djbnw93 Posted May 8, 2023 Share Posted May 8, 2023 (edited) Request : Create a Gear vault door mod or model that is compatible with "Powered Door" mod / "Auto Door" modInfo: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 failureFor 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 thHowever, 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 doorHavoc Anim: NONE Closed.hkt Closing.hkt Opening.hktScript Events: ActivateDoor LightOff LightOn ....(few more events)However , for DOOR objects they have the followingGamebryo 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 animations2) Make a mod that works with activators and activates when an adapter is powered3) Make a mod that calls the animation script when its a door when the adapter is poweredI 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 modhttps://www.nexusmods.com/fallout4/mods/8457Script 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.SHad to retype this for some reason my whole post didnt get saved , I made a duplicate post , sorry adminHad 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 Edited May 8, 2023 by djbnw93 Link to comment Share on other sites More sharing options...
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