Archived from groups: alt.games.morrowind (
More info?)
> The following keys open different locks in the Tel Naga Upper Tower:
Thanks for the info.
Okay, so knowing which locks these open, do you think it would be
appropriate for me to explicitly name them so that other people using the
mod would know as well? Or would that be considered a spoiler? (For
example, I didn't rename any of Divath's numbered keys, as I think that
finding which key opens which chest is part of that mission, and if it were
known in advance, it might be a bit of a spoiler.) Having not played this
far into the Telvanni missions, I don't know if knowing the specific uses of
those keys could be considered a spoiler or not...
> > key_standard_01 - "Standard Key"
> > key_temple_01 - "Temple Key"
> > (These two may not actually exist, but be simply leftovers from the
> > development process.)
>
> That seems to be the case with the rest of your unknown keys as well.
> With the exception of
> > key_hasphat_antabolis2 - "Small Key"
> they aren't even placed ingame.
Yeah, I've noticed that even though some keys (and other items) are not
placed in the game, you can still acquire them. Often, as part of a quest,
a character will have in their dialogue script a line that says:
player->AddItem "Such_and_such" 1
And this isn't counted when you look at the usage stats on items. I guess
this is done so that the ONLY way to get the item is by doing the quest
that's associated with it. As in, you can't find it by pick-pocketing or
killing the quest-giver. Since there's no easy way to check every NPC,
every chest, and every door in the game to see if these keys are maybe used
anywhere, I'm pretty much stuck on those. This is why I opened the question
up to the forum, on the off-chance anybody else had encountered these keys
and knew what they were used for. I've also included the list in the readme
for the mod, so if anybody that runs the mod happens to find them, they can
contact me and I can update it. But for now, I've pretty much done all I
can do.
Incidentally, the mod is now available on
www.tesmods.net, in the
Miscellaneous section. Yay! My first published mod. My second is up there
as well, "Lurlock's Scroll Icons", (Graphic Replacers section) which
basically just gives all the scrolls unique icons indicating what they do,
so they don't all look alike. Next challenge: Lurlock's Left Gloves. Tired
of all the left gloves and pauldrons all looking exactly like the right
ones... Now I just gotta figure out how to import the models into Max so I
can mirror them...