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Locking doors to prevent AI from opening?


SKK

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So, I'm playing Mission 1: Tears of St. Lucia.

After exiting the sewers and entering the bathroom, I move into the short hallway and was eventually able to pickpocket the priest's key. I then used it to unlock his room(first door on the right exiting from the bathroom door) and then closed and locked the door behind me as to not be disturbed/discovered. To my surprise, the priest was able to open the locked door without a key and I was caught.

Is it possible that this can be fixed so the AI cannot enter a locked room without a key in their possession?

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That is up to the mission designer. Locked doors can be opened if an NPC has a key; optionally, NPCs can be allowed to open doors even if they don't have a key. In this case, the modder has explicitly allowed the priest to open that door, even if they don't have the key. I assume that the mission designer wanted this behavior (maybe the priest has an extra key?).

I can see why you'd want the other behavior - it was clever to relock the door. 

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It's difficult. Either you give the AIs the ability to open locked doors with a key they no longer have, which is unrealistic, or they just stand there gawping at the door like idiots after trying the handle once or twice. That's also unrealistic.

My missions:           Stand-alone                                                      Duncan Lynch series                              

                                      Down and Out on Newford Road              the Factory Heist

                                                                                                  A House Call

                                                                                                  The House of deLisle                                                                                                  

                              

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Does that really happen?

On another note, I noticed in that same mission, when I'm in the chapel and put out the candle on the podium that it will be relit by one npc guard. I then put out the light again and moved the candle over to a small stool and the same npc came over to light it again. Again I put it out but this time removed it from the room to another.

I then observed the npc stopping near the podium for a few seconds(as it was probably confused by the candle missing from the room) and just continued on his patrol, stopping at the same spot every time afterwards for a few seconds. 

If this is the case, then I'm wondering why the AI wouldn't move on with their patrol after not being able to open a locked door without a key.

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Sure, as long as they can get to their next patrol point. If you, say, lure a guard into a bedroom with a noise arrow and lock the door behind him he just tries the handle a couple of times and then gives up because he can't get out to continue on to his next path_corner. It's a bit unrealistic that he doesn't start pounding on the door and calling for other guards to come let him out, but the alternative is giving him a secret second spare so that he can unlock the door anyway.

My missions:           Stand-alone                                                      Duncan Lynch series                              

                                      Down and Out on Newford Road              the Factory Heist

                                                                                                  A House Call

                                                                                                  The House of deLisle                                                                                                  

                              

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1 hour ago, thebigh said:

Sure, as long as they can get to their next patrol point. If you, say, lure a guard into a bedroom with a noise arrow and lock the door behind him he just tries the handle a couple of times and then gives up because he can't get out to continue on to his next path_corner. It's a bit unrealistic that he doesn't start pounding on the door and calling for other guards to come let him out, but the alternative is giving him a secret second spare so that he can unlock the door anyway.

Of course. But this just adds new parameters that I'm not questioning.

We can also argue that locking doors to hallways/pathways that connect other doors would/might create issues. Which I can see as a problem. I'm just posing the argument as a room that has only one entrance/exit.

All I'm saying is that when unlocking a door and locking it with basically the only key possible in possession, it should not be entered by AI/NPC otherwise. We could also argue that the NPC would call others to try and bash the door down in realistic terms but that is another argument and not possible within the parameters of this game.

 

Anyway, I believe the first person to respond here is probably the best and only answer.

Edited by SKK
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In TGM any object (candleholder, chair, crate, etc.) placed in front of the door avoid that an AI can open a door, although also to the player, if he does not remove this object first. AIs don't do it. 

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