Jump to content

djbnw93

Members
  • Posts

    3
  • Joined

  • Last visited

Nexus Mods Profile

About djbnw93

djbnw93's Achievements

Rookie

Rookie (2/14)

0

Reputation

  1. Overivew: Solutions on how to create a Gear vault door mod or model that is compatible with "Powered Door" mod / "Auto Door" mod Info: There is a "Gear" style vault door in the vault-tec workshop DLC. Using FO4edit , its actually an "activator" object and not a "door" object. My merged patch failure For the powered door mod and auto door mod you just need to make some edits in FO4edit to make custom doors compatible. For Powered doors, you add the FormID into the FormID list. For Autodoors, you add a keyword to the door. So thats what I did , I also made a new custom DOOR object , transferred the model into the new object , added th However, it doesnt work / half-works. The Powered door mod has an door adapter and when powered opens the doors. It disable the doors from player interaction and prevents manually openings. It actually disable the door , but does play the open animation. In FO4edit , there's a script that comes with the activator vault door object , and so i added that to my new custom "DOOR" vault door object and that allows the animation to play when manually opening and closing it. So when its a door object , text Open/Close will replace the text "Activate" when its an activator object show. Note: without this script property on the new "DOOR" object, will not actually open/play the open & close animation. Gamebryo Anim: OFF ONThese ON/OFF anims are for the light next to the door Havoc Anim: NONE Closed.hkt Closing.hkt Opening.hktScript Events: ActivateDoor LightOff LightOn ....(few more events)However , for DOOR objects they have the following Gamebryo Anim: Open CloseSo therefore , I believe since the model itself doesnt have these "Open" and "Close" named animations , it cant really function as a Door Object and that's why its not working with the mods or not even working as a door (however , weirdly the default script works when its a door object) Solution ( based on my hypothesis): 1) Make a vault door model with "Open" and "Close" named animations and use the custom Door object I created 2) Make a mod that works with activators and activates when an adapter is powered 3) Make a mod that calls the animation script when its a door when the adapter is powered I can't seem to open/edit the source script for the "Powered Doors" mod , so not sure if solution 2/3 is basically the same but 3 has additional work of making the vault door a DOOR object ( which I already have done) Conclusion: Anyone able to give a detailed step by step on the best way to achieve this? How do I edit the "Powered Doors" mod? Additional Info: Original FormID of the vault door: DLC06_workshop_co_WorkshopVaultExteriorGearDoor01 [COBJ:0500564A] Powered doors mod (homemaker and SOE patch) https://www.nexusmods.com/fallout4/mods/11197? Autodoors mod https://www.nexusmods.com/fallout4/mods/8457 Default Script for the gear vault door Scriptname Default1StateActivator extends ObjectReference Default Const {For any activator that you want to play a single animation each time it's activated.} Group Required_Properties string property Anim = "open" auto const {Anim to play when this is activated.} EndGroup Event OnActivate(ObjectReference akActionRef) playAnimation(Anim) EndEvent
  2. Request : Create a Gear vault door mod or model that is compatible with "Powered Door" mod / "Auto Door" mod Info: There is a "Gear" style vault door in the vault-tec workshop DLC. Using FO4edit , its actually an "activator" object and not a "door" object. My merged patch failure For the powered door mod and auto door mod you just need to make some edits in FO4edit to make custom doors compatible. For Powered doors, you add the FormID into the FormID list. For Autodoors, you add a keyword to the door. So thats what I did , I also made a new custom DOOR object , transferred the model into the new object , added th However, it doesnt work / half-works. The Powered door mod has an door adapter and when powered opens the doors. It disable the doors from player interaction and prevents manually openings. It actually disable the door , but does play the open animation. In FO4edit , there's a script that comes with the activator vault door object , and so i added that to my new custom "DOOR" vault door object and that allows the animation to play when manually opening and closing it. So when its a door object , text Open/Close will replace the text "Activiate" when its an activator object show. Note: without this script property on the new "DOOR" object, will not actually open/play the open & close animation. Gamebryo Anim: OFF ONThese ON/OFF anims are for the light next to the door Havoc Anim: NONE Closed.hkt Closing.hkt Opening.hktScript Events: ActivateDoor LightOff LightOn ....(few more events)However , for DOOR objects they have the following Gamebryo Anim: Open CloseSo therefore , I believe since the model itself doesnt have these "Open" and "Close" named animations , it cant really function as a Door Object and thats why its not working with the mods or not even working as a door (however , weirdly the default script works when its a door object) Solution ( based on my hypothesis): 1) Make a vault door model with "Open" and "Close" named animations 2) Make a mod that works with activators and activates when an adapter is powered 3) Make a mod that calls the animation script when its a door when the adapter is powered I can't seem to open/edit the source script for the "Powered Doors" mod , so not sure if solution 2/3 is basically the same but 3 has additional work of making the vault door a DOOR object ( which I already have done) Conclusion: Anyone willing to help create the model /mod? Anyone able to give a detailed step by step on how to achieve this? Additional Info: Original FormID of the vault door: DLC06_workshop_co_WorkshopVaultExteriorGearDoor01 [COBJ:0500564A] Powered doors mod (homemaker and SOE patch) https://www.nexusmods.com/fallout4/mods/11197? Autodoors mod https://www.nexusmods.com/fallout4/mods/8457 Script for the gear vault door Scriptname Default1StateActivator extends ObjectReference Default Const {For any activator that you want to play a single animation each time it's activated.} Group Required_Properties string property Anim = "open" auto const {Anim to play when this is activated.} EndGroup Event OnActivate(ObjectReference akActionRef) playAnimation(Anim) EndEvent P.S Had to retype this for some reason my whole post didnt get saved , I made a duplicate post , sorry admin Had to reedit this also so many time since nexus kept checking for secure connection when i save changes, which is what lead to my post not being posted/saved
  3. Please delete this duplicate. Sorry admin , the website keeps checking for secure connection which makes post not save/post properly
×
×
  • Create New...