Fenrick's Doorjam

Post » Sat May 28, 2011 7:46 am

Fenrick's Doorjam was an Alteration School spell that I feel should be improved upon in Skyrim; perhaps along with trapping. Locking chests or doors could be an exciting element to game play especially considering the new engine in Skyrim's capabilities. Maybe someone wants to steal goods from you or break into your house? Maybe you're being followed and want to lock the door from an enemy with low alteration skill? A spell like Fenrick's Doorjam or even a security master who could perform locking would be a thrilling surprise indeed.
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Princess Johnson
 
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Post » Sat May 28, 2011 5:56 pm

YES!
I like this!
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Mistress trades Melissa
 
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Post » Sat May 28, 2011 5:48 am

This would be epic hearing them trying to kick the door down after you.
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Maddy Paul
 
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Post » Sat May 28, 2011 6:16 am

I'm not sure why this spell was removed from Oblivion. There's all sorts of fun applications for it with the slightly improved AI.
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Kat Stewart
 
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Post » Sat May 28, 2011 12:33 pm

Not to mention with a good AI I′d say that if a man came back to his house and didn′t need to use his key then he should get suspicious, so like if you unlocked a "hard" door and started to sneak around the house 3 things could happen.

1. You lock the door again with a "hard" or less locking spell and the owner of the house comes back but doesn′t feel like anything is out of place giving you a easier time to sneak back out after grabbing some loot.

2. You don′t lock the door at all and the owner starts to walk around saying stuff like "anyone there ?" and "I know you′re there, somewhere in the shadows" giving you a harder time to escape since he is looking for you.

3. You lock it with a "Very Hard" lock and you first hear the owner banging the door and then after a random (or could be a certain time but I′d rather see it random and perhaps have luck play into it here) amount of time guards would barge in running around with the owner, and if you had not high-tailed it by then you′d be in trouble.

And ofc you should be able to lock doors with Security skill too, not only with Alteration.
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Jeff Turner
 
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Post » Sat May 28, 2011 9:34 am

That would be awesome. This has implications for assassins and the like. Walk into the house, lock the door with the spell stopping the coward from running, :evil:
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Myles
 
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Post » Sat May 28, 2011 7:11 am

It would only be possible to do on doors that don't connect cells, but it's something I definitely want to see.

Fo sho.
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Sylvia Luciani
 
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Post » Sat May 28, 2011 7:00 am

Not to mention with a good AI I′d say that if a man came back to his house and didn′t need to use his key then he should get suspicious, so like if you unlocked a "hard" door and started to sneak around the house 3 things could happen.

1. You lock the door again with a "hard" or less locking spell and the owner of the house comes back but doesn′t feel like anything is out of place giving you a easier time to sneak back out after grabbing some loot.

2. You don′t lock the door at all and the owner starts to walk around saying stuff like "anyone there ?" and "I know you′re there, somewhere in the shadows" giving you a harder time to escape since he is looking for you.

3. You lock it with a "Very Hard" lock and you first hear the owner banging the door and then after a random (or could be a certain time but I′d rather see it random and perhaps have luck play into it here) amount of time guards would barge in running around with the owner, and if you had not high-tailed it by then you′d be in trouble.

And ofc you should be able to lock doors with Security skill too, not only with Alteration.


I actually think this would be a really good idea, the only issue would be the actual implementation, if guards can break down doors then can the player also? If doors can be broken then so can chests? If a barbarian type character smashed a chest would there be loot that is broken, or would the chest still have the same loot that a thief would get had he picked the lock?

I could see the breaking down the door working for the loading times between the cells if the door had some broken appearance, maybe not flung open like it would if they were in the same cell, but it would not put such artificial limits on what can be locked and what cannot.
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Heather Kush
 
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Post » Sat May 28, 2011 2:13 am

I actually think this would be a really good idea, the only issue would be the actual implementation, if guards can break down doors then can the player also? If doors can be broken then so can chests? If a barbarian type character smashed a chest would there be loot that is broken, or would the chest still have the same loot that a thief would get had he picked the lock?

I could see the breaking down the door working for the loading times between the cells if the door had some broken appearance, maybe not flung open like it would if they were in the same cell, but it would not put such artificial limits on what can be locked and what cannot.


I just said barge in, not burst in. The guards could be trained in basic security or they could have master keys or something. Doesn′t even have to be the guards themselves, the town could have an agent trained in such things that could accompany the guards, killing the agent could perhaps even make it so that no one can get in.
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Lindsay Dunn
 
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Post » Sat May 28, 2011 11:05 am

I loved the Lock effect. Just for flavour I have a lock level 100 on my tower in Morrowind. My wizard just teleports in and out anyway, why risk having visitors?

Practically, the spell was only really useful to me once, when I was being chased by a bunch of guys more powerful than I. I ran into a room and locked the door so they couldn't open it, then I took a bit of loot from the rest of the dungeon and teleported away while the enemies were still trying to open the door.
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Elena Alina
 
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Post » Sat May 28, 2011 10:09 am

+ 1 for bringing the "lock" spell-effect back.
And also, I have always wondered how come I can only use all the frigging keys I pickpocket off of chumps to open doors, but not to lock them again.
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Luis Longoria
 
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Post » Sat May 28, 2011 5:38 pm

Why do we need magic to lock a regular door?

If we own the home or have the key or have recently picked the lock we should have the option to actually lock it ourselves.

Your security would determine what lock it would be. Also different leveled thieves, assassins, and other visitors are leveled to open that door.
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-__^
 
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Post » Sat May 28, 2011 5:10 am

If it's actually useful, then HELL YES
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Emma-Jane Merrin
 
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Post » Sat May 28, 2011 3:54 am

Why do we need magic to lock a regular door?


To lock the door to the barracks from half a mile away, while hiding in the shadows at 4:58 in the morning when the patrolling guards have 2 minutes left on shift. and just want to go off duty and catch some R&R.
:whistling:
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Riky Carrasco
 
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Post » Sat May 28, 2011 4:41 am

Why do we need magic to lock a regular door?

If we own the home or have the key or have recently picked the lock we should have the option to actually lock it ourselves.

Your security would determine what lock it would be. Also different leveled thieves, assassins, and other visitors are leveled to open that door.


This. I wouldn't mind a Lock spell, but only if it goes hand in hand with a non-magic way of locking doors.
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Laura Richards
 
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Post » Sat May 28, 2011 2:40 pm

If it's not going to be in the game I'll find some way to mod it in. The developers might as well save me the trouble. :tongue:
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Bitter End
 
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