Nanol on 9/1/2004 at 12:06
I installed this mod, it locks most doors at night, very taffer-like. It's good and all, but I'm right at the start of my current game and can't pick 99% of these locks at night.
So I uninstalled it, at least until I gain a few levels, but suddenly all of the doors which had the script running on them vanished! They come back when you reinstall but that's not a very good solution. Does anyone have any ideas why it would actually remove the doors, and any thoughts on what I can do about it? The only thing I've thought of so far is to go into the Construction Set and alter the scripts to occur for less hours per day.
Forsythe on 9/1/2004 at 19:15
Hmm.. other than your idea re: the construction set, you might try contacting the author and seeing if they have any suggestions. I'm not a great modder, though, so there may be other workarounds.
cyrano on 10/1/2004 at 00:06
I run Nighttime Door Locks. I imagine that the developer of the mod had to replace each door with a unique object (and accompanying script) in order to have the different lock levels that you've observed. When you disabled the mod, your most-recent save couldn't find those unique door objects that exist only when the plug-in is loaded. You will have to go back to a saved game created before you loaded Nighttime Door Locks.
If that is a problem or undesirable, just continue to run the plug-in. Don't feel bound to break into every store or home. One of the intentions of the mod was to give the feeling of a living town that has waking hours (8 am to 9 pm) and times when it is asleep. I always felt that it was absurd to expect to be able to conduct business any hour of the night. Before I downloaded Nighttime Door Locks, I had my own self-imposed curfew-if it was past a certain hour at night I would have to wait until morning when the merchant was ‘open'. I don't play a thief character, so looting homes and stores was never a priority. Nighttime Door Locks provides more ‘atmosphere'. Of course, it also presents plenty of practice for aspiring thieves, but if you are having trouble with the difficulty level you will have to find the weaker locks, acquire better lockpicks, or pay for training to develop some level of proficiency.
Nanol on 11/1/2004 at 01:34
Yeah I think I will be keeping it, it's a good mod for RPing my 'Fallen Scholar' class. Been playing with the construction set / community tools recently so I might tweak the scripts a bit to give a *few* more hours of unlocked time. 9pm till 8am locked seems to me a bit excessive - in a feudal society like Morrowind's they'd use every hour of daylight to do business etc, and I timed it at getting light around 6am in game, not sure if this changes seasonally. Also slapping a level 50 lock on the door of my local at 9pm every night (as the mod does to Arrielle's Trading Post) would really piss me off the next time I wanted a beer.
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Nan.