Locks labeled "Needs a Key" cannot be opened with this spell, or lockpicks, or anything but the key or a scripted event which opens them. Some doors in the game never open, and are merely there for decorative purposes. Note that many locks in the game are leveled, and may not correspond exactly to the values listed. There are only two spells in the game for which this is a problem; all other spells including any you make at the Spellmaking Altar use the standard values in the table. Its value is set to Open 12pts, which means that a lock with a value from will be openable, but a lock with a rating from will not be, even though they are both labeled as "Easy" locks this spell is also unusual in that it is an on-touch spell rather than on-target.
The second unusual spell is Fenrik's Welcome , which is part of the Spell Tomes mod. It has a 50 point magnitude, and therefore will open some hard locks, but not all. One problem you may encounter with Open spells is trying to unlock gates. The Open spell tends to go through the gate and miss the lock you are targeting. At the Spellmaking Altar you can create custom Open spells that affect a larger area at greater magicka cost, of course which can make it easier to unlock gates.
Try aiming at either the hinges, the handle or a lock rather than the bars themselves. Another trick that helps is to stand to one side of the gate and cast the spell at an oblique angle rather than straight on. You're more likely to hit one of the bars this way. Open spells do not work underwater because they are all targeted spells no targeted spells work underwater. Even custom Open spells are all targeted spells. The Open Very Hard Lock scroll is also an on-touch version of the effect.
However, it can be very difficult to acquire this scroll, therefore carrying a few lockpicks may still be necessary. For example, if you manage to lock a pursuer in a room, anyone who comes to your aid will run towards the door and flicker back and forth.
Also, if you run into another cell, they will still follow you even though they are locked in. Another is that it could be possible for you to lock yourself, with no lockpicks or Open spells, in an area prohibiting fast travel, thus trapping yourself forever. If you give yourself access to this spell, it's a great way to practice your Security skill.
Just keep locking something and picking it over and over. It's also a good way to flee from a pursuing enemy, though since not all doors are lockable, it could be unpredictable. NPCs cannot use lockpicks or Open spells. However, it is important to notice that guards can pass through when committing a crime a door you have just locked. In order to try out this effect, you can give yourself one of the spells via console with the following commands: player.
Jump to: navigation , search. See also [ edit ] Related effects: Open v t e.
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