NotBenjamin00 Posted April 13 Posted April 13 This idea is pretty self explanatory but after having a look around noticed there isn't a mod that does this. Simply all doors around the commonwealth would lead you to a random location from the normal pre-set destination creating a somewhat chaotic playthrough. As someone who knows nothing about creating mods, I have no idea how difficult it would be hence why I'm here. I think a setting to turn off/on quest markers would be a fun addition as I imagine they would lead you to the correct door for your current quest and having the ability to turn them off would cause for an even more of a chaotic run.
NeinGaming Posted April 13 Posted April 13 Ohh what a coincidence, I've been mulling for a few days wether to ask about this! I really want to make this, at least a simple version, but I'm also pretty much clueless I noticed Lighthouse has a Get/SetDoorDestination functions, and got excited, so I put a lot of doors into a formlist, but very crudely... I filtered to only show doors that have "load" in the editor ID, and then clicked on each, and added all placed references to them in the formlist via a script. I removed a few such ones containing "prewar" and "memory", and ended up with exactly 1111. There still probably are a lot of doors that aren't really doors in there, or lead to test cells etc... Then the script goes through all doors in that formlist, finds the counterpart with GetDoorDestination(), and populates two formlists with source and destination doors, double checking to avoid duplicates. For randomization what I came up with was ; note the door this one (A) was connected to (X) ; pick random target door (B) ; note what door B was connected to (Y) ; connect A to B and B to A ; connect X to Y and Y to X which looks good to me, but there must be something wrong in that method or my implementation of it, because while doors get randomized, they don't lead back to where you came from, heh. But let's assume that's fixed, the *real* problem I have is: what is a sensible approach to gather doors to randomize? Any ideas? I'm really terribly equipped to even make such a mod, because while I started 5000 playthroughs and played a million hours, I never even set foot on the Prydwen. I just don't have a clue about doors and all the ways the game uses them, the quests it will break. Are there doors that are pointed at by several doors in the base game, or is it always one-on-one? I have no clue. I'm not saying that as an excuse, because I still want to make *something*, but for it to be sensible for other people to use it, I'd either need help with it, or have open permissions so anyone can take a stab of a redux version that doesn't destroy your save ^^
d4em Posted April 14 Posted April 14 (edited) It's a chaotic run, no? I say take the unsensible approach, gather all doors, even the ones that don't load a new cell in vanilla and just have an open/close animation. Broken quests are fine with a mod like this imo. Maybe with the animated doors there is only a 25% chance you'll be teleported or something. I'd be fine if they don't teleport back where you came from. Gives it a fever dream vibe. And for areas that do not have enough doors (the glowing sea) you could add just floating doors in the air. Maybe you get teleported somewhere deadly and the door locks behind you for a bit leaving you to fend for yourself or find another door asap. Edited April 14 by d4em
Glitchfinder Posted April 14 Posted April 14 One issue with randomizing doors is navmeshes and quest markers. Randomizing door destinations is fairly easy, but if you don't get the additional data (which winds up in navmeshes and the navmesh info map), your quest markers will wind up all over the place because they're trying to track the original connections rather than the new ones.
NeinGaming Posted April 14 Posted April 14 On 4/14/2025 at 8:38 AM, d4em said: It's a chaotic run, no? I say take the unsensible approach, gather all doors, even the ones that don't load a new cell in vanilla and just have an open/close animation. Broken quests are fine with a mod like this imo. Maybe with the animated doors there is only a 25% chance you'll be teleported or something. I'd be fine if they don't teleport back where you came from. Gives it a fever dream vibe. And for areas that do not have enough doors (the glowing sea) you could add just floating doors in the air. Maybe you get teleported somewhere deadly and the door locks behind you for a bit leaving you to fend for yourself or find another door asap. Expand I think an option to to just "go wild" would be great, but not as a result of me somehow messing up something that should be very simple haha. But I agree, being able to "finish the game" with it shoudn't be a primary concern, or a concern at all. On 4/14/2025 at 5:44 PM, Glitchfinder said: One issue with randomizing doors is navmeshes and quest markers. Randomizing door destinations is fairly easy, but if you don't get the additional data (which winds up in navmeshes and the navmesh info map), your quest markers will wind up all over the place because they're trying to track the original connections rather than the new ones. Expand And more importantly, I assume it would totally break NPC pathfinding, right? I think I'll test with a limited set of doors first, e.g. just the molerat den and the root cellar.
d4em Posted April 15 Posted April 15 (edited) On 4/13/2025 at 11:48 AM, NotBenjamin00 said: This idea is pretty self explanatory but after having a look around noticed there isn't a mod that does this. Simply all doors around the commonwealth would lead you to a random location from the normal pre-set destination creating a somewhat chaotic playthrough. As someone who knows nothing about creating mods, I have no idea how difficult it would be hence why I'm here. I think a setting to turn off/on quest markers would be a fun addition as I imagine they would lead you to the correct door for your current quest and having the ability to turn them off would cause for an even more of a chaotic run. Expand You can turn quest markers off in the fallout4prefs.ini, under gameplay do bShowFloatingQuestMarkers=0 and bShowQuestMarkers=0 You can also get FallUI and turn them off in the MCM I always play with markers off, much more immersive Could set the doors to only randomize for the player, but I don't know how to achieve that without applying a script to all doors. Edited April 15 by d4em
NeinGaming Posted April 15 Posted April 15 On 4/15/2025 at 8:43 AM, d4em said: Could set the doors to only randomize for the player, but I don't know how to achieve that without applying a script to all doors. Expand Maybe with a perk that overrides the door activation prompt and blocks default activation?
d4em Posted April 17 Posted April 17 (edited) Maybe you could attach an OnLocationChange script to the player that scans all doors in a cell (maybe something with FindClosestReferenceOfAnyTypeInListFromRef) and that then dynamically attaches a script (big maybe, I've never tried assigning a script to an object by script before, nor have I used these 2 functions or know how they work) There's also OnPlayerTeleport but I assume that runs after the teleport Edited April 17 by d4em
hereami Posted May 4 Posted May 4 (edited) On 4/17/2025 at 12:21 PM, d4em said: Maybe you could attach an OnLocationChange script to the player that scans all doors in a cell (maybe something with FindClosestReferenceOfAnyTypeInListFromRef) and that then dynamically attaches a script (big maybe, I've never tried assigning a script to an object by script before, nor have I used these 2 functions or know how they work) There's also OnPlayerTeleport but I assume that runs after the teleport Expand Quest Alias or RefCollectionAlias script, not sure if there is another way to attach a script in game. Might use Quest for doors fetching too, it's a really powerful tool. Just don't forget about a hat (see Adjustments Bureau). Edited May 4 by hereami
NeinGaming Posted May 4 Posted May 4 I kinda would prefer to just link doors to other doors and let the game handle the rest. I mean, teleporting around is cool but kind of a different type of mod in my mind, if you know what I mean. For me the main issue is still the basic logic, how to not create closed-off loops etc. Let's say you have a door A that leads to an interior (actually since it's always two doors, let's call those A1 and A2, A1 being the one on the outside). Then you have door B1/B2 that leads to a basement, and inside that basement door C1/C2 that leads to a hidden compartment interior inside that basement: A1 <-> A2 B1 <-> B2 C1 <-> C2 if I just shuffle that, it could end up like A1 <-> C2 B1 <-> A2 C1 <-> B2 So from the outside, you go into the compartment, and from the compartment back to the outside. From the interior door leading to the basement, you would go to the interior you just left, trapping you -- but it's fine, because you can't get into that interior in the first place haha! Not even gonna think about the third one, this honestly something that I just can't comfortably wrap my head around and that isn't fun for me to fruitlessly ponder. But I also haven't looked at other door randomizers yet, I'm sure there's cool tricks or ideas to be found. I just have zero myself, I have to be honest. Another thing is that doors don't just have a destination door, but a coordinate associated with the destination door, and I don't see a way to read or write that with script. Maybe that's not necessary, but I suspect it's related to the fact that when you simply swap doors with that Lighthouse function, you end up at the other door, but not quite where you'd normally be, sometimes inside the wall etc. But I don't know. So that's kinda janky at best. Since I haven't tested with many doors I guess it can even lead to soft locks or death in some spots ^^
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