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Hogwarts Legacy

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Title Screen

Hogwarts Legacy

Developer: Avalanche Software
Publisher: Warner Bros. Games
Platforms: PlayStation 4, PlayStation 5, Xbox One, Xbox Series X, Windows, Nintendo Switch
Released internationally: February 11, 2023 (PS5/Xbox Series X/Windows), May 5, 2023 (PS4/Xbox One), November 14, 2023 (Switch)


RegionIcon.png This game has regional differences.


Hmmm...
To do:
Unused content (if there is any), and a Prerelease page with stuff to cover and document.

Regional Differences

PlayStation 4 Startup Banner

English Japanese Arabic
HLPS4StartupBannerEnglish.PNG HLPS4StartupBannerJapan.PNG HLPS4StartupBannerArabic.PNG
French Polish Russian
HLPS4StartupBannerFrench.PNG HLPS4StartupBannerPolish.PNG HLPS4StartupBannerRussian.PNG
Traditional Chinese Simplified Chinese Korean
HLPS4StartupBannerTraditionalChinese.PNG HLPS4StartupBannerSimplifiedChinese.PNG HLPS4StartupBannerKorean.PNG

Title Screen

Careful, you'll lose an eye.
This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.

The game's logo on the title screen is also different for each language.

Unused text and features (wanted level and morality system)

There's an incredibly large amount of content for crime, wanted level, and morality that were all removed before the final release.

Hidden in the game's unused code are references to a wanted level, including strings for wanted levels themselves, criminal acts, and violence. It's possible that the game could have featured them in the final version, but that the feature was removed due to time constraints. The wanted system, and to a lesser extent, the crime, can be restored with certain mods.

SOCIAL_ACTION_CRIMEPERPIDENTIFIED = 32,
SOCIAL_ACTION_CRIMERESPONSEAPPROVE = 33,
SOCIAL_ACTION_CRIMERESPONSEBECKON = 34,
SOCIAL_ACTION_CRIMERESPONSECOMPLAIN = 35,
SOCIAL_ACTION_CRIMERESPONSECOWER = 36,
SOCIAL_ACTION_CRIMERESPONSEFLEE = 37,
SOCIAL_ACTION_CRIMERESPONSEINVESTIGATE = 38,
SOCIAL_ACTION_CRIMERESPONSELAUGH = 39,
SOCIAL_ACTION_CRIMERESPONSEOBSERVE = 40,
SOCIAL_ACTION_CRIMERESPONSEREPORT = 41,
SOCIAL_ACTION_CRIMERESPONSERETALIATE = 42,
SOCIAL_ACTION_CRIMERESPONSESCOLD = 43,
SOCIAL_ACTION_CRIMERESPONSESHOCK = 44,
SOCIAL_ACTION_CRIMESCENEDISCOVERED = 45,
SOCIAL_INTERACTION_DISPLAY_STATUS_LOCKED_CRIMECITATIONS = 4,
SOCIAL_ACTION_VIOLENCEGAMEOVER = 166,
SOCIAL_ACTION_VIOLENCEHIGH = 167,
SOCIAL_ACTION_VIOLENCELOW = 168,
SOCIAL_ACTION_VIOLENCEMEDIUM = 169,
SOCIAL_ACTION_VIOLENCETRIVIAL = 170,

Apparently, it seemed that casting the Killing Curse (or another spell of equal magnitude) would either instantly end the game or be counted as "high".

UI_BP_Wanted
UI_HUDGROUP_WANTEDHUD = 46,
HideWanted;
ShowWanted;
wantedBorder;
StopWanted();
ToggleWantedState(bool isWanted);

There is a single leftover string to suggest that losing your wanted level would get you sent to Azkaban:

GameOver_Azkaban = 1

As well as an extensive list of strings relating to crime (although in the real game, it has no effect):

CrimeScenePerceptionTest;
FastTravelViaCrimeSceneFinished(const class UObject* Caller);
FNPC_CrimeSceneSense
FNPC_CrimeSceneSense_LOS LOS;
FNPC_CrimeSceneSense_FOV FOV;
FNPC_CrimeSceneSense_Hearing Hearing;
FNPC_CrimeSceneSense_FOV
FNPC_CrimeSceneSense_Hearing
FNPC_CrimeSceneSense_LOS
CrimeSceneTeamName;
FGameplayProperty_Float CrimeSceneInvestigationModifier;
ACrimeScene
GlobalEnableCrime(bool i_Enable);
bCommitsACrimeWhenKilling;
FNPC_LOSTraceParams CrimeSceneLOSParams;
ANPC_Character* NPCEnableCrimeScenePerception(class AActor* InActorPtr);
NPCDisableCrimeScenePerception(class AActor* InActorPtr);
UAISenseConfig_NPCCrimeScene : public UAISenseConfig_NPC
UNPC_CrimeSceneSenseAsset* SenseAsset;
UAISense_NPCCrimeScene
UModFilter_CrimeScene_Base
UModFilter_CrimeScene_CrimeIsType
UModFilter_CrimeScene_SeverityIs
UNPC_CrimeSceneSenseAsset
FNPC_CrimeSceneSense
CrimeSceneSense
ShouldCreateCrimescene(const class AActor* Instigator);
URPGTriggerEffect_Crime
EFT_FromType_CrimeScene = 5,
INVENTORY_CHANGE_REASON_CRIME = 15,
CrimeScene_DEPRECATED = 2,
CrimeScene = 2,
CrimeSystemPriority = 5,

The SQL databse which the game stores data reveals that the crime system itself is subdivided into six different types: extortion, intrusion, pickpocketing, taboos, theft and violence. Depending on how serious the crime was, investigators would begin searching in increasingly larger radii.