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Craftable placeable doorways to small interior player cells for outside settlements


jdkzombie

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The meaning for this is anyone that plays with Advanced Needs 76 or rad storm mods or such that drastically increase damage taken during the weather effect, it makes using the vanilla outside settlements extremely difficult to use effectively because you have to travel somewhere else to a interior cell to escape the radiation.

 

What I mean by door, is the options to craft and place a hatch, bunker door, trap door-esque doorway that can be placed either against a wall as a door, or on the ground as a hatch to activate. This door either way simply leads to an interior player cell, preferably small, that might have some basic functions like a bed, water source, lighting, and maybe a chem, weap, and armor bench? Can be made static so they can't be taken down to put outside, or use a modified Workshop list like in Home Base home that only allows certain objects to be crafted and made.

 

Could potentially make this a quest driven item, or just a magazine perk to find somewhere that allows the crafting of said door/hatch. The latter would allow survival character and Advanced Needs 76 users to be able to "dangerously" go procure the magazine, or complete the quest to acquire the perk needed to build the personal bunker.

 

 

Haven't really thought of a name for the mod yet, but maybe something like "Vaut-tec Personal Vault"? Idea being Vault Tec had the idea to make small VIP only bunkers that high ranking members of Vault Tec could have a survival option without being subjected to normal vault horrors? Put the magazine in the Vault Tec building in a safe or something.

 

This way you can use the settlements as normal, and when the radstorms come, and acid rain falls, you have a place to escape to (especially if you use don't sleep until tired/only sleep at night stuff) that is inside your hard earned and hard built settlement.

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Afaik, you would need to create a custom cell for each door. Each door+cell being specific to each settlement.

 

There is a (old) mod that actually does something like this, at least for a few settlements, "build your own vault".

 

I'm currently working on a project (for vault building) for which I'm contemplating a similar approach, so you can build a vault at every settlement. (but I haven't made up my mind yet)

But instead of ending up in "the void" like BYOV (which is a bit annoying imho) I'm building my own cave(s).

 

Of course this does go way beyond the 'small shelter' idea, as I'm talking 'huge underground settlement' here. (which come with a huge gear-door too, albeit inside a tunnel so a door or hatch still would work to access the tunnel.)

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it is completely incomprehensible what a radiation storm is and where it will come from. ) In the case of using a conventional fusion on lithium deuteride, the half-life is ~1 month. In a month, the radiation at the epicenter will be equal to the environment. The most deadly (theoretical, because it was not created and put into service) ammunition with a shell of cobalt 59 (cobalt 60 when the trigger is detonated) has a half-life of ~ 5 years. 200 years after the thermonuclear war, there will not even be traces of the fact that there was some kind of thermonuclear war. Radiation storm is possible only in one case.Anomalous activity of the Sun. )
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Afaik, you would need to create a custom cell for each door. Each door+cell being specific to each settlement.

 

There is a (old) mod that actually does something like this, at least for a few settlements, "build your own vault".

 

I'm currently working on a project (for vault building) for which I'm contemplating a similar approach, so you can build a vault at every settlement. (but I haven't made up my mind yet)

But instead of ending up in "the void" like BYOV (which is a bit annoying imho) I'm building my own cave(s).

 

Of course this does go way beyond the 'small shelter' idea, as I'm talking 'huge underground settlement' here. (which come with a huge gear-door too, albeit inside a tunnel so a door or hatch still would work to access the tunnel.)

Maybe you could get three different size interior cells determined by which door you craft and place? Like a bunker hatch could be like the basement in sanctuary, a bunker door could be little bit bigger 2-3 room micro vault? Maybe something even bigger than that with pretty steep requirements?

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Afaik, you would need to create a custom cell for each door. Each door+cell being specific to each settlement.

 

There is a (old) mod that actually does something like this, at least for a few settlements, "build your own vault".

 

I'm currently working on a project (for vault building) for which I'm contemplating a similar approach, so you can build a vault at every settlement. (but I haven't made up my mind yet)

But instead of ending up in "the void" like BYOV (which is a bit annoying imho) I'm building my own cave(s).

 

Of course this does go way beyond the 'small shelter' idea, as I'm talking 'huge underground settlement' here. (which come with a huge gear-door too, albeit inside a tunnel so a door or hatch still would work to access the tunnel.)

Maybe you could get three different size interior cells determined by which door you craft and place? Like a bunker hatch could be like the basement in sanctuary, a bunker door could be little bit bigger 2-3 room micro vault? Maybe something even bigger than that with pretty steep requirements?

 

The base game has 30 settlements, so that would be 90 cells to create. Although you could create 3 and then copy those 30 times. Still need to make them all unique and attach them to the door etc.

Its not like you can 'spawn' a interior cell based on a template at runtime. Using only 3 cells & 3 doors you can build at any settlement doesn't work as all the doors would get you to the same room and you can not go back, as the game has no idea where you are going. (with up to 30 conflicting doors)

Each door needs to linked with its own cell, or one cell with 30 doors. One for every settlement. This would however be a big cheat gateway, not a shelter :tongue:

Note: Each door can only be build ones.

Edited by RoNin1971
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I guess what I was imagining was something like the qasmoke room, where there's a cell that exists separately from the game world, you build a door, said door leads to a small interior cell that gets you out of the weather effects because the game engine doesn't recognize that you are inside a building or shelter if still in worldspace, if youre outside, youre outside.

 

90 cells doesn't sound too bad if one was able to simply ctrl C ctrlv them, instead of trying to make ones that matched thematically to each settlement.

 

Or even just a mod that makes a interior door cell option in all settlements and we the player simply adjust the build we make to accommodate said door.

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Might be a bit hacky and not very NPC-friendly, but wouldn't it be possible to just make a fake "door", that's really an activator, that sends the player to a single cell? Inside would be a matched "door" that gets pointed to its partner once its partner is built. You could prevent any weird quantum entanglement exploits by limiting its construction to a unique resource the player only ever finds once. If you wanted more, you could copy all that as need be. Cell, "doors", and resource.

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Might be a bit hacky and not very NPC-friendly, but wouldn't it be possible to just make a fake "door", that's really an activator, that sends the player to a single cell? Inside would be a matched "door" that gets pointed to its partner once its partner is built. You could prevent any weird quantum entanglement exploits by limiting its construction to a unique resource the player only ever finds once. If you wanted more, you could copy all that as need be. Cell, "doors", and resource.

That would be a "load-door" which is already the only way to do this. It needs a unique target. Inside the cell & vice versa. The cell would be accessible by COC-ing there from the start, like QASMOKE etc. You can only exit & enter it normally ones the door is build.

Each door would need to be restricted to the workshop of each settlement and can only exist ones, or you get a conflict with 2 'targets' (with the same name / ID)

 

There is no other way, afaik.

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Might be a bit hacky and not very NPC-friendly, but wouldn't it be possible to just make a fake "door", that's really an activator, that sends the player to a single cell? Inside would be a matched "door" that gets pointed to its partner once its partner is built. You could prevent any weird quantum entanglement exploits by limiting its construction to a unique resource the player only ever finds once. If you wanted more, you could copy all that as need be. Cell, "doors", and resource.

That would be a "load-door" which is already the only way to do this. It needs a unique target. Inside the cell & vice versa. The cell would be accessible by COC-ing there from the start, like QASMOKE etc. You can only exit & enter it normally ones the door is build.

Each door would need to be restricted to the workshop of each settlement and can only exist ones, or you get a conflict with 2 'targets' (with the same name / ID)

 

There is no other way, afaik.

 

I don't think we need to make 90 different cells for each settlement total, I would think using F4SE we could restrict it to one of each type of cell per game save/character. I don't use multiple settlements at once, I usually have one primary one and carry a sleeping bag to catch some ZZZ's when Advanced Needs says Im tired out in the world, but more often than not there are either enemies nearby (zombie mods) or you're taking radiation damage.

 

Or maybe even not have it build-able in workshop, have either a MCM or Holotape and a item that you craft via chem bench that you drop or use, then you move it where you want it, use a particular button to "Set" it, so like X on game pad Xbox, or Square if you use PS gamepad, or just E on pc, and it sets the item and the only way to remove it is to holotape or mcm "clear the door" so when you select this, the door to the cell is disabled? I'd say this way maybe because it prevents having the same door in a few settlements allowing some worm hole travel between places, and should prevent you from being able to set multiple instances down of the door to the cell.

 

Like, imagine being at say Jamaica Plains and you can set down a basement hatch, or at Oberland Station, or any other settlement and you have a basement like the one in Sanctuary. Hard set a bed, maybe a chem, armor, and weapon bench to use while you're burning time or not if youre sleeping, and maybe a storage chest. These don't need to be connected to the workshop either, because the idea isn't to have it be a permanent live in shelter, but an escape from the elements. (Probably have to ditch the vault tec personal vault idea) Maybe instead have them be a object made by Pulowski? A more personal emergency shelter option?

 

God I wish i understood the Creation Kit. I've tried. On my life I've tried. lol

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Might be a bit hacky and not very NPC-friendly, but wouldn't it be possible to just make a fake "door", that's really an activator, that sends the player to a single cell? Inside would be a matched "door" that gets pointed to its partner once its partner is built. You could prevent any weird quantum entanglement exploits by limiting its construction to a unique resource the player only ever finds once. If you wanted more, you could copy all that as need be. Cell, "doors", and resource.

Overly utilitarian i guess? Not a big difference to coc to/from any developer cell. Though still could raise level of immersion a bit?

 

If there's only one emergency cell shared, that's pretty simple indeed - remember last fake door Activator and return player to it, when he interacts with Exit ladder inside the bunker, so that's dynamic linking. NPC don't care about weathers, don't have a real need to hide. Followers can possibly follow on themselves or can be summoned by a button inside, if don't.

Edited by hereami
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