 Mod大小: 798 KB 更新时间: 2019-07-01 02:26:40 发布时间: 2019-07-01 02:26:40

详细说明

这是Chesko的Simply Knock mod的一个端口,仅为Skyrim SE更新。

请在发现任何错误时报告,并在下面的常见问题解答中列出相关信息。


原始mod描述已在下面复制,只对文本进行了少量更改,例如版本要求。


请享用!


================================================== ==============



Simply Knock是第一个功能齐全的模型,可以让你敲开天际的房门。如果有人在家,他们会回答门!然后你可以弹奏你的语音技能,让他们允许你进入。如果里面有人是朋友,他们将始终允许您进入。


Skyrim的所有房门都可以被锁定,以及人们居住的一些企业(农场,商店等)。


如果你需要一个安静的地方过夜,或者想要在奇怪的时间拜访你认识的人,就像正常的文明人一样敲门。在您提交下一次入室盗窃之前检查是否有人回家也很有用。


我的目标是制作一个非常简单,轻巧,严肃的模式,几乎在每个人的游戏中都占有一席之地,无论是mod的品味还是游戏风格。


如何使用




点击Skyrim的任何上锁住所。您将获得“敲门”,“离开”和“解锁”选项,而不是开锁屏幕。如果有人在家,他们会回答门。你可以通过门与他们交谈并尝试讨价还价。作为你朋友的人总是允许你进入(可配置),所以乐于助人。


如果没有人在家,您将收到“无人接听”的消息。


这里的所有都是它的。


作者视频




社区视频



“视频”选项卡中提供了更多视频。


开发和变更日志

Simply Knock是在Github上开发的。 Simply Knock在Evernote上的更改日志中记录了最新的更改。


要求

*天际SE 1.5.39

* SKSE64 2.0.7

* SkyUI 5.2+


如果您运行的是Skyrim 1.5.16,则可以在Misc文件下使用该版本。但是,这可能不会保持最新,并且将比最新版本的Skyrim / SKSE获得更低的优先级。除了初始或主要的修补程序,将不支持此版本。


安装

只需使用您选择的mod管理器正常安装即可。如果由于PapyrusUtil组件(JsonUtil)而产生冲突,请选择覆盖这些组件,和/或在加载顺序中尽可能接近最后加载此mod(在Mod Organizer中,可能具有最高优先级值)。这不是冲突的根源;请不要创建有关此问题的错误报告。


请不要将BSA存档解压缩到Skyrim / mod安装目录中。如果安装此mod的更新,这可能会导致不必要的行为。如果您想查看或下载源代码,请克隆GitHub存储库。


卸载

*去外部细胞。

*在游戏中等待48小时。

*保存你的游戏。

*卸载mod。



这个Mod是如何形成的

几天前,当我决定在天黑后访问我的好伙伴Faendal时,我很开心。就在前几天我帮助他解决了他的女士问题,我想,我们是朋友,对吧?就在那时我意识到,正如我过去多次意识到的那样,我现在唯一可以与他交谈的方式是:


1.站在门外,直到早晨,像一个笨蛋

直接闯进他的房子


我说“足够了”然后着手创造这个。



细节和功能




您在门的另一侧听到的人的声音将与实际接听门的人的声音相匹配。好极了!


如果没有人在家,或者没有人能够回答,那么没有人会回答。


Simply Knock实现了一个Mod Config菜单来配置一些小的设置,例如你的语音技术尝试应该有多么困难或容易。它还添加了设置配置文件,如我的一些其他mod中所示。配置一次,您的设置就可以在下一个角色上自动完成或自动播放。


如果允许在里面,该区域将保持解锁状态,并且在您入住期间或直到下次他们的“锁门”例程开始时(通常不会指控您擅自闯入)第二天)。尽量不要过度欢迎你。


如果乘客拒绝让您进入,他们将继续拒绝您24小时(可配置)。继续敲门只会让他们对你大喊大叫,离开门的另一边。


Simply Knock非常聪明,不会在带有锁门的地下城内显示Knock选项,或者在其他无用区域显示此选项没有意义。内部并试图外出时也不显示该选项。


如果您偷偷摸摸,将始终显示锁定选择屏幕。

设置

*请求的基本成功机会 - 你有多少次成功请求进入,没有被Speechcraft技能修改。 Speechcraft每点语音技术增加0.5%的几率。默认值:50%。

*欢迎时间 - 一旦被邀请(直到您离开),您可以在牢房中待多久。默认值:12小时。

*失败超时 - 在失败后尝试再次请求在给定位置进入的时间。默认值:24小时。

*朋友总是允许进入 - 如果启用,朋友将始终允许您进入。默认值:已启用。

*设置配置文件 - 默认情况下,此模式会将您的设置保存到配置文件,并在保存和新游戏中保持不变。如果你使用像Campfire或Frostfall 3这样的mod,你可能熟悉这个功能。


性能与设计

显然,由于这个mod实现了一些复杂的行为,这个mod需要编写脚本。但是,没有始终运行的后台脚本。这个mod根本不会影响你的表现。


当您成功或未通过说服/恐吓检查时,会在门附近放置一个小的不可见标记,该标记有一个存储此数据的小脚本,但不执行任何操作。这样,如果你已经尝试过这扇门,那么mod可以“记住”,结果是什么。 24小时后(可配置),标记会自行删除,因此mod会“忘记”尝试,您可以再试一次。


该mod使用一个新的AI包(动态应用),以便在您访问期间让回答门的人保持清醒并起床。一旦你离开,回答的人将恢复正常行为,几乎总是将门锁在身后。



它是如何不同的

为什么还没有这样的mod呢?少数人有,但到目前为止他们都有一些严重的缺点。


这个mod的独特之处在于它解决了一个难题:发现门通向哪个单元格。


听起来很奇怪,没有默认的纸莎草功能来获取门的目的地。从剧本的角度来看,穿过天际的一扇门很像是穿过一个虫洞;你不知道你最终会在哪里或者里面是什么。因此,不可能发现重要的事情,比如“这扇门在哪里?”,“谁拥有这扇门?”在你真正走进大门之前,“主人回家了吗?”


Simply Knock实现了一个自定义的SKSE函数GetLinkedDoor(),可以回避这个问题并提供这条缺失的信息,使这个mod的其余部分成为可能。


如果您想使用Simply Knock的GetLinkedDoor()的SKSE实现,请在创建自己的SKSE插件时随意使用simplyknock_skse_plugin中的任何代码。任何人都可以免费使用。


兼容性(原始 - 为SSE更新)

*确认与以下mods兼容:

  *没有心灵锁定知识 - 门菜单不会背叛锁定的难度。

  *地址未知 - 门菜单不会背叛门的目的地。

  *可锁定锁

  *锁定大修(见注)

  *普通人

  *安魂曲

  *添加新建筑物的Mods(例如新的土地模型)

  *移动现有建筑物的模型,或修改默认门所在的地方(例如,扩建的城镇和城市)


*需要兼容性补丁:

  * SkyRe  - 需要兼容性补丁。请参见文件部分。

  * PerMa  - 需要兼容性补丁。请参见文件部分。


我不知道PerMa的新SSE版本是否仍然适用于旧的兼容性补丁 - 因此,我将在文件部分保留旧的兼容性补丁。

如果您发现它有效,请报告如此。谢谢!



*特殊兼容性说明:

  *同时使用Simply Knock,SkyRe和Lock Overhaul,使用Lock Overhaul的“自动选择”功能将使门菜单显示“打开”选项,这将有效地无效。此外,选择“自动选择”可能会偶尔调出锁定拾取屏幕,尤其是潜行时。在自动拣选后取消锁定菜单将显示门已成功解锁。 Lock Overhaul的所有其他功能应该正常运行。使用Simply Knock和Lock Overhaul WITHOUT SkyRe时,这些(次要)问题不存在。


*包括PapyrusUtil 3.3c的JsonUtil.pex / psc。这个mod可以与其他实现PapyrusUtil的mod一起运行,也包括这些文件。建议您在(使用更高优先级的Mod Organizer中)加载此mod以实现PapyrusUtil的其他mod。

* Simply Knock尝试将占用者的语音类型与已知常见语音类型列表进行匹配。这将在游戏中捕获90%以上的可能案例。如果占用者的语音类型是唯一的,则系统默认使用MaleEvenToned或FemaleEvenToned,并且扬声器被命名为“隐隐绰绰的语音”而不是“语音”。这只是意味着您在门的另一侧听到的人可能与他们在这种情况下的实际声音不匹配。


*这个mod是围绕锁定的门进行设计的,这些门通向另一个内部单元。这再次在香草游戏中捕获了90%+(如果不是100%)的情况。如果你正在使用一个将建筑物内部带入Tamriel(或其他户外)世界空间的mod,或者是一个增加新房屋/建筑物的mod,它们的内部与外部位于同一个单元格中,这个mod将无法在那些中运行实例,作者无意支持此类案件。


*此mod使用perk(不是您选择的一个,但是在mod的内部)以覆盖门的激活。通常,这与其他使用perk来覆盖门激活的mod相兼容。请注意您遇到的任何不兼容性。


*除上述特定情况外,应与所有内容兼容。


常问问题

*我想举报错误。我应该在我的错误报告中包含哪些内容?

如果您发现不需要的行为,我需要以下信息。未包含此信息意味着您可能不会得到任何帮助。

  *你敲了什么大门

  *谁回答了门(如果知道的话)

  *游戏中的时间

  *您选择了哪些具体的对话选项


*我离开了一所房子,12小时后门没有重新锁定在我身后(或者你在MCM配置中设置的任何东西)。

可能有几个原因。一,如果该单元的所有者被安排在家中并且在您离开时将门打开。二,有时主人的AI包不会立即重新运行。最后,并非每个单元格(例如Chillfurrow Farm)都有一个所有者锁定列表,一旦它被解锁,它将永远保持这种状态。


*某些文件出现在我的Mod Organizer Overwrite目录中。它们是什么,我需要它们吗?

这些是您的设置配置文件。它们应在SKSE / SimplyKnockData下命名为“common.json”和“profile * .json”。如果删除它们,您将丢失配置设置。您可以选择将这些设置移动到Mod Organizer中的“新模式”,然后设置将开始在那里保存。或者,您可以将它们保留在覆盖目录中,如果这样做,则不应该遇到问题。


*我看到Simply Knock包括PapyrusUtil。我有其他mods也包括PapyrusUtil。那不好吗?你不应该让PapyrusUtil成为外部下载要求吗?我是否必须玩加载订单游戏才能让事情发挥作用?


PapyrusUtil是modder的资源,可以免费包含在mod中。为了方便大多数用户使用,Simply Knock将包含最新版本的PapyrusUtil。


但是,即使您在Simply Knock之后加载包含过时的PapyrusUtil的mod,Simply Knock也应该继续正常运行。


简而言之:只需将Simply Knock加载为低(MO左侧窗格中的高优先级),覆盖mod Manager在安装过程中可能会抱怨的组件(JsonUtil),并忘记其余部分。它应该工作。


如果您担心自己是否拥有最新的PapyrusUtil,请单独下载PapyrusUtil作为自己的mod并在加载顺序的最后加载它。然后,您将始终加载该版本,并且可以独立于包含它的任何mod更新它。引用星球上尉:权力是你的。


有关详细信息,请参阅此帖子。


*这个mod使用脚本吗?

是。


*这个mod“剧本重”吗?它会影响我的表现吗?

没有。


*这个mod是否使用任何永远在线,经常运行的后台脚本?

没有。


*它是否兼容(在此插入mod)?

它非常非常可能。有关详细信息,请参阅兼


*是否已使用TES5Edit清洁此模块?

是。


*这个mod与“Knock Knock”有什么不同?

有很多不同之处。主要是:Simply Knock可以确定业主是否在家,而Knock Knock则不然。请参阅上文“如何与众不同”。


*这个mod是否包含翻译成我语言的MCM?

为方便SkyUI支持的所有语言,软件中包含MCM的机器翻译,以确保最广泛的非英语用户能够或多或少地导航mod的选项。真正的翻译是最可取的;联系您最喜欢的翻译,或者随意翻译。

*我可以叮咚吗?

好的,傻笑。但是说真的,我考虑过这个问题,但是我发布了一个相当积极的开发时间表(5天),这根本不够重要。它也很有可能导致不必要的行为。


积分

*归功于SKSE团队。

*非常感谢PurpleLunchBox和Verteiron帮助我创建了我的第一个SKSE插件!

*包括PapyrusUtil 3.2的部分内容。

*来自FreeSoundEffects.com的DoorGlassKnock 166。链接到资产,许可协议

*矢量 - 木门(图片ID:csp12847818)来自www.canstockphoto.com。链接到资产,许可协议

* Chesko为原始mod!


权限

*未经作者书面许可,不得以任何理由在任何地方全部或部分重新上传此文件,但免费使用SKSE C ++项目/ GetLinkedDoor()的实现除外兼容性部分。

*您可以将此mod翻译成英语以外的语言,并在未经许可的情况下上传该翻译所需的mod部分(例如插件文件和MCM翻译文本文件);你已经获得了许可。您的翻译必须要求用户下载主要的英文版mod才能工作。没有独立的翻译。

*如果我无法通过电子邮件,Reddit,PM或Twitter合理地联系6个月,此mod将成为公共领域,任何人都可以免费使用和重新分发。


执照

Simply Knock的许可证可在Evernote上获得。

——————————————————————————————————————————————————



This is a port of Chesko's Simply Knock mod, simply updated for Skyrim SE.
Please report any bugs as you find them, with the information outlined in the FAQ below.

The original mod description has been copied below, with only minor changes to text such as version requirements.

Enjoy!

================================================================


Simply Knock is the first feature-complete mod that allows you to knock on locked doors of houses in Skyrim. If anyone is home, they will answer the door! You can then flex your speechcraft skills in order to get them to allow you inside. If someone inside is a friend, they will always permit you to enter.

All house doors in Skyrim can be knocked on if locked, as well as some businesses where people live (farms, stores, etc).

If you need a quiet place to stay the night, or want to visit someone you know at odd hours, just knock on the door like a normal civilized person. Also useful for checking to see if anyone's home before you commit your next burglary.

My goal was to make a very simple, lightweight, no-nonsense mod that had a place in almost everyone's game, regardless of mod tastes or playstyle.

How To Use



Click on any locked residence in Skyrim. Instead of the lockpicking screen, you will be given the choices of "Knock", "Leave", and "Unlock". If someone is home, they will answer the door. You can talk to them through the door and try to bargain your way in. People that are your friend always allow you to enter (configurable), so being helpful pays off.

If no one is home, you will receive the message "No answer."

That's all there is to it.

Author Videos




Community Videos




More videos are available in the Videos Tab.

Development and Change Log
Simply Knock is developed on Github. The latest changes are documented on Simply Knock's change log on Evernote.

Requirements
* Skyrim SE 1.5.39
* SKSE64 2.0.7
* SkyUI 5.2+

If you are running Skyrim 1.5.16, there is a version available under Misc files. However, this may not be kept up to date and will receive lower priority than the latest version of Skyrim/SKSE. Apart from initial or major hotfixes, there will be no support for this version.

Installation
Just install as normal with your mod manager of choice. If conflicts arise due to PapyrusUtil components (JsonUtil), choose to overwrite those components, and / or load this mod as close to last as you can in your load order (in Mod Organizer, with highest Priority value possible). This is not a source of a conflict; please do not create a bug report about this.

Please do not unpack the BSA archive into your Skyrim / mod installation directory. This can lead to unwanted behavior if installing an update to this mod. If you want to look at or download the source code, please clone the GitHub repository.

Uninstallation
* Go to an exterior cell.
* Wait 48 hours in-game.
* Save your game.
* Uninstall the mod.


How This Mod Came To Be
A few nights ago I was happily playing when I decided to visit my good buddy Faendal after dark. I helped him out with his lady problems just the other day, and I figure, we're pals, right? It was then I realized, as I had realized many times in the past, the only way I could talk to him right now was:

1. Stand outside his door until morning, like a chump
2. Literally break into his house

I said "enough is enough" and then set about creating this.


Details and Features



The voice of the person you hear on the other side of the door will match the person actually answering the door. Yay!

If no one is home, or no one is able to answer the door, no one will answer.

Simply Knock implements a Mod Config Menu to configure a few minor settings, such as how difficult or easy your speechcraft attempts should be. It also adds Settings Profiles, as seen in some of my other mods. Configure it once, and your settings are ready on your next character or play-through automatically.

If allowed inside, the area will remain unlocked and the occupants will be non-hostile to you (will not accuse you of trespassing) for the duration of your stay, or until the next time their "lock up the doors" routine starts (usually the next day). Try not to overstay your welcome.

If the occupant refuses to let you in, they will continue to refuse you for 24 hours (configurable). Continued knocking will only cause them to yell at you to go away from the other side of the door.

Simply Knock is smart enough to not display the Knock option inside dungeons with locked doors, or in other hostile areas where this option doesn't make sense. It also doesn't display the option when inside and trying to go outside.

If you are sneaking, the lock pick screen will always be displayed instead.

Settings
* Base success chance of requests - The base chance of how often you will succeed in requesting to come inside, unmodified by Speechcraft skill. Speechcraft adds 0.5% chance per point of Speechcraft. Default: 50%.
* Welcome duration - How long you can stay in a cell once invited (until you leave). Default: 12 hours.
* Failure timeout - How long before you can try to request entry at a given location again after failure. Default: 24 hours.
* Friends always allow entry - If enabled, friends will always allow you to enter. Default: Enabled.
* Settings Profiles - This mod saves your settings to a profile by default, and are persistent across saves and new games. If you use mods like Campfire or Frostfall 3, you are probably familiar with this feature.

Performance and Design
Obviously, since this mod implements somewhat complex behavior, this mod requires scripting. However, there are no always-running, background scripts. This mod should not impact you performance at all on an ordinary basis.

When you succeed or fail a persuasion/intimidation check, a small invisible marker is placed near the door, which has a small script that stores this data, but otherwise does nothing. This way the mod can "remember" if you've tried this door already and what the result was. After 24 hours (configurable), the marker deletes itself, so the mod "forgets" the attempt and you can try again.

The mod uses one new AI package (applied dynamically) to keep the person that answered the door awake and out of bed for the duration of your visit. The person who answered will revert back to normal behavior as soon as you leave, almost always locking the door behind you.


How It's Different
Why hasn't a mod like this been made already? A few have, but up until now they've all had some critical shortcomings.

What makes this mod unique is that it solves a difficult problem: discovering what cell a door leads to.

Weird as it sounds, there is no default Papyrus function for getting the destination of a door. From a script's perspective, stepping through a door in Skyrim is a lot like stepping through a wormhole; you don't know where you'll end up or what's inside. Because of this, it was impossible to discover important things like "Where does this door go?", "Who owns this door?" and "Are the owners home?", before you actually go through the door.

Simply Knock implements a custom SKSE function GetLinkedDoor() that sidesteps this problem and provides this missing piece of information to make the rest of this mod possible.

If you would like to use Simply Knock's SKSE implementation of GetLinkedDoor(), feel free to use any of the code found in simplyknock_skse_plugin when creating your own SKSE plug-in. It is free for anyone to use.

Compatibility (original - to be updated for SSE)
* Confirmed as compatible with the following mods:
  * No Psychic Lock Knowledge - The door menu does not betray the difficulty of the lock.
  * Address Unknown - The door menu does not betray the destination of the door.
  * Lockable Locks
  * Lock Overhaul (see note)
  * Ordinator
  * Requiem
  * Mods that add new buildings (e.g. new lands mods)
  * Mods that move existing buildings, or modify where the default doors lead to (e.g. Expanded Towns and Cities)

* Needs compatibility patch:
  * SkyRe - Requires compatibility patch. See Files section.
  * PerMa - Requires compatibility patch. See Files section.

I do not know if the new SSE version of PerMa still works with the old compatibility patch - as such, I will keep the old compatibility patches available for download in the files section.
If you find that it works, please report it as so. Thank you!


* Special Compatibility Notes:
  * Using Simply Knock, SkyRe, and Lock Overhaul simultaneously, with Lock Overhaul's "Auto Pick" feature will cause the door menu to display an "Open" option, which will effectively do nothing. Also, selecting "Auto Pick" may bring up the lock picking screen occasionally, especially when sneaking. Canceling out of the lockpicking menu after auto-picking will show that the door was unlocked successfully. All other features of Lock Overhaul should function normally.  These (minor) issues are not present when using Simply Knock and Lock Overhaul WITHOUT SkyRe.

* Includes JsonUtil.pex/psc from PapyrusUtil 3.3c. This mod can run along-side other mods that implement PapyrusUtil and also include these files. It is recommended that you load this mod last / later than (in Mod Organizer, with a higher Priority) other mods that implement PapyrusUtil.

* Simply Knock attempts to match the voice type of the occupant with a list of known common voice types. This will catch 90%+ of possible cases in the game. If the voice type of the occupant is unique, the system defaults to using MaleEvenToned or FemaleEvenToned and the speaker is named "Indistinct Voice" instead of "Voice". This just means that the person you hear on the other side of the door might not match what they actually sound like in this case.

* This mod is designed around knocking on locked doors that lead to another interior cell. This, again, catches 90%+ (if not 100%) of the cases in the vanilla game. If you are using a mod that brings the interiors of buildings into the Tamriel (or other outdoor) worldspace, or a mod that adds new houses / building that have their interiors in the same cell as the exterior, this mod will not function in those instances, and the author has no intention of supporting such a case.

* This mod uses a perk (not one you select, but internally to the mod) in order to override the activation of doors. In general, this is compatible with other mods that also use a perk to override door activation. Please note any incompatibilities you run across.

* Other than those specific cases above, should be compatible with everything.

FAQ
* I want to report a bug. What should I include in my bug report?    
If you observe unwanted behavior, I need the following information. Failure to include this information means you will probably receive no assistance.
  * What building door you knocked on
  * Who answered the door (if known)
  * The time of day in-game
  * What specific dialogue options you chose

* I left a house, and the door didn't re-lock behind me after 12 hours (or whatever you have set in the MCM configuration).    
There can be several causes of this. One, if the owners of that cell are scheduled to be home and have the doors unlocked at the time you left. Two, sometimes the owner's AI packages don't re-run immediately. Finally, not every cell (such as Chillfurrow Farm) has an owner lock list, and once it's been unlocked, it will stay that way forever.

* Some files appeared in my Mod Organizer Overwrite directory. What are they, and do I need them?    
These are your Settings Profile files. They should be named "common.json" and "profile*.json" under SKSE/SimplyKnockData. If you delete them, you will lose your configuration settings. You can elect to move these into a "new mod" in Mod Organizer and the settings will begin saving there instead. Or, you can leave them in your Overwrite directory and should not encounter a problem if you do.

* I see Simply Knock includes PapyrusUtil. I have other mods that also include PapyrusUtil. Is that bad? Shouldn't you make PapyrusUtil an external download requirement? Will I have to play load-order games to get things to work?    

PapyrusUtil is a modder's resource and is free to be included with a mod. For ease of use for most users, Simply Knock will include the latest version of PapyrusUtil.

However, even if you load a mod that includes an outdated PapyrusUtil after Simply Knock, Simply Knock should continue to function correctly.

In short: just load Simply Knock as low (high-priority in MO's left pane) as you can, overwrite the components (JsonUtil) that your mod manager might complain about during install, and forget about the rest. It should just work.

If you are that concerned about whether or not you have the latest PapyrusUtil, download PapyrusUtil separately as its own mod and load it at the very end of your load order. You will then always have that version loaded and you can update it independently of any mod that includes it. To quote Captain Planet: the power is yours.

See this post for more info.

* Does this mod use scripts?    
Yes.

* Is this mod "script heavy"? Will it impact my performance?    
No.

* Does this mod use any always-on, frequently-running background scripts?    
No.

* Is it compatible with (insert mod here)?    
It is very, very likely that it is. See Compatibility section for details.

* Has this mod been cleaned with TES5Edit?    
Yes.

* How is this mod different from "Knock Knock"?    
There are many differences. Primarily: Simply Knock can determine if the owners are home, while Knock Knock does not. See "How It's Different", above.

* Does this mod include an MCM translated into my language?    
A machine translation of the MCM is included with the mod for your convenience for all languages that SkyUI supports, to ensure that the widest number of non-English users can more-or-less navigate the mod's options. A real translation is most likely desirable; reach out to your favorite translator, or feel free to translate it yourself.

* Can I ding dong dash?    
Nice one, chucklehead. But seriously, I thought about it, but I had a rather aggressive development timeline for the release (5 days) and it simply wasn't important enough. It also has a high likelihood of leading to unwanted behavior.

Credits
* Credit to the SKSE team.
* Huge thanks to PurpleLunchBox and Verteiron for helping me create my first SKSE plugin!
* Includes portions of PapyrusUtil 3.2.
* DoorGlassKnock 166 from FreeSoundEffects.com. Link to asset, License Agreement
* Vector - Wooden door (Image ID: csp12847818) from www.canstockphoto.com. Link to asset, License Agreement
* Chesko for the original mod!

Permissions
* You are not allowed to re-upload this file, in whole or in part, anywhere, for any reason, without the author's written permission, with the exception of free use of the SKSE C++ project / implementation of GetLinkedDoor() as mentioned in the Compatibility section.
* You may translate this mod into a language other than English and upload the portions of the mod required for that translation (such as the plug-in file and the MCM Translation text files), without permission; you already have permission. Your translation must require that the user download the main, English-version mod in order to work. No stand-alone translations.
* If I cannot be reasonably reached via e-mail, Reddit, PM, or Twitter for 6 months, this mod becomes public domain and free for anyone to use and redistribute for any reason.

License
The license for Simply Knock is available on Evernote.


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