In classic I noticed that there's some town houses that are locked during the day. In which case, all their exterior doors are locked at once.
If you manage to get in, there's also no NPC present inside, and some inner doors may also be locked.
Sadly if you try to steal from containers, you still attract guards...
I don't think any of this exists in DFU?
Daytime locked houses
- pango
- Posts: 3359
- Joined: Wed Jul 18, 2018 6:14 pm
- Location: France
- Contact:
Daytime locked houses
- Attachments
-
- classic_SAVE0.zip
- (160.48 KiB) Downloaded 79 times
Mastodon: @pango@fosstodon.org
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
- Hazelnut
- Posts: 3016
- Joined: Sat Aug 26, 2017 2:46 pm
- Contact:
Re: Daytime locked houses
No, it's an intentional divergence IIRC.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods
- Jay_H
- Posts: 4072
- Joined: Tue Aug 25, 2015 1:54 am
- Contact:
Re: Daytime locked houses
I can't remember who (JorisVanEijden?), but someone unearthed that the houses from 1 to 4 have different characteristics in Daggerfall. house1 is houses that are always locked, whereas house2-4 have other characteristics I don't know. Tipton's Template decompiler didn't catch that nuance from what I can tell, so the classic quests in DFU don't have that distinction.
- Interkarma
- Posts: 7247
- Joined: Sun Mar 22, 2015 1:51 am
Re: Daytime locked houses
It's an intentional divergence from what I recall. This was in the game for a while and users were frustrated at having to break into houses to progress quests. Other building types observe their lock schedule. Some remnant or comment of this might remain for residences in the code.
I also recall that I put some unlock logic in as a full measure for residences targeted by quests.
I also recall that I put some unlock logic in as a full measure for residences targeted by quests.