lock levels

Post » Sat May 28, 2011 2:06 am

is there any way to make a lock absolutely require a key in order to be unlocked?
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Travis
 
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Post » Fri May 27, 2011 9:12 pm

Under the "locked" tab, set "level" to 0, then under "Key" select the key that you want to open the door.
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Emmi Coolahan
 
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Post » Fri May 27, 2011 11:57 pm

Under the "locked" tab, set "level" to 0, then under "Key" select the key that you want to open the door.


set it to 0? didn't think of that. thanks.
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Loane
 
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Post » Sat May 28, 2011 7:46 am

Or use a simple script.
I would recommend the script way of doing this, because then the lock cannot be unlocked even with the "Unlock" console command.
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Quick Draw III
 
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Post » Sat May 28, 2011 9:40 am

Or use a simple script.
I would recommend the script way of doing this, because then the lock cannot be unlocked even with the "Unlock" console command.

nasty, i'll keep that in mind if i should ever need to lock something in such a manner!
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LADONA
 
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Post » Sat May 28, 2011 3:05 am

Or use a simple script.
I would recommend the script way of doing this, because then the lock cannot be unlocked even with the "Unlock" console command.

What does that give though? It adds extra complexity to the mod just to attempt to stop someone cheating. If someone wants to cheat, they can just use COC to skip the locked door.

Aiming to stop people cheating is a futile task and not worth adding extra complexity for IMHO.
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Jordan Fletcher
 
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Post » Sat May 28, 2011 10:24 am

What does that give though? It adds extra complexity to the mod just to attempt to stop someone cheating. If someone wants to cheat, they can just use COC to skip the locked door.

Aiming to stop people cheating is a futile task and not worth adding extra complexity for IMHO.

eh, its just a few kb in text. and you can design the script to be CoC proof. especially if it's not a transitional door.
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Sierra Ritsuka
 
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Post » Fri May 27, 2011 7:40 pm

eh, its just a few kb in text.

"If we wish to count lines of code, we should not regard them as ‘lines produced’ but as ‘lines spent.’"
– Edsger Dijkstra

"Make everything as simple as possible, but not simpler."
– Albert Einstein

"Perfection is achieved, not when there is nothing more to add, but when there is nothing left to take away."
- Antoine de Saint Exupéry


and you can design the script to be CoC proof. especially if it's not a transitional door.

Then the user just disables scripts...

IMHO, design mods for the users, not the cheaters. If a user wants to cheat, it is their experience of the mod they are ruining, but who are you to say how they play the game?

You can't cheat in a single player game.
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Jessica Nash
 
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Post » Fri May 27, 2011 9:58 pm

I just prefer the script method so that you can use a MessageBox explaining you need a certain key.
A 0 lock might confuse a someone, since there are none in the vanilla game.
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Julia Schwalbe
 
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Post » Fri May 27, 2011 10:02 pm

I just prefer the script method so that you can use a MessageBox explaining you need a certain key.
A 0 lock might confuse a someone, since there are none in the vanilla game.

Ok. Then I agree that if it is bad for usability to just have the lock level 0, it is worth using a script :)
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Richus Dude
 
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Post » Sat May 28, 2011 1:34 am

If they cheat, fine. they're only spoiling it for themselves. If they're cheating, then they're not taking it seriously anyways, so what's the point in them even playing? Which goes for all cheating, whether it's unlocking a door, or adding an item, etc.
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Emzy Baby!
 
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Post » Sat May 28, 2011 5:59 am

I just prefer the script method so that you can use a MessageBox explaining you need a certain key.
A 0 lock might confuse a someone, since there are none in the vanilla game.


You've got a point there, but I think the locked sound that it makes is enough. And either way, I'm dealing with a door that I only want players to find while doing a certain quest. so if they find it without the quest and get confused, that's fine, but if they do the quest, the directions given by the quest itself ought to clear things up for them.

Not to mention, I don't know anything about scripts at this point. I'm still kinda new.
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krystal sowten
 
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Post » Sat May 28, 2011 12:21 am

"If we wish to count lines of code, we should not regard them as ‘lines produced’ but as ‘lines spent.’"
– Edsger Dijkstra

"Make everything as simple as possible, but not simpler."
– Albert Einstein

"Perfection is achieved, not when there is nothing more to add, but when there is nothing left to take away."
- Antoine de Saint Exupéry



Then the user just disables scripts...

IMHO, design mods for the users, not the cheaters. If a user wants to cheat, it is their experience of the mod they are ruining, but who are you to say how they play the game?

You can't cheat in a single player game.

the reward behind the door is scripted as well, and becomes unavailable if it detects itself as reloaded. if i want to only reward players that take the trouble of playing through my content, then as mod author, it is my prerogative to disqualify those who dont. that aside, i dont care one way or the other about the necessity of the complexity of adding a small script to a unique or rare object. my only interest is that the ability exists for such a script to be written.

you can do a whole lot more to doors and locks with scripts than you can in the properties dialog of the CS, such as the different mechanics you can use on the door itself. one that eats a lockpick per attempt at picking it. a trap that ruins good probes and returns them "bent". a transparent door that damages you when you touch it. less may sometimes be more, but sometimes more is just more.

i can see where you are coming from, but i feel there is a reason that in the vanilla game all of the locks that are not pickable are scripted.
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Jessie
 
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Post » Fri May 27, 2011 10:42 pm

the reward behind the door is scripted as well, and becomes unavailable if it detects itself as reloaded. if i want to only reward players that take the trouble of playing through my content, then as mod author, it is my prerogative to disqualify those who dont.

Oh sure, I wouldn't disagree in the slightest. You just aren't going to be able to do so fully, so my opinion is why try?

i can see where you are coming from, but i feel there is a reason that in the vanilla game all of the locks that are not pickable are scripted.

Sure. I just didn't remember that setting the lock level to 0 was in essence a bug, not a feature and as such didn't have a good UI to go with it.

It is years since I last used the CS.
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Dezzeh
 
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Post » Sat May 28, 2011 6:48 am

the reward behind the door is scripted as well, and becomes unavailable if it detects itself as reloaded. if i want to only reward players that take the trouble of playing through my content, then as mod author, it is my prerogative to disqualify those who dont.

I'd say Yacoby understated the issue, you won't be able to disqualify anyone at all. The only thing added "security" causes is more frustrated users and more skilled hackers. Between the console (AddItem), toggling scripts, disabling the door, or even giving themself the item or removing the script in the CS, there's nothing you can do to stop players. As a mod author, you have the prerogative to try and piss off people honestly playing through your mod, but you'll never stop the people who don't want to. Careful you don't accidentally pull an Ubisoft. ;)

that aside, i dont care one way or the other about the necessity of the complexity of adding a small script to a unique or rare object. my only interest is that the ability exists for such a script to be written.

It's possible but not foolproof.

you can do a whole lot more to doors and locks with scripts than you can in the properties dialog of the CS, such as the different mechanics you can use on the door itself. one that eats a lockpick per attempt at picking it. a trap that ruins good probes and returns them "bent". a transparent door that damages you when you touch it. less may sometimes be more, but sometimes more is just more.

More is more complicated, more to test, more that can be broken, more that can fail, but less can easily be more fun when it's done right (which is the whole point of modding).

i can see where you are coming from, but i feel there is a reason that in the vanilla game all of the locks that are not pickable are scripted.

For the messages, mostly. The one that comes to mind is the door telling you it's barricaded, but I think most of them give the reason or what you need to do in a message box. You could do the same in a journal entry, it's just less obvious and user-friendly.
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Lyndsey Bird
 
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Post » Sat May 28, 2011 5:21 am

It's possible but not foolproof.

trying is half the fun!

in all seriousness, it's not like the determined "cheater" does not have the ability to just open up the CS and change things to suit his tastes.

if ever i do need a door that is not pickable, i do have an elaborate "security system" planned out. it'll almost be worth trying to console it to see the situations i throw you into.
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+++CAZZY
 
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Post » Sat May 28, 2011 12:06 am

you could also have the door scripted to only appear after a journal entry if it's a teleport door if not, you might, if possible with the location of the door, have a wall hiding it that disappears after a journal entry. or how about having door that disables after a journal entry in front of the door in to the room that transports the player to the exact same spot as where they started.
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katie TWAVA
 
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Post » Sat May 28, 2011 5:07 am

.
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Tiffany Castillo
 
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Post » Sat May 28, 2011 9:26 am

A 0 lock might confuse a someone, since there are none in the vanilla game.

Assemanu shrine interior has one. It's caught many people out.

Personally, I would use a small script to set the lock level to 1000 on cell load in game. Good luck opening it with a pick or a spell. Even the skeleton key with standard maxed stats won't pick that.

It will then look and act like any other locked door. A pop up explaining things breaks immersion. Use your imagination to set something up to indicate the existence of a key. A small back story even.
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Jessica Nash
 
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