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prison irons ulock


escatos

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Did anyone else notice the obvious flaw in the game that happens right at the beginning? I mean, you just take the prison irons off by yourself. No key, no problem. This could be fixed quite simply by adding a key to Renault's inventory which would allow you to take them off. I mean, who would place irons on a prisoner when he could easily take them off by himself?

 

LOL I meant prison irons "unlock" not "ulock"

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Honestly, I'm not sure how you could prevent them from being unequipped.

Maybe something could be done via scripting, but I don't know enough about the CS to give you a definite answer.

I prefer to think that the Imperial Prison system has had it's funding cut to virtually nil and it's security has been left in a

laughable state as a result. If that doesn't work, just pretend that your character is so skilled he or she can pick those locks

in his/her sleep.... without a pick.

 

What I found strange was that the guards never questioned my sudden release from prison, especially since it coincided with

the Emperor's murder.

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Maybe the answer could be something so simple as adding a key to the inventory which does nothing, while adding a message popup which says your irons are now unlocked, or something like that. Then you can simply remove them at will.

 

Or someone who is more adept with the CS could script something. I am not capable of such a feat myself either. Yeah I could learn, but hey, in the time when I am learning, why not go ahead and put the idea out there just in case someone else wants to give it a go?

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I like the idea of the key, but the whole personality thing just isn't right. Prison can do different things to different people (not that I have been there). I think part of roleplaying is accomodating for such affects when you make your character. In addition, is the key reasonably accessible?
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The obvious answer would be to have Baurus remove them when he tells you to deliver the amulet to Jauffre. The problem is, that would make your fighting in the tutorial somewhat awkward. I suppose the chain between the two irons (that we have to assume is there or they serve no purpose) could be long enough to permit a bow to be fired.

 

However you could look on it as irons put on when you were in outside world being taken to the prison and loosened when you arrived inside. You just haven't taken them off yet.

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I think I may have found a way to reconcile the way they are presented in the game. Handcuffs are today taken off when one actually enters his cell. Maybe they didn't exactly take them off you, but simply unlocked them until the next time you are taken out/moved/led away to be executed.

Another option is that the emperor himself gives you the key when you have your first dialogue with him in the cell. I mean, the other guards don't really trust you on any level until the emperor tells them to. Only he, I think, would really give you the key, at least for a good portion of the beginning events of the game.

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True enough, but there are those of us who enjoy staying in-character while playing the game. When there's a minor hole like this, it is usually reconciled by the player just not removing the item until it makes sense to do so... but it can be a nice touch to have the effect there anyway.

 

From a pure gameplay perspective, there's no point to the wrist irons item at all- they do absolutely nothing unless you enchant them (which isn't such a bad idea, since they weigh nothing for some undiscernable reason). However, even if they do nothing, it still doesn't make a whole lot of sense for you to be able to take them off before even leaving your cell. Now, if there were a key on Renault's body, or given to you by Baurus, or if somehow the lockpicking minigame could be applied to the item (that'd be a pretty cool trick)...

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Yeah I agree. On that note there is actually a variety of objects in the game which weigh nothing. One might be able to reconcile this with the fact that perhaps they are so lightweight that they might as well weigh nothing. Lockpicks, for example, are indeed small objects.

 

2 problems: big items (like the aforementioned wrist irons) are included in the weigh-nothing category

other small items have been assigned minute amounts of weight (i.e. 0.1 for some ingredients)

 

I can live with gold that weighs nothing. But wrist irons and lockpicks? Why those? I guess Bethesda (again) left another hole in the game: objects which weigh NOTHING! Look around you. Nothing weighs nothing (that sounds kinda funny...). Plastic bags which blow in the wind still come back to the ground. Air even weighs something (hence air pressure).

 

So here we have weightless, pointless, and lockless wrist irons. Maybe they are enchantable. Maybe they do have some aesthetic value (though I would never call them pretty). I wish more of the top-notch modders would get hired by Bethesda to help clean things up. Whoah. Sorry. I guess I got carried away with that. All because of some wrist irons. :wacko:

 

You know, I think I'll PM the author of the mod suggested above, to see if he can make a simpler version, only resulting in you needing a key. No other affects needed, in my opinion.

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