SetLockLevel - ObjectReference: Difference between revisions

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== Syntax ==
== Syntax ==
<source lang="papyrus">
<syntaxhighlight lang="papyrus">
Function SetLockLevel(int aiLockLevel) native
Function SetLockLevel(int aiLockLevel) native
</source>
</syntaxhighlight>


== Parameters ==
== Parameters ==
*aiLockLevel: The level to set the lock at.
*aiLockLevel: The level to set the lock at.
** 1 = Novice
** 25 = Apprentice
** 50 = Adept
** 75 = Expert
** 100 = Master
** 255 = Requires Key


== Return Value ==
== Return Value ==
Line 17: Line 23:


== Examples ==
== Examples ==
<source lang="papyrus">
<syntaxhighlight lang="papyrus">
; Set the lock to very easy
; Set the lock to very easy
WeakChestProperty.SetLockLevel(0)
WeakChestProperty.SetLockLevel(0)
</source>
 
; Set the lock to needs key
WeakChestProperty.SetLockLevel(255)
</syntaxhighlight>


== See Also ==
== See Also ==
*[[ObjectReference Script]]
*[[ObjectReference Script]]
*[[Locking and Unlocking Doors]] tutorial.
*[[GetLockLevel - ObjectReference]]
*[[GetLockLevel - ObjectReference]]
*[[IsLocked - ObjectReference]]
*[[Lock - ObjectReference]]
*[[LockDoors (Procedure)]]
*[[UnlockDoors (Procedure)]]
*[[UnlockOwnedDoorsInCell - Actor]]
*[[GetLocked]] console command.
*[[GetLockLevel]] console command.
*[[Lock]] console command.
*[[Unlock]] console command.

Latest revision as of 20:20, 5 September 2026

Member of: ObjectReference Script

Sets the level of the lock attached to this object. If there is no lock, it will attach one, but leave it unlocked.

Syntax[edit | edit source]

Function SetLockLevel(int aiLockLevel) native

Parameters[edit | edit source]

  • aiLockLevel: The level to set the lock at.
    • 1 = Novice
    • 25 = Apprentice
    • 50 = Adept
    • 75 = Expert
    • 100 = Master
    • 255 = Requires Key

Return Value[edit | edit source]

None.

Examples[edit | edit source]

; Set the lock to very easy
WeakChestProperty.SetLockLevel(0)

; Set the lock to needs key
WeakChestProperty.SetLockLevel(255)

See Also[edit | edit source]