tl;dr i don’t see a totally satisfactory solution …
nExplored=FALSE
seems to work with two caveats
a player in the area when the function is called is not immediately affected
It acts as a reset-the-area-to-unexplored every time the player subsequently enters that area … and there’s no way I can see to set the area back to normal exploration rules
if that’s not so good, here are a couple of big black placeables
tag
PLC_MC_TILEBLOCK1
PLC_MC_TILEBLOCK2
that can be created, sized, and destroyed … (if set non-static and walkable)
perhaps, when the party ports into the locked room, try creating a few of them to cover the floorplan of the rest of house and, if/when you want the party to recognize where they’re at once they get the door open, delete the blocks to reveal the area.
( if you choose to create them at waypoints, they probly line up with their north-west corners positioned at their waypoint, or similar – alternately set their scale to 0.0001 then use SetScale() to expand them )
HOWEVER they don’t appear to block the Map or Minimap …
lastly
// MAP 2/14/2009
// EXPERIMENTAL
// Creates a new area based on an existing area. The new area is loaded from
// disk (so created/destroyed contents in the original area will not be duplicated)
// however the walkmesh is shared with the existing area to reduce
// lag during load time, as well as to keep memory consumption lower.
object CreateInstancedAreaFromSource(object oArea);
but that could be a headache if the party changed the state of the area during a previous visit, plus potentially duplicated tags of objects etc