djbnw93 Posted May 8, 2023 Share Posted May 8, 2023 (edited) Overivew: Solutions on how to 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 "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 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 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 created2) 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 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 modhttps://www.nexusmods.com/fallout4/mods/8457Default 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 Edited May 8, 2023 by djbnw93 Link to comment Share on other sites More sharing options...
RoNin1971 Posted May 9, 2023 Share Posted May 9, 2023 Interesting. I'm working on a mod to add 1 or more caves for vault building. My "testing cell" has a (huge) vault partially build before reaching the caverns. ...but I'm thinking about creating caves, without any vault piece already in it, so people can choose to build a vault or make it look like 'little lampight' or whatever. This brings me to your work above, as I would need to make the entrance/geardoor buildable as it would look kinda silly to put it in already if you want to create a non-vault cave settlement. For the caves I'm thinking about a similar approach as 'build your own vault'. An entrance to be build at a settlement, providing access to a cave unique for that settlement.Except at least for that first big vault which I'm probably gonna drop somewhere in the gameworld. Anyway, I stil had to take a look at it to see if at all possible, or maybe need a different approach with a terminal where it can be turned on/off (not my preference for this) so this is some interesting info for me ;) Link to comment Share on other sites More sharing options...
pra Posted May 10, 2023 Share Posted May 10, 2023 The gear door nif indeed has "Open" and "Close" sequences, but they don't seem to actually do anything.The entire animation seems to be governed by the HKT/HKX files. Making it work as a proper door will probably involve some serious nif hacking, pretty much rebuilding the animations from scratch by hand... Link to comment Share on other sites More sharing options...
RoNin1971 Posted May 10, 2023 Share Posted May 10, 2023 The gear door nif indeed has "Open" and "Close" sequences, but they don't seem to actually do anything.The entire animation seems to be governed by the HKT/HKX files. Making it work as a proper door will probably involve some serious nif hacking, pretty much rebuilding the animations from scratch by hand... I do know it takes quite a lot to make it all work normally, with all the claxon lights & 2 "panels" for opening/closing the door (with a bunch of scripts)Don't think I could repeat that without the tutorial, an activator nif might be easier, then again it may be a pita. Link to comment Share on other sites More sharing options...
pra Posted May 11, 2023 Share Posted May 11, 2023 I had a closer look at the nif yesterday. (In fact, this thread reminded me of this gear door, and prompted me do this)It seems there is indeed animation data in there, but in a weird way. All the moving pieces have controllers and not-manager-controlled interpolators. These actually do contain animation data. The On/Off (not Open/Close, my mistake) sequences simply have too short time durations to see that. What you can do is rename these sequence "On" to "Open", the "Off" to "Close", and then, for the "Open", set the start and end times to 3.466667 and 13, and for the "Close" to 16.166668 and 28.9. Set them in both the controller sequences, and the Sequences' Text Keys. This makes NifSkope display the animations at least (after a save, close, reopen). I have no idea inhowfar this will work in-game. Also, keep in mind, that if you turn this into an actual proper Door object, NPCs will be able to open it. Edit: I also adjusted the permissions on my nif fix mod, you can use that as the base, instead of the buggy vanilla mesh. Link to comment Share on other sites More sharing options...
RoNin1971 Posted May 11, 2023 Share Posted May 11, 2023 (edited) I had a closer look at the nif yesterday. (In fact, this thread reminded me of this gear door, and prompted me do this)It seems there is indeed animation data in there, but in a weird way. All the moving pieces have controllers and not-manager-controlled interpolators. These actually do contain animation data. The On/Off (not Open/Close, my mistake) sequences simply have too short time durations to see that. What you can do is rename these sequence "On" to "Open", the "Off" to "Close", and then, for the "Open", set the start and end times to 3.466667 and 13, and for the "Close" to 16.166668 and 28.9. Set them in both the controller sequences, and the Sequences' Text Keys. This makes NifSkope display the animations at least (after a save, close, reopen). I have no idea inhowfar this will work in-game. Also, keep in mind, that if you turn this into an actual proper Door object, NPCs will be able to open it. Edit: I also adjusted the permissions on my nif fix mod, you can use that as the base, instead of the buggy vanilla mesh. You are probably talking about the DLC06 version (the only one (official) with a closing animation)I think you are right. Not that it matters to me, if an NPC can open it. But it will likely turn the entire "geardoor" into one big 'open/close' button. Without the consoles used in-game & without the animation for connecting the pip-boy.No claxons either. & it would need to be combined with the consoles, if you want to use them for activating. Which is a bit problematic, as it will fix their position. The same goes for the lights & sound. I think its possible to combine it all into a single nif (with open & close sequences) but thats going to be a LOT of work. (& doesn't solve the 'everything is one big button' issue ... but I would settle for that if it can't be avoided) edit:on second thought, with 2 consoles its probably impossible. At least, to play the connect pipboy animation, while standing at the right console ...(somebody prove me wrong please ;) ) Edited May 11, 2023 by RoNin1971 Link to comment Share on other sites More sharing options...
pepperman35 Posted May 11, 2023 Share Posted May 11, 2023 THis was recently posted, seems to be in line with what you were asking about: Powered Doors- Activator Compatibility Patch Link to comment Share on other sites More sharing options...
RoNin1971 Posted May 12, 2023 Share Posted May 12, 2023 THis was recently posted, seems to be in line with what you were asking about: Powered Doors- Activator Compatibility Patch Yep, it does. Shows the buidable 'vintage style' geardoor as well. Which is the one ment.Although I kinda confused it with the new-style big geardoor you find with each vault in fo4 before, as that's the one I wish to try and make buidable myself. Link to comment Share on other sites More sharing options...
Recommended Posts