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Lock |
---|---|
School | Alteration |
Type | Other |
Effect ID | LOCK |
Base Cost | 30 |
Barter Factor | 0 |
Availability (Click on any item for details) |
|
Not available in game (unused spells exist that use this effect) |
{Difficulty} Lock
Lock is the counterpart of the Open effect, locking targeted doors and containers to a lock level equivalent to the magnitude of the effect. The effect fails when used on doors and containers that are already locked.
The magnitude of the effect corresponds to the following lock levels:
Difficulty | Points |
---|---|
Very Easy | 0-7 |
Easy | 8-20 |
Average | 21-40 |
Hard | 41-80 |
Very Hard | 81-99 |
Needs a Key | 100 |
The effect was cut during development and is labelled in the Construction Set "DO NOT USE", though there are two unused spells that use it (Easy Lock and Average Lock). By acquiring these spells through use of the console, it's possible to create custom spells and enchantments that use this effect.
Using Lock on doors and containers exhibits a range of unexpected behavior that would also likely explain why the effect was cut:
- While most doors will be locked properly, some are oddly unaffected by Lock. Containers are always properly affected, even those that would typically never be found locked (such as sacks).
- If Lock is used on an interior door that is already open, the game will indicate that the door is locked. The door can be closed normally, but once closed it will become unlocked.
- Locking a door or container is not a crime, but if the door/container happens to be owned by an NPC, picking that lock is a crime.
- Locking doors can interfere with NPC AI, as they have no way to unlock doors unless they are scripted to.
- Some pursuers, such as guards, will phase through doors that are locked with this effect. If a pursuer is locked in a room and other NPCs come to your aid, their pathfinding will break as they are unable to reach the target.
- Pursuers can follow the player into other cells, even if a door is locked between the pursuer and the exit.
- If you lock yourself in an enclosed interior room with no lockpicks or Open spells, you will be trapped forever (without use of the console to escape).
- A Lock spell with a magnitude of 100 will make a door or container require a key to open. If a key doesn't exist, then it can never be unlocked (without use of the console).
Lock received a new icon in Oblivion Remastered, despite the effect itself still going unused.
SpellsEdit
Two unused spells exist that use this effect:
- Easy Lock: DO NOT USE - Lock (
000A9805
;LOCK
) - Average Lock: DO NOT USE - Lock (
000A982D
;LOCK
)